Sarra
db3bc1b9bb
added a white firework
2021-03-07 03:48:50 -05:00
Avi Weinstock
22fcc6417c
Make fireworks recursively shoot more fireworks (95% average replication).
2021-03-06 14:05:51 -05:00
Marcel
875bdd8d71
Merge branch 'sam/asset-validation-tests' into 'master'
...
Added Item Validation Test
See merge request veloren/veloren!1849
2021-03-04 15:46:12 +00:00
Joshua Yanovski
2dd7089e52
Bring vek up to date so we can bump rustc (hopefully).
2021-03-04 05:46:59 +01:00
Sam
39a580b5ee
Added test that all items are properly formatted and valid. Fixed items that were broken.
2021-03-03 16:45:36 -05:00
James Melkonian
018d51b1a0
Move agent data into structs
2021-03-02 15:51:43 -08:00
James Melkonian
0c25896b2c
Fix fleeing and combat a little
2021-03-02 15:51:40 -08:00
James Melkonian
29c5ae5af9
Fix interaction and clean up, broken fleeing
2021-03-02 15:51:38 -08:00
James Melkonian
045ec011c9
Behavior tree minus interacting
2021-03-02 15:51:32 -08:00
James Melkonian
8bdadc47b5
Initial behavior tree refactoring
2021-03-02 15:49:58 -08:00
ccgauche
7f4411ba1f
Merge branch 'master' into 'ccgauche/plugin-player-join-event'
...
# Conflicts:
# CHANGELOG.md
2021-03-02 09:45:15 +00:00
Sam
d02c61ad8a
Item use is now goes through a control action rather than a control event.
2021-03-01 20:51:08 -05:00
Justin Shipsey
9ad8804b60
Merge branch 'armor-org' into 'master'
...
armor org
See merge request veloren/veloren!1835
2021-03-02 01:29:46 +00:00
Ben Wallis
0f7ff21c20
Merge branch 'item-stacking-and-splitting' into 'master'
...
Implement stacking and splitting
Closes #904
See merge request veloren/veloren!1802
2021-03-02 00:08:47 +00:00
Jesus Bracho
c0573cca44
Implement stacking and splitting
2021-03-02 00:08:46 +00:00
ccgauche
db9991ce6d
Adressed all comments
2021-03-01 22:24:02 +01:00
heydabop
bfc82f7236
Fixes #974 - convert tool/weapon equip time to floating point seconds
2021-03-01 15:06:39 -06:00
ccgauche
9628dfaf99
Fixed comments
2021-03-01 21:29:18 +01:00
ccgauche
dbd4d70b79
Lots of improvement in pointer management (switched from i32 to u64) + New event implemented
2021-03-01 19:00:44 +01:00
Sam
f304fe0f10
Fix a few asset paths for armors.
2021-03-01 00:58:43 -05:00
Samuel Keiffer
0497a437a4
Merge branch 'sam/invulnerability-buff' into 'master'
...
Invulnerability Buff
Closes #965
See merge request veloren/veloren!1834
2021-03-01 05:46:46 +00:00
Sam
7e34f1225f
Migration for armor re-organization.
2021-03-01 00:42:35 -05:00
jshipsey
8944115f8e
more asset organization
2021-02-28 22:18:43 -05:00
Samuel Keiffer
537efdd47e
Merge branch 'aweinstock/trade-requestitem' into 'master'
...
During a trade, allow requesting items from the counterparty's inventory...
See merge request veloren/veloren!1829
2021-03-01 02:39:36 +00:00
Sam
d09baadab2
Added command: '/safezone'
2021-02-28 18:14:59 -05:00
Sam
a88ad7b971
Added invulnerability debuff. Currently tied to campfire spawned with '/campfire' command.
2021-02-28 15:02:03 -05:00
Samuel Keiffer
7a62cbbafc
Merge branch 'sam/fix-roll-combo' into 'master'
...
Fixes being stuck in roll when interrupting combo melee.
See merge request veloren/veloren!1831
2021-02-28 18:02:01 +00:00
Avi Weinstock
7e458ecd40
During a trade, allow requesting items from the counterparty's inventory (prequisite for NPC trading).
2021-02-28 10:13:49 -05:00
Sam
d818ea2f1d
Fixes being stuck in roll when interrupting combo melee.
