timokoesters
1f78344d6f
Move equipment from loadout into body
2020-03-15 19:44:47 +01:00
Joshua Barretto
e20feeeb0c
Added armour items and equipping of armour
2020-03-15 16:42:09 +01:00
timokoesters
598a4c6cbb
Add loadout struct for info on weapon configurations
2020-03-14 22:33:20 +01:00
Adam Whitehurst
54a7112ad9
resolve conflicts merging master -> clientstates
2020-03-07 12:49:48 -08:00
Adam Whitehurst
096d3b691e
Merge master
2020-03-07 12:49:15 -08:00
Adam Whitehurst
b1d1299fe6
Clean up character states
2020-03-07 10:15:02 -08:00
Justin Shipsey
86e15695fc
weapon control bone
2020-03-05 14:02:11 +00:00
timokoesters
2fa902270e
fix: block
2020-02-24 18:10:42 +01:00
timokoesters
0bc07a0835
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-03 22:02:32 +01:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
Justin Shipsey
64690279af
new mobs
...
alligators
2020-01-26 00:22:48 +00:00
timokoesters
7b558b4542
refactor: combine actionstate and movestate
2020-01-21 23:54:59 +01:00
AdamWhitehurst
de36e75264
Fix imports, update matches
2020-01-08 11:31:42 -08:00
AdamWhitehurst
8e0317e03d
refactor states to handle update logic
2019-12-26 06:43:59 -08:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
...
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
jshipsey
2b5fd372c5
streamlined body part naming scheme, swapped quadruped to quadruped_small, rewrote mesh names to reflect body type instead of npckind. finally.
2019-10-25 21:50:14 -04:00
jshipsey
574f070758
added large bipeds, small birbs, small fish skeletons
2019-10-25 21:34:29 -04:00
jshipsey
644939810f
added dragon skeleton
2019-10-25 21:33:59 -04:00
jshipsey
54fc712076
fish_medium and bird_medium skelingtons
2019-10-25 21:33:02 -04:00
Adam Fogle
3a4c307d38
Code cleanup, formatting changes, and fixed the cloth belt's offset.
2019-10-16 00:42:57 -04:00
Adam Fogle
8f7b4afafd
Manifest file is now used to load armor.
...
Redid how pants renders so they can use underlying skin model/coloring,
same as chest armor.
Redid how belts render so they can use the underly skin color,
same as shoulder or foot.
Converted a manifest variable name to snake case.
2019-10-12 08:31:42 -04:00
Adam Fogle
a2b2d0d493
Created Spec structs for each armor type.
...
Moved mesh creating code for each armor type
into matching struct.
Each Spec struct now loads the matching manifest file.
Manifest file is NOT used yet.
Warning thrown due to adding new parameter to the mesh function
for use reading the manifest file.
2019-10-12 08:31:42 -04:00
Monty Marz
3a0131306f
Character assets Part 1
2019-09-18 16:46:12 +00:00
scott-c
2b3749d2f4
Fix performance regression; simplify FigureKey
2019-09-08 19:52:57 +08:00
scott-c
fcdb0843fc
Cleanup unused import
2019-09-06 19:35:47 +08:00
scott-c
645debe230
Hide player hands when rolling in first person
2019-09-06 19:12:46 +08:00
scott-c
836525c33a
Simplify model cache key, fixes performance issue
2019-09-06 18:59:05 +08:00
scott-c
bc1ccfc99b
Fix first person weapon visible while not wielding
2019-09-06 18:22:26 +08:00
scott-c
5fd4f00012
Add first person models
2019-09-04 22:05:59 +08:00
Imbris
7bebffb2af
Add ron file for head offsets, segment unionizer
2019-09-03 23:05:52 -04:00
Imbris
6289ce8c7f
Split up figure.rs
2019-09-03 23:05:50 -04:00