Jace
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9d9c6bdf1e
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Third person animations and shoot effects base work
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2016-02-11 00:08:50 +01:00 |
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Jace
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2c0f66d9c7
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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
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2016-02-10 17:02:00 +01:00 |
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Jace
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d931660c56
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WIP
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2016-02-10 14:43:32 +01:00 |
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stiffly
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3d2f9fa79d
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Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
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2016-02-10 11:36:54 +01:00 |
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stiffly
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94ff12cf66
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When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter.
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2016-02-10 11:15:49 +01:00 |
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Jace
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5cea3bed3a
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Work in progress weapon system
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2016-02-09 23:27:04 +01:00 |
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Jace
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d83190290f
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Server now broadcasts certain input commands to all other clients (for stuff like shooting)
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2016-02-09 19:37:42 +01:00 |
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Jace
|
d5647ce89c
|
Working 1-snapshot interpolation
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2016-02-09 19:36:22 +01:00 |
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Jace
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e69864680d
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PlayerMovementSystem now only updates the velocity of the local player, as it should
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2016-02-09 16:08:06 +01:00 |
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Jace
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d3bc48f5f7
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Major networking refactoring to allow for snapshot filtering outside of netcode
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2016-02-09 13:22:21 +01:00 |
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stiffly
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aa5878d6df
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Used config for soundsystem properties.
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2016-02-08 16:40:13 +01:00 |
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stiffly
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7752832ce5
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No longer needs this walk logic in SoundSystem
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2016-02-08 16:21:49 +01:00 |
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stiffly
|
9da1419895
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Merge remote-tracking branch 'origin/master' into Sound
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2016-02-08 14:24:44 +01:00 |
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stiffly
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8e86cc2123
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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.
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2016-02-08 14:23:53 +01:00 |
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stiffly
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3a5c0a2762
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SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
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2016-02-08 14:01:32 +01:00 |
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Jace
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2b4e00e4b0
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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.
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2016-02-08 13:33:55 +01:00 |
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William Moberg
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5987751add
|
Merge pull request #81 from teamfisk/HealthPickup
Health pickup
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2016-02-08 11:50:47 +01:00 |
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Jace
|
99cbdd3c1e
|
Player death effect fixes
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2016-02-08 11:39:29 +01:00 |
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verysecrethero
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ce22854168
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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.
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2016-02-08 11:22:28 +01:00 |
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verysecrethero
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f8e514d21e
|
Merge remote-tracking branch 'origin/master' into HealthPickup
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2016-02-08 10:22:35 +01:00 |
|
verysecrethero
|
fad25c6e16
|
Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
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2016-02-08 10:21:30 +01:00 |
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verysecrethero
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4103c878ec
|
Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
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2016-02-05 18:05:46 +01:00 |
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stiffly
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09fb3a6571
|
Added some comments.
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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.
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2016-02-05 17:46:27 +01:00 |
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stiffly
|
454eef8225
|
WIP. Improving player walk logic.
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2016-02-05 17:21:48 +01:00 |
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stiffly
|
fbdaf92953
|
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
|
be628d9406
|
Merge remote-tracking branch 'origin/master' into HealthPickup
# Conflicts:
# resources/Schema/Components.xsd
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2016-02-05 16:23:22 +01:00 |
|
verysecrethero
|
66f442f1af
|
Added HealthGain to HealthPickup component. Changed PickupSpawnSystem so it copies the values from the old to the new entity.
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2016-02-05 16:13:59 +01:00 |
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verysecrethero
|
2542397511
|
Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSystem, DashAbility xml file.
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2016-02-05 15:35:51 +01:00 |
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verysecrethero
|
fe6fd0bbe3
|
PickupSpawnSystem now spawns a new HealthPickup after the respawnTimer is up. Added HealthPickup.xml entity. Event PickupSpawned now gets published when a new HealthPickup spawns. Player now gains health as he picks up the HealthPickup.
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2016-02-05 15:15:04 +01:00 |
|
stiffly
|
e90f802d48
|
Merge remote-tracking branch 'origin/master' into Sound
|
2016-02-05 13:59:21 +01:00 |
|
verysecrethero
|
6a23a987b3
|
Started PickupSpawnSystem, added 2 events and a system
|
2016-02-04 17:43:45 +01:00 |
|
stiffly
|
0a8ee1623f
|
Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
# assets
|
2016-02-04 10:47:30 +01:00 |
|
verysecrethero
|
0bbaf1d576
|
Oops! Removed DebugCode...
|
2016-02-04 10:04:44 +01:00 |
|
verysecrethero
|
13161b4f57
|
Merge remote-tracking branch 'origin/master' into AssaultDash
|
2016-02-03 15:07:19 +01:00 |
|
verysecrethero
|
9d3171540d
|
AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash
|
2016-02-03 11:54:14 +01:00 |
|
verysecrethero
|
5e472cd69c
|
DeathExplosion is now an XML file, changed PlayerDeathSystem accordingly. The effect should show as soon as the explosioneffect-fix is merged into master. TODO: remove the test
|
2016-02-02 17:18:12 +01:00 |
|
verysecrethero
|
7236da09b4
|
Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
|
2016-02-02 15:13:00 +01:00 |
|
Jocke
|
6a3f585fb9
|
Fixed warnings associated with Network.cpp, Client.cpp, Server.cpp and Packet.cpp.
BOOST_ASIO_ERROR_CATEGORY_NOEXCEPT': macro redefinition was fixed by https://svn.boost.org/trac/boost/ticket/11539
|
2016-02-02 13:26:15 +01:00 |
|
verysecrethero
|
7987d4b27c
|
Added AssaultDash and all its logic, including a doubletapkey. Doubletapkey could be made more generic.
|
2016-01-29 12:06:14 +01:00 |
|
verysecrethero
|
df05f1909b
|
Completed the code to trigger the 3rd person camera on death. Cleaned up PlayerDeathSystem. Fixed HealthSystemTest. Removed the test for PlayerDeathSystem
|
2016-01-28 11:43:38 +01:00 |
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verysecrethero
|
5cdf6db340
|
Modified HealthSystem so it actually publishes the DeathEvent. Modified EPlayerHealthPickup. Fixed 2 tests. Started work on PlayerDeathSystem
|
2016-01-27 14:46:45 +01:00 |
|
Jace
|
5fcd26cd3e
|
Made TriggerSystem make use of Octree
|
2016-01-27 13:35:16 +01:00 |
|
Jace
|
4245264029
|
Weapon RayZ
Weapon RayZ
|
2016-01-25 11:26:33 +01:00 |
|
Jace
|
b95c1fdfa4
|
Merge remote-tracking branch 'origin/Menu'
# 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 |
|
Jace
|
d0de169613
|
Instagib!
|
2016-01-24 23:05:52 +01:00 |
|
viktorljung
|
d03b3fb071
|
Merge remote-tracking branch 'origin/master' into Menu
# Conflicts:
# resources/Schema/Entities/Player.xml
|
2016-01-24 22:23:53 +01:00 |
|
viktorljung
|
ada1bac2a7
|
Merge remote-tracking branch 'origin/master' into Menu
# 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 |
|
Jace
|
235b26ad61
|
WIP shoot
|
2016-01-24 17:16:18 +01:00 |
|
Jace
|
1ce9128da8
|
Source-like movement
|
2016-01-23 19:45:23 +01:00 |
|