1454 Commits

Author SHA1 Message Date
Snowram
49f0d41eb8 Fix a missing dwarf hairstyle 2021-03-19 12:45:08 +01:00
Snowram
0dabf089f2 Various visual fixes 2021-03-18 22:53:06 +01:00
Sarra
6ab109221e cleaning up some tools 2021-03-18 22:52:50 +01:00
Sarra
fc5d448e12 tweaking glow and shine 2021-03-18 22:52:40 +01:00
Marcel
e7ad2bf2d9 Merge branch 'vfoulon80/loading-animations' into 'master'
Add new random loading animations

See merge request veloren/veloren!1931
2021-03-18 02:28:34 +00:00
DaforLynx
53362d02ed Adds sfx for Sceptre aura 2021-03-17 23:54:49 +00:00
Vincent Foulon
b5a9481a33 allow loading animations to be contributed from a manifest file 2021-03-17 23:41:28 +01:00
Vincent Foulon
0b884c7099 Add new random loading animations 2021-03-17 18:15:25 +01:00
Marcel
07f2cdc64e Merge branch 'tormeh/add-monologue-strings' into 'master'
Add monologue strings.

See merge request veloren/veloren!1925
2021-03-17 08:45:27 +00:00
Marcel
20f24896db Merge branch 'vfoulon80/fr-skills' into 'master'
[FR] translate skills.ron + missing keys

See merge request veloren/veloren!1901
2021-03-17 01:25:12 +00:00
Vincent Foulon
a7ebe97f7b [FR] translate skills.ron + missing keys 2021-03-17 01:25:11 +00:00
Tormod G. Hellen
998010bd6d Add monologue strings. 2021-03-17 01:58:12 +01:00
Monty Marz
d8d965a66a new loading bg, staff models
item images

fix paths

loot tables, adjustments

Update main.ron
2021-03-16 23:23:24 +00:00
Marcel
998b03c154 Merge branch 'sam/nerfs' into 'master'
Nerfs

See merge request veloren/veloren!1922
2021-03-16 22:22:04 +00:00
James Melkonian
aef24832b3 Various RtSim and Agent Interaction Fixes 2021-03-16 01:30:35 +00:00
Marcel
6bd2adab2b Merge branch 'sam/explosion-fix' into 'master'
Explosions now take into account hitbox of entity.

See merge request veloren/veloren!1905
2021-03-15 22:26:28 +00:00
Sam
65012cba32 Nerfs 2021-03-15 17:36:58 -04:00
Sam
9aef296854 Nerfed aura 2021-03-15 14:23:28 -04:00
Sam
cea87d2e9a Rebalanced explosion strengths 2021-03-15 00:36:07 -04:00
Joshua Barretto
1637a5e889 Fixed airship manifest offset 2021-03-14 23:17:29 -04:00
Avi Weinstock
ee7f760e78 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
c191b66371 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
James Melkonian
acf8b1b5cd Allow spawned airships to move 2021-03-14 23:09:52 -04:00
Avi Weinstock
c5c9855ab8 Airship fixes: figure culling, player hitbox bounds w.r.t. airships, physics state unioning. 2021-03-14 23:09:51 -04:00
Avi Weinstock
711509d0c1 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
ff3f3d1271 Draft of airships (spawn command, visuals, some physics refactoring, no collision yet). 2021-03-14 23:09:49 -04:00
Marcel
5ac731254d Merge branch 'sam/yeet-inputs' into 'master'
Reworked Controller Inputs to use Control Actions

See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
Imbris
83c6a546d4 Merge branch 'snowram/new-npcs' into 'master'
Snowram/new npcs

See merge request veloren/veloren!1896
2021-03-15 00:10:46 +00:00
Sam
37705fee6d Primary ability fully functional. 2021-03-14 17:26:53 -04:00
DaforLynx
ba7d33179e Renamed 'Upscale Factor' to 'Internal Resolution' as per what was decided in #981 2021-03-14 12:18:29 -07:00
Snowram
9c45f5c32d Theropod charge attack 2021-03-14 18:10:40 +01:00
PersianKnight
8daca45957 Bug fix debug info hotkey and axe skill tree text 2021-03-14 20:16:54 +03:30
Snowram
2b1adf1028 Add new npcs 2021-03-14 14:24:35 +01:00
Christof Petig
4cdfab236a Implement /price_list (work in progress), stub for /buy and /sell
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
DaforLynx
7b132519a2 Many small changes to audio code, mainly sfx - changelog in MR 2021-03-12 15:00:09 -08:00
Sam
1ad6464f46 Fixed broken weapon. 2021-03-12 11:00:54 -05:00
jshipsey
dda4d2e218 intitial values 2021-03-12 00:58:12 -05:00
Sam
4e48881497 Rebalanced crit stats 2021-03-11 20:30:15 -05:00
Marcel
f796b6edb4 Merge branch 'xMAC94x/non_blocking_register' into 'master'
Auth requests are now done async, the register system is fetching it, via a PendingLogin component

See merge request veloren/veloren!1875
2021-03-11 21:51:55 +00:00
Joshua Barretto
90838be796 Merge branch 'PersianKnight/Reset_to_Defaults_Buttons' into 'master'
Add Reset to Default Buttons for Interface, Gameplay and Sound Settings

See merge request veloren/veloren!1877
2021-03-11 21:29:11 +00:00
PersianKnight
186ab9b1c4 Add Reset to Default Buttons for Interface, Gameplay and Sound Settings 2021-03-11 22:09:30 +03:30
Joshua Barretto
19c404b7f6 Merge branch 'glowy-shiny-pretty' into 'master'
Glowy shiny pretty

See merge request veloren/veloren!1874
2021-03-11 17:37:33 +00:00
Samuel Keiffer
5e5ec967d1 Merge branch 'sam/sceptre-overhaul' into 'master'
Overhaul sceptre

Closes #768

See merge request veloren/veloren!1845
2021-03-11 16:47:50 +00:00
Marcel Märtens
2a71c68fa2 Allow HTTP auth servers again.
only `localhost` are allowed in a release build.
 when debug assertions are on, others are also allowed.

This change undoes the changes to the settings, so compared to master, there is no effect
2021-03-11 17:24:52 +01:00
Marcel Märtens
eacb60cfa0 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
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
Joshua Barretto
052a69a493 Cheaper and less broken material reflection/glow 2021-03-11 13:56:11 +00:00
omm
22eb7438e0 File structure for lang es_ES aligned with EN 2021-03-11 12:08:37 +00:00
Joshua Barretto
fb84ec1821 More reflective weapons 2021-03-10 18:59:04 +00:00
Joshua Barretto
c20abd0265 Initial implementation of glow/shininess 2021-03-10 18:58:25 +00:00
Sam
472a665826 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