Commit Graph

10054 Commits

Author SHA1 Message Date
636838f510 update crates 2021-09-20 14:39:01 +02:00
717690b883 Merge branch 'james/rrt-pathfinding' into 'master'
Initial RRT flight pathfinding

See merge request veloren/veloren!2773
2021-09-19 19:30:31 +00:00
d7fafbfdfd Merge branch 'mehmetmalli/turkish-translations' into 'master'
Turkish translations

See merge request veloren/veloren!2861
2021-09-19 17:49:19 +00:00
0efa41a04d Update buff.ron 2021-09-19 16:05:04 +00:00
c1d5e3b0d2 added main Turkish translations 2021-09-19 17:36:31 +03:00
c8c02fe838 added common Turkish translations 2021-09-19 17:36:05 +03:00
964c412a7c changed Turkish translations for uncanny valley in char_selection 2021-09-19 17:35:41 +03:00
ba3aacb146 added Turkish translations for buffs 2021-09-19 17:35:08 +03:00
845f8977ff Merge branch 'juliancoffee/clay_gole_laser_fix' into 'master'
Tweak coefficient of beam_offset for clay_golem

See merge request veloren/veloren!2859
2021-09-18 17:36:08 +00:00
215f4b9be0 Tweak coefficient of beam_offset for clay_golem 2021-09-18 19:55:46 +03:00
b93c2a0430 Merge branch 'xvar/egui-admin' into 'master'
Added new Admin Commands window to egui, including Give Items and Kits sections

See merge request veloren/veloren!2812
2021-09-18 16:02:27 +00:00
4349a14064 * Added new Admin Commands window to egui, including Give Items and Kits sections
* 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
8d336d6625 Merge branch 'james/lava-dungeons' into 'master'
Prettier site2 houses

See merge request veloren/veloren!2852
2021-09-18 14:58:42 +00:00
b26294885c Add Vietnamese translation
Not translate skills.ron yet.
2021-09-18 17:59:28 +07:00
ddf2c2915d Merge branch 'zesterer/remove-unscheduled-skydives' into 'master'
Remove unscheduled skydives

See merge request veloren/veloren!2851
2021-09-18 04:53:22 +00:00
571dac7904 Move rrt algorithm into its own function 2021-09-17 16:27:00 -07:00
7f9ab102c7 Make RRT pathfinding a cfg feature 2021-09-17 16:01:20 -07:00
746840404c Disable RRT pathfinding 2021-09-17 16:01:19 -07:00
235e2def3b Initial RRT flight pathfinding 2021-09-17 16:01:19 -07:00
bb48d20a37 Prettier town houses 2021-09-17 15:49:14 -07:00
7a72df7e27 Gable primitive and dungeon lava rooms 2021-09-17 15:45:26 -07:00
a015035510 Use previous position caches for airship collision detection 2021-09-17 22:34:28 +01:00
ada61107f9 Merge branch 'anomaluridae/cleanup-interactable' into 'master'
Seperation of targets vs interactables. Cleaner cursor interactions.

See merge request veloren/veloren!2754
2021-09-17 19:25:08 +00:00
3bebf1febe Merge branch 'juliancoffee/remove_level' into 'master'
Rename level in EntityInfo to health_scaling and small cleaning

See merge request veloren/veloren!2850
2021-09-17 17:38:10 +00:00
d0629224d2 remove unneeded mut, provide default_select_pos to secondry key event handler, and use the is_filled() over the is_opaque() to be reader friendly 2021-09-17 10:34:20 -07:00
dc76d5c05f 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
f3d8adf3fa choose nearest target, from a specific subset of targets, for scene highlighting vs interactable vs game primary/secondary key input 2021-09-17 10:34:20 -07:00
a7cee0f11b keep MAX_TARGET_RANGE within voxygen 2021-09-17 10:34:20 -07:00
2789d2ae29 intentional use of terrain targeting and select_pos as passed to the event handler. select_pos is None when not needed. 2021-09-17 10:34:20 -07:00
a02488ddd9 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
0f13db9600 make the ContollerInputs.select_pos be explicitly the breakable blacks for mining 2021-09-17 10:34:20 -07:00
07cfa0ef35 add comment for future direction of Interactables. 2021-09-17 10:34:20 -07:00
b1adc9c4e0 build positions for place versus remove block are cleaner (less likely to fail) when apply the +0.01 modifier versus -0.01 modifier selectively. this is equivalent to current master, and is simply more explicit now 2021-09-17 10:34:20 -07:00
9ddc38ba18 changes per MR feedback. simplier Option handling with zip, filter, and fewr unwraps. use kind keyword (not typed). if lets when possible. additional syntax cleanup 2021-09-17 10:34:20 -07:00
946ca442ab make Target generic, over the specific typed targets 2021-09-17 10:34:20 -07:00
01cfe39503 undo macro use for DRY on client event handler, and handle edge detection in mining so that we don't get Empty interactables. 2021-09-17 10:34:20 -07:00
25c3d2a9e2 MR review updates. Added back the 0.01 modifiers, update naming and comments, keep interactable construction in the interactables mod, remove unneeded curry, syntax updates. only cast for mining and build if enabled. 2021-09-17 10:34:20 -07:00
20c4054e6a build is working. to add and remove blocks. 2021-09-17 10:34:20 -07:00
be1095632f make Target into a typed struct. delineate the clear difference in Target versus Interactable. comments and naming cleanup, for more explicitness. 2021-09-17 10:34:20 -07:00
4a723a7930 clippy is a thing 2021-09-17 10:34:20 -07:00
42426a16f3 make scene interaction be targeted exactly on mining blocks (removing abnormal Empty labels), and don't reset position to None in the middle of mining. 2021-09-17 10:34:20 -07:00
c8cb7fbe62 make the concepts of targets (under cursor), separate from interactable. interactable is what is (1) indicated visually in gui as able to interact, or (2) is an entity, or (3) is a block capable of Interaction. whereas a target is what occurs under the cursor, regardless of other state and input (such as different InputKind). targets are determined first, then other factors are cosidered to determine interactable. 2021-09-17 10:34:20 -07:00
d9412b14d3 breakout interactable into seperate file 2021-09-17 10:32:06 -07:00
294217f0c8 Clean entity assets for a small bit
- Move loot_tables/creature/witch to loot_tables/spots/witch
- Move skillset/spots/general_max and skillset/spots/sceptre_max to
  skillset/preset/max/{general,sceptre}
- Remove tabs from dwarf_grave_robber entity config file
2021-09-17 20:12:42 +03:00
d3e08ff663 Rename EntityInfo level field to health_scaling 2021-09-17 20:12:42 +03:00
0b8e40581f Merge branch 'juliancoffee/capsule_prism' into 'master'
New CapsulePrism collider

See merge request veloren/veloren!2843
2021-09-17 11:39:57 +00:00
27a36abafd Set z_min to 0 for terrain collision checks
This allows us have different z_min for e2e checks
2021-09-17 13:28:34 +03:00
ab68c93724 Adress review
Make sausage ascii-art have `a` line inside of stadium
2021-09-17 13:28:34 +03:00
938091e8a3 Adress review
- 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
07804607e0 Implement capsule2capsule collisions 2021-09-17 13:28:34 +03:00