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

# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/CollisionTestLevel.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
viktorljung
2016-02-10 11:33:45 +01:00
81 changed files with 2667 additions and 521 deletions
+7 -3
View File
@@ -1,5 +1,5 @@
#include "Game.h"
#include "Collision/CollidableOctreeSystem.h"
#include "Collision/FillOctreeSystem.h"
#include "Collision/EntityAABB.h"
#include "Collision/TriggerSystem.h"
#include "Collision/CollisionSystem.h"
@@ -8,8 +8,10 @@
#include "Systems/PlayerMovementSystem.h"
#include "Systems/SpawnerSystem.h"
#include "Systems/PlayerSpawnSystem.h"
#include "Systems/PlayerDeathSystem.h"
#include "Core/EntityFileWriter.h"
#include "Game/Systems/CapturePointSystem.h"
#include "Game/Systems/PickupSpawnSystem.h"
#include "Game/Systems/WeaponSystem.h"
#include "Rendering/AnimationSystem.h"
#include "Rendering/BoneAttachmentSystem.h"
@@ -89,13 +91,15 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<InterpolationSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<SpawnerSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerSpawnSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PlayerDeathSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<WeaponSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<LifetimeSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<CapturePointSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<PickupSpawnSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<CollidableOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
m_SystemPipeline->AddSystem<PlayerHUD>(updateOrderLevel);
m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);