Ben Wallis
40e9c4a3e2
Fixed character data not being persisted on character switch
2020-11-14 13:36:54 +00:00
Sam
b5f59f9cf3
Fixed tests. Addressed comments.
2020-11-13 10:41:34 -06:00
Sam
e2fe2fd532
Speed and power on weapons are now able to modify abilities after they are loaded from ron files.
2020-11-12 21:24:36 -06:00
Imbris
37e4ea4669
Remove ability map from top level functions
2020-11-12 21:24:35 -06:00
Sam
9b4fa4e961
Started moving loading of ability manifest to an ecs variable.
2020-11-12 21:24:34 -06:00
Joshua Barretto
9b233708e2
Turned tree generation into a post-processing layer, ripped out old tree generator for performance wins
2020-11-09 10:20:22 +00:00
Christof Petig
b56919b123
Make waypoints persistent
...
Closes #549
2020-11-08 22:15:47 +01:00
Christof Petig
b11da85ff9
Patch for the position de-synchronization by imbris
...
See https://discordapp.com/channels/449602562165833758/449650240350453760/774724295452393522
2020-11-08 18:56:55 +01:00
AlKabir
4803ee5c81
changed to an or operand
2020-11-07 23:37:15 -06:00
AlKabir
6535deae9c
added two meat assets for mobs to drop
2020-11-07 23:34:20 -06:00
AlKabir
289126d9c8
Make different mobs drop different assetts on death (not just lootbags) cargo fmt
2020-11-07 22:50:38 -06:00
AlKabir
134c481408
Make different mobs drop different assetts on death (not just lootbags)
2020-11-07 22:50:38 -06:00
Imbris
133ba82a9b
Use item_definition_id for weapon asset mapping
2020-11-07 16:44:11 -06:00
Sam
ca65cdace1
Yeeted from manifest files.
2020-11-07 15:53:14 -06:00
AlKabir
77f3c7e3c5
Minor combat fixes (see issue 785)
2020-11-07 18:00:07 +00:00
Marcel Märtens
40f5afc2b0
ci cleanup, dependency update
2020-11-06 14:34:42 +01:00
Samuel Keiffer
44f676d90c
Merge branch 'sam/make-roll-great-again' into 'master'
...
Roll overhaul
See merge request veloren/veloren!1484
2020-11-06 03:25:18 +00:00
Sam
37ecb165ef
Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox.
2020-11-05 20:40:20 -06:00
Snowram
0d92f02deb
Buff stonegolem, nerf giants, add missing sfxs
2020-11-06 01:08:33 +01:00
Snowram
ce96af4363
Allow for an arbitrary array of effects and buffs for consumables
2020-11-06 01:08:30 +01:00
Sam
4a1a3f3ecc
Roll now gives i-frames.
2020-11-05 16:48:04 -06:00
Sam
55e75adec0
Created new fields in roll. Centralized generation of abilities. Added builder function for rolls since they are not yet tied to equipment.
2020-11-05 12:28:18 -06:00
Marcel
121364821a
Merge branch 'xMAC94x/FeuerzeugBierflasche' into 'master'
...
xMAC94x/feuerzeugBierflasche
See merge request veloren/veloren!1478
2020-11-05 09:22:50 +00:00
Sam
f69f494524
Fixed crash from changes in explosion code.
2020-11-04 22:21:02 -06:00
Sam
a0af315930
Addressed comments.
2020-11-04 19:22:08 -06:00
Sam
bda7fefdc0
Removed Damages struct. Added GroupTarget enum. Changed RadiusEffect to use Effect instead of Daamges. Added Damage variant to Effect Eenum.
2020-11-04 19:22:07 -06:00
Sam
d38f1d319c
Energy and health change server events now reference EcsEntity instead of Uid. Added TargetGroup to use to determine targets of effects/damage. Added Entity(TargetGroup, Effect) to RadiusEffect enum.
2020-11-04 19:22:06 -06:00
Sam
87bff41a66
Addressed comments.
2020-11-04 19:22:05 -06:00
Sam
c48c022f7e
Separated out health from stats component.
2020-11-04 19:22:04 -06:00
Sam
f1f5c2b21b
Added energy change server event.
2020-11-04 19:22:01 -06:00
Sam
e0cbbf52ed
Changed explosions to take a vec of RadiusEffects. Changed Damage to a struct of DamageSource and value. Added interpolation function to damage.