2021-02-28 08:50:33 -05:00
Sam
50c47ce84d
Made changes to fix torvus
2021-02-27 22:42:11 -05:00
Samuel Keiffer
cb267ac3ee
Merge branch 'sam/combo-comp' into 'master'
...
Combo now persists as a compnent, rather than a field on a state
See merge request veloren/veloren!1828
2021-02-28 02:42:40 +00:00
Joshua Barretto
b9b36e0bf5
Merge branch 'zesterer-master-patch-28400' into 'master'
...
Fix jump routes not being pathed
See merge request veloren/veloren!1706
2021-02-28 00:41:38 +00:00
Sam
b25a376995
Re-allowed for what stage you were on to persist through a roll
2021-02-27 19:24:18 -05:00
Sam
404c7f0905
Combo melee now checks combo
2021-02-27 18:24:28 -05:00
Joshua Barretto
6051c06462
fmt
2021-02-27 23:21:01 +00:00
Sam
f24433c8cf
Added combo component
2021-02-27 14:55:06 -05:00
Sam
238fcaf5f1
Particle rebase fixes
2021-02-27 01:42:47 -05:00
jshipsey
8d316aac8c
feedback adjustments
2021-02-27 01:42:47 -05:00
jshipsey
0a353576dc
address comments
2021-02-27 01:42:47 -05:00
Snowram
17112926e7
Adds harvester npc
2021-02-27 01:42:47 -05:00
jshipsey
51bc74b2a5
visual weapon variation, adjust minotaur dash, keyframed golem quake
2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
jshipsey
417f4638ed
balance pass 2
2021-02-27 01:42:47 -05:00
jshipsey
79ec9115f5
rebase, yeti in dungeon
2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507
initial balance
2021-02-27 01:42:47 -05:00
Snowram
858fbe1a6c
Adds yeti npc
2021-02-27 01:42:46 -05:00
Snowram
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
jshipsey
ce3b2141e1
theropod retrofit, some more moves
2021-02-27 01:42:46 -05:00
jshipsey
5792faa992
some new moves, combine biped weapons into one file
2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd
full bipedsmall armor swaps
2021-02-27 01:42:46 -05:00
jshipsey
cb59c8017e
anim tweaks, more loadout setup
2021-02-27 01:42:46 -05:00
jshipsey
aa4237b019
BL improvements, various fixes
2021-02-27 01:42:45 -05:00
jshipsey
e4e25e20c9
rebase
2021-02-27 01:42:45 -05:00
jshipsey
ca3248cc93
new dungeon setups, new npcs, weapon specific loadouts, anims
2021-02-27 01:42:45 -05:00
jshipsey
ac16a8900d
bow
2021-02-27 01:42:45 -05:00
jshipsey
66664f3f89
the stabs
2021-02-27 01:42:45 -05:00
unknown
559ece5ede
More npcs work
2021-02-27 01:42:45 -05:00
unknown
6f18d16aa2
Add new quadmeds npcs with rough offsets
2021-02-27 01:42:44 -05:00
Snowram
f48fea57f4
Sahagin, Adlet npcs
2021-02-27 01:42:43 -05:00
jshipsey
7cf723bb9d
gnome
2021-02-27 01:42:43 -05:00
jshipsey
266986626d
biped_small setup
2021-02-27 01:42:43 -05:00
Samuel Keiffer
a99a78abdb
Merge branch 'sam/improve-aura-buffs' into 'master'
...
Auras now apply a buff only once, instead of applying a buff every second.
See merge request veloren/veloren!1824
2021-02-27 03:21:47 +00:00
Snowram
1172c2f2c3
Merge branch 'Sarrakitty/OceanFlora' into 'master'
...
added coral reefs, kelp forests, and seagrass
See merge request veloren/veloren!1819
2021-02-27 01:52:33 +00:00
Sam
64a809ee5b
Made comments more descriptive
2021-02-26 18:15:24 -05:00
Sam
45dd36be07
Auras now apply a buff only once, instead of applying a buff every second.
...
Also supports for buffs persisting a period of time after leaving the aura.
Campfire regen slightly buffed.
2021-02-26 17:57:01 -05:00
Samuel Keiffer
8e07174c1d
Merge branch 'aweinstock/coin-item' into 'master'
...
Add a coin item and make amounts visible on dropped items.
