Merge remote-tracking branch 'origin/master' into HEAD
Conflicts: src/Engine/Rendering/CubeMapPass.cpp src/Engine/Rendering/DrawFinalPass.cpp
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@@ -116,12 +116,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity));
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}
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//you cant jump and dash at the same time - since there is no friction in the air and we would thus dash much further in the air
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if (!controller->PlayerIsDashing() && controller->Jumping() && !controller->Crouching() && (isOnGround || !controller->DoubleJumping())) {
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(bool)cPhysics["IsOnGround"] = false;
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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}
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//If player presses Jump and is not crouching.
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if (controller->Jumping() && !controller->Crouching()) {
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if (isOnGround) {
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controller->SetDoubleJumping(false);
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} else {
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["Player"]["JumpSpeed"];
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} else if (player.HasComponent("DoubleJump") && !controller->DoubleJumping()) {
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//Enter here if player can double jump and is doing so.
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(bool)cPhysics["IsOnGround"] = false;
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velocity.y = player["DoubleJump"]["DoubleJumpSpeed"];
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// If IsServer and network is off this will not work
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if (IsClient) {
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//put a hexagon at the players feet
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@@ -133,7 +139,6 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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m_EventBroker->Publish(e);
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}
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}
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velocity.y = 4.f;
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}
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if (player.HasComponent("AABB")) {
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