Justin Shipsey
d7c7f6bf5d
Merge branch 'sam/rework-bow' into 'master'
...
Bow Rework
See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
Avi Weinstock
624f8796bd
Fix mindflayer tactic to make it shoot purple fireballs again.
2021-05-22 20:35:21 -04:00
Sam
1014ac45bf
Made new skills for reworked bow.
...
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Samuel Keiffer
a0599ac046
Merge branch 'sam/extra-equip-slots' into 'master'
...
Added Extra Loadout Slots
See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
James Melkonian
27885e00b2
Allow NPCs to path towards far away enemies
2021-05-21 03:14:45 +00:00
James Melkonian
b076fb7baa
Small cockatrice AI fixes
2021-05-17 22:46:50 +00:00
Sam
9173dca03f
Added equip slots for other weapons.
2021-05-15 15:16:37 -05:00
holychowders
d5f3ba77d4
Make NPCs Aware of Sound - See Issue #913
2021-05-15 19:36:27 +00:00
James Melkonian
f76b61ac17
Make merchants /tell instead of /say
2021-05-11 17:26:22 +00:00
Sam
7f6c6c5603
Fixed offsets for laser and rocket attacks of clay golem.
2021-05-10 18:54:04 -05:00
Sam
0d53e790fd
Made golem laser spawn based off of orientation rather than look_dir. Additional balance tweaks.
2021-05-10 18:54:00 -05:00
Sam
fca56be4c0
Balance tweaks
2021-05-10 18:53:52 -05:00
Sam
58e5b1fdf5
AI tweaks.
2021-05-10 18:53:49 -05:00
Snowram
47a2bf7de8
Adds haniwa sentry object
2021-05-10 18:53:48 -05:00
Sam
c67c56d194
Dungeon placement. Tweaks to melee.
2021-05-10 18:53:47 -05:00
Sam
9f8aeb91c0
Added armor, more ai tweaks.
2021-05-10 18:53:46 -05:00
Sam
1c8db241e2
Golem AI
2021-05-10 18:53:43 -05:00
Joshua Yanovski
0cf0f59fa7
Merge branch 'sharp/modtools' into 'master'
...
Added non-admin moderators and timed bans.
See merge request veloren/veloren!2276
2021-05-10 04:54:06 +00:00
Joshua Yanovski
e7587c4d9d
Added non-admin moderators and timed bans.
...
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator). Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).
To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions). Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.
As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-09 21:19:16 -07:00
Avi Weinstock
abcb6f34a3
Remove the dependency of the new mindflayer AI on action_state.timer
.
2021-05-09 21:16:57 -04:00
Avi Weinstock
1ae105125d
Change agent's condition
field back to a bool (from bitflags) and add a separate int_counter
field.
2021-05-09 18:09:53 -04:00
Avi Weinstock
1dfcdce1c0
Add a purple fireball to mindflayer and have it shoot it a few times before teleporting, and fix mindflayer AI's husk summons.
2021-05-09 18:09:31 -04:00
Samuel Keiffer
a2999ce96f
Merge branch 'aweinstock/damage-types' into 'master'
...
Add `DamageKind`, and make piercing damage partially ignore damage resistence.
See merge request veloren/veloren!2262
2021-05-06 22:22:49 +00:00
Avi Weinstock
e4cda4309e
Add DamageKind
, and make piercing damage partially ignore damage resistence.
...
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
James Melkonian
346eb48a27
Move weapon tactics to functions and take target body into attack radius consideration
2021-05-06 21:17:05 +00:00
Daniel Mizerski
3197bcd12a
(Wiring) Logic - make wiring turing complete
2021-05-06 19:53:12 +02:00
Marcel
91f76d3b00
Merge branch 'xMAC94x/fixDisconnectMetrics' into 'master'
...
instead of manually trying to sync disconnect metrics we now pass a Reason to...
See merge request veloren/veloren!2259
2021-05-06 11:32:37 +00:00
Marcel Märtens
8196fd8b35
instead of manually trying to sync disconnect metrics we now pass a Reason to the handle_disconnect.
...
There we make sure that the disconnect only happens once and decrease the respective Metrics.
Also added more reasons
2021-05-06 11:43:10 +02:00
Daniel Mizerski
b34704ea3f
(Wiring) OnDeath
2021-05-05 19:08:18 +02:00
Daniel Mizerski
a2a0329440
(Wiring) Switch to using maybes
2021-05-05 16:59:17 +02:00
Sam
2652660a58
Addressed comments and more testing feedback.
2021-05-04 08:45:14 -04:00
Sam
240a8e577d
Minor balancing tweaks.
