Commit graph

58 commits

Author SHA1 Message Date
ZappoMan
83d212861d make APPEND_ENTITY_PROPERTY type safe 2015-05-12 11:41:04 -07:00
ZappoMan
c81f6dc69c fix particle properties 2015-05-12 11:03:16 -07:00
Anthony Thibault
b3af515224 Particle entity improvements based on code review.
* Updated variable naming to match coding standards.
* Changed particle raw float arrays to vectors.
* Bug fix: changing maxParticles will no longer lead to memory corruption.
* Made particle ring buffer more explicit, added _particleTailIndex.
* Added getLivingParticleCount() private method.
* Moved integration and bounds code into private methods.
* Bug fix: high emit rates now properly integrate particles forward for the
  remaing frame time, not the entire frame.
* Bug fix: new particles were not initiaized to origin.
* Added more particles to ajt-test.js.
* Bug fix: ajt-test.js script was not shutting down properly.
* Removed random seed, unless we have a psudo random number generator per
  particle system instance, it's unlikely that this will preserve sync.
* Bumped packet version number.
2015-05-11 19:21:33 -07:00
Anthony J. Thibault
ede42285b1 Improvements to particle entity.
* Changed particle geometry to billboarded quads
* Added texture support
* Added ajt-test.js particle test script.
* GeometryCache support for batched quads with texCoords.
* Bug fix for infinite loop if _lifetime was very large.
* Don't reset the simulation on animation loop.
* stop emitting particles on animation stop, but keep simulating until there are no more living particles.
* Removed some trailing whitespace
2015-05-10 17:13:46 -07:00
Seth Alves
d4461f1ecb put avatars and embedded-webserver and entities logging into their own QLoggingCategory 2015-04-06 16:22:54 -07:00
Andrew Meadows
e418872f7b namechanges: setFooInMeters() --> setFoo()
also fixed some warnings, made code abide to standard,
and moved some variables to be closer to where they're used
2015-03-09 09:56:15 -07:00
Jason
7a5669f14e Interview project updates.
Tried to address all of Brad's notes, most of which were related to
matching the coding style for the project.  Also used GeometryCache
instead of making direct calls to OpenGL to do drawing, took a different
approach to seeding rand(), updated the packet version, and fixed a bug
that I noticed in the setting of the dimensions for the particle effect
entity.
2015-03-06 15:52:21 -08:00
Jason
3522357c8c High Fidelity interview project -- Jason Rickwald
For my project, I decided to add a new entity -- a Particle Effect.
This is really rudimentary to start out with, but you could see where
it's headed.
2015-03-04 16:06:06 -08:00