See merge request veloren/veloren!1821
2021-02-26 04:17:12 +00:00
Samuel Keiffer
6af9e58965
Merge branch 'add-gemu-models' into 'master'
...
Add sword and bow models from backlog
See merge request veloren/veloren!1818
2021-02-26 02:59:51 +00:00
Avi Weinstock
7d2e8f72eb
Add a coin item and make amounts visible on dropped items.
2021-02-25 21:31:30 -05:00
Samuel Keiffer
00937a4e8b
Merge branch 'aweinstock/modularforms' into 'master'
...
Support modular weapon components made from a tagged material using the material as a multiplier.
See merge request veloren/veloren!1815
2021-02-26 00:53:02 +00:00
Avi Weinstock
e1484c28c0
Finish plumbing MaterialStatsManifest. Fix issue with speed clamping when recursing through components. Improve statblocks in item tooltips.
2021-02-25 15:26:49 -05:00
Sarra
f39f5ab5d3
added coral reefs, kelp forests, and seagrass
2021-02-25 05:33:18 -05:00
Sam
ee5c9d78ca
Swords
2021-02-24 18:54:06 -05:00
Marcel
553e8c2195
Merge branch 'sam/torvus-fix-test' into 'master'
...
Fix for torvus
See merge request veloren/veloren!1816
2021-02-23 20:51:14 +00:00
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
Avi Weinstock
4e57678f34
Support modular weapon components made from a tagged material using the material as a multiplier.
2021-02-23 15:31:51 -05:00
Snowram
14c252d8b2
Merge branch 'snowram/turret' into 'master'
...
Object animation, beam fixes, turret implementation
See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
Sam
3d57db9485
Test fix for torvus
2021-02-23 14:38:58 -05:00
Imbris
da3edf54fb
Merge branch 'ccgauche/plugin-retreive' into 'master'
...
ccgauche/plugin retreive
See merge request veloren/veloren!1788
2021-02-23 16:36:05 +00:00
ccgauche
4b1c033f6e
Added scopeguard to protect against unwind
2021-02-23 13:58:13 +01:00
ccgauche
74ec5c652a
Added safety section to the EcsAccessManager
2021-02-23 13:58:07 +01:00
Marcel
2fbd382c91
Merge branch 'xMAC94x/physics_followup' into 'master'
...
physics followup, fix arrow problems
See merge request veloren/veloren!1811
2021-02-23 02:00:40 +00:00
Imbris
f33d3873b4
Merge branch 'aweinstock/modular-weapon-rigging' into 'master'
...
Support modular weapon voxel meshes being made by assembling their components.
See merge request veloren/veloren!1806
2021-02-23 00:45:26 +00:00
Avi Weinstock
c3ac8a1b51
Support modular weapon voxel meshes being made by assembling their components.
2021-02-23 00:45:26 +00:00
Marcel
6081ebbe15
Merge branch 'sam/ecs-sys-struct' into 'master'
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Sam/ecs sys struct
See merge request veloren/veloren!1813
2021-02-23 00:08:09 +00:00
ccgauche
f85e79af07
Fixed turbofish issues
2021-02-23 00:03:29 +01:00
ccgauche
a12e554266
Removed the unwrap to ensure the WASM instance can't crash the host
2021-02-23 00:03:27 +01:00
ccgauche
387daf8aea
Change invalid message in examples and cleanup
...
Updated changelog + Removed hello plugin from plugins folder
2021-02-23 00:02:58 +01:00
ccgauche
6c991cc2cd
Changed to less restrictive memory ordering
2021-02-23 00:02:51 +01:00
ccgauche
267e7d8b4c
Finalized Retrieve API
2021-02-22 23:59:41 +01:00
ccgauche
06aa7ab70c
Retrieves added + New ECS memory layout for plugins
2021-02-22 23:59:32 +01:00
ccgauche
1597fcc79e
Fixed the plugin compilation and added comments
...
TODO: Remove compilation errors on WASM side (while using common).
