verysecrethero
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1ebe174b94
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Merge pull request #88 from teamfisk/Sound
Sound
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2016-02-10 14:14:47 +01:00 |
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stiffly
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c2128790af
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Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
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2016-02-10 14:07:11 +01:00 |
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Jace
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645ee9013a
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Merge pull request #85 from teamfisk/FrustumCulling
Frustum culling
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2016-02-10 12:35:24 +01:00 |
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Jace
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4a5ab048bd
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Merge pull request #86 from teamfisk/Sound
Sound
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2016-02-10 12:33:01 +01:00 |
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stiffly
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f6a7b8ea0c
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Merge remote-tracking branch 'origin/master' into Sound
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2016-02-10 11:37:17 +01:00 |
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stiffly
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3d2f9fa79d
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Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
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2016-02-10 11:36:54 +01:00 |
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stiffly
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94ff12cf66
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When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter.
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2016-02-10 11:15:49 +01:00 |
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William Moberg
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0bbb627790
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Merge branch 'master' into FrustumCulling
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2016-02-10 11:04:31 +01:00 |
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William Moberg
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d65ce805a5
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FrustumOctree has its own system, won't cull away explosion effects.
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2016-02-10 10:53:25 +01:00 |
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Jace
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067780c93f
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Merge pull request #83 from teamfisk/DefenderShield
Defender shield
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2016-02-10 10:33:36 +01:00 |
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Jace
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90192e016a
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Merge pull request #82 from teamfisk/BoxModelCollision
Small fixes to collision/trigger-boxes, etc.
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2016-02-10 10:08:54 +01:00 |
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William Moberg
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ecfacee587
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Undo debug test code.
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2016-02-09 19:33:28 +01:00 |
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William Moberg
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a93ccecfeb
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Debug test code.
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2016-02-09 19:23:12 +01:00 |
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William Moberg
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7140b740b5
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Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
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2016-02-09 19:20:04 +01:00 |
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William Moberg
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830e0f66c9
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Tiny: Changed warning message.
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2016-02-09 17:21:10 +01:00 |
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William Moberg
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eec59a40c8
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Nitpicks.
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2016-02-09 17:19:39 +01:00 |
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William Moberg
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239a8e7a6a
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Frustum culling should be working.
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2016-02-09 17:12:23 +01:00 |
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William Moberg
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232bf66a09
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Jump height is constant for the double jump.
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2016-02-09 16:09:08 +01:00 |
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William Moberg
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b9d6d59c62
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Merge branch 'BoxModelCollision' into FrustumCulling
# Conflicts:
# src/Game/Game.cpp
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2016-02-09 15:03:13 +01:00 |
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William Moberg
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b30891aecd
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WIP, debugging code added, still not working.
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2016-02-09 15:00:30 +01:00 |
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William Moberg
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b748deb1e1
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WIP FrustumCulling, most code added but not working now.
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2016-02-09 10:05:49 +01:00 |
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stiffly
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2c64ffc3d1
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No longer using a variable to see if we're in editor mode.
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2016-02-08 16:52:35 +01:00 |
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stiffly
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aa5878d6df
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Used config for soundsystem properties.
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2016-02-08 16:40:13 +01:00 |
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stiffly
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7752832ce5
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No longer needs this walk logic in SoundSystem
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2016-02-08 16:21:49 +01:00 |
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stiffly
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6f163bf3a3
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Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice.
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2016-02-08 16:13:09 +01:00 |
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Tleety
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9055d5f697
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Bugfix
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2016-02-08 15:22:28 +01:00 |
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William Moberg
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93c6f3c0a3
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AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
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2016-02-08 14:34:37 +01:00 |
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stiffly
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14c5410524
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Merge fix
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2016-02-08 14:29:55 +01:00 |
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stiffly
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9da1419895
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Merge remote-tracking branch 'origin/master' into Sound
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2016-02-08 14:24:44 +01:00 |
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stiffly
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8e86cc2123
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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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William Moberg
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11cf85cc73
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Renamed CollidableOctreeSystem to FillOctreeSystem.
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2016-02-08 14:17:19 +01:00 |
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stiffly
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3a5c0a2762
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SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
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2016-02-08 14:01:32 +01:00 |
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stiffly
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12c05d5a1c
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Added an Queue event for sound emitters.
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2016-02-08 13:59:35 +01:00 |
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William Moberg
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6610bb974d
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Only apply air friction if the ground is never hit during the frame.
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2016-02-08 13:32:45 +01:00 |
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Tleety
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971beb29d8
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Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts:
# resources/Schema/Components.xsd
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2016-02-08 12:30:41 +01:00 |
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Tleety
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2ee21e05d4
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Fixed so that Shielded objects can be picked. Shield objects can not however, so they will not be able to be picked in editor either.
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2016-02-08 12:29:41 +01:00 |
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William Moberg
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5987751add
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Merge pull request #81 from teamfisk/HealthPickup
Health pickup
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2016-02-08 11:50:47 +01:00 |
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Tleety
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94b59af973
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Defender shield should now be working
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2016-02-08 11:47:35 +01:00 |
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Jace
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70f8237a16
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Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
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2016-02-08 11:39:57 +01:00 |
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Jace
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99cbdd3c1e
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Player death effect fixes
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2016-02-08 11:39:29 +01:00 |
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verysecrethero
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ce22854168
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HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth.
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2016-02-08 11:22:28 +01:00 |
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Jace
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35b0193f15
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Merge pull request #72 from teamfisk/BoxModelCollision
Collision in test phase
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2016-02-08 10:29:41 +01:00 |
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verysecrethero
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f8e514d21e
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Merge remote-tracking branch 'origin/master' into HealthPickup
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2016-02-08 10:22:35 +01:00 |
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verysecrethero
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fad25c6e16
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Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
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2016-02-08 10:21:30 +01:00 |
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verysecrethero
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4103c878ec
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Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
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2016-02-05 18:05:46 +01:00 |
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stiffly
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09fb3a6571
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Added some comments.
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2016-02-05 18:04:36 +01:00 |
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William Moberg
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40788c7400
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Merge pull request #80 from teamfisk/DashFixBranch
Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSy…
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2016-02-05 18:04:15 +01:00 |
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stiffly
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becb197feb
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Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
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2016-02-05 17:46:27 +01:00 |
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William Moberg
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59bdc614f2
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Put SpecialAbility on left shift, and Sprint on left shift in DefaultInput.
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2016-02-05 17:34:19 +01:00 |
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stiffly
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454eef8225
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WIP. Improving player walk logic.
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2016-02-05 17:21:48 +01:00 |
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