Jace
|
6d2272f62e
|
EditorRenderSystem that draws normally invisible cameras and AABBs
|
2016-03-02 20:56:18 +01:00 |
|
Jace
|
bd49bdb297
|
Renamed EditorRenderSystem to EditorWidgetRenderSystem to make room for a new EditorRenderSystem that renders normally invisible objects
|
2016-03-02 20:53:55 +01:00 |
|
Jace
|
9a668ed7d7
|
Now here's the real fix for the lag when loading entity files: CONSOLE SPAM
|
2016-03-02 20:16:03 +01:00 |
|
Jace
|
7624c6ee0a
|
Updated all uses of EntityXMLFile to use the new EntityFile to load entities into a world.
|
2016-03-02 20:12:59 +01:00 |
|
Jace
|
5923d2d7a7
|
Made SpawnerSystem utilize the new EntityFile for spawning instead
|
2016-03-02 19:52:34 +01:00 |
|
Jace
|
069583e09f
|
Created EntityFile which loads an EntityXMLFile into a temporary world to be merged with another world when you want to create a copy of the entity loaded from disk. This allows us to free EntityXMLFile once it's loaded into an EntityFile.
|
2016-03-02 19:52:11 +01:00 |
|
Jace
|
44b4a597d4
|
fixup! Created World::Merge which will merge a world into another one
|
2016-03-02 19:50:52 +01:00 |
|
Jace
|
0c0f2d7e50
|
fixup! Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
|
2016-03-02 18:56:22 +01:00 |
|
Jace
|
26d6546d79
|
Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
|
2016-03-02 18:53:40 +01:00 |
|
Jace
|
62c8196ad4
|
Created World::Merge which will merge a world into another one
|
2016-03-02 18:53:39 +01:00 |
|
William Moberg
|
e6b3bbeb54
|
Merge remote-tracking branch 'origin/master' into Respawning
# Conflicts:
# resources/Schema/Types/Entity.xsd
|
2016-03-02 17:50:59 +01:00 |
|
Tobias Dahl
|
01def459a1
|
Merge pull request #159 from teamfisk/FloatingEffect
Added a FloatingEffectSystem to the game.
|
2016-03-02 17:49:25 +01:00 |
|
antc13
|
e56f203f7c
|
Removed unnecessary comment & added FloatingEffect to Schema/Types/Entity.xsd
|
2016-03-02 17:42:11 +01:00 |
|
stiffly
|
267c007291
|
Removed unnecessary comments, variables and functions.
|
2016-03-02 17:39:27 +01:00 |
|
antc13
|
7d15313209
|
Added a FloatingEffectSystem to the game. Pickups now move up and down, if so desired.
|
2016-03-02 17:22:44 +01:00 |
|
stiffly
|
92d5ec70ba
|
Merge remote-tracking branch 'origin/master' into DashAbiltyEffect
|
2016-03-02 16:57:07 +01:00 |
|
William Moberg
|
4ef76f6c45
|
Merge branch 'master' into Respawning
# Conflicts:
# resources/Schema/Types/Entity.xsd
|
2016-03-02 16:51:24 +01:00 |
|
Joachim Pettersson
|
f8f4b4d939
|
Merge pull request #151 from teamfisk/CPArrow
CapturePoint indicator HUD
|
2016-03-02 16:48:52 +01:00 |
|
stiffly
|
a5c086e389
|
Dash effect now working over network, by sending events. Similar to jump effect.
|
2016-03-02 16:48:38 +01:00 |
|
William Moberg
|
91dbbb9c11
|
Merge branch 'master' into Respawning
|
2016-03-02 16:47:55 +01:00 |
|
Tobias Dahl
|
8a66b1e5c8
|
Merge pull request #119 from teamfisk/AssaultBoost
BoostSystem
|
2016-03-02 16:44:49 +01:00 |
|
verysecrethero
|
3c8df35be9
|
Merge remote-tracking branch 'origin/master' into AssaultBoost
# Conflicts:
# src/Game/Game.cpp
|
2016-03-02 15:59:16 +01:00 |
|
Joachim Pettersson
|
f761416e20
|
Merge pull request #152 from teamfisk/PickupBranch
Added the already-at-maxammo/health-savetrigger for the PickupSystems
|
2016-03-02 15:41:44 +01:00 |
|
stiffly
|
1217b25d02
|
DashEffect will now spawn a player model behind the player that will fade out .