2021-05-04 08:45:13 -04:00
Sam
5c241850f1
Added sfx. Addressed comments.
2021-05-04 08:45:12 -04:00
Sam
2290a22a15
Gave minotaur AI.
2021-05-04 08:45:09 -04:00
Sam
811f1fadb2
Replaced action_timer with action_state so there are additional fields.
2021-05-04 08:45:09 -04:00
Marcel
f5c7f99846
Merge branch 'xvar/persistence-fixes' into 'master'
...
Fixed a rare server crash when creating a character
See merge request veloren/veloren!2237
2021-05-03 18:09:59 +00:00
Samuel Keiffer
610c529c42
Merge branch 'sam/ability-sets' into 'master'
...
Allow Specification of Custom Ability Sets per Weapon
See merge request veloren/veloren!2231
2021-05-03 17:50:11 +00:00
Avi Weinstock
be39054767
Make terrain compression a checkbox instead of a bandwidth (throughput?) heuristic.
2021-05-03 00:09:44 -04:00
Avi Weinstock
b15913560b
Optimize CompressedData
with Vec::with_capacity
, and move obsolete formats from common_net
into the compression benchmark.
2021-05-03 00:09:24 -04:00
Avi Weinstock
c199d12f2d
Address MR 2207 review comments.
...
- Add metrics for which branch of the compression heuristic was taken.
- Reduce the threshold for the heuristic.
- Deduplicate code for dealing with lazy messages.
- Make jpeg dependency only scoped to the compression benchmark.
- Remove commented code.
2021-05-03 00:09:24 -04:00
Avi Weinstock
30cae40b82
Add a bandwidth-based heuristic for chunk compression.
2021-05-03 00:09:24 -04:00
Avi Weinstock
cdc2eccda8
Improve quadpng
by adding WidePacking
, which makes a wider image, which is faster due to PNG compressing by row. Heuristically switch between quadpng and deflate based on chunk height to reduce variance.
2021-05-03 00:09:24 -04:00
Avi Weinstock
f81539cb00
Get PngPngPngJpeg terrain working in the actual game.
2021-05-03 00:09:24 -04:00
Daniel Mizerski
7faa0d3cd9
Add fundamentals for wiring system.
2021-05-02 22:38:44 +02:00
Ben Wallis
d7582efad0
Moved character creation to use character_updater instead of character_loader. Changed character_loader to use a read-only database connection.
2021-05-02 16:08:39 +01:00
Sam
d500a00414
Made naming of fields more explicit.
2021-05-01 09:25:56 -04:00
Sam
3cb0ee98c8
Removed all unique and simple tool kinds.
2021-05-01 09:25:51 -04:00
Sam
a35b8b4aad
Removed ability set as field on items.
2021-05-01 09:25:49 -04:00
Joshua Barretto
b29e2b0017
Fixed admin physics check exemption
2021-04-30 14:06:07 +01:00
Ben Wallis
e2d6326615
Made admins exempt from the server-side position and velocity checks
2021-04-29 17:46:40 +01:00
Ben Wallis
c16bf51ab2
Merge branch 'xvar/reduce-timeofday-sync-frequency' into 'master'
...
Reduced frequency of TimeOfDay message being sent to clients
See merge request veloren/veloren!2218
2021-04-29 13:50:08 +00:00
Ben Wallis
3c20e8ed4e
Reduced sync of TimeOfDay to once per 100 ticks
2021-04-29 12:34:27 +01:00
James Melkonian
2fafcded93
Set bird default to not flying and give non-strafing NPCs a larger attack angle
2021-04-28 02:31:51 +00:00
James Melkonian
24095187c7
Partially fixes wolf AI
2021-04-27 17:57:31 +00:00
Ludvig Böklin
34660462e9
Glider physics
2021-04-27 14:41:48 +00:00
Sam
1a7779beb3
Added angle check for new npcs.
2021-04-25 22:19:30 -04:00
Sam
9084e93f8b
Added an angle check to all agent attacks.
2021-04-25 22:02:31 -04:00
Marcel
991ccf0033
Merge branch 'aweinstock/deflate-downgrade-20210425' into 'master'
...
Downgrade deflate from level 5 to level 1 in the terrain system to match LZ4's...
See merge request veloren/veloren!2199
2021-04-25 23:35:43 +00:00
holychowders
5488f9f525
Prevent safezoned villagers from spamming messages upon seeing an enemy
2021-04-25 21:24:06 +00:00
Avi Weinstock
57aee57d82
Downgrade deflate from level 5 to level 1 in the terrain system to match LZ4's worst-case encoding time.
