socksonme
3d2dcbf894
Revert some changes
2022-06-29 17:31:43 +03:00
socksonme
559d5ca804
Some changes to DamageSources + various code qual changes
2022-06-29 17:31:43 +03:00
socksonme
5360a7c93e
Tons of code quality changes, added damage rounding option
2022-06-29 17:31:37 +03:00
socksonme
64f0f05608
Fixed bug with healing above 5.0 and preparing for options
2022-06-29 17:31:10 +03:00
socksonme
202d558246
Instance number generated inside projectile constructor, remove crit field
2022-06-29 17:31:07 +03:00
socksonme
6c75ad6ef8
Code quality changes and comments
2022-06-29 17:30:54 +03:00
socksonme
c0e78d869e
Instance numbers are now based on the AttackDamage struct
2022-06-29 17:30:53 +03:00
socksonme
ac5bf53c42
Instance numbers for HpChanges
2022-06-29 17:30:50 +03:00
socksonme
f8924d6c1a
tweaks to damage floaters
...
Added some comments where stuff needs to be discussed
2022-06-29 17:30:32 +03:00
socksonme
7a1e19d42c
Crits now only glob with eachother, now show up like healing
...
Still a WIP, need to change crits to being non-floating and try implementing crits popping, need to remove some debugging stuff later
2022-06-29 17:30:29 +03:00
socksonme
ce95680df9
Addressed comments, health and damage floaters are now separated
...
Enemy healing probably needs to be discussed as it doesn't show up as of now and the way crits are handled also needs to be discussed
2022-06-29 17:29:59 +03:00
socksonme
94f193fbe0
Damage outcomes are now emitted with health change events
...
Being healed and damaged at the same time still leads to issues - needs to be sorted out
2022-06-29 17:29:19 +03:00
Sam
4a5ef6dce3
Poise damage dealt to a target in a stunned state is now no longer universally applied to the target as health damage.
...
Instead poise damage is only converted to health damage when its source is mitigated crushing damage.
Fixed 'Long Pole' -> 'Longpole'
2022-06-17 21:13:45 -04:00
Imbris
cd503a210e
Remove tick_count since we can already get a count of ticks via
...
`tick_time_hist_count`.
2022-06-16 22:08:54 -04:00
Imbris
d5718fd410
Switch to counter of events and add tick counter
2022-06-15 19:25:00 -04:00
Imbris
950723dd0d
Add metrics for counting server events
2022-06-15 00:40:58 -04:00
Samantha W
57ab1c5767
Add a client-side mutelist
2022-06-14 20:35:01 +00:00
Joshua Barretto
b555381677
Added server gameplay settings, ability to toggle explosion burns off
2022-06-14 14:24:08 +01:00
Isse
e03b733ad7
Owned mine loot
2022-06-12 17:56:59 +00:00
Christof Petig
39fafe646c
add the missing files outside of world from shredded_economy4
2022-06-07 18:30:05 +02:00
N A
3d24ac79e3
make animal NPC's eat food on spot
2022-06-07 07:25:27 +00:00
terrarier2111
45efdb6602
Implement group owned loot
2022-06-04 17:16:12 +00:00
Ben Wallis
d71f2ff682
Fixed animals picking up non-owned non-consumable loot
2022-05-31 15:57:58 +01:00
Ben Wallis
ec1427d669
Added temporary fix to prevent loot drops causing a server crash in some (currently unknown) circumstances
2022-05-31 13:37:56 +01:00
Sam
5e57eabd11
Code changes and msm
2022-05-30 20:25:31 -04:00
N A
c09f070241
Change animal species to have only one inventory slot
2022-05-29 23:53:00 +00:00
Ben Wallis
34f580dfaa
Introduced loot ownership rules to combat loot stealing by players
...
* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
2022-05-28 12:06:49 +00:00
StereoJunkie
3015b4a29d
Non-humanoid picking up consumables when hungry
2022-05-27 16:57:53 +00:00
N A
d84a26dfd8
Special case taming and mounting.
2022-05-24 02:09:45 +00:00
N A
1f82dab948
NPC itemdrop picking up
2022-05-19 22:06:44 +00:00
Sam
534c7dc8b9
Simplified item key (no assets)
2022-05-18 16:28:06 -04:00
Sam
ed9bb7adae
Added comments to persistence code
2022-05-17 19:05:43 -04:00
Sam
72f38068e0
Moved items from 'items.crafting_ing.modular' to 'items.modular.weapon' (no assets).
2022-05-16 15:11:44 -04:00
Sam
bcf36d08b0
Add removed items to migration.
2022-05-16 15:11:43 -04:00
Sam
54a6c31c63
Slight optimization to persistence
2022-05-16 15:11:42 -04:00
Sam
85c2a85817
Addressed review comments
2022-05-16 15:11:42 -04:00
Sam
c0dd748bc7
Addressed second round of balance feedback (no assets).
2022-05-16 15:11:40 -04:00
Sam
95c3fdffa1
Addressed playtest feedback (no assets).
2022-05-16 15:11:39 -04:00
Sam
e9f36b9486
Propagated errors in persistence when accessing mutable parent item for modular componnets.
2022-05-16 15:11:35 -04:00
Sam
64d07d02c4
Changed item definition id to better handle modular items.
2022-05-16 15:11:34 -04:00
Sam
37442b638c
Changed component recipe book to generate some stuff automatically to avoid potential for stuff inside to become unsynced (no assets).
2022-05-16 15:11:33 -04:00
Sam
afd2c8730f
Addressed most review comments (no assets).
2022-05-16 15:11:32 -04:00
Sam
816c265662
Rebase stuffs
2022-05-16 15:11:26 -04:00
Sam
e69aa8c4ee
Fixed items with components having incorrect hashes
2022-05-16 15:11:24 -04:00
Sam
cb04433c14
Fix rebase
2022-05-16 15:11:22 -04:00
Sam
d436362a8d
Consolidated crafting UI for the primnary component of modular weapons.
2022-05-16 15:11:21 -04:00
Sam
af50864643
Fixed issue in updating item config when loading persisted items.
2022-05-16 15:11:18 -04:00
Sam
bf348b7f43
Addressed further review.
2022-05-16 15:11:16 -04:00
Sam
94c19735ca
Fixed broken stuff during rebase.
2022-05-16 15:11:16 -04:00
Sam
81c83c5e83
Items with components can now have their name modified by the components. Also addressed more review. NO ASSETS
2022-05-16 15:11:15 -04:00