Jace
01db8e0615
Merge remote-tracking branch 'origin/master' into Dirtybit
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# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Transform.cpp
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/AnimationSystem.cpp
# src/Engine/Rendering/BoneAttachmentSystem.cpp
# src/Game/Systems/CapturePointSystem.cpp
# src/Game/Systems/ExplosionEffectSystem.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-03-12 04:09:53 +01:00
Jace
80649ce51d
Updated the ENTIRE CODEBASE TO MATCH
2016-03-12 00:38:33 +01:00
Jace
e11cdaa662
Removed forced player color on spawn
2016-03-09 20:11:07 +01:00
William Moberg
f24a5a36b4
Tiny compiler bug fix.
2016-03-09 11:44:07 +01:00
William Moberg
534d6639e5
Class enum instead of hardcoded ints.
...
Removed superfluous .Valid() checks.
Check for spectator spawnrequest in case they somehow has a class, so we don't get "x players were supposed to be spawned but failed" if it happens.
2016-03-09 11:35:32 +01:00
William Moberg
7bc3c9f7b1
Don't force to spectator camera if player presses pickTeam/Class prematurely. Players team should be remembered after picked, spawn request is not erased anymore.
2016-03-08 18:26:17 +01:00
William Moberg
1516ed8e2d
Removed debug logging. PlayerID in InputCommands from buttons is corrected.
2016-03-07 17:35:01 +01:00
William Moberg
282e0bf7c4
Only set spectator camera if player haven't spawned already. Don't spawn player if they switch to class pick screen.
2016-03-07 15:05:37 +01:00
William Moberg
0dfe00b406
Unlocks mouse when changing to SpectatorCamera and locking when respawning.
2016-03-04 09:49:27 +01:00
William Moberg
03843774d7
Moved buttons and fixed so you can't spawn with no class.
2016-03-04 07:01:47 +01:00
William Moberg
06614aa907
SpectatorCameraSystem handles the overwatch cameras. Set camera to a class pick screen when connecting. Cannot spawn until both team and class has been picked.
...
Preparations for class aware PlayerSpawnSystem.
2016-03-04 05:41:29 +01:00
William Moberg
98366ec038
PickClass used for class-picking, SwapToClassPick to swap camera.
2016-03-03 16:59:17 +01:00
William Moberg
8859f652b9
Input ClassPick now switches to a camera with class buttons, they do nothing now and have test textures.
2016-03-03 15:48:55 +01:00
William Moberg
dc10661e6b
Respawn time now only displays numbers, centered below CPHUD.
2016-03-02 16:45:43 +01:00
William Moberg
95078b6a4b
Fix so client doesn't override the servers respawn time with its config file. Server or single player client can still override the component with the config RespawnTime.
2016-03-02 14:37:33 +01:00
William Moberg
629ebb871f
SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work.
2016-03-02 13:45:49 +01:00
William Moberg
3d4427dd20
Added entity SpectatorCamera that shows respawntime, will activate when explosion effect is deleted.
2016-03-01 17:32:14 +01:00
William Moberg
e2b7e5400d
Check so CapturePointGameMode pool exists and has a size.
2016-03-01 10:20:52 +01:00
William Moberg
658eace093
Added component CapturePointGameMode that contains respawntime.
2016-02-29 18:20:14 +01:00
William Moberg
23bb1a6405
Cannot respawn inside other players, unless all are blocked.
2016-02-17 14:54:59 +01:00
Jace
ca457d9c00
Player names
2016-02-12 09:07:59 +01:00
Jace
47f4711b85
Merge remote-tracking branch 'origin/Menu' into WeaponSystem
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# Conflicts:
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 07:18:20 +01:00
viktorljung
60b2c9bc9b
KillFeed
2016-02-12 05:41:05 +01:00
Tleety
d357e365cb
Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
...
# Conflicts:
# include/Engine/Network/Server.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
2016-02-12 05:21:00 +01:00
Jocke
7de76376cf
Merge remote-tracking branch 'origin/master' into TCPConnections
...
# Conflicts:
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Jace
1dc3756533
Fixed respawn crash when a player died that had never spawned
2016-02-12 02:23:13 +01:00
Jocke
3b42f5dbf4
Fixed server so it now deletes.
2016-02-12 01:33:45 +01:00
William Moberg
11af6a3078
Merge branch 'master' into Respawning
...
# Conflicts:
# resources/DefaultConfig.ini
# resources/Schema/Entities/MovementTest.xml
# src/Game/Systems/SoundSystem.cpp
2016-02-12 00:29:51 +01:00
stiffly
e24a84c52d
Server now deletes the player on a new player spawn.
2016-02-11 23:52:55 +01:00
Jace
b761439c84
Added config flag Debug.OutOfBodyExperience that allows you to spawn and view a player from a third person perspective, without the active camera being changed.
2016-02-11 23:45:30 +01:00
William Moberg
dd131e7652
Respawning may work, not been tested over network yet.
2016-02-11 22:49:31 +01:00
William Moberg
14054ad898
WIP respawning.
2016-02-11 17:08:45 +01:00
William Moberg
97b915f130
Merge branch 'master' into Respawning
...
# Conflicts:
# src/Game/Game.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
# src/Game/Systems/SoundSystem.cpp
2016-02-11 16:15:47 +01:00
William Moberg
8eea0c8395
WIP respawning.
2016-02-11 16:08:19 +01:00
Jace
81943516a9
Protected inheritance, not even once.
2016-02-11 11:36:39 +01:00
Jace
9d9c6bdf1e
Third person animations and shoot effects base work
2016-02-11 00:08:50 +01:00
Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
...
# 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
Jace
d931660c56
WIP
2016-02-10 14:43:32 +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
Jace
99cbdd3c1e
Player death effect fixes
2016-02-08 11:39:29 +01:00
Jace
505a6c7396
Hiding first person models properly
2016-01-25 14:32:48 +01:00
Jace
3261e21d96
Coloring players depending on team and created a blue spawn in MovementTest
2016-01-24 15:46:01 +01:00
Jace
b83d773627
Infinite respawning for now
2016-01-23 15:06:41 +01:00
Jace
74d9bae896
Added conditional spawning based on whether the running instance is a server or not
2016-01-22 17:34:57 +01:00
Jace
ca2aab449e
Basic movement and camera management between players and editor
2016-01-22 16:12:51 +01:00
Jace
1e3fc1ae2d
Created EPlayerSpawned that gets published when a player spawns
2016-01-22 10:16:35 +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
f281d220de
Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems.
2016-01-17 01:00:48 +01:00
Jace
db1b972cd1
Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
2016-01-15 18:32:47 +01:00