Tleety
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7ccaf5b040
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Removed commeted code
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2016-02-11 15:42:27 +01:00 |
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Tleety
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9f657ada4e
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merge fixes
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2016-02-11 14:52:52 +01:00 |
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Tleety
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f0ae365401
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Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
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2016-02-11 14:43:30 +01:00 |
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Jace
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81943516a9
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Protected inheritance, not even once.
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2016-02-11 11:36:39 +01:00 |
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Jace
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e350074cb5
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Spawner now spawns with orientation
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2016-02-11 11:36:15 +01:00 |
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Tleety
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35e4935497
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Some assets and HUD stuff
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2016-02-11 10:01:11 +01:00 |
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Jace
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9d9c6bdf1e
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Third person animations and shoot effects base work
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2016-02-11 00:08:50 +01:00 |
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Tleety
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447f41dbff
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HUD for capture points now update with Capture point data.
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2016-02-10 23:59:13 +01:00 |
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Tleety
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64a2354b24
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WIP with CapturePointHUDSystem
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2016-02-10 22:22:09 +01:00 |
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Jace
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0825b10c75
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Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
# src/Game/Systems/SoundSystem.cpp
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2016-02-10 19:24:35 +01:00 |
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stiffly
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8520192805
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Merge remote-tracking branch 'origin/master' into Sound
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2016-02-10 17:17:58 +01:00 |
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stiffly
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1ba9d97ab7
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Fixed crash when trying to jump, when no player is spawned.
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2016-02-10 17:17:41 +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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Jace
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d931660c56
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WIP
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2016-02-10 14:43:32 +01:00 |
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Jace
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019e85a425
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Merge pull request #89 from teamfisk/Animations
Animations
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2016-02-10 14:40:23 +01:00 |
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viktorljung
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08328a781c
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Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
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2016-02-10 14:13:08 +01:00 |
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stiffly
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c2128790af
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Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
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2016-02-10 14:07:11 +01:00 |
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stiffly
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f6a7b8ea0c
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Merge remote-tracking branch 'origin/master' into Sound
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2016-02-10 11:37:17 +01:00 |
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stiffly
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3d2f9fa79d
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Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
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2016-02-10 11:36:54 +01:00 |
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viktorljung
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49e6252ee1
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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
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2016-02-10 11:33:45 +01:00 |
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stiffly
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94ff12cf66
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When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter.
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2016-02-10 11:15:49 +01:00 |
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Jace
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067780c93f
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Merge pull request #83 from teamfisk/DefenderShield
Defender shield
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2016-02-10 10:33:36 +01:00 |
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Jace
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90192e016a
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Merge pull request #82 from teamfisk/BoxModelCollision
Small fixes to collision/trigger-boxes, etc.
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2016-02-10 10:08:54 +01:00 |
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Jace
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5cea3bed3a
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Work in progress weapon system
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2016-02-09 23:27:04 +01:00 |
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viktorljung
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c09c2f4783
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Merge remote-tracking branch 'origin/Importer' into Animations
# 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
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2016-02-09 22:50:19 +01:00 |
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viktorljung
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7212217460
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Added animation blending and offset animation component
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2016-02-09 22:15:43 +01:00 |
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Jace
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d83190290f
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Server now broadcasts certain input commands to all other clients (for stuff like shooting)
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2016-02-09 19:37:42 +01:00 |
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Jace
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d5647ce89c
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Working 1-snapshot interpolation
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2016-02-09 19:36:22 +01:00 |
|
William Moberg
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232bf66a09
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Jump height is constant for the double jump.
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2016-02-09 16:09:08 +01:00 |
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Jace
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e69864680d
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PlayerMovementSystem now only updates the velocity of the local player, as it should
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2016-02-09 16:08:06 +01:00 |
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Jace
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d3bc48f5f7
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Major networking refactoring to allow for snapshot filtering outside of netcode
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2016-02-09 13:22:21 +01:00 |
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stiffly
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aa5878d6df
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Used config for soundsystem properties.
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2016-02-08 16:40:13 +01:00 |
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stiffly
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7752832ce5
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No longer needs this walk logic in SoundSystem
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2016-02-08 16:21:49 +01:00 |
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stiffly
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6f163bf3a3
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Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice.
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2016-02-08 16:13:09 +01:00 |
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stiffly
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14c5410524
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Merge fix
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2016-02-08 14:29:55 +01:00 |
|
stiffly
|
9da1419895
|
Merge remote-tracking branch 'origin/master' into Sound
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2016-02-08 14:24:44 +01:00 |
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stiffly
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8e86cc2123
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Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
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2016-02-08 14:23:53 +01:00 |
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stiffly
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3a5c0a2762
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SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
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2016-02-08 14:01:32 +01:00 |
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Jace
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2b4e00e4b0
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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.
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2016-02-08 13:33:55 +01:00 |
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Tleety
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971beb29d8
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Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts:
# resources/Schema/Components.xsd
|
2016-02-08 12:30:41 +01:00 |
|
William Moberg
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5987751add
|
Merge pull request #81 from teamfisk/HealthPickup
Health pickup
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2016-02-08 11:50:47 +01:00 |
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Jace
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70f8237a16
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Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
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2016-02-08 11:39:57 +01:00 |
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Jace
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99cbdd3c1e
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Player death effect fixes
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2016-02-08 11:39:29 +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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Jace
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35b0193f15
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Merge pull request #72 from teamfisk/BoxModelCollision
Collision in test phase
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2016-02-08 10:29:41 +01:00 |
|
verysecrethero
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f8e514d21e
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Merge remote-tracking branch 'origin/master' into HealthPickup
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2016-02-08 10:22:35 +01:00 |
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verysecrethero
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fad25c6e16
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Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
|
2016-02-08 10:21:30 +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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stiffly
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09fb3a6571
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Added some comments.
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2016-02-05 18:04:36 +01:00 |
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stiffly
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becb197feb
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Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
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2016-02-05 17:46:27 +01:00 |
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