2021-04-25 16:18:57 -04:00
Snowram
8f54a0bf31
More phoenix AI work
...
More phoenix AI work
2021-04-25 04:07:12 +02:00
James Melkonian
0cf7e7114f
Phoenix AI pass
2021-04-25 04:07:11 +02:00
Snowram
8cf8e51962
Phoenix npc + AI (WIP)
2021-04-25 04:07:11 +02:00
Avi Weinstock
95d32b40bb
Remove redundant terrain message per MR 2166 comment.
2021-04-20 23:48:15 -04:00
Avi Weinstock
308ad4d81e
Cleanup errors introduced in rebase.
2021-04-20 23:34:17 -04:00
Avi Weinstock
15e32e5655
Move terrain compression code to common_net and disable redundant LZ4 compression on the terrain stream.
2021-04-20 23:24:24 -04:00
Avi Weinstock
6d9de520f3
Compress terrain chunks with deflate. Includes a benchmark showing that this makes them around 70% smaller, and is the same speed as LZ4.
2021-04-20 23:23:53 -04:00
Imbris
e17477979f
Remove extra chunk cloning and parallelize serialization in the server terrain sys
2021-04-20 15:25:05 -04:00
Imbris
9e0fbd392d
Remove some of the spans in the agent system
2021-04-20 15:25:05 -04:00
Imbris
110165de3a
Add more profiling spans to the agent system and add timing notes
2021-04-20 15:25:04 -04:00
Imbris
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
Imbris
26222a0a2d
Rename common-sys to common-systems and rearrange common-state slightly
2021-04-20 15:25:04 -04:00
Ludvig Böklin
762c68cfbb
Basic fluid dynamics and physical properties for entities
2021-04-20 17:38:19 +02:00
Marcel Märtens
485a477503
include origin into system name
2021-04-20 01:30:27 +02:00
Marcel Märtens
5862920f32
seperate sys/state
2021-04-20 01:30:17 +02:00
James Melkonian
ef38d9778f
Fix bow AI
2021-04-19 12:17:31 -07:00
Joshua Barretto
cd0a65da81
Added minimum chunk unload distance to make chunk reload cheesing harder
2021-04-19 11:29:20 +01:00
Sam
c8d4c4ff84
Gated safe zone behind a server setting, removed unneeded function.
2021-04-17 17:54:11 -04:00
Sam
416fe5c2af
Safezone is now permanently in existence at spawn.
2021-04-17 17:33:54 -04:00
Avi Weinstock
513c7ff068
Make physics anticheat less aggressive.
2021-04-16 18:07:54 -04:00
Imbris
85ee4c8cd1
Merge branch 'aweinstock/server-authoritative-physics' into 'master'
...
Aweinstock/server authoritative physics
See merge request veloren/veloren!2126
2021-04-15 22:24:00 +00:00
Avi Weinstock
2fb7575d60
Address MR 2126 comments.
2021-04-15 15:17:39 -04:00
Ben Wallis
95d7a3d761
Fixed cargo test-server. Removed -Z package-features from .cargo/config as it is no longer required
2021-04-15 19:07:46 +01:00
Avi Weinstock
bf6ac56eb0
Add teleport/speedhack mitigation.
2021-04-15 08:50:17 -04:00
Avi Weinstock
50d0314a75
Add a toggle to negotiate the use of server-authoritative physics.
2021-04-15 08:50:17 -04:00
Avi Weinstock
d6f4537d39
Minimal implementation of server-authoritative physics.
2021-04-15 08:26:15 -04:00
Ben Wallis
378561598e
Character deletes are now processed by CharacterUpdater and clear any pending logout updates for the deleted character
2021-04-14 22:30:53 +01:00
holychowders
568a8d9666
Resolve Issue #978 - Extract SkillSet Into Its Own Component
2021-04-14 15:35:34 +00:00
Ben Wallis
1de94a9979
* Replaced diesel
with rusqlite
and refinery
...
* Added "migration of migrations" to transfer the data from the __diesel_schema_migrations table to the refinery_schema_history table
* Removed all down migrations as refinery does not support down migrations
* Changed all diesel up migrations to refinery naming format
* Added --sql-log-mode parameter to veloren-server-cli to allow SQL tracing and profiling
* Added /disconnect_all_players admin command
* Added disconnectall CLI command
* Fixes for several potential persistence-related race conditions
2021-04-13 22:05:47 +00:00
Avi Weinstock
ddf6a26577
Give NPCs the ability to use potions.