2020-11-04 19:22:00 -06:00
Joshua Barretto
87ac4bd998
Merge branch 'christof/home_town' into 'master'
...
implement /home to return to home town
See merge request veloren/veloren!1481
2020-11-04 15:58:35 +00:00
Marcel Märtens
a7123c6e14
put cache in ECS to get rid of allocations
2020-11-04 14:19:28 +01:00
Marcel Märtens
ce3173ecdf
add metrics for physics sys and implement concurrent physics
2020-11-04 11:53:13 +01:00
Marcel Märtens
bbe6e8be7c
Improve Phyiscs speed of entity handling.
...
Before we had accessed velocities in a nested loop O(n²).
Now we copy it only once out of the ECS system and store it in a tmp Vec.
As we no longer need to hold a mut and imutable reference, we can iter of `&mut velocities` again in the outer loop.
Also improved many calculations called in the loop to make the check if 2 entities are to far apart as easy as possible
2020-11-04 11:53:09 +01:00
Marcel Märtens
094bb7c45a
keep Presence when possesing
2020-11-04 11:49:05 +01:00
Christof Petig
ac92c8a6af
implement /home to return to home town
2020-11-04 00:55:15 +01:00
Marcel Märtens
3d9c3e481e
Undo one Componenet per Stream
and instead use Client
.
...
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373
extract a Presence Component, which is server
only and has state of Player
and Client
. Presence is only valid for Clients that are in game
2020-11-03 08:56:02 +01:00
Marcel Märtens
084b60d7ec
Fix an error that a failed initialization of a client lead to a Kill of the gameserver. Instead we just log a msg now.
2020-11-03 08:55:56 +01:00
Marcel Märtens
6bb74c9c6f
Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly
2020-11-03 08:55:54 +01:00
Marcel Märtens
37d08e93ca
review:
...
- fix wording in error msg
- find better name for structs
- unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
- fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
9ba19a1cd9
implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants
2020-11-03 08:55:46 +01:00
Marcel Märtens
2290efd219
remove clippy warnings no longer needed
2020-11-03 08:55:44 +01:00
Marcel Märtens
e9be36c993
replace the single message
system with 5 message systems. one per stream to handle less ECS systems PER msg system.
...
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
9459ccf61b
working on implementing seperated msg system.
...
Does compile, but only reach connection till character screen.
Full play not yet possible
2020-11-03 08:55:36 +01:00
Marcel Märtens
dd966dd00e
remote all streams from Client
and put it directly in the ecs system.
...
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Imbris
cf06912b7b
Merge branch 'bbenton91/add-mount-range-check' into 'master'
...
Fixes #814 . Added range check to mounting
Closes #814
See merge request veloren/veloren!1466
2020-10-31 03:50:00 +00:00
Brad
95163a5a65
Added range check to mounting
2020-10-30 22:34:44 -04:00
Brad
a1baab1a5c
Added range check to block pickup
2020-10-30 19:50:36 -04:00
Imbris
64def3cde4
Allow interacting with nearby blocks without pointing at them, unify selection of block/entity interactors so that only one is select at once, rearrange pickup and mount range consts
2020-10-29 18:40:11 -04:00
Imbris
47b06658b0
Log where the userdata folder is in binary crates, fix bug where the old
...
path was logged instead of the new path when renaming invalid settings
2020-10-29 18:30:49 -04:00
Sam
a7e3e55a12
Transitioned damage and healing from u32/i32s to enums.
2020-10-28 18:15:25 -05:00
Sam
5d0fd3d9bc
Addressed more comments. Changed how buffs were sorted so that duration was also taken into account.
2020-10-26 19:30:18 -05:00
Adam Whitehurst
f759895d63
add maxhealthmodifier
...
oops variable
2020-10-26 19:30:18 -05:00
Sam
f60985d733
Transitioned buff storage from a vec to a hashmap. Addressed other comments. Only continuous buff effects are handled right now.
2020-10-26 19:30:17 -05:00
Sam
337cf6e137
Cleaned up UI code. Removed stuff added for testing. Added 10% for melee attacks to inflict a bleeding debuff. Renamed BuffId to BuffKind. Fixed memory leak. Set event emission to false when timer is decremented.
2020-10-26 19:30:10 -05:00
Sam
5a5d35fade
Cleaned up logic used to handle buff addition. Old active buffs now get deleted if they had a smaller duration and weaker strength.
2020-10-26 19:28:26 -05:00
Monty Marz
8fa398954d
Initial implementation of buffs UI
...
player buffs animation
more testing debuffs
sorting and display limit fix
overhead buffs
fix
WIP buff removal function
fmt
Update buffs.rs
Now with compiling: WIP group UI buffs
positioning
Update group.rs
Update group.rs
Small optimizations.
Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.
buff frame visuals
added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Sam
007d3c09ac
Buffs now get removed on death by default. Buffs are now required to have either the 'Buff' or 'Debuff' tag. RemoveByCategory function now has support for blacklisting certain categories. Support for UI stuffs.
2020-10-26 19:28:23 -05:00
Samuel Keiffer
60a5346a0b
Addressed comments.
2020-10-26 19:28:22 -05:00
Sam
0df061a38e
Moved duration to inside BuffId enum to future-proof for when buffs are persisted.
2020-10-26 19:28:20 -05:00
Sam
1a1ceb54bc
Server event used to deal damage/heal with buffs. Buff kills now award xp.
2020-10-26 19:28:20 -05:00
Sam
de7191b985
Added functionality to remove buffs by category.
2020-10-26 19:28:19 -05:00
Sam
ccad1fa0b8
Separated buffs into active and inactive buffs. There can only be 1 active buff at a time of a particular buff id. If a new buff is stronger than an active buff, it moves the active buff to inactive buffs. When active buffs are removed, it checks inactive buffs for any buffs of the same id and moves the strongest one to active buffs.
2020-10-26 19:28:18 -05:00
Sam
b8690473e4
When buffs expire from duration, now only they expire rather than ending all buffs of the same type.
2020-10-26 19:28:17 -05:00
Sam
125de0b46e
Creatures and playrs now have buffs component, buffs that expire now only end their particular buff instead of every buff with the same type.
2020-10-26 19:28:16 -05:00
Sam
c50063ad0c
Move addition/removal of buffs to server event.
2020-10-26 19:28:15 -05:00
BottledByte
7ab99a3bbf
Initial WIP implementation of the Buff system
2020-10-26 19:28:14 -05:00
Marcel Märtens
1b47913835
fix clippy after toolchain update
2020-10-26 22:30:51 +01:00
Marcel
82d2859e92
Merge branch 'xMAC94x/fix-tarpaulin' into 'master'
...
xMAC94x/fixTarpaulin
See merge request veloren/veloren!1427
2020-10-26 16:54:37 +00:00
Marcel Märtens
153c6c3b13
Fixing Tarpaulin isn't easy.
...
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
- need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
- use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
- update conrod to use modern copypasta 0.7
- use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
- adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
It was called `convert_event`
- make a `simd` feature which is default and introduce conditional compiling.
AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
- tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
2020-10-26 17:04:20 +01:00
Brad
071ce08b69
Removed else branch and ran fmt and clippy
2020-10-25 16:43:07 -04:00
Brad
cfbdbf14aa
Updated code to be more consistent with codebase
2020-10-25 15:54:08 -04:00
Brad
11f747cc5f
Added is_dead check to item pickup
2020-10-25 03:40:34 -04:00
Imbris
2be87f6ea8
Fix crash with unicode characters
2020-10-24 16:03:53 -04:00
jshipsey
64d73abdec
roshwalr fix
2020-10-19 16:20:59 +02:00
jiminycrick
50aac17d94
Added secondary skills to agent code (except bow)
2020-10-19 16:20:58 +02:00
Enrico Marconi
80b863da3b
Fix #793
2020-10-18 11:03:02 +02:00
Sam
e6684009c2
Made ability key not hardcoded in tool.rs.
2020-10-15 20:05:58 -05:00
Sam
d869f7e430
Moved explsion struct from within comp to common.
2020-10-14 21:06:55 -05:00
Sam
14e4af7ab6
Addressed playtesting feedback.
2020-10-14 21:06:52 -05:00
Sam
1c21362bc3
Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles.
2020-10-14 20:56:23 -05:00
Sam
cbb72363af
Reworked explosions. Tweaked staff fireball.
2020-10-14 20:56:21 -05:00
Marcel Märtens
f1c9b959f4
rename a file, fix error msg, dont spam persistence by default
2020-10-13 00:06:24 +02:00
Marcel Märtens
2a7378b4ae
pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
...
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
55b59fbe07
various small fixes according to the MR
2020-10-12 11:25:20 +02:00
Marcel Märtens
00c66b5b9c
remove a Mutex and AtomicBool
2020-10-11 23:02:39 +02:00
Marcel Märtens
ff374eab59
create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition
2020-10-11 22:59:53 +02:00
Marcel Märtens
e8452fafc6
fix naming, replace NotInGame with CharacterScreen
2020-10-11 22:55:38 +02:00
Marcel Märtens
8b40f81ee2
No longer block the main thread for client connections, new clients will be handled by server without waiting.
