Commit Graph

112 Commits

Author SHA1 Message Date
stiffly b698a0d36f WIP
Adding models now crashes. Threading
Added a create player event that currently is not used.
2015-12-15 11:21:46 +01:00
stiffly 3f77da4a07 Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	include/Game/Game.h
#	resources/DefaultConfig.ini
#	src/Game/Game.cpp
2015-12-14 17:07:12 +01:00
stiffly 8d9ff2b6dc Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
2015-12-14 16:41:59 +01:00
Jocke 63db236dfa Fixed bug which made the player not able to move diagonally.
Fixed a bug were m_PlayerID was not set for the client when connecting.
2015-12-14 16:35:43 +01:00
Jace d16cbe84f0 Merge remote-tracking branch 'origin/master' into Input
# Conflicts:
#	src/Engine/Rendering/Renderer.cpp
2015-12-14 13:40:22 +01:00
Tleety d182e6c453 Merge remote-tracking branch 'origin/master' into RendererDecoupling
# Conflicts:
#	src/Game/Game.cpp
2015-12-14 13:16:56 +01:00
Jace 30474b70df MouseInputHandler 2015-12-12 13:42:46 +01:00
Jace 03e226ffea Refactored InputProxy to gracefully handle cases where multiple origins send the same command 2015-12-12 13:42:35 +01:00
Jace 013f911ae2 Added MouseInputHandler and firstPersonInputController to aid in creation of first person movement. 2015-12-12 13:42:34 +01:00
Jace 35624008e7 InputProxy with a KeyboardInputHandler to translate keyboard keys to input commands. Input origins are bound to commands through the BindOrigin event, or through loading them from a config file. 2015-12-12 13:42:34 +01:00
Jace 5d46a10a4e Added GetAll function to config file that returns a list of all top level keys in a config file 2015-12-12 13:42:33 +01:00
Jace bffc97f310 Groundwork for input command proxy 2015-12-12 13:42:33 +01:00
Tleety d406059c79 Small bugfix. 2015-12-11 17:00:06 +01:00
Tleety 45b87ed6b1 ShaderProgram is now a Resource.
All shaderprograms are now pointers and loaded with Resourcemanager.
2015-12-11 16:53:46 +01:00
Tleety 53d5736420 Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
2015-12-11 16:07:12 +01:00
stiffly 15442c8c75 Merge branch 'PlayerSystem' into Networking
# Conflicts:
#	src/Game/Game.cpp
2015-12-11 15:45:27 +01:00
stiffly 3da69c8a1b Fixed indentation 2015-12-11 15:29:57 +01:00
stiffly 16d636a87c Removed Initialize function for systems. 2015-12-11 15:23:56 +01:00
Tleety 433331e752 DrawPass now moved to it's own class to make renderer cleaner. 2015-12-11 14:22:54 +01:00
stiffly 0b60979c7b Added a Initialize function for systems. 2015-12-11 14:03:00 +01:00
Tleety 725a8896ce PickingPass now publishes an event that others can listen to to get pickingdata. 2015-12-11 13:51:08 +01:00
stiffly 80f028edf2 Added a very basic PlayerSystem, and a PlayerComponent. 2015-12-11 13:45:19 +01:00
Jocke 23c3f0709b Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking 2015-12-11 11:59:22 +01:00
Jocke 01d7388f91 Reactored the package loss logic.
Server cannot handle multiple clients yet.
Fixed WorldTest code by adding astrix.
2015-12-11 11:55:23 +01:00
Tleety 8c563a2d76 Merge remote-tracking branch 'origin/Picking' into RendererDecoupling
# Conflicts:
#	include/Engine/Rendering/Renderer.h
#	src/Engine/Rendering/Renderer.cpp
2015-12-11 11:21:58 +01:00
Tleety 91edab34bc PickingPass now sets state and clear it when done.
PickingState now it's own class so renderer is a bit cleaner.
2015-12-11 11:18:30 +01:00
stiffly 6a3335315a Merge branch 'master' into Networking 2015-12-10 17:26:01 +01:00
stiffly 641a43b2ec Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	src/Engine/Network/Client.cpp
2015-12-10 17:16:22 +01:00
stiffly 58952725e9 Added class Package to help refactor the code. The code got easier to read. 2015-12-10 17:07:18 +01:00
viktorljung bb900c5110 Added picking event 2015-12-10 16:33:33 +01:00
Tleety cefc4e5257 PickingPassState done. 2015-12-10 16:06:25 +01:00
Tleety 37cf42527b RenderState class structure made. 2015-12-10 16:03:48 +01:00
Jocke 99543a300d Merge remote-tracking branch 'origin/Networking' into Networking
# Conflicts:
#	include/Engine/Network/NetworkDefinitions.h
#	include/Game/Game.h
#	src/Engine/Network/Client.cpp
#	src/Game/Game.cpp
2015-12-10 14:40:06 +01:00
Jocke f377d9ba70 Fixed client movement. 2015-12-10 14:14:36 +01:00
stiffly d22e59f28f Merge remote-tracking branch 'origin/master' into Networking
NOTE (in config file):
[Debug]
LoadMap=Schema/Entities/Test.xml

# Conflicts:
#	include/Game/Game.h
#	src/Game/Game.cpp
2015-12-10 13:53:18 +01:00
stiffly 9a8f5293af Can now Identify Packet Loss. Enumerated messages that loops around 0-1000. 2015-12-10 12:55:28 +01:00
viktorljung aa805f9a41 Merge remote-tracking branch 'origin/master' into Picking 2015-12-10 11:38:35 +01:00
sippeangelo 352074da04 Created base for systems 2015-12-10 10:17:08 +01:00
sippeangelo 53ef749736 Fixed absoute positioning, I think... 2015-12-10 10:16:03 +01:00
stiffly 4de613814b WIP Packet loss identification. Put packetID in message 2015-12-09 17:43:36 +01:00
Tleety de6e74c0b1 Forward+ Debugging commit, dont try it. 2015-12-09 17:36:03 +01:00
sippeangelo 90a79c702f Added crude absolute positioning when rendering 2015-12-09 15:26:49 +01:00
Tleety 393a774140 Framework for Forward+ renderer, Buggy. 2015-12-09 14:50:39 +01:00
Jocke 0807a7d0ae Fixed the bug where starting a server made the program crash on closing.
Fixed some memory leaks in Client.cpp.
2015-12-09 14:43:43 +01:00
Jocke ba150a264c Fixed bug that cause the program to crash when closing if a server had been started.
Removed memory leaks in Client.cpp.
2015-12-09 14:41:26 +01:00
sippeangelo 58d827f7d0 Moved world definition to Schema/Entities/Test.xml and removed HardcodedTestWorld 2015-12-09 14:25:41 +01:00
sippeangelo 3085ccdfbf Added temporary Release function to resource manager to be able to reload a resource 2015-12-09 14:23:49 +01:00
Jocke 0e6353dd79 Fixed bug where closing glwindow as client crashed.
Server bug is still present.
2015-12-09 13:37:02 +01:00
stiffly 247ff09743 Smoother movement over network. Some refactoring on client side. Now uses EKeyUp to determine if a key is pressed. 2015-12-09 13:02:39 +01:00
sippeangelo c9b140bd6b Semi-working entity loading from XML files! 2015-12-09 12:29:32 +01:00