Commit Graph

166 Commits

Author SHA1 Message Date
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 8cc928b5f4 Merge pull request #122 from teamfisk/WorldSnapshots
World snapshots
2016-02-19 15:12:31 +01:00
Jace 881ce7b02f Proper string handling without nasty memory leaks. PHEW. 2016-02-19 15:11:10 +01:00
Jace ca907b912e Copy constructor for deep copy of World. 2016-02-18 13:54:32 +01:00
Jace 97499f1c28 Made ComponentPool copyable by making sure string fields are handled properly 2016-02-18 11:37:03 +01:00
verysecrethero 833015f45e Small code cleanup for PerformanceTimer 2016-02-17 13:44:41 +01:00
verysecrethero b2a437731e Small cleanup in the code 2016-02-16 17:58:27 +01:00
verysecrethero 4b8f1d95a3 Added static class PerformanceTimer. Changed CMakeLists for engine to include boost timer. Added F2,F3 functions in editor. Added some timing, more to be added 2016-02-16 16:57:46 +01:00
Jace d1213f9f59 Working damage dealing, a super cool reload effect and hit markers! 2016-02-11 22:50:44 +01:00
Jace c8c4879554 Merge pull request #93 from teamfisk/OctreeRaycasting
Entity in octree hit by ray
2016-02-11 17:25:02 +01:00
William Moberg 73f59b89cc Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray. 2016-02-11 00:11:37 +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
Jace 2c0f66d9c7 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
2016-02-10 17:02:00 +01:00
Jace d931660c56 WIP 2016-02-10 14:43:32 +01:00
William Moberg 830e0f66c9 Tiny: Changed warning message. 2016-02-09 17:21:10 +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 93c6f3c0a3 AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper. 2016-02-08 14:34:37 +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
Jace 3a2b124cae Replication flag in component definition. Component definitions should now inherit from Types/Component.xsd 2016-02-04 13:36:12 +01:00
William Moberg 796e3eac79 Merge branch 'master' into BoxModelCollision 2016-02-02 10:16:48 +01:00
Jace a3d4eb65d5 Fixes #66 warnings 2016-02-01 17:53:01 +01:00
William Moberg 30ad238697 Merge branch 'master' into BoxModelCollision 2016-02-01 16:17:10 +01:00
William Moberg d7b02e79c8 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	include/Engine/Collision/CollisionSystem.h
#	src/Engine/Collision/CollisionSystem.cpp
2016-02-01 13:48:05 +01:00
Jace 13f020ddf5 Fixed #49 being able to parent an entity to itself, which resulted in infinite infinite loops everywhere! D: 2016-01-27 18:37:43 +01:00
Jace 788407b709 Made CollisionSystem aware of entities 2016-01-27 15:42:50 +01:00
Jace 181017313d Made entity parser give more useful errors and fixed the errors that were while I was at it 2016-01-27 15:16:59 +01:00
Jace 5fcd26cd3e Made TriggerSystem make use of Octree 2016-01-27 13:35:16 +01:00
Jace 8bed5194d8 "Proper" handling of conditional rendering of entities parented to camera or entities that should be hidden from the active local player perspective 2016-01-27 11:36:24 +01:00
William Moberg 90f05442aa Merge branch 'master' into BoxModelCollision
# Conflicts:
#	include/Engine/Core/Octree.h
#	resources/Schema/Entities/CollisionTestLevel.xml
#	src/Engine/Collision/CollisionSystem.cpp
#	src/Engine/Core/Octree.cpp
2016-01-27 10:52:27 +01:00
Jace 505a6c7396 Hiding first person models properly 2016-01-25 14:32:48 +01:00
Jace b6fd18baed Hacked in serverside effects 2016-01-25 11:56:40 +01:00
Jace 4245264029 Weapon RayZ
Weapon RayZ
2016-01-25 11:26:33 +01:00
Jace 9f3d887ac4 Networking bugfixes 2016-01-24 18:37:36 +01:00
Jace b4081b3e45 Merge remote-tracking branch 'origin/Networking'
# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Game/Systems/WeaponSystem.cpp
2016-01-24 18:36:37 +01:00
Jace 235b26ad61 WIP shoot 2016-01-24 17:16:18 +01:00
Jace 67477ff3ae EEntityDeleted and EComponentDeleted events published by World 2016-01-24 13:49:45 +01:00
Jace db0e67b9bd Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky 2016-01-23 11:44:16 +01:00
William Moberg 3974c649ab WIP on ModelBoxCollision. Octree works in Release mode. 2016-01-23 10:45:50 +01:00
Jace 31e7340daf Ignoring interpolation and rendering for local player entities! 2016-01-23 00:40:37 +01:00
Jace 3ac3311c0c "inline" caused missing symbol when compiling in Release for some reason 2016-01-23 00:38:11 +01:00
Jace ca2aab449e Basic movement and camera management between players and editor 2016-01-22 16:12:51 +01:00
William Moberg 9f6fa40448 Merge branch 'master' into BoxModelCollision
# Conflicts:
#	src/Engine/Collision/CollisionSystem.cpp
2016-01-21 17:16:55 +01:00
William Moberg de7c8e9234 WIP, collision detects too much, no resolving for most cases. 2016-01-21 17:10:36 +01:00
Jace a6548a72b3 Merge remote-tracking branch 'origin/master' into EditorUsefulness
# Conflicts:
#	include/Engine/Collision/CollidableOctreeSystem.h
#	include/Engine/Collision/CollisionSystem.h
#	include/Engine/Collision/TriggerSystem.h
#	include/Engine/Rendering/RenderSystem.h
#	include/Game/Systems/PlayerSystem.h
#	resources/Schema/Components/Physics.xsd
#	resources/Schema/Types/Entity.xsd
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
#	src/Game/Systems/HealthSystem.cpp
#	src/Game/Systems/PlayerSystem.cpp
#	src/Tests/OctTreeTestGameClass.cpp
2016-01-21 16:16:35 +01:00
Jace fc06a4babc Editor keyboard shortcuts:
Ctrl+S to save the currently selected entity file (iterates to the base parent)
Ctrl+N to create a new empty entity under the selection
Ctrl+O to import an entity file
Del to delete an entity
2016-01-21 15:58:27 +01:00
Jace b9147344e1 Semi-working translation widget 2016-01-21 14:14:22 +01:00
Jace 0183e1bdb7 Fixed enum string parsing bug that would ignore parsing additional fields in a component after it encountered the first enum. 2016-01-21 12:24:08 +01:00
Jace 5e70d6eef6 EntityWrapper::Parent helper function 2016-01-21 10:29:48 +01:00
Jace f1a54a89b3 Merge pull request #37 from teamfisk/OctTree
Oct tree
2016-01-21 09:57:46 +01:00