Commit Graph

428 Commits

Author SHA1 Message Date
verysecrethero c8fe6853c0 Removed ShootEvent from CapturePoint 2016-01-15 11:17:22 +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
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
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
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 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 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
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
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
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 2284399538 Removed Close method from Client, Server and Network.
Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00
viktorljung 0f17f9a888 Merge remote-tracking branch 'origin/master' into Rendering
# 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 c9f11f62d2 Does not delete emitters that are paused and has not yet been played. 2016-01-12 15:37:10 +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 976033c2f6 Added events: PlayBackgroundMusic, SetBGMGain, SetSFXGain. Added some editor specific code. 2016-01-12 14:03:00 +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