Snowram
b063ec5a8f
Clean unused mount offset
2021-05-14 00:11:46 +02:00
Snowram
486fbf940e
Anims export a transform for mounts
2021-05-14 00:11:37 +02:00
Snowram
026ba616ff
Expose the mounting bone to the mounter anims
2021-05-14 00:11:28 +02:00
Snowram
e4f3064b8a
Collar can make QuadMeds mountable, state + offsets
2021-05-14 00:11:15 +02:00
Joshua Yanovski
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
jshipsey
770d07ac90
anims
2021-05-10 18:54:03 -05:00
Sam
5fa4358e74
Clay golem attacks done.
2021-05-10 18:53:01 -05:00
Joshua Barretto
1478daecbc
Prevented low FPS from limiting chunk loading performance
2021-05-10 14:23:37 +01:00
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
Sam
5c241850f1
Added sfx. Addressed comments.
2021-05-04 08:45:12 -04:00
Sam
164fd0de04
Particles for frenzy buff and ground cleave.
2021-05-04 08:45:10 -04:00
jshipsey
c886accaf1
anims
2021-05-04 08:45:08 -04:00
Sam
d500a00414
Made naming of fields more explicit.
2021-05-01 09:25:56 -04:00
Sam
914d78b4a9
Removed clone in animations. Added GATs to animations to do so.
2021-05-01 09:25:53 -04:00
Sam
3cb0ee98c8
Removed all unique and simple tool kinds.
2021-05-01 09:25:51 -04:00
DaforLynx
7334cce426
Poise (stun) SFX and fix for town music
2021-04-29 23:36:22 +00:00
Ludvig Böklin
34660462e9
Glider physics
2021-04-27 14:41:48 +00:00
Sam
372eff2a02
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
Sam
d2d8d43410
Addressed testing feedback.
...
Particles better.
2021-04-25 13:09:08 -04:00
Sam
288a6f3a82
Blocking now works if no weapon is equipped in main hand.
...
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
jshipsey
fad31bd7ab
anim
2021-04-25 13:08:43 -04:00
Snowram
c16ec43938
Body specific beam offsets
2021-04-25 04:07:12 +02:00
Snowram
8f54a0bf31
More phoenix AI work
...
More phoenix AI work
2021-04-25 04:07:12 +02:00
Snowram
8cf8e51962
Phoenix npc + AI (WIP)
2021-04-25 04:07:11 +02:00
Snowram
ab26efa970
Improves bird_large anims
2021-04-25 04:07:09 +02:00
Snowram
fd177c9669
Breathe and stun anims
2021-04-25 02:14:50 +02:00
Snowram
eb98360183
Cockatrice bird_large conversion
2021-04-25 02:14:50 +02:00
Snowram
0f6b902924
Idle, run, vel/ori aware fly anims
2021-04-25 02:14:49 +02:00
Snowram
bc95484863
Swaps bird_small skeleton to a new bird_large
2021-04-25 02:14:49 +02:00
Monty Marz
b69eb61e7b
Add handles to lanterns, fix cooking pot scale
2021-04-22 17:12:07 +00:00
jshipsey
2f523f5aa0
formatting
2021-04-22 00:04:39 -04:00
jshipsey
0962fe72f2
fix for 1h on back
2021-04-22 00:04:39 -04:00
jshipsey
9d82b20891
remove 0.8, add snow's mixed_vel idea for other bodies
2021-04-22 00:04:39 -04:00
Joshua Barretto
81ba200e48
Improve dynamic light reflection for hill climbing
2021-04-21 17:10:53 +01:00
Joshua Barretto
ed7cc12213
Made characters carry lanterns higher when possible
2021-04-21 15:59:29 +01:00
Ludvig Böklin
762c68cfbb
Basic fluid dynamics and physical properties for entities
2021-04-20 17:38:19 +02:00
Monty
a4d56e7843
more sprite stuff and crafting UI update
...
fix item images
fix CR display
2021-04-20 02:46:06 +02:00
Monty
a1fe7c12c3
fmt, add sprites
2021-04-20 02:46:04 +02:00
Joshua Barretto
5598d07944
Added crafting stations
2021-04-20 02:45:59 +02:00
Marcel Märtens
5862920f32
seperate sys/state
2021-04-20 01:30:17 +02:00
gGmMsS123
0d956610ec
Added burning debuff for Staff M2
2021-04-15 23:34:28 +03:00
Sam
c88df846a7
Fixes animation parameters so a 2h weapon in the offhand slot doesn't look wonky.
