Commit Graph

760 Commits

Author SHA1 Message Date
Imbris
8f81b69a25 Move terrain management and syncing into server side ecs systems 2019-10-23 23:50:06 -04:00
Imbris
2703c8afe1 Move serverside client to a component and communications into server ecs systems 2019-10-23 23:50:06 -04:00
Imbris
53ddbec527 Actually fix region removal panic, update fuzzy chunk location, sync entity removal when unloading chunks, region size constant tweak 2019-10-23 22:43:02 -04:00
Imbris
10f9f10cb3 Fix some panics when removing regions 2019-10-23 22:43:02 -04:00
Imbris
b09bddda79 Make clients subscribed to nearby regions and only send physics updates from those regions. 2019-10-23 22:43:02 -04:00
Imbris
24d1f6d970 Add initial region system implementation 2019-10-23 22:39:42 -04:00
Monty Marz
3e0ac48bd8 Multiple Assets and UI fixes and additions 2019-10-23 19:40:45 +00:00
Songtronix
3e1bf295b5 fix(crash): singleplayer 2019-10-18 17:39:57 +02:00
Songtronix
fffffff536 fix(crash): overflowing the stack 2019-10-18 14:19:02 +02:00
Songtronix
5b716515bb change(githash): provide date and hash 2019-10-18 15:32:55 +02:00
Imbris
39656e92be Merge branch '276-hotloading-armor' into 'master'
Resolve "Enable hotloading of different offsets for armors/weapons"

Closes #276

See merge request veloren/veloren!545
2019-10-18 00:29:09 +00:00
Monty Marz
fdfab6a807 refactor: create_projectile doesn't take a light
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Joshua Barretto
013afafba8 Made rolling less violent when changing directions 2019-10-17 12:21:22 +01:00
Joshua Yanovski
8ae2692b6e Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk.  We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.

