Commit Graph

  • 50e4c506a0 made animations extremely precise Vectozavr 2021-11-01 23:40:05 +0700
  • 6e35a531c7 made animations extremely precise Vectozavr 2021-11-01 23:04:10 +0700
  • 01d89bfc66 made animations extremely precise Vectozavr 2021-11-01 21:48:26 +0700
  • 71be55ee58 add reloading animation Vectozavr 2021-11-01 21:08:36 +0700
  • a1ad7f6af0 Visual Studio refactoring Vectozavr 2021-11-01 13:47:51 +0700
  • 82118c4e02 Visual Studio refactoring Vectozavr 2021-11-01 13:42:21 +0700
  • 7dd4a185e3 Visual Studio refactoring Vectozavr 2021-11-01 02:11:04 +0700
  • 4900635bec Visual Studio refactoring Vectozavr 2021-10-31 23:03:48 +0700
  • fe71ab92b0 Visual Studio refactoring Vectozavr 2021-10-31 23:01:06 +0700
  • 9b9aac7fa4 Visual Studio refactoring Vectozavr 2021-10-31 22:09:28 +0700
  • d9bc57e131 Visual Studio refactoring Vectozavr 2021-10-31 17:02:42 +0700
  • d2ced42562 Visual Studio refactoring Vectozavr 2021-10-31 17:00:38 +0700
  • 59e8887eaf code refactoring Vectozavr 2021-10-31 16:01:31 +0700
  • d2e34d6764 code refactoring Vectozavr 2021-10-31 15:47:00 +0700
  • 785850ec43 code refactoring Vectozavr 2021-10-31 15:39:08 +0700
  • c2620aa8a5 add debug info in ResourceManager & SoundController & Time & Timeline Vectozavr 2021-10-31 02:01:54 +0700
  • 1b3e85039c add debug info in ResourceManager & SoundController & Time & Timeline Vectozavr 2021-10-31 01:54:55 +0700
  • 20869dad6b add debug info in ResourceManager & SoundController & Time & Timeline Vectozavr 2021-10-31 01:35:46 +0700
  • 9ea73ab184 add debug info in ResourceManager & SoundController & Time & Timeline Vectozavr 2021-10-31 01:29:42 +0700
  • a294b1de24 replace Animation* in Timeline.h with a shared_ptr<Animation> Vectozavr 2021-10-31 01:07:14 +0700
  • 18afc2c646 add transform(const Matrix4x4& t) add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform) implement every transform method using transform() & transformRelativePoint() Vectozavr 2021-10-30 21:18:32 +0700
  • 65fb1ce45d add transform(const Matrix4x4& t) add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform) implement every transform method using transform() & transformRelativePoint() Vectozavr 2021-10-30 21:17:49 +0700
  • 1e6539e8e0 add transform(const Matrix4x4& t) add transformRelativePoint(const Vec3D &point, const Matrix4x4& transform) implement every transform method using transform() & transformRelativePoint() Vectozavr 2021-10-30 20:54:56 +0700
  • 54b1ffa94f Huge refactoring v3 Vectozavr 2021-10-30 19:59:55 +0700
  • 8398c6ebb5 Huge refactoring v3 Vectozavr 2021-10-30 19:23:47 +0700
  • 61341d1b05 Huge refactoring v3 Vectozavr 2021-10-30 16:39:44 +0700
  • 30ff702609 Huge refactoring v3 Vectozavr 2021-10-30 16:24:19 +0700
  • b7555431de Huge refactoring v3 Vectozavr 2021-10-30 16:13:22 +0700
  • 8b37920713 Huge refactoring v3 Vectozavr 2021-10-30 15:24:19 +0700
  • e1c66d8617 Huge refactoring v3 Vectozavr 2021-10-30 15:18:31 +0700
  • 88d57b5af6 Huge refactoring v3 Vectozavr 2021-10-30 04:20:48 +0700
