stiffly
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fe090504cf
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Now listens to SetCamera event and the background music should be working properly.
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2016-03-13 17:35:05 +01:00 |
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stiffly
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aa2475dfd6
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Stops bgm when the game is reset.
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2016-03-13 15:36:56 +01:00 |
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stiffly
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f2c7a9f27a
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Merge remote-tracking branch 'origin/master' into PerfectSoundForRelease
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2016-03-13 14:56:00 +01:00 |
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Jace
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95f9065037
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Merge branch 'master' into Dirtybit
# Conflicts:
# include/Engine/Sound/SoundManager.h
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2016-03-13 01:07:17 +01:00 |
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Jace
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a1fda82d3a
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Turned the Transform namespace into TransformSystem so it would be able to subscribe to EntityDeleted and clean up after itself
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2016-03-13 00:57:00 +01:00 |
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stiffly
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20d46f63c8
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The main menu music would not start again when you returned to the main menu.
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2016-03-13 00:16:55 +01:00 |
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stiffly
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cc10e5500b
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2x jump now only plays for local player
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2016-03-12 15:31:44 +01:00 |
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stiffly
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9942747d41
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WIP pull request fixes
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2016-03-12 14:26:09 +01:00 |
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Jace
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80649ce51d
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Updated the ENTIRE CODEBASE TO MATCH
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2016-03-12 00:38:33 +01:00 |
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stiffly
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28d576bfc0
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Now the bgm should loop again.
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2016-03-11 21:04:33 +01:00 |
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stiffly
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66d0f9fa47
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Added menu music
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2016-03-11 20:28:09 +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
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3613d66d32
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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
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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 |
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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
|
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
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67dffafe5a
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Drumloop will now play when a team is about to win
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2016-02-26 16:44:08 +01:00 |
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stiffly
|
7dbb9e452b
|
Added a announcer volume channel.
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2016-02-24 15:08:39 +01:00 |
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stiffly
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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
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f72dea3852
|
Added a system that will handle BGM. Created specific logic for sounds to loop like Petter wants.
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2016-02-24 11:51:06 +01:00 |
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stiffly
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94ff12cf66
|
When using a PlaySoundOnEntity Event, you no longer have to provide the child of an entity as parameter.
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2016-02-10 11:15:49 +01:00 |
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stiffly
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2c64ffc3d1
|
No longer using a variable to see if we're in editor mode.
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2016-02-08 16:52:35 +01:00 |
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stiffly
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aa5878d6df
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Used config for soundsystem properties.
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2016-02-08 16:40:13 +01:00 |
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stiffly
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6f163bf3a3
|
Fixed bug where it crashed on respawn. Also bug where i subscribed to an event twice.
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2016-02-08 16:13:09 +01:00 |
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stiffly
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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.
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2016-02-08 14:01:32 +01:00 |
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stiffly
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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.
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2016-02-05 17:46:27 +01:00 |
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stiffly
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454eef8225
|
WIP. Improving player walk logic.
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2016-02-05 17:21:48 +01:00 |
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stiffly
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fbdaf92953
|
Started refactoring. Put player walk logic in a designated sound system.
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2016-02-05 16:39:23 +01:00 |
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