viktorljung
0f17f9a888
Merge remote-tracking branch 'origin/master' into Rendering
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# 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
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# 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.
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# 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+""
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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!
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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
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# 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