Merge remote-tracking branch 'origin/master' into Movement

# Conflicts:
#	include/Game/Systems/Weapon/DefenderWeaponBehaviour.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/CP_Rocky2.xml
#	resources/Schema/Entities/MuzzleFlashBlue.xml
#	resources/Schema/Entities/MuzzleFlashFire.xml
#	resources/Schema/Entities/MuzzleFlashRed.xml
#	resources/Schema/Types/Entity.xsd
#	resources/Shaders/Sprite.frag.glsl
#	src/Game/Systems/AbilityCooldownHUDSystem.cpp
#	src/Game/Systems/BoostIconsHUDSystem.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
#	src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
#	src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
#	src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp
This commit is contained in:
viktorljung
2016-03-13 15:17:15 +01:00
156 changed files with 25815 additions and 19649 deletions
+3 -3
View File
@@ -13,7 +13,7 @@
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
#include "../Core/Transform.h"
#include "../Core/TransformSystem.h"
#include "Skeleton.h"
struct SpriteJob : RenderJob
@@ -37,7 +37,7 @@ struct SpriteJob : RenderJob
BlurBackground = (bool)cSprite["BlurBackground"];
Entity = cSprite.EntityID;
Position = Transform::AbsolutePosition(world, cSprite.EntityID);
Position = TransformSystem::AbsolutePosition(world, cSprite.EntityID);
Depth = 0;
if (depthSorted) {
glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
@@ -50,7 +50,7 @@ struct SpriteJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
glm::vec3 scale = Transform::AbsoluteScale(world, cSprite.EntityID);
glm::vec3 scale = TransformSystem::AbsoluteScale(world, cSprite.EntityID);
if((bool)cSprite["KeepRatio"] == true) {
if(scale.y >= scale.x) {