Avi Weinstock
78845a0d73
Implement potion sickness, which causes diminishing returns on healing from potions.
2023-01-19 15:06:12 -05:00
Nils Ascheuer
21f417dbef
Added Changelog
2023-01-18 14:40:21 +01:00
Nils Ascheuer
f9e1aca045
#1694 Faster Energy Regeneration-acceleration while sitting
2023-01-18 10:44:09 +01:00
Corvella
ef5737360b
Improve Projectile/Entity Hit Detection
2023-01-16 05:58:28 +00:00
flo
98c1e68209
Fix wall cheese
2023-01-14 15:41:07 +00:00
Marcel Märtens
2812729b78
cargo clippy lifetimes
2022-11-28 15:19:57 +01:00
Marcel Märtens
dad73ba2a3
fix clamp clippy errors
2022-11-28 14:26:27 +01:00
Marcel Märtens
0ab7a2543e
fix clippy errors
2022-11-28 14:08:11 +01:00
Sam
0fe073fcdc
Addressed feedback from testing
2022-10-27 20:07:10 -04:00
Sam
df9ef691fd
Cleaving stance AI
2022-10-27 20:07:03 -04:00
Sam
8d3567b6b2
Made combo melee more ergonomic to use when it is a stance
2022-10-27 20:06:59 -04:00
Sam
7a8653e8f8
Reaching abilities
2022-10-27 20:06:35 -04:00
Sam
500e0ae3d0
Heavy abilities
2022-10-27 20:06:34 -04:00
Sam
8a578bf3f6
Parrying abilities
2022-10-27 20:06:34 -04:00
Sam
ec03bd7032
Cleaving abilities
2022-10-27 20:06:33 -04:00
Sam
38094b6ba2
Finisher melee
2022-10-27 20:06:29 -04:00
Sam
c09e858cba
Single target melee attacks now hit the closest target instead of a random target.
2022-10-27 20:06:28 -04:00
Sam
7b27b63122
Melee attacks now only hit a single target by default
2022-10-27 20:06:28 -04:00
Sam
17258975fc
Combo melee 2 state
2022-10-27 20:06:26 -04:00
Joshua Barretto
3c54e63592
Various minor optimisations
2022-10-12 13:57:14 +01:00
Marcel Märtens
cf6a764aa4
update toolchain to 2022-09-23
2022-09-25 15:58:32 +02:00
Marcel Märtens
c2b453f6f1
update toolchain to 2022-09-08
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This reverts commit 6c9deee491
.
This reverts commit a32b269252
.
2022-09-24 00:04:40 +02:00
Joshua Yanovski
2c15d0af56
Reduce overhead of messaging systems.
2022-09-14 21:04:53 -07:00
Marcel Märtens
a32b269252
steal sharps clippy improvements to the old nightly
2022-09-11 16:10:56 +02:00
Joshua Yanovski
986d104faa
Update Rust toolchain.
2022-09-08 15:43:53 -07:00
juliancoffee
54c48c7112
Extract buff executor into own function
2022-09-06 15:50:04 +03:00
flo
9339971032
Music Instruments
2022-08-28 18:48:18 +00:00
flo
e882e62c08
seachapel
2022-08-24 21:50:53 +00:00
Marcel Märtens
ffe7b2158d
put light_emitters in par_loop to improve the runtime of the campfire lit out loop
2022-07-18 20:56:28 +02:00
tygyh
120ee6b6c0
Fix typos
2022-07-15 18:59:37 +02:00
tygyh
5e5698249b
Remove unnecessarily qualified paths
2022-07-15 14:49:46 +02:00
Marcel Märtens
e4909650e1
update hashbrown, specs, and tracy
2022-07-06 15:41:59 +02:00
Socksonme
6a355c58f2
Remove instance from PoiseChange
2022-06-29 18:36:05 +03:00
socksonme
eabbfe6a51
Remove damage batch option + crit_mult
2022-06-29 17:31:54 +03:00
socksonme
559d5ca804
Some changes to DamageSources + various code qual changes
2022-06-29 17:31:43 +03:00
socksonme
5360a7c93e
Tons of code quality changes, added damage rounding option
2022-06-29 17:31:37 +03:00
socksonme
202d558246
Instance number generated inside projectile constructor, remove crit field
2022-06-29 17:31:07 +03:00
socksonme
6c75ad6ef8
Code quality changes and comments
2022-06-29 17:30:54 +03:00
socksonme
ac5bf53c42
Instance numbers for HpChanges
2022-06-29 17:30:50 +03:00
socksonme
7a1e19d42c
Crits now only glob with eachother, now show up like healing
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Still a WIP, need to change crits to being non-floating and try implementing crits popping, need to remove some debugging stuff later
2022-06-29 17:30:29 +03:00
socksonme
94f193fbe0
Damage outcomes are now emitted with health change events
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Being healed and damaged at the same time still leads to issues - needs to be sorted out
2022-06-29 17:29:19 +03:00
Christof Petig
a55cbbbf11
move the character_state test to the systems crate (where the infrastructure is complete)
2022-06-08 07:47:20 +02:00
Marcel Märtens
17661d9655
Revert "massivly decrease the effects of bigger tick times on the pos calculatuion by moving the block friction calcuation into the inner iterator"
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This reverts commit 819dae754e
.