  • 8f03c3226d Huge refactoring v3 Vectozavr 2021-10-30 03:44:37 +0700
  • 65f2c63643 Huge refactoring v3 Vectozavr 2021-10-29 23:43:39 +0700
  • 61427ff2fd Huge refactoring v3 Vectozavr 2021-10-29 22:41:07 +0700
  • 005869bc87 Huge refactoring v3 Vectozavr 2021-10-29 22:21:24 +0700
  • 0913c45743 Huge refactoring v3 Vectozavr 2021-10-29 22:19:30 +0700
  • 875f9f85ec Huge refactoring v3 Vectozavr 2021-10-28 21:06:10 +0700
  • 870842b682 Huge refactoring v3 Vectozavr 2021-10-28 20:58:02 +0700
  • 31722ca109 reload bug fixed Vectozavr 2021-10-26 19:38:07 +0700
  • 217a5ba4e1 add result table Vectozavr 2021-10-26 18:51:14 +0700
  • 18d13eed31 add result table Vectozavr 2021-10-26 18:49:51 +0700
  • e42aba3ee4 add result table Vectozavr 2021-10-26 14:08:41 +0700
  • 020d82cab8 add result table Vectozavr 2021-10-26 13:50:59 +0700
  • 832f174664 add result table Vectozavr 2021-10-26 13:40:35 +0700
  • 0f29f9c1c6 small refactor Vectozavr 2021-10-26 02:32:55 +0700
  • 0cb7276943 small refactor Vectozavr 2021-10-25 18:51:34 +0700
  • 0accf4857b readme changing Vectozavr 2021-10-25 17:27:24 +0700
  • 805c55bfcb
    Update README.md Vectozavr 2021-10-25 08:45:03 +0700
  • 17ca789e03 readme changing Vectozavr 2021-10-25 08:42:58 +0700
  • 9270c11819 readme changing Vectozavr 2021-10-25 08:42:24 +0700
  • 3fa7df24d7 small code refactoring Vectozavr 2021-10-25 08:16:00 +0700
  • 612b0feca7 small code refactoring Vectozavr 2021-10-25 08:09:45 +0700
  • 2b01e305f8 Player scale correction Vectozavr 2021-10-24 09:49:48 +0700
  • 3010657e3d add to readme new compiled version of game. Vectozavr 2021-10-23 21:47:25 +0700
  • 3bfedf2207 add to readme new compiled version of game. Vectozavr 2021-10-23 21:44:16 +0700
  • a7217dde43 add to readme new compiled version of game. Vectozavr 2021-10-23 21:42:17 +0700
  • 140959e93b add to readme new compiled version of game. Vectozavr 2021-10-23 21:40:22 +0700
  • 0731f08977 add to readme new compiled version of game. Vectozavr 2021-10-23 21:38:49 +0700
  • 959d8de6e9 add to readme new compiled version of game. Vectozavr 2021-10-23 21:36:02 +0700
  • 6fba295139 VS support Vectozavr 2021-10-23 21:15:24 +0700
  • e6f950032a VS support Vectozavr 2021-10-23 20:53:52 +0700
  • cb943db299 VS support Vectozavr 2021-10-23 20:34:22 +0700
  • edefd731f0 VS support Vectozavr 2021-10-23 20:26:14 +0700
  • 60d6d6862d VS support Vectozavr 2021-10-23 19:13:03 +0700
  • 8dd2b17f8b VS support Vectozavr 2021-10-23 19:05:52 +0700
  • eaa039b05c VS support Vectozavr 2021-10-23 19:02:25 +0700
  • e471795290 OpenGL graphics acceleration support! Vectozavr 2021-10-22 23:42:32 +0700
  • 22c18968f6 OS Windows support Vectozavr 2021-10-19 01:58:19 +0700
  • 7f4b9027ee Add weapon in enemy's hand. So now you can see weapons of your enemies. Also make some correction of rotation in Object.cpp & Mesh.cpp Vectozavr 2021-10-18 22:30:02 +0700
  • 8678e8c929 Move LoadObjects -> ResourceManager to avoid repeated loading from files. Vectozavr 2021-10-18 13:21:09 +0700
  • b3682db958 Move LoadObjects -> ResourceManager to avoid repeated loading from files. Vectozavr 2021-10-18 10:50:45 +0700
