stiffly
08fcdb382b
Used config for a lot of things
2016-01-22 13:18:53 +01:00
verysecrethero
deb6ff1b16
Changed some files so it works with the changes in master. (weaponsystem,capturepoint,some tests)
2016-01-21 17:36:47 +01:00
William Moberg
4d60f387ed
Merge pull request #44 from teamfisk/EditorUsefulness
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Editor refactoring
2016-01-21 17:03:52 +01:00
Jace
a6548a72b3
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# include/Engine/Collision/CollidableOctreeSystem.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Systems/PlayerSystem.h
# resources/Schema/Components/Physics.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
# src/Game/Systems/HealthSystem.cpp
# src/Game/Systems/PlayerSystem.cpp
# src/Tests/OctTreeTestGameClass.cpp
2016-01-21 16:16:35 +01:00
verysecrethero
7deb32431e
Removed Color TestCode in WeaponSystem
2016-01-21 16:03:30 +01:00
verysecrethero
bdebc9de62
WeaponSystem now handles "PrimaryFire" input events. It sends out ePlayerDamage event if it hits a player. Included some tests
2016-01-21 11:55:51 +01:00
Jace
70cab9ef30
Merge pull request #40 from teamfisk/Networking
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Networking
2016-01-21 10:03:44 +01:00
Jace
f1a54a89b3
Merge pull request #37 from teamfisk/OctTree
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Oct tree
2016-01-21 09:57:46 +01:00
verysecrethero
a596b8746b
CapturePointTimers are now reset for "inactive" CapturePoints after a capture.
2016-01-20 17:32:20 +01:00
verysecrethero
35876f6425
Removed membervariable m_NextPossibleCapturePointand added it as local instead
2016-01-20 16:37:10 +01:00
verysecrethero
8189e3c00c
Logic in CapturePointSystem is working again. Need to update all Tests!
2016-01-20 14:59:18 +01:00
verysecrethero
f197993beb
Changed CapturePointSystem in light of new enums in the components and a teamcomponent. Half the tests are currently working
2016-01-19 15:31:15 +01:00
stiffly
ad9bb5fba4
Added an extra interpolation point.
2016-01-19 15:03:10 +01:00
William Moberg
713ebbe18c
Can add any objects that inherit from AABB into the Octree.
2016-01-19 14:50:46 +01:00
stiffly
e0c4394f20
Merge. Also fixed interpolation for scale and rotation.
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Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
# include/Game/Game.h
# src/Game/CMakeLists.txt
# src/Game/Game.cpp
2016-01-19 14:04:25 +01:00
stiffly
3142c701e3
WIP interpolating scale and orientation
2016-01-19 11:42:30 +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
stiffly
a6425160fd
Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
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# Conflicts:
# include/Game/InterpolationSystem.h
# src/Game/InterpolationSystem.cpp
2016-01-18 18:13:19 +01:00
stiffly
88eb3ca2db
Scraping queues for interpolation
2016-01-18 18:07:59 +01:00
Jocke
3e90ed564c
Moved Struct in InterpolationSystem.h and fixed bug.
2016-01-18 18:07:39 +01:00
stiffly
765509b510
Added interpolationsystem to pipeline.
2016-01-18 17:34:17 +01:00
stiffly
d7780d8248
WIP implementing interpolation
2016-01-18 17:11:37 +01:00
verysecrethero
4c1a49a8a4
Merge remote-tracking branch 'origin/master' into CapturePointTake
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# 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
William Moberg
942064c450
Removed class PlayerSystem and associated files.
2016-01-18 13:07:04 +01:00
Jace
f281d220de
Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems.
2016-01-17 01:00:48 +01:00
Jace
b2213dbe9a
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# 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
verysecrethero
8f257b9a58
Merge remote-tracking branch 'origin/master' into CapturePointTake
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# 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
stiffly
e248b37ea8
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
Jace
3a4f378ac5
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# 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
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
2016-01-14 15:43:19 +01:00
stiffly
b80ecc29d8
Added comments and cleaned up in Game.cpp/h
2016-01-14 15:32:53 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
verysecrethero
5e9a3774ab
CapturePointSystem code has been refactored and some branches "optimized"
2016-01-14 10:23:27 +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
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
verysecrethero
3a1056a2c3
2 new Events: ECaptured, EWin
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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
59be714fdc
1 Component added: CapturePoint
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1 System added: CapturePointSystem
1 Test added: CapturePointTest
added 1 variable in PlayerComponent (TeamNumber)
added 2 variables in CapturePoint (CaptureTimer,OwnedBy)
CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave
Added the CapturePointSystem to Game.cpp
2016-01-13 15:58:52 +01:00
verysecrethero
147b116f20
Fixed typo backslash instead of slash in various classes (the includes)
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
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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
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +01:00
viktorljung
0f17f9a888
Merge remote-tracking branch 'origin/master' into Rendering
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# Conflicts:
# include/Engine/Editor/EditorSystem.h
# include/Engine/Rendering/EPicking.h
# include/Engine/Rendering/Renderer.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/RawModel.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-12 16:13:20 +01:00
stiffly
729ebe6c8b
Merge remote-tracking branch 'origin/master' into Sound
...
# Conflicts:
# README.md
# resources/Schema/Components.xsd
# resources/Schema/Types/Entity.xsd
2016-01-12 14:50:10 +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
Jace
23e78c4947
Cleaned up code
2016-01-11 14:35:15 +01:00
Jace
03456ad731
EntityFileParser
2016-01-11 14:35:15 +01:00