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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on December 30, 2007, 09:28:33 am

Title: Cockpits redux (Stable branch)
Post by: WMCoolmon on December 30, 2007, 09:28:33 am
Changes:

Screenies:
Viewing an Orion (http://fs2source.warpcore.org/temp/wmc/cpt_awesome.jpg)
Demonstrating the slewing capabilities (http://fs2source.warpcore.org/temp/wmc/cpt_slewing.jpg) (the hull breach in the lower left is a consequence of the model, not the code)

Downloads:
C12302007s build (http://fs2source.warpcore.org/exes/latest/C12302007s.zip)
Cockpit Fun Pack (http://fs2source.warpcore.org/temp/wmc/cpt_fun_pack.zip), with an old, old cockpit model by Aldo and the modular table to get it working for the Ulysses.
Title: Re: Cockpits redux (Stable branch)
Post by: MetalDestroyer on December 30, 2007, 10:01:23 am
We just need high detailed 3D cockpit without having a poly hiding the view ^^
Title: Re: Cockpits redux (Stable branch)
Post by: Black Wolf on December 30, 2007, 10:11:44 am
Wow. Sweet :D
Title: Re: Cockpits redux (Stable branch)
Post by: haloboy100 on December 30, 2007, 03:39:14 pm
I hope one day high-poly cockpit views will be implemented into SCP :yes:
Title: Re: Cockpits redux (Stable branch)
Post by: jr2 on December 30, 2007, 09:31:09 pm
Niiiice.  :yes:
Title: Re: Cockpits redux (Stable branch)
Post by: Vasudan Admiral on December 30, 2007, 10:17:20 pm
It doesn't look like it's getting lit correctly. Or at all. No matter which way I rotate, the lighting stays the same, and there are some nasty clipping errors that this time aren't because of holes in the model:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cockpit/screen0011.jpg)

For reference, that's the right-view of this:
(http://i5.photobucket.com/albums/y184/VA--Twisted_Infinities/Cockpit/InternalCockpit1.jpg)

Also, what's the slewing thing? It looks cool, but I couldn't work it out. :(
Title: Re: Cockpits redux (Stable branch)
Post by: Cobra on December 30, 2007, 10:35:11 pm
Holding down Numpad Zero and hitting the keypad arrows? :nervous:
Title: Re: Cockpits redux (Stable branch)
Post by: Vasudan Admiral on December 31, 2007, 12:10:54 am
Ah, yeah that was it - thanks. :)

Very cool. :D
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on December 31, 2007, 12:58:43 am
How close are the edges of that cockpit to the center? They can't be more than 0.05 m with that build, or clipping will occur.

Here's (http://fs2source.warpcore.org/exes/wmc/cpt_fix.zip) a build that has fixed lighting and a minimum clip distance of 0.02. Tell me if the clipping changes with this one.

If I move the clipping plane too near, however, then ships with large cockpit models will have issues with rendering order. The zbuffer has a limited amount of data that it can hold, and the closer the minimum clipping distance gets, the more information is required to make the minimum clipping distance even smaller. (Eg reducing the clipping distance from 0.05 to 0.02 requires more data storage space than reducing it from 0.08 to 0.05) I am dynamically setting the maximum clipping distance based on the radius of the cockpit models to keep zbuffer space from being wasted, but there's a limit to how effective that will be.
Title: Re: Cockpits redux (Stable branch)
Post by: MetalDestroyer on December 31, 2007, 12:59:31 am
More screeenies :wub:
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on December 31, 2007, 01:15:20 am
Not sure what happened, but this build seems to have broken multi.  Couldn't connect by IP, switched back to an older build and it worked just fine.  Game never showed up in the browser.

(I'm aware there's no working PXO for 3.6.10 yet, this is an unrelated issue as I wasn't using PXO).
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on December 31, 2007, 01:28:00 am
Did you have the modular ship table in your FS2 path?

I'm pretty sure I didn't touch any multi code.
Title: Re: Cockpits redux (Stable branch)
Post by: Vasudan Admiral on December 31, 2007, 02:30:19 am
Ok, that one worked better - the lighting shifted round mostly as it shouold, but the clipping issues remain almost identical. However, the models radius is only 4.6m, so it could well just be that the model is too small to use properly. I'm gonna try an enlarged version and see if that fixes the probs.
Title: Re: Cockpits redux (Stable branch)
Post by: Vasudan Admiral on December 31, 2007, 02:47:12 am
Well it appears to make no difference whether the cockpit is big or small - the clipping issues are always the same, so it's something else at work here. I'll attach the POF and DDS for testing.