2021-04-14 17:38:37 -04:00
jshipsey
808634aa75
addressing commments
2021-04-13 20:19:35 -04:00
jshipsey
a7f5b90f0e
2h/1h bug fix, staggers
2021-04-13 20:19:35 -04:00
jshipsey
ea9b871374
loot tables, clippy, animation tweaks
2021-04-13 20:18:59 -04:00
jshipsey
42460f7e65
spins, combos
2021-04-13 20:18:59 -04:00
jshipsey
529f8eb5a6
more setups. chargeswing/dash anims
2021-04-13 20:18:59 -04:00
jshipsey
9a26024acb
alpha attacks
2021-04-13 20:18:59 -04:00
jshipsey
b53e1653f6
initial wield testing
2021-04-13 20:18:58 -04:00
Joshua Yanovski
1bdf3b13a8
Mesh sprites in the background.
...
This makes the delay afetr selecting a character before logging into the
game much shorter, in the common case. It still doesn't handle things
perfectly (it blocks creating Terrain::new if it's not finished, and it
could be faster due to working in the background), but it's still a lot
better than it was before.
To improve sprite meshing performance, we also apply the terrain
flat_get optimizations to sprites. Though I didn't initially know how
much of an impact it would have, it feels significantly faster to me,
though being able to parallelize it would be ideal.
2021-04-10 17:51:42 +02:00
Joshua Barretto
60e2ed3e7d
Added auto camera setting
2021-04-05 23:24:31 +01:00
DaforLynx
6734198104
Adds on-hit combat sfx
2021-04-04 03:04:02 +00:00
Marcel
42463d1fe0
Revert "Merge branch 'animtweaks' into 'master'"
...
This reverts merge request !2039
2021-04-01 18:45:03 +00:00
jshipsey
030e14f333
small anim tweaks
2021-04-01 03:08:33 -04:00
Joshua Barretto
8f3233365d
Improved hit particles
2021-03-29 21:52:05 +01:00
Joshua Barretto
b0acbda236
Improved archery with feedback sfx and particles
2021-03-29 21:52:04 +01:00
jshipsey
558c82ee54
flayer anims
2021-03-27 21:05:16 -04:00
Sam
91ddcaa155
Particles for summoned minions
2021-03-27 21:05:15 -04:00
Sam
4ec387af82
Added particles for lifesteal effect
2021-03-27 21:05:12 -04:00
Sam
71b847cabb
Particles for blink
2021-03-27 21:05:09 -04:00
Sam
720482d994
Gave mindflayer AI.
...
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
f1156c9ce5
Added necrotic vortex attack to mindflayer
2021-03-27 21:05:03 -04:00
Sam
0d3795112c
Added cursed flame attack to mindflayer
2021-03-27 21:05:03 -04:00
Marcel Märtens
6b23101fac
update toolchain to nightly-2021-03-22
2021-03-22 16:41:04 +01:00
Justin Shipsey
f57af6f776
Merge branch 'slipped/animtweaks' into 'master'
...
airship movement bits
See merge request veloren/veloren!1967
2021-03-22 08:49:04 +00:00
Joshua Barretto
6690854687
Merge branch 'zesterer/better-particle-emission' into 'master'
...
Smoother particle emission for moving objects
See merge request veloren/veloren!1965
2021-03-22 06:15:20 +00:00
Marcel
dc4570def5
Merge branch 'sharp/texture-atlases' into 'master'
...
Enable allocation of new textures on atlas allocation failure.