2021-02-22 23:59:25 +01:00
ccgauche
8a693d9fde
New cleaner safer version
2021-02-22 23:59:15 +01:00
ccgauche
a067a20b69
added basic retreive
2021-02-22 23:59:11 +01:00
Marcel Märtens
6008109413
physics followup, fix arrow problems by adding the vel_dt to the collision boundry
2021-02-22 23:51:01 +01:00
Sam
3f467a32e6
Changed naming from 'immutable data' to 'read data'
2021-02-22 16:02:37 -05:00
Sam
2b5120319d
Character behavior system now uses immutable data struct
2021-02-22 15:30:53 -05:00
Sam
fae1db90d5
Controller system now uses immutable data struct
2021-02-22 14:33:54 -05:00
Sam
dcacd82293
Stats system now uses immutable data struct
2021-02-22 14:27:34 -05:00
Sam
27fe1c20ac
Aura system now uses immutable data struct
2021-02-22 14:14:10 -05:00
Sam
4c0c06ea4c
Buff system now uses immutable data struct
2021-02-22 14:03:18 -05:00
Sam
605513ea56
Beam system now uses immutable data struct
2021-02-22 13:57:56 -05:00
Sam
11a0d67b35
Shockwave system now uses immutable data struct
2021-02-22 13:49:56 -05:00
Sam
b278cad807
Projectile system now uses immutable data struct
2021-02-22 13:37:42 -05:00
Sam
91e982b3ee
Melee system now uses immutable data struct
2021-02-22 13:25:21 -05:00
Marcel Märtens
1a7c179bbb
share tokio Runtime between Client and Server, name rayon Threadpool
2021-02-22 17:35:06 +01:00
Vincent Glize
4f37c626ea
Optimize Entity <> Entity collision check by calculating a entity via sphere.
2021-02-22 12:36:42 +01:00
Justin Shipsey
1f88b87ca4
fix glider crash
2021-02-22 06:31:12 +00:00
Joshua Barretto
e2290783fc
Merge branch 'humanoid_ai_glide_when_falling' into 'master'
...
FIX #956 : Humanoid ai glide when falling
See merge request veloren/veloren!1772
2021-02-22 00:57:25 +00:00
Overblob
370259fe54
CI - Fix clippy errors
...
Fix trailing whitspace
2021-02-22 00:57:25 +00:00
Snowram
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
Snowram
f25b2b1500
Various fixes to beam, body based interp
2021-02-21 19:17:56 +01:00
Sam
11050a05ce
Beam particles now determined from beam segment rather than character state.
2021-02-21 19:17:56 +01:00
Snowram
e7bbf3981d
Object animation
2021-02-21 19:17:44 +01:00
Snowram
775224983b
Initial turret implementation
2021-02-21 18:23:54 +01:00
Samuel Keiffer
3cb6a5592d
Merge branch 'aweinstock/speed-floor-quickfix' into 'master'
...
Change the speed floor to `0.1` (avoiding a division by zero in modular...
See merge request veloren/veloren!1804
2021-02-21 02:49:57 +00:00
Avi Weinstock
3606490308
Change the speed floor to 0.1
(avoiding a division by zero in modular weapons accidentally buffed the Twitching Root).
2021-02-20 19:19:26 -05:00
Sam
f24490dc80
Added functionality for buffs queueing. Saturation now queues.
2021-02-20 17:13:17 -05:00
Avi Weinstock
c489d095df
Implement persistence for modular weapons.
...
This stores the components as children of the item that contains them via the DB's `parent_container_item_id` feature, and ensures that things are loaded in a good order with breadth-first search.
Squahed fixes:
- Fix some constraint violations that occurred when swapping inventory items.
- Comment out recipes for modular weapons.
- Make update_item_at_slot_using_persistence_key and is_modular more idiomatic.
- Add changelog entry.
- Document `defer_foreign_keys` usage.
2021-02-20 14:31:46 -05:00
Avi Weinstock
8bdbf4f7c9
Implement modular weapons.
...
- Add ItemKind::ModularComponent, Item::components.
- Add tool::StatKind::{Direct,Modular} for the modular weapons themselves.
- Move ItemConfig from ItemDesc to Item, so components' stats can be taken into account.
- Crafting stores into the components field.
- Components/recipes/placeholders are created dynamically.
- Show which components a modular weapon contains in the tooltip in voxygen.
Squashed fixes:
- `Item::duplicate` components in `Item::new_from_item_def`.
- Speed of 1.0 for now.
2021-02-20 14:30:39 -05:00
Snowram
f78170704a
Allows some species to be immune to specific buffs
2021-02-20 14:03:15 +00:00
Samuel Keiffer
479cf9fc4e
Merge branch 'sam/dual-wielding' into 'master'
...