(The models centre is in the correct position, so it needs no offset)

[attachment deleted by ninja]
Title: Re: Cockpits redux (Stable branch)
Post by: Vasudan Admiral on December 31, 2007, 02:48:12 am
And here's the map. (combined they came to 528kb. :\ )

[attachment deleted by ninja]
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on January 15, 2008, 01:22:41 pm
Cool. I've been waiting for this for a loooong time! :D
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 15, 2008, 02:26:09 pm
Did you have the modular ship table in your FS2 path?

I'm pretty sure I didn't touch any multi code.

I just tried using the build itself with some other mods.  Couldn't get it to find any games, even when the IP was manually typed in.  Regardless, if you just commit the stuff you did change, I doubt it'll affect multi in anyone else's builds.
Title: Re: Cockpits redux (Stable branch)
Post by: castor on January 15, 2008, 03:22:10 pm
IIRC multi has been defunc in the stable branch for some time now. I had the impression that it requires the new FS2net to be in place in order to work properly?
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 15, 2008, 05:11:19 pm
Again, not using FS2NetD.  Just trying to use direct ip connection.  Completely bypassing the game lobby altogether.  It works with every one of Taylors' recent Xt builds I've tried it with, but didn't with this build.  That was the only thing that had changed, was the build I was using.  It's not that multi isn't working in those builds, it's that the new builds aren't working with the current FS2NetD.  Multi itself should still work, assuming you can connect without using FS2NetD, which you should be able to via the network options in-game, and specifying IPs to look for a server on.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on January 15, 2008, 09:04:27 pm
Taylor's Xt builds have code that hasn't been committed to the stable branch yet. I did commit the cockpits code to the stable branch, although I have never gotten around to porting it to the unstable branch. *grumble*
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 15, 2008, 09:28:06 pm
How exactly is this suppose to work? I can't seem to the model to display at all.  Also where exactly does the cockpit have to sit, the eyepoint at (0,0,0)?

Also i've noticed it's rather jumpy... I get 60fps and for a second down to 40 and the screen jerks.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on January 15, 2008, 10:12:18 pm
The cockpit model will be centered at the eyepoint's position, so you should have the cockpit itself located in front of 0, 0, 0. You could try playing with the +Cockpit offset variable, and changing the location of the cockpit on the z axis, if it still won't work.

I don't know why it would cause the screen to jerk (especially when you can't get it to display :p). Is that something that happens regardless of whether you're using a cockpit or not?
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 15, 2008, 10:17:36 pm
Did that include the lua function?  I'm hoping to see something like that in 3.6.10 final, and also equivalent functionality in the new scripting system hopefully.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on January 15, 2008, 10:19:40 pm
No scripting function. I've largely kept a policy of nonsupport for stable branch scripting, and I'm considering disabling it to prevent backwards compatibility hell when the new system gets introduced.

Like I said, the feature isn't in the unstable branch, so I can't add scripting support for it there yet.
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 15, 2008, 10:43:10 pm
Then would I be able to request it in a special build once 3.6.10 is released?  Or just the code and I can build it myself.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 15, 2008, 11:33:26 pm
Hmmm, nope moving the cockpit eye to 0,0,0 didn't make a difference.  I've even taken your cockpit and tried to use it on mine, and no go. Let me see if I understand you correctly, the real ships eye point becomes the cockpits center of origin?

As for the studdering, yes, even with cockpits turned off it still jumps.  Let me go grab another newer build and see if it does it there too.  (ummm is 2007-10-28 the latest stable build?   :nervous: )
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 15, 2008, 11:38:10 pm
It's the latest one he's put on the forums.  There's some newer Xt builds floating around.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 15, 2008, 11:41:58 pm
Yes, I've been using the one that supports normal mapping fs2_open3_6_10  (timedate: 12/28/07 if that helps) and that one doesn't suffer the hiccups.
Title: Re: Cockpits redux (Stable branch)
Post by: Cobra on January 16, 2008, 01:31:12 am
It's the latest one he's put on the forums.  There's some newer Xt builds floating around.