2021-04-11 23:47:29 +00:00
Joshua Yanovski
af94753ad9
Remove panics and unwraps, part 1.
...
Also fixes various other miscellaneous bugs.
2021-04-10 10:03:21 +02:00
Marcel Märtens
1a9425526b
remove spamming of the logs
2021-04-08 23:55:13 +02:00
Imbris
0eecc61ddf
Merge branch 'vfoulon80/behavior-component' into 'master'
...
New Component: Behavior
See merge request veloren/veloren!2033
2021-04-08 19:16:28 +00:00
Vincent Foulon
d80db38bc9
Remove TRADE capability, use trade_site attribute instead
2021-04-08 19:06:57 +02:00
Vincent Foulon
bc1797a240
Address comments
2021-04-08 18:33:00 +02:00
Louis Pearson
3c7898fe8e
Expect instead of unwrap
2021-04-08 04:19:02 -06:00
Louis Pearson
58274db3e3
Make rtsim entities ensure sanity of track
2021-04-08 04:19:02 -06:00
Vincent Foulon
dbee13f9be
Finally Behavior isn't good enough as a component, Remove it from ECS and include it onto Agent directly
2021-04-07 22:02:57 +02:00
Vincent Foulon
45fb9f3211
Address comments
...
- make Behavior's capabilities and state private
- Typo in a comment
- add basic tests
Apply 1 suggestion(s) to 1 file(s)
Remove comments in agent.rs
2021-04-07 22:02:42 +02:00
Vincent Foulon
993ae8fff7
address mutability comment
2021-04-07 17:39:12 +02:00
Vincent Foulon
a0157ac5f5
use bitflags instead of HashSet
2021-04-07 17:37:21 +02:00
Vincent Foulon
211ab02897
Use Behavior::CanTrade instead of Agent::trade_for_site + addressed comments
2021-04-07 17:26:42 +02:00
Vincent Foulon
a483817fc2
Change check for trading NPC
2021-04-07 17:26:19 +02:00
Vincent Foulon
18694b30ad
Use Behavior into Agent
2021-04-07 17:26:12 +02:00
Vincent Foulon
41314e9098
Create Behavior component
2021-04-07 17:21:53 +02:00
Vincent Foulon
5e23c164e6
Add missing translations + Add "enemy_killed" text for villagers
2021-04-07 13:26:15 +02:00
DaforLynx
6734198104
Adds on-hit combat sfx
2021-04-04 03:04:02 +00:00
Vincent Foulon
dcde8df365
address review comments
2021-04-01 19:13:08 +02:00
Vincent Foulon
c2a8feada5
Add dialogue when the Merchant is busy and randomize some trading dialogues
2021-03-31 19:06:41 +02:00
Avi Weinstock
0122dca3c3
Allow fast stacking into and out of a trade with {ctrl,shift} click.
...
Shift click goes 1 at a time, Ctrl click automatically balances the trade w.r.t. that quantity.
2021-03-30 18:39:10 -04:00
Marcel
895de16dd6
Merge branch 'james/fix-merchant-wander' into 'master'
...
Fix merchant wandering
See merge request veloren/veloren!2035
2021-03-30 10:52:42 +00:00
Marcel
5ccbfba8fe
Merge branch 'xMAC94x/terrainoptimisation' into 'master'
...
if more than 1 player is in the area of a newly created chunk, skip additional copies
See merge request veloren/veloren!2030
2021-03-30 08:27:13 +00:00
James Melkonian
8e522596a5
Fixed merchant wandering
2021-03-29 17:27:56 -07:00
Samuel Keiffer
12ec46c572
Merge branch 'sam/mindflayer-balancing' into 'master'
...
Mindflayer balance tweaks.
See merge request veloren/veloren!2031
2021-03-29 21:05:49 +00:00
Vincent Foulon
a35fa19409
Implement a basic dialogue system
2021-03-29 14:47:42 +00:00
Sam
71ba9b6a54
Mindflayer balance tweaks.
2021-03-29 10:44:46 -04:00
Marcel Märtens
fdd1eac6ed
if more than 1 player is in the area of a newly created chunk, skip additional copies
2021-03-29 12:21:07 +02:00
Marcel Märtens
6e77028605
make msg::terrain parallel via rayon, we parallelize over the number of clients, so this is a change servers with more than 1 player profit from.
2021-03-28 21:08:40 +02:00
Sam
b0b114a7f8
Balance tweaks
2021-03-27 21:05:15 -04:00
Sam
6c611d632a
Mindflayer now only summons minions at set thresholds of health.
