fda6c9ffd1
Added to changelog.
2021-01-24 16:52:56 +00:00
30168e375f
Glider stamina only costs on deploy
2021-01-24 10:56:35 +01:00
c7baf1fd86
General NPC Hitbox Adjustments
2021-01-24 04:00:57 +00:00
2a9c4f6f2e
Swilliams/golem hitbox fix
2021-01-22 16:30:35 +00:00
c888ec0535
Golems are now lactose tolerant.
2021-01-20 11:54:57 -05:00
7dda25a66d
More footstep sfx based on distance
2021-01-19 19:51:19 -08:00
08922dfc64
Make only humanoid agents attempt to roll
2021-01-19 10:42:46 -08:00
89766b2b34
Added command to give yourself skill points.
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adjusted social window
Changelog
2021-01-19 08:07:49 -05:00
c09098ee5f
Changed default option to false for smooth_pan_enable.
2021-01-08 21:08:57 +00:00
aef2637288
Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts
2021-01-08 19:12:09 +00:00
7ab85a8d63
Updated changelog
2021-01-08 16:34:26 +01:00
58ec4760a5
Move to WindowEvent from DeviceEvent for zooming
2021-01-08 01:38:33 -05:00
ae366e03c5
Reduced downward fall of birds, Humanoid travelers no longer visit dungeons, birds only travel between dungeons
2021-01-05 01:04:01 +00:00
14581d4bb3
Update Changelog
2020-12-31 12:32:21 +01:00
53d5a9373e
fixing #881
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- Multiple buffs make the UI icons flicker
2020-12-22 15:40:57 +00:00
3466d638fe
Merge branch 'gliding-energy-cost' into 'master'
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Glider mid-air deploy and gliding energy-cost
See merge request veloren/veloren!1626
2020-12-18 21:18:32 +00:00
8f9db19a4a
Glider mid-air deploy and gliding energy-cost
2020-12-18 19:16:06 +01:00
5f9984df12
working towards #861 -
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Use scancodes for (at minimum) key remapping
added ScanCode fallback for when winit doesn't provide a VirtualKeyCode
renamed SKey to ScanKey
2020-12-18 10:01:30 +01:00
850eb1c293
Update CHANGELOG
2020-12-17 12:06:24 +01:00
8b9db7b179
cleanup, changelog, small bugfixes
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fmt
fix rebase
fmt
2020-12-14 21:52:24 +01:00
49cabfae18
Made LoD water reflective
2020-12-14 16:52:33 +00:00
023888f560
Updated changelog, fmt and clippy fixes
2020-12-13 17:40:15 +00:00
fe7f73bf62
Removed panic sources from server event handling
2020-12-07 12:28:29 +00:00
71303fecfd
Aura System and Campfire Health Regen
2020-12-04 22:24:56 +00:00
c975f811e7
Chat commands for group manipulation
2020-12-04 02:18:42 +00:00
f82016c66c
Updated changelog
2020-12-01 10:29:49 -05:00
885e1aac61
Offspec/larger scalemode range
2020-11-30 20:36:58 +00:00
ca1601a980
Change the version number to 0.8
2020-11-28 11:25:58 +01:00
aad9734055
Agent tactic refactoring
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Lower theropods spawns
clippy, changelog
review response
2020-11-24 17:49:00 -06:00
6a41978c24
Updated changelog
2020-11-23 10:58:20 +00:00
327febd9b2
Updated changelog
2020-11-23 10:57:53 +00:00
56e37a4846
Fix bug that caused campfires and other stuff to duplicate
2020-11-22 21:03:06 +00:00
8235e94aa4
Conversion to struct to please clippy
2020-11-21 15:42:43 +01:00
987df30dc4
Fixed audio test, added changelog line.
2020-11-20 11:50:01 -06:00
7a917f87e1
added norwegian
2020-11-20 16:49:32 +01:00
a684bc90fd
Quadraped footsteps and songs in biomes
2020-11-18 13:31:12 -08:00
e0265012e8
added to changelog
2020-11-16 17:01:55 +01:00
774ef72344
Merge branch 'master' into 'knarkzel/persist-combo-roll'
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# Conflicts:
# CHANGELOG.md
2020-11-15 22:37:30 +00:00
171ef1d7b9
Upscaling support
2020-11-15 22:18:35 +00:00
b678915b6e
added persistent combo roll entry to changelog
2020-11-15 23:12:05 +01:00
4f2512f126
Save the selected character, deselect character when deleting, auto select newly created character
2020-11-14 19:17:42 -05:00
cff5439796
Fix issue where ui scale in the login menu was not updated when changed in-game
2020-11-13 20:17:59 -05:00
ba042c76c8
Only limit negative z velocity by gravity instead of total negative z velocity
2020-11-11 20:09:07 -05:00
512fe52e5f
Changelog
2020-11-11 22:06:02 +01:00
7bce8b9615
More resiliant settings, better key defaults
2020-11-11 17:37:26 +00:00
eec6d68585
Update changelog
2020-11-11 03:02:49 -05:00
6085edaa34
Improve NPC aiming and humanoid hitboxes
2020-11-11 04:36:40 +00:00
e4e5c6e55b
massivly switch clock algorithm.
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- before we had a Clock that tried to average multiple ticks and predict the next sleep.
This system is massivly bugged.
a) We know exactly how long the busy time took, so we dont need to predict anything in the first place
b) Preduction was totally unrealistic after a single lag spike
c) When a very slow tick happens, we dont benefit from 10 fast ticks.
- Instead we just try to keep the tick time exact what we expect.
If we can't manage a constant tick time because we are to slow, the systems have to "catch" this via the `dt` anyway.
2020-11-10 18:31:42 +01:00
b09148abee
Updated changelog, removed old models
2020-11-09 17:19:29 +00:00
b56919b123
Make waypoints persistent
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Closes #549
2020-11-08 22:15:47 +01:00