Yeah, but the newer XT builds have broken features. :P
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 16, 2008, 01:53:46 am
Well heres the vp, maybe you'll see where i messed up.  BTW it currently uses the test cockpit from the first post (i've included it).  It works with the Uylesses, but not with mine. 

http://scoobydoo.freespacemods.net/Problems/Dagger-01-16-08.rar (http://scoobydoo.freespacemods.net/Problems/Dagger-01-16-08.rar)

edit: still uploading..... *yawnz*
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 20, 2008, 04:28:36 pm
Still not having any luck.

I even did this:
Code: [Select]
$Name: GTF Hercules
+nocreate
$Cockpit POF File: cockpitTest.pof
+Cockpit offset: 0.0 -0.5 1.0

and it won't show up.  :confused:
Title: Re: Cockpits redux (Stable branch)
Post by: Omniscaper on January 24, 2008, 04:57:31 pm
Whats the proper way to format the cockpit mesh i made for this video http://www.stage6.com/user/Omniscaper/video/2125018/ . Should I seperate it from the rest of the Viper mesh and plug it into the table? How would I keep the mesh from overlapping with detailed cockpit? Detail box settings for the low lowdetail cockpit subobject?
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 24, 2008, 06:08:10 pm
If you're using the showship flag or whatever to show it now, wouldn't you just turn that off?  If that's not how you're doing it now then I have no idea.  That video is f'ing amazing though, is that target tracking or TrackIR or what?
Title: Re: Cockpits redux (Stable branch)
Post by: Cobra on January 24, 2008, 07:00:02 pm
If you look in the description, he says it's TrackIR. :nervous:
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on January 24, 2008, 08:15:33 pm
Yeah noticed that later.  It was so awesome though, my eyes were glued on the video, not some distracting little text.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on January 24, 2008, 09:27:01 pm
Oops. :p

The separate cockpit model should be rendered over everything. But judging by the muzzleflashes that's not happening, so there must be a bug somewhere...I'll look into it.
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on January 25, 2008, 03:39:45 am
Hmm... it does not work at all for me. Neither in FS2 nor in Saga.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on January 25, 2008, 04:38:32 am
Hmm... it does not work at all for me. Neither in FS2 nor in Saga.

:wtf:

I'm beginning to suspect this may be a video card or driver issue. What're your stats? It works fine for me with a 7600GT and the 94.24 (IIRC) Nvidia drivers.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on January 25, 2008, 06:17:11 am
It seems to only work for your example Ulyessis on an 8800gt, course it could my problem.  :confused:
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on January 25, 2008, 09:57:56 am
i am using a radeon 1900xtx. All i can tell is that the cockpit model is processed, since model cache is created in the mod folder
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on February 09, 2008, 05:14:24 am
I just went back and tested this with the TerranCockpit, and it seems to work with a Myrmidon, can anyone give me a specific combination of model, ship, and table entry that does not work for them? (Preferably with retail, but if it requires a mod, that's fine as well)
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on February 13, 2008, 10:17:04 am
I put the tbm into data\tables, vp into FS2 root folder and now the feature works as it should!
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on February 22, 2008, 01:27:55 pm
Alright, unless anybody has any more bugs to report, I'm going to consider this fixed, then.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on February 24, 2008, 11:55:32 pm
Why is my cockpit showing up as transparent? I checked the orignal texture and i didn't use alpha channels.

It's only the cockpit and not the hull.
(http://img.photobucket.com/albums/v356/Shodan_AI/transparent-cockpit2.jpg)

And I'm still getting that studdering, but no only in-game, but also in F3 tech view and in the load out screens.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on February 24, 2008, 11:57:32 pm
The stuttering is most likely because this build is based on the stable branch, not taylor's Xt builds.

Can you send me a copy of the cockpit and mission (whatever I need to replicate the effect from retail or retail+mediaVPs)?
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on February 25, 2008, 05:09:27 am
I can give you the basics here, it should be hopefully enough to present the issue at hand (the window frame will be missing).  I think you'll get the necessary table entries from Saga's prologue *crosses fingers*  (If you absolutely need everything then here: http://scoobydoo.freespacemods.net/Finished_Mods/Additional-12-25-07.rar )

The mission is pretty generic

http://scoobydoo.freespacemods.net/Problems/transparent.rar (http://scoobydoo.freespacemods.net/Problems/transparent.rar)

Edit: for the lagging, I believe you are correct there. The stable builds I don't think ever been lag-free.
Title: Re: Cockpits redux (Stable branch)
Post by: Swifty on February 28, 2008, 06:22:44 am
I think I managed to replicate your error, albeit, a tad differently. While I wasn't able to replicate the nebula's appearing in the cockpit, I discovered that if you fly close enough to an object, the object will actually clip through the cockpit. I first tried it out in WC Saga and and then tried it out in vanilla FS2.

