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Enable energy recharge while gliding
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@ -81,6 +81,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Projectiles now generally have a different arc because they no longer have their own gravity modifier
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- Projectiles now generally have a different arc because they no longer have their own gravity modifier
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- Increased agent system target search efficiency speeding up the server
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- Increased agent system target search efficiency speeding up the server
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- Added more parallelization to terrain serialization and removed extra cloning speeding up the server
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- Added more parallelization to terrain serialization and removed extra cloning speeding up the server
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- Energy now recharges while gliding
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### Removed
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### Removed
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@ -17,7 +17,6 @@ pub struct Energy {
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pub enum EnergySource {
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pub enum EnergySource {
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Ability,
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Ability,
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Climb,
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Climb,
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Glide,
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LevelUp,
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LevelUp,
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HitEnemy,
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HitEnemy,
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Regen,
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Regen,
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@ -190,6 +190,7 @@ impl<'a> System<'a> for Sys {
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| CharacterState::Sit { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Sneak { .. }
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| CharacterState::Sneak { .. }
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| CharacterState::Glide { .. }
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| CharacterState::GlideWield { .. }
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| CharacterState::GlideWield { .. }
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| CharacterState::Wielding { .. }
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| CharacterState::Wielding { .. }
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| CharacterState::Equipping { .. }
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| CharacterState::Equipping { .. }
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@ -232,9 +233,8 @@ impl<'a> System<'a> for Sys {
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poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
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poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
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}
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}
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},
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},
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// Ability and glider use does not regen and sets the rate back to zero.
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// Ability use does not regen and sets the rate back to zero.
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CharacterState::Glide { .. }
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CharacterState::BasicMelee { .. }
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| CharacterState::BasicMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::LeapMelee { .. }
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| CharacterState::LeapMelee { .. }
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| CharacterState::SpinMelee { .. }
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| CharacterState::SpinMelee { .. }
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