Commit Graph

31 Commits

Author SHA1 Message Date
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