2021-03-27 21:05:11 -04:00
Sam
f9835e78da
Pets no longer drop loot on death. Code to determine targeting of pets is less hacky and now takes into account alignment of their owner.
2021-03-27 21:05:07 -04:00
Sam
8e4aeff705
Improved mindflayer AI. Tweake some abilities.
2021-03-27 21:05:07 -04:00
Sam
720482d994
Gave mindflayer AI.
...
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
30da614e89
Added dimensional door ability for mindflayer
2021-03-27 21:05:05 -04:00
Marcel Märtens
c77446a014
fix some tracy only and no default features
2021-03-27 18:24:10 +01:00
Marcel Märtens
88b191dbbb
track state tick in a historgram too
2021-03-27 18:24:10 +01:00
Louis Pearson
165065725e
Add build_area_list command
...
* Reworks CanBuild to use HashSet
* Removes player argument from build permission, use sudo instead
2021-03-27 07:54:02 -06:00
Louis Pearson
21f794f84c
Use Depot instead of Store for BuildArea
2021-03-27 07:54:02 -06:00
Louis Pearson
f08c4e6585
Add commands to manage build areas
2021-03-27 07:54:02 -06:00
Louis Pearson
77d48657c6
Store build areas outside of CanBuild component
2021-03-27 07:54:02 -06:00
Louis Pearson
120a0cd9a7
Limit build mode to bounding box
2021-03-27 07:54:02 -06:00
Louis Pearson
eade0540b2
Add permit_build
command
...
This commit separates permission to build from building mode, allowing
build to become a NoAdmin command (since players will first need
permission from an Admin to enter build mode)
2021-03-27 07:54:02 -06:00
Marcel
da5c73c84b
Merge branch 'refactor-login' into 'master'
...
refactor handling of duplicate login #1015
Closes #1015
See merge request veloren/veloren!1992
2021-03-27 13:49:09 +00:00
aljazerzen
0e71af92f1
cleanup login provider
2021-03-27 13:29:17 +01:00
aljazerzen
0c8448517e
move already-logged-in check to register
2021-03-26 11:41:03 +01:00
aljazerzen
0ea102dc9c
refactor handling of duplicate login
2021-03-25 12:33:56 +01:00
Avi Weinstock
8d90548331
Get SitePricing information to clients, and use it to display coin-denominated prices in voxygen on tooltips during a trade. Also boost merchant spawn rate slightly.
2021-03-25 02:11:58 -04:00
Marcel
28952f6d7b
Merge branch 'aweinstock/agent-retargetting' into 'master'
...
In `agent::Sys`, perform target selection periodically to avoid agents going...
See merge request veloren/veloren!1985
2021-03-24 22:22:04 +00:00
Avi Weinstock
c4a6875133
Fix airships getting stuck in trees and campfires spawning too close to new-style dungeon stairs.
2021-03-24 15:42:37 -04:00
Avi Weinstock
ebc8e945d4
In agent::Sys
, perform target selection periodically to avoid agents going after their target too singlemindedly.
2021-03-23 23:00:05 -04:00
Avi Weinstock
deb9358c3a
Add ServerEvent::CreateShip
, and use it instead of CreateNpc
for RtSim airships.
2021-03-23 10:44:37 +01:00
Avi Weinstock
49f39fb752
Make more systems work with an optional health component, to allow disabling health on rtsim airships (so that players can't hammer them out of the sky).
2021-03-23 10:44:32 +01:00
Marcel
f895b95bbe
Merge branch 'aweinstock/fix-agenttrade-acceptspam' into 'master'
...
Make merchants not virtually spamclick accept.
See merge request veloren/veloren!1976
2021-03-23 09:39:40 +00:00
Avi Weinstock
833ab7f1a8
Make merchants not virtually spamclick accept.
2021-03-22 22:53:53 -04:00
heydabop
0e3f7625a9
Fix #962 - kick old client and add new client on duplicate login
2021-03-22 19:15:24 -05:00
Joshua Barretto
b45df7fe10
Switched to BasicMelee
2021-03-21 17:45:01 +00:00
Joshua Barretto
347e1022a0
Initial implementation of pickaxe
2021-03-21 16:09:16 +00:00
Marcel
eabddd7263
Merge branch 'christof/trading_fix2' into 'master'
...
fix merchant getting stuck in non-existant trade when declining after accepting
See merge request veloren/veloren!1941
2021-03-19 09:29:45 +00:00
Christof Petig
fb40cd93a9
fix merchant getting stuck in non-existant trade when declining after accepting
2021-03-19 00:43:23 +01:00
Avi Weinstock
a770ef0f4a
Fix agent flight by enabling flight mode at the start of each tick of the agent system.
