viktorljung
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c1f5cf65a7
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Movement animations
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2016-03-04 09:39:16 +01:00 |
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viktorljung
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7ba0e4ea9d
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Run, Strafe and jump animations now playing
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2016-03-04 08:35:02 +01:00 |
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verysecrethero
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be331cb778
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fixed
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2016-03-03 18:05:10 +01:00 |
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verysecrethero
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a72dc94d5d
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Merge branch 'SniperSprintBranch' of github.com:teamfisk/TacticalZ into SniperSprintBranch
# Conflicts:
# include/Engine/Input/FirstPersonInputController.h
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2016-03-03 17:35:17 +01:00 |
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verysecrethero
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c5f3bfc0cd
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Fixed the stuff in comments
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2016-03-03 17:33:41 +01:00 |
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Jocke
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da81f21799
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Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
# include/Engine/Input/FirstPersonInputController.h
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2016-03-03 12:16:09 +01:00 |
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stiffly
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267c007291
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Removed unnecessary comments, variables and functions.
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2016-03-02 17:39:27 +01:00 |
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verysecrethero
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f84d1ac4a1
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Merge remote-tracking branch 'origin/master' into SniperSprintBranch
# Conflicts:
# include/Engine/Input/FirstPersonInputController.h
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2016-03-02 17:11:36 +01:00 |
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stiffly
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a5c086e389
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Dash effect now working over network, by sending events. Similar to jump effect.
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2016-03-02 16:48:38 +01:00 |
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stiffly
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1217b25d02
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DashEffect will now spawn a player model behind the player that will fade out .
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2016-03-02 14:15:20 +01:00 |
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verysecrethero
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f147929aa9
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Moved the Dash CoolDown (CoolDownTimer) to the component (DashAbility). Fixed 2 warnings
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2016-03-01 17:57:18 +01:00 |
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verysecrethero
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b81bb9eeea
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Changed SprintAbility to take StrengthOfEffect. PlayerMovementSystem: if Sniper is sprinting he will now move faster.
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2016-02-18 15:17:19 +01:00 |
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verysecrethero
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8f28c760dd
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You can now AssaultDash in the air
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2016-02-17 11:47:10 +01:00 |
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verysecrethero
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a8ab49f202
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Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
# Conflicts:
# include/Game/Systems/PlayerMovementSystem.h
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2016-02-11 15:19:01 +01:00 |
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verysecrethero
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a53ab7f745
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A few fixes for DashAbility. Default DoubleTapToDash is now set to false.
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2016-02-10 20:46:16 +01:00 |
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stiffly
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fbdaf92953
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Started refactoring. Put player walk logic in a designated sound system.
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2016-02-05 16:39:23 +01:00 |
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verysecrethero
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035c79564b
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Changed Dash name to DashAbility. Fixed dash bug where you could do two different keys to dash.
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2016-02-04 11:41:21 +01:00 |
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verysecrethero
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03a16b46b5
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Dash component now has the dash-maxCoolDownVariable in it.
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2016-02-04 10:28:28 +01:00 |
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verysecrethero
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1bd4aa91ff
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Oops! Readded "Sprint" command. Removed some unnecessary variables in FirstPersonInputController. Fixed bug where you couldnt dash right away as the game started.
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2016-02-03 17:45:37 +01:00 |
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verysecrethero
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7b5a2a5388
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Dashing now works great both with shift and doubletap. Added Dash Component. Changed default Player.xml to have a Dash Component. Disabled Sprint. You can now disable DoubleTapToDash in Input.Ini. Added command "SpecialAbility".
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2016-02-03 17:30:46 +01:00 |
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verysecrethero
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9d3171540d
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AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash
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2016-02-03 11:54:14 +01:00 |
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verysecrethero
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45a92b362f
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DoubleJumping now in InputController instead.
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2016-02-02 15:10:11 +01:00 |
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Jace
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32f73201c5
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Basic jumping!
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2016-01-23 12:15:33 +01:00 |
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Jace
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3aeeb3cad5
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Moved FirstPersonInputController implementation out of header
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2016-01-23 12:15:32 +01:00 |
|
Jace
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55ee2bb3bf
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Player input properly separated from editor input and server
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2016-01-22 21:35:31 +01:00 |
|
Jace
|
ca2aab449e
|
Basic movement and camera management between players and editor
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2016-01-22 16:12:51 +01:00 |
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Jace
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03e226ffea
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Refactored InputProxy to gracefully handle cases where multiple origins send the same command
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2015-12-12 13:42:35 +01:00 |
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Jace
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013f911ae2
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Added MouseInputHandler and firstPersonInputController to aid in creation of first person movement.
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2015-12-12 13:42:34 +01:00 |
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