110 Commits (f3279c1485881f251618f319c108289c41ef05a3)

Author SHA1 Message Date
  Tom Bannink 0e6e516f29 Added empty TextBox class 2 years ago
  Jan-Willem Buurlage d1308ae4a5 add keybindings doc 2 years ago
  Jan-Willem Buurlage 82c28af3fd add move code 2 years ago
  Jan-Willem Buurlage fa6579a458 stabilize active and fix grid<->ability 2 years ago
  Tom Bannink a662fdda19 Added a basic console 2 years ago
  Tom Bannink 0536d82999 Added Font rendering! Currently only renders as geometry. Next version will render as texture with string on it 2 years ago
  Tom Bannink b0aa9d7081 Enabled mipmapping for slower but better quality textures 2 years ago
  Tom Bannink 81c951dd32 Initial Interface system is working. 2 years ago
  Jan-Willem Buurlage fba4887638 need to think about active square some more 2 years ago
  Jan-Willem Buurlage 4171449b35 start working on binding abilities 2 years ago
  Tom Bannink fe440b2b73 Merge remote-tracking branch 'origin/unit_movement' into engine 2 years ago
  Jan-Willem Buurlage 058553f5cb custom shaders for selection 2 years ago
  Tom Bannink 6aec0c0d6d Camera::intersectViewRay 2 years ago
  Jan-Willem Buurlage f0125bba0a Merge remote-tracking branch 'origin/engine' into unit_movement 2 years ago
  Jan-Willem Buurlage 35645cfbfa progress on tile selection 2 years ago
  Tom Bannink dab77d4db9 Materials and models can be created with Material::create and Model::create 2 years ago
  Tom Bannink e980548cc8 Little hack in game to remember shared_ptr to entity. Will be properly fixed later 2 years ago
  Tom Bannink 35811567d7 Engine now only holds WEAK pointers to Entities. So user is responsible for keeping the entities 2 years ago
  Tom Bannink 1d1a608b45 Some basic mouse-to-world functionality put into game 2 years ago
  Tom Bannink c33fa07c87 Messed around with example shader some more 2 years ago
  Tom Bannink fd1ca9e0f4 Messed around with the example custom shader 2 years ago
  Tom Bannink ca81b08ce8 Used initializer list constructor for ShaderUniform 2 years ago
  Tom Bannink 4297a9bbd1 Added custom shader with custom uniform example to game 2 years ago
  Tom Bannink fa072c5c59 Shader uniform system rewritten. There are now builtin uniforms and custom uniforms using callbacks 2 years ago
  Tom Bannink 969835c180 Entity::setParent implemented 2 years ago
  Jan-Willem Buurlage 8c72f5b0e5 update grid graphics component to hold weak ptr 2 years ago
  Jan-Willem Buurlage 2949438685 add documents for gameplay ideas 2 years ago
  Jan-Willem Buurlage 8450b1d641 add support for tab 2 years ago
  Jan-Willem Buurlage e6f46ccfec remove obsolete seed 2 years ago
  Jan-Willem Buurlage d03c1dccf6 render units on screen, add camera, tiles, grid, much more 2 years ago
  Jan-Willem Buurlage 953ab03e17 Merge remote-tracking branch 'origin/engine' into prismer_base 2 years ago
  Tom Bannink 9d62a20c60 Model::clone 2 years ago
  Jan-Willem Buurlage b10ed14d25 draw grid 2 years ago
  Jan-Willem Buurlage ef0f2f0d00 Merge remote-tracking branch 'origin/engine' into prismer_base 2 years ago
  Tom Bannink 189af8c296 Model::setMaterial 2 years ago
  Jan-Willem Buurlage 76873cb6ce Merge remote-tracking branch 'origin/engine' into prismer_base 2 years ago
  Tom Bannink f4ad27977d Added createMaterial to create material from color vector 2 years ago
  Tom Bannink 405d2b4620 Billboards implemented 2 years ago
  Jan-Willem Buurlage 1dd8a144e3 Merge remote-tracking branch 'origin/engine' into prismer_base 2 years ago
  Jan-Willem Buurlage 8c1b9b41f3 add entity to game 2 years ago
  Tom Bannink 28e54f97bf Moved movematrix from entity to graphicscomponent. Added BillboardGraphicsComponent 2 years ago
  Jan-Willem Buurlage 5b207a3801 Og 2 years ago
  Jan-Willem Buurlage eb49241eaf wip abilities 2 years ago
  Tom Bannink 84baa20f8c Removed 'EntitySystem' class. With shared_ptr it is easier to have an entitylist in World 2 years ago
  Tom Bannink 71a98321ee Added hexagon primitive 2 years ago
  Tom Bannink 4e695a2740 Updated almost every pointer to a smart pointer 2 years ago
  Tom Bannink 6e57dd3d62 GraphicsComponents have a getScale setScale option 2 years ago
  Tom Bannink bab0b4965a Models use separate shaders. Modelmanager decides on shader for each model. Primitives use separata shaders. 2 years ago
  Jan-Willem Buurlage abd287bc58 WIP: drafting basic shapes, colors and abilities 2 years ago
  Jan-Willem Buurlage f230a66929 add support for adding and listing units 2 years ago