See merge request veloren/veloren!1949
2021-03-22 04:35:41 +00:00
jshipsey
31747d8ff1
airship movement bits
2021-03-21 21:43:49 -04:00
Joshua Barretto
7b736640f5
Smoother particle emission for moving objects
2021-03-22 00:23:25 +00:00
Joshua Barretto
fb3980e273
Outcome for block destruction, take select_pos from ControllerInputs
2021-03-21 20:10:05 +00:00
Sam
f342be71a1
Fixed pick animation
2021-03-21 15:29:17 -04:00
Joshua Yanovski
866cc79d2e
Enable allocation of new textures on atlas allocation failure.
...
This solves the problem of not being able to set the view distance too
high, especially in pathological cases like giant trees. For
simplicity, we just freeze any atlas where allocation failed and start
allocating to a new texture and atlas, letting reference counting
destroy the old one when there are no more references to it. Because of
the spatial locality of chunk allocations, chunks allocated together
will virtually always have similar lifetimes, so the odds of this
causing significant fragmentation are very low, meaning this simple
solution should not do much worse than a much fancier one.
2021-03-20 16:21:41 +01:00
Marcel Märtens
a286eb084a
create a wrapper around rayon, slowjobpool, that spawns on rayon but drop feed it
2021-03-16 13:31:04 +01:00
Joshua Barretto
6f10a56589
Optimised entity sync code, increased animation throttling distance
2021-03-16 02:49:33 +00:00
Joshua Barretto
0312c06295
Fixed sliding when wielding
2021-03-15 14:18:56 +00:00
Avi Weinstock
a32be4ac5a
Address MR 1888 review comments.
...
- Delete obsolete symbolic links.
- Add suggested comments.
- Remove dead code.
2021-03-14 23:17:28 -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
Joshua Barretto
afd99788b2
Made animations and friction ground-relative
2021-03-14 23:09:52 -04:00
Avi Weinstock
e9aab63a04
Account for model translation in the physics. The voxel collider still needs to be north-aligned for now.
2021-03-14 23:09:52 -04:00
Avi Weinstock
bcd3799395
Airship fixes: figure culling, player hitbox bounds w.r.t. airships, physics state unioning.
2021-03-14 23:09:51 -04:00
Avi Weinstock
5d85775dcf
Airship progress: now possessable, and physics kind of works (desyncs from the visuals by a shift + scale, and rotation isn't done at all yet, but the contours are correct).
2021-03-14 23:09:51 -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
Snowram
60dd47cdea
Theropod charge attack
2021-03-14 18:10:40 +01:00
jshipsey
49f496e290
intitial values
2021-03-12 00:58:12 -05:00
Sam
de5ef03ac4
Auras will now refresh buffs if a buff was already present that had a lesser duration.
...
Attack effects can now have multiple requirements.
Fix for sceptre heal not requiring energy.
Nerfed warding aura protection.
Added icon for warding aura.
Changelog.
2021-03-09 18:03:06 -05:00
Sam
c13e84aff5
Aura duration separated from cast duration in aura state
...
Healing beam now requires combo > 0 to enter character state
Removed last vestiges of old sceptre abilities
Combo extended to most other attacks
Cast aura state renamed to basic aura
2021-03-09 18:02:00 -05:00
Sam
d711c77468
Aura particles.
2021-03-09 17:59:45 -05:00
Sam
c5f74e528d
Animation for cast aura, combo information passed to skillbar.
2021-03-09 17:59:40 -05:00
Sam
b6f4543a14
Fixed beam offsets, told healing beam to use beam animation.
2021-03-09 17:59:40 -05:00
Sam
c6a222340e
Particles for lifesteal beam. Changed how frontend recognized beams.
2021-03-09 17:59:39 -05:00
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
e29964ead1
Merge branch 'sarrakitty/fireworks' into 'master'
...
