stiffly
993d804cef
Added an event to search for servers.
...
Client now broadcasts a serverlistrequest.
An active server will then answer the request and send info about the server.
The client saves this data to a list and presents it to the user.
2016-02-22 10:05:47 +01:00
stiffly
46987beefb
Updated the serverlist, now prints adress and port of the server.
2016-02-17 17:05:10 +01:00
stiffly
950ecba1c0
Merge remote-tracking branch 'origin/master' into FriendlyHost/Join
2016-02-17 15:52:58 +01:00
stiffly
fdc8f753cb
Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected.
2016-02-17 15:51:26 +01:00
verysecrethero
8f28c760dd
You can now AssaultDash in the air
2016-02-17 11:47:10 +01:00
Jocke
2c3122bbdb
increased Network buffer size, fixed 2 crashes and re-added the ability to kill oneself with the use of a key bound to TakeDamage,Value.
2016-02-12 08:39:20 +01:00
Jace
bb66f95d43
Enabled server broadcasting PlayerDamage events to other players to make damage indicators work
2016-02-12 07:03:14 +01:00
Tleety
d357e365cb
Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
...
# Conflicts:
# include/Engine/Network/Server.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
2016-02-12 05:21:00 +01:00
Jocke
7de76376cf
Merge remote-tracking branch 'origin/master' into TCPConnections
...
# Conflicts:
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
2016-02-12 05:16:30 +01:00
Jace
787eecce26
WIP
2016-02-12 04:03:22 +01:00
Jace
9f8b0f7aa9
Merge pull request #104 from teamfisk/AmmoPickup
...
Added AmmoPickupSystem with Component, Entity.
2016-02-12 02:08:29 +01:00
verysecrethero
af30e51564
Added AmmoPickupSystem with Component, Entity. Changed so PlayerDeathSystem gets updated after Health/Ammo systems, credits to William.
2016-02-11 23:56:40 +01:00
viktorljung
648d864d6e
Merge remote-tracking branch 'origin/master' into Animations
2016-02-11 23:48:30 +01:00
Jace
b761439c84
Added config flag Debug.OutOfBodyExperience that allows you to spawn and view a player from a third person perspective, without the active camera being changed.
2016-02-11 23:45:30 +01:00
Jace
d1213f9f59
Working damage dealing, a super cool reload effect and hit markers!
2016-02-11 22:50:44 +01:00
stiffly
70f4002d70
Merge remote-tracking branch 'origin/Animations' into TCPConnections
2016-02-11 22:15:59 +01:00
stiffly
055f6517a1
Merge remote-tracking branch 'origin/master' into TCPConnections
2016-02-11 21:24:16 +01:00
stiffly
afd9e24df6
Reverted last commit. Also testing to delay OnPlayerSpawn event for clients. No progress...
2016-02-11 21:23:53 +01:00
Tobias Dahl
42d810b198
Merge pull request #84 from teamfisk/DamageIndicator
...
Damage indicator
2016-02-11 21:08:59 +01:00
Jace
5e05e51309
Fixed EntityFirstHitByRay not returning outDistance properly
2016-02-11 20:01:23 +01:00
Jace
c8c4879554
Merge pull request #93 from teamfisk/OctreeRaycasting
...
Entity in octree hit by ray
2016-02-11 17:25:02 +01:00
verysecrethero
3301f66ad1
Merge remote-tracking branch 'origin/master' into DamageIndicator
...
# Conflicts:
# resources/Shaders/Sprite.vert.glsl
2016-02-11 16:36:48 +01:00
Jocke
e0c3a32e66
Merge branch 'master' into TCPConnections
...
# Conflicts:
# include/Engine/Network/Client.h
# include/Engine/Network/Server.h
# include/Game/Game.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Server.cpp
# src/Game/Game.cpp
2016-02-11 16:26:42 +01:00
verysecrethero
38a3e88999
Merge pull request #87 from teamfisk/DoubleJumpEffect
...
Spawned DoubleJumpHexagon as the player doublejumps
2016-02-11 16:00:09 +01:00
Tleety
6ba1e95da7
Fixed depth sorting for HUD elements.
