Jace
bbabc84127
Fixed default values for CPlayerSpawn
2016-01-15 20:26:30 +01:00
Jace
8bd5a428b9
EntityFileParser now ignores component fields not present in component definition instead of crashing.
2016-01-15 20:25:48 +01:00
Jace
db1b972cd1
Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
2016-01-15 18:32:47 +01:00
Jace
97e12ff550
Made EntityFileParser::MergeEntities return the base entity that was created, and also take an optional parent entity to create it under.
2016-01-15 18:31:32 +01:00
Jace
0469460029
Input binding format changed to allow custom values for bindings. Relevant code must clamp input values to prevent speedhaxx!
2016-01-15 16:32:04 +01:00
Jace
567173c565
Merge branch 'master' into PlayerMovement
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# Conflicts:
# src/Engine/Rendering/RenderSystem.cpp
# src/Game/Game.cpp
2016-01-14 18:24:34 +01:00
Jace
5e721325a4
Merge fixes
2016-01-14 18:20:51 +01:00
Jace
627108c6ee
Fixes for #30
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# Conflicts:
# src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Jace
3a4f378ac5
Merge remote-tracking branch 'origin/master' into PlayerMovement
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# Conflicts:
# src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Jace
6ad1839def
Initial work on PlayerMovementSystem
2016-01-14 17:03:48 +01:00
Jace
986af01091
Fixed editor component fields with the same name across components being treated as the same value
2016-01-14 17:02:13 +01:00
Jace
99406c32cf
Better error handling for EntityFilePreprocessor
2016-01-14 17:01:39 +01:00
Viktor Ljung
a8f7d5f6b9
Merge pull request #30 from teamfisk/Rendering
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Rendering Scenes
2016-01-14 16:43:35 +01:00
Jace
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
2016-01-14 15:43:19 +01:00
Jace
28392def79
Made string passing in World a little more effective
2016-01-14 15:42:55 +01:00
viktorljung
c99a8685bb
Removed Debug scene
2016-01-14 15:40:13 +01:00
viktorljung
143648860b
Added world pointer to PickData
2016-01-14 15:32:41 +01:00
viktorljung
96371a08c8
Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
2016-01-14 15:26:06 +01:00
Jace
71d936f8d1
Start of a movement system with collisions against AABBs
2016-01-14 14:54:12 +01:00
viktorljung
e7f02f14a0
Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info
2016-01-14 11:12:02 +01:00
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +01:00
Jace
8ed4ba1219
Added missing include for Octree
2016-01-13 12:16:35 +01:00
Jace
311475cbb6
Renamed all OctTree to Octree (More OCD)
2016-01-13 12:15:36 +01:00
Jace
8164a955d6
Renamed OctTree files to Octree (OCD to the max)
2016-01-13 12:15:09 +01:00
William Moberg
704e8825c4
Merge pull request #29 from teamfisk/Networking
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Networking
2016-01-12 17:48:33 +01:00
Jocke
2284399538
Removed Close method from Client, Server and Network.
...
Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00
viktorljung
0f17f9a888
Merge remote-tracking branch 'origin/master' into Rendering
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# Conflicts:
# include/Engine/Editor/EditorSystem.h
# include/Engine/Rendering/EPicking.h
# include/Engine/Rendering/Renderer.h
# include/Game/Game.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/Test.xml
# src/Engine/Editor/EditorSystem.cpp
# src/Engine/Rendering/RawModel.cpp
# src/Engine/Rendering/RenderQueueFactory.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
2016-01-12 16:13:20 +01:00
Jocke
56ac592d6d
Removed debug code from Game.cpp
2016-01-12 14:16:01 +01:00
Jocke
2bf1d53f2c
Merge remote-tracking branch 'origin/master' into Networking
2016-01-12 13:17:00 +01:00
Jocke
236230d12c
Packets now dynamically allocates more memory when they need it.
...
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
viktorljung
2450769190
some cleanup
2016-01-12 11:51:47 +01:00
viktorljung
d469fe6e9a
Removed picking event and added a pick function to renderer
2016-01-12 11:45:50 +01:00
viktorljung
3feee7fd35
Changed the structure of how RenderJobs are handled
2016-01-11 17:01:17 +01:00
William Moberg
84818f6fcb
Merge pull request #28 from teamfisk/ecs
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New entity loading and saving
2016-01-11 16:49:40 +01:00
Jace
349fa9d7fa
Fixed crash when creating new entities
2016-01-11 16:47:30 +01:00
Jace
2a5e0420c8
Added template entity "Empty.xml" for use as root entity when creating a new map.
2016-01-11 16:40:26 +01:00
Jocke
b37ffc7449
WIP Model component not working.
2016-01-11 14:58:49 +01:00
Jocke
6c13916eec
Removed unnecessary code.
2016-01-11 14:58:30 +01:00
stiffly
f0ad28bac4
Removed some comments. Basically did nothing
2016-01-11 14:58:15 +01:00
Jace
4a516a4d86
Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition
2016-01-11 14:56:53 +01:00
Jace
21aea6f31d
Added World::ValidEntity for checking if an entity exists or not
2016-01-11 14:35:41 +01:00
Jace
297a3fb493
Support for "name" attribute on entities
2016-01-11 14:35:41 +01:00
Jace
c47ef61ddc
Temporary fix for widgets being annoying entities in the editor
2016-01-11 14:35:41 +01:00
Jace
e8e93587e9
Fixed weird behavior when components would register multiple times (Hint: It should never happen in the first place)
2016-01-11 14:35:41 +01:00
Jace
39dd27726d
MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
...
Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace
6adc98eea5
Now writes entities to file instead of stdout...
2016-01-11 14:35:41 +01:00
Jace
ad4e723677
Added nativefiledialog to README
2016-01-11 14:35:41 +01:00
Jace
11d547cde8
Entity 0 is now a real entity in the world, created by the first entity read while importing. This makes the difference between map files and entity files automatic, since consecutive entity file loads should automatically get the world as parent, as long as the world entity has been created earlier.
2016-01-11 14:35:41 +01:00
Jace
24b9e951c2
Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it.
2016-01-11 14:35:41 +01:00
Jace
81024b4a1d
First work on EntityFileWriter for saving levels
2016-01-11 14:35:41 +01:00