DI-Guy Changes and Version History

Generated from diguy_changes.h

DI-Guy API Version 12.5.1

This file was automatically generated from diguy_changes.h. Do not edit this file directly; the changes will be lost.
Contents:
DI-Guy Version 12.5
DI-Guy API
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 12.5.1
Version 12.5.0
CRITICAL api changes

float AltitudeFunction( diguyScenario* scenario, float x, float y, float old_z);

float AltitudeFunction( diguyScenario* scenario, float x, float y, float old_z, int * valid);

  • bdiGraphicsInitGraphicsAPI.use_4x3_shader_matrices must be set to 0 if you aren't planning on upgrading shaders to use 4x3 matrices.
  • As a performance optimization we are no longer transposing our internal matrix representation in C++ before sending to OpenGL. 4x4 matrix bind should get updated to
glUniformMatrix4fv(m_bind_location_ufrm_link_matrices,   // uniform var location
num_mats,    // number of matrices
!get_transposed_matrix_data(),    // whether to transpose matrix
mat_data);   // pointer to matrix data
New Features

  • Improved performance of ray tests with scenes with many props.
  • Scene Object spatial partitioning system has been overhauled allowing scene objects to be reposition without recreating the octtree.
  • Octtree memory usage has been reduced by 10%.
  • Octtree is now available for end users who's objects are not flt files, see scene_object_mesh programming example.
  • diguyApp::create_load_manager() replaced with diguyScenario::create_load_manager()
  • diguyApp::get_load_manager() replaced with diguyScenario::get_character_load_manager()
  • diguyApp::get_load_manager() replaced with diguyScenario::get_character_load_manager()->set_enabled(0)
  • diguyCharacter::set_max_impact_hits() replaced with diguyCharacter::set_weapon_max_impacts()
  • diguyCharacter::get_paused() replaced with diguyCharacter::get_is_network_paused()
  • diguyCharacter::get_visible() replaced with diguyCharacter::get_is_drawn()
  • diguyCharacter::set_aim_param_desired_locate_time()
  • diguyCharacter::get_aim_param_desired_locate_time()
  • diguyCharacter::set_aim_param_seek_tolerance()
  • diguyCharacter::get_aim_param_seek_tolerance()
  • diguyCharacter::set_aim_interpolation_flag()
  • diguyCharacter::get_aim_interpolation_flag()
  • diguyCharacter::set_aim_smooth_flag()
  • diguyCharacter::get_aim_smooth_flag()
  • diguyCharacter::set_aim_divisions()
  • diguyCharacter::set_aim_param_time_constant() replaced with set_aim_param_acquire_factor()
  • diguyCharacter::get_aim_param_time_constant() replaced with get_aim_param_acquire_factor()
  • diguyCharacter::set_aim_param_time_constant2() replaced with set_aim_param_new_aim_duration()
  • diguyCharacter::get_aim_param_time_constant2() replaced with get_aim_param_new_aim_duration()
  • diguyCharacter::set_aim_param_reset_time_constant() replaced with set_aim_param_new_aim_factor()
  • diguyCharacter::get_aim_param_reset_time_constant() replaced with get_aim_param_new_aim_factor()
  • diguyCrowd::CALLBACK_ID_NEW_FOCUS_CHARACTER use diguyCharacter::CALLBACK_ID_AGENT_NEW_FOCUS_CHARACTER
  • diguyCrowd::CALLBACK_ID_ATTACKER_OUT_OF_TARGETS use diguyCharacter::CALLBACK_ID_AGENT_ATTACK_OUT_OF_TARGETS
  • diguyCrowd::CALLBACK_ID_ATTACKER_NO_VISIBLE_TARGETS use diguyCharacter::CALLBACK_ID_AGENT_ATTACK_NO_VISIBLE_TARGETS
  • diguyCrowd::CALLBACK_ID_PURSUED_CHARACTER_REACHED use diguyCharacter::CALLBACK_ID_AGENT_PURSUE_TARGET_REACHED
  • diguyCrowd::CALLBACK_ID_WANDER_TARGET_REACHED use diguyCharacter::CALLBACK_ID_AGENT_WANDER_TARGET_REACHED
DI-Guy Scenario
Version 12.5.0
DI-Guy AI
Version 12.5.0
Graphics API Changes
Version 12.5.1
Version 12.5.0
DI-Guy Networking Changes
Version 12.5
DI-Guy Version 12.0
DI-Guy Scenario
Version 12.0.1
DI-Guy AI
DI-Guy API
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 12.0.3
Version 12.0.2
Version 12.0.1
  • diguyOglGraphicsShaderProgram::bind_uniform_with_location()
  • diguyOglGraphicsShaderProgram::bind_uniform_with_location()
  • diguyOglGraphicsShaderProgram::get_attrib_bind_location()
  • diguyOglGraphicsShaderProgram::get_uniform_bind_location()
Version 12.0.0
  • diguyCharacter::add_state_machine_instance()
  • diguyCharacter::remove_state_machine_instance()
  • diguyCharacter::remove_all_state_machine_instances()
  • diguyCharacter::find_state_machine_instance()
  • diguyScenario::get_num_state_machines()
  • diguyScenario::create_state_machine()
  • diguyScenario::destroy_state_machine()
  • diguyScenario::get_state_machine_at_index()
  • diguyScenario::find_state_machine()
  • diguyScenario::get_num_state_machine_instances()
  • diguyScenario::add_state_machine_instance()
  • diguyScenario::remove_state_machine_instance()
  • diguyScenario::get_this_state_machine_instance()
  • diguyCrowd::all_members_add_state_machine_instance()
  • diguyCrowd::all_members_remove_state_machine_instance()
  • diguyApp::set_student_log_callback()
  • diguyApp::student_log_print()
  • diguyApp::set_user_query_yes_no_callback()
  • diguyApp::user_query_yes_no()
  • diguyApp::set_user_query_text_callback()
  • diguyApp::set_user_query_item_callback()
  • diguyApp::user_query_item()
  • diguyApp::set_user_inform_callback()
  • diguyApp::user_inform()
Graphics API Changes
DI-Guy Version 11
DI-Guy API
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 11.6.0
Graphics API Changes
  • diguyGraphicsShaderInstance::bind_link_matrices()
  • diguyGraphicsShaderInstance::bind_color_array()
Your Graphics API subclasses will need to be updated. bind_link_matrices() will now potentially be called multiple times per character depending on its complexity. For example, animated faces from facefx will cause multiple matrix binds.

