Jace
b2213dbe9a
Merge remote-tracking branch 'origin/master' into PlayerMovement
...
# 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
William Moberg
f5ea4d513c
ResourceManager::Load never returns null, throws exceptions instead.
2016-01-15 15:25:01 +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
Jace
5e721325a4
Merge fixes
2016-01-14 18:20:51 +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
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
William Moberg
9f185a1e35
Wrecked the last commit. Async loading works now.
2016-01-13 18:51:45 +01:00
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +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
Jocke
b37ffc7449
WIP Model component not working.
2016-01-11 14:58:49 +01:00
stiffly
00bc55370d
Added error check in Collision.cpp
2015-12-18 14:19:28 +01:00
William Moberg
5e0fe975f3
Small error handling check.
2015-12-17 17:48:00 +01:00
William Moberg
0f59b863ee
Renamed IF_DEBUG_IS to DEBUG_IF, slightly different behavior and added some safety checking for auto creating AABBs from models.
2015-12-17 17:08:47 +01:00
William Moberg
5160a45b44
Made Ray into a class with checks so the direction will always be normalized.
2015-12-17 13:41:34 +01:00
William Moberg
6d1cbd928e
Improved collision logic, still not perfect since it updates before PlayerSystem.
2015-12-16 16:34:27 +01:00
William Moberg
d10df6ae09
TriggerSystem implemented and working.
2015-12-16 12:22:15 +01:00
William Moberg
ed82a0939a
Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
2015-12-15 15:37:14 +01:00
William Moberg
170610bcb1
Added a TriggerSystem, seems to work as intended.
2015-12-15 14:49:52 +01:00
verysecrethero
1229a99af4
Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
2015-12-15 11:07:51 +01:00
William Moberg
ae7d4b9097
Put Collision folder in CMakeLists.txt and altered paths.
2015-12-14 17:35:39 +01:00
William Moberg
e6fa9df3a5
Merge branch 'OctTree' of github.com:teamfisk/TacticalZ into OctTree
2015-12-14 17:08:51 +01:00
William Moberg
59095c2ce5
Started on CollisionSystem and TriggerSystem. Moved collision code to Collision folder.
2015-12-14 17:08:00 +01:00