added a white firework
See merge request veloren/veloren!1856
2021-03-07 18:37:35 +00:00
Joshua Barretto
911acdd9db
Fixed clippy warnings and fmt
2021-03-07 14:25:07 +00:00
Joshua Barretto
862cd5fe49
fmt
2021-03-07 14:25:03 +00:00
Joshua Barretto
a229d65932
Static light improvements, fixed lighting update bug
2021-03-07 14:25:02 +00:00
Joshua Barretto
120cb86c0d
Switched back to simd repr
2021-03-07 14:25:02 +00:00
Joshua Barretto
427e0af73c
Reverted to repr_c vek
2021-03-07 14:25:02 +00:00
Joshua Barretto
1d16f14dd5
Small fixes
2021-03-07 14:25:02 +00:00
Joshua Barretto
f537f82b17
Updated vek, fixed house wall bugs
2021-03-07 14:25:02 +00:00
Joshua Barretto
9e09c96a2a
Fixed static light directionality
2021-03-07 14:25:01 +00:00
Joshua Barretto
31832e1245
Fixed wall leaking with dynamic light ambiance
2021-03-07 14:25:01 +00:00
Joshua Barretto
aabe1d7cfd
Point light ambiance for less harsh shadows
2021-03-07 14:25:01 +00:00
Joshua Barretto
100cafa91b
Directional baked lights for figures
2021-03-07 14:25:01 +00:00
Joshua Barretto
6fc7d2a906
Faster More interesting giant trees, better oaks, hives on branches
2021-03-07 14:25:01 +00:00
Sarra
db3bc1b9bb
added a white firework
2021-03-07 03:48:50 -05:00
Joshua Yanovski
2dd7089e52
Bring vek up to date so we can bump rustc (hopefully).
2021-03-04 05:46:59 +01:00
Snowram
7f2276324e
Reduces the instances of f64 in anims
2021-02-27 23:21:03 +01:00
jshipsey
b4627dfe19
look-based anims
2021-02-27 16:19:33 -05:00
Sam
238fcaf5f1
Particle rebase fixes
2021-02-27 01:42:47 -05:00
jshipsey
51bc74b2a5
visual weapon variation, adjust minotaur dash, keyframed golem quake
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
jshipsey
79ec9115f5
rebase, yeti in dungeon
2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507
initial balance
2021-02-27 01:42:47 -05:00
jshipsey
30af3a4493
dash, spin, jump changes
2021-02-27 01:42:46 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
jshipsey
ce3b2141e1
theropod retrofit, some more moves
2021-02-27 01:42:46 -05:00
jshipsey
5792faa992
some new moves, combine biped weapons into one file
2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd
full bipedsmall armor swaps
2021-02-27 01:42:46 -05:00
Sam
df70976ff5
Fixed particles.
2021-02-27 01:42:46 -05:00
jshipsey
cb59c8017e
anim tweaks, more loadout setup
2021-02-27 01:42:46 -05:00
jshipsey
130d51786a
golem retrofit
2021-02-27 01:42:46 -05:00
Timo Kösters
a4513fe09d
Improve particles
2021-02-27 01:42:46 -05:00
jshipsey
aa4237b019
BL improvements, various fixes
2021-02-27 01:42:45 -05:00
jshipsey
e4e25e20c9
rebase
2021-02-27 01:42:45 -05:00
jshipsey
0dc8b2e482
rendering
2021-02-27 01:42:45 -05:00
jshipsey
ca3248cc93
new dungeon setups, new npcs, weapon specific loadouts, anims
2021-02-27 01:42:45 -05:00
jshipsey
ac16a8900d
bow
2021-02-27 01:42:45 -05:00
jshipsey
66664f3f89
the stabs
2021-02-27 01:42:45 -05:00
jshipsey
6a57dd25d0
wielding
2021-02-27 01:42:45 -05:00
jshipsey
7cf723bb9d
gnome
2021-02-27 01:42:43 -05:00
jshipsey
266986626d
biped_small setup
2021-02-27 01:42:43 -05:00
Snowram
14c252d8b2
Merge branch 'snowram/turret' into 'master'
...
Object animation, beam fixes, turret implementation
See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
Imbris
f33d3873b4
Merge branch 'aweinstock/modular-weapon-rigging' into 'master'
...
Support modular weapon voxel meshes being made by assembling their components.
See merge request veloren/veloren!1806
2021-02-23 00:45:26 +00:00
Avi Weinstock
c3ac8a1b51
Support modular weapon voxel meshes being made by assembling their components.