  • 6d0202eaff Move LoadObjects -> ResourceManager to avoid repeated loading from files. Vectozavr 2021-10-18 10:44:04 +0700
  • 4c768c5e78 Code refactoring. Vectozavr 2021-10-18 00:53:50 +0700
  • 8a6d31eded Code refactoring. Vectozavr 2021-10-18 00:52:21 +0700
  • e232435246 Code refactoring. Vectozavr 2021-10-17 23:53:30 +0700
  • 00c3943eae Code refactoring. Vectozavr 2021-10-17 23:42:02 +0700
  • dd5a9f3ef2 Code refactoring. Vectozavr 2021-10-17 23:38:16 +0700
  • a499b4503d Code refactoring. Vectozavr 2021-10-17 16:03:03 +0700
  • ea9e1887a4 Code refactoring. Vectozavr 2021-10-17 15:41:58 +0700
  • 9356008258 Code refactoring. Vectozavr 2021-10-17 14:44:17 +0700
  • 42b2dcd27c Code refactoring. Vectozavr 2021-10-17 14:38:15 +0700
  • a6efdc71de Code refactoring. Vectozavr 2021-10-17 14:30:58 +0700
  • f36d94183a Code refactoring. Vectozavr 2021-10-17 14:27:19 +0700
  • 813f23d655 Code refactoring. Vectozavr 2021-10-17 14:25:09 +0700
  • fb7b4878ea Code refactoring. Vectozavr 2021-10-17 14:21:10 +0700
  • 3cbe93c6c0 Move Solver to RigidBody. Vectozavr 2021-10-17 12:35:12 +0700
  • 06d0a63a75 Move Solver to RigidBody. Vectozavr 2021-10-17 12:32:23 +0700
  • 6856f48054 Code refactoring. Vectozavr 2021-10-17 00:22:55 +0700
  • eba88a178a Idk what to do with EPA. To salve the problem with infinite cycle in EPA, I added iteration counter. Vectozavr 2021-10-16 20:14:51 +0700
  • a30b6d6059 Remove redundant iterations counter in GJK & EPA Vectozavr 2021-10-13 00:25:28 +0700
  • 41fa09887a Add "final" to all classes from which we dont need to inherit. Vectozavr 2021-10-13 00:19:02 +0700
  • 1fa718f491 Add "final" to all classes from which we dont need to inherit. Vectozavr 2021-10-13 00:18:56 +0700
  • 4dae42a3ef Fixed bug with animations. - Before, if you shoot and go to the main menu, then the traces of the bullets were not removed from the map. This was because the animation stopped updating and the time kept going forward. As a result, the system believed that the animations had already passed, although in reality they had not. Now animations are tied not to their own, but to the global time counter Vectozavr 2021-10-13 00:04:48 +0700
  • d3684f8aa6 Point4D & Triangle now are completely immutable. - Deleted operator= for Point4D and Triangle - Add Vec3D & Vec2D to substitute Point4D in cases where we dont need 4 dimensions. Vec3D & Vec2D are immutable. - Small refactoring of EPA & GJK in RigidBody.cpp Vectozavr 2021-10-12 21:12:47 +0700
  • 423e6d0d35 OS Windows support Vectozavr 2021-10-09 18:38:24 +0700
  • 758685fe57 OS Windows support Vectozavr 2021-10-09 17:41:12 +0700
  • 58535b1dd7 OS Windows support Vectozavr 2021-10-03 12:38:10 +0700
  • 4997202edc struct Button -> class Button Vectozavr 2021-10-03 11:52:30 +0700
  • 122d30a980 struct Button -> class Button Vectozavr 2021-10-03 11:47:05 +0700
  • 58672c0104 Animation refactoring: now we have 1 common timeline with huge list of animation. Vectozavr 2021-10-03 01:18:39 +0700