Tleety
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3c5966d174
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Now sort models according to depth.
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2016-01-11 17:57:15 +01:00 |
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Tleety
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0cf8d26557
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Revert "Revert "Forward+""
This reverts commit b908a9f9c6.
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2016-01-11 17:56:58 +01:00 |
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stiffly
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f80ad1377b
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Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play.
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2016-01-11 17:52:27 +01:00 |
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verysecrethero
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774bb8ce56
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Simplified PlayerSystem branches a lot! Thanks William!
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2016-01-11 17:36:23 +01:00 |
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verysecrethero
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0cc58f088a
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EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type
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2016-01-11 17:15:49 +01:00 |
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verysecrethero
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00805d30d0
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Merge remote-tracking branch 'origin/master' into ShootEvent
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2016-01-11 17:06:48 +01:00 |
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viktorljung
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3feee7fd35
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Changed the structure of how RenderJobs are handled
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2016-01-11 17:01:17 +01:00 |
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William Moberg
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84818f6fcb
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Merge pull request #28 from teamfisk/ecs
New entity loading and saving
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2016-01-11 16:49:40 +01:00 |
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Jace
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349fa9d7fa
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Fixed crash when creating new entities
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2016-01-11 16:47:30 +01:00 |
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Jace
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2a5e0420c8
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Added template entity "Empty.xml" for use as root entity when creating a new map.
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2016-01-11 16:40:26 +01:00 |
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verysecrethero
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2f6261dfbf
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EShoot: changed to string weaponType to int currentlyEquippedItem
PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
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2016-01-11 15:49:33 +01:00 |
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verysecrethero
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2cd0e94a60
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Changed the comparison method in PlayerSystem since its currently using doubles
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2016-01-11 15:49:33 +01:00 |
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verysecrethero
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8f92de3683
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xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot
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2016-01-11 15:49:33 +01:00 |
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verysecrethero
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31c1c0ac8d
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New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
TODO: generalize the test
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2016-01-11 15:49:33 +01:00 |
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Jocke
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b37ffc7449
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WIP Model component not working.
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2016-01-11 14:58:49 +01:00 |
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Jocke
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6c13916eec
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Removed unnecessary code.
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2016-01-11 14:58:30 +01:00 |
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stiffly
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f0ad28bac4
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Removed some comments. Basically did nothing
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2016-01-11 14:58:15 +01:00 |
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Jace
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4a516a4d86
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Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition
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2016-01-11 14:56:53 +01:00 |
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Jace
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21aea6f31d
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Added World::ValidEntity for checking if an entity exists or not
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2016-01-11 14:35:41 +01:00 |
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Jace
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297a3fb493
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Support for "name" attribute on entities
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2016-01-11 14:35:41 +01:00 |
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Jace
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c47ef61ddc
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Temporary fix for widgets being annoying entities in the editor
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2016-01-11 14:35:41 +01:00 |
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Jace
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e8e93587e9
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Fixed weird behavior when components would register multiple times (Hint: It should never happen in the first place)
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2016-01-11 14:35:41 +01:00 |
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Jace
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39dd27726d
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MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
Also contains inseparable editor changes.
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2016-01-11 14:35:41 +01:00 |
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Jace
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6adc98eea5
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Now writes entities to file instead of stdout...
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2016-01-11 14:35:41 +01:00 |
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Jace
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ad4e723677
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Added nativefiledialog to README
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2016-01-11 14:35:41 +01:00 |
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Jace
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11d547cde8
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Entity 0 is now a real entity in the world, created by the first entity read while importing. This makes the difference between map files and entity files automatic, since consecutive entity file loads should automatically get the world as parent, as long as the world entity has been created earlier.
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2016-01-11 14:35:41 +01:00 |
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Jace
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24b9e951c2
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Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it.
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2016-01-11 14:35:41 +01:00 |
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Jace
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81024b4a1d
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First work on EntityFileWriter for saving levels
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2016-01-11 14:35:41 +01:00 |
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Jace
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23e78c4947
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Cleaned up code
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2016-01-11 14:35:15 +01:00 |
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Jace
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3e7f27e1fe
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Added error handler for DOM parsers
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2016-01-11 14:35:15 +01:00 |
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Jace
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ee83394678
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Unified some previously duplicated code
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2016-01-11 14:35:15 +01:00 |
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Jace
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03456ad731
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EntityFileParser
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2016-01-11 14:35:15 +01:00 |
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Jace
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0bcbcda8b8
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EntityFilePreprocessor
WIP
WIP
EntityFilePreprocessor
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2016-01-11 14:35:15 +01:00 |
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Jace
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c6655ce0d3
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Merge pull request #26 from teamfisk/revert-25-Forward+
Revert "Forward+"
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2016-01-11 13:49:02 +01:00 |
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Jace
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b908a9f9c6
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Revert "Forward+"
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2016-01-11 13:48:55 +01:00 |
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antc13
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0e90382fd1
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Merge branch 'master' of https://github.com/teamfisk/TacticalZ into MayaExporter
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2016-01-11 13:09:09 +01:00 |
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Jace
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dc7ed2e0ba
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Merge pull request #25 from teamfisk/Forward+
Forward+
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2016-01-11 12:43:43 +01:00 |
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viktorljung
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b8db80bc40
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Added camera to PickingPass and fixed memory leak
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2016-01-11 10:47:39 +01:00 |
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Tleety
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f71bfca142
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Fixed cullLights into CullLights
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2016-01-11 10:23:22 +01:00 |
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Tleety
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dbb44fb4e4
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Changing cullLights to Culllights, need to do this in 2 commits since Git extensions is fucked.
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2016-01-11 10:22:56 +01:00 |
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antc13
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1667358e0c
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We now export animations.
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2016-01-08 16:47:04 +01:00 |
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Ayumiwii
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3467315aef
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Lots of things done
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2016-01-08 16:42:59 +01:00 |
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viktorljung
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a7b43b06a2
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Camera component and RenderQueue changes
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2016-01-08 16:21:59 +01:00 |
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Tleety
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6e6460a000
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Commented out the bugged models
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2016-01-08 16:15:18 +01:00 |
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stiffly
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3cce9f8075
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Using absolute transform
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2016-01-08 15:29:20 +01:00 |
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Tleety
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9f871bbe7c
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Lights now use the absolute position instead of it's local position.
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2016-01-08 14:31:44 +01:00 |
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Tleety
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2bd60be741
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Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
# resources/Schema/Types/Entity.xsd
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2016-01-08 14:14:43 +01:00 |
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Tleety
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dab4ba2164
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Pointlights are now using the pointlight component and the Light renderqueue to draw.
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2016-01-08 14:12:09 +01:00 |
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Tleety
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25a99a04c5
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Added Visable bool and a better description to Pointlight component.
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2016-01-08 14:11:35 +01:00 |
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William Moberg
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13ade6d7f2
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Merge pull request #24 from teamfisk/HealthSystem
Fixed so the PlayerDeath event doesn't get spammed while the player i…
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2016-01-08 11:54:11 +01:00 |
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