Commit Graph

242 Commits

Author SHA1 Message Date
Jace 9e3dfff7b6 WIP world pausing 2016-01-19 00:52:17 +01:00
Jace 51979d7f0c Changed System to take World through constructor and store it instead, cause it makes more sense. 2016-01-18 23:59:33 +01:00
Jace 1760f9dfb1 Added inequality operator to EntityWrapper 2016-01-18 21:17:52 +01:00
antc13 2a3009212a Importing custom mesh without material. 2016-01-18 19:37:55 +01:00
verysecrethero 4c1a49a8a4 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	include/Engine/Core/ComponentWrapper.h
#	include/Game/PlayerSystem.h
#	include/Game/Systems/HealthSystem.h
#	resources/Schema/Components.xsd
#	resources/Schema/Components/Player.xml
#	resources/Schema/Types/Entity.xsd
#	src/Game/CMakeLists.txt
#	src/Game/PlayerSystem.cpp
#	src/Game/Systems/HealthSystem.cpp
#	src/Tests/OctTreeTestGameClass.cpp
#	src/Tests/OctTreeTestGameClass.h
#	src/Tests/OctTreeTestGameMain.cpp
#	src/Tests/OctTreeTestHardCodedTestWorld.h
2016-01-18 16:48:49 +01:00
Jace 3bc7dceca5 Made EntityWrapper hashable 2016-01-18 14:55:49 +01:00
William Moberg bf3f8aea89 Merge pull request #36 from teamfisk/PlayerMovement
Player movement
2016-01-18 13:32:42 +01:00
William Moberg a346a329b3 Added an option to disable the Pool allocation in Config.ini, in case there is a mess with the MemoryPool. 2016-01-18 10:16:35 +01:00
Jace 6ec2258758 Added UniformScale component which keeps an entity's scale at a uniform value relative to the screen. 2016-01-17 06:22:35 +01:00
Jace 9f447afbdb Added EntityWrapper::Valid and bool overload to be check if an entity is valid and still exists in the world more easily 2016-01-17 06:20:27 +01:00
Jace f281d220de Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems. 2016-01-17 01:00:48 +01:00
Jace 6385a98eca Added runtime type size check to ComponentWrapper to avoid corruption when types don't match 2016-01-17 00:59:26 +01:00
Jace d8a24bbfde Renamed all instances of "Property" to "Field" in ComponentWrapper to maintain consistent naming with ComponentInfo 2016-01-17 00:38:25 +01:00
Jace 9ec32464bc Added enum support to entity file format, see "Team" component for an example. Use ComponentInfo::Enum to convert enum string keys to its corresponding integer representation at runtime. 2016-01-16 23:12:24 +01:00
Jace b2213dbe9a Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts:
#	include/Engine/Collision/Collision.h
#	include/Engine/Collision/CollisionSystem.h
#	include/Engine/Collision/TriggerSystem.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/CollisionTestLevel.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Collision/Collision.cpp
#	src/Game/Game.cpp
2016-01-15 20:28:43 +01:00
Jace db1b972cd1 Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems 2016-01-15 18:32:47 +01:00
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
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
William Moberg f5ea4d513c ResourceManager::Load never returns null, throws exceptions instead. 2016-01-15 15:25:01 +01:00
verysecrethero 8f257b9a58 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	src/Game/Game.cpp
#	src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
verysecrethero c8fe6853c0 Removed ShootEvent from CapturePoint 2016-01-15 11:17:22 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
Jace 567173c565 Merge branch 'master' into PlayerMovement
# Conflicts:
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Game/Game.cpp
2016-01-14 18:24:34 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Jace 3a4f378ac5 Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
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
Jace 71d936f8d1 Start of a movement system with collisions against AABBs 2016-01-14 14:54:12 +01:00
viktorljung e7f02f14a0 Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info 2016-01-14 11:12:02 +01:00
William Moberg 9f185a1e35 Wrecked the last commit. Async loading works now. 2016-01-13 18:51:45 +01:00
verysecrethero 3a1056a2c3 2 new Events: ECaptured, EWin
Added new variable in CapturePoint: IsHomeCapturePointForTeam
CapturePointSystem updated so -5 = team 2 owns it, +5 = team 1 owns it. Its also looking for a winner each update
Updated Test. TODO: better Tests
2016-01-13 15:58:52 +01:00
verysecrethero 4b672b11e7 EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type 2016-01-13 15:58:52 +01:00
verysecrethero e865971fdd 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
2016-01-13 15:58:52 +01:00
verysecrethero 184af95507 New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
TODO: generalize the test
2016-01-13 15:58:52 +01:00
William Moberg a143ae7c85 Changed to relative #include paths. 2016-01-13 15:53:55 +01:00
verysecrethero e6527196ed Modified a few files according to the current CodeStandards 2016-01-13 15:50:30 +01:00
Jace d6ef527f25 Basic collisions using Octree. Seems buggy over octree boundaries. 2016-01-13 15:34:43 +01:00
Jace 8ed4ba1219 Added missing include for Octree 2016-01-13 12:16:35 +01:00
Jace 311475cbb6 Renamed all OctTree to Octree (More OCD) 2016-01-13 12:15:36 +01:00
Jace 8164a955d6 Renamed OctTree files to Octree (OCD to the max) 2016-01-13 12:15:09 +01:00
William Moberg a58cc33ed0 WIP, multithreaded loading based on exceptions, very slow probably. 2016-01-13 10:58:31 +01:00
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
verysecrethero 0cc58f088a EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type 2016-01-11 17:15:49 +01:00
verysecrethero 2f6261dfbf 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
2016-01-11 15:49:33 +01:00
verysecrethero 31c1c0ac8d New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
TODO: generalize the test
2016-01-11 15:49:33 +01:00
Jocke b37ffc7449 WIP Model component not working. 2016-01-11 14:58:49 +01:00
Jace 4a516a4d86 Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition 2016-01-11 14:56:53 +01:00
Jace 21aea6f31d Added World::ValidEntity for checking if an entity exists or not 2016-01-11 14:35:41 +01:00