...
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
Marcel Märtens
017e004309
Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
...
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
Initial(ClientType),
General(ClientGeneralMsg),
InGame(ClientInGameMsg),
NotInGame(ClientNotInGameMsg),
Register(ClientRegisterMsg),
Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
Marcel Märtens
b1db5ef488
Redo Network Frontend.
...
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Imbris
fa45edb541
Fix clippy, minor fmt, add TODO comments
2020-10-10 03:01:30 -04:00
Imbris
39f78e9116
Remove saves dir env var and setting from server settings and just always use saves as the dir name
2020-10-10 02:15:54 -04:00
Imbris
71251ca6a6
Change admins from Vec<String> into Hashset<Uuid>, add commands to server-cli-bin for adding and removing admins
2020-10-10 02:10:32 -04:00
Imbris
ca2bf937e6
Apply saves dir override when loading settings, change whitelist to a HashSet, let admins login even if they are not on the whitelist to reflect the comments in login code
2020-10-10 02:10:32 -04:00
Imbris
83fb26c4f9
Group editable server settings into one struct that is stored in the ecs, don't expose DataDir, use Uuid in the whitelist instead of usernames, replace Banlist record tuple with new type with named fields, remove commented code
2020-10-10 02:10:32 -04:00
Imbris
fb2cf1a292
Fix clippy warnings
2020-10-10 02:10:32 -04:00
Imbris
308cca0dc9
Put server-cli specific settings in their own structure, serde_derive -> serde
2020-10-10 02:10:32 -04:00
Imbris
7c14a3f4a4
New userdata folder that holds voxygen settings and logs and server saves and settings, split up server settings file into parts that are persisted back to their files and parts that are read-only, misc fixes
2020-10-10 02:10:32 -04:00
Imbris
26d59a62fc
Downgrade debug -> trace in persistence code
2020-10-10 02:10:32 -04:00
Monty Marz
2b800a2b63
make clippy happy
...
Delete glider.ron
2020-10-07 02:23:20 +00:00
Ben Wallis
51459c0733
Implemented graceful shutdown on SIGUSR1 signal. Added shutdown <seconds> TUI command. Added abortshutdown TUI command. Fixed a bug in TUI that caused a panic on quit in basic mode on windows.
2020-10-04 21:24:45 +01:00
Sam
47abf49751
Addressed comments
2020-09-29 20:48:23 -05:00
Sam
0b80257aa3
Add migration
2020-09-29 19:48:15 -05:00
Sam
a8f31cbe6f
Beam tick rate now more responsive when aiming.
2020-09-29 19:48:14 -05:00
Sam
ffe456c703
Fixed what broke after rebasing.
2020-09-29 19:48:13 -05:00
Sam
de45784596
Addressed round of testing feedback.
2020-09-29 19:48:09 -05:00
Sam
18c2b850d3
Added healing healthsource logic to beam system.
2020-09-29 19:48:08 -05:00
Sam
46563e7008
Added beam system. Added collision code for spherical wedge/cylinder detection.
2020-09-29 19:48:04 -05:00
Sam
6b23af6e0b
Tweaked particles. Added skill icons.
2020-09-29 19:47:58 -05:00
Sam
8b9202710f
New sceptre M2 is functional.
2020-09-29 19:47:57 -05:00
Forest Anderson
25ab132d73
Merge branch 'xvar/add-clone-on-ref-ptr-clippy-lint' into 'master'
...
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
See merge request veloren/veloren!1411
2020-09-28 19:32:03 +00:00
Joshua Yanovski
b9528da8f6
Improve chunk space consumption by a lot.
...
3x - 5x depending on terrain. We can do a lot better but this is a good
start.
Also, added chunk group count to metrics. This correlates with memory
usage specifically by chunk voxel data in a much more direct way than
chonk or chunk count do, so this should provide extra useful information
(especially for our average overhead per chonk / chunk).
2020-09-28 13:35:49 +02:00
Imbris
c8d7bf3aad
Merge branch 'xvar/remove-option-from-characterloader-channels' into 'master'
...
Removed unnecessary Option around send and receive channels in character_loader.rs
See merge request veloren/veloren!1412
2020-09-27 22:30:25 +00:00
Ben Wallis
9178327e09
Removed unnecessary Option around send and receive channels in character_loader.rs
2020-09-27 22:12:41 +01:00
Ben Wallis
1205820e8b
Preserve admin component if present on return to character select screen
2020-09-27 20:25:00 +01:00
Joshua Yanovski
443f3287e4
Merge branch 'sharp/remove-spurious-vox' into 'master'
...