We now check an atomic flag for every column sample in a chunk.  We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-10-16 11:39:41 +00:00
Adam Fogle
3a4c307d38 Code cleanup, formatting changes, and fixed the cloth belt's offset. 2019-10-16 00:42:57 -04:00
Joshua Barretto
707b79f2c8 Smoother movement, Space for climbing 2019-10-14 11:22:48 +01:00
heydabop
522ab2cd98 fixes #324 - changes possible modulo range from 0-29 to 1-29 to prevent mod by 0 2019-10-13 21:39:37 -05:00
Adam Fogle
a5db28113f Redid the mainfest files to remove race/gender.
Now based on armor slot enum.
Added color to the manifest files.
Manifest files aren't yet being used, but will load.
2019-10-12 08:31:42 -04:00
Imbris
028d010624 Make bows give experience via giving projectiles an owner field 2019-10-11 19:33:01 -04:00
Imbris
2f9d8ee2e6 Add new debug item 2019-10-11 19:32:46 -04:00
Marcel Märtens
20c520a044 Change the version number to 0.4 2019-10-10 15:48:01 +02:00
Monty Marz
d82ec6715a Item icons, chests and more 2019-10-09 19:28:05 +00:00
timokoesters
45f756343d
fix: blocking now ends in wielded
This makes blocking more viable because while blocking you can wait for
the enemy to attack and then quickly exit the block and attack yourself.
2019-10-08 21:19:48 +02:00
timokoesters
095e66fc01
fix: tweek hp 2019-10-08 20:36:46 +02:00
timokoesters
051a964798
fix: server side fall damage
This avoids flickering health
2019-10-08 18:55:30 +02:00
timokoesters
b20cf6c62b
fix: set minimum speed for fall damage and balance it 2019-10-08 18:55:30 +02:00
timokoesters
4e87f125a2
fix: fix level and health distribution 2019-10-08 18:12:08 +02:00
Joshua Barretto
2171e77fe5 Fixed block snapping ground clip 2019-10-08 12:21:05 +01:00
Monty Marz
b3862278af Help window, UI fixes, asset fixes 2019-10-06 19:19:08 +00:00
timokoesters
182b98081b
feat(bow): arrows despawn after some time 2019-10-06 19:32:46 +02:00
Songtronix
aa556ba4b3 feat(env): added DISABLE_GIT_LFS_CHECK 2019-10-06 07:33:24 +02:00
Timo Koesters
f3787879d3 fix(bow): adds bow icon art 2019-10-05 21:51:08 +00:00
timokoesters
2fc4a8d9aa fix(exp): crash when gaining many levels at once 2019-10-05 17:37:10 +02:00
Piotr Korgól
09429b45d1 Make /adminify admin-only and /waypoint free 2019-10-05 17:37:10 +02:00
Piotr Korgól
9e10c8b700 Make enemies spawn with different levels 2019-10-05 17:37:09 +02:00
timokoesters
460a494e77
fix(bow): Don't remove vel and use sticky component instead 2019-10-04 21:30:13 +02:00
Pfauenauge90
f1c4e7040a
rebase fix 2019-10-04 21:02:45 +02:00
timokoesters
d876215012
feat(combat): melee combat damage depends on power of the weapon
Normal NPCs have a weapon of power 5 so they do 5 damage if the attack
is not blocked. Bosses and players have power 10.
2019-10-04 21:02:44 +02:00
timokoesters
ba3db852f7
feat(bow): make arrows stick to walls 2019-10-04 21:02:44 +02:00
timokoesters
fc97c27b65
feat(bow): sticky arrows 2019-10-04 21:02:43 +02:00
timokoesters
575f7da64d
feat(bow): Client side prediction 2019-10-04 21:02:43 +02:00
timokoesters
fe17b4952c
Remove warnings 2019-10-04 21:02:42 +02:00
timokoesters
ab634f1d21
Reuse combat code 2019-10-04 21:02:41 +02:00
timokoesters
2ba143a514
Make arrows deal damage 2019-10-04 21:02:41 +02:00
timokoesters
e3c02f8ac1
Allow projectiles to react to triggers 2019-10-04 21:02:40 +02:00
timokoesters
d46f1e1859
Initial bow & arrow implementation 2019-10-04 21:02:39 +02:00
Monty Marz
4c1eba1f3e Assets update, aesthetics, minor fixes 2019-10-04 18:27:12 +00:00
Nick12
e8340d88af Increase max bytes per chat message 2019-10-04 16:14:54 +02:00
Nicolas
6e4d556073 Add max chat message length
Fixes #115
Credit to @scorpion9979 for the previous implementation (https://gitlab.com/veloren/veloren/merge_requests/215)
2019-10-04 16:14:54 +02:00
Forest
35b9040a6f Removed now stable feature 2019-10-03 17:28:17 -04:00
Acrimon
03bf74f414 Updated toolchain version and a bunch of deps. 2019-10-03 17:19:22 -04:00
Justin Shipsey
27f3bebe40 Char overhaul and asset update 2019-10-02 10:05:17 +00:00
Imbris
83b5ca3335 Higher level cache abstraction 2019-10-01 02:10:28 -04:00
Imbris
89a1c45ac7 Cache most recent chunk access in terrain meshing 2019-10-01 02:10:28 -04:00
Monty Marz
11a022abb3 Better stepping sounds (and minor voxel model fixes) 2019-09-27 16:04:22 +00:00
Joshua Barretto
bdf74cf151 Fixed typo 2019-09-26 14:03:41 +01:00
Joshua Barretto
a6d5b82ef5 Prevented pickups with full inventory 2019-09-26 00:15:07 +01:00
Joshua Barretto
a2758b091c Added flower and grass items 2019-09-26 00:15:07 +01:00
Joshua Barretto
dff67e1c41 Added block collection, improved controls for it 2019-09-26 00:15:07 +01:00
Joshua Barretto
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
f57c2ec453 Made consumable items have an effect, better damage animation 2019-09-26 00:15:07 +01:00
Joshua Barretto
a961a267f1 Added apple and mushroom collection 2019-09-26 00:15:07 +01:00
Joshua Barretto
d745acc948 Floodfill shadows, smooth shadow lighting 2019-09-26 00:15:07 +01:00
Acrimon
9ce9251a17 Formatted code. 2019-09-24 11:56:19 +02:00
Acrimon
3db0b2946d Added some tests. 2019-09-24 11:36:35 +02:00
Acrimon
7e768b84e4 Fast powf for sgrb. 2019-09-24 11:05:01 +02:00
Monty Marz
3a0131306f Character assets Part 1 2019-09-18 16:46:12 +00:00
Joshua Yanovski
b4ad76372b Allow canceling chunk generation.
Currently we only do this when no players are in range of the chunk.  We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.

