Sam
0e5e2b46f2
Changed energy to internally use an integer with a high resolution, and externally to use a float.
2021-09-23 14:11:09 -04:00
heydabop
e2f9237f05
Fixes #1339 - Allow attacks and abilities to interrupt sprite interaction
2021-09-23 10:05:12 -05:00
Joshua Barretto
bee5b232e6
Fixed crash caused by invalid health, stated current <= maximum invariant more clearly
2021-09-23 12:36:03 +01:00
Snowram
5838a84568
Consolidates projectile offsets into utils
2021-09-22 03:05:57 +02:00
Snowram
9c2ce83430
Set projectile offsets in states instead of globally
2021-09-22 01:07:09 +02:00
Snowram
cf6bf74f7a
Set beam offset depending on body dimensions
2021-09-21 15:31:46 +02:00
Snowram
7a73e4240b
Bird large beam offset hack
2021-09-21 15:31:43 +02:00
jshipsey
1ad107f4a7
animation tweaks
2021-09-21 15:30:43 +02:00
jshipsey
aedb2e9d2b
wyvern walk
2021-09-21 15:30:43 +02:00
Snowram
834749353a
Adds flame wyvern npc
2021-09-21 15:30:42 +02:00
Marcel Märtens
88685cc016
update crates
2021-09-20 14:39:01 +02:00
Joshua Barretto
e098a38d8e
Merge branch 'james/rrt-pathfinding' into 'master'
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Initial RRT flight pathfinding
See merge request veloren/veloren!2773
2021-09-19 19:30:31 +00:00
Joshua Barretto
f94d579c04
Merge branch 'juliancoffee/clay_gole_laser_fix' into 'master'
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Tweak coefficient of beam_offset for clay_golem
See merge request veloren/veloren!2859
2021-09-18 17:36:08 +00:00
juliancoffee
1d8c368137
Tweak coefficient of beam_offset for clay_golem
2021-09-18 19:55:46 +03:00
Ben Wallis
d665ce329d
* Added new Admin Commands window to egui, including Give Items and Kits sections
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* Added widgets.rs to egui for reusable widgets
* Added filterable_list egui widget
* Reworked DebugShapeAction to be a more generic EguiAction which now allows for ChatCommands (used by admin tools) as well as DebugShape drawing requests.
* Fixed egui event handling so that typing/clicking within egui windows now correctly doesn't pass these events onto the game itself
* Removed /give_item limit for stackable items
2021-09-18 16:17:42 +01:00
Joshua Barretto
2f1fe39e04
Merge branch 'james/lava-dungeons' into 'master'
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Prettier site2 houses
See merge request veloren/veloren!2852
2021-09-18 14:58:42 +00:00
Justin Shipsey
02c19aaee8
Merge branch 'zesterer/remove-unscheduled-skydives' into 'master'
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Remove unscheduled skydives
See merge request veloren/veloren!2851
2021-09-18 04:53:22 +00:00
James Melkonian
36884d6919
Move rrt algorithm into its own function
2021-09-17 16:27:00 -07:00
James Melkonian
9875a74640
Make RRT pathfinding a cfg feature
2021-09-17 16:01:20 -07:00
James Melkonian
c2c4429750
Disable RRT pathfinding
2021-09-17 16:01:19 -07:00
James Melkonian
7ddc229728
Initial RRT flight pathfinding
2021-09-17 16:01:19 -07:00
James Melkonian
42fdf0818d
Gable primitive and dungeon lava rooms
2021-09-17 15:45:26 -07:00
Joshua Barretto
a76496c339
Use previous position caches for airship collision detection
2021-09-17 22:34:28 +01:00
Imbris
bc4455afe4
Merge branch 'anomaluridae/cleanup-interactable' into 'master'
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Seperation of targets vs interactables. Cleaner cursor interactions.
See merge request veloren/veloren!2754
2021-09-17 19:25:08 +00:00
anomaluridae
82f3c3c3e8
is_solid() detects both solid rock and sprites (e.g. mineable ore). when in build mode, would like to be able to still mine if user cursor is over a mineable ore. so need to properly cast the build ray to use opaque (not fillable) blocks to get the proper position, vs the mineable block which may be nearer
2021-09-17 10:34:20 -07:00
anomaluridae
6362df4ffc
keep MAX_TARGET_RANGE within voxygen
2021-09-17 10:34:20 -07:00
anomaluridae
42d5836cfa
properly use the target vs pickup range, in choosing the interactable. when finding the target_entity, use the proper limited dist range (cast_dist) with the proper upper bounds.
