Jace
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95f9065037
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Merge branch 'master' into Dirtybit
# Conflicts:
# include/Engine/Sound/SoundManager.h
|
2016-03-13 01:07:17 +01:00 |
|
Jace
|
993e56ec59
|
Disabled final model matrix caching for now, since it doesn't seem to work in all cases. (CP_Rocky2 pickup platforms and ceiling doens't get updated for some reason?!?)
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2016-03-13 00:57:54 +01:00 |
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Jace
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a1fda82d3a
|
Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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2016-03-13 00:57:00 +01:00 |
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Jace
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f6113b9d9c
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EEntityDeleted now provides an EntityWrapper instead of just an ID
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2016-03-13 00:16:07 +01:00 |
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Jace
|
2bfbd72189
|
EntityWrapper::Clone should no longer cause freezes
|
2016-03-12 23:44:28 +01:00 |
|
William Moberg
|
91bad517d3
|
AbsolutePosition should be calculating correctly now, third time.
|
2016-03-12 19:59:37 +01:00 |
|
William Moberg
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36b84f7cc3
|
Fixed so calculating absolute positions, etc. works. Sets the field of all children to dirty if a transform field is altered. Will also set Position to dirty if Scale or Orientation is altered.
Moved some methods in ComponentWrapper to a .cpp.
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2016-03-12 17:51:03 +01:00 |
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Jace
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df7b4faf24
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Now caching resulting absolute model matrices as well
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2016-03-12 04:10:14 +01:00 |
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Jace
|
01db8e0615
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Merge remote-tracking branch 'origin/master' into Dirtybit
# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Transform.cpp
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/AnimationSystem.cpp
# src/Engine/Rendering/BoneAttachmentSystem.cpp
# src/Game/Systems/CapturePointSystem.cpp
# src/Game/Systems/ExplosionEffectSystem.cpp
# src/Game/Systems/PlayerMovementSystem.cpp
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2016-03-12 04:09:53 +01:00 |
|
Jace
|
5baac926aa
|
Perfectly working abs pos caching using dirty flags! :D
|
2016-03-12 03:29:41 +01:00 |
|
Jace
|
ee5c13d463
|
Merge branch 'Dirtybit-imon' into Dirtybit
# Conflicts:
# src/Engine/Core/Transform.cpp
|
2016-03-12 01:32:09 +01:00 |
|
Jace
|
671079764e
|
Merge branch 'Dirtybit' of github.com:teamfisk/TacticalZ into Dirtybit
|
2016-03-12 01:26:56 +01:00 |
|
Jace
|
80649ce51d
|
Updated the ENTIRE CODEBASE TO MATCH
|
2016-03-12 00:38:33 +01:00 |
|
Jace
|
727b6ba871
|
Fixed Transform::AbsolutePosition to take scale into account properly maybe?
|
2016-03-09 22:04:13 +01:00 |
|
viktorljung
|
d42d886dcc
|
3rd person animations synced with 1st person animations
|
2016-03-09 18:27:09 +01:00 |
|
Jace
|
b7d93058b1
|
Added base work for dity bits in components
|
2016-03-08 21:11:59 +01:00 |
|
William Moberg
|
ab2b28264f
|
Caching absolute positions, etc. Has not been tested yet.
|
2016-03-08 18:10:36 +01:00 |
|
Jace
|
ecc8d998cf
|
Added ComponentInfo::Field_t::Index
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2016-03-08 15:46:14 +01:00 |
|
viktorljung
|
66c8a17b17
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# resources/Schema/Types/Entity.xsd
|
2016-03-03 23:21:14 +01:00 |
|
viktorljung
|
8957b0b464
|
Merge remote-tracking branch 'origin/master' into Animations
|
2016-03-03 14:05:43 +01:00 |
|
Jace
|
0e8b97dbba
|
Made AmmunitionHUD into TextFieldReader which reads any component field on a parent and updates a Text component with the value!
|
2016-03-03 01:35:32 +01:00 |
|
Jace
|
3ef15dcb81
|
EntityFile now releases EntityXMLFile after processing.
|
2016-03-02 20:01:18 +01:00 |
|
Jace
|
069583e09f
|
Created EntityFile which loads an EntityXMLFile into a temporary world to be merged with another world when you want to create a copy of the entity loaded from disk. This allows us to free EntityXMLFile once it's loaded into an EntityFile.
