Jace
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c69a80f5ba
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Added System::LocalPlayer that is always set to the entity which is the local player, available to all systems.
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2016-02-09 16:06:39 +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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Jace
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9e3dfff7b6
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WIP world pausing
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2016-01-19 00:52:17 +01:00 |
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Jace
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51979d7f0c
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Changed System to take World through constructor and store it instead, cause it makes more sense.
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2016-01-18 23:59:33 +01:00 |
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Jace
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d34470256b
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EntityWrapper to uniquely identify entities and make using them a little easier
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2016-01-14 15:43:19 +01:00 |
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Jace
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d6ef527f25
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Basic collisions using Octree. Seems buggy over octree boundaries.
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2016-01-13 15:34:43 +01:00 |
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William Moberg
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7fb71f17b2
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Destruct all systems properly in the pipeline.
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2016-01-07 16:13:52 +01:00 |
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William Moberg
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fa8775a72e
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Renamed vars and added some comments.
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2016-01-07 10:28:18 +01:00 |
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William Moberg
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de8461e257
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SystemPipeline should update systems in order depending on input update priority in AddSystem.
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2015-12-18 15:33:25 +01:00 |
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Jace
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9a119f38bb
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Added events processing to SystemPipeline
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2015-12-14 13:57:54 +01:00 |
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Jace
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8a6030bf57
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Added support for "Impure" systems, which only update once per frame and contain their own logic for manipulating the world, instead of relying on a single list of components.
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2015-12-14 13:57:51 +01:00 |
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stiffly
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16d636a87c
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Removed Initialize function for systems.
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2015-12-11 15:23:56 +01:00 |
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stiffly
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0b60979c7b
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Added a Initialize function for systems.
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2015-12-11 14:03:00 +01:00 |
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stiffly
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80f028edf2
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Added a very basic PlayerSystem, and a PlayerComponent.
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2015-12-11 13:45:19 +01:00 |
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sippeangelo
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352074da04
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Created base for systems
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2015-12-10 10:17:08 +01:00 |
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