diff --git a/resources/Schema/Entities/Player.xml b/resources/Schema/Entities/Player.xml index 1d72189e..be6009ba 100644 --- a/resources/Schema/Entities/Player.xml +++ b/resources/Schema/Entities/Player.xml @@ -23,9 +23,7 @@ - - - + @@ -37,20 +35,6 @@ - - - - Fonts/DroidSans.ttf,100 - - - - - - - - - - @@ -504,7 +488,6 @@ Models/Characters/Assault/AssaultAnimations.mesh - false @@ -574,6 +557,21 @@ + + + + Insert name here + Fonts/DroidSans.ttf,100 + + + + + + + + + + diff --git a/resources/Schema/Entities/PlayerRed.xml b/resources/Schema/Entities/PlayerRed.xml index 3031f27b..d9839e9f 100644 --- a/resources/Schema/Entities/PlayerRed.xml +++ b/resources/Schema/Entities/PlayerRed.xml @@ -35,20 +35,6 @@ - - - - Fonts/DroidSans.ttf,100 - - - - - - - - - - @@ -571,6 +557,21 @@ + + + + Insert name here + Fonts/DroidSans.ttf,100 + + + + + + + + + + diff --git a/src/Engine/Rendering/Skeleton.cpp b/src/Engine/Rendering/Skeleton.cpp index e390d694..2957b1b6 100644 --- a/src/Engine/Rendering/Skeleton.cpp +++ b/src/Engine/Rendering/Skeleton.cpp @@ -121,7 +121,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector 1.0f || progress < 0.0f) { - LOG_INFO("Progress: %f", progress); progress = glm::clamp(progress, 0.0f, 1.0f); } Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; @@ -241,7 +240,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, std::vector 1.0f || progress < 0.0f) { - LOG_INFO("Progress: %f", progress); progress = glm::clamp(progress, 0.0f, 1.0f); } Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; @@ -489,7 +487,6 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v if (progress > 1.0f || progress < 0.0f) { - LOG_INFO("Progress: %f", progress); progress = glm::clamp(progress, 0.0f, 1.0f); } Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; @@ -609,12 +606,10 @@ glm::mat4 Skeleton::GetBoneTransform(bool noRootMotion, const Bone* bone, std::v progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time); } else { progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); - } if (progress > 1.0f || progress < 0.0f) { - LOG_INFO("Progress: %f", progress); progress = glm::clamp(progress, 0.0f, 1.0f); } Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; diff --git a/src/Game/Network/MultiplayerSnapshotFilter.cpp b/src/Game/Network/MultiplayerSnapshotFilter.cpp index 52255ed3..69b7f282 100644 --- a/src/Game/Network/MultiplayerSnapshotFilter.cpp +++ b/src/Game/Network/MultiplayerSnapshotFilter.cpp @@ -15,6 +15,7 @@ bool MultiplayerSnapshotFilter::FilterComponent(EntityWrapper entity, SharedComp || component.Info.Name == "AssaultWeapon" || component.Info.Name == "Animation" || component.Info.Name == "AnimationOffset" + || entity.Name() == "PlayerName" ) { return false; } diff --git a/src/Game/Systems/PlayerMovementSystem.cpp b/src/Game/Systems/PlayerMovementSystem.cpp index 9bf1d25e..71fb16ee 100644 --- a/src/Game/Systems/PlayerMovementSystem.cpp +++ b/src/Game/Systems/PlayerMovementSystem.cpp @@ -79,18 +79,18 @@ void PlayerMovementSystem::updateMovementControllers(double dt) } glm::vec3& velocity = cPhysics["Velocity"]; bool isOnGround = (bool)cPhysics["IsOnGround"]; - ImGui::Text(isOnGround ? "On ground" : "In air"); - ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity)); + //ImGui::Text(isOnGround ? "On ground" : "In air"); + //ImGui::Text("velocity: (%f, %f, %f) |%f|", velocity.x, velocity.y, velocity.z, glm::length(velocity)); glm::vec3 groundVelocity(0.f, 0.f, 0.f); groundVelocity.x = velocity.x; groundVelocity.z = velocity.z; - ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity)); - ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection)); + //ImGui::Text("groundVelocity: (%f, %f, %f) |%f|", groundVelocity.x, groundVelocity.y, groundVelocity.z, glm::length(groundVelocity)); + //ImGui::Text("wishDirection: (%f, %f, %f) |%f|", wishDirection.x, wishDirection.y, wishDirection.z, glm::length(wishDirection)); float currentSpeedProj = glm::dot(groundVelocity, wishDirection); float addSpeed = wishSpeed - currentSpeedProj; - ImGui::Text("currentSpeedProj: %f", currentSpeedProj); - ImGui::Text("wishSpeed: %f", wishSpeed); - ImGui::Text("addSpeed: %f", addSpeed); + //ImGui::Text("currentSpeedProj: %f", currentSpeedProj); + //ImGui::Text("wishSpeed: %f", wishSpeed); + //ImGui::Text("addSpeed: %f", addSpeed); if (addSpeed > 0) { static float accel = 15.f; diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index 8183866b..5f53a1fc 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -128,6 +128,12 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) // When a player is actually spawned (since the actual spawning is handled on the server) // Hack should be moved. + // TODO: Set the player name to whatever + EntityWrapper playerName = e.Player.FirstChildByName("PlayerName"); + if (playerName.Valid()) { + playerName["Text"]["Content"] = e.PlayerName; + } + if (!IsClient) { return false; } @@ -153,12 +159,6 @@ bool PlayerSpawnSystem::OnPlayerSpawned(Events::PlayerSpawned& e) } } - // TODO: Set the player name to whatever - EntityWrapper playerName = e.Player.FirstChildByName("PlayerName"); - if (playerName.Valid()) { - playerName["Text"]["Content"] = e.PlayerName; - } - return true; } @@ -181,10 +181,10 @@ bool PlayerSpawnSystem::OnPlayerDeath(Events::PlayerDeath& e) return false; } - SpawnRequest req; - req.PlayerID = m_PlayerIDs.at(e.Player.ID); - req.Team = cTeam["Team"]; - m_SpawnRequests.push_back(req); + SpawnRequest req; + req.PlayerID = m_PlayerIDs.at(e.Player.ID); + req.Team = cTeam["Team"]; + m_SpawnRequests.push_back(req); return true; }