The signature for diguyGraphicsTexture::bind_now() has changed to diguyGraphicsTexture::bind_now(diguyTextureMapType texture_type) to support multi-texturing. Your Graphics API subclasses need to be updated.

Version 11.0.x
  • file specified by the environment variable DIGUY_LICENSE_FILE
  • file specified by the environment variable BDILM_LICENSE_FILE
  • file specified by the environment variable LM_LICENSE_FILE
  • license.dat in DI-Guy installation flexlm subdir
Version 11.0.4
  • Problem with vehicles not resuming their path and remaining motionless after force_action("still")
  • Problem with vehicles resuming path and wheels not spinning
  • Problems with position discontinuities when force_action("still") is applied to a vehicle on a path
Version 11.0.2
  • file specified by the environment variable DIGUY_LICENSE_FILE
  • file specified by the environment variable BDILM_LICENSE_FILE
  • file specified by the environment variable LM_LICENSE_FILE
  • license.dat in DI-Guy installation flexlm subdir
Version 11.0.1
Version 11.0.0
  • diguyChainSimulation::set_connection_character()
Version 10.5.1
  • diguyScenario::set_tin()
  • diguyScenario::get_tin()
  • diguyScenario::trigger_script_event()
  • diguyScenario::add_custom_appearance()
  • diguyScenario::add_custom_appearance_based_on_existing_appearance()
  • diguyScenario::add_named_callback()
  • diguyScenario::remove_named_callback()
  • diguyScenario::call_named_callback()
  • diguyScenario::set_iguy_character()
Version 10.1.7
Version 10.1.6
Version 10.1.4
Version 10.1.3
Version 10.1.1
Version 10.1.0
DI-Guy Scenario
Version 11.5.1
Version 11.0.1
DI-Guy Motion Editor
Version 11.0.1
Version 11.0.0
DI-Guy Character Viewer
Version 11
DI-Guy for Vega Prime
Version 11.5.1
Version 11.0.1
DI-Guy Networking
Version 11.0.1
DI-Guy Applications Version 10
DI-Guy API 10
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 10.0.10
  • diguyCharacter::CALLBACK_ID_AGENT_NON_ZERO_REPULSION
  • diguyCharacter::CALLBACK_ID_AGENT_ZERO_REPULSION
Version 10.0.8
  1. meaning remove the callback when a scenario is loaded.
Version 10.0.6
Version 10.0.5
Version 10.0.4
Version 10.0.3
Version 10.0.1
Version 10.0.0
  • diguyCharacter::get_nearest_character_type_map()
Version 9.1.5
  • diguyScenario::load_shader()
  • diguyScenario::reload_shader_programs()
Version 9.1.4
  • The following functions have been deprecated:
  • The above deprecated functions are replaced by:
  • diguyCharacter::CALLBACK_ID_UI_MOUSE_DOWN
  • diguyCharacter::CALLBACK_ID_UI_MOUSE_UP
other primitives in DI-Guy Scenario 3D view windows. For access to this object call diguyApp::get_painter().

