d8a24bbfde
Renamed all instances of "Property" to "Field" in ComponentWrapper to maintain consistent naming with ComponentInfo
Jace2016-01-16 23:24:45 +01:00
9ec32464bc
Added enum support to entity file format, see "Team" component for an example. Use ComponentInfo::Enum to convert enum string keys to its corresponding integer representation at runtime.
Jace2016-01-16 22:48:08 +01:00
f65ac65e30
Updated component defaults files to match component schema and made schema validation strict.
Jace2016-01-16 17:03:00 +01:00
b2213dbe9a
Merge remote-tracking branch 'origin/master' into PlayerMovement
Jace2016-01-15 20:28:43 +01:00
bbabc84127
Fixed default values for CPlayerSpawn
Jace2016-01-15 20:26:30 +01:00
8bd5a428b9
EntityFileParser now ignores component fields not present in component definition instead of crashing.
Jace2016-01-15 20:25:48 +01:00
db1b972cd1
Spawner, SpawnPoint and PlayerSpawn components, and base work on their systems
Jace2016-01-15 18:32:47 +01:00
97e12ff550
Made EntityFileParser::MergeEntities return the base entity that was created, and also take an optional parent entity to create it under.
Jace2016-01-15 18:31:32 +01:00
0469460029
Input binding format changed to allow custom values for bindings. Relevant code must clamp input values to prevent speedhaxx!
Jace2016-01-15 16:32:04 +01:00
7b2a21f0b0
Merge pull request #34 from teamfisk/Sound
Jace2016-01-15 16:26:55 +01:00
ce8dcd3022
Merge pull request #33 from teamfisk/Forward+
Jace2016-01-15 16:20:53 +01:00
a2e19013c6
Merge pull request #32 from teamfisk/AsyncResourceLoad
Jace2016-01-15 16:20:36 +01:00
c09fe4ae55
Added a bool option to disable threads in in the configfile regarding resource loading.
William Moberg
2016-01-15 16:18:39 +01:00
be33dfbd69
Forgot to change the velocity for the emitters as well...
stiffly
2016-01-15 16:10:02 +01:00
63704b2e6b
Now calculating the velocity for the listener correctly.
stiffly
2016-01-15 15:43:20 +01:00
3de853ac8b
Frustum culling now works correctly for all resolutions
Tleety
2016-01-15 15:38:14 +01:00
f5ea4d513c
ResourceManager::Load never returns null, throws exceptions instead.
William Moberg
2016-01-15 15:25:01 +01:00
d9dd7f535f
When changing camera listener is updated. Also fixed some crashes in RenderSystem when there were no cameras available.
stiffly
2016-01-15 13:45:08 +01:00
696f44a673
Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
Jocke
2016-01-14 17:11:54 +01:00
3a4f378ac5
Merge remote-tracking branch 'origin/master' into PlayerMovement
Jace2016-01-14 17:07:39 +01:00
6ad1839def
Initial work on PlayerMovementSystem
Jace2016-01-14 17:03:42 +01:00
986af01091
Fixed editor component fields with the same name across components being treated as the same value
Jace2016-01-14 17:02:13 +01:00
99406c32cf
Better error handling for EntityFilePreprocessor
Jace2016-01-14 17:01:39 +01:00
a8f7d5f6b9
Merge pull request #30 from teamfisk/Rendering
Viktor Ljung
2016-01-14 16:43:35 +01:00
71047b08ec
Async load works, using exceptions for special resources.
William Moberg
2016-01-14 16:27:45 +01:00
d34470256b
EntityWrapper to uniquely identify entities and make using them a little easier
Jace2016-01-14 15:43:19 +01:00
28392def79
Made string passing in World a little more effective
Jace2016-01-14 15:42:55 +01:00
c99a8685bb
Removed Debug scene
viktorljung
2016-01-14 15:40:13 +01:00
b80ecc29d8
Added comments and cleaned up in Game.cpp/h
stiffly
2016-01-14 15:32:53 +01:00
143648860b
Added world pointer to PickData
viktorljung
2016-01-14 15:32:41 +01:00
96371a08c8
Changed Picking colors from vec2 to ivec2. Picking now working for multiple scenes (Solution not perfect in the editor, yet)
viktorljung
2016-01-14 15:26:06 +01:00
c916185a7c
Does not crash when removing soundemitter component.