2021-02-23 00:45:26 +00:00
Marcel
72bd0f42fc
Merge branch 'xMAC94x/prot_improvements' into 'master'
...
xMAC94x/prot_improvements
See merge request veloren/veloren!1796
2021-02-22 22:47:43 +00:00
Snowram
684961b15c
Adds look_dir to anims, humanoid heads pivot fixes
2021-02-22 20:00:06 +01:00
Marcel Märtens
1a7c179bbb
share tokio Runtime between Client and Server, name rayon Threadpool
2021-02-22 17:35:06 +01:00
Marcel Märtens
514d5db038
Update Network Protocol
...
- now last digit version is compatible 0.6.0 will connect to 0.6.1
- the TCP DATA Frames no longer contain START field, as it's not needed
- the TCP OPENSTREAM Frames will now contain the BANDWIDTH field
- MID is not Protocol internal
Update network
- update API with Bandwidth
Update veloren
- introduce better runtime and `async` things that are IO bound.
- Remove `uvth` and instead use `tokio::runtime::Runtime::spawn_blocking`
- remove futures_execute from client and server use tokio::runtime::Runtime instead
- give threads a Name
2021-02-22 17:34:55 +01:00
Snowram
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
Snowram
f25b2b1500
Various fixes to beam, body based interp
2021-02-21 19:17:56 +01:00
Sam
11050a05ce
Beam particles now determined from beam segment rather than character state.
2021-02-21 19:17:56 +01:00
Snowram
e7bbf3981d
Object animation
2021-02-21 19:17:44 +01:00
Sam
d4f509b3d0
Added hands field onto weapons.
2021-02-19 17:30:20 -05:00
Joshua Barretto
4d19308612
Merge branch 'lboklin/quat-ori' into 'master'
...
Redefine Ori as a quaternion
See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Ludvig Böklin
0f1227ca7d
Use nlerp for interpolating rotations in animation
2021-02-15 11:01:59 +01:00
Ludvig Böklin
84990553e0
Use Ori for base rotation matrix
2021-02-13 11:02:50 +01:00
DaforLynx
ebbb06a400
Added crickets blocktype, added 3 new cricket sounds, made crickets chirp consistently, made frogs more sporadic
2021-02-12 00:54:42 +00:00
Snowram
477bdfdfe7
Adresses some comments, various visual tweaks
2021-02-10 00:30:23 +01:00
Ludvig Böklin
065e260e78
Code quality
2021-02-09 14:06:27 +01:00
Ludvig Böklin
fa78674840
Encourage migration towards using quaternion in animations
2021-02-09 13:52:44 +01:00
Ludvig Böklin
582ddfc3cd
Ori: add tests, rename to_vec() => look_vec(); Dir: add methods, normalize on rot
2021-02-09 13:52:03 +01:00
Ludvig Böklin
a1ff9ab83f
Redefine Ori as a quaternion
2021-02-05 09:33:14 +01:00
Pascal Fuhrmann
9f7637ab21
Converted combat states and other semi-combat-related to use float-values instead of integers to prevent more casts
2021-02-05 01:39:12 +00:00
Joshua Barretto
60c16e57b1
Added snow particles
2021-01-31 15:15:17 +00:00
jiminycrick
a02444825d
Address some comments
...
Eliminated extra stagger state
Responding to more comments
Move poise character state changes to character behavior system
Move poise out of JoinTuple/Data
Finish up comments (various fixes)
2021-01-28 17:31:05 -08:00
jshipsey
d456271921
animal stuns
...
Fix rebase
2021-01-28 17:22:39 -08:00
jshipsey
29732bb763
starting stun anim
...
stagger anim, mirroring, bettern walk anim
wielding with stuns/stagger
Knockback fix
Added Poise documentation/comments
2021-01-28 17:22:37 -08:00
jiminycrick
8b97199245
Update rand dependency
2021-01-26 20:35:08 -08:00
Rotsuoy
994677a4d0
Rotsuoy/savanna grass
2021-01-23 07:46:54 +00:00
Snowram
8b06d844f7
Golem spinmelee anim
2021-01-21 01:23:10 +01:00
jshipsey
0b156542e4
roll keyframes
...
Changed roll to have non-fixed acceleration.
