Commit Graph

562 Commits

Author SHA1 Message Date
FakeShemp 7ea26d10ee Rewritten. Works as a charm now. 2016-03-03 03:28:21 +01:00
FakeShemp 28e9ba1208 Merge branch 'master' into Shadows
# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-03-03 03:00:05 +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
Teejoon ef66f3ebe5 Transparancy with shild fix 2016-03-01 23:14:23 +01:00
FakeShemp 1ae2f3f5f3 Begin clean-up 2016-03-01 19:10:13 +01:00
verysecrethero f147929aa9 Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings 2016-03-01 17:57:18 +01:00
FakeShemp e23ea78aeb Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts:
#	resources/Shaders/ForwardPlus.frag.glsl
2016-03-01 13:04:11 +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
Tobias Dahl dfa224b4dd Merge pull request #142 from teamfisk/Respawning
Added CapturePointGameMode component with RespawnTime
2016-03-01 11:28:56 +01:00
Jace 86df8f14f4 Merge pull request #143 from teamfisk/Transparency-fix
Transparency fix
2016-03-01 11:26:26 +01:00
Tleety eaea645068 Reflectance should now work as an inverse of the specular alpha value. 2016-03-01 11:19:44 +01:00
Tleety 21bf7f4df3 Glow should now legit be working through transparency. 2016-03-01 11:03:16 +01:00
FakeShemp 0908be1e02 Shadows are pretty much done. 2016-02-29 19:45:56 +01:00
FakeShemp 2ed5fad699 The shadows are working 2016-02-29 19:17:16 +01:00
FakeShemp 70374fa10e It compiles, but no shadows 2016-02-29 18:20:32 +01:00
William Moberg 658eace093 Added component CapturePointGameMode that contains respawntime. 2016-02-29 18:20:14 +01:00
FakeShemp 20468cba1b Merge branch 'master' into Shadows
# Conflicts:
#	assets
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/FrameBuffer.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-02-29 18:03:00 +01:00
William Moberg c7dad79e72 Merge branch 'master' into JumpHeightAdjustment
# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Player.xml
#	resources/Schema/Entities/PlayerRed.xml
#	src/Game/Systems/PlayerMovementSystem.cpp
2016-02-29 17:28:40 +01:00
Jace bb76c9d248 WIP multi-weapon behaviours 2016-02-29 06:58:57 +01:00
FakeShemp 7749fc5474 Small fixing up 2016-02-28 19:46:50 +01:00
FakeShemp 6dd7f1a657 Buggy transparent shadows.
Transparent textures might glow.
2016-02-28 18:00:23 +01:00
FakeShemp 14b0a64720 begin fixing transparent object's shadows 2016-02-27 18:42:51 +01:00
FakeShemp 8647267cad Make code less dumb, save 7 fps 2016-02-27 18:04:33 +01:00
FakeShemp ecab5de056 Various shadow calculation methods implemented and ready for use. 2016-02-27 16:35:15 +01:00
FakeShemp 38d8cdded2 Texture Array is now working. Enjoy your single Bind(). 2016-02-27 15:53:28 +01:00
FakeShemp 22c391df54 Initial work on texture arrays 2016-02-26 17:40:35 +01:00
Teejoon f56705d921 You can now change the quality of SSAO by sliding the SSAO Quality 2016-02-26 11:51:20 +01:00
FakeShemp df2e4abb52 WE HAVE WORKING CASCADE SHADOWS 2016-02-25 21:21:38 +01:00
FakeShemp 8867e7ac3c Working shadows, no cascade blend yet 2016-02-25 20:29:41 +01:00
William Moberg 89d0d5753f Fix for player teleporting to (0,0,0). Saves player previous position in CollisionSystem instead of Physics component so it won't be saved when editing Players. 2016-02-25 16:16:24 +01:00
William Moberg cd315bbaa0 Added DoubleJump component and JumpSpeed in Player component so jumpheight can be adjusted for regular jump and double jump. 2016-02-25 12:12:44 +01:00
William Moberg da1c7b3093 Merge pull request #133 from teamfisk/AndersTest
Ammo,HealthPickup now takes in account for possible parenting/childin…
2016-02-25 09:58:14 +01:00
verysecrethero ef87102d1f Ammo,HealthPickup now takes in account for possible parenting/childing of the pickup. Also saved the xml files with the new scaling 2016-02-24 17:53:37 +01:00
Tleety fc18932068 Merge remote-tracking branch 'origin/master' into CubeMap
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2016-02-24 15:45:30 +01:00
Tobias Dahl 2609a0253d Merge pull request #129 from teamfisk/HUDDesync
Networking improvements
2016-02-24 15:22:01 +01:00
Tleety feeff5b164 Debug tool for different CubeMap
changed cubemap influence.
2016-02-24 14:47:47 +01:00
Tleety 607e83134d Cubemaps working 2016-02-24 14:16:49 +01:00
Tleety 6f9ce8a0c1 WIP 2016-02-24 13:57:54 +01:00
Tleety 8d23c531af Cubemaps kinda functioning, still somthing wierd with the vectors. 2016-02-23 17:17:50 +01:00
Tleety 91b0ac5fbd Some groundwork for cubemaps. 2016-02-23 16:00:43 +01:00
stiffly 27669b7383 Merge remote-tracking branch 'origin/master' into HUDDesync 2016-02-23 11:09:44 +01:00
Tleety 4ffb03fdd5 Merge remote-tracking branch 'origin/master' into SmallFixes-Tobias
# Conflicts:
#	src/Engine/Rendering/DrawFinalPass.cpp
2016-02-23 10:02:53 +01:00
Teejoon fe3e0bac5b Changed SpritIndicator values on player 2016-02-22 18:45:02 +01:00
Teejoon fa4f007604 Changed name from Indicator to SpriteIndicator. Can now be an indicator for a single team or every one 2016-02-22 18:35:00 +01:00
stiffly 833006744a WIP 2016-02-22 17:00:25 +01:00
Teejoon 6fab971734 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
Conflicts:
	include/Engine/Rendering/SpriteJob.h
	resources/Schema/Components.xsd
	resources/Schema/Entities/Player.xml
	resources/Schema/Entities/PlayerRed.xml
2016-02-22 16:43:18 +01:00
Teejoon 37414ce124 Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO
Conflicts:
	include/Engine/Rendering/Renderer.h
	src/Engine/Rendering/Renderer.cpp
2016-02-22 14:51:42 +01:00
Teejoon adceccf402 SSAO now working. Changed in DrawFinalePass so that th AOTexture is on texture position 0 and only get binded once.
Changed so that the picking pass get drawn once in the beginning so that the AO shatde could calculate AO from the depthbuffer generated during pthe pickingpass.

In the ImGUI debugg window there is now sliders to change the behavior of the AO shader. Only the minimum ambient lightning is HardCoded in to the frowardPlus fragmentshaders with a define in the begining.
2016-02-22 14:48:20 +01:00
Teejoon 201480b17f SSAO is working, but is kinda crappy. You can change shade variables in the debug window. 2016-02-19 16:50:04 +01:00