Dual wielding backend
See merge request veloren/veloren!1787
2021-02-20 05:12:17 +00:00
Sam
eaf3e02e39
Addressed comments
...
Fixed audio test
2021-02-19 19:55:23 -05:00
Sam
d5ccc33abc
Factored out duplicate code into closures, consolidated ability handling logic to a single function.
2021-02-19 18:45:48 -05:00
Sam
411b4083b1
Added 1h hammers.
...
Fixed audio tests.
2021-02-19 17:30:24 -05:00
Sam
18309fe4c6
Added AbilityInfo struct to attack states
2021-02-19 17:30:24 -05:00
Sam
50cbe42b07
Added one-handed axes.
2021-02-19 17:30:23 -05:00
Sam
8f0cca074d
Dual wielding now uses skillbar abilities from multiple weapons.
2021-02-19 17:30:22 -05:00
Sam
6f6a37faf2
Wielding a 1 handed weapon now correctly uses abilities when the second weapon is not also a 1 handed weapon.
2021-02-19 17:30:22 -05:00
Sam
f50fa25467
ItemConfig now stores AbilitySet directly instead of each individual ability.
2021-02-19 17:30:21 -05:00
Sam
fc01e9ea68
Handedness of weapons affects power and speed.
2021-02-19 17:30:21 -05:00
Sam
582c3f8459
Check for prerequisite skill in using an ability is no longer hardcoded.
2021-02-19 17:30:21 -05:00
Sam
341affdae2
Added hands field to all ron files of weapons.
...
Removed weapons that were duplicated in weapons and npc_weapons from npc_weapons.
Added migration to convert npc_weapons that ended up in anyone's inventory to weapon version.
Consolidated debug boost and possess sticks into one debug_stick, and renamed the admin sword (with name cultist_purp_2h_boss-0) to admin_sword
2021-02-19 17:30:20 -05:00
Sam
d4f509b3d0
Added hands field onto weapons.
2021-02-19 17:30:20 -05:00
Avi Weinstock
559ad7b7f5
Client-side trade improvements.
...
- Add item tooltips in trade.
- More localization support.
- Fix bindings (R for trade, B for bag).
2021-02-19 15:20:27 -05:00
Caelan
dda4931f46
Clean and update dependencies
...
* Remove tweak feature
* Remove const-tweaker
* Update tiny_http
* Update bitvec to 0.21.0
* Downgrade euc to avoid conflict with vek 0.12.0
* Require exactly vek 0.12.0
* Update all other dependencies automatically based on these changes
* Update gilrs to latest at the request of Ada Lovegirls
* Update meshing benchmarks to new criterion API
2021-02-17 01:27:06 -08:00
Joshua Barretto
4d19308612
Merge branch 'lboklin/quat-ori' into 'master'
...
Redefine Ori as a quaternion
See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Imbris
1352d7ad9c
Merge branch 'quellus/max-name-length' into 'master'
...
Limit character name length
Closes #528
See merge request veloren/veloren!1774
2021-02-16 21:29:45 +00:00
Quellus
8b4230db61
Limit character name length
2021-02-16 21:29:45 +00:00
Avi Weinstock
03d28f7d93
Implement tags for items, allowing a crafting recipe to take any item with that tag as input.
...
- Added a recipe that turns any of the cloth equipment dropped by villagers into 1x cloth scraps.
- Animate placeholder items for tagged crafting.
2021-02-16 01:05:54 +00:00
Avi Weinstock
c984035976
MR 1775 review fixes.
...
- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
2021-02-14 11:13:56 -05:00
Avi Weinstock
232ddb0860
Polish trading implementation and address review comments.
...
- Fix item swapping edge case
- Document more assumptions/edge cases
- fmt and clippy
- s/ServerGeneral::GroupInvite/ServerGeneral::Invite/
- Use `Client::current` in `Client::is_dead`
2021-02-14 11:11:35 -05:00
Avi Weinstock
f6db8bb7c4
Implement actual inventory-manipulation part of trading server side.
2021-02-12 18:43:10 -05:00
Avi Weinstock
abb5684883
Trade implementation progress.
...
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
2021-02-12 18:43:10 -05:00
Avi Weinstock
e2b55e0706
Implement enough of a trade UI that dragging & dropping items into it round-trips between clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
aeb2398fc6
Trade implementation progress.
...
- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
ae528124fc
Trade implementation progress.
