William Moberg
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0bbb627790
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Merge branch 'master' into FrustumCulling
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2016-02-10 11:04:31 +01:00 |
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viktorljung
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2c48c2680f
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Cleanup
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2016-02-10 11:04:28 +01:00 |
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viktorljung
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09bb42b3f4
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Importer animation fix
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2016-02-10 11:00:44 +01:00 |
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William Moberg
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d65ce805a5
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FrustumOctree has its own system, won't cull away explosion effects.
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2016-02-10 10:53:25 +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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daa96baab5
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BoneAttachmentSystem fix for not having a skeleton
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2016-02-09 23:03:49 +01:00 |
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viktorljung
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001e2441dd
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Mergefixes
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2016-02-09 22:54:51 +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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3c22dcc165
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changed assetbranch
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2016-02-09 22:34:09 +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 |
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William Moberg
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ecfacee587
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Undo debug test code.
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2016-02-09 19:33:28 +01:00 |
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William Moberg
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a93ccecfeb
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Debug test code.
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2016-02-09 19:23:12 +01:00 |
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William Moberg
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7140b740b5
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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.
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2016-02-09 19:20:04 +01:00 |
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Jocke
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d2ed293183
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Network is now working as udp or tcp. Next step is making the hybrid.
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2016-02-09 19:14:56 +01:00 |
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William Moberg
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830e0f66c9
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Tiny: Changed warning message.
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2016-02-09 17:21:10 +01:00 |
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William Moberg
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eec59a40c8
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Nitpicks.
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2016-02-09 17:19:39 +01:00 |
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William Moberg
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239a8e7a6a
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Frustum culling should be working.
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2016-02-09 17:12:23 +01:00 |
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verysecrethero
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e9f5a3d263
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Renamed some files from temporary filenames to DamageIndicator filenames
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2016-02-09 16:28:43 +01:00 |
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verysecrethero
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8bdf87da12
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Some cleanup of the code
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2016-02-09 16:15:19 +01:00 |
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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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c69a80f5ba
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Added System::LocalPlayer that is always set to the entity which is the local player, available to all systems.
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2016-02-09 16:06:39 +01:00 |
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verysecrethero
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971fee4a0c
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DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor
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2016-02-09 15:38:21 +01:00 |
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William Moberg
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b9d6d59c62
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Merge branch 'BoxModelCollision' into FrustumCulling
# Conflicts:
# src/Game/Game.cpp
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2016-02-09 15:03:13 +01:00 |
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William Moberg
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b30891aecd
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WIP, debugging code added, still not working.
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2016-02-09 15:00:30 +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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Jocke
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fccd8c64e7
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WIP Clients are working properly, servers are not.
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2016-02-09 11:43:16 +01:00 |
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William Moberg
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b748deb1e1
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WIP FrustumCulling, most code added but not working now.
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2016-02-09 10:05:49 +01:00 |
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verysecrethero
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0e9fb16399
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Work started on DamageIndicatorSystem. Made some initial tests and test calculations
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2016-02-08 17:58:07 +01:00 |
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Teejoon
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060e674a6f
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Picking supports skinned meshes
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2016-02-08 17:37:18 +01:00 |
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stiffly
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2c64ffc3d1
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No longer using a variable to see if we're in editor mode.
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2016-02-08 16:52:35 +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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Tleety
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9055d5f697
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Bugfix
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2016-02-08 15:22:28 +01:00 |
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verysecrethero
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db5301ff2c
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Merge remote-tracking branch 'origin/Menu' into DamageIndicator
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2016-02-08 15:03:45 +01:00 |
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William Moberg
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93c6f3c0a3
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AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
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2016-02-08 14:34:37 +01:00 |
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Jocke
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ba9419b342
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Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts.
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2016-02-08 14:32:00 +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 |
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stiffly
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9da1419895
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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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William Moberg
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11cf85cc73
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Renamed CollidableOctreeSystem to FillOctreeSystem.
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2016-02-08 14:17:19 +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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stiffly
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12c05d5a1c
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Added an Queue event for sound emitters.
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2016-02-08 13:59:35 +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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William Moberg
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6610bb974d
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Only apply air friction if the ground is never hit during the frame.
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2016-02-08 13:32:45 +01:00 |
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