Jocke
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b1148c0c6c
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Added a afterimage SprintEffect for the Sniper.
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2016-03-03 21:24:31 +01:00 |
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Jace
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7624c6ee0a
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Updated all uses of EntityXMLFile to use the new EntityFile to load entities into a world.
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2016-03-02 20:12:59 +01:00 |
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Jace
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26d6546d79
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Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
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2016-03-02 18:53:40 +01:00 |
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stiffly
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1217b25d02
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DashEffect will now spawn a player model behind the player that will fade out .
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2016-03-02 14:15:20 +01:00 |
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Jocke
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059fe5c6c0
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Fixed typo m_EPDoubleJump to m_EDoubleJump.
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2016-02-25 16:04:27 +01:00 |
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Jocke
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f66fa7a183
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Merge remote-tracking branch 'origin/master' into FixNetworkBugs
# Conflicts:
# include/Engine/Network/Client.h
# include/Engine/Network/MessageType.h
# include/Engine/Network/Server.h
# include/Engine/Network/TCPServer.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/TCPServer.cpp
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2016-02-25 15:13:11 +01:00 |
|
Jocke
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fa13c1d065
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Double jump is now working.
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2016-02-23 18:24:46 +01:00 |
|
Jocke
|
a006db9e63
|
WIP Fix dsync
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2016-02-16 16:06:17 +01:00 |
|
verysecrethero
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a8ab49f202
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Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
# Conflicts:
# include/Game/Systems/PlayerMovementSystem.h
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2016-02-11 15:19:01 +01:00 |
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Jace
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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
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2016-02-10 17:02:00 +01:00 |
|
verysecrethero
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b6b96c5f11
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Added DoubleJumpHexagon entity. Spawned DoubleJumpHexagon as the player doublejumps. Fixed DoubleJumping bug where you couldnt doublejump on rocks (where velocity wasnt 0.0)
|
2016-02-10 11:51:58 +01:00 |
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Jace
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e69864680d
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PlayerMovementSystem now only updates the velocity of the local player, as it should
|
2016-02-09 16:08:06 +01:00 |
|
stiffly
|
8e86cc2123
|
Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
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2016-02-08 14:23:53 +01:00 |
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Jace
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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 |
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stiffly
|
e90f802d48
|
Merge remote-tracking branch 'origin/master' into Sound
|
2016-02-05 13:59:21 +01:00 |
|
stiffly
|
0a8ee1623f
|
Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
# assets
|
2016-02-04 10:47:30 +01:00 |
|
verysecrethero
|
9d3171540d
|
AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash
|
2016-02-03 11:54:14 +01:00 |
|
verysecrethero
|
7987d4b27c
|
Added AssaultDash and all its logic, including a doubletapkey. Doubletapkey could be made more generic.
|
2016-01-29 12:06:14 +01:00 |
|
Jace
|
1ce9128da8
|
Source-like movement
|
2016-01-23 19:45:23 +01:00 |
|
Jace
|
4d5cbb6057
|
fixup! Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky
|
2016-01-23 12:14:29 +01:00 |
|
Jace
|
ca2aab449e
|
Basic movement and camera management between players and editor
|
2016-01-22 16:12:51 +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
|
6ad1839def
|
Initial work on PlayerMovementSystem
|
2016-01-14 17:03:48 +01:00 |
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