Commit Graph

351 Commits

Author SHA1 Message Date
Tleety 35e4935497 Some assets and HUD stuff 2016-02-11 10:01:11 +01:00
Tleety 447f41dbff HUD for capture points now update with Capture point data. 2016-02-10 23:59:13 +01:00
Tleety 64a2354b24 WIP with CapturePointHUDSystem 2016-02-10 22:22:09 +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
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
Tleety 04c23be136 Merge remote-tracking branch 'origin/master' into Menu 2016-02-10 15:01:51 +01:00
Jace 019e85a425 Merge pull request #89 from teamfisk/Animations
Animations
2016-02-10 14:40:23 +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
stiffly c2128790af Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle. 2016-02-10 14:07:11 +01:00
Jace 645ee9013a Merge pull request #85 from teamfisk/FrustumCulling
Frustum culling
2016-02-10 12:35:24 +01:00
stiffly f6a7b8ea0c Merge remote-tracking branch 'origin/master' into Sound 2016-02-10 11:37:17 +01:00
stiffly 3d2f9fa79d Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test. 2016-02-10 11:36:54 +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
stiffly 94ff12cf66 When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter. 2016-02-10 11:15:49 +01:00
William Moberg 0bbb627790 Merge branch 'master' into FrustumCulling 2016-02-10 11:04:31 +01:00
William Moberg d65ce805a5 FrustumOctree has its own system, won't cull away explosion effects. 2016-02-10 10:53:25 +01:00
Jace 067780c93f Merge pull request #83 from teamfisk/DefenderShield
Defender shield
2016-02-10 10:33:36 +01:00
Jace 90192e016a Merge pull request #82 from teamfisk/BoxModelCollision
Small fixes to collision/trigger-boxes, etc.
2016-02-10 10:08:54 +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 eec59a40c8 Nitpicks. 2016-02-09 17:19:39 +01:00
William Moberg 239a8e7a6a Frustum culling should be working. 2016-02-09 17:12:23 +01:00
William Moberg 232bf66a09 Jump height is constant for the double jump. 2016-02-09 16:09:08 +01:00
William Moberg b9d6d59c62 Merge branch 'BoxModelCollision' into FrustumCulling
# Conflicts:
#	src/Game/Game.cpp
2016-02-09 15:03:13 +01:00
William Moberg b748deb1e1 WIP FrustumCulling, most code added but not working now. 2016-02-09 10:05:49 +01:00
stiffly 2c64ffc3d1 No longer using a variable to see if we're in editor mode. 2016-02-08 16:52:35 +01:00
stiffly aa5878d6df Used config for soundsystem properties. 2016-02-08 16:40:13 +01:00
stiffly 7752832ce5 No longer needs this walk logic in SoundSystem 2016-02-08 16:21:49 +01:00
stiffly 6f163bf3a3 Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice. 2016-02-08 16:13:09 +01:00
stiffly 14c5410524 Merge fix 2016-02-08 14:29:55 +01:00
stiffly 9da1419895 Merge remote-tracking branch 'origin/master' into Sound 2016-02-08 14:24:44 +01:00
stiffly 8e86cc2123 Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to. 2016-02-08 14:23:53 +01:00
William Moberg 11cf85cc73 Renamed CollidableOctreeSystem to FillOctreeSystem. 2016-02-08 14:17:19 +01:00
stiffly 3a5c0a2762 SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player. 2016-02-08 14:01:32 +01:00
Tleety 971beb29d8 Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
William Moberg 5987751add Merge pull request #81 from teamfisk/HealthPickup
Health pickup
2016-02-08 11:50:47 +01:00
Jace 70f8237a16 Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
2016-02-08 11:39:57 +01:00
Jace 99cbdd3c1e Player death effect fixes 2016-02-08 11:39:29 +01:00
verysecrethero ce22854168 HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth. 2016-02-08 11:22:28 +01:00
Jace 35b0193f15 Merge pull request #72 from teamfisk/BoxModelCollision
Collision in test phase
2016-02-08 10:29:41 +01:00
verysecrethero f8e514d21e Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-08 10:22:35 +01:00
verysecrethero fad25c6e16 Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
#	include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +01:00
verysecrethero 4103c878ec Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned 2016-02-05 18:05:46 +01:00
stiffly 09fb3a6571 Added some comments. 2016-02-05 18:04:36 +01:00
stiffly becb197feb Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day. 2016-02-05 17:46:27 +01:00
stiffly 454eef8225 WIP. Improving player walk logic. 2016-02-05 17:21:48 +01:00
stiffly febbadbd01 Accidentally added the sound system twice. Lead to funny behavior. 2016-02-05 17:21:31 +01:00
viktorljung 8034b42c87 spriteComponent WIP 2016-02-05 16:43:57 +01:00
stiffly fbdaf92953 Started refactoring. Put player walk logic in a designated sound system. 2016-02-05 16:39:23 +01:00
verysecrethero be628d9406 Merge remote-tracking branch 'origin/master' into HealthPickup
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-05 16:23:22 +01:00