8e86cc2123
Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
stiffly
2016-02-08 14:23:53 +01:00
11cf85cc73
Renamed CollidableOctreeSystem to FillOctreeSystem.
William Moberg
2016-02-08 14:17:19 +01:00
3a5c0a2762
SoundSystem does not longer inherit from SoundManager. SoundManager is a individual class that listens to events. The SoundManager only listens to the local player.
stiffly
2016-02-08 14:01:32 +01:00
12c05d5a1c
Added an Queue event for sound emitters.
stiffly
2016-02-08 13:59:35 +01:00
2b4e00e4b0
Refactored System constructor to take a struct instead of a bunch of parameters to reduce future pain and to be able to extend it with IsClient and IsServer flags.
Jace2016-02-08 13:32:00 +01:00
6610bb974d
Only apply air friction if the ground is never hit during the frame.
William Moberg
2016-02-08 13:32:45 +01:00
d2cfa592f0
Supports skinnd and unskinned meshes
Teejoon
2016-02-08 13:01:10 +01:00
2ee21e05d4
Fixed so that Shielded objects can be picked. Shield objects can not however, so they will not be able to be picked in editor either.
Tleety
2016-02-08 12:29:41 +01:00
5987751add
Merge pull request #81 from teamfisk/HealthPickup
William Moberg
2016-02-08 11:50:47 +01:00
94b59af973
Defender shield should now be working
Tleety
2016-02-08 11:47:35 +01:00
70f8237a16
Merge pull request #60 from teamfisk/3rdPersonDeathCam
Jace2016-02-08 11:39:57 +01:00
99cbdd3c1e
Player death effect fixes
Jace2016-02-08 11:39:29 +01:00
ce22854168
HealthPickups are now based on a percentage of player maxhealth. You can no longer pickup healthpacks if you are at max health. You can no longer gain more than maxHealth.
verysecrethero
2016-02-08 11:22:28 +01:00
35b0193f15
Merge pull request #72 from teamfisk/BoxModelCollision
Jace2016-02-08 10:29:41 +01:00
92ab22e779
Splatmapping now working.
Teejoon
2016-02-07 13:39:13 +01:00
933a32aa8d
Animations kind of working
viktorljung
2016-02-06 18:09:51 +01:00
88d7b79cd3
TCP and UDP Client are working for 1 connected player, more players are not tested yet
Jocke
2016-02-05 18:30:31 +01:00
4103c878ec
Refactoring: Changed HealthPickupSystem to use a struct instead. Removed the Id in EPickupSpawned
verysecrethero
2016-02-05 18:05:46 +01:00
09fb3a6571
Added some comments.
stiffly
2016-02-05 18:04:36 +01:00
40788c7400
Merge pull request #80 from teamfisk/DashFixBranch
William Moberg
2016-02-05 18:04:15 +01:00
becb197feb
Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
stiffly
2016-02-05 17:46:27 +01:00
59bdc614f2
Put SpecialAbility on left shift, and Sprint on left shift in DefaultInput.
William Moberg
2016-02-05 17:34:19 +01:00
66f442f1af
Added HealthGain to HealthPickup component. Changed PickupSpawnSystem so it copies the values from the old to the new entity.
verysecrethero
2016-02-05 16:13:59 +01:00
7641ba49c7
Weapon doesn't explode in first person.
William Moberg
2016-02-05 15:16:24 +01:00
fe6fd0bbe3
PickupSpawnSystem now spawns a new HealthPickup after the respawnTimer is up. Added HealthPickup.xml entity. Event PickupSpawned now gets published when a new HealthPickup spawns. Player now gains health as he picks up the HealthPickup.
verysecrethero
2016-02-05 15:15:04 +01:00
6990e473b3
Adding a clear here makes AMD drivers NOT crash for some reason. We're fixing the symptom but not the underlying cause.
Jace2016-02-04 11:53:35 +01:00
84499665d0
Changed vertices to skinnedVertices in RawModelCustom.cpp
antc13
2016-02-04 11:53:17 +01:00
c87e4d4fd6
Added mutex to resource manager cache reading to avoid a potential race condition. We hope this is the actual bug we saw.
Jace2016-02-04 11:53:11 +01:00
bc01e147c2
Some state stuff, some draw stuff, some QA map stuff
Tleety
2016-02-03 18:09:44 +01:00
4769970715
Another pass
FakeShemp
2016-02-03 18:03:46 +01:00
1bd4aa91ff
Oops! Readded "Sprint" command. Removed some unnecessary variables in FirstPersonInputController. Fixed bug where you couldnt dash right away as the game started.
verysecrethero
2016-02-03 17:45:37 +01:00
3c8159220c
First pass
FakeShemp
2016-02-03 17:31:16 +01:00
7b5a2a5388
Dashing now works great both with shift and doubletap. Added Dash Component. Changed default Player.xml to have a Dash Component. Disabled Sprint. You can now disable DoubleTapToDash in Input.Ini. Added command "SpecialAbility".
verysecrethero
2016-02-03 17:30:46 +01:00
5665c0f298
Models with Shield and shielded component now added to queues
Tleety
2016-02-03 14:20:47 +01:00
7ffbd8455f
Added Queues for the models with shield and shielded components.
Tleety
2016-02-03 13:53:57 +01:00
83713b3b6d
Renamde ShieldComponent since Component should not be in the name. Added Shielded component that will be put on objects that should be hidden behind shields.
Tleety
2016-02-03 13:27:46 +01:00
7bae2d0873
Added a ShieldComponent and a test area in QA map for defender shield
Tleety
2016-02-03 11:58:06 +01:00
9d3171540d
AssaultDashCheck is now in FirstPersonInputController instead. TODO: config option, shift button, forward/backward dash
verysecrethero
2016-02-03 11:54:14 +01:00