2021-09-17 10:34:20 -07:00
anomaluridae
5c66f73bb4
make the ContollerInputs.select_pos be explicitly the breakable blacks for mining
2021-09-17 10:34:20 -07:00
juliancoffee
f810af4eec
Rename EntityInfo level field to health_scaling
2021-09-17 20:12:42 +03:00
juliancoffee
19f0cf4ee5
Set z_min to 0 for terrain collision checks
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This allows us have different z_min for e2e checks
2021-09-17 13:28:34 +03:00
juliancoffee
e5d69d153b
Adress review
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Make sausage ascii-art have `a` line inside of stadium
2021-09-17 13:28:34 +03:00
juliancoffee
4e3fb87526
Adress review
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- Rename Collider::get_radius to bounding_radius
- Check origin difference in CapsulePrism with EPSILON * 10.0 instead of
magic 0.00001
- Add comments for closest_points, hardnened expression against NaNs
- Add comments to try_e2e_collision function, renamed to
resolve_e2e_collision, make it return whether collision was triggered.
- Remove Collider::Box (it is Cylinder, which is subset of CapsulePrism
with p0=p1=Vec2::zero())
2021-09-17 13:28:34 +03:00
juliancoffee
3dd6aa9dea
Implement capsule2capsule collisions
2021-09-17 13:28:34 +03:00
juliancoffee
fdb4b7111a
Fix bug with zero-pushback for bigger colliders
2021-09-17 13:28:34 +03:00
juliancoffee
c069a3523d
Fix beam offsets
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- Introduce notion of min and max radius for Body instead of old
`radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00
juliancoffee
7d97fe7ec5
Fix colliding bugs
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- Make cylinder-like capsules prisms work without NaN in origin offsets.
Just return p0 as both origins instead of getting NaN by further
normalizing required because of how we rotate offsets.
- Fix pushback direction.
Make sure that pushback is calculated as our_pos - their_pos (and not
other way around).
- Fix colliding boundary detection.
Calculate center as Vec3::new(0, 0, height) and
not as `Vec3::new(0, height, 0)`.
2021-09-17 13:28:34 +03:00
juliancoffee
eeb3bec8ad
Refactor implementation of e2e collision
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+ Add some hopefully helpful comments
+ Extract colliding tries to separate function
+ Move to Capsule + Cylinder collider combination instead of Capsule +
Capsule.
2021-09-17 13:28:34 +03:00
juliancoffee
44962958d8
Adress feedback
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- Rewrite 2 * PI to TAU
- Some comment formatting
2021-09-17 13:28:34 +03:00
juliancoffee
d86c9f2678
Remove body::Shape enum, make npc use CapsulePrism
2021-09-17 13:28:34 +03:00
juliancoffee
6c3b61dc25
Implement CapsulePrism collisions
2021-09-17 13:28:34 +03:00
juliancoffee
7712976b86
Refactor box_voxel_collision function
2021-09-17 13:28:34 +03:00
juliancoffee
3b308a3f6f
Add CapsulePrism collider variant
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+ Add placeholder physics collision implementation as copy of cylinder
Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
Sam
99981338bb
Fixed exp fix mistake and fixed lava, campfire, and bomb damage.
2021-09-15 08:32:44 -04:00
Sam
3d31248ced
Fixed health ui in few places and xp scaling from health.
2021-09-14 10:55:14 -04:00
Samuel Keiffer
73d3d3e4bb
Merge branch 'sam/health-float' into 'master'
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Turned Health into a Float
See merge request veloren/veloren!2824
2021-09-13 15:23:18 +00:00
Sam
fec92c3000
Fixed plugin tests with hack.
2021-09-13 10:34:40 -04:00
Sam
85f4e66337
Addressed MR 2824 comments
2021-09-10 15:20:14 -04:00
Monty Marz
1d94adc2e1
0.11 Background images and more
2021-09-10 08:34:01 +00:00
Sam
42012fddcb
Overhauled health component, making it a float to outer interfaces.
2021-09-09 00:10:17 -04:00
Sam
c7291701e1
Sprite interaction fixes
2021-09-07 20:34:04 -04:00