Commit Graph

413 Commits

Author SHA1 Message Date
Teejoon 003f5b14a5 Merge remote-tracking branch 'origin/master' into DDS
Conflicts:
	assets
2016-03-14 06:10:30 +01:00
Teejoon a3f215831d Fixed DDS after merge 2016-03-14 06:09:06 +01:00
William Moberg 4c52f55bf0 Any collision meshes we have should be working, and RawModels should be released after being loaded. 2016-03-14 03:20:36 +01:00
Teejoon 8151e9a9a4 Merge branch 'master' into DDS
Conflicts:
	assets
	include/Engine/Core/ResourceManager.h
	include/Engine/Rendering/Image.h
	include/Engine/Rendering/TextureSprite.h
	resources/Schema/Entities/MovementTest.xml
	resources/Shaders/ForwardPlus.frag.glsl
	resources/Shaders/ForwardPlusShieldCheck.frag.glsl
	src/Engine/Rendering/CubeMapPass.cpp
	src/Engine/Rendering/Texture.cpp
	src/Game/Game.cpp
2016-03-14 02:51:45 +01:00
William Moberg f632b45c9b Merge branch 'MemoryOptimization' into Importer
# Conflicts:
#	include/Engine/Rendering/Model.h
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Collision/TriggerSystem.cpp
#	src/Game/Systems/SpawnerSystem.cpp
2016-03-14 02:06:53 +01:00
William Moberg 562afac9d1 Merge branch 'master' into Importer
# Conflicts:
#	src/Engine/Collision/Collision.cpp
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Game/Systems/SpawnerSystem.cpp
2016-03-14 00:42:07 +01:00
Jace a715f7fe86 Merge branch 'master' into Movement
# Conflicts:
#	include/Engine/Network/Client.h
#	resources/DefaultConfig.ini
#	resources/Schema/Entities/OverwatchCamera.xml
#	resources/Schema/Types/Entity.xsd
2016-03-13 22:22:36 +01:00
Jace 53dd96d44d Merge branch 'master' into UnpickableComponent
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
2016-03-13 22:00:10 +01:00
Teejoon 5aaefc6e53 Animation optimization 2016-03-13 19:01:30 +01:00
Teejoon a9d5c5d9d2 Glow is looking good :) 2016-03-13 17:15:36 +01:00
viktorljung 04288e5243 Merge fixes 2016-03-13 16:14:13 +01:00
viktorljung 44f46cda8d Merge remote-tracking branch 'origin/master' into Movement
# Conflicts:
#	include/Game/Systems/Weapon/DefenderWeaponBehaviour.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/CP_Rocky2.xml
#	resources/Schema/Entities/MuzzleFlashBlue.xml
#	resources/Schema/Entities/MuzzleFlashFire.xml
#	resources/Schema/Entities/MuzzleFlashRed.xml
#	resources/Schema/Types/Entity.xsd
#	resources/Shaders/Sprite.frag.glsl
#	src/Game/Systems/AbilityCooldownHUDSystem.cpp
#	src/Game/Systems/BoostIconsHUDSystem.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
#	src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
#	src/Game/Systems/Weapon/DefenderWeaponBehaviour.cpp
#	src/Game/Systems/Weapon/SidearmWeaponBehaviour.cpp
2016-03-13 15:17:15 +01:00
Teejoon bb3a8dba6a Merge branch 'master' into MSAA 2016-03-13 15:06:02 +01:00
Jace 0516794db6 Separating RawModel from Model 2016-03-13 14:47:11 +01:00
Teejoon ec7ab417e6 Added so that mipmaps can have diferant formats. Bloom also uses RGB8 on all texture now 2016-03-13 01:47:37 +01:00
Tleety f6a8534c15 New assets, FadeOutComponent, Some MuzzleFlash entities, Changes to ray. Muzzleflash rotation 2016-03-13 01:23:51 +01:00
Jace 95f9065037 Merge branch 'master' into Dirtybit
# Conflicts:
#	include/Engine/Sound/SoundManager.h
2016-03-13 01:07:17 +01:00
Jace a1fda82d3a Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself 2016-03-13 00:57:00 +01:00
Teejoon 2e89227061 Merge remote-tracking branch 'origin/master' into MSAA 2016-03-13 00:09:07 +01:00
Teejoon 5146d21173 MSAA is now working 2016-03-12 22:22:53 +01:00
Teejoon 70b0ca8776 Merge remote-tracking branch 'origin/master' into MSAA 2016-03-12 18:04:26 +01:00
Teejoon 90d848e8d9 Made texture getters from draw finalpass from const 2016-03-12 18:04:10 +01:00
William Moberg a3b3351e55 Merge branch 'master' into Dirtybit
