Commit Graph

442 Commits

Author SHA1 Message Date
viktorljung 0f17f9a888 Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts:
#	include/Engine/Editor/EditorSystem.h
#	include/Engine/Rendering/EPicking.h
#	include/Engine/Rendering/Renderer.h
#	include/Game/Game.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/Test.xml
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/RawModel.cpp
#	src/Engine/Rendering/RenderQueueFactory.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
2016-01-12 16:13:20 +01:00
stiffly c9f11f62d2 Does not delete emitters that are paused and has not yet been played. 2016-01-12 15:37:10 +01:00
stiffly 5697e8bc85 Deleting an entity now tells openal to behave accordingly. 2016-01-12 14:51:10 +01:00
stiffly 729ebe6c8b Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
#	README.md
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
2016-01-12 14:50:10 +01:00
Jocke 56ac592d6d Removed debug code from Game.cpp 2016-01-12 14:16:01 +01:00
stiffly 976033c2f6 Added events: PlayBackgroundMusic, SetBGMGain, SetSFXGain. Added some editor specific code. 2016-01-12 14:03:00 +01:00
Jocke 2bf1d53f2c Merge remote-tracking branch 'origin/master' into Networking 2016-01-12 13:17:00 +01:00
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00
viktorljung 2450769190 some cleanup 2016-01-12 11:51:47 +01:00
viktorljung d469fe6e9a Removed picking event and added a pick function to renderer 2016-01-12 11:45:50 +01:00
Tleety 24ba3ae1f6 WIP, falloff things.
# Conflicts:
#	resources/Schema/Components/PointLight.xsd
#	resources/Shaders/ForwardPlus.frag.glsl
2016-01-11 17:57:15 +01:00
Tleety fa6dd2dc67 Basic transparancy working. 2016-01-11 17:57:15 +01:00
Tleety 3c5966d174 Now sort models according to depth. 2016-01-11 17:57:15 +01:00
Tleety 0cf8d26557 Revert "Revert "Forward+""
This reverts commit b908a9f9c6.
2016-01-11 17:56:58 +01:00
stiffly f80ad1377b Making use of Doppler effect. Added a bunch of events: Pause, stop, continue, variations of play. 2016-01-11 17:52:27 +01:00
viktorljung 3feee7fd35 Changed the structure of how RenderJobs are handled 2016-01-11 17:01:17 +01:00
Jace 349fa9d7fa Fixed crash when creating new entities 2016-01-11 16:47:30 +01:00
Jocke b37ffc7449 WIP Model component not working. 2016-01-11 14:58:49 +01:00
Jocke 6c13916eec Removed unnecessary code. 2016-01-11 14:58:30 +01:00
stiffly f0ad28bac4 Removed some comments. Basically did nothing 2016-01-11 14:58:15 +01:00
Jace 4a516a4d86 Added ComponentInfo::FieldsInOrder to be able to loop through component fields in a consistent order based on the component XSD definition 2016-01-11 14:56:53 +01:00
Jace 21aea6f31d Added World::ValidEntity for checking if an entity exists or not 2016-01-11 14:35:41 +01:00
Jace 297a3fb493 Support for "name" attribute on entities 2016-01-11 14:35:41 +01:00
Jace c47ef61ddc Temporary fix for widgets being annoying entities in the editor 2016-01-11 14:35:41 +01:00
Jace e8e93587e9 Fixed weird behavior when components would register multiple times (Hint: It should never happen in the first place) 2016-01-11 14:35:41 +01:00
Jace 39dd27726d MAJOR BREAKING CHANGE: EntityID 0 is now a valid entity. Use EntityID_Invalid as sentry for checks!
Also contains inseparable editor changes.
2016-01-11 14:35:41 +01:00
Jace 6adc98eea5 Now writes entities to file instead of stdout... 2016-01-11 14:35:41 +01:00
Jace 11d547cde8 Entity 0 is now a real entity in the world, created by the first entity read while importing. This makes the difference between map files and entity files automatic, since consecutive entity file loads should automatically get the world as parent, as long as the world entity has been created earlier. 2016-01-11 14:35:41 +01:00
Jace 24b9e951c2 Added stride information to ComponentInfo, refactored FieldOffsets and FieldTypes into new struct Field_t Fields while I was at it. 2016-01-11 14:35:41 +01:00
Jace 81024b4a1d First work on EntityFileWriter for saving levels 2016-01-11 14:35:41 +01:00
Jace 23e78c4947 Cleaned up code 2016-01-11 14:35:15 +01:00
Jace 03456ad731 EntityFileParser 2016-01-11 14:35:15 +01:00
Jace 0bcbcda8b8 EntityFilePreprocessor
WIP

WIP

EntityFilePreprocessor
2016-01-11 14:35:15 +01:00
Jace b908a9f9c6 Revert "Forward+" 2016-01-11 13:48:55 +01:00
viktorljung b8db80bc40 Added camera to PickingPass and fixed memory leak 2016-01-11 10:47:39 +01:00
Tleety dbb44fb4e4 Changing cullLights to Culllights, need to do this in 2 commits since Git extensions is fucked. 2016-01-11 10:22:56 +01:00
viktorljung a7b43b06a2 Camera component and RenderQueue changes 2016-01-08 16:21:59 +01:00
stiffly 3cce9f8075 Using absolute transform 2016-01-08 15:29:20 +01:00
Tleety 9f871bbe7c Lights now use the absolute position instead of it's local position. 2016-01-08 14:31:44 +01:00
Tleety 2bd60be741 Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts:
#	resources/Schema/Types/Entity.xsd
2016-01-08 14:14:43 +01:00
Tleety dab4ba2164 Pointlights are now using the pointlight component and the Light renderqueue to draw. 2016-01-08 14:12:09 +01:00
verysecrethero 592776e783 Fixed so the PlayerDeath event doesn't get spammed while the player is dead. Also made sure that any remaining healthDeltas are cleared when dead. 2016-01-08 11:37:51 +01:00
William Moberg ef9ce7932a New small fix. 2016-01-07 17:40:47 +01:00
stiffly da6e50dc7e Correct orientation. Need to clean this up. 2016-01-07 17:04:43 +01:00
William Moberg beb0967c3b Merge branch 'master' into OrderedSystemPipeline
# Conflicts:
#	src/Game/Game.cpp
2016-01-07 16:49:20 +01:00
verysecrethero 0e0a361a38 HotFix: Updated the CMakeList.txt in src/Game so it has the HealthSystem.cpp. This is needed otherwise the solution cant find that file 2016-01-07 16:36:18 +01:00
stiffly 2838446072 In lack of camera entity I created a Listener cube to test 3D sound. Works fine. Updates listener pos each tick. 2016-01-07 16:03:33 +01:00
verysecrethero e52c0c9633 Now using the easier/cleaner way of getting/setting the HealthProperties 2016-01-07 15:27:39 +01:00
stiffly d8c4c6e5ff Created a primitive SoundSystem. Can play a sound with 'P' button. Using resourcemanager. Not using the created components yet. 2016-01-07 15:22:46 +01:00
William Moberg 4048ce6bd4 Small fix. 2016-01-07 15:18:35 +01:00