...
- State machine for modifying trades.
- ServerGeneral/ClientGeneral messages.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b
Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement.
2021-02-12 18:43:09 -05:00
DaforLynx
ebbb06a400
Added crickets blocktype, added 3 new cricket sounds, made crickets chirp consistently, made frogs more sporadic
2021-02-12 00:54:42 +00:00
Quellus
63952875d9
Rebase !1447 Chat input color and icon reflect channel message is sent to.
2021-02-10 19:42:59 +00:00
Ludvig Böklin
74badd3dbd
Add note about to_quat() being a cheap copy operation
2021-02-10 17:35:20 +01:00
Snowram
477bdfdfe7
Adresses some comments, various visual tweaks
2021-02-10 00:30:23 +01:00
Snowram
02f446fe4b
Adds lights to dungeons
2021-02-10 00:30:23 +01:00
Ludvig Böklin
990198cd87
Don't test Dir->Ori correctness because it will fail from floating point errors
2021-02-09 15:44:12 +01:00
Ludvig Böklin
065e260e78
Code quality
2021-02-09 14:06:27 +01:00
Ludvig Böklin
582ddfc3cd
Ori: add tests, rename to_vec() => look_vec(); Dir: add methods, normalize on rot
2021-02-09 13:52:03 +01:00
Sam
398fcf7bdd
Changing main tool while in wield state moves character back to idle state.
2021-02-08 17:25:40 -05:00
Sam
e033fe6bee
Inventory manipulations are now only for input from the client, and are no longer directly sent as a server event. Slot manipulations do that instead.
2021-02-08 13:55:50 -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
f026aeb2dc
Server events directly emitted in states now.
2021-02-08 12:01:48 -05:00
Sam
6a1e583d45
Eradicated clones
2021-02-08 12:01:48 -05:00
Sam
9f2255a5de
Extended what states inventory manipulations touching the loadout could affect.
2021-02-08 12:01:47 -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
Ludvig Böklin
46750880eb
Add Plane type, Projection trait, fix upright() and add doc tests
2021-02-07 17:16:15 +01:00
Samuel Keiffer
909ed80e9e
Merge branch 'sam/fix-roll' into 'master'
...
Fixes roll being free
See merge request veloren/veloren!1757
2021-02-06 22:15:06 +00:00
Imbris
a5c76a6d36
Merge branch 'trollderim/replace-magic-dr-number' into 'master'
...
Replace magic dr constant
Closes #915
See merge request veloren/veloren!1756
2021-02-06 20:28:40 +00:00
Sam
252e421692
Roll is no longer free.
2021-02-06 15:20:08 -05:00
Phillipp Mevenkamp
f5e1d446ad
Replace magic dr constant
2021-02-06 18:21:58 +01:00
James Melkonian
1d8496ea21
Move agent system to server
2021-02-06 06:15:25 +00:00
Ludvig Böklin
a1ff9ab83f
Redefine Ori as a quaternion
2021-02-05 09:33:14 +01:00
Pascal Fuhrmann
9f7637ab21
Converted combat states and other semi-combat-related to use float-values instead of integers to prevent more casts
2021-02-05 01:39:12 +00:00
Sam
be8df9aef6
Addressed comments.
2021-02-02 16:08:09 -05:00
Sam
80954f3ba4
Made attacker entity and uid optional to remove potential for attacks to not be applied and some unwraps.
2021-02-02 13:07:07 -05:00
Sam
af982ec0bb
Changed knockback to be an effect on the overall attack, rather than a damage.
2021-02-02 13:07:07 -05:00
Sam
17d1432be0
Outcomes now correctly read if an attack had any healing components.
2021-02-02 13:07:06 -05:00
Sam
5eec915c2e
Added support for damage falloff with explosions.
2021-02-02 13:07:06 -05:00
Sam
5c16b0b532
Explosions now use attacks.
2021-02-02 13:07:06 -05:00
Sam
7675e53740
Shockwaves now use attacks.
2021-02-02 13:07:05 -05:00
Sam
e5caef8a54
Effects on attacks can now require energy.
2021-02-02 13:07:05 -05:00
Sam
2b11ae6569
Attacks can now heal.
2021-02-02 13:07:04 -05:00
Sam
edcfcc31f6
Attacks can now deal poise damage.
