viktorljung
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1ff91a5c5d
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fixup! Blend duration can now be 0.0
Commited input test stuff
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2016-03-04 02:30:05 +01:00 |
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viktorljung
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49802fed91
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Blend duration can now be 0.0
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2016-03-04 02:24:13 +01:00 |
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viktorljung
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1616fb20d1
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Skinned meshes now in T-Pose when not it's blendtree is null
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2016-03-04 02:03:50 +01:00 |
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viktorljung
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bebdacabb4
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Clean up
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2016-03-03 23:41:08 +01:00 |
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viktorljung
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66c8a17b17
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# resources/Schema/Types/Entity.xsd
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2016-03-03 23:21:14 +01:00 |
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viktorljung
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e3fbd2082c
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BlendQueues fully working
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2016-03-03 23:20:13 +01:00 |
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viktorljung
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68332102ea
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Can now blend non unique nodes
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2016-03-03 21:20:55 +01:00 |
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viktorljung
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a3494b92c8
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Blending queues now working
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2016-03-03 17:48:25 +01:00 |
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viktorljung
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8957b0b464
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Merge remote-tracking branch 'origin/master' into Animations
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2016-03-03 14:05:43 +01:00 |
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viktorljung
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362378536e
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Switching rooms
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2016-03-03 01:39:12 +01:00 |
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Jace
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b431a875f7
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New weapon behaviours
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2016-03-02 22:48:01 +01:00 |
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Jace
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618e96da90
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"Fixed" this crash in debug. The attachment vector is sometimes empty! @Tleety
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2016-03-02 19:49:54 +01:00 |
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viktorljung
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e9bbb5ed2a
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Fixed BlendTree crash when animation nodes are null
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2016-03-02 17:42:55 +01:00 |
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viktorljung
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d8a0e69ff0
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fixup! AutoAnimationBlend now working correctly for unique nodes, Commited debug code
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2016-03-02 17:11:18 +01:00 |
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viktorljung
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1aefa1dec6
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AutoAnimationBlend now working correctly for unique nodes
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2016-03-02 17:06:51 +01:00 |
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viktorljung
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8422742a9e
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-02 13:50:08 +01:00 |
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viktorljung
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c3f24f494d
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fixup! AutoAnimationBlend on unique node working but scale is not working correctly
Commited some things that shouldn't have been commited
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2016-03-02 13:34:47 +01:00 |
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viktorljung
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07ccb9c041
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AutoAnimationBlend on unique node working but scale is not working correctly
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2016-03-02 13:30:04 +01:00 |
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Teejoon
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de9657700b
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Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy
Player cameras should have nearclip fater away and far clip nearer.
Defaultconfig push
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2016-03-02 11:59:48 +01:00 |
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Teejoon
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ef66f3ebe5
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Transparancy with shild fix
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2016-03-01 23:14:23 +01:00 |
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Teejoon
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724d7b1586
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Merge remote-tracking branch 'origin/master' into RenderSetingsV2
Conflicts:
src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-01 12:56:00 +01:00 |
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Teejoon
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8cda614de4
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Added transparent object that disappeared from the merge
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2016-03-01 12:54:01 +01:00 |
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Teejoon
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77eaa45702
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Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
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2016-03-01 12:11:27 +01:00 |
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Tleety
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21bf7f4df3
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Glow should now legit be working through transparency.
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2016-03-01 11:03:16 +01:00 |
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viktorljung
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5bc0483f49
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Removed AnimationOffset and improved BlendTree
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2016-02-29 15:51:37 +01:00 |
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Teejoon
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df7ace6626
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We only uses one depth buffer now
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2016-02-29 11:44:29 +01:00 |
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Teejoon
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9cbc6f7755
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Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
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2016-02-28 16:16:22 +01:00 |
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Teejoon
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d3a245606a
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SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
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2016-02-28 15:02:40 +01:00 |
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Teejoon
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b320d8d1e4
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WIP
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2016-02-26 18:01:38 +01:00 |
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Teejoon
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0805375483
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Deleted SSAO sliders except Quality
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2016-02-26 13:25:19 +01:00 |
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Teejoon
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f56705d921
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You can now change the quality of SSAO by sliding the SSAO Quality
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2016-02-26 11:51:20 +01:00 |
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viktorljung
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5c3b472a4d
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Schema/Components.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Engine/Rendering/Skeleton.cpp
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2016-02-26 10:21:22 +01:00 |
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viktorljung
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af034673f6
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BoneAttachments now working and BlendTrees are created in the AnimationSystem
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2016-02-26 10:17:47 +01:00 |
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Jace
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0343683678
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Fixed cubemaps being generated over and over again each frame.
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2016-02-25 17:51:40 +01:00 |
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viktorljung
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c97d0d9381
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Fixed memory leaks and cleaned up Skeleton and BlendTree
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2016-02-25 11:30:09 +01:00 |
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Tleety
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fc18932068
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Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
# src/Engine/Rendering/Renderer.cpp
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2016-02-24 15:45:30 +01:00 |
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Tobias Dahl
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b874ea8641
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Merge pull request #131 from teamfisk/ResizeWindowFixFromSSAOMerge
Have fix the resizing errors
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2016-02-24 15:22:12 +01:00 |
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Tleety
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feeff5b164
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Debug tool for different CubeMap
changed cubemap influence.
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2016-02-24 14:47:47 +01:00 |
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Tleety
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6f9ce8a0c1
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WIP
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2016-02-24 13:57:54 +01:00 |
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Teejoon
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6465fe6ed6
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Have fix the resizing errors
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2016-02-24 13:22:41 +01:00 |
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Tleety
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8d23c531af
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Cubemaps kinda functioning, still somthing wierd with the vectors.
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2016-02-23 17:17:50 +01:00 |
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viktorljung
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606a9bf94f
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BlendTree now working but has some memory leaks
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2016-02-23 17:06:41 +01:00 |
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Tleety
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91b0ac5fbd
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Some groundwork for cubemaps.
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2016-02-23 16:00:43 +01:00 |
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Tleety
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4ffb03fdd5
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Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
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2016-02-23 10:02:53 +01:00 |
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Teejoon
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fa4f007604
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Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one
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2016-02-22 18:35:00 +01:00 |
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viktorljung
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127edb4e60
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Fixed some memory leaks
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2016-02-22 17:47:30 +01:00 |
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Teejoon
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6fab971734
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Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
include/Engine/Rendering/SpriteJob.h
resources/Schema/Components.xsd
resources/Schema/Entities/Player.xml
resources/Schema/Entities/PlayerRed.xml
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2016-02-22 16:43:18 +01:00 |
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Teejoon
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09aec08d0e
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Pull request fixes
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2016-02-22 16:38:20 +01:00 |
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viktorljung
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abd36c81f8
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Added BlendTree that stores and blends multiple animations
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2016-02-22 15:58:38 +01:00 |
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Teejoon
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4cf8c3d8d7
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Fixed PerformanceTimer start and stop in Renderer.cpp since I have changed a little code there
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2016-02-22 15:02:20 +01:00 |
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