Jace
|
e47201ff61
|
First person shoot animations
|
2016-02-11 17:06:34 +01:00 |
|
Jocke
|
49d4a45ef8
|
Client crashed when connecting, this was a hot fix.
|
2016-02-11 16:27:33 +01:00 |
|
Tleety
|
51e0b852d2
|
Adamfix
|
2016-02-11 15:43:41 +01:00 |
|
Tleety
|
6ba1e95da7
|
Fixed depth sorting for HUD elements.
|
2016-02-11 15:27:07 +01:00 |
|
Tleety
|
9f657ada4e
|
merge fixes
|
2016-02-11 14:52:52 +01:00 |
|
Tleety
|
f0ae365401
|
Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
|
2016-02-11 14:43:30 +01:00 |
|
viktorljung
|
7d4a4ed7cf
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/Skeleton.cpp
|
2016-02-11 14:38:23 +01:00 |
|
viktorljung
|
97de31be65
|
Fixed BoneAttachment component
|
2016-02-11 13:36:27 +01:00 |
|
Jace
|
95289f47d6
|
Merge branch 'master' into WeaponSystem
|
2016-02-11 12:58:09 +01:00 |
|
Jace
|
ccf4cae74b
|
Merge remote-tracking branch 'origin/Animations'
|
2016-02-11 12:54:42 +01:00 |
|
Jace
|
81943516a9
|
Protected inheritance, not even once.
|
2016-02-11 11:36:39 +01:00 |
|
viktorljung
|
607150189c
|
Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy
|
2016-02-11 10:51:11 +01:00 |
|
Jace
|
0394eacb6b
|
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
|
2016-02-11 00:18:36 +01:00 |
|
Jace
|
9d9c6bdf1e
|
Third person animations and shoot effects base work
|
2016-02-11 00:08:50 +01:00 |
|
viktorljung
|
9c08c351b8
|
fixed reverse Animation looping
|
2016-02-10 23:33:23 +01:00 |
|
viktorljung
|
dded296cde
|
Animation looping fix
|
2016-02-10 23:19:44 +01:00 |
|
Viktor Ljung
|
c3cc5ae70b
|
Merge pull request #92 from teamfisk/Importer
Importer
|
2016-02-10 22:51:46 +01:00 |
|
Teejoon
|
675a80e905
|
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
|
2016-02-10 22:18:42 +01:00 |
|
Tleety
|
f5de267f25
|
Merge fixes and CapturePointHUD component skeleton added.
|
2016-02-10 20:58:10 +01:00 |
|
Jace
|
6396925b68
|
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
|
2016-02-10 20:47:33 +01:00 |
|
viktorljung
|
224e95f34a
|
Fixed BoneAttachment component and optimized animation code a bit
|
2016-02-10 20:45:24 +01:00 |
|
Tleety
|
2cae4e3fb2
|
Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
|
2016-02-10 19:52:42 +01:00 |
|
Jace
|
0825b10c75
|
Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
# src/Game/Systems/SoundSystem.cpp
|
2016-02-10 19:24:35 +01:00 |
|
William Moberg
|
67cf008122
|
Bug fixing.
|
2016-02-10 18:03:58 +01:00 |
|
Tleety
|
53265bbc90
|
PNG is now a resource.
You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
|
2016-02-10 17:50:17 +01:00 |
|
Teejoon
|
fa781d5c88
|
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
|
2016-02-10 17:16:14 +01:00 |
|
Teejoon
|
97780395cf
|
... Now mipmaps and Splatmaps i comming :)
|
2016-02-10 17:15:54 +01:00 |
|
Jace
|
2c0f66d9c7
|
Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
|
2016-02-10 17:02:00 +01:00 |
|
viktorljung
|
61275274f7
|
Commited this
|
2016-02-10 14:39:45 +01:00 |
|
viktorljung
|
e9d36c48a6
|
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
|
2016-02-10 14:36:25 +01:00 |
|
viktorljung
|
08328a781c
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
|
2016-02-10 14:13:08 +01:00 |
|
viktorljung
|
afebf879a0
|
Merge fixes
|
2016-02-10 13:44:47 +01:00 |
|
viktorljung
|
49e6252ee1
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
|
2016-02-10 11:33:45 +01:00 |
|
viktorljung
|
97be22c4a5
|
Skinned transparent model Picking fixed
|
2016-02-10 11:22:05 +01:00 |
|
William Moberg
|
0bbb627790
|
Merge branch 'master' into FrustumCulling
|
2016-02-10 11:04:31 +01:00 |
|
viktorljung
|
2c48c2680f
|
Cleanup
|
2016-02-10 11:04:28 +01:00 |
|
viktorljung
|
09bb42b3f4
|
Importer animation fix
|
2016-02-10 11:00:44 +01:00 |
|
viktorljung
|
daa96baab5
|
BoneAttachmentSystem fix for not having a skeleton
|
2016-02-09 23:03:49 +01:00 |
|
viktorljung
|
001e2441dd
|
Mergefixes
|
2016-02-09 22:54:51 +01:00 |
|
viktorljung
|
c09c2f4783
|
Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/RenderingWorld.xml
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Skeleton.cpp
|
2016-02-09 22:50:19 +01:00 |
|
viktorljung
|
7212217460
|
Added animation blending and offset animation component
|
2016-02-09 22:15:43 +01:00 |
|
William Moberg
|
7140b740b5
|
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.
|
2016-02-09 19:20:04 +01:00 |
|
William Moberg
|
239a8e7a6a
|
Frustum culling should be working.
|
2016-02-09 17:12:23 +01:00 |
|
William Moberg
|
b30891aecd
|
WIP, debugging code added, still not working.
|
2016-02-09 15:00:30 +01:00 |
|
Jace
|
d3bc48f5f7
|
Major networking refactoring to allow for snapshot filtering outside of netcode
|
2016-02-09 13:22:21 +01:00 |
|
William Moberg
|
b748deb1e1
|
WIP FrustumCulling, most code added but not working now.
|
2016-02-09 10:05:49 +01:00 |
|
Teejoon
|
060e674a6f
|
Picking supports skinned meshes
|
2016-02-08 17:37:18 +01:00 |
|
Tleety
|
9055d5f697
|
Bugfix
|
2016-02-08 15:22:28 +01:00 |
|
Jace
|
2b4e00e4b0
|
Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
|
2016-02-08 13:33:55 +01:00 |
|
Teejoon
|
d2cfa592f0
|
Supports skinnd and unskinned meshes
ExplosionEffects now supports SplatMapping
|
2016-02-08 13:01:10 +01:00 |
|