Commit Graph

258 Commits

Author SHA1 Message Date
viktorljung 648d864d6e Merge remote-tracking branch 'origin/master' into Animations 2016-02-11 23:48:30 +01:00
Jace b761439c84 Added config flag Debug.OutOfBodyExperience that allows you to spawn and view a player from a third person perspective, without the active camera being changed. 2016-02-11 23:45:30 +01:00
Tleety 6ba1e95da7 Fixed depth sorting for HUD elements. 2016-02-11 15:27:07 +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
viktorljung 7d4a4ed7cf Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
#	src/Engine/Rendering/Skeleton.cpp
2016-02-11 14:38:23 +01:00
viktorljung 97de31be65 Fixed BoneAttachment component 2016-02-11 13:36:27 +01:00
viktorljung 607150189c Different animations can now be played on multiple meshes, AnimationOffset seems to make the lighting buggy 2016-02-11 10:51:11 +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
Tleety 53265bbc90 PNG is now a resource.
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
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
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
# 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
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 c09c2f4783 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
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
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 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
viktorljung 8034b42c87 spriteComponent WIP 2016-02-05 16:43:57 +01:00
Teejoon ceab837e27 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
Conflicts:
	include/Engine/Rendering/RawModelCustom.h
	src/Engine/Rendering/RawModelCustom.cpp
	src/Engine/Rendering/Skeleton.cpp
2016-02-05 13:59:01 +01:00
Teejoon d1a309be10 Now supports reading of 3 different types of materials 2016-02-05 13:51:47 +01:00
viktorljung b6e0332574 Fixed support for new animation structure, not done yet 2016-02-05 10:07:22 +01:00
Tleety c526a7af55 WIP stencil stuff 2016-02-04 17:58:36 +01:00
Teejoon c272857819 Merge branch 'Importer' of https://github.com/teamfisk/TacticalZ into Importer
Conflicts:
	src/Engine/Rendering/RawModelCustom.cpp
	tools/MayaExporter/MayaExporter/Skeleton.cpp
2016-02-04 15:05:00 +01:00
Teejoon 336b058c9f WIP, commit to be able to pull stuff down 2016-02-04 14:58:46 +01:00
Tleety 7c582898f4 Working stencil buffer for the shield. 2016-02-04 14:33:39 +01:00
viktorljung 35376178b1 WIP 2016-02-04 11:54:13 +01:00
viktorljung 2733efdc0d Merge remote-tracking branch 'origin/Importer' into Animations
# Conflicts:
#	include/Engine/Rendering/Skeleton.h
#	src/Engine/Rendering/RawModelCustom.cpp
#	src/Engine/Rendering/Skeleton.cpp
2016-02-04 11:32:44 +01:00
antc13 356cf72b0f Changed the structure of the Animation Data in both Exporter & Importer. 2016-02-04 11:25:31 +01:00
viktorljung 6aec7555cc WIP Waiting for importer 2016-02-04 11:13:33 +01:00
Tleety 379d211832 some fixes with the stencil states and implemented stencil func/stencilop/stencilmask to renderstate 2016-02-04 11:13:26 +01:00
Tleety bc01e147c2 Some state stuff, some draw stuff, some QA map stuff 2016-02-03 18:09:44 +01:00
Jace bd2da7bc9f Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
This reverts commit b56824786c.
2016-02-03 16:30:00 +01:00
Jace b56824786c Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
This reverts commit 192de80782, reversing
changes made to 24aac6a00d.
2016-02-03 16:16:06 +01:00
Tleety 7ffbd8455f Added Queues for the models with shield and shielded components. 2016-02-03 13:53:57 +01:00