Version 9.1.2
  • The Lua module has all the functionality of the current Perl module.
  • Lua is popular in the game development industry for it's speed and efficiency. Lua script execution is much less performance intensive than a similar Perl script.
  • Lua is the basis for the new DI-Guy AI Mind framework.
  • diguyCharacter::CALLBACK_ID_UI_PRE_TRANSLATION
  • diguyCharacter::CALLBACK_ID_UI_POST_TRANSLATION
Version 9.1.1
  • diguyCharacter::CALLBACK_ID_POST_CREATE_GEOMETRY
  • diguyCharacter::CALLBACK_ID_PRE_DESTROY_GEOMETRY
Version 9.1.0
DI-Guy Scenario 10
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 10.0.2
Version 10.0.0
Version 9.1.3
Version 9.1.2
Version 9.1.1
Version 9.1.0
  • Ctrl '{' or Ctrl '}' - jump to matching brace
  • Ctrl f - find dialog
  • F3 - find again
  • Beads now display the time they occur instead of just an index.
  • The Action Spreadsheet is available in the character elements page.
  • A number of element types can now be sorted in their selector view at the top of the page. Most widgets can be sorted by index and name. Some add the ability to be sorted by time, appearance, character type, etc.
  • The path page has a sorted list of all beads on a path.
DI-Guy AI 10
Version 10.0.4
Version 10.0.3
Version 10.0.2
- Fixed hard crash in path planner when pursuing with no behavior region set. - Fixed a number of bugs with agents colliding with props. - Fixed bug with crowd awareness code far from the origin.

Version 9.1.4
Version 9.1.3
Version 9.1.2
  • New Lua Mind Editor in UI
  • The crowd/people blitzers can now create characters with minds.
Version 9.1.1
  • diguyCrowd::CALLBACK_ID_NEW_FOCUS_CHARACTER
  • diguyCrowd::CALLBACK_ID_ATTACKER_NO_VISIBLE_TARGETS
  • diguyCrowd::CALLBACK_ID_ATTACKER_OUT_OF_TARGETS
  • diguyCrowd::CALLBACK_ID_PURSUED_CHARACTER_REACHED
  • diguyCrowd::CALLBACK_ID_WANDER_TARGET_REACHED
  • diguyCrowd::agents_flee_crowd()
  • diguyCharacter::CALLBACK_ID_AGENT_NEW_BEHAVIOR
  • diguyCharacter::CALLBACK_ID_AGENT_NEW_FOCUS_CHARACTER
  • diguyCharacter::CALLBACK_ID_AGENT_ATTACK_OUT_OF_TARGETS
  • diguyCharacter::CALLBACK_ID_AGENT_ATTACK_NO_VISIBLE_TARGETS
  • diguyCharacter::CALLBACK_ID_AGENT_PURSUE_TARGET_REACHED
  • diguyCharacter::CALLBACK_ID_AGENT_PURSUE_TARGET_LOST
  • diguyCharacter::CALLBACK_ID_AGENT_MINGLE_TARGET_REACHED
  • diguyCharacter::CALLBACK_ID_AGENT_MINGLE_TARGET_LOST
  • diguyCharacter::CALLBACK_ID_AGENT_WANDER_TARGET_REACHED
  • diguyCharacter::CALLBACK_ID_AGENT_WANDER_TARGET_LOST
  • diguyCharacter::CALLBACK_ID_AGENT_FLEE_AREA_LEFT
  • diguyCharacter::CALLBACK_ID_AGENT_FLEE_AREA_ENTERED
  • diguyCharacter::CALLBACK_ID_AGENT_TRAVEL_WAYPOINT_REACHED
  • diguyCharacter::CALLBACK_ID_AGENT_TRAVEL_FORWARD_DEST_REACHED
  • diguyCharacter::CALLBACK_ID_AGENT_TRAVEL_BACKWARD_DEST_REACHED
DI-Guy Motion Editor
DI-Guy Character Viewer 10
Version 10.0.0
DI-Guy for Vega Prime 10
Version 10.0.4
Version 9.1.2
DI-Guy Networking
Version 9.1.6
DI-Guy Applications, 9.0 and Earlier
DI-Guy API
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 9.0.4
Version 9.0.1
  • Munitions sound effects now include sound gain.
  • Added diguyScenario::trigger_detonation(), a function for creating a detonation at an arbitrary xyz location.
  • Fixed bug with location of munition particle effects.
Version 9.0.0
Version 8.6.3
Version 8.6.2
Version 8.6.1
  • diguyLoadManager::set_max_update_period()
  • diguyLoadManager::set_nonvisible_update_rate()
  • diguyLoadManager::set_zone_bounds()
  • diguyLoadManager::set_zone_parameters()
  • Added support for Flat Earth and Geocentric coordinates.
  • Coordinate system changes can now be applied while the system is connected to the network.
  • DI-Guy characters can now have different Munition types which are sent over the network as part of the detonation pdus.
Heavy rewrite/solidification of our munition and detonation code.

