Commit Graph

128 Commits

Author SHA1 Message Date
Jace ce8dcd3022 Merge pull request #33 from teamfisk/Forward+
Forward+
2016-01-15 16:20:53 +01:00
William Moberg c09fe4ae55 Added a bool option to disable threads in in the configfile regarding resource loading. 2016-01-15 16:18:39 +01:00
Tleety 14bc850fab Merge remote-tracking branch 'origin/master' into Forward+ 2016-01-15 11:02:27 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
Rendering Scenes
2016-01-14 16:43:35 +01:00
William Moberg 71047b08ec Async load works, using exceptions for special resources. 2016-01-14 16:27:45 +01:00
William Moberg 9f185a1e35 Wrecked the last commit. Async loading works now. 2016-01-13 18:51:45 +01:00
William Moberg a58cc33ed0 WIP, multithreaded loading based on exceptions, very slow probably. 2016-01-13 10:58:31 +01:00
viktorljung 0f17f9a888 Merge remote-tracking branch 'origin/master' into Rendering
# 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 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 d469fe6e9a Removed picking event and added a pick function to renderer 2016-01-12 11:45:50 +01:00
Tleety 3c5966d174 Now sort models according to depth. 2016-01-11 17:57:15 +01:00
stiffly f0ad28bac4 Removed some comments. Basically did nothing 2016-01-11 14:58:15 +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 81024b4a1d First work on EntityFileWriter for saving levels 2016-01-11 14:35:41 +01:00
Jace 23e78c4947 Cleaned up code 2016-01-11 14:35:15 +01:00
Jace 03456ad731 EntityFileParser 2016-01-11 14:35:15 +01:00
Jace 0bcbcda8b8 EntityFilePreprocessor
WIP

WIP

EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
viktorljung a7b43b06a2 Camera component and RenderQueue changes 2016-01-08 16:21:59 +01:00
verysecrethero 592776e783 Fixed so the PlayerDeath event doesn't get spammed while the player is dead. Also made sure that any remaining healthDeltas are cleared when dead. 2016-01-08 11:37:51 +01:00
William Moberg beb0967c3b Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	src/Game/Game.cpp
2016-01-07 16:49:20 +01:00
verysecrethero 0e0a361a38 HotFix: Updated the CMakeList.txt in src/Game so it has the HealthSystem.cpp. This is needed otherwise the solution cant find that file 2016-01-07 16:36:18 +01:00
verysecrethero e52c0c9633 Now using the easier/cleaner way of getting/setting the HealthProperties 2016-01-07 15:27:39 +01:00
William Moberg c4642cc530 Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	include/Engine/Core/SystemPipeline.h
2016-01-07 15:07:16 +01:00
verysecrethero a1ed79dfbf HealthSystemTest has been created. This runs a single test simple test with HealthEvents and HealthSystem. Also some minor changes 2016-01-07 14:53:31 +01:00
verysecrethero 638c236ceb HealthSystem tested and working. Also the 3 new PlayerEvents seems to work. TODO: a proper test in the testclass 2016-01-07 14:53:31 +01:00
verysecrethero f67f22c82d Added Healthrelated events and start of HealthSystem, also reverted the crash "fix" 2016-01-07 14:53:31 +01:00
William Moberg fa8775a72e Renamed vars and added some comments. 2016-01-07 10:28:18 +01:00
Jace 34cbbb3eb1 Fixed exit crash(es) 2016-01-06 11:20:16 +01:00
William Moberg de8461e257 SystemPipeline should update systems in order depending on input update priority in AddSystem. 2015-12-18 15:33:25 +01:00
viktorljung bd82f75dd0 Some merge fixes, needs more work 2015-12-18 15:28:44 +01:00
stiffly 330f08b926 Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	include/Game/PlayerSystem.h
#	src/Game/Game.cpp
#	src/Game/PlayerSystem.cpp
2015-12-18 14:18:53 +01:00
stiffly a0255f1b31 Now uses config file to determine if client or server should be started. 2015-12-18 13:34:21 +01:00
stiffly a858dab8b6 Network not longer threaded 2015-12-18 12:00:14 +01:00
stiffly 5c1a93021b Client now reads address and port from config file. Default address is set to local host. 2015-12-18 11:22:13 +01:00
stiffly 076030a252 Fixes, mostly name changes 2015-12-17 17:28:43 +01:00
William Moberg 46ae2d39af Merge branch 'master' into OctTree
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 16:44:01 +01:00
stiffly 50822d09fc Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 14:10:02 +01:00
stiffly 4bb4e29515 More cleaning code 2015-12-17 13:23:15 +01:00
viktorljung aeca1dec18 Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts:
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Game.cpp
2015-12-17 11:17:58 +01:00
Jocke 6eebce05af Merge remote-tracking branch 'origin/Networking' into Networking 2015-12-16 14:58:36 +01:00
Jocke 58a9d38e26 Added a class that client and server inherits from.
Class and server now share the same pointer i game.
You are now able to start a client and a server on the same computer.
2015-12-16 14:56:53 +01:00
stiffly 50ccf96268 Movement code not buggy anymore. Also changed package to not allocate more data than needed. 2015-12-16 13:52:16 +01:00
William Moberg d10df6ae09 TriggerSystem implemented and working. 2015-12-16 12:22:15 +01:00
Jace 322aedaf72 Basic transformation widgets 2015-12-16 09:47:38 +01:00
stiffly 3f602c9d63 Test code 2015-12-15 17:55:08 +01:00