Commit Graph

43 Commits

Author SHA1 Message Date
Sam
a3d655970e Heavy stance required abilities 2023-03-21 19:56:32 -04:00
Sam
5f126bb5c6 Queued inputs are now culled after a period of time if they are not actively held 2023-03-21 19:39:19 -04:00
Sam
9875008efa Added stance component that persists even after sheathing weapon (does not yet work with M1 replacement). 2023-03-21 19:29:34 -04:00
Sam
89aa934c3c Initial work 2023-03-11 16:45:10 -05:00
Imbris
b644ff7668 fmt 2023-03-11 08:06:46 -05:00
Monty Marz
9a025cfcc8 More spot features 2023-03-03 23:21:37 +00:00
Sam
5974646a3c You can now leave a stance by using the corresponding ability input 2022-10-27 20:06:57 -04:00
Plright
cffa980f24 Fixed being able to sneak on mount 2022-04-16 16:56:47 +00:00
Sam
fe1db1e9e0 Can move around, so character state system runs
Hotbar now visible
Can't yet activate skillbar abilities, only M1 and M2
2022-01-20 15:26:35 -05:00
Imbris
5494bd31f2 Sync SkillSet from all entities for now since it is needed for some things in voxygen, fix character_behavior system always triggering energy and density modification flags 2022-01-19 00:56:42 -05:00
Sam
a288f9ee43 Addressed further review. 2021-11-11 22:37:37 -05:00
Sam
a8bec0280c Ability pool mostly functional. 2021-11-09 12:56:07 -05:00
Imbris
457ed6ac64 Remove per entity VecDeque's of events from character StateUpdate and instead pass in external Vecs that can be pushed to (saves significant time not allocating for VecDeque::new) 2021-10-15 01:23:00 -04:00
Thomas Kosel
acb7f5dc4b
#918 remove usages of .restrict_mut() from character_behavior.rs 2021-07-27 23:34:16 +02:00
Sam
f164d6036e Made swapping equipped weapons a server event instead of being called in common to prevent server-client desyncs. 2021-07-25 18:30:17 -05:00
Snowram
3ba0500b90 Tornado summoning attack 2021-06-15 09:49:13 +02:00
holychowders
d5f3ba77d4 Make NPCs Aware of Sound - See Issue #913 2021-05-15 19:36:27 +00:00
Ludvig Böklin
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00
holychowders
568a8d9666 Resolve Issue #978 - Extract SkillSet Into Its Own Component 2021-04-14 15:35:34 +00:00
Sam
720482d994 Gave mindflayer AI.
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
30da614e89 Added dimensional door ability for mindflayer 2021-03-27 21:05:05 -04:00
Avi Weinstock
49f39fb752 Make more systems work with an optional health component, to allow disabling health on rtsim airships (so that players can't hammer them out of the sky). 2021-03-23 10:44:32 +01:00
Joshua Barretto
fb3980e273 Outcome for block destruction, take select_pos from ControllerInputs 2021-03-21 20:10:05 +00:00
Joshua Barretto
347e1022a0 Initial implementation of pickaxe 2021-03-21 16:09:16 +00:00
Sam
ecff675cc4 Wielding now works again
Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
21e6f4797c Primary ability fully functional. 2021-03-14 17:26:53 -04:00
Sam
19c81f1528 Support for canceling an input. Boost state hooked up to system. 2021-03-14 17:26:52 -04:00
Sam
c6d8daaae3 Primary input now activated from control actions.
Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
Sam
d02c61ad8a Item use is now goes through a control action rather than a control event. 2021-03-01 20:51:08 -05:00
Sam
404c7f0905 Combo melee now checks combo 2021-02-27 18:24:28 -05:00
Avi Weinstock
78014d7d3b Put material stats in their own manifest, and multiply a form's stats by the weighted average of the material multipliers. 2021-02-23 15:49:34 -05:00
Sam
2b5120319d Character behavior system now uses immutable data struct 2021-02-22 15:30:53 -05:00
Sam
1c83c5ee6f Loadout manipulations now emit a separate event from client instead of hackily intercepting inventory manipulations in common. 2021-02-08 12:31:17 -05:00
Sam
6a1e583d45 Eradicated clones 2021-02-08 12:01:48 -05:00
Sam
8eebcdfcd2 Inventory changes that modify the loadout now go through a control action instead of a control event. 2021-02-08 12:01:47 -05:00
Sam
be8df9aef6 Addressed comments. 2021-02-02 16:08:09 -05:00
Sam
d3b75df76f Changed name of Attacking comp to MeleeAttack 2021-02-02 13:06:31 -05:00
James Melkonian
23b1df3cdd Add basic NPC interaction and fix NPC chat spamming 2021-01-31 20:29:50 +00:00
Sam
cc60ca58be Added sword skill tree 2021-01-19 08:06:59 -05:00
Ben Wallis
aef2637288 Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Joshua Barretto
a4b9230f03 fixed Cargo.lock conflict
Fixed `crossbeam-queue` being referenced  twice in the lockfile
2021-01-07 20:25:12 +00:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00