2021-03-18 18:54:23 -04:00
Joshua Barretto
e8b053a09f
Reduced rubber-banding and interpolation jerk without significantly impacting upon network usage
2021-03-17 21:31:07 +00:00
Marcel
afa11d03e5
Merge branch 'james/fix-npc-chat-spam' into 'master'
...
Correct npc chat spam
See merge request veloren/veloren!1921
2021-03-16 23:22:48 +00:00
James Melkonian
ba196c4345
merchants no longer run away while trading
...
(this time without refactoring)
2021-03-16 23:22:48 +00:00
Sam
18173caefe
NPCs no longer target players inside safezones (and consider them to be defeated)
...
Warding aura no longer sometimes bypasses safezone invulnerability
2021-03-16 15:17:08 -04:00
Joshua Barretto
ac20e57647
Prevent component inserts being immediately invalidated
2021-03-16 14:24:23 +00:00
Joshua Barretto
2d23a89509
Fixed missed component insert bug
2021-03-16 12:19:42 +00:00
Joshua Barretto
6f10a56589
Optimised entity sync code, increased animation throttling distance
2021-03-16 02:49:33 +00:00
Joshua Barretto
bf66886e7c
Increased network throttling for reduced network bandwidth
2021-03-16 02:40:56 +00:00
James Melkonian
6ea43cfd75
Various RtSim and Agent Interaction Fixes
2021-03-16 01:30:35 +00:00
Marcel
ad49318a63
Merge branch 'sam/explosion-fix' into 'master'
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Explosions now take into account hitbox of entity.
See merge request veloren/veloren!1905
2021-03-15 22:26:28 +00:00
Sam
461ad6e339
Rebalanced explosion strengths
2021-03-15 00:36:07 -04:00
Avi Weinstock
9304ecab3d
Address Imbris's MR 1888 comments, and add changelog entry.
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- Use Ori::{new,to_quat} and make the field private.
- Update/capitalize/add various comments.
- Implicitly drop scope guards where applicable.
- Take !Copy colliders by reference instead of cloning.
- s/cylinder_voxel_collision/box_voxel_collision/
- Unindent some physics code with a continue.
2021-03-14 23:21:46 -04:00
Avi Weinstock
bbb11882e2
Add lerping of physics to extrapolated position, and enable sending updates for stopped entities.
2021-03-14 23:20:48 -04:00
Avi Weinstock
aa56166c80
Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics.
2021-03-14 23:17:26 -04:00
Avi Weinstock
5ff72a4a2e
/airship angle
command and RtSim airships.
2021-03-14 23:14:26 -04:00
Joshua Barretto
f4b3d8145b
Smooth airship movement
2021-03-14 23:14:21 -04:00
James Melkonian
6ff054099f
Allow spawned airships to move
2021-03-14 23:09:52 -04:00
Avi Weinstock
8b9e84972a
Draft of airships (spawn command, visuals, some physics refactoring, no collision yet).
2021-03-14 23:09:49 -04:00
Marcel
5570b57282
Merge branch 'sam/yeet-inputs' into 'master'
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Reworked Controller Inputs to use Control Actions
See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
Sam
ecff675cc4
Wielding now works again
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Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
ac6e192db4
Completely purged old method of inputs
2021-03-14 17:26:55 -04:00
Sam
b5d501199d
Secondary input now fully functional
2021-03-14 17:26:53 -04:00
Sam
21e6f4797c
Primary ability fully functional.
2021-03-14 17:26:53 -04:00
Sam
19c81f1528
Support for canceling an input. Boost state hooked up to system.
2021-03-14 17:26:52 -04:00
Sam
c6d8daaae3
Primary input now activated from control actions.
