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'
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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
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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'
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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
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fixed comments
fixed other comment
2019-08-06 22:46:25 -04:00
telastrus
0eafd42c0f
fall damage + velocity debug
2019-08-06 17:51:13 -04:00
Joshua Barretto
73a44d0fb1
Collision fixes, better camera in build mode
2019-08-06 16:00:14 +01:00
timokoesters
1227596406
Implement specifier syntax and cleanup
2019-08-06 08:31:48 +02:00
Joshua Barretto
a324f01a1d
Improved orientation slerping
2019-08-04 15:51:17 +01:00
Piotr Korgól
d3f2ca69a4
Change the version number to 0.3
2019-08-04 13:53:59 +02:00
Joshua Barretto
c7d2fbc20e
Made humanoids glide when chasing
2019-08-04 09:21:29 +01:00
Joshua Barretto
ee0eb8d53c
Better enemy AI targetting and combat
2019-08-04 08:58:41 +01:00
Joshua Barretto
f08d8bb00a
Better movement lerping
2019-08-03 22:15:23 +01:00
Joshua Barretto
8b9a92b30e
Added dungeons
2019-08-03 22:15:23 +01:00
Monty Marz
d180c47edc
Pfau/combat
2019-08-03 21:11:57 +00:00
Joshua Barretto
c9f1a793db
Merge branch 'timo-kill-xp' into 'master'
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Give xp depending on max hp and lvl of entity killed
See merge request veloren/veloren!400
2019-08-03 20:57:06 +00:00
timokoesters
7365dbe9e6
Give xp depending on max hp and lvl of entity killed
2019-08-03 21:30:01 +02:00
timokoesters
6b69b24185
Make ori more precise
2019-08-03 20:41:55 +02:00
Joshua Barretto
5fc6ab2126
Better enemy attack rate
2019-08-03 19:40:20 +01:00
timokoesters
91b8b69186
Use slerp for ori
2019-08-03 20:33:31 +02:00