Teejoon
92ab22e779
Splatmapping now working.
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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
Jace
bd2da7bc9f
Revert "Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping""
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This reverts commit b56824786c .
2016-02-03 16:30:00 +01:00
Jace
b56824786c
Revert "Merge pull request #75 from teamfisk/NormalSpecularMapping"
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This reverts commit 192de80782 , reversing
changes made to 24aac6a00d .
2016-02-03 16:16:06 +01:00
Tleety
b131f56f5e
Made a quality assurance world that will need to be used before creating a pull request
2016-02-02 16:06:42 +01:00
Tleety
7054822be2
SceneLight component now working
2016-02-01 11:12:03 +01:00
Tleety
8bcafc1151
WIP
2016-01-27 18:07:05 +01:00
Tleety
a63ecb8133
Some wierd shader faults and merge error fixe
2016-01-27 15:54:36 +01:00
Tleety
0e70dc6fa3
Merge remote-tracking branch 'origin/master' into NormalSpecularMapping
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 15:41:31 +01:00
Jace
dec2234019
Merge branch 'Cleanup'
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# Conflicts:
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 13:44:15 +01:00
Tleety
8102f3a2ea
Working transparency in most common cases.
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Transparency check is automatically set if the alpha color value is under 1
2016-01-27 12:59:44 +01:00
Tleety
cbb17d22d4
WIP
2016-01-27 12:10:00 +01:00
Jace
8bed5194d8
"Proper" handling of conditional rendering of entities parented to camera or entities that should be hidden from the active local player perspective
2016-01-27 11:36:24 +01:00
Jace
7e12d00874
Merge branch 'master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Rendering/ModelJob.h
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 10:43:23 +01:00
Jace
505a6c7396
Hiding first person models properly
2016-01-25 14:32:48 +01:00
Jace
4245264029
Weapon RayZ
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Weapon RayZ
2016-01-25 11:26:33 +01:00
stiffly
44baa47bba
Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Common.h
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/DrawScenePass.h
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/Renderer.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-25 01:21:15 +01:00
viktorljung
7e92d6f53f
Healthbar on player
2016-01-24 22:21:10 +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
antc13
aa115befa9
UnitRaptor is now displayed while models are being loaded in.
2016-01-24 17:04:12 +01:00
antc13
aa20b48188
Merge remote-tracking branch 'origin/master' into Importer
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# Conflicts:
# resources/Schema/Entities/MovementTest.xml
# resources/Schema/Entities/Player.xml
2016-01-24 16:22:22 +01:00
antc13
666f1fd878
Removed temp variables & the "forced" animation in DrawFinalPass
2016-01-24 15:30:20 +01:00
antc13
4c5d17b203
Merge remote-tracking branch 'origin/master' into Importer
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# Conflicts:
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/ForwardPlus.frag.glsl
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Tests/OctTreeTestGameClass.cpp
# src/Tests/OctTreeTestHardCodedTestWorld.h
# src/Tests/ResourceManagerTest.cpp
2016-01-24 14:40:52 +01:00
antc13
3baa988ad4
Changed .obj files to our own format. DummyScene.mesh may be broken.
2016-01-23 20:35:58 +01:00
antc13
f1835fd89c
Animations PROBABLY works fine if all joints got keyframes.
2016-01-23 18:02:42 +01:00
viktorljung
680a12d88f
HealthMeter
2016-01-23 14:53:17 +01:00
viktorljung
9a23d8887a
Merge remote-tracking branch 'origin/master' into TextRendering
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/RenderSystem.cpp
2016-01-23 11:48:10 +01:00
Jace
db0e67b9bd
Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky
2016-01-23 11:44:16 +01:00
Jace
31e7340daf
Ignoring interpolation and rendering for local player entities!
2016-01-23 00:40:37 +01:00
Jace
90867b094a
Merge remote-tracking branch 'origin/TextRendering' into Networking
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/RenderSystem.cpp
2016-01-22 22:08:56 +01:00
viktorljung
46dff1a59c
Merge remote-tracking branch 'origin/master' into Menu
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# Conflicts:
# include/Engine/Rendering/RenderSystem.h
# src/Engine/Rendering/RenderSystem.cpp
2016-01-22 17:02:56 +01:00
Jace
ca2aab449e
Basic movement and camera management between players and editor
2016-01-22 16:12:51 +01:00
Jace
a6548a72b3
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# include/Engine/Collision/CollidableOctreeSystem.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Systems/PlayerSystem.h
# resources/Schema/Components/Physics.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
# src/Game/Systems/HealthSystem.cpp
# src/Game/Systems/PlayerSystem.cpp
# src/Tests/OctTreeTestGameClass.cpp
2016-01-21 16:16:35 +01:00
antc13
c984f76b2f
Importing & Reading Custom animation data. TODO: Shaders.
2016-01-20 18:36:03 +01:00
antc13
386e76f642
Puyshing
2016-01-20 09:49:54 +01:00
antc13
a47317bb32
Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer
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# Conflicts:
# include/Engine/Collision/Collision.h
# resources/Shaders/ForwardPlus.frag.glsl
# resources/Shaders/ForwardPlus.vert.glsl
2016-01-19 18:26:45 +01:00
antc13
3826142e94
Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!
2016-01-19 17:40:34 +01:00
viktorljung
ce27b224df
Merge remote-tracking branch 'origin/master' into TextRendering
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# Conflicts:
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/RenderSystem.h
# include/Engine/Rendering/Renderer.h
# src/Engine/Rendering/RenderSystem.cpp
2016-01-19 17:27:09 +01:00
viktorljung
f0763bc2a3
Font loading crash fixed
2016-01-19 17:18:18 +01:00
Tleety
4cafb2fc4c
Merge remote-tracking branch 'origin/master' into Forward+
2016-01-19 12:33:08 +01:00
Jace
51979d7f0c
Changed System to take World through constructor and store it instead, cause it makes more sense.
2016-01-18 23:59:33 +01:00
antc13
2a3009212a
Importing custom mesh without material.
2016-01-18 19:37:55 +01:00
viktorljung
2a93e2ae7f
Merge remote-tracking branch 'origin/master' into TextRendering
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# Conflicts:
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
2016-01-18 17:44:26 +01:00
Ayumiwii
37aa1eaa18
Merge remote-tracking branch 'origin/master' into CoolDeathAnimation
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# Conflicts:
# include/Engine/Rendering/DrawScenePass.h
# include/Engine/Rendering/RenderQueue.h
# include/Engine/Rendering/RenderQueueFactory.h
# include/Engine/Rendering/Renderer.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/DrawScenePass.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-18 16:02:43 +01:00
Tleety
01a164847c
Directional light now fully added to all lists.
2016-01-18 15:15:33 +01:00
Tleety
794635b6a1
Added DirectionalLights to renderqueue jobs
2016-01-18 14:58:19 +01:00
Jace
4786986abd
Rendering pipeline fixes across the board and base work on refactored editor
2016-01-17 06:29:25 +01:00
Jace
b2213dbe9a
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# Conflicts:
# include/Engine/Collision/Collision.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Game/Game.cpp
2016-01-15 20:28:43 +01:00
stiffly
5c45dbdd10
Merge remote-tracking branch 'origin/master' into Sound
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# Conflicts:
# resources/Schema/Types/Entity.xsd
2016-01-15 16:25:32 +01:00
Jace
ce8dcd3022
Merge pull request #33 from teamfisk/Forward+
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Forward+
2016-01-15 16:20:53 +01:00
Tleety
3de853ac8b
Frustum culling now works correctly for all resolutions
2016-01-15 15:38:14 +01:00