I've posted videos of the bug here:
FS2 bug at 0:06 and 0:22 (http://www.youtube.com/watch?v=UvxWkOFfZvI)
WCS bug at 0:23 and 0:38 (http://www.youtube.com/watch?v=fL9bWDDc_QU)

It's also a nice demonstration of the new slewing and TrackIR features we have in the pipeline. It works really well with the cockpits BTW. ;)

My hunch is that it's a z-ordering problem coupled with the fact that ships don't actually have to collide with the cockpit model. I honestly don't really know until I actually take a look at the code.

EDIT: After taking a look at the screenshot you posted, I think the bug I posted is much more different than I thought. I thought it was just the 2D bitmaps being drawn over the 3D stuff but after looking at the ghostly pilot in your screenie, it's definitely involving opacity.
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on February 28, 2008, 07:40:53 am
Now all we need is the ability to map HUD elements onto the cockpit model. Is this doable in the not so distant future? ;)
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on February 28, 2008, 11:43:40 am
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
Title: Re: Cockpits redux (Stable branch)
Post by: Colonol Dekker on February 28, 2008, 12:17:21 pm
Speaking of which- are there plans to add a toggle to the launcher for that? The Erinyes leaves little room for "peripheral" vision. ;)
Title: Re: Cockpits redux (Stable branch)
Post by: Swifty on February 28, 2008, 06:47:55 pm
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
I guess the best way is to add another toggleable command flag to Viewer_mode indicating cockpit mode or floating head doctor (http://www.youtube.com/watch?v=JpZVdAltIhM) mode. In this case, if the mod has defined gauges and instruments in the panels of the cockpit and disabled all or a subset of the HUD gauges, the modder will still have to take into account that the traditional floaty HUD layout will be rendered at the player's discretion. Maybe we can add a flag to ships.tbl indicating which views that the modder can allow.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on February 28, 2008, 09:23:23 pm
Strange how it looks good for yours. Could this be a driver issue?  As for the ships appearing inside your cockpit, I believe that already occurs with the in-mesh cockpits.
Title: Re: Cockpits redux (Stable branch)
Post by: Swifty on February 28, 2008, 10:05:45 pm
Strange how it looks good for yours. Could this be a driver issue?  As for the ships appearing inside your cockpit, I believe that already occurs with the in-mesh cockpits.
Well, I did fix the muzzleflash bug seen in the Viper MkII video in my build. It's not committed into SVN yet. Try your cockpit with it and see if the problem is fixed. Make sure you make a backup copy of your pilot.

http://wwwcsif.cs.ucdavis.edu/~chos/fs2_open_3_6_9.zip

BTW, slewing works differently now. Instead of holding down Free Look View (Pad0) and using the flight controls to look around, you'll have to assign keys to the new free look commands in the Misc tab of the Configuration screen.
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on February 28, 2008, 10:20:34 pm
Nope it still does it.... should I post the cob file?
Title: Re: Cockpits redux (Stable branch)
Post by: Swifty on February 29, 2008, 02:39:17 am
Before you do, try out some of the other cockpits in this thread like Vasudan Admiral's and see if you get the same problem. Does the transparent cockpit problem persist only in WC Saga? Does it appear in different missions?
Title: Re: Cockpits redux (Stable branch)
Post by: Scooby_Doo on February 29, 2008, 02:54:57 am
A Ha found the cause, well at least fixed it.  I had to rebuild the two DDS files.
Title: Re: Cockpits redux (Stable branch)
Post by: karajorma on February 29, 2008, 03:16:41 pm
I think that's something the Render to Texture stuff in the scripting area is working on.  Regardless, I'd hope that we have an easy way to switch between cockpit models and standard HUD in mission, via a keypress or something like most other flight sims.  I just never want to see cockpits forced on the user, you know?
I guess the best way is to add another toggleable command flag to Viewer_mode indicating cockpit mode or floating head doctor (http://www.youtube.com/watch?v=JpZVdAltIhM) mode. In this case, if the mod has defined gauges and instruments in the panels of the cockpit and disabled all or a subset of the HUD gauges, the modder will still have to take into account that the traditional floaty HUD layout will be rendered at the player's discretion. Maybe we can add a flag to ships.tbl indicating which views that the modder can allow.