|
2016-03-02 19:52:11 +01:00 |
|
Jace
|
44b4a597d4
|
fixup! Created World::Merge which will merge a world into another one
|
2016-03-02 19:50:52 +01:00 |
|
Jace
|
26d6546d79
|
Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
|
2016-03-02 18:53:40 +01:00 |
|
Jace
|
62c8196ad4
|
Created World::Merge which will merge a world into another one
|
2016-03-02 18:53:39 +01:00 |
|
viktorljung
|
8422742a9e
|
Merge remote-tracking branch 'origin/master' into Animations
# Conflicts:
# src/Engine/Rendering/DrawFinalPass.cpp
|
2016-03-02 13:50:08 +01:00 |
|
William Moberg
|
629ebb871f
|
SpectatorCamera shows capturepoint HUD and respawntimer. It no longer requires CapturePointGameMode component to work.
|
2016-03-02 13:45:49 +01:00 |
|
viktorljung
|
c3f24f494d
|
fixup! AutoAnimationBlend on unique node working but scale is not working correctly
Commited some things that shouldn't have been commited
|
2016-03-02 13:34:47 +01:00 |
|
viktorljung
|
07ccb9c041
|
AutoAnimationBlend on unique node working but scale is not working correctly
|
2016-03-02 13:30:04 +01:00 |
|
William Moberg
|
5c6a652316
|
Fixed so unregistered components are ignored instead of crashing the game.
|
2016-03-01 15:53:59 +01:00 |
|
viktorljung
|
5bc0483f49
|
Removed AnimationOffset and improved BlendTree
|
2016-02-29 15:51:37 +01:00 |
|
Jace
|
bb76c9d248
|
WIP multi-weapon behaviours
|
2016-02-29 06:58:57 +01:00 |
|
Jace
|
9e6c67596d
|
Basic editor copy and paste. Doesn't actually copy the entity until you paste it.
|
2016-02-25 17:51:28 +01:00 |
|
William Moberg
|
8cc928b5f4
|
Merge pull request #122 from teamfisk/WorldSnapshots
World snapshots
|
2016-02-19 15:12:31 +01:00 |
|
Jace
|
881ce7b02f
|
Proper string handling without nasty memory leaks. PHEW.
|
2016-02-19 15:11:10 +01:00 |
|
Jace
|
ca907b912e
|
Copy constructor for deep copy of World.
|
2016-02-18 13:54:32 +01:00 |
|
Jace
|
97499f1c28
|
Made ComponentPool copyable by making sure string fields are handled properly
|
2016-02-18 11:37:03 +01:00 |
|
verysecrethero
|
833015f45e
|
Small code cleanup for PerformanceTimer
|
2016-02-17 13:44:41 +01:00 |
|
verysecrethero
|
b2a437731e
|
Small cleanup in the code
|
2016-02-16 17:58:27 +01:00 |
|
verysecrethero
|
4b8f1d95a3
|
Added static class PerformanceTimer. Changed CMakeLists for engine to include boost timer. Added F2,F3 functions in editor. Added some timing, more to be added
|
2016-02-16 16:57:46 +01:00 |
|
Jace
|
d1213f9f59
|
Working damage dealing, a super cool reload effect and hit markers!
|
2016-02-11 22:50:44 +01:00 |
|
Jace
|
c8c4879554
|
Merge pull request #93 from teamfisk/OctreeRaycasting
Entity in octree hit by ray
|
2016-02-11 17:25:02 +01:00 |
|
William Moberg
|
73f59b89cc
|
Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray.
|
2016-02-11 00:11:37 +01:00 |
|
Jace
|
6396925b68
|
Merge remote-tracking branch 'origin/Animations' into WeaponSystem
|
2016-02-10 20:47:33 +01:00 |
|
viktorljung
|
224e95f34a
|
Fixed BoneAttachment component and optimized animation code a bit
|
2016-02-10 20:45:24 +01:00 |
|
Jace
|
2c0f66d9c7
|
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
|
2016-02-10 17:02:00 +01:00 |
|
Jace
|
d931660c56
|
WIP
|
2016-02-10 14:43:32 +01:00 |
|
William Moberg
|
830e0f66c9
|
Tiny: Changed warning message.
|
2016-02-09 17:21:10 +01:00 |
|
Jace
|
d3bc48f5f7
|
Major networking refactoring to allow for snapshot filtering outside of netcode
|
2016-02-09 13:22:21 +01:00 |
|