Jocke
236230d12c
Packets now dynamically allocates more memory when they need it.
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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
viktorljung
2450769190
some cleanup
2016-01-12 11:51:47 +01:00
viktorljung
d469fe6e9a
Removed picking event and added a pick function to renderer
2016-01-12 11:45:50 +01:00
verysecrethero
a20ca49d53
Fixed typo backslash instead of slash in various classes (the includes)
2016-01-12 10:46:34 +01:00
Tleety
24ba3ae1f6
WIP, falloff things.
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# Conflicts:
# resources/Schema/Components/PointLight.xsd
# resources/Shaders/ForwardPlus.frag.glsl
2016-01-11 17:57:15 +01:00
Tleety
fa6dd2dc67
Basic transparancy working.
2016-01-11 17:57:15 +01:00
Tleety
3c5966d174
Now sort models according to depth.
2016-01-11 17:57:15 +01:00
Tleety
0cf8d26557
Revert "Revert "Forward+""
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This reverts commit b908a9f9c6 .
2016-01-11 17:56:58 +01:00
stiffly
f80ad1377b
Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play.
2016-01-11 17:52:27 +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
viktorljung
3feee7fd35
Changed the structure of how RenderJobs are handled
2016-01-11 17:01:17 +01:00
verysecrethero
2f6261dfbf
EShoot: changed to string weaponType to int currentlyEquippedItem
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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
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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
stiffly
f0ad28bac4
Removed some comments. Basically did nothing
2016-01-11 14:58:15 +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
Jace
297a3fb493
Support for "name" attribute on entities
2016-01-11 14:35:41 +01:00
Jace
39dd27726d
MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
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Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace
6adc98eea5
Now writes entities to file instead of stdout...
2016-01-11 14:35:41 +01:00
Jace
11d547cde8
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.
2016-01-11 14:35:41 +01:00
Jace
24b9e951c2
Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it.
2016-01-11 14:35:41 +01:00
Jace
81024b4a1d
First work on EntityFileWriter for saving levels
2016-01-11 14:35:41 +01:00
Jace
23e78c4947
Cleaned up code
2016-01-11 14:35:15 +01:00
Jace
3e7f27e1fe
Added error handler for DOM parsers
2016-01-11 14:35:15 +01:00
Jace
ee83394678
Unified some previously duplicated code
2016-01-11 14:35:15 +01:00
Jace
03456ad731
EntityFileParser
2016-01-11 14:35:15 +01:00
Jace
0bcbcda8b8
EntityFilePreprocessor
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WIP
WIP
EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
Jace
b908a9f9c6
Revert "Forward+"
2016-01-11 13:48:55 +01:00
viktorljung
b8db80bc40
Added camera to PickingPass and fixed memory leak
2016-01-11 10:47:39 +01:00
viktorljung
a7b43b06a2
Camera component and RenderQueue changes
2016-01-08 16:21:59 +01:00
stiffly
3cce9f8075
Using absolute transform
2016-01-08 15:29:20 +01:00
Tleety
2bd60be741
Merge remote-tracking branch 'origin/master' into Forward+
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# Conflicts:
# resources/Schema/Types/Entity.xsd
2016-01-08 14:14:43 +01:00
Tleety
dab4ba2164
Pointlights are now using the pointlight component and the Light renderqueue to draw.
2016-01-08 14:12:09 +01:00
stiffly
da6e50dc7e
Correct orientation. Need to clean this up.
2016-01-07 17:04:43 +01:00
William Moberg
beb0967c3b
Merge branch 'master' into OrderedSystemPipeline
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# Conflicts:
# src/Game/Game.cpp
2016-01-07 16:49:20 +01:00
William Moberg
7fb71f17b2
Destruct all systems properly in the pipeline.
2016-01-07 16:13:52 +01:00
stiffly
2838446072
In lack of camera entity I created a Listener cube to test 3D sound. Works fine. Updates listener pos each tick.
2016-01-07 16:03:33 +01:00
stiffly
d8c4c6e5ff
Created a primitive SoundSystem. Can play a sound with 'P' button. Using resourcemanager. Not using the created components yet.
2016-01-07 15:22:46 +01:00
William Moberg
c4642cc530
Merge branch 'master' into OrderedSystemPipeline
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# Conflicts:
# include/Engine/Core/SystemPipeline.h
2016-01-07 15:07:16 +01:00
verysecrethero
a1ed79dfbf
HealthSystemTest has been created. This runs a single test simple test with HealthEvents and HealthSystem. Also some minor changes
2016-01-07 14:53:31 +01:00
verysecrethero
638c236ceb
HealthSystem tested and working. Also the 3 new PlayerEvents seems to work. TODO: a proper test in the testclass
2016-01-07 14:53:31 +01:00
verysecrethero
f67f22c82d
Added Healthrelated events and start of HealthSystem, also reverted the crash "fix"
2016-01-07 14:53:31 +01:00
William Moberg
fa8775a72e
Renamed vars and added some comments.
2016-01-07 10:28:18 +01:00
Jace
49884d7e60
Fix for crash when unsubscription during event processing (untested)
2016-01-06 13:47:02 +01:00
Tleety
e7bb8954bf
Merge remote-tracking branch 'origin/master' into Forward+
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# Conflicts:
# include/Engine/Rendering/Renderer.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# src/Engine/Rendering/Renderer.cpp
2016-01-06 11:35:55 +01:00
Tleety
e510f2b88c
Forward plus render pass now removed from Renderer.cpp to it's own class.
2016-01-06 11:32:42 +01:00
Jace
34cbbb3eb1
Fixed exit crash(es)
2016-01-06 11:20:16 +01:00
William Moberg
de8461e257
SystemPipeline should update systems in order depending on input update priority in AddSystem.
2015-12-18 15:33:25 +01:00
viktorljung
bd82f75dd0
Some merge fixes, needs more work
2015-12-18 15:28:44 +01:00