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6 Commits

7 changed files with 41797 additions and 15834 deletions
+2 -2
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@@ -1,6 +1,6 @@
[submodule "assets"] [submodule "assets"]
path = assets path = assets
url = tacticalz@1.drake.imon.nu:TacticalZ-assets url = https://imon.nu/git/BTH/Axyz-assets.git
[submodule "deps"] [submodule "deps"]
path = deps path = deps
url = tacticalz@1.drake.imon.nu:TacticalZ-deps url = https://imon.nu/git/BTH/Axyz-deps.git
+2 -2
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@@ -1,6 +1,6 @@
To start a server To start a server
1. Run Server.bat in the installation directory (C:\Program Files\Axyz) 1. Run "Axyz Server" from the start menu or "Server.bat" in the installation directory (C:\Program Files\Axyz)
2. Press F1 to open the editor mode 2. Press F1 to open the editor mode
3. Expand the Entities window if it is minimized, by double-clicking it 3. Expand the Entities window if it is minimized, by double-clicking it
4. Mark StartMenu_Origin and hit Delete twice 4. Mark StartMenu_Origin and hit Delete twice
@@ -9,7 +9,7 @@ To start a server
To join a game To join a game
1. Run Axyz from the start menu or Axyz.exe in the installation directory (C:\Program Files\Axyz) 1. Run "Axyz" from the start menu or "Axyz.exe" in the installation directory (C:\Program Files\Axyz)
2. Press Play 2. Press Play
3. Hit the refresh icon if no server is visible 3. Hit the refresh icon if no server is visible
4. Click the server you want to join 4. Click the server you want to join
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+3
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@@ -54,6 +54,7 @@ Source: "..\..\resources\DefaultConfig.ini"; DestDir: "{app}"; Flags: ignorevers
Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\resources\DefaultInput.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\glew32.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\glfw3.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\OpenAL32.dll"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\imgui.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\Input.ini"; DestDir: "{app}"; Flags: ignoreversion
Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion Source: "..\..\bin\libpng16.dll"; DestDir: "{app}"; Flags: ignoreversion
@@ -67,6 +68,8 @@ Source: "..\..\deps\redist\VC_redist.x64.exe"; DestDir: "{tmp}"; Flags: deleteaf
[Icons] [Icons]
Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}" Name: "{commonprograms}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"
Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
Name: "{commonprograms}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"
Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Parameters: "--server"; Tasks: desktopicon
[INI] [INI]
Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist Filename: "{app}\Config.ini"; Section: "Networking"; Key: "Name"; String: "{%USERNAME}"; Flags: createkeyifdoesntexist
+5 -6
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@@ -321,7 +321,8 @@ void main()
float shadowFactor = 0.0; float shadowFactor = 0.0;
for(int i = start; i < start + amount; i++) { for(int i = start; i < start + amount; i++) {
vec3 shadowColor = vec3(1.0);
int l = int(LightIndex[i]); int l = int(LightIndex[i]);
LightSource light = LightSources.List[l]; LightSource light = LightSources.List[l];
@@ -333,13 +334,11 @@ void main()
int DepthMapIndex = getShadowIndex(FarDistance); int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex); shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
shadowColor = min(vec3(shadowFactor), vec3(1.0));
} }
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a); totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao * shadowColor, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a); totalLighting.Specular += vec4(light_result.Specular.rgb * ao * shadowColor, light_result.Specular.a);
} }
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed); vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)); color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));