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Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
Snowram
60dd47cdea
Theropod charge attack
2021-03-14 18:10:40 +01:00
Christof Petig
15b11d9154
Implement /price_list (work in progress), stub for /buy and /sell
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remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
Imbris
8d0b776f18
Move server-cli commands to separate file, tracy profiling par_join improvements, misc improvements
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- remove overwritten logging setting in server-cli
- add server-cli command to load a random area for testing without a client
- make admin add/remove commands modify ingame players instead of needing to reconnect
- add spans to par_join jobs
- added test command that loads up an area of the world
- add tracy-world-server alias
- set debug directives to info for logging
2021-03-13 02:28:59 -05:00
Marcel Märtens
1cb6101326
lock on streams to allow parallel send
2021-03-12 09:25:12 +01:00
Marcel
5d32690fbf
Merge branch 'xMAC94x/server_parallize' into 'master'
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handle msg as part of the servers state for best parallelisation. also include agent there
See merge request veloren/veloren!1878
2021-03-11 21:52:18 +00:00
Marcel Märtens
a3e6cf3815
handle msg as part of the servers state for best parallelisation. also include agent there
2021-03-11 19:09:21 +01:00
Marcel Märtens
381bb5eef0
fix tracy
2021-03-11 17:05:17 +01:00
Marcel Märtens
a98e72c391
Auth requests are now done async, the register system is fetching it, via a PendingLogin component
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The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net `
2021-03-11 17:05:02 +01:00
Marcel Märtens
f8b7d96066
git push -fTransport ChunkRequests and Chunkupdates in a own stream. ChunkUpdates are very big and having them in a own stream, helps slow clients to keep up with entity syncs and
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lagging a bit behind on terrain. Which is fine. Block Places and Block Pickup are not handled in this stream, as they go through the standart route of event handling.
2021-03-11 14:50:46 +01:00
ccgauche
67b24294d6
Change Ecs access system to allow write accesses to be used + reintroduced get_player_name
2021-03-10 19:36:53 +01:00
ccgauche
10e5620642
Moved back register to a system
2021-03-09 21:16:23 +01:00
Marcel Märtens
77dea4980c
get rid of a lazy_static and update agent multithreaded metrics
2021-03-09 11:52:57 +01:00
Marcel Märtens
4ebfbdde0f
Move Specs code to own common_ecs create, put tracy and macros into common_base
2021-03-09 00:54:01 +01:00
Marcel Märtens
f353f14703
change Name from VSystem to System
2021-03-08 13:15:00 +01:00
Marcel Märtens
6b88545481
restructure server metrics
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- get rid of old SysTimers for each system in favour of VSystem tracking
- move metrics generation from lib.rs to own system
- code cleanup
- remove time tracking in common::sys
2021-03-08 11:51:13 +01:00
Marcel Märtens
c515fece28
Implement a VSystem trait that can be implemented by Systems.
...
It will autodo some things, like track start and time and export those in system metrics
Add a origin and implement it for all Systems in Veloren
2021-03-08 11:51:04 +01:00
Avi Weinstock
c4f7c9b951
Make the probabilities data to assert that the expected value is less than 1.
2021-03-06 15:11:19 -05:00
Avi Weinstock
22fcc6417c
Make fireworks recursively shoot more fireworks (95% average replication).
2021-03-06 14:05:51 -05:00
Avi Weinstock
ae37b71ab6
Increase MAX_CHASE_DIST from 20 to 250, so enemies don't ignore you if you're fireballing them from a hallway.
2021-03-06 10:50:04 -05:00
James Melkonian
f9fc015680
Address comments
2021-03-02 19:55:28 -08:00
James Melkonian
8bdadc47b5
Initial behavior tree refactoring
2021-03-02 15:49:58 -08:00
ccgauche
db9991ce6d
Adressed all comments
2021-03-01 22:24:02 +01:00
ccgauche
dbd4d70b79
Lots of improvement in pointer management (switched from i32 to u64) + New event implemented
2021-03-01 19:00:44 +01:00
Sam
404c7f0905
Combo melee now checks combo
2021-02-27 18:24:28 -05:00
jshipsey
8d316aac8c
feedback adjustments
2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
jshipsey
417f4638ed
balance pass 2
2021-02-27 01:42:47 -05:00
Snowram
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
Snowram
14c252d8b2
Merge branch 'snowram/turret' into 'master'
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Object animation, beam fixes, turret implementation
See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
Overblob
370259fe54
CI - Fix clippy errors
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Fix trailing whitspace
2021-02-22 00:57:25 +00:00
Snowram
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
Sam
d5ccc33abc
Factored out duplicate code into closures, consolidated ability handling logic to a single function.
2021-02-19 18:45:48 -05:00
Joshua Barretto
4d19308612
Merge branch 'lboklin/quat-ori' into 'master'
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Redefine Ori as a quaternion
See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Avi Weinstock
c984035976
MR 1775 review fixes.
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- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
2021-02-14 11:13:56 -05:00
Avi Weinstock
aeb2398fc6
Trade implementation progress.
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- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b
Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement.
2021-02-12 18:43:09 -05:00
James Melkonian
1d8496ea21
Move agent system to server
2021-02-06 06:15:25 +00:00
Sam
5c16b0b532
Explosions now use attacks.
