William Moberg
67cf008122
Bug fixing.
2016-02-10 18:03:58 +01:00
William Moberg
27cdccac75
Frustrum octree should only get AABBs derived from Model now.
2016-02-10 16:10:41 +01:00
William Moberg
b2d35c80f7
Merge branch 'master' into FrustumCulling
...
# Conflicts:
# src/Engine/Collision/Collision.cpp
2016-02-10 15:08:40 +01:00
William Moberg
f3a76eb13e
Explosion effects should get a proper sized AABB.
2016-02-10 15:00:13 +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
...
# 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
...
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
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
viktorljung
49e6252ee1
Merge remote-tracking branch 'origin/master' into Animations
...
# 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
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
...
Defender shield
2016-02-10 10:33:36 +01:00
Jace
90192e016a
Merge pull request #82 from teamfisk/BoxModelCollision
...
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
...
# 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
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
...
# 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
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
stiffly
7752832ce5
No longer needs this walk logic in SoundSystem
2016-02-08 16:21:49 +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
stiffly
9da1419895
Merge remote-tracking branch 'origin/master' into Sound
2016-02-08 14:24:44 +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
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
...
# Conflicts:
# resources/Schema/Components.xsd
2016-02-08 12:30:41 +01:00
William Moberg
5987751add
Merge pull request #81 from teamfisk/HealthPickup
...
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
...
3rd person death cam
2016-02-08 11:39:57 +01:00
Jace
99cbdd3c1e
Player death effect fixes
2016-02-08 11:39:29 +01:00
verysecrethero
ce22854168
HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth.
2016-02-08 11:22:28 +01:00
Jace
35b0193f15
Merge pull request #72 from teamfisk/BoxModelCollision
...
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
...
# 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
verysecrethero
4103c878ec
Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
2016-02-05 18:05:46 +01:00
stiffly
09fb3a6571
Added some comments.
2016-02-05 18:04:36 +01:00