Commit Graph

46 Commits

Author SHA1 Message Date
2c15d0af56 Reduce overhead of messaging systems. 2022-09-14 21:04:53 -07:00
986d104faa Update Rust toolchain. 2022-09-08 15:43:53 -07:00
5e5698249b Remove unnecessarily qualified paths 2022-07-15 14:49:46 +02:00
e4909650e1 update hashbrown, specs, and tracy 2022-07-06 15:41:59 +02:00
a7c724a46d Limit figures drawn for rain occlusion 2022-07-04 18:18:35 +02:00
3eabe24f12 base occlusion texture size of off voxels 2022-07-04 18:07:19 +02:00
54f958acc7 more correct occlusion 2022-07-04 18:07:16 +02:00
34f580dfaa Introduced loot ownership rules to combat loot stealing by players
* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
2022-05-28 12:06:49 +00:00
cea55143ce Change outcomes to eventbus 2022-05-09 19:58:13 +00:00
fa49248c31 switch to upstream vek again 2022-04-28 09:10:55 +02:00
94a9b407c2 Fix waypoints being movable 2022-02-28 19:20:37 +00:00
a685a353cb Shared and persistent waypoints 2022-02-20 10:10:18 +00:00
fba89517de Move Veloren to 2021 edition 2022-01-26 16:46:40 +02:00
043016a433 Don't try to mount unmountable entities, clippy fixes and fmt 2022-01-16 17:53:14 +00:00
504e2a38d5 Added overhead hints, smoother mount movement 2022-01-16 17:53:14 +00:00
b3e2d825ed Overhauled mounting to make it more reliable 2022-01-16 17:53:13 +00:00
bf48bd5346 update toolchain to nightly-2021-12-19 2021-12-23 13:04:24 +01:00
e3203080ed Added Calendar for temporal events based on the real-world calendar 2021-12-20 18:03:52 +00:00
596307c9b7 Remove unused clippy suppressions 2021-12-05 17:59:02 +00:00
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).
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
Sam
a288f9ee43 Addressed further review. 2021-11-11 22:37:37 -05:00
Sam
a8bec0280c Ability pool mostly functional. 2021-11-09 12:56:07 -05:00
2a82405df2 update toolchain to nightly-2021-09-24 2021-09-24 23:18:07 +02:00
88685cc016 update crates 2021-09-20 14:39:01 +02:00
db48e30ea1 Resolve unused '#[allow(clippy::needless_range_loop)]' error supressions 2021-07-24 20:22:05 +02:00
7d93d907f6 implement slowjob metrics to measuere time in queue and execution time 2021-07-22 19:31:21 +02:00
eade248e1f Fixed handling of orientation changes for airships 2021-07-18 01:13:36 +01:00
9b3b21f368 fix clippy warnings 2021-07-12 12:09:09 +02:00
286037166a Update wasmer 2021-07-10 15:06:51 +02:00
659b42e813 Remove tracy features that are no longer needed now that macros have been fixed 2021-06-19 04:27:50 -04:00
4167621f5d Change the version number to 0.10 2021-06-12 10:14:07 +02:00
7185dcee68 switch to hashbrown 0.11 and specs 0.16.2 2021-06-07 13:01:01 +02:00
3869cdf1d2 Don't remesh chunk vertex data on sprite update.
This results in an extremely visually noticeable improvement in latency
when adding or removing sprite data and makes the game feel more
responsive.

This happens, for instance, when picking up a sprite like an apple or
flower from the environment.  We check to make sure that for items
with lighting (like Velorite) or changes that otherwise affect meshing
(like changing from fluid to nonfluid) this doesn't trigger.
2021-05-11 12:58:15 -07:00
b34704ea3f (Wiring) OnDeath 2021-05-05 19:08:18 +02:00
4cfdbdd069 use a constant for recommended_threads 2021-05-05 14:35:06 +02:00
0142cf37f0 limit tokio threads to 1/4 of num_cpus
make sure that rayon has at least 2 threads even on 1cpu systems to increase stability
2021-05-04 21:06:11 +02:00
6e3a74b476 rayon::join creates a global threadpool, which is only used in /world
instead just use the same threadpool for everything
helps with debugging problems with GDB
using threadpool.install() to also be used when `into_par_iter()` is called
2021-05-04 21:06:07 +02:00
1af4a04231 Revert "Merge branch 'revert-b10718c5' into 'master'"
This reverts merge request !2172
2021-04-21 17:10:13 +00:00
fd672980c4 Revert "Merge branch 'imbris/agent-opt' into 'master'"
This reverts merge request !2024
2021-04-21 14:10:06 +00:00
e17477979f Remove extra chunk cloning and parallelize serialization in the server terrain sys 2021-04-20 15:25:05 -04:00
e750c9d570 Switch agent target search to use a spatial grid, add convience method for querying the aabr of a circle 2021-04-20 15:25:04 -04:00
a76fdbc325 Expose CachedSpatialGrid resource that is updated by the physics system, move BuildAreas into its own module, removed unused ExecMode 2021-04-20 15:25:04 -04:00
26222a0a2d Rename common-sys to common-systems and rearrange common-state slightly 2021-04-20 15:25:04 -04:00
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00
7348e399e0 only have 1 Fn passed to tick fn 2021-04-20 01:49:45 +02:00
5862920f32 seperate sys/state 2021-04-20 01:30:17 +02:00