stiffly
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e0de91cce3
|
WIP
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2016-03-09 09:57:32 +01:00 |
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stiffly
|
a7c57da2c9
|
WIP
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2016-03-04 03:03:38 +01:00 |
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stiffly
|
3613d66d32
|
The EPlaySoundOnEntity event now has support to set the gain on the sound. It now also uses EntityWrapper instead of EntityID.
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2016-03-03 20:24:48 +01:00 |
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stiffly
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20c6caa408
|
Merge remote-tracking branch 'origin/master' into Kill-streak-sounds
# Conflicts:
# resources/DefaultConfig.ini
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2016-03-03 17:32:04 +01:00 |
|
verysecrethero
|
15195964da
|
ECaptured: added NextCapturePoint entitywrapper. Changed CapturePointID to CapturePointTakenID. Fixed so CapturePoints works in singleplayer again. Captured event is now sent in the next Update, since the information for NextCapturePoint is needed
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2016-03-01 17:34:30 +01:00 |
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stiffly
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d3ffb9768b
|
Sets velocity to 0, does not make use of doppler effect atm
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2016-03-01 14:48:07 +01:00 |
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stiffly
|
2c56b03b2b
|
Merge remote-tracking branch 'origin/master' into Kill-streak-sounds
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2016-02-29 16:41:46 +01:00 |
|
stiffly
|
4fd578c764
|
Removed logic that's no longer needed.
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2016-02-29 16:26:09 +01:00 |
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stiffly
|
67dffafe5a
|
Drumloop will now play when a team is about to win
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2016-02-26 16:44:08 +01:00 |
|
stiffly
|
7dbb9e452b
|
Added a announcer volume channel.
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2016-02-24 15:08:39 +01:00 |
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stiffly
|
9783f9c650
|
Added an event to change the background music.
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2016-02-24 14:18:42 +01:00 |
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stiffly
|
c42e1e0967
|
SoundSystem Fix. Now subscribes to an event that was thought to be listened to.
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2016-02-23 11:07:41 +01:00 |
|
stiffly
|
e5ff88d3c9
|
SoundSystem bug fix
|
2016-02-22 17:41:14 +01:00 |
|
Tleety
|
a8a3366e8a
|
Hopeless attempts to fix network bugs
|
2016-02-12 05:17:09 +01:00 |
|
William Moberg
|
40ae2b8cbb
|
DefaultInput key 'K' to kill player, since we can't respawn when alive. Also moved TakeDamage InputCommand to HealthSystem.
|
2016-02-12 00:52:58 +01:00 |
|
William Moberg
|
11af6a3078
|
Merge branch 'master' into Respawning
# Conflicts:
# resources/DefaultConfig.ini
# resources/Schema/Entities/MovementTest.xml
# src/Game/Systems/SoundSystem.cpp
|
2016-02-12 00:29:51 +01:00 |
|
Jace
|
d1213f9f59
|
Working damage dealing, a super cool reload effect and hit markers!
|
2016-02-11 22:50:44 +01:00 |
|
William Moberg
|
14054ad898
|
WIP respawning.
|
2016-02-11 17:08:45 +01:00 |
|
William Moberg
|
97b915f130
|
Merge branch 'master' into Respawning
# Conflicts:
# src/Game/Game.cpp
# src/Game/Systems/PlayerSpawnSystem.cpp
# src/Game/Systems/SoundSystem.cpp
|
2016-02-11 16:15:47 +01:00 |
|
William Moberg
|
8eea0c8395
|
WIP respawning.
|
2016-02-11 16:08:19 +01:00 |
|
Jace
|
81943516a9
|
Protected inheritance, not even once.
|
2016-02-11 11:36:39 +01:00 |
|
Jace
|
0825b10c75
|
Merge remote-tracking branch 'origin/master' into WeaponSystem
# Conflicts:
# src/Game/Systems/SoundSystem.cpp
|
2016-02-10 19:24:35 +01:00 |
|
stiffly
|
1ba9d97ab7
|
Fixed crash when trying to jump, when no player is spawned.
|
2016-02-10 17:17:41 +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 |
|
stiffly
|
c2128790af
|
Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
|
2016-02-10 14:07:11 +01:00 |
|
stiffly
|
3d2f9fa79d
|
Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
|
2016-02-10 11:36:54 +01:00 |
|
stiffly
|
94ff12cf66
|
When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter.
|
2016-02-10 11:15:49 +01:00 |
|
stiffly
|
aa5878d6df
|
Used config for soundsystem properties.
|
2016-02-08 16:40:13 +01:00 |
|
stiffly
|
7752832ce5
|
No longer needs this walk logic in SoundSystem
|
2016-02-08 16:21:49 +01:00 |
|
stiffly
|
6f163bf3a3
|
Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice.
|
2016-02-08 16:13:09 +01:00 |
|
stiffly
|
14c5410524
|
Merge fix
|
2016-02-08 14:29:55 +01:00 |
|
stiffly
|
8e86cc2123
|
Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
|
2016-02-08 14:23:53 +01:00 |
|
stiffly
|
3a5c0a2762
|
SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
|
2016-02-08 14:01:32 +01:00 |
|
stiffly
|
09fb3a6571
|
Added some comments.
|
2016-02-05 18:04:36 +01:00 |
|
stiffly
|
becb197feb
|
Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
|
2016-02-05 17:46:27 +01:00 |
|
stiffly
|
454eef8225
|
WIP. Improving player walk logic.
|
2016-02-05 17:21:48 +01:00 |
|
stiffly
|
fbdaf92953
|
Started refactoring. Put player walk logic in a designated sound system.
|
2016-02-05 16:39:23 +01:00 |
|