William Moberg
5987751add
Merge pull request #81 from teamfisk/HealthPickup
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Health pickup
2016-02-08 11:50:47 +01:00
Jace
70f8237a16
Merge pull request #60 from teamfisk/3rdPersonDeathCam
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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
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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
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# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +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
verysecrethero
be628d9406
Merge remote-tracking branch 'origin/master' into HealthPickup
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# Conflicts:
# resources/Schema/Components.xsd
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.
2016-02-05 16:13:59 +01:00
verysecrethero
2542397511
Miscellaneous small fixes: For Tests, CapturePoint xml file, HealthSystem, DashAbility xml file.
2016-02-05 15:35:51 +01:00
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.
2016-02-05 15:15:04 +01:00
William Moberg
e3a44d37d2
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-05 14:59:14 +01:00
William Moberg
d61e605093
Can walk up "stair-steps". Cleanup WIP.
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Better performance in RectanglevsTriangle check.
Added IsOnGround flag and VerticalStepHeight in Physics.
Lotsa commented code saved for historical reasons, remove later.
2016-02-05 10:56:34 +01:00
verysecrethero
6a23a987b3
Started PickupSpawnSystem, added 2 events and a system
2016-02-04 17:43:45 +01:00
verysecrethero
035c79564b
Changed Dash name to DashAbility. Fixed dash bug where you could do two different keys to dash.
2016-02-04 11:41:21 +01:00
verysecrethero
03a16b46b5
Dash component now has the dash-maxCoolDownVariable in it.
2016-02-04 10:28:28 +01:00
verysecrethero
0bbaf1d576
Oops! Removed DebugCode...
2016-02-04 10:04:44 +01:00
verysecrethero
7b5a2a5388
Dashing now works great both with shift and doubletap. Added Dash Component. Changed default Player.xml to have a Dash Component. Disabled Sprint. You can now disable DoubleTapToDash in Input.Ini. Added command "SpecialAbility".
2016-02-03 17:30:46 +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
2961f198b3
PlayerDeathSystem is now working well. Changed so the model is oriented correctly. Changed so camera is behind the player. Copied the current animation and froze it.
2016-02-03 11:48:22 +01:00
verysecrethero
39653a1e4c
Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
2016-02-03 10:38:21 +01:00
Jace
2cbeef4c69
Merge pull request #74 from teamfisk/Warnings-Jocke
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Fixed warnings associated with Network
2016-02-03 10:37:10 +01:00
verysecrethero
73ab9bb4c6
Merge remote-tracking branch 'origin/master' into AssaultDash
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# Conflicts:
# src/Game/Systems/PlayerMovementSystem.cpp
2016-02-03 09:52:54 +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
verysecrethero
45a92b362f
DoubleJumping now in InputController instead.
2016-02-02 15:10:11 +01:00
verysecrethero
2085d9ec9e
Merge remote-tracking branch 'origin/master' into DoubleJump
2016-02-02 14:22:00 +01:00
Jocke
6a3f585fb9
Fixed warnings associated with Network.cpp, Client.cpp, Server.cpp and Packet.cpp.
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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
Jace
0e5f6da9a9
Merge pull request #73 from teamfisk/CapturePointFixBranch
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Several changes/fixes based on the latest broken refactoring in master
2016-02-02 13:22:03 +01:00
verysecrethero
42b52a6766
Several changes/fixes based on the latest broken refactoring.
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Fixed Simon's mistake in CapturePointLogic. William fixed so TriggerSystem works again with CapturePoints.
2016-02-02 11:37:22 +01:00
Jace
a3d4eb65d5
Fixes #66 warnings
2016-02-01 17:53:01 +01:00
Jace
a22bc00d46
*cough*
2016-02-01 13:37:51 +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
0c97ce7a4a
You can now DoubleJump!
2016-01-29 10:12:49 +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
verysecrethero
7497ff39d2
Simon added Copy method to ComponentWrapper. Its being used in PlayerDeathSystem to copy model,animation,transform. TODO: 3rd person camera, cleanup, tests
2016-01-27 18:00:31 +01:00
Jace
788407b709
Made CollisionSystem aware of entities
2016-01-27 15:42:50 +01:00
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
dec2234019
Merge branch 'Cleanup'
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# Conflicts:
# src/Engine/Rendering/RenderSystem.cpp
2016-01-27 13:44:15 +01:00
Jace
0334ec3fa7
Merge remote-tracking branch 'origin/Animations'
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# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Game/Systems/WeaponSystem.cpp
2016-01-27 13:36:49 +01:00
Jace
5fcd26cd3e
Made TriggerSystem make use of Octree
2016-01-27 13:35:16 +01:00
Jace
505a6c7396
Hiding first person models properly
2016-01-25 14:32:48 +01:00
Jace
b6fd18baed
Hacked in serverside effects
2016-01-25 11:56:40 +01:00
Jace
4245264029
Weapon RayZ
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Weapon RayZ
2016-01-25 11:26:33 +01:00
viktorljung
d12246833e
Some further small fizes to resolution //Tobias
2016-01-25 01:26:41 +01:00
Jace
b95c1fdfa4
Merge remote-tracking branch 'origin/Menu'
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# 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
7b348379ac
Quaternions are never the solution.
2016-01-25 00:22:55 +01:00
Jace
04f6233d99
Crude animations
2016-01-24 23:44:29 +01:00