# Conflicts:
#	include/Engine/Rendering/ExplosionEffectJob.h
#	src/Game/Systems/ExplosionEffectSystem.cpp
2016-03-12 17:59:50 +01:00
Jace ce0d3b9fbe Fixed texture freeing. Destructor was never called because base destructors weren't virtual. 2016-03-12 17:53:34 +01:00
viktorljung 0b26f23188 3rd person animations idle bug fixed 2016-03-12 15:47:19 +01:00
Jace 068e151741 Merge pull request #173 from teamfisk/ExplosionEffectV2
Explosion effect v2
2016-03-12 15:25:12 +01:00
Jace 01db8e0615 Merge remote-tracking branch 'origin/master' into Dirtybit
# Conflicts:
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Core/Transform.cpp
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/AnimationSystem.cpp
#	src/Engine/Rendering/BoneAttachmentSystem.cpp
#	src/Game/Systems/CapturePointSystem.cpp
#	src/Game/Systems/ExplosionEffectSystem.cpp
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-03-12 04:09:53 +01:00
Jace 80649ce51d Updated the ENTIRE CODEBASE TO MATCH 2016-03-12 00:38:33 +01:00
Teejoon 1ad087dc75 MSAA mostly working. Only merging the MS render buffer to a single texture so that others could use the AA texture easly 2016-03-11 19:05:34 +01:00
Tobias Dahl 2f61171d16 Merge pull request #185 from teamfisk/TextColor
Text that handles color, alpha and icon parsing
2016-03-11 15:25:06 +01:00
Teejoon e000408593 Getting ShaderID one time per material in total instead of one time every frame 2016-03-11 11:03:09 +01:00
Teejoon 0382708b85 Fixed so that we could use DTX5nm as normal map 2016-03-10 19:57:01 +01:00
Teejoon d8f9f15d34 Merge branch 'master' into DDS
Conflicts:
	assets
	src/Engine/Rendering/Texture.cpp
	src/Engine/Rendering/Util/CommonFunctions.cpp
	src/Game/Game.cpp
2016-03-10 19:55:25 +01:00
viktorljung b3ea26779a Added Unpickable component, which skips the entity in the PickingPass 2016-03-10 16:29:13 +01:00
Jace 777f382772 Merge branch 'master' of github.com:teamfisk/TacticalZ 2016-03-10 15:48:05 +01:00
Jace e734d0c953 Oops. 2016-03-10 15:47:32 +01:00
William Moberg c9fef65c4f Merge pull request #198 from teamfisk/Menu
Menu
2016-03-10 15:38:06 +01:00
Tleety 7e6288c597 Some merge fixes and some sprite fixes. 2016-03-10 15:36:33 +01:00
Tleety 4322a5d8da Some fixes for sprites 2016-03-10 15:21:11 +01:00
Tleety 329a15e08b Bloom bad edge clamp fixed 2016-03-10 13:42:33 +01:00
stiffly 28de31d84d FIX #196: Some variables had not been properly initialized and would cause the game to crash. 2016-03-10 13:28:38 +01:00
Jace e9ef0e7060 Disabled GLERROR macro for release builds 2016-03-10 13:19:26 +01:00
Jace 416f55b6ce Merge pull request #196 from teamfisk/RendererBugFixes
Fixed on window resize memory leak
2016-03-10 13:11:23 +01:00
Jace 0346f81234 Renderer resizing updated to send EResolutionChanged when the resolution is updated so cameras can update their aspect ratio and have a correct FOV. Renderer::SetResolution actually changes the resolution now too. 2016-03-10 13:09:34 +01:00
Tleety c3255519bf Blur is now looking like real blur 2016-03-10 13:07:41 +01:00
Tleety a2244e87ad WIP, trying to get blur to work with mipmaps 2016-03-10 12:18:06 +01:00
FakeShemp 6c072aae45 Merge remote-tracking branch 'origin/master' into ExplosionEffectV2
# Conflicts:
#	resources/Schema/Components/ExplosionEffect.xml
#	resources/Shaders/ExplosionEffect.geom.glsl
#	src/Game/Systems/ExplosionEffectSystem.cpp
2016-03-10 11:49:51 +01:00
Tleety 592edf7dba Sprites can now be rendered with the texture ratio in mind 2016-03-09 23:31:54 +01:00
viktorljung 4e6ff16e58 Shadows for animated models and removed spam in console 2016-03-09 22:43:04 +01:00
Tleety 087facc22e Textures are now able to keep their scale even though the sprite is scaled. 2016-03-09 22:22:32 +01:00