viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# 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
viktorljung
2c48c2680f
Cleanup
2016-02-10 11:04:28 +01:00
Jace
067780c93f
Merge pull request #83 from teamfisk/DefenderShield
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Defender shield
2016-02-10 10:33:36 +01:00
Jace
90192e016a
Merge pull request #82 from teamfisk/BoxModelCollision
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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
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# 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
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
William Moberg
93c6f3c0a3
AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
2016-02-08 14:34:37 +01:00
William Moberg
11cf85cc73
Renamed CollidableOctreeSystem to FillOctreeSystem.
2016-02-08 14:17:19 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
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ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
971beb29d8
Merge remote-tracking branch 'origin/master' into DefenderShield
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# Conflicts:
# resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
William Moberg
5987751add
Merge pull request #81 from teamfisk/HealthPickup
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Health pickup
2016-02-08 11:50:47 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Jace
70f8237a16
Merge pull request #60 from teamfisk/3rdPersonDeathCam
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3rd person death cam
2016-02-08 11:39:57 +01:00
Jace
35b0193f15
Merge pull request #72 from teamfisk/BoxModelCollision
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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
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# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
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Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
viktorljung
933a32aa8d
Animations kind of working
2016-02-06 18:09:51 +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
verysecrethero
be628d9406
Merge remote-tracking branch 'origin/master' into HealthPickup
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# Conflicts:
# resources/Schema/Components.xsd
2016-02-05 16:23:22 +01:00
verysecrethero
2542397511
Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSystem, DashAbility xml file.
2016-02-05 15:35:51 +01:00
verysecrethero
fe6fd0bbe3
PickupSpawnSystem now spawns a new HealthPickup after the respawnTimer is up. Added HealthPickup.xml entity. Event PickupSpawned now gets published when a new HealthPickup spawns. Player now gains health as he picks up the HealthPickup.
2016-02-05 15:15:04 +01:00
William Moberg
e3a44d37d2
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-05 14:59:14 +01:00
Teejoon
ceab837e27
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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Conflicts:
include/Engine/Rendering/RawModelCustom.h
src/Engine/Rendering/RawModelCustom.cpp
src/Engine/Rendering/Skeleton.cpp
2016-02-05 13:59:01 +01:00
Teejoon
d1a309be10
Now supports reading of 3 different types of materials
2016-02-05 13:51:47 +01:00
William Moberg
d61e605093
Can walk up "stair-steps". Cleanup WIP.
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Better performance in RectanglevsTriangle check.
Added IsOnGround flag and VerticalStepHeight in Physics.
Lotsa commented code saved for historical reasons, remove later.
2016-02-05 10:56:34 +01:00
viktorljung
b6e0332574
Fixed support for new animation structure, not done yet
2016-02-05 10:07:22 +01:00
Tleety
c526a7af55
WIP stencil stuff
2016-02-04 17:58:36 +01:00
verysecrethero
6a23a987b3
Started PickupSpawnSystem, added 2 events and a system
2016-02-04 17:43:45 +01:00
Teejoon
c272857819
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
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Conflicts:
src/Engine/Rendering/RawModelCustom.cpp
tools/MayaExporter/MayaExporter/Skeleton.cpp
2016-02-04 15:05:00 +01:00
Teejoon
336b058c9f
WIP, commit to be able to pull stuff down
2016-02-04 14:58:46 +01:00
Tleety
7c582898f4
Working stencil buffer for the shield.
2016-02-04 14:33:39 +01:00
Jace
ff26e1235c
Merge pull request #77 from teamfisk/AMDCrashFix
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AMD crash fix???????????
2016-02-04 12:05:05 +01:00
viktorljung
35376178b1
WIP
2016-02-04 11:54:13 +01:00
Jace
c87e4d4fd6
Added mutex to resource manager cache reading to avoid a potential race condition. We hope this is the actual bug we saw.
2016-02-04 11:53:11 +01:00
verysecrethero
d4292d4b43
Merge pull request #63 from teamfisk/AssaultDash
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Added AssaultDash
2016-02-04 11:50:00 +01:00
verysecrethero
035c79564b
Changed Dash name to DashAbility. Fixed dash bug where you could do two different keys to dash.
2016-02-04 11:41:21 +01:00
viktorljung
2733efdc0d
Merge remote-tracking branch 'origin/Importer' into Animations
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# Conflicts:
# include/Engine/Rendering/Skeleton.h
# src/Engine/Rendering/RawModelCustom.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-04 11:32:44 +01:00
antc13
356cf72b0f
Changed the structure of the Animation Data in both Exporter & Importer.
2016-02-04 11:25:31 +01:00
viktorljung
6aec7555cc
WIP Waiting for importer
2016-02-04 11:13:33 +01:00
Tleety
379d211832
some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate
2016-02-04 11:13:26 +01:00
verysecrethero
03a16b46b5
Dash component now has the dash-maxCoolDownVariable in it.
2016-02-04 10:28:28 +01:00
Tleety
bc01e147c2
Some state stuff, some draw stuff, some QA map stuff
2016-02-03 18:09:44 +01:00
verysecrethero
1bd4aa91ff
Oops! Readded "Sprint" command. Removed some unnecessary variables in FirstPersonInputController. Fixed bug where you couldnt dash right away as the game started.
2016-02-03 17:45:37 +01:00
verysecrethero
7b5a2a5388
Dashing now works great both with shift and doubletap. Added Dash Component. Changed default Player.xml to have a Dash Component. Disabled Sprint. You can now disable DoubleTapToDash in Input.Ini. Added command "SpecialAbility".
2016-02-03 17:30:46 +01:00
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
verysecrethero
13161b4f57
Merge remote-tracking branch 'origin/master' into AssaultDash
2016-02-03 15:07:19 +01:00