Tleety
51e0b852d2
Adamfix
2016-02-11 15:43:41 +01:00
Tleety
6ba1e95da7
Fixed depth sorting for HUD elements.
2016-02-11 15:27:07 +01:00
Tleety
9f657ada4e
merge fixes
2016-02-11 14:52:52 +01:00
Tleety
f0ae365401
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
Jace
95289f47d6
Merge branch 'master' into WeaponSystem
2016-02-11 12:58:09 +01:00
Jace
ccf4cae74b
Merge remote-tracking branch 'origin/Animations'
2016-02-11 12:54:42 +01:00
Jace
81943516a9
Protected inheritance, not even once.
2016-02-11 11:36:39 +01:00
Jace
0394eacb6b
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
2016-02-11 00:18:36 +01:00
Jace
9d9c6bdf1e
Third person animations and shoot effects base work
2016-02-11 00:08:50 +01:00
viktorljung
9c08c351b8
fixed reverse Animation looping
2016-02-10 23:33:23 +01:00
viktorljung
dded296cde
Animation looping fix
2016-02-10 23:19:44 +01:00
Viktor Ljung
c3cc5ae70b
Merge pull request #92 from teamfisk/Importer
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Importer
2016-02-10 22:51:46 +01:00
Tleety
f5de267f25
Merge fixes and CapturePointHUD component skeleton added.
2016-02-10 20:58:10 +01:00
Jace
6396925b68
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
2016-02-10 20:47:33 +01:00
viktorljung
224e95f34a
Fixed BoneAttachment component and optimized animation code a bit
2016-02-10 20:45:24 +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
Jace
0825b10c75
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# src/Game/Systems/SoundSystem.cpp
2016-02-10 19:24:35 +01:00
William Moberg
67cf008122
Bug fixing.
2016-02-10 18:03:58 +01:00
Tleety
53265bbc90
PNG is now a resource.
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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
Teejoon
fa781d5c88
Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
2016-02-10 17:16:14 +01:00
Teejoon
97780395cf
... Now mipmaps and Splatmaps i comming :)
2016-02-10 17:15:54 +01:00
Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
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# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +01:00
viktorljung
61275274f7
Commited this
2016-02-10 14:39:45 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
08328a781c
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
2016-02-10 14:13:08 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +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
viktorljung
97be22c4a5
Skinned transparent model Picking fixed
2016-02-10 11:22:05 +01:00
William Moberg
0bbb627790
Merge branch 'master' into FrustumCulling
2016-02-10 11:04:31 +01:00
viktorljung
2c48c2680f
Cleanup
2016-02-10 11:04:28 +01:00
viktorljung
09bb42b3f4
Importer animation fix
2016-02-10 11:00:44 +01:00
viktorljung
daa96baab5
BoneAttachmentSystem fix for not having a skeleton
2016-02-09 23:03:49 +01:00
viktorljung
001e2441dd
Mergefixes
2016-02-09 22:54:51 +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
William Moberg
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
2016-02-09 19:20:04 +01:00
William Moberg
239a8e7a6a
Frustum culling should be working.
2016-02-09 17:12:23 +01:00
William Moberg
b30891aecd
WIP, debugging code added, still not working.
2016-02-09 15:00:30 +01:00
Jace
d3bc48f5f7
Major networking refactoring to allow for snapshot filtering outside of netcode
2016-02-09 13:22:21 +01:00
William Moberg
b748deb1e1
WIP FrustumCulling, most code added but not working now.
2016-02-09 10:05:49 +01:00
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
Tleety
9055d5f697
Bugfix
2016-02-08 15:22:28 +01:00
Jace
2b4e00e4b0
Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
2016-02-08 13:33:55 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
...
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
Tleety
2ee21e05d4
Fixed so that Shielded objects can be picked. Shield objects can not however, so they will not be able to be picked in editor either.
2016-02-08 12:29:41 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
...
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