verysecrethero
bdebc9de62
WeaponSystem now handles "PrimaryFire" input events. It sends out ePlayerDamage event if it hits a player. Included some tests
2016-01-21 11:55:51 +01:00
Jace
f1a54a89b3
Merge pull request #37 from teamfisk/OctTree
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Oct tree
2016-01-21 09:57:46 +01:00
verysecrethero
a596b8746b
CapturePointTimers are now reset for "inactive" CapturePoints after a capture.
2016-01-20 17:32:20 +01:00
verysecrethero
35876f6425
Removed membervariable m_NextPossibleCapturePointand added it as local instead
2016-01-20 16:37:10 +01:00
verysecrethero
f6ce98249e
Merge remote-tracking branch 'origin/master' into CapturePointTake
2016-01-20 16:32:14 +01:00
verysecrethero
29aefc5af2
Added some more visual CaptureTestState xml files
2016-01-20 16:06:35 +01:00
verysecrethero
8189e3c00c
Logic in CapturePointSystem is working again. Need to update all Tests!
2016-01-20 14:59:18 +01:00
William Moberg
410e349329
Added test map for capture points and some debug code.
2016-01-19 18:27:58 +01:00
verysecrethero
b45de542da
CapturePointSystem updated, all tests are green
2016-01-19 17:19:58 +01:00
Tleety
a124ab2400
Some asset shit.
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Fixed testworld to use the right model.
2016-01-19 16:11:56 +01:00
Tleety
a8ffb24040
latest commit fix
2016-01-19 16:08:09 +01:00
verysecrethero
f197993beb
Changed CapturePointSystem in light of new enums in the components and a teamcomponent. Half the tests are currently working
2016-01-19 15:31:15 +01:00
Tleety
982837052a
DirectionalLight now correctly getting directions
2016-01-19 14:44:17 +01:00
Tleety
4cafb2fc4c
Merge remote-tracking branch 'origin/master' into Forward+
2016-01-19 12:33:08 +01:00
Tleety
46e17b7e0d
Working directional light
2016-01-19 12:32:34 +01:00
William Moberg
b2358a1854
Added bool in Physics to toggle gravity for entities.
2016-01-18 18:16:24 +01:00
Tleety
601ce85c05
WIP
2016-01-18 16:50:41 +01:00
verysecrethero
4c1a49a8a4
Merge remote-tracking branch 'origin/master' into CapturePointTake
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# Conflicts:
# include/Engine/Core/ComponentWrapper.h
# include/Game/PlayerSystem.h
# include/Game/Systems/HealthSystem.h
# resources/Schema/Components.xsd
# resources/Schema/Components/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Game/CMakeLists.txt
# src/Game/PlayerSystem.cpp
# src/Game/Systems/HealthSystem.cpp
# src/Tests/OctTreeTestGameClass.cpp
# src/Tests/OctTreeTestGameClass.h
# src/Tests/OctTreeTestGameMain.cpp
# src/Tests/OctTreeTestHardCodedTestWorld.h
2016-01-18 16:48:49 +01:00
Tleety
01a164847c
Directional light now fully added to all lists.
2016-01-18 15:15:33 +01:00
Tleety
794635b6a1
Added DirectionalLights to renderqueue jobs
2016-01-18 14:58:19 +01:00
Tleety
6680f6863f
DirectionalLight component added.
2016-01-18 14:30:22 +01:00
Jace
f281d220de
Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems.
2016-01-17 01:00:48 +01:00
Jace
9ec32464bc
Added enum support to entity file format, see "Team" component for an example. Use ComponentInfo::Enum to convert enum string keys to its corresponding integer representation at runtime.
2016-01-16 23:12:24 +01:00
Jace
f65ac65e30
Updated component defaults files to match component schema and made schema validation strict.
2016-01-16 17:03:57 +01:00
Jace
b2213dbe9a
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# Conflicts:
# include/Engine/Collision/Collision.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Game/Game.cpp
2016-01-15 20:28:43 +01:00
Jace
bbabc84127
Fixed default values for CPlayerSpawn
2016-01-15 20:26:30 +01:00
Jace
db1b972cd1
Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
2016-01-15 18:32:47 +01:00
stiffly
5c45dbdd10
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# resources/Schema/Types/Entity.xsd
2016-01-15 16:25:32 +01:00
Jace
ce8dcd3022
Merge pull request #33 from teamfisk/Forward+
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Forward+
2016-01-15 16:20:53 +01:00
Tleety
3de853ac8b
Frustum culling now works correctly for all resolutions
2016-01-15 15:38:14 +01:00
William Moberg
76f90ab031
The main thread is not mutex blocked while child threads load anymore.
2016-01-15 11:29:46 +01:00
verysecrethero
8f257b9a58
Merge remote-tracking branch 'origin/master' into CapturePointTake
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# Conflicts:
# src/Game/Game.cpp
# src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
verysecrethero
c8fe6853c0
Removed ShootEvent from CapturePoint
2016-01-15 11:17:22 +01:00
Tleety
ecf524eb4e
Merge remote-tracking branch 'origin/master' into Forward+
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# Conflicts:
# include/Engine/Rendering/PickingPass.h
# include/Engine/Rendering/Renderer.h
# resources/Schema/Entities/Test.xml
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
William Moberg
4cf6dcfc14
Merge branch 'master' into AsyncResourceLoad
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# Conflicts:
# include/Engine/Rendering/RawModel.h
# src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
stiffly
e248b37ea8
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
Jace
5e721325a4
Merge fixes
2016-01-14 18:20:51 +01:00
Jace
3a4f378ac5
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# Conflicts:
# src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Jace
6ad1839def
Initial work on PlayerMovementSystem
2016-01-14 17:03:48 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
stiffly
7f0ff6c4d7
Added a sound testing level.
2016-01-14 14:20:34 +01:00
verysecrethero
7a8604bf2b
CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
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Added variable in the CapturePoint component: CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero
3a1056a2c3
2 new Events: ECaptured, EWin
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Added new variable in CapturePoint: IsHomeCapturePointForTeam
CapturePointSystem updated so -5 = team 2 owns it, +5 = team 1 owns it. Its also looking for a winner each update
Updated Test. TODO: better Tests
2016-01-13 15:58:52 +01:00
verysecrethero
59be714fdc
1 Component added: CapturePoint
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1 System added: CapturePointSystem
1 Test added: CapturePointTest
added 1 variable in PlayerComponent (TeamNumber)
added 2 variables in CapturePoint (CaptureTimer,OwnedBy)
CapturePointSystem is now handling 2 events: OnTriggerTouch,OnTriggerLeave
Added the CapturePointSystem to Game.cpp
2016-01-13 15:58:52 +01:00
verysecrethero
4b672b11e7
EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type
2016-01-13 15:58:52 +01:00
verysecrethero
ec4d5fbfa8
xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot
2016-01-13 15:58:52 +01:00
verysecrethero
184af95507
New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
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TODO: generalize the test
2016-01-13 15:58:52 +01:00
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +01:00
William Moberg
a58cc33ed0
WIP, multithreaded loading based on exceptions, very slow probably.
2016-01-13 10:58:31 +01:00
viktorljung
0f17f9a888
Merge remote-tracking branch 'origin/master' into Rendering
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# Conflicts:
# include/Engine/Editor/EditorSystem.h
# include/Engine/Rendering/EPicking.h
# include/Engine/Rendering/Renderer.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/RawModel.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-12 16:13:20 +01:00