William Moberg
71047b08ec
Async load works, using exceptions for special resources.
2016-01-14 16:27:45 +01:00
Jace
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
2016-01-14 15:43:19 +01:00
Jace
28392def79
Made string passing in World a little more effective
2016-01-14 15:42:55 +01:00
viktorljung
143648860b
Added world pointer to PickData
2016-01-14 15:32:41 +01:00
viktorljung
96371a08c8
Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
2016-01-14 15:26:06 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
stiffly
773a417a90
Merge branch 'master' into Sound
2016-01-14 14:19:48 +01:00
stiffly
cca64dca24
Refactoring and commenting.
2016-01-14 13:54:38 +01:00
viktorljung
e7f02f14a0
Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info
2016-01-14 11:12:02 +01:00
Jocke
db18a45368
We are now sending EPlayerDamage events.
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Client now listens to EPlayerDamage events and send them to Server.
Server publishes EPlayerDamage events received from Client.
2016-01-14 10:16:11 +01:00
William Moberg
9f185a1e35
Wrecked the last commit. Async loading works now.
2016-01-13 18:51:45 +01:00
Jocke
a060640da3
Removed unnecessary unnecessary if in Client::OnInputCommand.
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Change name from Server::parseEvent to Server::parseOnInputCommand
2016-01-13 18:00:12 +01:00
Jocke
f47f913bf5
Added logic for sending input from Client to Server.
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Fixed so that snapshots set their parent correctly. Will get problems if we have more components
than unsigned int max size, but that was already a problem.
Client now maps Entitys received from server with local Entitys by mapping their EntityIDs.
2016-01-13 16:09:16 +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
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
e865971fdd
EShoot: changed to string weaponType to int currentlyEquippedItem
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PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
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
William Moberg
a143ae7c85
Changed to relative #include paths.
2016-01-13 15:53:55 +01:00
verysecrethero
e6527196ed
Modified a few files according to the current CodeStandards
2016-01-13 15:50:30 +01:00
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +01:00
Jace
8ed4ba1219
Added missing include for Octree
2016-01-13 12:16:35 +01:00
Jace
311475cbb6
Renamed all OctTree to Octree (More OCD)
2016-01-13 12:15:36 +01:00
Jace
8164a955d6
Renamed OctTree files to Octree (OCD to the max)
2016-01-13 12:15:09 +01:00
William Moberg
a58cc33ed0
WIP, multithreaded loading based on exceptions, very slow probably.
2016-01-13 10:58:31 +01:00
Jocke
2284399538
Removed Close method from Client, Server and Network.
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Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00
Ayumiwii
00eeed2e20
Broken stuff, refactoring
2016-01-12 16:16:42 +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
stiffly
c9f11f62d2
Does not delete emitters that are paused and has not yet been played.
2016-01-12 15:37:10 +01:00
stiffly
729ebe6c8b
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# README.md
# resources/Schema/Components.xsd
# resources/Schema/Types/Entity.xsd
2016-01-12 14:50:10 +01:00
stiffly
976033c2f6
Added events: PlayBackgroundMusic, SetBGMGain, SetSFXGain. Added some editor specific code.
2016-01-12 14:03:00 +01:00
Jocke
236230d12c
Packets now dynamically allocates more memory when they need it.
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Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
viktorljung
2450769190
some cleanup
2016-01-12 11:51:47 +01:00
viktorljung
d469fe6e9a
Removed picking event and added a pick function to renderer
2016-01-12 11:45:50 +01:00
Ayumiwii
0630885d92
Many more things done
2016-01-11 19:59:45 +01:00
Tleety
24ba3ae1f6
WIP, falloff things.
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# Conflicts:
# resources/Schema/Components/PointLight.xsd
# resources/Shaders/ForwardPlus.frag.glsl
2016-01-11 17:57:15 +01:00
Tleety
fa6dd2dc67
Basic transparancy working.
2016-01-11 17:57:15 +01:00
Tleety
3c5966d174
Now sort models according to depth.
2016-01-11 17:57:15 +01:00
Tleety
0cf8d26557
Revert "Revert "Forward+""
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This reverts commit b908a9f9c6 .
2016-01-11 17:56:58 +01:00
stiffly
f80ad1377b
Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play.
2016-01-11 17:52:27 +01:00
verysecrethero
0cc58f088a
EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type
2016-01-11 17:15:49 +01:00
viktorljung
3feee7fd35
Changed the structure of how RenderJobs are handled
2016-01-11 17:01:17 +01:00
verysecrethero
2f6261dfbf
EShoot: changed to string weaponType to int currentlyEquippedItem
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PlayerSystem.h: added HeldItem enum
PlayerSystem.cpp: simplified writing doubles, uses HeldItem enum
ShootEventTest.cpp: simplified writing doubles
2016-01-11 15:49:33 +01:00
verysecrethero
31c1c0ac8d
New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
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TODO: generalize the test
2016-01-11 15:49:33 +01:00
Jocke
b37ffc7449
WIP Model component not working.
2016-01-11 14:58:49 +01:00
stiffly
f0ad28bac4
Removed some comments. Basically did nothing
2016-01-11 14:58:15 +01:00
Jace
4a516a4d86
Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition
2016-01-11 14:56:53 +01:00
Jace
21aea6f31d
Added World::ValidEntity for checking if an entity exists or not
2016-01-11 14:35:41 +01:00
Jace
297a3fb493
Support for "name" attribute on entities
2016-01-11 14:35:41 +01:00
Jace
39dd27726d
MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
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Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace
6adc98eea5
Now writes entities to file instead of stdout...
2016-01-11 14:35:41 +01:00