2016-02-11 15:27:07 +01:00
verysecrethero
a8ab49f202
Merge remote-tracking branch 'origin/master' into DoubleJumpEffect
...
# Conflicts:
# include/Game/Systems/PlayerMovementSystem.h
2016-02-11 15:19:01 +01:00
Tleety
f0ae365401
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# src/Engine/Rendering/Texture.cpp
# src/Game/Game.cpp
2016-02-11 14:43:30 +01:00
viktorljung
7d4a4ed7cf
Merge remote-tracking branch 'origin/master' into Animations
...
# Conflicts:
# src/Engine/Rendering/Skeleton.cpp
2016-02-11 14:38:23 +01:00
viktorljung
97de31be65
Fixed BoneAttachment component
2016-02-11 13:36:27 +01:00
Jace
81943516a9
Protected inheritance, not even once.
2016-02-11 11:36:39 +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
William Moberg
73f59b89cc
Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray.
2016-02-11 00:11:37 +01:00
Jocke
eb244f87c4
Added disconnect functionality and removed some warnings.
2016-02-10 23:27:46 +01:00
Jocke
ec54b1298d
Reconnect is now possible.
2016-02-10 21:02:46 +01:00
Tleety
f5de267f25
Merge fixes and CapturePointHUD component skeleton added.
2016-02-10 20:58:10 +01:00
Jace
6396925b68
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
2016-02-10 20:47:33 +01:00
verysecrethero
a53ab7f745
A few fixes for DashAbility. Default DoubleTapToDash is now set to false.
2016-02-10 20:46:16 +01:00
viktorljung
224e95f34a
Fixed BoneAttachment component and optimized animation code a bit
2016-02-10 20:45:24 +01:00
Tleety
2cae4e3fb2
Merge remote-tracking branch 'origin/master' into Menu
...
# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# include/Engine/Rendering/RenderQueue.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/QualityAssurance.xml
# resources/Schema/Entities/RenderingWorld.xml
# resources/Shaders/Sprite.vert.glsl
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/Model.cpp
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-02-10 19:52:42 +01:00
Jace
0825b10c75
Merge remote-tracking branch 'origin/master' into WeaponSystem
...
# Conflicts:
# src/Game/Systems/SoundSystem.cpp
2016-02-10 19:24:35 +01:00
William Moberg
67cf008122
Bug fixing.
2016-02-10 18:03:58 +01:00
Tleety
53265bbc90
PNG is now a resource.
...
You can now load textures threaded.
PNG will now throw exceptions when errors happend
SpriteComponent is now working without billboarding.
2016-02-10 17:50:17 +01:00
Jocke
9645169797
Merge remote-tracking branch 'origin/master' into TCPConnections
...
# Conflicts:
# include/Engine/Network/Client.h
# include/Engine/Network/Network.h
# include/Engine/Network/Packet.h
# include/Engine/Network/Server.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Packet.cpp
# src/Engine/Network/Server.cpp
# src/Tests/HealthSystemTest.cpp
2016-02-10 17:05:07 +01:00
Jace
2c0f66d9c7
Merge remote-tracking branch 'origin/master' into WeaponSystem
...
# Conflicts:
# include/Engine/Collision/FillFrustumOctreeSystem.h
# include/Engine/Core/Octree.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Game.h
# resources/DefaultInput.ini
# resources/Schema/Components.xsd
# resources/Schema/Entities/Player.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-10 17:02:00 +01:00
Jocke
4f2ad3ad00
Reliable message should now be working, further testing is to be done.
2016-02-10 16:16:56 +01:00
William Moberg
27cdccac75
Frustrum octree should only get AABBs derived from Model now.
2016-02-10 16:10:41 +01:00
William Moberg
b2d35c80f7
Merge branch 'master' into FrustumCulling
...
# Conflicts:
# src/Engine/Collision/Collision.cpp
2016-02-10 15:08:40 +01:00
Tleety
04c23be136
Merge remote-tracking branch 'origin/master' into Menu
2016-02-10 15:01:51 +01:00
William Moberg
f3a76eb13e
Explosion effects should get a proper sized AABB.
2016-02-10 15:00:13 +01:00
Jace
d931660c56
WIP
2016-02-10 14:43:32 +01:00