Commit Graph

585 Commits

Author SHA1 Message Date
stiffly d28583ca9e Fixes for #34 (Licenses) 2016-01-15 17:20:11 +01:00
Jace 0469460029 Input binding format changed to allow custom values for bindings. Relevant code must clamp input values to prevent speedhaxx! 2016-01-15 16:32:04 +01:00
Jace 7b2a21f0b0 Merge pull request #34 from teamfisk/Sound
Sound
2016-01-15 16:26:55 +01:00
stiffly 5c45dbdd10 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-01-15 16:25:32 +01:00
Jace ce8dcd3022 Merge pull request #33 from teamfisk/Forward+
Forward+
2016-01-15 16:20:53 +01:00
Jace a2e19013c6 Merge pull request #32 from teamfisk/AsyncResourceLoad
Async resource load
2016-01-15 16:20:36 +01:00
William Moberg c09fe4ae55 Added a bool option to disable threads in in the configfile regarding resource loading. 2016-01-15 16:18:39 +01:00
stiffly be33dfbd69 Forgot to change the velocity for the emitters as well... 2016-01-15 16:10:02 +01:00
stiffly 63704b2e6b Now calculating the velocity for the listener correctly. 2016-01-15 15:43:20 +01:00
Tleety 3de853ac8b Frustum culling now works correctly for all resolutions 2016-01-15 15:38:14 +01:00
William Moberg f5ea4d513c ResourceManager::Load never returns null, throws exceptions instead. 2016-01-15 15:25:01 +01:00
stiffly d9dd7f535f When changing camera listener is updated. Also fixed some crashes in RenderSystem when there were no cameras available. 2016-01-15 13:45:08 +01:00
verysecrethero e7da11fda4 Removed OctTreeTests since its too annoying to update them each time RenderSystem gets updated 2016-01-15 11:31:21 +01:00
William Moberg 76f90ab031 The main thread is not mutex blocked while child threads load anymore. 2016-01-15 11:29:46 +01:00
verysecrethero 8f257b9a58 Merge remote-tracking branch 'origin/master' into CapturePointTake
# Conflicts:
#	src/Game/Game.cpp
#	src/Tests/ResourceManagerTest.cpp
2016-01-15 11:24:20 +01:00
stiffly 3e2cb33bc0 Played around with new map MapVersion1. Was fun ヽ(´▽`)/ 2016-01-15 11:23:29 +01:00
verysecrethero c8fe6853c0 Removed ShootEvent from CapturePoint 2016-01-15 11:17:22 +01:00
verysecrethero 76a8b43ca3 Fixed logic for CapturePointSystem 2016-01-15 11:04:00 +01:00
Tleety 14bc850fab Merge remote-tracking branch 'origin/master' into Forward+ 2016-01-15 11:02:27 +01:00
Tleety ecf524eb4e Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	include/Engine/Rendering/PickingPass.h
#	include/Engine/Rendering/Renderer.h
#	resources/Schema/Entities/Test.xml
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
2016-01-15 11:01:58 +01:00
William Moberg 4cf6dcfc14 Merge branch 'master' into AsyncResourceLoad
# Conflicts:
#	include/Engine/Rendering/RawModel.h
#	src/Engine/Rendering/RenderQueueFactory.cpp
2016-01-15 10:10:57 +01:00
stiffly 32634f742e Merge remote-tracking branch 'origin/master' into Sound 2016-01-15 09:53:39 +01:00
stiffly e248b37ea8 Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	src/Game/Game.cpp
2016-01-15 09:52:52 +01:00
Jace 567173c565 Merge branch 'master' into PlayerMovement
# Conflicts:
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Game/Game.cpp
2016-01-14 18:24:34 +01:00
Jace 5e721325a4 Merge fixes 2016-01-14 18:20:51 +01:00
Jace 627108c6ee Fixes for #30
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 18:15:38 +01:00
Jace 3a4f378ac5 Merge remote-tracking branch 'origin/master' into PlayerMovement
# Conflicts:
#	src/Game/Game.cpp
2016-01-14 17:07:39 +01:00
Jace 6ad1839def Initial work on PlayerMovementSystem 2016-01-14 17:03:48 +01:00
Jace 986af01091 Fixed editor component fields with the same name across components being treated as the same value 2016-01-14 17:02:13 +01:00
Jace 99406c32cf Better error handling for EntityFilePreprocessor 2016-01-14 17:01:39 +01:00
Viktor Ljung a8f7d5f6b9 Merge pull request #30 from teamfisk/Rendering
Rendering Scenes
2016-01-14 16:43:35 +01:00
William Moberg 71047b08ec Async load works, using exceptions for special resources. 2016-01-14 16:27:45 +01:00
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
viktorljung c99a8685bb Removed Debug scene 2016-01-14 15:40:13 +01:00
stiffly b80ecc29d8 Added comments and cleaned up in Game.cpp/h 2016-01-14 15:32:53 +01:00
viktorljung 143648860b Added world pointer to PickData 2016-01-14 15:32:41 +01:00
viktorljung 96371a08c8 Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet) 2016-01-14 15:26:06 +01:00
stiffly c916185a7c Does not crash when removing soundemitter component. 2016-01-14 15:06:26 +01:00
Jace 71d936f8d1 Start of a movement system with collisions against AABBs 2016-01-14 14:54:12 +01:00
stiffly 7f0ff6c4d7 Added a sound testing level. 2016-01-14 14:20:34 +01:00
stiffly 773a417a90 Merge branch 'master' into Sound 2016-01-14 14:19:48 +01:00
stiffly cca64dca24 Refactoring and commenting. 2016-01-14 13:54:38 +01:00
viktorljung e7f02f14a0 Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info 2016-01-14 11:12:02 +01:00
verysecrethero 5e9a3774ab CapturePointSystem code has been refactored and some branches "optimized" 2016-01-14 10:23:27 +01:00
William Moberg 9f185a1e35 Wrecked the last commit. Async loading works now. 2016-01-13 18:51:45 +01:00
verysecrethero b8a41b7c13 Updated some CapturePointLogic in CapturePointSystem: reset timer on capture, being able to take back the progress the other team did on your capturepoint. TODO: refactor! 2016-01-13 17:07:49 +01:00
verysecrethero 9533920684 Fixed a few CodeStandard mistakes. Added CapturePointSystem to CMakeLists.txt since branch is no longer based on ShootEvent-branch 2016-01-13 16:13:57 +01:00
verysecrethero ed5ac2e923 6 new tests for CapturePointSystem have been created!
TODO: refactor CapturePointSystem
2016-01-13 15:58:52 +01:00
verysecrethero 7a8604bf2b CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
Added variable in the CapturePoint component:  CapturePointNumber. This is needed since we cant know what capturepoint is next to be taken over otherwise.
Updated the CapturePointTest according to current CapturePointSystem
TODO: try to refactor code in CapturePointSystem
2016-01-13 15:58:52 +01:00