Commit Graph

1835 Commits

Author SHA1 Message Date
Jace 86df8f14f4 Merge pull request #143 from teamfisk/Transparency-fix
Transparency fix
2016-03-01 11:26:26 +01:00
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
William Moberg e2b7e5400d Check so CapturePointGameMode pool exists and has a size. 2016-03-01 10:20:52 +01:00
FakeShemp 4153a31e3a Fix goof. 2016-02-29 19:47:24 +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
# 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
Joachim Pettersson c106768939 Merge pull request #135 from teamfisk/JumpHeightAdjustment
Player jump speed can be adjusted
2016-02-29 17:37:25 +01:00
William Moberg c7dad79e72 Merge branch 'master' into JumpHeightAdjustment
# 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
Joachim Pettersson d37f8cc350 Merge pull request #141 from teamfisk/BoxModelCollision
Collision jittering + disappearing weapon
2016-02-29 17:13:34 +01:00
viktorljung 5bc0483f49 Removed AnimationOffset and improved BlendTree 2016-02-29 15:51:37 +01:00
William Moberg 3c35c0a956 Frustum culling octree updates after collisions, no more disappearing weapons. 2016-02-29 15:50:26 +01:00
William Moberg d47a806c64 Made a easy hack to solve jittering when standing still. Jittering should still be present when moving, but at least it is less prominent when moving. 2016-02-29 15:49:23 +01:00
William Moberg 8e21c5a5e4 Reverts last WIP since it probably added code without improving anything.
Revert "WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code."

This reverts commit db5170c699.
2016-02-29 15:38:36 +01:00
Teejoon df7ace6626 We only uses one depth buffer now 2016-02-29 11:44:29 +01:00
Jocke bef79d116b Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-29 10:15:16 +01:00
William Moberg db5170c699 WIP, should take shortest resolution even if forced upwards because of slopes, not solving the jittering problem though. + debug code. 2016-02-29 09:37:51 +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.
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
Teejoon 9cbc6f7755 Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions 2016-02-28 16:16:22 +01:00
Teejoon d3a245606a 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.
2016-02-28 15:02:40 +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
Teejoon b320d8d1e4 WIP 2016-02-26 18:01:38 +01:00
FakeShemp 22c391df54 Initial work on texture arrays 2016-02-26 17:40:35 +01:00
Jocke afddd276a4 Merge remote-tracking branch 'origin/master' into FixNetworkBugs 2016-02-26 16:54:09 +01:00
Jocke a48e1b567a Removed comments 2016-02-26 16:49:25 +01:00
Teejoon 62e22d3821 Fix 2016-02-26 13:32:16 +01:00
Teejoon 0805375483 Deleted SSAO sliders except Quality 2016-02-26 13:25:19 +01:00
Jace 0c60b637c3 Who's merging without compiling? 2016-02-26 12:52:10 +01:00
William Moberg d411de894f Merge pull request #140 from teamfisk/FixNetworkBugs
Death explosion should always get triggered now.
2016-02-26 12:01:19 +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
Jocke 18450ff4f3 Death explosion should always get triggered now. (I hope) 2016-02-26 11:08:05 +01:00
William Moberg 22b473a0b6 Merge pull request #139 from teamfisk/EditorCopyPaste
Editor copy paste
2016-02-26 11:01:18 +01:00
FakeShemp f220d8088c Begin clean-up 2016-02-26 10:53:16 +01:00
viktorljung 5c3b472a4d 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
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
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
antc13 21ca3f5b38 Merge branch 'master' of https://github.com/teamfisk/TacticalZ 2016-02-25 18:22:13 +01:00
Jace f161fce719 Merge pull request #138 from teamfisk/PlayerAtOriginFix
Teleporting to origin on spawn fixed.
2016-02-25 17:55:03 +01:00
Jace 0343683678 Fixed cubemaps being generated over and over again each frame. 2016-02-25 17:51:40 +01:00
Jace 9e6c67596d Basic editor copy and paste. Doesn't actually copy the entity until you paste it. 2016-02-25 17:51:28 +01:00