Commit Graph

1496 Commits

Author SHA1 Message Date
d46f1e1859 Initial bow & arrow implementation 2019-10-04 21:02:39 +02:00
4c1eba1f3e Assets update, aesthetics, minor fixes 2019-10-04 18:27:12 +00:00
1069173d83 add give_exp command 2019-10-04 17:48:14 +02:00
b4bca0a150 Format code. 2019-10-04 16:26:22 +02:00
6d6c020eab Updated to work on latest master. 2019-10-04 16:25:47 +02:00
6e4d556073 Add max chat message length
Fixes #115
Credit to @scorpion9979 for the previous implementation (https://gitlab.com/veloren/veloren/merge_requests/215)
2019-10-04 16:14:54 +02:00
35b9040a6f Removed now stable feature 2019-10-03 17:28:17 -04:00
27f3bebe40 Char overhaul and asset update 2019-10-02 10:05:17 +00:00
a6d5b82ef5 Prevented pickups with full inventory 2019-09-26 00:15:07 +01:00
57a2313348 Don't consume unuseable items 2019-09-26 00:15:07 +01:00
dff67e1c41 Added block collection, improved controls for it 2019-09-26 00:15:07 +01:00
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
f57c2ec453 Made consumable items have an effect, better damage animation 2019-09-26 00:15:07 +01:00
a961a267f1 Added apple and mushroom collection 2019-09-26 00:15:07 +01:00
7e6eede740 Better sun halo colours 2019-09-26 00:15:07 +01:00
dd8500071e Stop cpu spinning in metrics server 2019-09-20 00:41:44 -04:00
9ba64ca57f Addressing code review. 2019-09-16 15:11:47 +02:00
20f57cf7f3 Continue instead of breaking. 2019-09-16 04:18:40 +02:00
2abf7cd016 Fixing more rustfmt errors. 2019-09-16 04:05:36 +02:00
95b02912b6 Fixing rustfmt. 2019-09-16 04:01:05 +02:00
b4ad76372b Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk.  We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.

We now check an atomic flag for every column sample in a chunk.  We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-09-16 03:41:33 +02:00
02fe9adfb7 Fix panic if starting singleplayer twice without closing the game
reduce costs for metrics by checking chunks only every 100th tick
add metrics for "server start time" and ingame "time of day"
2019-09-10 15:22:34 +02:00
3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
58b0b49dfe adjust metrics to rebased Chunks 2019-09-09 10:47:40 +02:00
49b08b55c7 switch from hyper http to rouille for http server 2019-09-09 10:07:25 +02:00
b05e51152f update version, revert from static prometheus back to normal because static doesnt supprot registries, and implement most of the metrics except for entity count 2019-09-09 09:54:30 +02:00
8d3fb40419 first implementation of prometheus in veloren for git hash, tick times, chunks loaded, player online, entity count and light count 2019-09-09 09:48:44 +02:00
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
7dce9c4fb9 Added unwrap_or to obj_str_opt in handle_object in case we don't return early in the _ => match arm 2019-09-02 01:22:09 -04:00
c154a41c5c Changed Spawned object: to Spawned: in handle_object 2019-09-02 01:22:09 -04:00
8f68df2bd1 Tells the user which object was spawned 2019-09-02 01:22:08 -04:00
f53904b534 More sprites, ui fixes, lianas 2019-09-01 19:04:03 +00:00
9a832dd56b Move std::mem::discriminant into new method 2019-08-30 22:51:46 -04:00
77a48c61a1 Fix rolling for the player 2019-08-30 22:50:53 -04:00
e674424974 Allow non player entites to be removed again 2019-08-30 22:47:39 -04:00
a95893e43b Remove inventory::swap and improve inventory::insert 2019-08-31 00:09:25 +02:00
bd8e71c5aa Rename activate_inventory_slot to use_inventory_slot 2019-08-30 22:46:45 +02:00
082ccd7c46 Avoid right-ward shift 2019-08-30 22:32:47 +02:00
952ec35857 Remove warnings 2019-08-29 19:54:53 +02:00
6e1c78e5d5 Add debug mode item giving speed boost in look_dir on click 2019-08-29 19:44:28 +02:00
155605841b Use comp::Stats to store Equipment, make char weapon selection work 2019-08-29 19:44:28 +02:00
be71aea20b Changed exp type from f64 to u32 and altered exp calculations and function signatures to adhere to the new types
Signed-off-by: Yashas Lokesh <yashas.lokesh@gmail.com>
2019-08-27 22:33:14 +00:00
c4879307af Update to github vek repo 2019-08-26 13:12:45 +02:00
05f2f168fd Make falldamage local, don't use force update for local, cleanup 2019-08-26 13:12:43 +02:00
eb34e5bb27 fmt 2019-08-26 13:12:43 +02:00
3258fa3a3c Add basis for projectiles
But we have no controller action to spawn them yet
2019-08-26 13:12:41 +02:00
814e858720 Split Events in ServerEvent and LocalEvent 2019-08-26 13:12:41 +02:00
e8ccbe75fa Clean up entity spawning code 2019-08-26 13:12:39 +02:00
4d6a32e00f Allow non player entites to be removed again 2019-08-26 13:12:35 +02:00
5d5ccd7b99 Move from state components to single CharaterState struct
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00