Joachim Pettersson
f8f4b4d939
Merge pull request #151 from teamfisk/CPArrow
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CapturePoint indicator HUD
2016-03-02 16:48:52 +01:00
stiffly
a5c086e389
Dash effect now working over network, by sending events. Similar to jump effect.
2016-03-02 16:48:38 +01:00
William Moberg
91dbbb9c11
Merge branch 'master' into Respawning
2016-03-02 16:47:55 +01:00
William Moberg
dc10661e6b
Respawn time now only displays numbers, centered below CPHUD.
2016-03-02 16:45:43 +01:00
verysecrethero
3c8df35be9
Merge remote-tracking branch 'origin/master' into AssaultBoost
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# Conflicts:
# src/Game/Game.cpp
2016-03-02 15:59:16 +01:00
stiffly
1217b25d02
DashEffect will now spawn a player model behind the player that will fade out .
2016-03-02 14:15:20 +01:00
Tleety
a2b938d8f6
Merge branch 'master' into CPArrow
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# Conflicts:
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/PlayerRed.xml
2016-03-02 13:58:44 +01:00
Tleety
ab7fd89546
Should now correctly track if another player takes your last capture point
2016-03-02 13:56:35 +01:00
viktorljung
8422742a9e
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
William Moberg
06d60f9884
Merge branch 'master' into Respawning
2016-03-02 13:47:03 +01:00
William Moberg
629ebb871f
SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work.
2016-03-02 13:45:49 +01:00
viktorljung
07ccb9c041
AutoAnimationBlend on unique node working but scale is not working correctly
2016-03-02 13:30:04 +01:00
Teejoon
de9657700b
Fixed draw final pass with shided objects having to many if-statments.
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Shields is working with transparancy
Player cameras should have nearclip fater away and far clip nearer.
Defaultconfig push
2016-03-02 11:59:48 +01:00
Tleety
96768e66de
Redplayer arrow fix
2016-03-02 09:57:41 +01:00
Tleety
799990f44d
Next CP indicator should now be fully working.
2016-03-01 22:54:13 +01:00
Tleety
6281e20000
Arrow should now track the CapturePoint specified in the Component.
2016-03-01 20:31:09 +01:00
William Moberg
a9762f44ca
Merge branch 'master' into Respawning
2016-03-01 17:34:23 +01:00
William Moberg
3d4427dd20
Added entity SpectatorCamera that shows respawntime, will activate when explosion effect is deleted.
2016-03-01 17:32:14 +01:00
antc13
25331ddd70
Merge branch 'master' of https://github.com/teamfisk/TacticalZ
2016-03-01 15:28:27 +01:00
FakeShemp
e23ea78aeb
Merge remote-tracking branch 'origin/master' into Shadows
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# Conflicts:
# resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +01:00
Teejoon
77eaa45702
Merge remote-tracking branch 'origin/master' into HEAD
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Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
2016-03-01 12:11:27 +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
viktorljung
5bc0483f49
Removed AnimationOffset and improved BlendTree
2016-02-29 15:51:37 +01:00
Jace
bb76c9d248
WIP multi-weapon behaviours
2016-02-29 06:58:57 +01:00
FakeShemp
6dd7f1a657
Buggy transparent shadows.
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Transparent textures might glow.
2016-02-28 18:00:23 +01:00
FakeShemp
14b0a64720
begin fixing transparent object's shadows
2016-02-27 18:42:51 +01:00
viktorljung
5c3b472a4d
Merge remote-tracking branch 'origin/master' into Animations
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# 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
2016-02-26 10:21:22 +01:00
viktorljung
af034673f6
BoneAttachments now working and BlendTrees are created in the AnimationSystem
2016-02-26 10:17:47 +01:00
antc13
21ca3f5b38
Merge branch 'master' of https://github.com/teamfisk/TacticalZ
2016-02-25 18:22:13 +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
viktorljung
c97d0d9381
Fixed memory leaks and cleaned up Skeleton and BlendTree
2016-02-25 11:30:09 +01:00
antc13
ad97f7f8a9
Merge branch 'master' of https://github.com/teamfisk/TacticalZ
2016-02-25 10:55:20 +01:00
antc13
c9c5e9841d
New Map WIP, Map2 version 2 is with models on both sides.
2016-02-25 10:55:14 +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
Tobias Dahl
2609a0253d
Merge pull request #129 from teamfisk/HUDDesync
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Networking improvements
2016-02-24 15:22:01 +01:00
viktorljung
606a9bf94f
BlendTree now working but has some memory leaks
2016-02-23 17:06:41 +01:00
stiffly
27669b7383
Merge remote-tracking branch 'origin/master' into HUDDesync
2016-02-23 11:09:44 +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
viktorljung
127edb4e60
Fixed some memory leaks
2016-02-22 17:47:30 +01:00
stiffly
833006744a
WIP
2016-02-22 17:00:25 +01:00
viktorljung
abd36c81f8
Added BlendTree that stores and blends multiple animations
2016-02-22 15:58:38 +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
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
Tleety
e15a7b9485
You can now change resolution without any apparent bugs.
2016-02-18 18:00:26 +01:00