  • Characters now have a munition type, defaults to "m16".
  • Munition definitions are stored in the munition_type.cfg file. They have a number of required and optional fields including septet, radius, and special effects to create when triggered.
  • The munition name and radius is now part of diguyImpact structure. This allows the end user to build damage models in scripts that are based on the munition type of an impact, along with fall-off effects based on distance from impact location.
  • Characters hit by broadcast detonations will now call the CALLBACK_ID_IMPACT callback if they have one, this emulates what happens when characters are shot by other DI-Guys. If they are members of a crowd and the crowd has an impact callback that will be called, if no impact callback exists they will die.
  • Crowds should now react to remote detonations.
  • Impacting a scene object will now transmit a detonation.
Version 8.5.0
Version 8.1.0
Version 8.0.6
Version 8.0.5
Version 8.0.4
Version 8.0.3
  • Firing the I-Guy's weapon now correctly uses the trajectory to the crosshair, instead of along the weapon barrel.
  • Keyboard control of looking up and down now possible; use 'Page Up' and 'Page Down' keys.
Version 8.0.2
Version 8.0.1
Version 8.0.0
Version 7.1.20
Version 7.1.19
Version 7.1.18
Version 7.1.16
Version 7.1.14
Version 7.1.13
  • diguyApp::set_use_varsets_enabled()
  • diguyApp::get_use_varsets_enabled()
  • diguyCharacterGroup::set_all_members_t()
Version 7.1.12
Version 7.1.11
  • get_autosense_callback_candidate_entered()
  • get_autosense_callback_candidate_left()
  • In DI-Guy Scenario, the Weapon Params tab on the Character Elements palette has a checkbox called "Weapon Fires Live Rounds". The checkbox can be unchecked, followed by pressing the "Copy to All Characters" button.
  • In a program using the DI-Guy API, the function diguyCharacter::set_weapon_fires_live_rounds() can be called.
  • diguyCharacterGuide::remove_all_disabled_guides()
Version 7.1.10
Version 7.1.9
  • void key_press()
  • void key_release()
Version 7.1.8
Version 7.1.7
Version 7.1.6
  • diguyCharacter::CALLBACK_ID_GUIDE_POSITION_ACQUIRED
  • diguyCharacter::CALLBACK_ID_GUIDE_POSITION_UNACQUIRED
  • diguyCharacter::CALLBACK_ID_GUIDE_ORIENTATION_ACQUIRED
  • diguyCharacter::CALLBACK_ID_GUIDE_ORIENTATION_UNACQUIRED
  • diguyCharacter::CALLBACK_ID_CURRENT_TOUT_REACHED
Version 7.1.5
  • diguyApp::set_use_varsets_enabled()
  • diguyApp::get_use_varsets_enabled()
Version 7.1.4
Version 7.1.3
Version 7.1.2
  • diguyCharacter::CALLBACK_ID_DESIRED_ACTION_REACHED
Version 7.1.1
Version 7.1.0
Version 7.0.9
Version 7.0.8
Version 7.0.6
Version 7.0.5
Version 7.0.3
Version 7.0.2
Version 7.0.1
  • diguyLoadManager::add_camera()
  • diguyLoadManager::add_view_camera()
  • diguyLoadManager::move_camera()
  • diguyLoadManager::change_view_camera_settings()
