Commit Graph

799 Commits

Author SHA1 Message Date
viktorljung c09c2f4783 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
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
Jace d83190290f Server now broadcasts certain input commands to all other clients (for stuff like shooting) 2016-02-09 19:37:42 +01:00
Jace d5647ce89c Working 1-snapshot interpolation 2016-02-09 19:36:22 +01:00
William Moberg 7140b740b5 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. 2016-02-09 19:20:04 +01:00
Jocke d2ed293183 Network is now working as udp or tcp. Next step is making the hybrid. 2016-02-09 19:14:56 +01:00
William Moberg eec59a40c8 Nitpicks. 2016-02-09 17:19:39 +01:00
William Moberg 239a8e7a6a Frustum culling should be working. 2016-02-09 17:12:23 +01:00
verysecrethero 8bdf87da12 Some cleanup of the code 2016-02-09 16:15:19 +01:00
Jace e69864680d PlayerMovementSystem now only updates the velocity of the local player, as it should 2016-02-09 16:08:06 +01:00
Jace c69a80f5ba Added System::LocalPlayer that is always set to the entity which is the local player, available to all systems. 2016-02-09 16:06:39 +01:00
verysecrethero 971fee4a0c DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor 2016-02-09 15:38:21 +01:00
William Moberg b9d6d59c62 Merge branch 'BoxModelCollision' into FrustumCulling
# Conflicts:
#	src/Game/Game.cpp
2016-02-09 15:03:13 +01:00
William Moberg b30891aecd WIP, debugging code added, still not working. 2016-02-09 15:00:30 +01:00
Jace d3bc48f5f7 Major networking refactoring to allow for snapshot filtering outside of netcode 2016-02-09 13:22:21 +01:00
Jocke fccd8c64e7 WIP Clients are working properly, servers are not. 2016-02-09 11:43:16 +01:00
William Moberg b748deb1e1 WIP FrustumCulling, most code added but not working now. 2016-02-09 10:05:49 +01:00
verysecrethero 0e9fb16399 Work started on DamageIndicatorSystem. Made some initial tests and test calculations 2016-02-08 17:58:07 +01:00
Teejoon 060e674a6f Picking supports skinned meshes 2016-02-08 17:37:18 +01:00
stiffly 2c64ffc3d1 No longer using a variable to see if we're in editor mode. 2016-02-08 16:52:35 +01:00
stiffly aa5878d6df Used config for soundsystem properties. 2016-02-08 16:40:13 +01:00
stiffly 7752832ce5 No longer needs this walk logic in SoundSystem 2016-02-08 16:21:49 +01:00
verysecrethero db5301ff2c Merge remote-tracking branch 'origin/Menu' into DamageIndicator 2016-02-08 15:03:45 +01:00
William Moberg 93c6f3c0a3 AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper. 2016-02-08 14:34:37 +01:00
Jocke ba9419b342 Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts. 2016-02-08 14:32:00 +01:00
stiffly 9da1419895 Merge remote-tracking branch 'origin/master' into Sound 2016-02-08 14:24:44 +01:00
stiffly 8e86cc2123 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. 2016-02-08 14:23:53 +01:00
William Moberg 11cf85cc73 Renamed CollidableOctreeSystem to FillOctreeSystem. 2016-02-08 14:17:19 +01:00
stiffly 3a5c0a2762 SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player. 2016-02-08 14:01:32 +01:00
stiffly 12c05d5a1c Added an Queue event for sound emitters. 2016-02-08 13:59:35 +01:00
Jace 2b4e00e4b0 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. 2016-02-08 13:33:55 +01:00
Teejoon d2cfa592f0 Supports skinnd and unskinned meshes
ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety 971beb29d8 Merge remote-tracking branch 'origin/master' into DefenderShield
# Conflicts:
#	resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
William Moberg 5987751add Merge pull request #81 from teamfisk/HealthPickup
Health pickup
2016-02-08 11:50:47 +01:00
Tleety 94b59af973 Defender shield should now be working 2016-02-08 11:47:35 +01:00
Jace 70f8237a16 Merge pull request #60 from teamfisk/3rdPersonDeathCam
3rd person death cam
2016-02-08 11:39:57 +01:00
Jace 99cbdd3c1e Player death effect fixes 2016-02-08 11:39:29 +01:00
verysecrethero ce22854168 HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth. 2016-02-08 11:22:28 +01:00
Jace 35b0193f15 Merge pull request #72 from teamfisk/BoxModelCollision
Collision in test phase
2016-02-08 10:29:41 +01:00
verysecrethero f8e514d21e Merge remote-tracking branch 'origin/master' into HealthPickup 2016-02-08 10:22:35 +01:00
verysecrethero fad25c6e16 Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
#	include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +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 933a32aa8d Animations kind of working 2016-02-06 18:09:51 +01:00
Jocke 88d7b79cd3 TCP and UDP Client are working for 1 connected player, more players are not tested yet 2016-02-05 18:30:31 +01:00
verysecrethero 4103c878ec Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned 2016-02-05 18:05:46 +01:00
stiffly 09fb3a6571 Added some comments. 2016-02-05 18:04:36 +01:00
stiffly becb197feb Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day. 2016-02-05 17:46:27 +01:00
stiffly 454eef8225 WIP. Improving player walk logic. 2016-02-05 17:21:48 +01:00
viktorljung 8034b42c87 spriteComponent WIP 2016-02-05 16:43:57 +01:00