Updates to component classes -

Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
This commit is contained in:
Areloch 2018-01-28 14:57:02 -06:00
parent ae5a43de70
commit 68efd8e22a
15 changed files with 706 additions and 312 deletions

View file

@ -288,7 +288,7 @@ void RigidBodyComponent::processTick()
return;
// SINGLE PLAYER HACK!!!!
if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
/*if (PHYSICSMGR->isSinglePlayer() && isClientObject() && getServerObject())
{
RigidBodyComponent *servObj = (RigidBodyComponent*)getServerObject();
mOwner->setTransform(servObj->mState.getTransform());
@ -296,7 +296,7 @@ void RigidBodyComponent::processTick()
mRenderState[1] = servObj->mRenderState[1];
return;
}
}*/
// Store the last render state.
mRenderState[0] = mRenderState[1];