Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7ebc910867 | |||
| 1354bd5d91 | |||
| 3eb1cf6c9f | |||
| 18ea938b56 | |||
| 6c14b2a97e | |||
| 54eb3727b0 |
+2
-2
@@ -1,6 +1,6 @@
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[submodule "assets"]
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[submodule "assets"]
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path = assets
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path = assets
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url = tacticalz@1.drake.imon.nu:TacticalZ-assets
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url = https://imon.nu/git/BTH/Axyz-assets.git
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[submodule "deps"]
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[submodule "deps"]
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path = deps
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path = deps
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url = tacticalz@1.drake.imon.nu:TacticalZ-deps
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url = https://imon.nu/git/BTH/Axyz-deps.git
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@@ -1,6 +1,6 @@
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To start a server
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To start a server
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1. Run Server.bat in the installation directory (C:\Program Files\Axyz)
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1. Run "Axyz Server" from the start menu or "Server.bat" in the installation directory (C:\Program Files\Axyz)
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2. Press F1 to open the editor mode
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2. Press F1 to open the editor mode
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3. Expand the Entities window if it is minimized, by double-clicking it
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3. Expand the Entities window if it is minimized, by double-clicking it
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4. Mark StartMenu_Origin and hit Delete twice
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4. Mark StartMenu_Origin and hit Delete twice
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@@ -9,7 +9,7 @@ To start a server
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To join a game
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To join a game
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1. Run Axyz from the start menu or Axyz.exe in the installation directory (C:\Program Files\Axyz)
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1. Run "Axyz" from the start menu or "Axyz.exe" in the installation directory (C:\Program Files\Axyz)
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2. Press Play
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2. Press Play
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3. Hit the refresh icon if no server is visible
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3. Hit the refresh icon if no server is visible
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4. Click the server you want to join
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4. Click the server you want to join
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+9774
-9774
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Load Diff
+17367
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Load Diff
+14644
-6050
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Load Diff
@@ -54,6 +54,7 @@ Source: "..\..\resources\DefaultConfig.ini"; DestDir: "{app}"; Flags: ignorevers
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Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\OpenAL32.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
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Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
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@@ -67,6 +68,8 @@ Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteaf
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[Icons]
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[Icons]
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Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
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Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
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Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
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Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
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Name: "{commonprograms}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"
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Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"; Tasks: desktopicon
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[INI]
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[INI]
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Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist
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Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist
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@@ -321,7 +321,8 @@ void main()
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float shadowFactor = 0.0;
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float shadowFactor = 0.0;
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for(int i = start; i < start + amount; i++) {
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for(int i = start; i < start + amount; i++) {
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vec3 shadowColor = vec3(1.0);
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int l = int(LightIndex[i]);
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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LightSource light = LightSources.List[l];
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@@ -333,13 +334,11 @@ void main()
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int DepthMapIndex = getShadowIndex(FarDistance);
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int DepthMapIndex = getShadowIndex(FarDistance);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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shadowColor = min(vec3(shadowFactor), vec3(1.0));
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}
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}
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao * shadowColor, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao * shadowColor, light_result.Specular.a);
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}
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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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