I wanted to have it in the commit history though
2022-06-07 22:57:40 +02:00
Marcel Märtens
819dae754e
massivly decrease the effects of bigger tick times on the pos calculatuion by moving the block friction calcuation into the inner iterator
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do physics always after character_behavior as this one is saying how the input should be handled
2022-06-07 22:57:17 +02:00
Marcel Märtens
997b330f19
add physics tests that verify the status quo
2022-06-07 22:53:34 +02:00
Sam
5e57eabd11
Code changes and msm
2022-05-30 20:25:31 -04:00
Christof Petig
2bf8e1865f
Skiing and ice skating
2022-05-27 17:19:52 +00:00
Sam
81c83c5e83
Items with components can now have their name modified by the components. Also addressed more review. NO ASSETS
2022-05-16 15:11:15 -04:00
Forest Anderson
cea55143ce
Change outcomes to eventbus
2022-05-09 19:58:13 +00:00
Marcel Märtens
3fcf95061e
before buff was around 5ms - 6ms on 100 players
2022-05-08 19:49:21 +02:00
Jonathan Berglin
144d6d41f7
Extract 'calculate_projection_and_collision_dist' function
2022-05-02 09:14:17 +00:00
Marcel Märtens
fa49248c31
switch to upstream vek again
2022-04-28 09:10:55 +02:00
Plright
cffa980f24
Fixed being able to sneak on mount
2022-04-16 16:56:47 +00:00
Justin Shipsey
aee1aa7c1d
Merge branch 'holychowders/prevent_undesired_movement_on_agent_interaction' into 'master'
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Agent Perception: Improve Awareness System
See merge request veloren/veloren!3263
2022-03-26 00:28:18 +00:00
Olexorus
cf66eccb75
Use Rust 2021 postfix .into_iter()
2022-03-15 16:34:56 +01:00
holychowders
df91f665d7
Agent Perception: Restrict when idling agents respond to sounds.
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- Prevent utterances and other sounds from causing undesired jitters and
fleeing, such as those caused by greeting villagers.
- Agents will no longer flee from quieter weapon sounds such as melee.
2022-03-12 16:58:06 -06:00
Sam
bc7c088a12
More sensible vertical limit to what melee attacks can hit
2022-03-03 20:03:32 -05:00
ubruntu
94a9b407c2
Fix waypoints being movable
2022-02-28 19:20:37 +00:00
ubruntu
6d795b6ecd
Campfire heals pets when owner sits
2022-02-22 09:23:07 +00:00
jshipsey
6d34a6b544
wallrunning
2022-02-09 19:34:23 -05:00
Marcel
72e270368d
Merge branch 'aweinstock/resolve-clippy-lints' into 'master'
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Globally allow more clippy lints and reconfigure complexity to be less verbose
See merge request veloren/veloren!3052
2022-01-30 22:53:36 +00:00
Avi Weinstock
f3f08936d8
Decrease too-many-arguments-threshold and type-complexity-threshold.
2022-01-30 20:16:21 +01:00
Avi Weinstock
5f8957d8ef
Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}
.
