Merge pull request #141 from teamfisk/BoxModelCollision
Collision jittering + disappearing weapon
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+3
-1
@@ -139,7 +139,6 @@ Game::Game(int argc, char* argv[])
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
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m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeTrigger, "Player");
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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m_SystemPipeline->AddSystem<AnimationSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<UniformScaleSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<HealthHUDSystem>(updateOrderLevel);
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@@ -149,6 +148,9 @@ Game::Game(int argc, char* argv[])
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m_SystemPipeline->AddSystem<BoneAttachmentSystem>(updateOrderLevel);
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m_SystemPipeline->AddSystem<CollisionSystem>(updateOrderLevel, m_OctreeCollision);
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m_SystemPipeline->AddSystem<TriggerSystem>(updateOrderLevel, m_OctreeTrigger);
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// Octree for frustum culling must be updated after collisions, otherwise players frustum may be moved after tree is filled, and wrong things are culled.
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<FillFrustumOctreeSystem>(updateOrderLevel, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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m_SystemPipeline->AddSystem<RenderSystem>(updateOrderLevel, m_Renderer, m_RenderFrame, m_OctreeFrustrumCulling);
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++updateOrderLevel;
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