|
2016-03-02 14:15:20 +01:00 |
|
Tleety
|
a2b938d8f6
|
Merge branch 'master' into CPArrow
# Conflicts:
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/PlayerRed.xml
|
2016-03-02 13:58:44 +01:00 |
|
Tleety
|
ab7fd89546
|
Should now correctly track if another player takes your last capture point
|
2016-03-02 13:56:35 +01:00 |
|
William Moberg
|
06d60f9884
|
Merge branch 'master' into Respawning
|
2016-03-02 13:47:03 +01:00 |
|
William Moberg
|
629ebb871f
|
SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work.
|
2016-03-02 13:45:49 +01:00 |
|
Tobias Dahl
|
2fb3bb2a39
|
Merge pull request #153 from teamfisk/RenderSetingsV2
Shield and stuff
|
2016-03-02 13:15:52 +01:00 |
|
Teejoon
|
de9657700b
|
Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy
Player cameras should have nearclip fater away and far clip nearer.
Defaultconfig push
|
2016-03-02 11:59:48 +01:00 |
|
verysecrethero
|
4652cd7861
|
Added the already-at-maxammo/health-save-trigger for the PickupSystems
|
2016-03-02 11:53:04 +01:00 |
|
verysecrethero
|
03a35d0f5e
|
Merge pull request #149 from teamfisk/FixNetworkBugs
Seems OK
|
2016-03-02 10:11:52 +01:00 |
|
Tobias Dahl
|
e4e9af5d9c
|
Merge pull request #148 from teamfisk/DashFixBranch
Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility…
|
2016-03-02 10:05:02 +01:00 |
|
Teejoon
|
ef66f3ebe5
|
Transparancy with shild fix
|
2016-03-01 23:14:23 +01:00 |
|
Jace
|
39369aa3e5
|
Merge pull request #150 from teamfisk/EditorCameraSpeedFix
Fixed editor camera speed changing when scrolling on UI elements
|
2016-03-01 22:51:16 +01:00 |
|
Jace
|
6eb0b83d6b
|
Fixed editor camera speed changing when scrolling on UI elements
|
2016-03-01 22:47:43 +01:00 |
|
Tleety
|
ab40fa715b
|
The arrow should now track CapturePoints correctly at start and when they are captured.
|
2016-03-01 21:57:30 +01:00 |
|
Tleety
|
a38c18fd3a
|
Merge remote-tracking branch 'origin/master' into CPArrow
|
2016-03-01 20:33:30 +01:00 |
|
Tleety
|
6281e20000
|
Arrow should now track the CapturePoint specified in the Component.
|
2016-03-01 20:31:09 +01:00 |
|
verysecrethero
|
f147929aa9
|
Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings
|
2016-03-01 17:57:18 +01:00 |
|
Jocke
|
aadfdfdd90
|
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.
|
2016-03-01 17:55:00 +01:00 |
|
verysecrethero
|
15195964da
|
ECaptured: added NextCapturePoint entitywrapper. Changed CapturePointID to CapturePointTakenID. Fixed so CapturePoints works in singleplayer again. Captured event is now sent in the next Update, since the information for NextCapturePoint is needed
|
2016-03-01 17:34:30 +01:00 |
|
William Moberg
|
a9762f44ca
|
Merge branch 'master' into Respawning
|
2016-03-01 17:34:23 +01:00 |
|
William Moberg
|
3d4427dd20
|
Added entity SpectatorCamera that shows respawntime, will activate when explosion effect is deleted.
|
2016-03-01 17:32:14 +01:00 |
|
Tleety
|
b0a66f9e83
|
Components for CapturePoint arrow HUD element and a system skeleton
|
2016-03-01 16:19:59 +01:00 |
|
Teejoon
|
77eaa45702
|
Merge remote-tracking branch 'origin/master' into HEAD
Conflicts:
src/Engine/Rendering/CubeMapPass.cpp
src/Engine/Rendering/DrawFinalPass.cpp
|
2016-03-01 12:11:27 +01:00 |
|
William Moberg
|
658eace093
|
Added component CapturePointGameMode that contains respawntime.
|
2016-02-29 18:20:14 +01:00 |
|
Teejoon
|
df7ace6626
|
We only uses one depth buffer now
|
2016-02-29 11:44:29 +01:00 |
|
Jace
|
bb76c9d248
|
WIP multi-weapon behaviours
|
2016-02-29 06:58:57 +01:00 |
|
Teejoon
|
9cbc6f7755
|
Added GenerateTexture, GenerateMipMapTexture and DeleteTexture to CommonFunctions
|
2016-02-28 16:16:22 +01:00 |
|