2022-01-30 20:16:20 +01:00
Dr. Dystopia
7b5d9508b6
Create 'ColliderData' struct and implement it in 'resolve_e2e_collision' function
2022-01-30 19:50:32 +01:00
juliancoffee
fba89517de
Move Veloren to 2021 edition
2022-01-26 16:46:40 +02:00
Dr. Dystopia
bb48267827
Fix warnings
2022-01-23 19:03:47 +01:00
Sam
fe1db1e9e0
Can move around, so character state system runs
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Hotbar now visible
Can't yet activate skillbar abilities, only M1 and M2
2022-01-20 15:26:35 -05:00
Snowram
a6e396e29a
Stunned and jump anims, stats, spawns, more IA work
2022-01-20 00:53:29 +01:00
Snowram
ae71f2e4f0
Adds poisoned debuff (energy change over time)
2022-01-19 19:01:13 +01:00
Imbris
13d970bf6f
Rename SyncFrom::AllEntities to SyncFrom::AnyEntity for more clarity, add more comments for component syncing code, address MR comment
2022-01-19 00:56:42 -05:00
Imbris
3beb3c8205
Address review comments
2022-01-19 00:56:42 -05:00
Imbris
cc40058ae2
Reduce extra energy updates
2022-01-19 00:56:42 -05:00
Imbris
5494bd31f2
Sync SkillSet from all entities for now since it is needed for some things in voxygen, fix character_behavior system always triggering energy and density modification flags
2022-01-19 00:56:42 -05:00
Joshua Barretto
20509a7818
Removed mounted combat edge cases
2022-01-16 19:28:53 +00:00
Joshua Barretto
5008dba413
Sensibly filter mount inputs
2022-01-16 18:45:27 +00:00
Joshua Barretto
2966a42093
Added mounted combat
2022-01-16 18:30:00 +00:00
Joshua Barretto
043016a433
Don't try to mount unmountable entities, clippy fixes and fmt
2022-01-16 17:53:14 +00:00
Joshua Barretto
504e2a38d5
Added overhead hints, smoother mount movement
2022-01-16 17:53:14 +00:00
Joshua Barretto
157cd6cd14
Fixed unusual speech bubble placement
2022-01-16 17:53:14 +00:00
Joshua Barretto
2923d3cd2b
Made NPCs prefer food when idle
2022-01-16 17:53:13 +00:00
Joshua Barretto
537cc38b5e
Fixed lantern position when mounting
2022-01-16 17:53:13 +00:00
Joshua Barretto
b3e2d825ed
Overhauled mounting to make it more reliable
2022-01-16 17:53:13 +00:00
Sam
d0e487da8a
Ability sets now start with non-empty defaults.
2022-01-15 21:45:27 -05:00
Sam
d86692c4fe
Added in-memory persistence of ability sets per weapon kind pair.
2022-01-15 21:42:34 -05:00
Sam
e98edbcc7a
Conversion of poise damage to health damage now scales depending on the poise state the target is in.
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Entities are now immune to poise damage for 1 second after exiting a poise state.
Rebalanced most phyiscal damage attacks on player-accessible tools.
2022-01-12 22:18:59 -05:00
Sam
d1e1de3b14
Slashing damage now decreases target's energy if available, and if target has no remaining energy will do additional damage.
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Piercing damage now ignores an amount of protection equal to the piercing damage value.
Crushing damage now does poise damage equal to the amount of mitigated damage.
When poise damage is dealt while in a poise state, poise damage is instead converted to damage.
2022-01-12 22:18:58 -05:00
Sam
0a9f3381f5
Skill points now attempt to be earned as experience is added.
2022-01-03 19:55:05 -05:00
Sam
da78800047
Changed skill groups to be a hashmap instead of a vec.
2022-01-03 19:55:05 -05:00
Sam
6d2496b7de
Changed skill group to store available_exp instead of spent_exp to help enforce certain invariants. Addressed more review coments.
2022-01-03 19:55:04 -05:00
Sam
8221336587
Addressed some review.
2022-01-03 19:55:04 -05:00
Sam
64c8321626
Made skill groups remain locked if skill to unlock them not acquired.
2022-01-03 19:55:03 -05:00
Sam
fe45a158ed
Skill groups now only persist earned_exp instead of available_exp, earned_sp, and available_sp.
2022-01-03 19:55:00 -05:00
Imbris
bf48bd5346
update toolchain to nightly-2021-12-19
2021-12-23 13:04:24 +01:00
Joshua Barretto
6e97e3179d
Slippery ice
2021-12-20 18:03:52 +00:00
Marcel Märtens
ef40ebe0c8
update toolchain to nightly-2021-11-24
2021-11-24 10:09:22 +01:00
Ben Wallis
022c1417b6
EXP on kill is now shared between damage contributors. A "damage contributor" is either an individual entity, or a group - depending if the attacker is in a group. This means that not only does the "killing blow" no longer get 100% of EXP, but multiple groups and individuals all receive their fair share of EXP on death (assuming they are still within range of the entity when it dies).
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Damage from a given individual or group only counts towards a kill for 10 minutes since that individual or group's last damage to the entity - after this period their damage contribution is removed. This avoids the list of damage contributors growing excessively large for an entity that does a lot of combat but never dies.
EXP sharing within groups is unchanged - the difference is simply that the input to this calculation may be less than 100% of the base EXP reward for the kill if other individuals or groups contributed damage.
2021-11-13 20:46:45 +00:00
Joshua Barretto
c0bf9503bd
Addressed review issues, added cloning docs to BodySpec::Manifests
2021-11-13 17:20:23 +00:00
Joshua Barretto
46ec4203a2
Arbitrary volume airships
2021-11-13 17:13:08 +00:00
Samuel Keiffer
6e57380735
Merge branch 'sam/ability-pool-and-hotbar' into 'master'
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Ability pool
See merge request veloren/veloren!2996
2021-11-12 05:11:12 +00:00
Sam
a288f9ee43
Addressed further review.
2021-11-11 22:37:37 -05:00