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feat: 사다리 #328
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feat: 사다리 #328
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Mar 24, 2024
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colibrishin
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Mar 29, 2024
* feat/shape: load vertex color from shape * feat/cubify: dynmaic dimension * feat/octree: searching nearest object * feat/helper: zero to epsilon * refactor/imguiHelper: add drag step, min/max val * fix/object: component removed but not scene cache * feat/genericBounding: add distance, intersects * fix/transform: guard zero scale value * feat/playerScript: climbing * resource: add vine object * refactor/transform: add const for world matrix * feat/scene: add changel layer * todo/client: disable none layer collision * todo/playerScript: add vault state * feat/playerScript: jump through platform * refactor/playerScript: readability for minor component changes * fix/playerScript: check grounded early * refactor/playerScript: use utility func sub routine * todo/playerScript: vaulting * refactor/playerScript: use pre-existing state changes * feat/engine/type: add strong rigidbody type * feat/playerScript: valuting down * fix/playerScript: should move up only in y axis
colibrishin
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this pull request
Mar 29, 2024
* feat/shape: load vertex color from shape * feat/cubify: dynmaic dimension * feat/octree: searching nearest object * feat/helper: zero to epsilon * refactor/imguiHelper: add drag step, min/max val * fix/object: component removed but not scene cache * feat/genericBounding: add distance, intersects * fix/transform: guard zero scale value * feat/playerScript: climbing * resource: add vine object * refactor/transform: add const for world matrix * feat/scene: add changel layer * todo/client: disable none layer collision * todo/playerScript: add vault state * feat/playerScript: jump through platform * refactor/playerScript: readability for minor component changes * fix/playerScript: check grounded early * refactor/playerScript: use utility func sub routine * todo/playerScript: vaulting * refactor/playerScript: use pre-existing state changes * feat/engine/type: add strong rigidbody type * feat/playerScript: valuting down * fix/playerScript: should move up only in y axis
colibrishin
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Apr 4, 2024
* fix: 직교투형 카메라 (#305) * fix/camera: rename "zoom" to fov * resource: add test scene tunning fov value * feat: 2D 아틀라스 애니메이션 (#307) * feat/project: add pugixml add project * feat: add atlas texture and animation add slot * fix/soundPlayer: do not try serialize sound if ptr is null * resource: add collider and rigidbody * feat/renderer: add atlas flag * refactor/animation: remove unused parameter * todo/feat/atlas: evaluate animation time in tick * fix/atlas: initialize primitive variable * bug/atlas: tag name mismatch, invalid type casting * feat/resourceManager: add atlas * fix/feat/texture: add As, force load texture while serialization * refactor/atlasAnimation: change base class to texture3d change followings * feat/resourceManager: load atlas images * project: update * feat/shader: simple atlas rendering * fix/atlasAnim: missing type override * fix/atlasTex: do not re-evaluate textures if path persists * add to precompile list * fix/material: broken drag drop, sorts resource by name * project: update * fix/material: filter empty meta path * feat/resourceManager: multiple resource selection * feat/material: select multiple resources * fix/serialization: drop nested directory * resource: add gomez material * resource: update * cleanup: indent, space * feat/shader: passing instance id to pixel shader * fix/render: bind/unbind instance sb * fix/atlas: missing xml path serialization * fix/shader: full width height didn't counted * resource: update * bug/atlasPrimitive: escaping loop on condition * refactor/atlasAnim: future proofing * resource: update * todo: overwriting same file creating tmp file for copy remove resource property * feat: 플레이어 스크립트 (#308) * feat: add player script * feat/application: strict key check getter func name * fix/playerScript: adjust slerp rotation, use strict key check for rot * fix/playerScript: player keeps falling due to collision reaction * feat/octree: templated iteration function * feat/playerScript: jump and ground check * fix/application: more intuitive key response * fix/playerScript: compare y axis value for avoid ceiling grounding * feat/playerScript: adjusting jump power * fix/playerScript: remove prevState and state check * fix: 라디안 회전각 (#311) * fix/playerScript: takes radian as angle * feat/rigidbody: add full reset * fix/playerScript: full reset before and after rotation * resource: adjust player position * fix/playerScript: register serialization * bug: 텍스처 슬롯 재정렬 (#312) * bug/shadowManager: shadow map unbinds only one texture * fix/enum: reorder texture slot order texture array should be at the end todo: resolve case where multiple arrays at the end * git: run codeql on dev branches (#313) (#314) * Backport fix main to fez-dev (#316) * git: run codeql on dev branches (#313) * fix/git: remove dot (#315) * Clone submodules (#321) * feat: 회전시 움직임 제한 (#320) * cleanup/playerScript: indent * fix/playerScript: continuous key check for jump, normal rotation pos * feat/script: add collider event receiver * refactor: following script changes * feat/objectBase: dispatch collision event to scripts * feat/collider: static containsby function * feat/application: another strict key check function * fix/rigidbody: full reset also synchronize t0 and t1 * refactor/playerScript: expose rotation table use exposed * fix/playerScript: more strict movement check * fix/rigidbody: full reset does not reset velocity * fix/playerScript: slerp rotation, allow moving after rotation * refactor: 프로젝트 디버그와 게임 디버그 분리 (#324) * feat/objectBase: referenceble imgui flag * feat/scene: remove object in imgui * feat: add debug flag * fix/collisionDetecter: flag value set twice * feat/objectBase: remove script in imgui * fix/project: constant file requires type * feat: 오브젝트 큐브 양자화 (#325) * feat: cubify script * fix/cubify: missing serialization variable * fix/frustum: use camera projection matrix * fix/feat/camera: fov getter revert * refactor/cubify: create outline cube only * feat/scene: scene main actor setter getter * feat/helper: add weak pointer check func * fix/scene: child removal done before object removal * refactor/cubify: generate cube instant at rotation changes * feat/helper: add vector3 epsilon compare * fix/lerp: do only if rigidbody is active and not fixed * fix/cubify: fix offset, use distance squared for remove polarity * feat/playerScript: teleport player to nearest cube * feat/playerScript: teleport player after other state change occurrs * fix/cubify: y-axis strict next cube search * feat: 사다리 (#328) * feat/shape: load vertex color from shape * feat/cubify: dynmaic dimension * feat/octree: searching nearest object * feat/helper: zero to epsilon * refactor/imguiHelper: add drag step, min/max val * fix/object: component removed but not scene cache * feat/genericBounding: add distance, intersects * fix/transform: guard zero scale value * feat/playerScript: climbing * resource: add vine object * refactor/transform: add const for world matrix * feat/scene: add changel layer * todo/client: disable none layer collision * todo/playerScript: add vault state * feat/playerScript: jump through platform * refactor/playerScript: readability for minor component changes * fix/playerScript: check grounded early * refactor/playerScript: use utility func sub routine * todo/playerScript: vaulting * refactor/playerScript: use pre-existing state changes * feat/engine/type: add strong rigidbody type * feat/playerScript: valuting down * fix/playerScript: should move up only in y axis * feat: 불투명 튜브를 플레이어 깊이로 옮기기 (#335) * fix/feat/scene: cache object script, task execution order * fix/octree: nearest uses queue * refactor/singleton: const ptr * feat/application: sigterm handler * feat/helper: vector utilities (overwrite, sign copy) * feat/cubify/playerScript: generate cube to player depth * fix/proj: make directory for metadata * feat/playerScript: allow player rotate while climb and vault fix/playerScript: rotation in vaulting * fix/playerScript: post rotation state change ctor reset * fix/physics: check rigidbody safety * fix/cubify: remove rigidbody from cube fix/cubify: remove rigidbody check * fix/playerScript: search for cube and parent * fix/playerScript: preemptive position change * fix/cubify/player: remove local, update cubes first * bug/playerScript: clockwise rotation (q, e) * fix/playerScript: Ignore global lerp for self rotation * refactor/playerScript: func for player replacement * feat/octree: hitscan * feat/bounding: ray testing without other bounding * refactor/playerScript: refactor subroutines * feat/type: short typedef for strong and weak ptr * todo/frustum: passthrough check error object * feat/engine: add new player layer * feat/playerScript: tracking player to ladder object * client: collision with player and environment * bug/objectBase: add script path skips runtime add function * feat/camera: discrete z-axis scrolling * refactor/playerScript: simplifying * fix/cubify: initial cube generation * bug/scene: main actor was not serialized * bug/constant: convention of forward for left hand side coord see backward from camera fix documentation intuitive scrolling * chore: documentation
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