We now check an atomic flag for every column sample in a chunk.  We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-09-16 03:41:33 +02:00
haslersn
51718c32a6 Bugfix: DefaultPosIterator now starts at lower_bound
Previosly the first iteration was skipped.
2019-09-11 01:48:28 +02:00
Joshua Barretto
3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
Marcel Märtens
58b0b49dfe adjust metrics to rebased Chunks 2019-09-09 10:47:40 +02:00
Marcel Märtens
b05e51152f update version, revert from static prometheus back to normal because static doesnt supprot registries, and implement most of the metrics except for entity count 2019-09-09 09:54:30 +02:00
Joshua Barretto
933e48ac3b Merge branch 'fix-jump-height' into 'master'
Fix jump height

See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
Timo Koesters
92c0edcb98 Merge branch 'timo-attack' into 'master'
Fix wolfs not attacking and adjust movement while attacking

See merge request veloren/veloren!484
2019-09-07 10:25:57 +00:00
timokoesters
f3593371ea
Make npcs attack in a smarter way 2019-09-07 12:16:55 +02:00
haslersn
b26043b0e6 common: Rework Chunk and Chonk implementation
Previously, voxels in sparsely populated chunks were stored in a `HashMap`.
However, during usage oftentimes block accesses are followed by subsequent
nearby voxel accesses. Therefore it's possible to provide cache friendliness,
but not with `HashMap`.

The previous merge request [!469](https://gitlab.com/veloren/veloren/merge_requests/469)
proposed to order voxels by their morton order (see https://en.wikipedia.org/wiki/Z-order_curve ).
This provided excellent cache friendliness. However, benchmarks showed that
the required indexing calculations are quite expensive. Particular results
on my _Intel(R) Core(TM) i7-7500U CPU @ 2.70 GHz_ were:

| Benchmark                                | Before this commit @ d322384bec | Morton Order @ ec8a7caf42 | This commit          |
| ---------------------------------------- | --------------------------------- | --------------------------- | -------------------- |
| `full read` (81920 voxels)               | 17.7ns per voxel                  | 8.9ns per voxel             | **3.6ns** per voxel  |
| `constrained read` (4913 voxels)         | 67.0ns per voxel                  | 40.1ns per voxel            | **14.1ns** per voxel |
| `local read` (125 voxels)                | 17.5ns per voxel                  | 14.7ns per voxel            | **3.8ns** per voxel  |
| `X-direction read` (17 voxels)           | 17.8ns per voxel                  | 25.9ns per voxel            | **4.2ns** per voxel  |
| `Y-direction read` (17 voxels)           | 18.4ns per voxel                  | 33.3ns per voxel            | **4.5ns** per voxel  |
| `Z-direction read` (17 voxels)           | 18.6ns per voxel                  | 38.2ns per voxel            | **5.4ns** per voxel  |
| `long Z-direction read` (65 voxels)      | 18.0ns per voxel                  | 37.7ns per voxel            | **5.1ns** per voxel  |
| `full write (dense)` (81920 voxels)      | 17.9ns per voxel                  | **10.3ns** per voxel        | 12.4ns per voxel     |

This commit (instead of utilizing morton order) replaces `HashMap` in the
`Chunk` implementation by the following data structure:

The volume is spatially subdivided into groups of `4*4*4` blocks. Since a
`Chunk` is of total size `32*32*16`, this implies that there are `8*8*4`
groups. (These numbers are generic in the actual code such that there are
always `256` groups. I.e. the group size is chosen depending on the desired
total size of the `Chunk`.)