  • diguyLoadManager::remove_camera()
  • diguyLoadManager::remove_all_cameras()
Version 7.0.0
Version 6.1.10
Version 6.1.9
Version 6.1.8
Version 6.1.7
  • diguyShot
  • diguyShot (class name) -> diguyImpact
  • get_shooter_name() -> get_attacker_name()
  • get_shooter() -> get_attacker()
  • get_shot_number() -> get_impact_number()
  • set_shot_number() -> set_impact_number()
  • get_shot_been_processed() -> get_impact_been_processed()
  • set_shot_been_processed() -> set_impact_been_processed()
  • CALLBACK_ID_GOT_SHOT -> CALLBACK_ID_IMPACT
  • CALLBACK_ID_SHOT_SUCCESS -> CALLBACK_ID_FIRE_WEAPON_SUCCESS
  • get_last_shot_record() -> get_last_impact_record()
  • get_last_shot_number() -> get_last_impact_number()
  • get_last_shot_been_processed() -> get_last_impact_been_processed()
  • set_last_shot_been_processed() -> set_last_impact_been_processed()
  • get_last_shot_link() -> get_last_impact_link()
  • get_last_shot_link_is() -> get_last_impact_link_is()
  • set_max_shot_hits() -> set_max_impact_hits()
  • CALLBACK_ID_ENVIRONMENTAL_DETONATION -> CALLBACK_ID_SCENE_OBJECT_IMPACT
  • get_last_env_shot_info() -> get_last_env_impact_info()
Version 6.1.6
  • Function diguyScenario::add_plugin() has been changed to diguyApp::load_plugin().
  • Function diguyScenario::remove_plugin() has been changed to diguyApp::unload_plugin().
  • The following functions will be imported when a plugin is loaded. Note that not only diguy_version() must be implemented:
  • void diguy_version(int* version_major, int* version_minor, int* version_point)
  • void initialize_plugin(diguyApp* app)
  • void deinitialize_plugin(diguyApp* app)
  • void initialize(diguyScenario* s)
  • void deinitialize(diguyScenario* s)
  • void pre_update(diguyScenario* s)
  • void post_update(diguyScenario* s)
  • void pre_draw(diguyScenario* s)
  • void post_draw(diguyScenario* s)
  • void reset(diguyScenario* s)
  • diguyPluginMouseCursor get_mouse_cursor(diguyScenario* s)
  • void mouse_press(diguyScenario* s, diguyPluginMouseEvent* mouse_event)
  • void mouse_drag(diguyScenario* s, diguyPluginMouseEvent* mouse_event)
  • void mouse_release(diguyScenario* s, diguyPluginMouseEvent* mouse_event)
  • void mouse_move(diguyScenario* s, diguyPluginMouseEvent* mouse_event)
  • void save_review_data(diguyScenario* s, const char* filename)
  • void load_review_data(diguyScenario* s, const char* filename)
Version 6.1.5
  • Added new functions:
  • New local space camera. DI-Guy can now render in the local space of the camera. This allows DI-Guy to avoid putting large values on the rendering stack, avoiding numerical imprecision on objects that are far from the origin.
  • Added new local space camera functions:
In OpenGL, use gluLookAt(local_position_x, local_position_y, local_position_z, local_fix_x, local_fix_y, local_fix_z, 0.0, 0.0, 1.0); to emulate the DI-Guy camera.

