c2128790af
Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
stiffly
2016-02-10 14:07:11 +01:00
86f4ff0b3c
Added an annotation for Trigger and Collideable components.
William Moberg
2016-02-10 12:38:36 +01:00
645ee9013a
Merge pull request #85 from teamfisk/FrustumCulling
Jace2016-02-10 12:35:24 +01:00
4a5ab048bd
Merge pull request #86 from teamfisk/Sound
Jace2016-02-10 12:33:01 +01:00
b6b96c5f11
Added DoubleJumpHexagon entity. Spawned DoubleJumpHexagon as the player doublejumps. Fixed DoubleJumping bug where you couldnt doublejump on rocks (where velocity wasnt 0.0)
verysecrethero
2016-02-10 11:51:58 +01:00
3d2f9fa79d
Drum sounds does not start every single time a TriggerTouch happens. Specific and temporary logic for play test.
stiffly
2016-02-10 11:36:54 +01:00
d83190290f
Server now broadcasts certain input commands to all other clients (for stuff like shooting)
Jace2016-02-09 19:37:42 +01:00
d5647ce89c
Working 1-snapshot interpolation
Jace2016-02-09 16:08:28 +01:00
ecfacee587
Undo debug test code.
William Moberg
2016-02-09 19:33:28 +01:00
a93ccecfeb
Debug test code.
William Moberg
2016-02-09 19:23:12 +01:00
7140b740b5
Models/Collideables/etc. won't need a AABB component anymore, if it has a Model component. In addition, they should take rotation into account, i.e it doesn't have to be axis-aligned.
William Moberg
2016-02-09 19:20:04 +01:00
d2ed293183
Network is now working as udp or tcp. Next step is making the hybrid.
Jocke
2016-02-09 19:14:56 +01:00
830e0f66c9
Tiny: Changed warning message.
William Moberg
2016-02-09 17:21:10 +01:00
eec59a40c8
Nitpicks.
William Moberg
2016-02-09 17:19:39 +01:00
239a8e7a6a
Frustum culling should be working.
William Moberg
2016-02-09 17:12:23 +01:00
e9f5a3d263
Renamed some files from temporary filenames to DamageIndicator filenames
verysecrethero
2016-02-09 16:28:43 +01:00
64e7bb1e94
Good looking blur, need some fixes, but framerates takes a huge hit.
Tleety
2016-02-09 16:19:17 +01:00
8bdf87da12
Some cleanup of the code
verysecrethero
2016-02-09 16:15:19 +01:00
232bf66a09
Jump height is constant for the double jump.
William Moberg
2016-02-09 16:09:08 +01:00
e69864680d
PlayerMovementSystem now only updates the velocity of the local player, as it should
Jace2016-02-09 16:08:06 +01:00
c69a80f5ba
Added System::LocalPlayer that is always set to the entity which is the local player, available to all systems.
Jace2016-02-09 16:06:39 +01:00
971fee4a0c
DamageIndicatorSystem code looking good. Test working well. Sprite display fixed by Viktor
verysecrethero
2016-02-09 15:38:21 +01:00
b9d6d59c62
Merge branch 'BoxModelCollision' into FrustumCulling
William Moberg
2016-02-09 15:03:13 +01:00
b30891aecd
WIP, debugging code added, still not working.
William Moberg
2016-02-09 15:00:30 +01:00
93c6f3c0a3
AABBs are auto attached when adding Trigger/Collideable/etc, also added AttachComponent method to ComponentWrapper.
William Moberg
2016-02-08 14:34:37 +01:00