Commit Graph

504 Commits

Author SHA1 Message Date
Tleety 0a3b6f4da1 Added DirectionalLightJob 2016-01-18 14:57:55 +01:00
Jace 3bc7dceca5 Made EntityWrapper hashable 2016-01-18 14:55:49 +01:00
Tleety 4092f6b4d4 New Lightstruct working. 2016-01-18 14:20:28 +01:00
Ayumiwii 35269315cc Rename the thingie 2016-01-18 13:51:32 +01:00
Jace 504f301e4d Added refactored property sheet for components 2016-01-18 13:51:22 +01:00
William Moberg bf3f8aea89 Merge pull request #36 from teamfisk/PlayerMovement
Player movement
2016-01-18 13:32:42 +01:00
William Moberg 0669d91767 CollisionSystem loops over Collidable components. 2016-01-18 13:29:10 +01:00
William Moberg 942064c450 Removed class PlayerSystem and associated files. 2016-01-18 13:07:04 +01:00
Ayumiwii 8f8b64f99c First pass that actually work
Not at all done, but it'll have to do for now
2016-01-18 11:50:00 +01:00
Jocke d995713d3b Added input queue to Client and Input Listener debug code in server. 2016-01-18 11:06:02 +01:00
William Moberg a346a329b3 Added an option to disable the Pool allocation in Config.ini, in case there is a mess with the MemoryPool. 2016-01-18 10:16:35 +01:00
Jace 0d50ede6f5 Base work on reimplementing editor GUI 2016-01-17 07:34:20 +01:00
Jace 4786986abd Rendering pipeline fixes across the board and base work on refactored editor 2016-01-17 06:29:25 +01:00
Jace e34856468a Removed DrawScenePass, since it doesn't seem to be used 2016-01-17 06:27:45 +01:00
Jace 6ec2258758 Added UniformScale component which keeps an entity's scale at a uniform value relative to the screen. 2016-01-17 06:22:35 +01:00
Jace 9f447afbdb Added EntityWrapper::Valid and bool overload to be check if an entity is valid and still exists in the world more easily 2016-01-17 06:20:27 +01:00
Jace f281d220de Working Spawner, SpawnPoint, PlayerSpawn and Team components, along with their systems. 2016-01-17 01:00:48 +01:00
Jace 6385a98eca Added runtime type size check to ComponentWrapper to avoid corruption when types don't match 2016-01-17 00:59:26 +01:00
Jace d8a24bbfde Renamed all instances of "Property" to "Field" in ComponentWrapper to maintain consistent naming with ComponentInfo 2016-01-17 00:38:25 +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 b2213dbe9a Merge remote-tracking branch 'origin/master' into PlayerMovement
# 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 db1b972cd1 Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems 2016-01-15 18:32:47 +01:00
Jace 97e12ff550 Made EntityFileParser::MergeEntities return the base entity that was created, and also take an optional parent entity to create it under. 2016-01-15 18:31:32 +01:00
antc13 16c39df439 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
# Conflicts:
#	include/Engine/Collision/Collision.h
#	src/Engine/Rendering/Model.cpp
#	src/Engine/Rendering/RawModelAssimp.cpp
2016-01-15 18:00:30 +01:00
antc13 8437b9c734 Commit for Pull 2016-01-15 17:58:26 +01:00
Jace 0469460029 Input binding format changed to allow custom values for bindings. Relevant code must clamp input values to prevent speedhaxx! 2016-01-15 16:32:04 +01:00
stiffly 5c45dbdd10 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-01-15 16:25:32 +01:00
Jace ce8dcd3022 Merge pull request #33 from teamfisk/Forward+
Forward+
2016-01-15 16:20:53 +01:00
William Moberg c09fe4ae55 Added a bool option to disable threads in in the configfile regarding resource loading. 2016-01-15 16:18:39 +01:00
stiffly 63704b2e6b Now calculating the velocity for the listener correctly. 2016-01-15 15:43:20 +01:00
Tleety 3de853ac8b Frustum culling now works correctly for all resolutions 2016-01-15 15:38:14 +01:00
William Moberg f5ea4d513c ResourceManager::Load never returns null, throws exceptions instead. 2016-01-15 15:25:01 +01:00
viktorljung 7faed50507 Merge remote-tracking branch 'origin/master' into TextRendering 2016-01-15 13:24:24 +01:00
viktorljung 6fbb962b5e Merge branch 'Rendering' into TextRendering
# Conflicts:
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/RenderQueueFactory.h
#	include/Engine/Rendering/Renderer.h
#	include/Engine/Rendering/ShaderProgram.h
#	include/Game/Game.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Test.xml
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-01-15 13:23:42 +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
# Conflicts:
#	src/Game/Game.cpp
#	src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
stiffly 3e2cb33bc0 Played around with new map MapVersion1. Was fun ヽ(´▽`)/ 2016-01-15 11:23:29 +01:00
verysecrethero c8fe6853c0 Removed ShootEvent from CapturePoint 2016-01-15 11:17:22 +01:00
Tleety 14bc850fab Merge remote-tracking branch 'origin/master' into Forward+ 2016-01-15 11:02:27 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# 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
Jocke 0bf756dc08 Merge remote-tracking branch 'origin/master' into Networking 2016-01-15 10:22:21 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
stiffly 32634f742e Merge remote-tracking branch 'origin/master' into Sound 2016-01-15 09:53:39 +01:00
stiffly e248b37ea8 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
Jace 567173c565 Merge branch 'master' into PlayerMovement
# Conflicts:
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Game/Game.cpp
2016-01-14 18:24:34 +01:00
Jace 5e721325a4 Merge fixes 2016-01-14 18:20:51 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Jocke 696f44a673 Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID.

// Good to know
To keep this structure please use insertIntoServerClientMaps() when adding items to them.
m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs.
To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID);
To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
2016-01-14 17:11:54 +01:00
Jace 3a4f378ac5 Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
Rendering Scenes
2016-01-14 16:43:35 +01:00