Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts: # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp # src/Engine/Rendering/PickingPass.cpp # src/Game/Systems/PlayerSpawnSystem.cpp
This commit is contained in:
@@ -642,7 +642,7 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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return aabb;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos)
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float& outDistance, glm::vec3& outIntersectPos)
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{
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for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
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if (!entityBox.Entity.HasComponent("Model")) {
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@@ -667,7 +667,7 @@ boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<Enti
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return boost::none;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos)
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float& outDistance, glm::vec3& outIntersectPos)
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{
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std::vector<EntityAABB> outObjects;
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octree->ObjectsPossiblyHitByRay(ray, outObjects);
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@@ -65,7 +65,6 @@ void EntityFilePreprocessor::parseComponentInfo()
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// Name
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compInfo.Name = XS::ToString(element->getName());
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bool brk = compInfo.Name == "HiddenForLocalPlayer";
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// Known allocation
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compInfo.Meta->Allocation = m_ComponentCounts[compInfo.Name];
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// Annotation
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@@ -407,8 +407,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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{
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Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
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packet.WritePrimitive(e.Damage);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
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m_Reliable.Send(packet);
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return false;
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}
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@@ -335,8 +335,9 @@ void Server::disconnect(PlayerID playerID)
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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Events::PlayerDamage e;
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e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Damage = packet.ReadPrimitive<double>();
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e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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@@ -34,19 +34,32 @@ void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& a
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if (!(bool)animationComponent["Loop" + std::to_string(i)]) {
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if (nextTime > animation->Duration) {
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nextTime = animation->Duration;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime = 0;
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}
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(double&)animationComponent["Speed" + std::to_string(i)] = 0.0;
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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} else {
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if (nextTime > animation->Duration) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime -= animation->Duration;
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} else if (nextTime < 0) {
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Events::AnimationComplete e;
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e.Entity = entity;
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e.Name = (std::string)animationComponent["AnimationName" + std::to_string(i)];
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m_EventBroker->Publish(e);
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nextTime += animation->Duration;
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}
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}
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@@ -90,7 +90,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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GLERROR("Creating sprite program");
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m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ForwardPlusSplatMapProgram->Compile();
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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@@ -100,7 +100,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ExplosionEffectSplatMapProgram->Compile();
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m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
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@@ -128,7 +128,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
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m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ExplosionEffectSplatMapSkinnedProgram->Compile();
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m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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@@ -137,7 +137,7 @@ void DrawFinalPass::InitializeShaderPrograms()
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m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
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m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
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m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
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m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
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m_ForwardPlusSplatMapSkinnedProgram->Compile();
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m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
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m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
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@@ -950,7 +950,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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//Bind 5 diffuse textures
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std::string UniformName = "DiffuseUVRepeat";
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for (unsigned int i = 0; i < 5; i++) {
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for (unsigned int i = 0; i < 3; i++) {
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glActiveTexture(texturePosition);
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if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
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@@ -964,7 +964,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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//Bind 5 Normal textures
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UniformName = "NormalUVRepeat";
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for (unsigned int i = 0; i < 5; i++) {
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for (unsigned int i = 0; i < 3; i++) {
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glActiveTexture(texturePosition);
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if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
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@@ -978,7 +978,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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//Bind 5 Specular textures
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UniformName = "SpecularUVRepeat";
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for (unsigned int i = 0; i < 5; i++) {
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for (unsigned int i = 0; i < 3; i++) {
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glActiveTexture(texturePosition);
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if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
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@@ -992,7 +992,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
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//Bind 5 Incandescence textures
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UniformName = "GlowUVRepeat";
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for (unsigned int i = 0; i < 5; i++) {
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for (unsigned int i = 0; i < 3; i++) {
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glActiveTexture(texturePosition);
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if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
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glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
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@@ -123,7 +123,7 @@ void PickingPass::Draw(RenderScene& scene)
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}
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}
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for (auto &job : scene.Jobs.TransparentObjects) {
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/* for (auto &job : scene.Jobs.TransparentObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
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@@ -176,7 +176,7 @@ void PickingPass::Draw(RenderScene& scene)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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}*/
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for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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@@ -234,7 +234,7 @@ void PickingPass::Draw(RenderScene& scene)
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}
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}
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for (auto &job : scene.Jobs.TransparentShieldedObjects) {
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/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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@@ -298,7 +298,7 @@ void PickingPass::Draw(RenderScene& scene)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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}
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}
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}*/
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m_PickingBuffer.Unbind();
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GLERROR("PickingPass Error");
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@@ -277,8 +277,8 @@ void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProper
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throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
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}
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memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
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offset += sizeof(glm::vec2);
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}
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offset += sizeof(glm::vec2);
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}
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void RawModelCustom::ReadAnimationFile(std::string filePath)
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@@ -47,16 +47,8 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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continue;
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}
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EntityWrapper entity(world, cSprite.EntityID);
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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if (!isEntityVisible(entity)) {
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continue;
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}
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@@ -85,6 +77,23 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
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}
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}
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bool RenderSystem::isEntityVisible(EntityWrapper& entity)
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{
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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return false;
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
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if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
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return false;
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}
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return true;
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}
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bool RenderSystem::isChildOfACamera(EntityWrapper entity)
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{
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return entity.FirstParentWithComponent("Camera").Valid();
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@@ -112,13 +121,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
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continue;
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}
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// Only render children of a camera if that camera is currently active
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if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
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continue;
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}
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// Hide things parented to local player if they have the HiddenFromLocalPlayer component
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if ((entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid()) && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))) {
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if (!isEntityVisible(entity)) {
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continue;
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}
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@@ -299,6 +302,11 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
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continue;
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}
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EntityWrapper entity(world, textComponent.EntityID);
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if (!isEntityVisible(entity)) {
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continue;
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}
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Font* font;
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try {
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font = ResourceManager::Load<Font>(resource);
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