2021-02-02 13:07:06 -05:00
jiminycrick
152156d065
Fix rebase and scrub poise from UI
2021-01-28 17:22:39 -08:00
jiminycrick
0f244bf84b
Made stunned state invulnerable to poise damage
...
Fixing silly error for comp creation
2021-01-28 17:22:35 -08:00
jiminycrick
dd69b5f2bc
Poise stats
2021-01-28 17:22:35 -08:00
jiminycrick
af076aa87f
Add knockback to poise
2021-01-28 17:22:35 -08:00
jiminycrick
e3965ae0ab
Very basic functioning stun
2021-01-28 17:22:35 -08:00
jiminycrick
c83296a4ec
Initial broken implementation of poise
...
Character movement no longer broken.
2021-01-28 17:22:33 -08:00
Sam
4014b28d19
Removed body from stats component as there is already a body component.
2021-01-22 16:50:22 -05:00
Monty Marz
ac60bf5794
Better visuals for skill button labels, don't show "0 EXP" in the SCT
...
Made functions that were called every frame significantly cheaper.
Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
eaa41c7dea
Skills are now factored into combat rating. New formula for exp scaling per SP.
...
Adjust lvl up msg fade
Add female humanoid names WIP
Changed text formatting when skill is max level. Added message to show you have 0 skill points available.
Addressed a lot of comments.
various changes to UI
- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon
Exp reward tweaks.
Fixed flamethrower range skill description.
2021-01-19 08:08:26 -05:00
jiminycrick
3d44ac2c35
Humanoid skill config and AI skill check
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updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Sam
6ce422748c
Added SkillSetConfig to specify skill sets for npcs.
2021-01-19 08:07:55 -05:00
Sam
cb3e44a811
Health can now be scaled for npcs again.
2021-01-19 08:07:40 -05:00
Sam
c0c45a1996
Purged stats, including level and experience
2021-01-19 08:07:23 -05:00
Ben Wallis
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
Joshua Barretto
a4b9230f03
fixed Cargo.lock conflict
...
Fixed `crossbeam-queue` being referenced twice in the lockfile
2021-01-07 20:25:12 +00:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00
Joshua Barretto
023888f560
Updated changelog, fmt and clippy fixes
2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6
Moved common networking code to common/net, clippy fixes
2020-12-13 17:23:45 +00:00
Marcel Märtens
ccb01e1898
adjust fmt and clippy after toolchain upgrade
2020-12-10 14:53:01 +01:00
James Melkonian
71303fecfd
Aura System and Campfire Health Regen
2020-12-04 22:24:56 +00:00
Marcel Märtens
e398cca53c
move common_state into common_sys
2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653
Move Systems out of common into common_sys
...
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Sam
6a6260daa1
Weapon combat fixes:
...
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
- Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
- Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
- Guards no longer flee at low health.
- Buffed sword spin.
- Nerfed axe spin and sword dash moderately.
- Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
2020-11-26 09:15:45 +01:00
Sam
33e4448542
Replaced every unnecssary powf in the entire codebase with either powi or sqrt.
2020-11-24 18:28:24 -06:00
Sam
0abe02ca13
Restructures loadout builder function to better support weapons being passed in.
2020-11-23 18:22:24 -06:00
Snowram
3bcffe1bf7
Assigns spawned npcs loadout with new method
2020-11-23 10:57:56 +00:00
Sam
0b86943e66
Added LoadoutConfig to better specify loadouts.
2020-11-23 10:57:56 +00:00
Joshua Barretto
28b0a00b44
Removed per-level dungeon waypoints
2020-11-23 10:57:14 +00:00
Monty Marz
1864f4626c
map icons
2020-11-23 10:45:01 +00:00
Joshua Barretto
22fb71905b
Added rtsim entities moving when unloaded, better generation
2020-11-23 10:45:01 +00:00
Joshua Barretto
99a881f349
Added entity simulation to rtsim, reification, assimilation
2020-11-23 10:44:59 +00:00
Joshua Barretto
808d1873bd
Began implementing rtsim
2020-11-23 10:37:59 +00:00
Odd-Harald Lillestø Myhren
56e37a4846
Fix bug that caused campfires and other stuff to duplicate
2020-11-22 21:03:06 +00:00
Sam
e2fe2fd532
Speed and power on weapons are now able to modify abilities after they are loaded from ron files.
2020-11-12 21:24:36 -06:00
Sam
9b4fa4e961
Started moving loading of ability manifest to an ecs variable.
2020-11-12 21:24:34 -06:00
Christof Petig
b56919b123
Make waypoints persistent
...
Closes #549
2020-11-08 22:15:47 +01:00