There's a single vector `self.vox` which consecutively stores these groups.
Each group might or might not be contained in `self.vox`. A group that is
not contained represents that the full group consists only of `self.default`
voxels. This saves a lot of memory because oftentimes a `Chunk` consists of
either a lot of air or a lot of stone.

To track whether a group is contained in `self.vox`, there's an index buffer
`self.indices : [u8; 256]`. It contains for each group

* (a) the order in which it has been inserted into `self.vox`, if the group
    is contained in `self.vox` or
* (b) 255, otherwise. That case represents that the whole group consists
    only of `self.default` voxels.

(Note that 255 is a valid insertion order for case (a) only if `self.vox` is
full and then no other group has the index 255. Therefore there's no
ambiguity.)

Rationale:

The index buffer should be small because:

* Small size increases the probability that it will always be in cache.
* The index buffer is allocated for every `Chunk` and an almost empty `Chunk`
    shall not consume too much memory.

The number of 256 groups is particularly nice because it means that the index
buffer can consist of `u8`s. This keeps the space requirement for the index
buffer as low as 4 cache lines.
2019-09-06 18:20:15 +02:00
haslersn
d322384bec common: Add benchmark for Chonk 2019-09-06 15:44:36 +02:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
haslersn
886d554f52 common: prepend/append multiple SubChunks in a batch 2019-09-06 15:33:36 +02:00
haslersn
963c5a7785 common: Calculate magic number in Chonk 2019-09-06 15:33:36 +02:00
haslersn
8451a06804 common: Set TerrainChunk::SIZE.z = std::i32::MAX 2019-09-06 15:33:36 +02:00
haslersn
57354fb062 common: For trait ReadVol remove get_unchecked() 2019-09-06 15:33:36 +02:00
Joshua Barretto
66c58840ef Merge branch 'scott-c/first-person-model' into 'master'
Add first person models