Version 6.1.4
  • diguySensorRegion::get_characters_in_region()
  • diguySensorRegion::update_characters_in_region()
  • diguySensorRegion::update_candidate_characters_in_region()
Version 6.1.3
Version 6.1.2
  • all aiming is ended
  • all gazing is ended
  • all pointing is ended
  • head nodding and shaking are stopped
  • all gestures are aborted
  • all sounds originated by the character are stopped
Version 6.1.1
  • diguyLoadManager::remove_all_cameras()
Version 6.1.0
Version 6.0.8
Version 6.0.6
Version 6.0.5
Version 6.0.4
Version 6.0.3
Version 6.0.2
Version 6.0.1
  • diguyCharacter::force_action_by_name()
  • diguyCharacter::get_desired_action_name()
  • diguyCharacter::set_desired_action_by_name()
  • diguyCharacter::force_partial_path_by_name()
  • diguyCharacter::force_path_by_name()
  • diguyCharacter::push_path_by_name()
  • diguyCharacter::set_parent_by_name()
Version 6.0.0
  • diguyLoadManager::add_camera()
  • diguyLoadManager::add_view_camera()
  • diguyLoadManager::move_camera()
  • diguyLoadManager::change_view_camera_settings()
  • diguyLoadManager::remove_camera()
  • diguyLoadManager::set_enable_culling()
  • diguyLoadManager::set_nonvisible_update_rate()
  • diguyLoadManager::set_zone_bounds()
  • diguyLoadManager::set_zone_parameters()
  • diguyLoadManager::set_max_update_period()
  • diguyApp::create_load_manager()
  • diguyApp::get_load_manager()
  • diguyApp::destroy_load_manager()
  • CALLBACK_ID_TIME_LEFT has been changed to CALLBACK_ID_TIME_LEFT_DEPRECATED
  • CALLBACK_ID_TIME_INTO has been changed to CALLBACK_ID_TIME_INTO_DEPRECATED
Version 5.3.5
  • Added callback diguyCharacter::CALLBACK_ID_GOT_SHOT.
  • Added callback diguyCharacter::CALLBACK_ID_SHOT_SUCCESS.
  • Added new find all hits functionality.
  • Added new diguyShot class accessible from scripts, records who got shot and where.
  • Characters can now shoot multiple targets; added max_shot_hits to control the maximum number of shots to report. By default scene objects stop bullets.
  • Weapon spread shots test against the octtree first (speed up).
  • Added functions diguyScenario::add_plugin() and diguyScenario::remove_plugin().
  • The following functions can be exported from the dll to plug into DI-Guy code:
  • void initialize(diguyScenario* s)
  • void deinitialize(diguyScenario* s)
  • void pre_draw(diguyScenario* s)
  • void post_draw(diguyScenario* s)
  • void update(diguyScenario* s)
  • void reset(diguyScenario* s)
  • void save_review_data(const char* filename)
  • void load_review_data(const char* filename)
  • See Documentation for more information.
Version 5.3.4
  • CALLBACK_ID_CURRENT_APPEARANCE_CHANGED
  • CALLBACK_ID_CURRENT_HEAD_APPEARANCE_CHANGED
Version 5.3.3
Version 5.3.2
Version 5.3.1
  • CALLBACK_ID_PRE_DIE
  • CALLBACK_ID_POST_DIE
  • CALLBACK_ID_PRE_FIRE_WEAPON
  • CALLBACK_ID_POST_FIRE_WEAPON
Version 5.2.2
Version 5.2.1
  • Motion behavior improved when receiving standard PDUs in DIS.
  • Motion behavior improved when not using DI-Guy Custom FOM in HLA.
  • DI-Guy for Vega Prime now shares the network connection created by vpNet (MaK Technologies networking add-on to MultiGen-Paradigm's Vega Prime product).
  • Special programming no longer required to have DI-Guy for Vega Prime/vpNet work together.
  • Users need to maintain two separate modelmaps, but mapping to NULL is now implemented for both vpNet and DI-Guy, so that entities being drawn by other modules in Vega will not be drawn a second time by DI-Guy for Vega Prime and vice-versa.
  • Programming examples have been expanded to show simple examples of vpNet/DI-Guy for Vega Prime interaction. Note that these programming examples are copied to the samples directory of the Vega Prime installation.
  • Added function call diguy_net_get_character_from_id() which returns the diguyCharacter associated with the entity id. Works with both DIS and HLA. (see ref. manual).
  • Added option hla_advisories to network.cfg. When using HLA, if the RTI uses advisories, hla_advisories should be set to 1. If not, set this to zero. Mismatch between the settings should be avoided.
Version 5.2.0
Version 5.1.25
Versions 5.1.0 - 5.1.24
DI-Guy Scenario
Note that most changes to the DI-Guy API also apply to DI-Guy Scenario.

