Teejoon
91cad561a4
Some more optimization and fixed sorting of render job objects in RenderSystem
2016-03-09 16:51:24 +01:00
viktorljung
8422742a9e
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-03-02 13:50:08 +01:00
Teejoon
ef66f3ebe5
Transparancy with shild fix
2016-03-01 23:14:23 +01:00
viktorljung
5c3b472a4d
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Schema/Components.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-26 10:21:22 +01:00
viktorljung
af034673f6
BoneAttachments now working and BlendTrees are created in the AnimationSystem
2016-02-26 10:17:47 +01:00
viktorljung
c97d0d9381
Fixed memory leaks and cleaned up Skeleton and BlendTree
2016-02-25 11:30:09 +01:00
viktorljung
127edb4e60
Fixed some memory leaks
2016-02-22 17:47:30 +01:00
Teejoon
6fab971734
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SeeTeamMates
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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
viktorljung
abd36c81f8
Added BlendTree that stores and blends multiple animations
2016-02-22 15:58:38 +01:00
Tleety
fc5d054cb2
Entity is now sent with the click events.
...
Fixed small things
2016-02-19 12:49:07 +01:00
viktorljung
3c9c95cff4
Animation blending improved and Animation Override added
2016-02-18 16:34:18 +01:00
Teejoon
17da9a8036
WIP
2016-02-16 15:56:58 +01:00
Tleety
6bc7131290
Glow Intencity can now be changed in the model component.
2016-02-16 14:57:21 +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
viktorljung
224e95f34a
Fixed BoneAttachment component and optimized animation code a bit
2016-02-10 20:45:24 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
c09c2f4783
Merge remote-tracking branch 'origin/Importer' into Animations
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# 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
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
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ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +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
89bc063ef0
Merge remote-tracking branch 'origin/Importer' into Animations
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
2016-02-02 15:01:34 +01:00
viktorljung
6ba87d2942
Fixed, Crash when trying to animate a model that doesn't contain animations
2016-02-01 10:42:23 +01:00
viktorljung
2ec5023752
Changed Animation and BoneAttachment "Name" field to "AnimationName" and "BoneName"
2016-01-27 17:27:34 +01:00
Tleety
44302bb0f3
Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component
2016-01-27 15:38:54 +01:00
Tleety
8102f3a2ea
Working transparency in most common cases.
...
Transparency check is automatically set if the alpha color value is under 1
2016-01-27 12:59:44 +01:00
Jace
b95c1fdfa4
Merge remote-tracking branch 'origin/Menu'
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Entities/RenderingWorld.xml
# src/Game/Game.cpp
2016-01-25 00:25:03 +01:00
viktorljung
a304b00038
fixed crashes
2016-01-24 21:12:41 +01:00
viktorljung
ada1bac2a7
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Rendering/RenderSystem.cpp
2016-01-24 20:48:17 +01:00
viktorljung
8cf9caf7aa
AnimationSystem working
2016-01-24 18:31:23 +01:00
antc13
8286d052b3
Changed color values from floats to glm::vec4
2016-01-24 14:38:17 +01:00
viktorljung
680a12d88f
HealthMeter
2016-01-23 14:53:17 +01:00
Tleety
a8ffb24040
latest commit fix
2016-01-19 16:08:09 +01:00
Tleety
893ef38237
Removed world from renderer and moved depth-calculation code to modeljob
2016-01-19 15:41:17 +01:00
Jace
ce8dcd3022
Merge pull request #33 from teamfisk/Forward+
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Forward+
2016-01-15 16:20:53 +01:00
William Moberg
76f90ab031
The main thread is not mutex blocked while child threads load anymore.
2016-01-15 11:29:46 +01:00
Tleety
ecf524eb4e
Merge remote-tracking branch 'origin/master' into Forward+
...
# Conflicts:
# include/Engine/Rendering/PickingPass.h
# include/Engine/Rendering/Renderer.h
# resources/Schema/Entities/Test.xml
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
viktorljung
96371a08c8
Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
2016-01-14 15:26:06 +01:00
viktorljung
2450769190
some cleanup
2016-01-12 11:51:47 +01:00
viktorljung
3feee7fd35
Changed the structure of how RenderJobs are handled
2016-01-11 17:01:17 +01:00