Jocke
eb244f87c4
Added disconnect functionality and removed some warnings.
2016-02-10 23:27:46 +01:00
Jocke
ec54b1298d
Reconnect is now possible.
2016-02-10 21:02:46 +01:00
Jocke
9645169797
Merge remote-tracking branch 'origin/master' into TCPConnections
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# Conflicts:
# include/Engine/Network/Client.h
# include/Engine/Network/Network.h
# include/Engine/Network/Packet.h
# include/Engine/Network/Server.h
# src/Engine/Network/Client.cpp
# src/Engine/Network/Packet.cpp
# src/Engine/Network/Server.cpp
# src/Tests/HealthSystemTest.cpp
2016-02-10 17:05:07 +01:00
Jocke
4f2ad3ad00
Reliable message should now be working, further testing is to be done.
2016-02-10 16:16:56 +01:00
viktorljung
e9d36c48a6
Changed isSkined to IsSkinned and removed duplicated code in PickingPass
2016-02-10 14:36:25 +01:00
viktorljung
08328a781c
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# assets
# include/Engine/Rendering/Model.h
# src/Engine/Collision/Collision.cpp
2016-02-10 14:13:08 +01:00
viktorljung
afebf879a0
Merge fixes
2016-02-10 13:44:47 +01:00
Jace
645ee9013a
Merge pull request #85 from teamfisk/FrustumCulling
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Frustum culling
2016-02-10 12:35:24 +01:00
stiffly
f6a7b8ea0c
Merge remote-tracking branch 'origin/master' into Sound
2016-02-10 11:37:17 +01:00
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
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# Conflicts:
# include/Engine/Rendering/DrawFinalPass.h
# resources/Schema/Components.xsd
# resources/Schema/Entities/CollisionTestLevel.xml
# resources/Schema/Types/Entity.xsd
# src/Engine/Collision/Collision.cpp
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/RenderSystem.cpp
2016-02-10 11:33:45 +01:00
Jocke
2ec30fd2b2
Cleaned up code and fixed crash when closing client before server when using udp.
2016-02-10 11:28:03 +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
William Moberg
0bbb627790
Merge branch 'master' into FrustumCulling
2016-02-10 11:04:31 +01:00
viktorljung
2c48c2680f
Cleanup
2016-02-10 11:04:28 +01:00
William Moberg
d65ce805a5
FrustumOctree has its own system, won't cull away explosion effects.
2016-02-10 10:53:25 +01:00
Jace
067780c93f
Merge pull request #83 from teamfisk/DefenderShield
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Defender shield
2016-02-10 10:33:36 +01:00
Jace
90192e016a
Merge pull request #82 from teamfisk/BoxModelCollision
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Small fixes to collision/trigger-boxes, etc.
2016-02-10 10:08:54 +01:00
viktorljung
c09c2f4783
Merge remote-tracking branch 'origin/Importer' into Animations
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# Conflicts:
# resources/Schema/Components.xsd
# resources/Schema/Entities/RenderingWorld.xml
# src/Engine/Rendering/DrawFinalPass.cpp
# src/Engine/Rendering/PickingPass.cpp
# src/Engine/Rendering/Skeleton.cpp
2016-02-09 22:50:19 +01:00
viktorljung
7212217460
Added animation blending and offset animation component
2016-02-09 22:15:43 +01:00
William Moberg
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
2016-02-09 19:20:04 +01:00
Jocke
d2ed293183
Network is now working as udp or tcp. Next step is making the hybrid.
2016-02-09 19:14:56 +01:00
William Moberg
eec59a40c8
Nitpicks.
2016-02-09 17:19:39 +01:00
William Moberg
239a8e7a6a
Frustum culling should be working.
2016-02-09 17:12:23 +01:00
William Moberg
b9d6d59c62
Merge branch 'BoxModelCollision' into FrustumCulling
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# Conflicts:
# src/Game/Game.cpp
2016-02-09 15:03:13 +01:00
William Moberg
b30891aecd
WIP, debugging code added, still not working.
2016-02-09 15:00:30 +01:00
Jocke
fccd8c64e7
WIP Clients are working properly, servers are not.
2016-02-09 11:43:16 +01:00
William Moberg
b748deb1e1
WIP FrustumCulling, most code added but not working now.
2016-02-09 10:05:49 +01:00
Teejoon
060e674a6f
Picking supports skinned meshes
2016-02-08 17:37:18 +01:00
stiffly
2c64ffc3d1
No longer using a variable to see if we're in editor mode.
2016-02-08 16:52:35 +01:00
stiffly
aa5878d6df
Used config for soundsystem properties.
2016-02-08 16:40:13 +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
Jocke
ba9419b342
Moved UDP logic from Hybrid server/client to UDP server/client. fixed bug in Server::CheckForTimeOuts.
2016-02-08 14:32:00 +01:00
stiffly
9da1419895
Merge remote-tracking branch 'origin/master' into Sound
2016-02-08 14:24:44 +01:00
William Moberg
11cf85cc73
Renamed CollidableOctreeSystem to FillOctreeSystem.
2016-02-08 14:17:19 +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
12c05d5a1c
Added an Queue event for sound emitters.
2016-02-08 13:59:35 +01:00
Teejoon
d2cfa592f0
Supports skinnd and unskinned meshes
...
ExplosionEffects now supports SplatMapping
2016-02-08 13:01:10 +01:00
Tleety
971beb29d8
Merge remote-tracking branch 'origin/master' into DefenderShield
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# Conflicts:
# resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
William Moberg
5987751add
Merge pull request #81 from teamfisk/HealthPickup
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Health pickup
2016-02-08 11:50:47 +01:00
Tleety
94b59af973
Defender shield should now be working
2016-02-08 11:47:35 +01:00
Jace
70f8237a16
Merge pull request #60 from teamfisk/3rdPersonDeathCam
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3rd person death cam
2016-02-08 11:39:57 +01:00
Jace
35b0193f15
Merge pull request #72 from teamfisk/BoxModelCollision
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Collision in test phase
2016-02-08 10:29:41 +01:00
verysecrethero
f8e514d21e
Merge remote-tracking branch 'origin/master' into HealthPickup
2016-02-08 10:22:35 +01:00
verysecrethero
fad25c6e16
Merge remote-tracking branch 'origin/master' into 3rdPersonDeathCam
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# Conflicts:
# include/Engine/Core/EPlayerHealthPickup.h
2016-02-08 10:21:30 +01:00
Teejoon
43719f8304
Added texture tiling to shaders (exkluding ExplosinEffects)
2016-02-07 15:27:26 +01:00
Teejoon
92ab22e779
Splatmapping now working.
...
Rendering pipleline now support 3 different types of Material:
Basic: a material with a single color on every property (diffuse, specular, ect).
SingleTextures: a material with a single texture in all or any property. Have a single color on the rest.
SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted.
All materials with a texture has a UVRepeat, telling how many time to till in U and in V.
modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture
MayaExported exports 3 differnt types of material, the same as the piplen now supports.
2016-02-07 13:39:13 +01:00
viktorljung
933a32aa8d
Animations kind of working
2016-02-06 18:09:51 +01:00
Jocke
88d7b79cd3
TCP and UDP Client are working for 1 connected player, more players are not tested yet
2016-02-05 18:30:31 +01:00
verysecrethero
4103c878ec
Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
2016-02-05 18:05:46 +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