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feat: 사다리 #328

Merged
merged 0 commits into from
Mar 28, 2024
Merged

feat: 사다리 #328

merged 0 commits into from
Mar 28, 2024

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colibrishin
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@colibrishin colibrishin added this to the 컨텐츠 기능 milestone Mar 24, 2024
@colibrishin colibrishin changed the base branch from main to fez-dev March 24, 2024 16:33
@colibrishin colibrishin merged this pull request into fez-dev Mar 28, 2024
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@colibrishin colibrishin deleted the climbing branch March 29, 2024 19:25
@colibrishin colibrishin restored the climbing branch March 29, 2024 19:25
colibrishin added a commit that referenced 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 added a commit that referenced 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 added a commit that referenced this pull request 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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상호작용 (사다리, 문, 버튼) 점프시 충돌 무시 벽에 매달리기
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