See merge request veloren/veloren!443
2019-09-06 13:02:03 +00:00
scott-c
bc1ccfc99b Fix first person weapon visible while not wielding 2019-09-06 18:22:26 +08:00
Andrew Pritchard
05dff792fc Deref instead of clone vel 2019-09-06 14:22:58 +08:00
Andrew Pritchard
b4c74279b7 Vec3 is apprently *not* Copy, Set near plane to 0.1 to prevent tirangle flickering 2019-09-06 13:24:42 +08:00
Andrew Pritchard
b4d5663fed Vec3 is copy 2019-09-06 12:04:20 +08:00
Andrew Pritchard
5b82808df0 Merge branch 'master' into 'fix-jump-height'
# Conflicts:
#   common/src/sys/phys.rs
2019-09-05 13:07:46 +00:00
Andrew Pritchard
d0b2f7565a Revert "Revert "Exponential interpolation for linear damping""
This reverts commit 8b9a3ae1df.
2019-09-05 18:24:38 +08:00
Andrew Pritchard
8b9a3ae1df Revert "Exponential interpolation for linear damping"
This reverts commit 94b9f50efa.
2019-09-05 18:24:22 +08:00
Andrew Pritchard
94b9f50efa Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-05 17:07:15 +08:00
Imbris
52d84248ec Remove all warnings 2019-09-04 19:03:49 -04:00
Imbris
fc9c87878e Fix some warnings, cleanup comment 2019-09-03 23:09:29 -04:00
Imbris
8a994ada8e Remove derpy eyes :( , fix undead eye indices, fmt 2019-09-03 23:06:15 -04:00
jshipsey
ca4da22c7d fixing eyes, cleanup on offsets 2019-09-03 23:06:13 -04:00
jshipsey
178657c871 tweaked hair colors, head offsets, skin colors 2019-09-03 23:06:11 -04:00
Imbris
cc331c10b6 Remove use of empty.vox 2019-09-03 23:06:09 -04:00
Imbris
074eee06e6 Add pants coloring, chest and pants sliders 2019-09-03 23:06:06 -04:00
Imbris
0ffc534df2 Add separate eye color lists for each race 2019-09-03 23:06:02 -04:00
Pfauenauge90
bdb95be5cc hair and skin colours 2019-09-03 23:05:59 -04:00
Imbris
c4999f5e9d adjust how figure head coloring is done 2019-09-03 23:05:58 -04:00
Imbris
9d086949d1 Add basic index based coloring for figures 2019-09-03 23:05:56 -04:00
Imbris
fd251c4d3a Fix sliders, remove uneeded method, fix aspect ratio in character creation 2019-09-03 23:05:54 -04:00
Imbris
7bebffb2af Add ron file for head offsets, segment unionizer 2019-09-03 23:05:52 -04:00
Imbris
ab34377309 Add basic segment combination 2019-09-03 23:05:50 -04:00
Imbris
3ccbb0f38d Convert tooltips to use ImageFrame, add autosizing 2019-09-01 15:34:20 -04:00
Monty Marz
f53904b534 More sprites, ui fixes, lianas 2019-09-01 19:04:03 +00:00
timokoesters
ecbf7cad5b Remove old code 2019-08-31 09:00:20 +02:00
jshipsey
b81cd6a8f9 combine character.action movement blocks 2019-08-30 22:51:46 -04:00
timokoesters
9a832dd56b Move std::mem::discriminant into new method 2019-08-30 22:51:46 -04:00
jshipsey
78bf7a0997 slowed movement for block/attack, cleaned up code, made foot speed velocity dependent, tweaked blocking animation 2019-08-30 22:50:53 -04:00
timokoesters
b99bac87db Make npcs roll correctly 2019-08-30 22:50:53 -04:00
timokoesters
77a48c61a1 Fix rolling for the player 2019-08-30 22:50:53 -04:00
jshipsey
f8d0b1040a readded cidle 2019-08-30 22:50:53 -04:00
jshipsey
bec942753e some stuff fixed, other stuff still broken 2019-08-30 22:50:53 -04:00
jshipsey
e6197d4c10 separate static anims for feet (run/static) 2019-08-30 22:50:53 -04:00
timokoesters
15978d216b
Rename controller main, alt to primary, secondary 2019-08-31 00:13:45 +02:00
timokoesters
a95893e43b
Remove inventory::swap and improve inventory::insert 2019-08-31 00:09:25 +02:00
timokoesters
ba02956f05
Make boost RMB go upward again 2019-08-31 00:08:44 +02:00
timokoesters
bd8e71c5aa
Rename activate_inventory_slot to use_inventory_slot 2019-08-30 22:46:45 +02:00
timokoesters
5d02d32ec6
Make inventory::get return a reference 2019-08-30 22:42:43 +02:00
timokoesters
082ccd7c46
Avoid right-ward shift 2019-08-30 22:32:47 +02:00
timokoesters
7e66fe792d
Return the item again if slot was not wrong 2019-08-30 21:03:49 +02:00
timokoesters
952ec35857