2021-01-19 08:08:21 -05:00
jshipsey
5d1993009f
keyframed axe spin
...
Fixed error in converting FK to entity_id from character_id.
Giant match statements in persistence.
Tweaked roll.
Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
2021-01-19 08:08:18 -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
7b4aa6d4cc
cargo fmt
2020-12-17 12:06:22 +01:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00
Justin Shipsey
e7249210f6
accel based run
2020-12-16 08:07:38 +00:00
Snowram
96ed008348
Puts objects offsets into a .ron file
2020-12-14 02:43:49 +01:00
Marcel Märtens
ccb01e1898
adjust fmt and clippy after toolchain upgrade
2020-12-10 14:53:01 +01:00
Snowram
6713ac935f
Addressed comments
2020-12-08 23:04:21 +01:00
Snowram
2e8ac0688c
Adds accumulated velocity for animation
2020-12-08 23:03:41 +01:00
Snowram
f94a4ec90d
Improves fish_small, new npc
2020-12-08 23:03:39 +01:00
Snowram
72d73ecd38
Initial fish work
2020-12-08 23:03:38 +01:00
Joshua Barretto
77a39d74d4
Removed public fields from Client, turned a character error into a frontend event
2020-12-05 11:20:25 +00:00
Joshua Barretto
e5ebbd31fa
Began using Grid<T> for LoD data
2020-12-05 11:20:25 +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
Samuel Keiffer
352917d9cb
Graying out skills with insufficient energy no longer dependent on hard-coded values
2020-11-27 16:27:09 +00:00
Sam
33e4448542
Replaced every unnecssary powf in the entire codebase with either powi or sqrt.
2020-11-24 18:28:24 -06:00
jiminycrick
aad9734055
Agent tactic refactoring
...
Lower theropods spawns
clippy, changelog
review response
2020-11-24 17:49:00 -06:00
jshipsey
d10dd83e5f
theropods in world, small tweaks
2020-11-24 17:48:51 -06:00
jshipsey
f411ff7e04
bunch of animations and more attacks
2020-11-24 17:48:51 -06:00
jshipsey
6f72e68ad6
hoof attack, tweaks
2020-11-24 17:48:50 -06:00
jshipsey
1f59ef92d8
species specific speeds, more animation
2020-11-24 17:48:48 -06:00
jshipsey
c07d8df58b
assigning weapons, building animations
...
ability mapping
2020-11-24 17:48:43 -06:00
jshipsey
e3e513cc11
initial quadlow ranged work
2020-11-24 17:48:27 -06:00
jshipsey
ae06016e9a
Wolf attacks and ai.
...
initial wolf dash testing
tool.rs
Wolf attack AI
2020-11-24 17:48:20 -06:00
Joshua Barretto
26fd40c0e3
Fmt, make clippy happy
2020-11-23 15:39:03 +00:00
Monty Marz
d069eb9a57
street lamp particles, ground fire bowl, misc fixes
2020-11-23 10:58:21 +00:00
Joshua Barretto
b539ecf438
More lights, minimised light and glow map data
2020-11-23 10:58:21 +00:00
Joshua Barretto
df1b19ed64
Light/glow temporal interpolation hack
2020-11-23 10:57:57 +00:00
Joshua Barretto
d7bbceca2d
Added light/glow map sample interpolation for entities
2020-11-23 10:57:56 +00:00
Joshua Barretto
27e7fd0727
Preserved light/glow maps to prevent sprites/entities being lit when they shouldn't be
2020-11-23 10:57:56 +00:00
Joshua Barretto
51d1a2ecff
Added glow
2020-11-23 10:57:56 +00:00
Joshua Barretto
058908f603
Made flamethrower and healing staff emit light on use
2020-11-23 10:57:55 +00:00
Monty Marz
97934d1070
map fixes
2020-11-23 10:57:55 +00:00
Joshua Barretto
7eb437501d
Fixed various particle issues
2020-11-23 10:57:55 +00:00
Joshua Barretto
bcc220804a
Added exposure to settings
2020-11-23 10:57:55 +00:00
Monty Marz
1864f4626c
map icons
2020-11-23 10:45:01 +00:00