2021-02-02 13:07:04 -05:00
Sam
fcd89a5d41
Lifesteal now functional on Attack.
2021-02-02 13:07:03 -05:00
Sam
fdef168e82
Beams now use Attack, with limited functionality in some cases.
2021-02-02 13:07:03 -05:00
Sam
59ce8c6843
Projectiles now use attacks.
2021-02-02 13:06:57 -05:00
Sam
46dbb8aef4
Attack effects can now have requirements.
2021-02-02 13:06:34 -05:00
Sam
c77f263cd1
Effects now work when not tied to a damage.
2021-02-02 13:06:34 -05:00
Sam
18aa315f0d
Rolling now dodges melee attacks again.
2021-02-02 13:06:34 -05:00
Sam
78879d5189
Attacks can now inflict de/buffs.
2021-02-02 13:06:33 -05:00
Sam
6d509932db
Attacks can now reward energy.
2021-02-02 13:06:33 -05:00
Sam
c3408c084c
Critical hits are now functional.
2021-02-02 13:06:32 -05:00
Sam
2690e9caa1
Applied basic functionality of attack-effects system to melee.
2021-02-02 13:06:32 -05:00
Sam
d3b75df76f
Changed name of Attacking comp to MeleeAttack
2021-02-02 13:06:31 -05:00
Sam
bb019309ea
Attack builder implemented.
2021-02-02 13:06:31 -05:00
Sam
78a2459e6d
Changed knockback from an enum to a struct.
2021-02-02 13:06:30 -05:00
Pascal Fuhrmann
f4deb08a40
fixing #944 - LeapMelee fall damage fix & adjustments
2021-02-02 16:51:04 +00:00
Blob
5c8fc4f378
Fix projectile explosion being triggered twice.
2021-02-01 15:41:34 +00:00
James Melkonian
23b1df3cdd
Add basic NPC interaction and fix NPC chat spamming
2021-01-31 20:29:50 +00:00
jiminycrick
ea13f75427
Quick poise fix
2021-01-29 15:52:40 -08:00
jiminycrick
a02444825d
Address some comments
...
Eliminated extra stagger state
Responding to more comments
Move poise character state changes to character behavior system
Move poise out of JoinTuple/Data
Finish up comments (various fixes)
2021-01-28 17:31:05 -08:00
jiminycrick
46c8c744fa
Add migration for starter gear
2021-01-28 17:22:39 -08:00
jshipsey
d456271921
animal stuns
...
Fix rebase
2021-01-28 17:22:39 -08:00
jiminycrick
661764f4aa
Some preliminary balancing
...
Fix rebase
2021-01-28 17:22:39 -08:00
jshipsey
29732bb763
starting stun anim
...
stagger anim, mirroring, bettern walk anim
wielding with stuns/stagger
Knockback fix
Added Poise documentation/comments
2021-01-28 17:22:37 -08:00
jiminycrick
0f244bf84b
Made stunned state invulnerable to poise damage
...
Fixing silly error for comp creation
2021-01-28 17:22:35 -08:00
jiminycrick
dd69b5f2bc
Poise stats
2021-01-28 17:22:35 -08:00
jiminycrick
af076aa87f
Add knockback to poise
2021-01-28 17:22:35 -08:00
jiminycrick
e3965ae0ab
Very basic functioning stun
2021-01-28 17:22:35 -08:00
jiminycrick
c83296a4ec
Initial broken implementation of poise
...
Character movement no longer broken.
2021-01-28 17:22:33 -08:00
jiminycrick
8b97199245
Update rand dependency
2021-01-26 20:35:08 -08:00
Sam
680a4e4dde
Fixed base energy being 0.
2021-01-26 21:25:00 -05:00
Entropy9s
1f6cf7e155
StaminaPlus buff, modifying stamina via buffs
...
trying to fix this, coming back to this later
please remember to change potion back future self!
this ALMOST works. maybe MR ready, kinda jank tho
so close, and yet so far...
IT WORKS IT WORKS IT WORKS IT WORKS IT WORKS IT WO
did the same with health, ill fix this garbage l8r
think we're basically done here
whoops forgot to change the food back
fixing and cleaning up part 1
fixed everything part 2 now with buff images
ran clippy + fmt, fixed items that i modified
bracket bulldozing, boldly
hopefully this should be good?
need to rebase real quick
please let me be done
StaminaPlus buff, modifying stamina via buffs
trying to fix this, coming back to this later
please remember to change potion back future self!
this ALMOST works. maybe MR ready, kinda jank tho
so close, and yet so far...