stiffly
2016-01-14 15:06:26 +01:00
71d936f8d1
Start of a movement system with collisions against AABBs
Jace2016-01-13 17:53:54 +01:00
7f0ff6c4d7
Added a sound testing level.
stiffly
2016-01-14 14:20:34 +01:00
773a417a90
Merge branch 'master' into Sound
stiffly
2016-01-14 13:56:23 +01:00
cca64dca24
Refactoring and commenting.
stiffly
2016-01-14 13:54:38 +01:00
e7f02f14a0
Added Transform.h that holds all the AbsoluteTransformation functions. Camera now working better with scenes. Changed Modeljob Matrix to only hold the model matrix instad of all matrix info
viktorljung
2016-01-14 11:12:02 +01:00
5e9a3774ab
CapturePointSystem code has been refactored and some branches "optimized"
verysecrethero
2016-01-14 10:23:27 +01:00
db18a45368
We are now sending EPlayerDamage events.
Jocke
2016-01-14 10:16:11 +01:00
9f185a1e35
Wrecked the last commit. Async loading works now.
William Moberg
2016-01-13 18:51:45 +01:00
a060640da3
Removed unnecessary unnecessary if in Client::OnInputCommand.
Jocke
2016-01-13 18:00:12 +01:00
b8a41b7c13
Updated some CapturePointLogic in CapturePointSystem: reset timer on capture, being able to take back the progress the other team did on your capturepoint. TODO: refactor!
verysecrethero
2016-01-13 17:07:49 +01:00
9533920684
Fixed a few CodeStandard mistakes. Added CapturePointSystem to CMakeLists.txt since branch is no longer based on ShootEvent-branch
verysecrethero
2016-01-13 16:13:57 +01:00
f47f913bf5
Added logic for sending input from Client to Server.
Jocke
2016-01-13 16:09:16 +01:00
ed5ac2e923
6 new tests for CapturePointSystem have been created!
verysecrethero
2016-01-13 14:37:56 +01:00
7a8604bf2b
CapturePointSystem now tracks and verifies if a capturePoint can be taken over. Also the time is changed faster the more players stand on the capturepoint (number*dt). Also took care of the problem when both teams have the same contested capturepoint.
verysecrethero
2016-01-13 11:41:01 +01:00
3a1056a2c3
2 new Events: ECaptured, EWin
verysecrethero
2016-01-12 17:38:02 +01:00
4b672b11e7
EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type
verysecrethero
2016-01-11 17:15:49 +01:00
e865971fdd
EShoot: changed to string weaponType to int currentlyEquippedItem
verysecrethero
2016-01-11 15:43:12 +01:00
878c71b56a
Changed the comparison method in PlayerSystem since its currently using doubles
verysecrethero
2016-01-11 14:37:43 +01:00
ec4d5fbfa8
xml/xsd files changed type to double. fixed cooldownbug in PlayerSystem. Added 4 tests in ShootEventTest and generalized it a lot
verysecrethero
2016-01-11 13:34:50 +01:00
184af95507
New Event: EShoot. New Components: PrimaryItem,SecondaryItem. New Test: ShootEventTest. Added LeftMouseRelease->Shoot in PlayerSystem
verysecrethero
2016-01-08 16:19:18 +01:00
a143ae7c85
Changed to relative #include paths.
William Moberg
2016-01-13 15:53:55 +01:00
e6527196ed
Modified a few files according to the current CodeStandards
verysecrethero
2016-01-13 15:50:30 +01:00
d6ef527f25
Basic collisions using Octree. Seems buggy over octree boundaries.
Jace2016-01-13 15:34:43 +01:00
c14f3789f7
PlayerSystem now counts down the CoolDownTimer on both HeldItems for the player. Updated ShootEventTest to verify this
verysecrethero
2016-01-13 15:26:10 +01:00