Remove warnings 2019-08-29 19:54:53 +02:00
timokoesters
512d2d9a8e
Rename Teleport to Boost 2019-08-29 19:44:30 +02:00
timokoesters
075827698f
Use RMB to boost away again 2019-08-29 19:44:30 +02:00
timokoesters
6e1c78e5d5
Add debug mode item giving speed boost in look_dir on click 2019-08-29 19:44:28 +02:00
timokoesters
155605841b
Use comp::Stats to store Equipment, make char weapon selection work 2019-08-29 19:44:28 +02:00
haslersn
9844e95e5f common: Stop abusing wild animals for bit shifts 2019-08-29 18:06:52 +02:00
yashaslokesh
be71aea20b Changed exp type from f64 to u32 and altered exp calculations and function signatures to adhere to the new types
Signed-off-by: Yashas Lokesh <yashas.lokesh@gmail.com>
2019-08-27 22:33:14 +00:00
timokoesters
b725b0e9ea
End rolling when player is in the air 2019-08-27 11:06:55 +02:00
timokoesters
74677784c0
Add attack buildup duration (Delay before hit) 2019-08-27 11:06:54 +02:00
timokoesters
72564cf8b4
Make action durations constants 2019-08-27 11:06:54 +02:00
timokoesters
869535e5a2
Rename tool strength/damage to power 2019-08-26 20:05:13 +02:00
timokoesters
a7747fe965
Simplify code 2019-08-26 13:12:45 +02:00
timokoesters
c4879307af
Update to github vek repo 2019-08-26 13:12:45 +02:00
timokoesters
b89bfcbfc1
Remove unnecessary map 2019-08-26 13:12:44 +02:00
timokoesters
08fa6a3414
Prevent problems with no vel while rolling in the future 2019-08-26 13:12:44 +02:00
timokoesters
c278ac9927
Add todo making glide an ability/item 2019-08-26 13:12:44 +02:00
timokoesters
98f8196a16
Put combat related values into constants 2019-08-26 13:12:43 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup 2019-08-26 13:12:43 +02:00
timokoesters
eb34e5bb27
fmt 2019-08-26 13:12:43 +02:00
timokoesters
b96557d012
Fix roll from cliff bug 2019-08-26 13:12:42 +02:00
timokoesters
a715a84ea7
Implement unstoppable rolling 2019-08-26 13:12:42 +02:00
timokoesters
01410569a4
Use look_dir when blocking 2019-08-26 13:12:41 +02:00
timokoesters
3258fa3a3c
Add basis for projectiles
But we have no controller action to spawn them yet
2019-08-26 13:12:41 +02:00
Songtronix
814e858720
Split Events in ServerEvent and LocalEvent 2019-08-26 13:12:41 +02:00
timokoesters
75368dbac1
Remove dbg 2019-08-26 13:12:40 +02:00
timokoesters
62745c4cad
Only use look_dir for ori when wielded or attacking 2019-08-26 13:12:40 +02:00
timokoesters
295969517c
Improve combat range 2019-08-26 13:12:40 +02:00
timokoesters
b826edf6e8
Make aiming 2D 2019-08-26 13:12:39 +02:00
timokoesters
0912de2a26
Make aiming more precise 2019-08-26 13:12:38 +02:00
timokoesters
e90f95bc75
Look in the direction of the camera 2019-08-26 13:12:38 +02:00
jshipsey
39bd888a7c
idle block animation 2019-08-26 13:12:38 +02:00
timokoesters
e7c61c30cc
Block when pressing right click while looking at the attacker 2019-08-26 13:12:37 +02:00
timokoesters
e42ffb362a
Remove unnecessary components 2019-08-26 13:12:37 +02:00
timokoesters
b748c1a6e5
Make gliding the error animation 2019-08-26 13:12:37 +02:00
timokoesters
0bb70d8182
Fix water 2019-08-26 13:12:36 +02:00
timokoesters
5ab03abbdd
Remove animation warnings 2019-08-26 13:12:36 +02:00
timokoesters
799c73d43a
Fix characterstate in movement.rs, not phys.rs 2019-08-26 13:12:35 +02:00
timokoesters
808467c616
Reset controller after each tick 2019-08-26 13:12:35 +02:00
timokoesters
4d6a32e00f
Allow non player entites to be removed again 2019-08-26 13:12:35 +02:00
timokoesters
90c81b4759
Reset controller after each tick 2019-08-26 13:12:34 +02:00
timokoesters
5d5ccd7b99
Move from state components to single CharaterState struct
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Christian Authmann
840e2cbfbf Build script: check if git-lfs works 2019-08-22 19:18:47 +02:00
Joshua Barretto
d9854ad682 Merge branch 'zesterer/instancing' into 'master'
Instancing (block sprites)

