Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +01:00
FakeShemp
cb77c1ff97
Working pcf, not optimized
2016-02-10 16:16:41 +01:00
FakeShemp
69db32337d
Shado wip
2016-02-10 15:16:58 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
08328a781c
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
2016-02-10 14:13:08 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
Ayumiwii
6af167675d
Shadow WIP stage 2
...
- fix cel-shading
2016-02-10 11:48:44 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# 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
2016-02-10 11:33:45 +01:00
William Moberg
0bbb627790
Merge branch 'master' into FrustumCulling
2016-02-10 11:04:31 +01:00
viktorljung
2c48c2680f
Cleanup
2016-02-10 11:04:28 +01:00
viktorljung
c09c2f4783
Merge remote-tracking branch 'origin/Importer' into Animations
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# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/RenderingWorld.xml
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-09 22:50:19 +01:00
viktorljung
7212217460
Added animation blending and offset animation component
2016-02-09 22:15:43 +01:00
William Moberg
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
2016-02-09 19:20:04 +01:00
William Moberg
239a8e7a6a
Frustum culling should be working.
2016-02-09 17:12:23 +01:00
Ayumiwii
ecd823cb9f
Shadow WIP stage 2
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- Soft shadow
2016-02-09 16:15:11 +01:00
William Moberg
b30891aecd
WIP, debugging code added, still not working.
2016-02-09 15:00:30 +01:00
Ayumiwii
cb7f06573f
Shadows stage 2 WIP
2016-02-09 14:08:57 +01:00
Jace
d3bc48f5f7
Major networking refactoring to allow for snapshot filtering outside of netcode
2016-02-09 13:22:21 +01:00
William Moberg
b748deb1e1
WIP FrustumCulling, most code added but not working now.
2016-02-09 10:05:49 +01:00
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
Jace
2b4e00e4b0
Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
2016-02-08 13:33:55 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
...
ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
...
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
viktorljung
933a32aa8d
Animations kind of working
2016-02-06 18:09:51 +01:00
Ayumiwii
6542d1b444
Shadow WIP
...
- DepthTexture working
2016-02-05 17:29:53 +01:00
viktorljung
8034b42c87
spriteComponent WIP
2016-02-05 16:43:57 +01:00
Ayumiwii
bbf6058c17
Shadow WIP
...
- fixed file placing of ShadowPass.cpp
2016-02-05 16:13:46 +01:00
Ayumiwii
0e51ae7dc9
shadow wip
2016-02-05 15:31:20 +01:00
Ayumiwii
c912cd7a42
Shadows wip
2016-02-05 15:12:17 +01:00
Ayumiwii
7f1016476b
Shadows WIP
...
- create 2D texture (depthmap)
2016-02-05 15:08:56 +01:00
Teejoon
ceab837e27
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
...
Conflicts:
include/Engine/Rendering/RawModelCustom.h
src/Engine/Rendering/RawModelCustom.cpp
src/Engine/Rendering/Skeleton.cpp
2016-02-05 13:59:01 +01:00
Teejoon
d1a309be10
Now supports reading of 3 different types of materials
2016-02-05 13:51:47 +01:00
viktorljung
b6e0332574
Fixed support for new animation structure, not done yet
2016-02-05 10:07:22 +01:00
Tleety
c526a7af55
WIP stencil stuff
2016-02-04 17:58:36 +01:00
Teejoon
c272857819
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
...
Conflicts:
src/Engine/Rendering/RawModelCustom.cpp
tools/MayaExporter/MayaExporter/Skeleton.cpp
2016-02-04 15:05:00 +01:00
Teejoon
336b058c9f
WIP, commit to be able to pull stuff down
2016-02-04 14:58:46 +01:00
Tleety
7c582898f4
Working stencil buffer for the shield.
2016-02-04 14:33:39 +01:00
viktorljung
35376178b1
WIP
2016-02-04 11:54:13 +01:00
viktorljung
2733efdc0d
Merge remote-tracking branch 'origin/Importer' into Animations
...
# Conflicts:
# include/Engine/Rendering/Skeleton.h
# src/Engine/Rendering/RawModelCustom.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-04 11:32:44 +01:00
antc13
356cf72b0f
Changed the structure of the Animation Data in both Exporter & Importer.
2016-02-04 11:25:31 +01:00
viktorljung
6aec7555cc
WIP Waiting for importer
2016-02-04 11:13:33 +01:00
Tleety
379d211832
some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate
2016-02-04 11:13:26 +01:00
Tleety
bc01e147c2
Some state stuff, some draw stuff, some QA map stuff
2016-02-03 18:09:44 +01:00
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
...
This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
Tleety
7ffbd8455f
Added Queues for the models with shield and shielded components.
2016-02-03 13:53:57 +01:00
Tleety
7bae2d0873
Added a ShieldComponent and a test area in QA map for defender shield
2016-02-03 11:58:06 +01:00
Teejoon
4357759715
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-02 17:18:54 +01:00