Version 9.1.4
Version 9.1.0
Version 9.0.2
Version 9.0.0
Version 8.6.3
Version 8.6.2
Version 8.6.1
Version 8.5.0
Version 8.0.3
  • Added more context sensitive input mode buttons.
  • Labels identifying what character and path is selected have been replaced with combo boxes, allowing for faster editing of complex scenarios.
  • Fixed various other small UI issues.
Version 8.0.2
Version 8.0.0
Version 7.1.19
Version 7.1.16
Version 7.1.15
Version 7.1.14
Version 7.1.12
Version 7.1.11
Version 7.1.8
Version 7.1.7
Version 7.1.6
Version 7.1.4
Version 7.1.3
Version 7.1.2
click and drag translate character
shift-click and drag rotate character
Character or PeopleBlitzer delete current character
Path Edit or Path Insert delete current waypoint
Action Edit or Action Insertdelete current action bead
Sensor Edit or Sensor Insertdelete current sensor region
Group delete current group
Version 7.1.1
click and drag translate all group characters
shift-click and drag rotate all group characters
ctrl-click add or remove clicked character to group
Required By Scenario If checked, this plugin is required for proper execution of this scenario. When the scenario is loaded this plugin will be loaded as well if it is not already active. Default is unchecked.
Unload on Scenario CloseIf checked, this plugin will be unloaded if this scenario is closed or a new scenario is opened. Default is unchecked.
Accepts Mouse Input If checked, this plugin will receive mouse events via the mouse plugin functions when the input mode is "Plugin". Default is checked.
Version 7.1.0
Version 7.0.8
Version 7.0.5
Version 7.0.3
Version 7.0.1
Version 6.1.10
Version 6.1.9
Version 6.1.8
  • Added load particle descriptions button to UI.
  • Added collision plane rendering check box to UI.
  • Added check box to particle page that optionally turns off placeholders.
  • Added orientation flag to particles, useful for parented emitters.
  • Renaming particles should validate names and echo to other appearance menus.
  • Adding or removing particle descriptions now properly updates the appearance section of the character page and people blitzer.
  • Particle manager was getting updated unnecessarily causing particles to playback 2x as fast.
Version 6.1.7
Version 6.1.6
Version 6.1.4
Version 6.1.1
Version 6.1.0
Version 6.0.8
Version 6.0.2
Version 6.0.1
Version 6.0.0
Version 5.3.5
Version 5.3.2
Version 5.3.1
Version 5.3.0
Version 5.2.3
Version 5.2.1
Version 5.2.0
DI-Guy AI
Version 9.0.1
Version 9.0.0
Version 8.6.3
  • Selected member will now only show postures and variants that it has available.
  • Selected edit mode with display better visual cues indicating which crowd members will be affected by changes
  • Added look at member button.
Version 8.6.1
Version 8.6.0
Version 8.5.0
DI-Guy Motion Editor
Version 9.0.1
Version 9.0.0
  • +/- keys behave more intuitively with regards to the yawpitchroll of the poser.
  • Shift key alters magnitude of +/- change.
  • Poser editing gizmo now auto-scales based on camera distance.
  • Editing mode is now displayed in 3D window title bar.
  • Initial directories for me project, importing motions and saving motions are now set to expected values.
Version 8.6.3
Version 7.1.11
Version 7.1.0
Version 6.1.9
Version 6.1.0
Version 6.0.6
Version 6.0.0
DI-Guy Character Viewer
Version 8.0.2
Version 6.1.9
Version 6.0.2
Version 6.0.1
Version 6.0.0
DI-Guy for Vega Prime
Version 9.0.3
Version 9.0.1
Version 9.0.0
Version 8.6.3
Version 8.0.3
simple_playback directory.

