Tleety
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a8a3366e8a
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Hopeless attempts to fix network bugs
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2016-02-12 05:17:09 +01:00 |
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William Moberg
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40ae2b8cbb
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DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem.
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2016-02-12 00:52:58 +01:00 |
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William Moberg
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11af6a3078
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Merge branch 'master' into Respawning
# Conflicts:
# resources/DefaultConfig.ini
# resources/Schema/Entities/MovementTest.xml
# src/Game/Systems/SoundSystem.cpp
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2016-02-12 00:29:51 +01:00 |
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Jace
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d1213f9f59
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Working damage dealing, a super cool reload effect and hit markers!
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2016-02-11 22:50:44 +01:00 |
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William Moberg
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14054ad898
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WIP respawning.
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2016-02-11 17:08:45 +01:00 |
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William Moberg
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97b915f130
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Merge branch 'master' into Respawning
# Conflicts:
# src/Game/Game.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
# src/Game/Systems/SoundSystem.cpp
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2016-02-11 16:15:47 +01:00 |
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William Moberg
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8eea0c8395
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WIP respawning.
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2016-02-11 16:08:19 +01:00 |
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Jace
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81943516a9
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Protected inheritance, not even once.
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2016-02-11 11:36:39 +01:00 |
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Jace
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0825b10c75
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Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
# src/Game/Systems/SoundSystem.cpp
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2016-02-10 19:24:35 +01:00 |
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stiffly
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1ba9d97ab7
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Fixed crash when trying to jump, when no player is spawned.
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2016-02-10 17:17:41 +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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stiffly
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c2128790af
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Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
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2016-02-10 14:07:11 +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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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
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6f163bf3a3
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Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice.
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2016-02-08 16:13:09 +01:00 |
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stiffly
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14c5410524
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Merge fix
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2016-02-08 14:29:55 +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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stiffly
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09fb3a6571
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Added some comments.
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2016-02-05 18:04:36 +01:00 |
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stiffly
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becb197feb
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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
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454eef8225
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WIP. Improving player walk logic.
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2016-02-05 17:21:48 +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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