verysecrethero
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fc3a3a8f2e
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Fixed a crashbug in Ammo/HealthPickup which was actually caused by systems being added twice in Game.cpp. This is also a possible fix for DamageIndicator,Capturepoint,TextField,KillFeed
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2016-03-07 17:16:18 +01:00 |
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Jace
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7624c6ee0a
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Updated all uses of EntityXMLFile to use the new EntityFile to load entities into a world.
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2016-03-02 20:12:59 +01:00 |
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Jace
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26d6546d79
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Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
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2016-03-02 18:53:40 +01:00 |
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Jocke
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9161c11764
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Changed m_ETriggerTouchVector for-loop so it wont break when an item triggers the condition. This is done to update all somePickup.DecreaseThisRespawnTimer's.
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2016-03-02 15:31:42 +01:00 |
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verysecrethero
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4652cd7861
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Added the already-at-maxammo/health-save-trigger for the PickupSystems
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2016-03-02 11:53:04 +01:00 |
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Jocke
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aadfdfdd90
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AmmoPickups and HealthPickups will only spawn on the server. When a ammo pickup is taken the Server will send an Event to that
Client and it will update its ammo.
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2016-03-01 17:55:00 +01:00 |
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verysecrethero
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ef87102d1f
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Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling
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2016-02-24 17:53:37 +01:00 |
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Jace
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2c0f66d9c7
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Merge remote-tracking branch 'origin/master' into WeaponSystem
# 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
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2016-02-10 17:02:00 +01:00 |
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verysecrethero
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ce22854168
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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.
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2016-02-08 11:22:28 +01:00 |
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verysecrethero
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4103c878ec
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Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
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2016-02-05 18:05:46 +01:00 |
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verysecrethero
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66f442f1af
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Added HealthGain to HealthPickup component. Changed PickupSpawnSystem so it copies the values from the old to the new entity.
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2016-02-05 16:13:59 +01:00 |
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verysecrethero
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fe6fd0bbe3
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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.
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2016-02-05 15:15:04 +01:00 |
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verysecrethero
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6a23a987b3
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Started PickupSpawnSystem, added 2 events and a system
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2016-02-04 17:43:45 +01:00 |
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