Remove spurious uses of Vox.
See merge request veloren/veloren!1406
2020-09-27 16:41:29 +00:00
Ben Wallis
b3dd8e8a02
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
2020-09-27 17:25:33 +01:00
Ben Wallis
099dfaae9c
Added several missing items that didn't exist in any inventories/loadoads on the production server to the item_persistence migration
2020-09-27 14:51:57 +01:00
Joshua Yanovski
938039a56e
Remove spurious uses of Vox.
...
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Joshua Yanovski
103bda2230
Removed redundant code missed in auth merge.
2020-09-22 18:21:31 +02:00
Marcel Märtens
8eec46424f
switching veloren naming scheme, to either one of the following:
...
`stable-0.7.0 (<hash>-<datetime>)` for release versions.
And
`nightly-<date> (<hash>)` for nightly and master versions
Reason is, many players only give information that they are running `0.x.0` but are not giving us the information which day, or commit they are running. So we should make master builds less confusing.
2020-09-22 11:47:18 +02:00
Sam
b4018e7d42
Made 3rd ability interruptible. Final balance tweaks.
2020-09-21 17:40:16 -05:00
Sam
fe70b7fbce
Addressed second round of feedback.
2020-09-21 17:38:53 -05:00
Sam
b06ab250cc
Addressed first round of feedback on sword overhaul.
2020-09-21 17:38:52 -05:00
Joshua Barretto
0ca42857fa
Addressed review issues
2020-09-21 21:10:32 +01:00
Joshua Barretto
388a899a7f
Added make_sprite command
2020-09-21 16:39:20 +01:00
Joshua Barretto
49d1b3df6d
Improved docs
2020-09-20 11:46:12 +01:00
Joshua Barretto
ece4a01867
Improved representation of Block for better performance, more features, and better backwards-compatibility
2020-09-20 11:46:12 +01:00
Sam
45fef87f32
Addressed comments
2020-09-19 14:40:21 -05:00
Sam
e39770d1d9
Golem now spawns in dungeon.
2020-09-19 14:40:20 -05:00
Sam
d0f068ba63
Fixed shockwave and melee crit damage bypassing infinite armor. Made knockback not be applied if infinite armor.
2020-09-19 14:40:18 -05:00
Sam
6327dd18b6
Moved knockback to a server event so that it would actually be applied to the player.
2020-09-19 14:40:17 -05:00
Sam
3e4615daea
Loadouts are now generated with loadout_builder.rs. Creatures spawned naturally and via command are now spawned with the same mechanics.
2020-09-19 14:40:14 -05:00
Imbris
829d8a20d1
Add shockwave system to handle shockwaves colliding with other entities
2020-09-19 14:40:10 -05:00
Sam
717142d5ea
Started to implement shockwave system.
2020-09-19 14:29:06 -05:00
Sam
68ecfba291
Projectile speed is no longer hard-coded.
2020-09-19 14:29:05 -05:00
Sam
66b0fee3c7
Separated knockback out from basicmelee. Added weapon for cyclops boss to use, and added 1 ability to it.
2020-09-19 14:29:04 -05:00
scott-c
2686598f1f
Improve first-person projectile aiming
2020-09-19 19:14:23 +08:00
Snowram
f9fada87cf
Addresses comments
2020-09-18 18:45:03 +02:00
jshipsey
5bb45a4861
spawn tweaks, improved odonto
2020-09-17 22:32:11 -04:00
jshipsey
cd6e1ad45f
haul out the critter skele, add theropod
2020-09-17 22:32:10 -04:00
jshipsey
ecae71c016
gliders as items. anim improvements
2020-09-17 22:32:09 -04:00
Ben Wallis
712f2e9c97
* Moved migrations to beginning of server initialisation
...
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
Marcel Märtens
cb6fa52eae
fix client stats, difference client/player
2020-09-17 00:19:48 +02:00
Marcel Märtens
3c58b64689
add detailed information on state tick timings
2020-09-16 18:24:18 +02:00
Marcel Märtens
184d405f10
Better Metrics for Server
...
- Player online is now seperated into players connected and disconnected and is event driven
- Metrics for ChunkGeneration: this is the server side for tracking actuall generation
- Metrics for Chunk Network Requests
2020-09-16 18:14:04 +02:00
Joshua Yanovski
19485b6a00
Add a DisconnectReason enum.
2020-09-14 08:16:09 +02:00