See merge request veloren/veloren!450
2019-08-22 11:10:57 +00:00
Vechro
c6b2303890 Fix wielding jump issue 2019-08-21 20:34:21 +03:00
Monty Marz
fade04d44e Pfauenauge/plants grass 2019-08-21 17:22:05 +00:00
Vechro
c40e15f070 Fix velocity when stuck 2019-08-21 20:17:19 +03:00
Joshua Barretto
5f09ab3a4f Added multiple sprite block kind support 2019-08-20 00:31:11 +01:00
Joshua Barretto
b31cca4bb3 Added wheat and sprite rendering 2019-08-19 21:09:35 +01:00
Acrimon
a41cf1a83d Disabled unsafe using lint level. 2019-08-19 14:39:23 +02:00
Acrimon
d0f10115f4 Eliminated unsafe. 2019-08-19 14:33:31 +02:00
Monty Marz
29f6186139 hotbar changes
completely switched to. vox files

easier to see design

gradient and numbers on the health/mana bar
2019-08-18 18:07:21 +00:00
Joshua Barretto
49426565dc Renamed normal StructureBlock variant 2019-08-18 15:33:16 +01:00
Joshua Barretto
e535537106 Added default block kind to structure loading 2019-08-18 10:33:18 +01:00
Joshua Barretto
825d8bb632 Fixed water in caves, made water reflection vary with lighting 2019-08-18 10:33:18 +01:00
Vechro
b5b3b980fe Add green sludge special index 2019-08-18 10:33:18 +01:00
Vechro
944067fd43 Add water special index 2019-08-18 10:33:18 +01:00
Joshua Barretto
42237a84e4 Added translucent meshing pass, water reflections 2019-08-18 10:33:18 +01:00
jshipsey
f14a182734 removed wield slowdown by popular request 2019-08-18 03:26:52 -04:00
Piotr Korgól
586bf5faff Add adminify command to temporarily give admin perms 2019-08-17 23:35:01 +02:00
Imbris
5054f1e87d remove palette dependency 2019-08-16 00:01:20 -04:00
Imbris
be0e0e52a8 Improve colors 2019-08-15 23:59:09 -04:00
Imbris
c09eb77149 Add srgb converion in shaders 2019-08-15 23:56:14 -04:00
Imbris
43ec7b200b Handle errors in file watching 2019-08-15 23:56:13 -04:00
Imbris
cb25c45dec Move shaders, start asset reloading system 2019-08-15 23:56:12 -04:00
Acrimon
42e065d425 [Common] Switch mutexes and channels. 2019-08-16 00:19:54 +02:00
Piotr Korgól
0221de484e Give singleplayer its own server settings 2019-08-14 17:51:59 +02:00
Piotr Korgól
8ec0a06bbe Fix spawn command, properly search for admins 2019-08-14 17:30:36 +02:00
Piotr Korgól
6882170d6f Add Admins field to the settings file 2019-08-14 17:30:36 +02:00
Piotr Korgól
98c0692260 Add AdminPerms component, make some commands require it 2019-08-14 17:30:36 +02:00
Acrimon
b4a46f3e6e Finished switch to hashbrown. 2019-08-11 22:38:28 +02:00
Joshua Barretto
d5aee13c91 Merge branch 'zesterer/small-fixes' into 'master'
Added entity event system, fixed fall damage

See merge request veloren/veloren!418
2019-08-09 23:56:49 +00:00
telastrus
de2082469d auth done, no popup yet 2019-08-08 12:01:15 -04:00
telastrus
6d94d43021 still compiles 2019-08-07 23:56:02 -04:00
Joshua Barretto
5b62531da3 Added /explosion command 2019-08-07 18:17:04 +01:00
Joshua Barretto
192f5d355f Switched to EventBus system 2019-08-07 16:39:16 +01:00
Joshua Barretto
98a913195b Added entity event system, fixed fall damage 2019-08-07 10:50:49 +01:00
telastrus
e4f2c73b85 undo unnecessary pub mod
fixed comments

fixed other comment
2019-08-06 22:46:25 -04:00