We'll probably need a new packet for multiplayer to sync up the players to the host as there would otherwise be an enormous advantage for those who switch off their cockpits.
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on February 29, 2008, 06:03:46 pm
Well, some flight sims offer the ability to lock cockpits forced on, to be more simlike, but games like the old Star Wars series just let you switch out if you wanted to, no penalty or anything.  Except then, I think you actually lost some instrumentation, but nothing that really mattered in the heat of the battle anyway.  We could enable something like forced cockpits, but I would say just let everyone turn their cockpits off if they want, I would probably not want the cockpit on except for eyecandy or showing it off anyway, or possibly for an immersion factor in a campaign.  But in multi I usually want every edge I can get, lowered detail for higher framerate, no cockpit rendering, etc.
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on March 01, 2008, 06:25:31 am
Well, we would rather prefer to enforce cockpit usage than to use standard FS2 hud. Ever heard the word 'immersion'? :)
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on March 01, 2008, 04:10:22 pm
Ok, I suppose for a mod that would make sense, I just don't think I ever want to see FSO matches where it's required.  And usually immersion is left up to the player, unless it's a really hardcore flight sim, like IL-2 or something.  And even then the server can control whether or not it's up to the player.  Like I said, I like immersion for campaigns and all but not really for multi, it's all about being competitive usually.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on March 05, 2008, 02:23:53 am
I say let mods enforce it to the extent possible. Mods that piss people off with excessive limitations won't get played. Disadvantages help add character to mods; if every ship had no limitations, there would be no reason for there to be any variety in weapons in multiplayer; everybody would be packing Kaysers. Learning to overcome challenges and disadvantages and use those to your advantage is a fair part of the game; woe be to the n00b who claims that he only lost unfairly because he wasn't good at picking weapons.

OTOH, there's no reason to disadvantage players who don't hack. So either we'd need a CRC check for models or make it optional to switch cockpits off in multi.
Title: Re: Cockpits redux (Stable branch)
Post by: Tolwyn on March 07, 2008, 03:51:07 am
I was merely refering to Wing Commander. Cockpits have always been an important part of the game. ;)
Title: Re: Cockpits redux (Stable branch)
Post by: Colonol Dekker on March 07, 2008, 07:26:33 am
That's one of the only things that WCIV let me down on. I always wanted a dragon with a cockpit after watching the intro. (One of the top 5 opening scenes ever!)
Title: Re: Cockpits redux (Stable branch)
Post by: Hero_Swe on April 01, 2008, 12:28:18 am
*Sigh* Goober, atleast you could have changed it so that links that were actual Youtube links led to Rick Roll and not important ones like these!!!



Oh and i happen to like Rick Astley so you ain't getting any pleasure from rickrolling me!
Title: Re: Cockpits redux (Stable branch)
Post by: Swifty on April 01, 2008, 04:02:21 am
He should've duck rolled and Rick rolled at the same time: http://www.youtube.com/watch?v=4T5yMoKOiNo
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on April 01, 2008, 10:49:23 am
You forgot barrel rolled:  http://www.youtube.com/watch?v=mv5qzMtLE60 (http://www.youtube.com/watch?v=mv5qzMtLE60)
Title: Re: Cockpits redux (Stable branch)
Post by: Galemp on April 07, 2008, 10:15:23 am
Uh... back on topic...

I noticed that (probably) the cockpit slewing/track IR functions seem to be interfering with the HUD in external view. Pressing asterisk for chase view makes the center reticle and weapon/afterburner gauges drift around the screen, and weapon fire no longer follows the reticle.

You can either fix the reticle at the center, or (and this would be much cooler) stack two center reticles on top of each other so they line up in cockpit view and drift in chase view, just like in the StarFox or Rogue Squadron games. Either way, the rest of the center HUD shouldn't be moving.

Oh, and I can't Mantis this because it's not a 3.6.9 bug. :D
Title: Re: Cockpits redux (Stable branch)
Post by: chief1983 on April 07, 2008, 11:06:41 am
I thought you could file a mantis bug for any code that's been committed.
Title: Re: Cockpits redux (Stable branch)
Post by: WMCoolmon on April 07, 2008, 04:44:46 pm
I thought you could file a mantis bug for any code that's been committed.

Especially since the cockpit code has been committed to SVN.