Jace
97e12ff550
Made EntityFileParser::MergeEntities return the base entity that was created, and also take an optional parent entity to create it under.
2016-01-15 18:31:32 +01:00
antc13
16c39df439
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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# Conflicts:
# include/Engine/Collision/Collision.h
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RawModelAssimp.cpp
2016-01-15 18:00:30 +01:00
antc13
8437b9c734
Commit for Pull
2016-01-15 17:58:26 +01:00
stiffly
d28583ca9e
Fixes for #34 (Licenses)
2016-01-15 17:20:11 +01:00
antc13
6317a6092d
Merge branch 'MayaExporter' of https://github.com/teamfisk/TacticalZ into Importer
2016-01-15 16:51:10 +01:00
Jace
0469460029
Input binding format changed to allow custom values for bindings. Relevant code must clamp input values to prevent speedhaxx!
2016-01-15 16:32:04 +01:00
Jace
7b2a21f0b0
Merge pull request #34 from teamfisk/Sound
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Sound
2016-01-15 16:26:55 +01:00
stiffly
5c45dbdd10
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# resources/Schema/Types/Entity.xsd
2016-01-15 16:25:32 +01:00
Jace
ce8dcd3022
Merge pull request #33 from teamfisk/Forward+
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Forward+
2016-01-15 16:20:53 +01:00
Jace
a2e19013c6
Merge pull request #32 from teamfisk/AsyncResourceLoad
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Async resource load
2016-01-15 16:20:36 +01:00
William Moberg
c09fe4ae55
Added a bool option to disable threads in in the configfile regarding resource loading.
2016-01-15 16:18:39 +01:00
stiffly
be33dfbd69
Forgot to change the velocity for the emitters as well...
2016-01-15 16:10:02 +01:00
stiffly
63704b2e6b
Now calculating the velocity for the listener correctly.
2016-01-15 15:43:20 +01:00
Tleety
3de853ac8b
Frustum culling now works correctly for all resolutions
2016-01-15 15:38:14 +01:00
William Moberg
f5ea4d513c
ResourceManager::Load never returns null, throws exceptions instead.
2016-01-15 15:25:01 +01:00
stiffly
d9dd7f535f
When changing camera listener is updated. Also fixed some crashes in RenderSystem when there were no cameras available.
2016-01-15 13:45:08 +01:00
viktorljung
7faed50507
Merge remote-tracking branch 'origin/master' into TextRendering
2016-01-15 13:24:24 +01:00
viktorljung
6fbb962b5e
Merge branch 'Rendering' into TextRendering
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# Conflicts:
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/RenderQueueFactory.h
# include/Engine/Rendering/Renderer.h
# include/Engine/Rendering/ShaderProgram.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-15 13:23:42 +01:00
Jocke
db62d767ac
Fixed bug in Client::parseSnapshot().
2016-01-15 12:06:20 +01:00
verysecrethero
e7da11fda4
Removed OctTreeTests since its too annoying to update them each time RenderSystem gets updated
2016-01-15 11:31:21 +01:00
William Moberg
76f90ab031
The main thread is not mutex blocked while child threads load anymore.
2016-01-15 11:29:46 +01:00
verysecrethero
8f257b9a58
Merge remote-tracking branch 'origin/master' into CapturePointTake
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# Conflicts:
# src/Game/Game.cpp
# src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
stiffly
3e2cb33bc0
Played around with new map MapVersion1. Was fun ヽ(´▽`)/
2016-01-15 11:23:29 +01:00
verysecrethero
c8fe6853c0
Removed ShootEvent from CapturePoint
2016-01-15 11:17:22 +01:00
verysecrethero
76a8b43ca3
Fixed logic for CapturePointSystem
2016-01-15 11:04:00 +01:00
Tleety
14bc850fab
Merge remote-tracking branch 'origin/master' into Forward+
2016-01-15 11:02:27 +01:00
Tleety
ecf524eb4e
Merge remote-tracking branch 'origin/master' into Forward+
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# Conflicts:
# include/Engine/Rendering/PickingPass.h
# include/Engine/Rendering/Renderer.h
# resources/Schema/Entities/Test.xml
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
Jocke
0bf756dc08
Merge remote-tracking branch 'origin/master' into Networking
2016-01-15 10:22:21 +01:00
William Moberg
4cf6dcfc14
Merge branch 'master' into AsyncResourceLoad
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# Conflicts:
# include/Engine/Rendering/RawModel.h
# src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
stiffly
32634f742e
Merge remote-tracking branch 'origin/master' into Sound
2016-01-15 09:53:39 +01:00
stiffly
e248b37ea8
Merge remote-tracking branch 'origin/master' into Sound
...
# Conflicts:
# src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
antc13
4e70439653
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-01-15 09:48:42 +01:00
Jace
567173c565
Merge branch 'master' into PlayerMovement
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# Conflicts:
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
2016-01-14 18:24:34 +01:00
Jace
5e721325a4
Merge fixes
2016-01-14 18:20:51 +01:00
Jace
627108c6ee
Fixes for #30
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# Conflicts:
# src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Jocke
696f44a673
Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
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Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID.
// Good to know
To keep this structure please use insertIntoServerClientMaps() when adding items to them.
m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs.
To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID);
To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
2016-01-14 17:11:54 +01:00
Jace
3a4f378ac5
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# Conflicts:
# src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Jace
6ad1839def
Initial work on PlayerMovementSystem
2016-01-14 17:03:48 +01:00
Jace
986af01091
Fixed editor component fields with the same name across components being treated as the same value
2016-01-14 17:02:13 +01:00
Jace
99406c32cf
Better error handling for EntityFilePreprocessor
2016-01-14 17:01:39 +01:00
Viktor Ljung
a8f7d5f6b9
Merge pull request #30 from teamfisk/Rendering
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Rendering Scenes
2016-01-14 16:43:35 +01:00
William Moberg
71047b08ec
Async load works, using exceptions for special resources.
2016-01-14 16:27:45 +01:00
Jace
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
2016-01-14 15:43:19 +01:00
Jace
28392def79
Made string passing in World a little more effective
2016-01-14 15:42:55 +01:00
viktorljung
c99a8685bb
Removed Debug scene
2016-01-14 15:40:13 +01:00
stiffly
b80ecc29d8
Added comments and cleaned up in Game.cpp/h
2016-01-14 15:32:53 +01:00
viktorljung
143648860b
Added world pointer to PickData
2016-01-14 15:32:41 +01:00
viktorljung
96371a08c8
Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
2016-01-14 15:26:06 +01:00
stiffly
c916185a7c
Does not crash when removing soundemitter component.
2016-01-14 15:06:26 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00