281155186f
hammer leap melee anim
2020-10-14 12:50:33 -07:00
e1634fa83a
Fixed errors from transitioning some states to keyframes.
2020-10-14 12:50:33 -07:00
21cf1e2168
Added keyframes to leap melee.
2020-10-14 12:50:33 -07:00
7e0cc2d8e5
Added keyframes to repeater ranged.
2020-10-14 12:50:33 -07:00
97f580be2b
Added keyframes to charged melee.
2020-10-14 12:50:32 -07:00
9ebda3c353
Made bow leap more graceful and set energy costs and removed jitter for no leap
2020-10-14 12:50:32 -07:00
431f99a791
Reducing the amount of data in character state
2020-10-14 12:50:32 -07:00
05623eb8bd
Addressed comments
2020-10-14 12:50:32 -07:00
04175bab09
Add skillbar stuff for 3rd skills
2020-10-14 12:50:32 -07:00
951acfca21
Add 3rd skill for hammer, bow, and axe minus skillbar UI stuff
2020-10-14 12:50:32 -07:00
9e7f521489
Fix system data folder name, panic when outside the project dir and there is no env var set
2020-10-13 02:29:32 -04:00
f1c9b959f4
rename a file, fix error msg, dont spam persistence by default
2020-10-13 00:06:24 +02:00
2a7378b4ae
pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
...
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
ff374eab59
create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition
2020-10-11 22:59:53 +02:00
e8452fafc6
fix naming, replace NotInGame with CharacterScreen
2020-10-11 22:55:38 +02:00
8b40f81ee2
No longer block the main thread for client connections, new clients will be handled by server without waiting.
...
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
017e004309
Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
...
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
Initial(ClientType),
General(ClientGeneralMsg),
InGame(ClientInGameMsg),
NotInGame(ClientNotInGameMsg),
Register(ClientRegisterMsg),
Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
b1db5ef488
Redo Network Frontend.
...
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
e1a77d040d
loot table adjustments
...
- decrease blue glider drop rate
- decrease cloth scaprs drop rate from villagers
- add crafting mats to crates instead
2020-10-11 16:25:35 +00:00
71251ca6a6
Change admins from Vec<String> into Hashset<Uuid>, add commands to server-cli-bin for adding and removing admins
2020-10-10 02:10:32 -04:00
fb2cf1a292
Fix clippy warnings
2020-10-10 02:10:32 -04:00
7c14a3f4a4
New userdata folder that holds voxygen settings and logs and server saves and settings, split up server settings file into parts that are persisted back to their files and parts that are read-only, misc fixes
2020-10-10 02:10:32 -04:00
6c43a7cdc5
Change projectiles to not be pushed back by collisions, moved group check into projectile system from physics system
2020-10-10 02:10:31 -04:00
2b800a2b63
make clippy happy
...
Delete glider.ron
2020-10-07 02:23:20 +00:00
47abf49751
Addressed comments
2020-09-29 20:48:23 -05:00
5f889773b5
Addressed comments
2020-09-29 19:48:17 -05:00
51141b2c1a
Changelog line, final balance tweaks.
2020-09-29 19:48:16 -05:00
0b80257aa3
Add migration
2020-09-29 19:48:15 -05:00
56d2afc0dc
Added keyframe support to basic beam state. Addressed some comments.
2020-09-29 19:48:15 -05:00
a8f31cbe6f
Beam tick rate now more responsive when aiming.
2020-09-29 19:48:14 -05:00
506ad1e80e
Improvements to beam collision.
2020-09-29 19:48:14 -05:00
ffe456c703
Fixed what broke after rebasing.
2020-09-29 19:48:13 -05:00
37fcfb8b6f
Created manifest for database to filepath for items.
2020-09-29 19:48:12 -05:00
3d6c26a3c7
Fully separated sceptres from staves.
2020-09-29 19:48:12 -05:00
3e2e06f2f8
Projectile effects are now drained, so that the same projectile can't trigger it's effects on multiple enemies.
2020-09-29 19:48:11 -05:00
67eafdabd0
Separated out energy cost for healing so it's not based off of the energy regen from dealing damage.
2020-09-29 19:48:11 -05:00
3734fafcd8
doubled energy consumption for M1 healing
2020-09-29 19:48:10 -05:00
5bd6f0e26f
Addressed feedback in sceptre branch
2020-09-29 19:48:09 -05:00
de45784596
Addressed round of testing feedback.
2020-09-29 19:48:09 -05:00
18c2b850d3
Added healing healthsource logic to beam system.
2020-09-29 19:48:08 -05:00
13d9b814ab
separate sceptres from staffs, show values below 1.0 as decimals in the SCT, add starting sceptre
...
remove firebolt from starting sceptre
2020-09-29 19:48:07 -05:00
7e95a93434
Energy no longer regens when heal target is at full health.
2020-09-29 19:48:07 -05:00
07fd9ac023
Re-added necessary functionality to beam (heal, lifesteal, energy regen).
2020-09-29 19:48:06 -05:00
095433abcc
Addressed comments.
2020-09-29 19:48:06 -05:00
799a6c1d1e
Tweaked beam collision logic to be more accurate.
2020-09-29 19:48:05 -05:00
a679a34a7b
Reverted changes to melee system that were added to when beam was initially in melee system.
2020-09-29 19:48:04 -05:00
46563e7008
Added beam system. Added collision code for spherical wedge/cylinder detection.
2020-09-29 19:48:04 -05:00
03b5cac2f9
Beams now have spherical hit detection.
2020-09-29 19:48:02 -05:00
6bb680f372
M1 now only regens stamina when healing allies if they are not at full health.
2020-09-29 19:48:02 -05:00
8f7d45100d
Tick rate now exposed as a variable.
2020-09-29 19:48:01 -05:00