364 Commits

Author SHA1 Message Date
KyoZM
39b5f091fc consume vector without calling the iterator 2019-10-07 01:49:56 -03:00
KyoZM
782d757c48 cargo format 2019-10-07 01:38:28 -03:00
KyoZM
34ff9e0e2c removelights no longer deletes players with lanterns 2019-10-07 01:03:53 -03:00
KyoZM
aabce1274f create /removelights command 2019-10-07 00:19:46 -03:00
timokoesters
ffe63acfdd
feat(bow): arrow spawn height 2019-10-06 21:21:33 +02:00
timokoesters
da7a9c1970
fix: error message for give_exp 2019-10-06 20:52:26 +02:00
timokoesters
7ac8869cd1
fix: selecting another character no longer shows a new login message 2019-10-06 18:26:51 +02:00
timokoesters
caf1576022
fix: don't show logout message when player never was ingame 2019-10-06 17:34:51 +02:00
Piotr Korgól
6d0c71042e Make /adminify admin-only and /waypoint free 2019-10-05 17:37:10 +02:00
Piotr Korgól
bca68e6ed8 Make enemies spawn with different levels 2019-10-05 17:37:09 +02:00
Forest Anderson
e1ad5b3a87 Merge branch 'appcrashwin7/veloren-exp-command' into 'master'
add give_exp command

See merge request veloren/veloren!536
2019-10-04 21:02:07 +00:00
timokoesters
54d3808c3f
fix(bow): Don't remove vel and use sticky component instead 2019-10-04 21:30:13 +02:00
timokoesters
6d056e05f7
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
ec716292cd
feat(bow): sticky arrows 2019-10-04 21:02:43 +02:00
timokoesters
257443fd37
fix(bow): initial orientation wrong for 1 frame 2019-10-04 21:02:42 +02:00
timokoesters
993936017d
Reuse combat code 2019-10-04 21:02:41 +02:00
timokoesters
c34d18f73f
Make arrows deal damage 2019-10-04 21:02:41 +02:00
timokoesters
1288a1ab65
Allow projectiles to react to triggers 2019-10-04 21:02:40 +02:00
timokoesters
9c974232ae
Initial bow & arrow implementation 2019-10-04 21:02:39 +02:00
Monty Marz
b8ac93c4ca Assets update, aesthetics, minor fixes 2019-10-04 18:27:12 +00:00
appcrashwin7
7d25f0ae5e add give_exp command 2019-10-04 17:48:14 +02:00
Acrimon
2aa8ce9495 Format code. 2019-10-04 16:26:22 +02:00
Acrimon
d84817137b Updated to work on latest master. 2019-10-04 16:25:47 +02:00
Nicolas
c6e66fb2e1 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
add6d77491 Removed now stable feature 2019-10-03 17:28:17 -04:00
Justin Shipsey
658063172e Char overhaul and asset update 2019-10-02 10:05:17 +00:00
Joshua Barretto
d473a00957 Prevented pickups with full inventory 2019-09-26 00:15:07 +01:00
Joshua Barretto
44b82ae441 Don't consume unuseable items 2019-09-26 00:15:07 +01:00
Joshua Barretto
07568eb0d2 Added block collection, improved controls for it 2019-09-26 00:15:07 +01:00
Joshua Barretto
04de98286e Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
97d27e8a36 Made consumable items have an effect, better damage animation 2019-09-26 00:15:07 +01:00
Joshua Barretto
d14c9ca1bb Added apple and mushroom collection 2019-09-26 00:15:07 +01:00
Joshua Barretto
5512dfbc02 Better sun halo colours 2019-09-26 00:15:07 +01:00
Imbris
7431d1f4e5 Stop cpu spinning in metrics server 2019-09-20 00:41:44 -04:00
Joshua Yanovski
743e48110f Addressing code review. 2019-09-16 15:11:47 +02:00
Joshua Yanovski
4fb851263c Continue instead of breaking. 2019-09-16 04:18:40 +02:00
Joshua Yanovski
c4eae2e1b1 Fixing more rustfmt errors. 2019-09-16 04:05:36 +02:00
Joshua Yanovski
661b9aee72 Fixing rustfmt. 2019-09-16 04:01:05 +02:00
Joshua Yanovski
f5c4000b1b 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
Marcel Märtens
a2914c17f5 Fix panic if starting singleplayer twice without closing the game
reduce costs for metrics by checking chunks only every 100th tick
add metrics for "server start time" and ingame "time of day"
2019-09-10 15:22:34 +02:00
Joshua Barretto
e6d8b4b8d8 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
b0ff977297 adjust metrics to rebased Chunks 2019-09-09 10:47:40 +02:00
Marcel Märtens
bdea219d82 switch from hyper http to rouille for http server 2019-09-09 10:07:25 +02:00
Marcel Märtens
ae51f9f9dd 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
Marcel Märtens
2b344e9d94 first implementation of prometheus in veloren for git hash, tick times, chunks loaded, player online, entity count and light count 2019-09-09 09:48:44 +02:00
haslersn
351b8c91c7 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
Christoffer Lantz
f0d96d84fe Added unwrap_or to obj_str_opt in handle_object in case we don't return early in the _ => match arm 2019-09-02 01:22:09 -04:00
Christoffer Lantz
8fd9f1614b Changed Spawned object: to Spawned: in handle_object 2019-09-02 01:22:09 -04:00
Christoffer Lantz
3771a26e88 Tells the user which object was spawned 2019-09-02 01:22:08 -04:00
Monty Marz
8c39a4751b More sprites, ui fixes, lianas 2019-09-01 19:04:03 +00:00