character to not draw.

applications to crash.

Version 8.0.2
Version 8.0.0
Version 7.0.8
Version 7.0.7
Version 7.0.6
Version 7.0.3
Version 7.0.0
Version 6.1.11
Version 6.1.10
Version 6.1.9
Version 6.1.8
Version 6.1.1
Version 6.0.8
Version 6.0.7
Version 6.0.6
Version 6.0.5
Version 6.0.2
Version 6.0.1
Version 5.3.4
Version 5.3.3
Version 5.2.1
DI-Guy Data, 9.0 and Earlier
Version 9.0.1
  • uk_desert_sa80
  • uk_temperate_sa80
  • rpg_fired
  • sa7_fired
  • stinger_fired
  • javelin_fired
  • 120mm_tank_round_fired
  • at4_fired
  • 40mm_fired
Version 9.0.0
  • soldier_m249
  • soldier_m4
  • soldier_qk
  • soldier_signals
  • soldier_fire
  • soldier_pistol
  • soldier_melios
  • afghan_child_crowd
  • male_pedestrian3
  • mped_sweeper
  • mped1_misc
  • mped2_misc
  • mped3_misc
  • mped5_crowd2
  • mped5_crowd3
  • mped5_crowd4
  • mped5_crowd5
  • mped5_crowd6
  • fped2_misc
  • fped3_crowd2
  • suspect3
  • marshaller
  • esil
  • soldier_precise
  • launcher
  • suspect
  • suspect2
  • fped_mother
  • sergeant
Version 8.0.0
  • chain_simulation
  • civilian_cc
  • soldier_cc
  • soldier_at4
  • soldier_javelin
  • soldier_m249
  • soldier_m9
  • soldier_m4
  • train
  • 3 Security Guards
  • Hazmat Suits level A B and C
  • Assortment of Hazmat props
  • 10 different Close Combat civilians
  • Close Combat BDU and DCU with M9, M249, M240, M60, AT4, Javelin M4 with M203, M16 with M203 Stinger weapons
  • Close Combat Opfor with SA16, RPG7, AK47 and PK74 weapons
  • 3 Iraqi Insurgents
  • 2 Iraqi Soldier
  • 2 Iraqi Police
The following soldier appearances can have M9, M249, M240, M60, AT4, Javelin M4 with M203 and M16 with M203 weapons:

  • 4 BDU with IBA
  • 4 ACU with IBA
  • 4 USMC with IBA
  • 4 USMC desert with IBA
  • gaz_truck_w_ZSU23_turret
  • gaz_truck_w_ZSU23_turret_blown
  • toyota_pickup_tech_turret
  • toyota_pickup_tech_turret_blown
  • humvee_50cal_grn_turret
  • humvee_50cal_grn_turret_blown
  • humvee_50cal_des_turret
  • humvee_50cal_des_turret_blown
  • m1a2_abrams_grn_turret
  • m1a2_abrams_grn_turret_blown
  • m1a2_abrams_des_turret
  • m1a2_abrams_des_turret_blown
  • t72_tank_grn_turret
  • t72_tank_grn_turret_blown
  • t72_tank_des_turret
  • t72_tank_des_turret_blown
  • m2a3_bradley_grn_turret
  • m2a3_bradley_grn_turret_blown
  • m2a3_bradley_des_turret
  • m2a3_bradley_des_turret_blown
  • leclerc_tank_descamo_turret
  • leclerc_tank_descamo_turret_blown
  • leclerc_tank_camo_turret
  • leclerc_tank_camo_turret_blown
  • stand_ready_8th_turn_left
  • stand_ready_8th_turn_right
  • stand_ready_qtr_turn_left
  • stand_ready_qtr_turn_right
  • stand_aim_extreme
  • kneel_aim_extreme
  • walk_aim
  • walk_aim_back
Version 7.0.0
  • chem_bio_pedestrian
  • fdc_chock_and_chains
  • fdc_fuelman
  • fdc_grounding
  • fdc_pallet
  • fdc_pedestrian
  • firefighter
  • fireman_silver
  • vehicle_technical
  • vehicle_turret
  • vehicle_wheels
Version 6.1.2
Version 6.1.1
Version 6.1.0
Version 6.0.2
Version 6.0.1
Version 6.0.0
Version 5.3.5
Version 5.3.2
Version 5.3.1
Version 5.2.2



Copyright (C) 1992-2012 Boston Dynamics

ALL RIGHTS RESERVED.

These coded instructions, statements, and computer programs contain unpublished proprietary information of Boston Dynamics and are protected by Copyright Laws of the United States. They may not be used, duplicated, or disclosed in any form, in whole or in part, without the prior written consent from Boston Dynamics.

RESTRICTED RIGHTS LEGEND

Use, duplication, or disclosure by the government is subject to restrictions as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Sofware clause at DFARS 252.227-7013 and/or in similar or successor clauses in the FAR, or the DOD or NASA FAR Supplement, or to subparagraphs (c)(1) and (c)(2) of the Commercial Computer Software--Restricted Rights at 48 CFR 52.227-19, as applicable. Unpublished-rights reserved under the Copyright Laws of the United States.

Contractor/Manufacturer is:

Boston Dynamics/78 Fourth Avenue/Waltham MA 02451.