Tleety
eaea645068
Reflectance should now work as an inverse of the specular alpha value.
2016-03-01 11:19:44 +01:00
Tleety
21bf7f4df3
Glow should now legit be working through transparency.
2016-03-01 11:03:16 +01:00
FakeShemp
0908be1e02
Shadows are pretty much done.
2016-02-29 19:45:56 +01:00
FakeShemp
2ed5fad699
The shadows are working
2016-02-29 19:17:16 +01:00
FakeShemp
70374fa10e
It compiles, but no shadows
2016-02-29 18:20:32 +01:00
William Moberg
658eace093
Added component CapturePointGameMode that contains respawntime.
2016-02-29 18:20:14 +01:00
FakeShemp
20468cba1b
Merge branch 'master' into Shadows
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# Conflicts:
# assets
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/FrameBuffer.cpp
# src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
William Moberg
c7dad79e72
Merge branch 'master' into JumpHeightAdjustment
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# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/PlayerRed.xml
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-29 17:28:40 +01:00
Jace
bb76c9d248
WIP multi-weapon behaviours
2016-02-29 06:58:57 +01:00
FakeShemp
7749fc5474
Small fixing up
2016-02-28 19:46:50 +01:00
FakeShemp
6dd7f1a657
Buggy transparent shadows.
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Transparent textures might glow.
2016-02-28 18:00:23 +01:00
Tleety
144e548b7a
Added AbilityCooldownHUD component and system to track the cooldown on the dashability, this needs to be extended for other abilities when they are implemented. However current dash time needs to be included into the component, since we can currently just see the max cooldown time.
2016-02-28 17:17:24 +01:00
FakeShemp
14b0a64720
begin fixing transparent object's shadows
2016-02-27 18:42:51 +01:00
FakeShemp
8647267cad
Make code less dumb, save 7 fps
2016-02-27 18:04:33 +01:00
FakeShemp
ecab5de056
Various shadow calculation methods implemented and ready for use.
2016-02-27 16:35:15 +01:00
FakeShemp
38d8cdded2
Texture Array is now working. Enjoy your single Bind().
2016-02-27 15:53:28 +01:00
FakeShemp
22c391df54
Initial work on texture arrays
2016-02-26 17:40:35 +01:00
Teejoon
f56705d921
You can now change the quality of SSAO by sliding the SSAO Quality
2016-02-26 11:51:20 +01:00
FakeShemp
df2e4abb52
WE HAVE WORKING CASCADE SHADOWS
2016-02-25 21:21:38 +01:00
FakeShemp
8867e7ac3c
Working shadows, no cascade blend yet
2016-02-25 20:29:41 +01:00
William Moberg
89d0d5753f
Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players.
2016-02-25 16:16:24 +01:00
William Moberg
cd315bbaa0
Added DoubleJump component and JumpSpeed in Player component so jumpheight can be adjusted for regular jump and double jump.
2016-02-25 12:12:44 +01:00
William Moberg
da1c7b3093
Merge pull request #133 from teamfisk/AndersTest
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Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero
ef87102d1f
Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling
2016-02-24 17:53:37 +01:00
Tleety
fc18932068
Merge remote-tracking branch 'origin/master' into CubeMap
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# Conflicts:
# src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl
2609a0253d
Merge pull request #129 from teamfisk/HUDDesync
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Networking improvements
2016-02-24 15:22:01 +01:00
Tleety
feeff5b164
Debug tool for different CubeMap
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changed cubemap influence.
2016-02-24 14:47:47 +01:00
Tleety
607e83134d
Cubemaps working
2016-02-24 14:16:49 +01:00
Tleety
6f9ce8a0c1
WIP
2016-02-24 13:57:54 +01:00
Tleety
8d23c531af
Cubemaps kinda functioning, still somthing wierd with the vectors.
2016-02-23 17:17:50 +01:00
Tleety
91b0ac5fbd
Some groundwork for cubemaps.
2016-02-23 16:00:43 +01:00
stiffly
27669b7383
Merge remote-tracking branch 'origin/master' into HUDDesync
2016-02-23 11:09:44 +01:00
Tleety
4ffb03fdd5
Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon
fe3e0bac5b
Changed SpritIndicator values on player
2016-02-22 18:45:02 +01:00
Teejoon
fa4f007604
Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one
2016-02-22 18:35:00 +01:00
stiffly
833006744a
WIP
2016-02-22 17:00:25 +01:00
Teejoon
6fab971734
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
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Conflicts:
include/Engine/Rendering/SpriteJob.h
resources/Schema/Components.xsd
resources/Schema/Entities/Player.xml
resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
Teejoon
37414ce124
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
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Conflicts:
include/Engine/Rendering/Renderer.h
src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon
adceccf402
SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
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Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.
In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon
201480b17f
SSAO is working, but is kinda crappy. You can change shade variables in the debug window.
2016-02-19 16:50:04 +01:00
Tleety
97fcdb342d
Bloom should now show behind transparent objects.
2016-02-19 14:23:40 +01:00
William Moberg
4c87ca10b9
Merge branch 'master' into BoxModelCollision
2016-02-19 14:17:17 +01:00
William Moberg
22664848dc
You should not be able to fall through ground or dash thru walls. Very thin objects may still be possible to go through, e.g. the grid border walls in GameMap.xml.
2016-02-19 14:16:22 +01:00
Tleety
949ee76f55
Fallow and name fix
2016-02-19 13:52:16 +01:00
Tleety
cf2bf4e14d
Merge remote-tracking branch 'origin/master' into ResolutionChange
2016-02-19 13:17:31 +01:00
Jace
2ac584bafb
Merge pull request #113 from teamfisk/Menu-Tobias
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Menu tobias
2016-02-19 13:16:50 +01:00
FakeShemp
f2ab02d860
More WIP
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Switching between levels seem to work, but I borked all matrices
2016-02-18 22:38:50 +01:00
FakeShemp
bf376f54b6
WIP
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I think this is now finding the different segments of the cascade
2016-02-18 20:48:39 +01:00
Tleety
e15a7b9485
You can now change resolution without any apparent bugs.
2016-02-18 18:00:26 +01:00
verysecrethero
b2304a95f8
Fixed some XML documentation
2016-02-18 13:49:22 +01:00