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
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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
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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
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# 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
William Moberg
93c6f3c0a3
AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
2016-02-08 14:34:37 +01:00
Jace
2b4e00e4b0
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.
2016-02-08 13:33:55 +01:00
Jace
3a2b124cae
Replication flag in component definition. Component definitions should now inherit from Types/Component.xsd
2016-02-04 13:36:12 +01:00
William Moberg
796e3eac79
Merge branch 'master' into BoxModelCollision
2016-02-02 10:16:48 +01:00
Jace
a3d4eb65d5
Fixes #66 warnings
2016-02-01 17:53:01 +01:00
William Moberg
30ad238697
Merge branch 'master' into BoxModelCollision
2016-02-01 16:17:10 +01:00
William Moberg
d7b02e79c8
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# include/Engine/Collision/CollisionSystem.h
# src/Engine/Collision/CollisionSystem.cpp
2016-02-01 13:48:05 +01:00
Jace
13f020ddf5
Fixed #49 being able to parent an entity to itself, which resulted in infinite infinite loops everywhere! D:
2016-01-27 18:37:43 +01:00
Jace
788407b709
Made CollisionSystem aware of entities
2016-01-27 15:42:50 +01:00
Jace
181017313d
Made entity parser give more useful errors and fixed the errors that were while I was at it
2016-01-27 15:16:59 +01:00
Jace
5fcd26cd3e
Made TriggerSystem make use of Octree
2016-01-27 13:35:16 +01:00
Jace
8bed5194d8
"Proper" handling of conditional rendering of entities parented to camera or entities that should be hidden from the active local player perspective
2016-01-27 11:36:24 +01:00
William Moberg
90f05442aa
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# include/Engine/Core/Octree.h
# resources/Schema/Entities/CollisionTestLevel.xml
# src/Engine/Collision/CollisionSystem.cpp
# src/Engine/Core/Octree.cpp
2016-01-27 10:52:27 +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
Jace
9f3d887ac4
Networking bugfixes
2016-01-24 18:37:36 +01:00
Jace
b4081b3e45
Merge remote-tracking branch 'origin/Networking'
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# Conflicts:
# src/Engine/Network/Client.cpp
# src/Game/Systems/WeaponSystem.cpp
2016-01-24 18:36:37 +01:00
Jace
235b26ad61
WIP shoot
2016-01-24 17:16:18 +01:00
Jace
67477ff3ae
EEntityDeleted and EComponentDeleted events published by World
2016-01-24 13:49:45 +01:00
Jace
db0e67b9bd
Added EntityWrapper::IsChildOf and made snapshot interpolation and rendering exceptions for player less hacky
2016-01-23 11:44:16 +01:00
William Moberg
3974c649ab
WIP on ModelBoxCollision. Octree works in Release mode.
2016-01-23 10:45:50 +01:00
Jace
31e7340daf
Ignoring interpolation and rendering for local player entities!
2016-01-23 00:40:37 +01:00
Jace
3ac3311c0c
"inline" caused missing symbol when compiling in Release for some reason
2016-01-23 00:38:11 +01:00
Jace
ca2aab449e
Basic movement and camera management between players and editor
2016-01-22 16:12:51 +01:00
William Moberg
9f6fa40448
Merge branch 'master' into BoxModelCollision
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# Conflicts:
# src/Engine/Collision/CollisionSystem.cpp
2016-01-21 17:16:55 +01:00
William Moberg
de7c8e9234
WIP, collision detects too much, no resolving for most cases.
2016-01-21 17:10:36 +01:00
Jace
a6548a72b3
Merge remote-tracking branch 'origin/master' into EditorUsefulness
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# Conflicts:
# include/Engine/Collision/CollidableOctreeSystem.h
# include/Engine/Collision/CollisionSystem.h
# include/Engine/Collision/TriggerSystem.h
# include/Engine/Rendering/RenderSystem.h
# include/Game/Systems/PlayerSystem.h
# resources/Schema/Components/Physics.xsd
# resources/Schema/Types/Entity.xsd
# src/Engine/Rendering/RenderSystem.cpp
# src/Engine/Rendering/Renderer.cpp
# src/Game/Game.cpp
# src/Game/Systems/HealthSystem.cpp
# src/Game/Systems/PlayerSystem.cpp
# src/Tests/OctTreeTestGameClass.cpp
2016-01-21 16:16:35 +01:00
Jace
fc06a4babc
Editor keyboard shortcuts:
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Ctrl+S to save the currently selected entity file (iterates to the base parent)
Ctrl+N to create a new empty entity under the selection
Ctrl+O to import an entity file
Del to delete an entity
2016-01-21 15:58:27 +01:00
Jace
b9147344e1
Semi-working translation widget
2016-01-21 14:14:22 +01:00
Jace
0183e1bdb7
Fixed enum string parsing bug that would ignore parsing additional fields in a component after it encountered the first enum.
2016-01-21 12:24:08 +01:00
Jace
5e70d6eef6
EntityWrapper::Parent helper function
2016-01-21 10:29:48 +01:00