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
Jace
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
2016-01-13 15:34:43 +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
Jocke
236230d12c
Packets now dynamically allocates more memory when they need it.
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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
Jocke
b37ffc7449
WIP Model component not working.
2016-01-11 14:58:49 +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
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!
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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
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
Jace
23e78c4947
Cleaned up code
2016-01-11 14:35:15 +01:00
Jace
0bcbcda8b8
EntityFilePreprocessor
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WIP
WIP
EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
verysecrethero
f67f22c82d
Added Healthrelated events and start of HealthSystem, also reverted the crash "fix"
2016-01-07 14:53:31 +01:00
Jace
49884d7e60
Fix for crash when unsubscription during event processing (untested)
2016-01-06 13:47:02 +01:00
William Moberg
a26c8f2a24
Merge branch 'master' into OctTree
2015-12-17 17:30:44 +01:00
William Moberg
0f59b863ee
Renamed IF_DEBUG_IS to DEBUG_IF, slightly different behavior and added some safety checking for auto creating AABBs from models.
2015-12-17 17:08:47 +01:00
William Moberg
46ae2d39af
Merge branch 'master' into OctTree
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# Conflicts:
# src/Game/Game.cpp
2015-12-17 16:44:01 +01:00
Jace
c1b9404e52
Created a FileDropped event for when a file is dropped onto the client by the OS
2015-12-17 15:30:43 +01:00
William Moberg
5160a45b44
Made Ray into a class with checks so the direction will always be normalized.
2015-12-17 13:41:34 +01:00
William Moberg
03d5f0dd67
Added an macro IF_DEBUG_IS(x) that executes if run in debug mode, AABB has a check so max and min corners are set properly in debug mode.
2015-12-17 13:31:54 +01:00
Jace
dbbbb7b4e7
Working rotations and translations relative to global and local space for children
2015-12-16 17:20:56 +01:00
William Moberg
a23d69af9a
Removed old relics from OctTree testing in OctTree.
2015-12-16 17:08:55 +01:00
William Moberg
99b76d7ae1
Fixed returning address to temporary in functions. AABB also constructible from glm::vec4s.
2015-12-16 12:19:43 +01:00
Jace
bd6adcc157
Added SetParent to World
2015-12-16 12:05:37 +01:00
William Moberg
04a01104b5
Merge branch 'master' into OctTree
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# Conflicts:
# src/Engine/CMakeLists.txt
# src/Game/Game.cpp
2015-12-15 17:11:11 +01:00
William Moberg
170610bcb1
Added a TriggerSystem, seems to work as intended.
2015-12-15 14:49:52 +01:00
William Moberg
ae7d4b9097
Put Collision folder in CMakeLists.txt and altered paths.
2015-12-14 17:35:39 +01:00
William Moberg
59095c2ce5
Started on CollisionSystem and TriggerSystem. Moved collision code to Collision folder.
2015-12-14 17:08:00 +01:00
Jace
ea239b19bd
Fixed component type resolution order to prioritize custom types before native ones, since namespace information doesn't exist at that stage.
2015-12-14 16:12:20 +01:00
Jace
07c4744436
Added World DeleteEntity, HasComponent and GetEntityChildren
2015-12-14 13:58:27 +01:00
Jace
5f3c234819
Added DeleteComponent function to world
2015-12-14 13:57:54 +01:00
Jace
524af211e0
Made resource loading fail gracefully when a resource can't be loaded. Resources should now throw exceptions in their constuctor if the resource can't be loaded. This will result in ResourceManager::Load returning null.
2015-12-14 13:57:53 +01:00
Jace
91ace0d2a0
Fixed bug in ComponentPool::Delete. Wasn't taking EntityID into account when freeing memory.
2015-12-14 13:57:53 +01:00
Jace
2018ba27ae
Added KnowsEntity function to ComponentPool to query whether an entity has a component attached
2015-12-14 13:57:52 +01:00
Jace
af14d60493
Added MouseScroll event to input manager
2015-12-14 13:57:49 +01:00
Jace
653b4689b5
Added KeyboardChar event for keyboard text input
2015-12-14 13:56:24 +01:00
William Moberg
11e37ca898
Added functions to test ray vs triangle- and model-intersections.
2015-12-14 10:42:45 +01:00
Jace
784a04b8ad
Fixed bug in config file overriding. Previously it was silently overwriting the whole default config and relied on hardcoded values for defaults.
2015-12-12 13:42:33 +01:00
William Moberg
55aad493ff
Fixed warnings in OctTree. Cleaned unit tests.
2015-12-11 16:45:38 +01:00
William Moberg
81034420a9
Put back old version of OctTree for testing, made unit tests.
...
Tests shows the old version checks for collisions etc. faster, new version adds objects into tree faster, and doesn't give duplicated results.
2015-12-11 16:04:30 +01:00
William Moberg
ce7b26ccac
Merge branch 'master' into OctTree
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# Conflicts:
# include/Game/Game.h
# include/Game/HardcodedTestWorld.h
# src/Game/Game.cpp
2015-12-10 16:37:55 +01:00
William Moberg
0d8f7acb7e
OctTree doesn't check the same object multiple times if it exists in multiple places in the tree.
2015-12-10 16:04:55 +01:00
William Moberg
e580540143
Made some optimizations in OctTree and added a unit test for BoxesInSameRegion.
2015-12-09 17:16:11 +01:00
sippeangelo
90a79c702f
Added crude absolute positioning when rendering
2015-12-09 15:26:49 +01:00