Jace
16ecdb76d3
Added DirectXTK library
2015-10-19 13:38:59 +02:00
Jace
0be663be11
Created interface class for Renderer
2015-10-19 13:38:58 +02:00
Jace
0666e8513f
Split model file loading and buffer creation into separate classes
2015-10-19 13:38:46 +02:00
Jace
00f537bc03
Removed OpenGL specifics from RenderQueue
2015-10-19 13:38:12 +02:00
Jace
13360856f9
Separated OpenGL specific code into its own "compilation unit"
2015-10-19 13:37:59 +02:00
PlatinumSkink
3fb741335e
Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch.
2015-10-19 13:37:10 +02:00
PlatinumSkink
c5d88301ad
Implemented a Kraken State Machine that can grab the player, and the Generating Bricks option.
2015-10-19 13:31:38 +02:00
Stiffly
116cfb5759
Merge branch 'water'
2015-10-16 13:11:02 +02:00
Stiffly
2c6ac49e15
Added particle event for each brick debris. poof!
2015-10-16 13:05:33 +02:00
Stiffly
bf82e549aa
Added VectorInterpolation function. Fixed time bug for particles.
2015-10-16 12:43:40 +02:00
tleety
05f54b5ff9
Merge branch 'master' of github.com:teamfisk/AgileBreakOut into Tobias
2015-10-16 12:36:08 +02:00
tleety
84c3a78275
Kraken texture and model added
2015-10-16 12:32:55 +02:00
Stiffly
0600230ed4
Merge remote-tracking branch 'origin/master' into water
2015-10-16 11:59:17 +02:00
Stiffly
0180b29544
Merge remote-tracking branch 'origin/master' into Sound
...
Conflicts:
src/game/Sound/SoundSystem.cpp
2015-10-16 11:53:38 +02:00
Jace
f335955396
Animation system now listens to pause events
2015-10-15 18:39:47 +02:00
Jace
a9eb3197de
Updated deploy scripts to include DefaultConfig.ini
2015-10-15 17:56:30 +02:00
Jace
862396e0fa
Improved config loading to read default options from one file and overrides from another and merge differences properly
2015-10-15 17:55:56 +02:00
Jace
f732687347
Fixed huge memory leak reading textures
2015-10-15 17:54:42 +02:00
PlatinumSkink
bd59cd4108
Implimented the basis for Kraken encounter.
2015-10-15 15:08:05 +02:00
Jace
4a031147a6
Added log level to config
2015-10-15 14:57:33 +02:00
Jace
4182ba52b8
Changed default log level to INFO
2015-10-15 14:57:33 +02:00
Jace
0e4cbf4009
Custom libpng error handlers
2015-10-15 14:57:32 +02:00
Jace
6a6960bd7c
Moved LOG_LEVEL_INFO before WARNING
2015-10-15 14:49:48 +02:00
Jace
218de4b02e
Custom error functions for PNG
2015-10-15 14:47:08 +02:00
Jace
8ecb1aa8c5
Fixed LOG_LEVEL not being defined correctly and therefore unchangable
2015-10-15 14:36:56 +02:00
Jace
00cac42094
Added video options to config
2015-10-15 14:19:12 +02:00
Jace
b754fff9e3
Added volume settings to config file
2015-10-15 14:10:22 +02:00
Jace
2ddb1847c5
Added ability to save to ConfigFile
2015-10-15 14:10:22 +02:00
Stiffly
e719a342f2
Master volume init values depends on configfile.
2015-10-15 14:03:06 +02:00
Stiffly
00f804a5f3
Moved default value for config parameters to be a function argument to support other types too...
2015-10-15 14:00:11 +02:00
PlatinumSkink
b2127c6c4e
Fixed error so you can actually play LevelSystemAndSuch branch.
2015-10-15 13:48:35 +02:00
Stiffly
64f903a6b6
WIP
2015-10-15 13:48:05 +02:00
PlatinumSkink
927c96d863
TravellingSystem uses EMove. EMove and ERotate copied from Returngeance into TransportSystem.
2015-10-15 13:44:16 +02:00
Jace
cf5b465e0b
Fixed ambiguous definition
2015-10-15 12:56:57 +02:00
Jace
a35d72cac3
Working skeletal animations!!!
2015-10-15 12:48:28 +02:00
Jace
1e3536e060
Taking the root node transform into account when loading model formats containing scene graph information. Needs more work.
2015-10-15 12:48:16 +02:00
Jace
af8fc118b7
World initialization refactored to register system components and resources BEFORE initializing them all
...
because apparently we create entities in system initialization functions now and need all components to be registered and available.
2015-10-15 12:48:16 +02:00
tleety
46f6289720
Fixed so the game does not crash if it cant find data in the config file
2015-10-15 12:35:58 +02:00
Stiffly
bb23d5a8c4
Added hover and click sounds. Cleanup in SoundSystem.
2015-10-15 12:33:49 +02:00
tleety
52fe2e697e
Added a config file and implemented code for it
2015-10-15 12:15:53 +02:00
PlatinumSkink
4abce7b17f
CTravels replaces Sticky = true. Put "Travels" component on anything that should be moved down during travel sequences.
2015-10-15 11:11:06 +02:00
PlatinumSkink
44f2cf72ac
Merge remote-tracking branch 'origin/master' into LevelSystemAndSuch
2015-10-15 10:24:13 +02:00
PlatinumSkink
0650e7c061
Basis of RaiseWater implemented in a way that doesn't work with our amount of lag.
2015-10-15 10:20:05 +02:00
Stiffly
816ff6a8e1
Merge remote-tracking branch 'origin/master' into Sound
2015-10-15 10:16:38 +02:00
PlatinumSkink
724d4e7e69
If stuck to pad, do not come into contact with other things.
2015-10-14 18:53:45 +02:00
PlatinumSkink
55cc1f5b69
ScreenShakeSystem made. And some other things.
2015-10-14 18:52:04 +02:00
Stiffly
46f3a9f72e
Refactored CParticle->Radius to CParticle->Scale. Reviewed by Tobias Dahl aka Tleety.
2015-10-14 18:29:43 +02:00
tleety
5da96f40f3
Fixed so 42+ combo particle is shown when you have 42+ combo
2015-10-14 18:19:45 +02:00
tleety
6c41911233
Combos now show up as a particle when it is reset
2015-10-14 18:07:15 +02:00
Stiffly
cbb6e7a04f
Trail to individual brick debris.
...
Counter the particle spawn bug.
The bug occurs when the position is read as (0, 0) from the emitter. Similar particle removal bug appears when particles are deleted. Counterered by deleting particle entities a little time before b2particles.
2015-10-14 17:40:24 +02:00