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
...
# 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
...
# 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+
...
# 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
...
# 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
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
5e721325a4
Merge fixes
2016-01-14 18:20:51 +01:00
Jace
627108c6ee
Fixes for #30
...
# 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.
...
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
...
# 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
...
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
stiffly
773a417a90
Merge branch 'master' into Sound
2016-01-14 14:19:48 +01:00
stiffly
cca64dca24
Refactoring and commenting.
2016-01-14 13:54:38 +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
verysecrethero
5e9a3774ab
CapturePointSystem code has been refactored and some branches "optimized"
2016-01-14 10:23:27 +01:00
Jocke
db18a45368
We are now sending EPlayerDamage events.
...
Client now listens to EPlayerDamage events and send them to Server.
Server publishes EPlayerDamage events received from Client.
2016-01-14 10:16:11 +01:00
William Moberg
9f185a1e35
Wrecked the last commit. Async loading works now.
2016-01-13 18:51:45 +01:00
Jocke
a060640da3
Removed unnecessary unnecessary if in Client::OnInputCommand.
...
Change name from Server::parseEvent to Server::parseOnInputCommand
2016-01-13 18:00:12 +01:00
verysecrethero
b8a41b7c13
Updated some CapturePointLogic in CapturePointSystem: reset timer on capture, being able to take back the progress the other team did on your capturepoint. TODO: refactor!
2016-01-13 17:07:49 +01:00
verysecrethero
9533920684
Fixed a few CodeStandard mistakes. Added CapturePointSystem to CMakeLists.txt since branch is no longer based on ShootEvent-branch
2016-01-13 16:13:57 +01:00
Jocke
f47f913bf5
Added logic for sending input from Client to Server.
...
Fixed so that snapshots set their parent correctly. Will get problems if we have more components
than unsigned int max size, but that was already a problem.
Client now maps Entitys received from server with local Entitys by mapping their EntityIDs.
2016-01-13 16:09:16 +01:00
verysecrethero
ed5ac2e923
6 new tests for CapturePointSystem have been created!
...
TODO: refactor CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero
7a8604bf2b
CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
...
Added variable in the CapturePoint component: CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00