IT WORKS IT WORKS IT WORKS IT WORKS IT WORKS IT WO
did the same with health, ill fix this garbage l8r
think we're basically done here
whoops forgot to change the food back
fixing and cleaning up part 1
fixed everything part 2 now with buff images
ran clippy + fmt, fixed items that i modified
hopefully this should be good?
cargo clippy fmt stuff
deleted an extraneous file?? how did that even...?
2021-01-26 22:47:55 +00:00
Sam
9b7edcf32f
Changed how beams determined the energy regen and energy cost.
2021-01-24 23:47:10 -05:00
Snowram
ad6cdcab71
Merge branch 'swilliams/gems' into 'master'
...
Adds 6 different gems and removes shiny gem.
See merge request veloren/veloren!1729
2021-01-25 01:25:40 +00:00
Samuel Keiffer
0343b57b2b
Merge branch 'lboklin/glider-stamina' into 'master'
...
Glider stamina cost now only when first starting to glide based on fall speed
See merge request veloren/veloren!1727
2021-01-25 00:17:32 +00:00
Samuel Keiffer
c349afc9e9
Merge branch 'sam/speed-beam' into 'master'
...
Fixed how the speed stat was applied to beams.
See merge request veloren/veloren!1732
2021-01-24 23:23:53 +00:00
Sam
a83baa8243
Fixed how the speed stat was applied to beams.
2021-01-24 16:01:38 -05:00
Sam
6dd740feaa
Nerfed bow M1 and M2, slightly buffed bow skillbar ability.
2021-01-24 14:24:59 -05:00
Scott Williams
157e56d8ca
Removed Shiny Gem, Added migration to change shiny gems to diamonds. Changed shiny gem recipes to diamonds
2021-01-24 16:40:22 +00:00
Scott Williams
32bbdffc38
Added 6 gems, removed shiny gem from cave, replaced with diamond.
2021-01-24 14:00:49 +00:00
Ludvig Böklin
f42869f6ec
Glider deploy stamina cost value tweak
2021-01-24 12:06:23 +01:00
Ludvig Böklin
30168e375f
Glider stamina only costs on deploy
2021-01-24 10:56:35 +01:00
Samuel Keiffer
bdbed58b09
Merge branch 'swilliams/hitbox-adjustments' into 'master'
...
General NPC Hitbox Adjustments
See merge request veloren/veloren!1723
2021-01-24 04:00:57 +00:00
Scott Williams
c7baf1fd86
General NPC Hitbox Adjustments
2021-01-24 04:00:57 +00:00
Samuel Keiffer
3866bc73a4
Merge branch 'lboklin/glider-stamina' into 'master'
...
Fix glider stamina drain
See merge request veloren/veloren!1718
2021-01-23 23:21:22 +00:00
Marcel
82147653df
Merge branch 'torvus-quick-fix' into 'master'
...
Fix torvus
See merge request veloren/veloren!1720
2021-01-23 22:31:15 +00:00
Samuel Keiffer
39d1c9e885
Merge branch 'sam/skill-balancing-1' into 'master'
...
Skill balancing
See merge request veloren/veloren!1716
2021-01-23 21:12:35 +00:00
Sam
77312ccdd4
Move outcome vec from being defined in frontend and server to common.
2021-01-23 15:17:36 -05:00
Ludvig Böklin
5eefa86d68
Fix glider stamina drain
2021-01-23 18:20:43 +01:00
Justin Shipsey
fb09d14725
Merge branch 'Rotsuoy/SavannaGrass' into 'master'
...
Rotsuoy/savanna grass
See merge request veloren/veloren!1711
2021-01-23 07:46:54 +00:00
Rotsuoy
994677a4d0
Rotsuoy/savanna grass
2021-01-23 07:46:54 +00:00
Samuel Keiffer
97f0413307
Merge branch 'sam/fix-dash' into 'master'
...
Dash now ticks damage based off distance rather than duration.
See merge request veloren/veloren!1715
2021-01-23 04:42:56 +00:00
Sam
5e4b6809ca
Sceptre nerfs.
2021-01-22 22:46:18 -05:00
Sam
d6be67e0a0
Dash now ticks damage based off distance rather than duration. Fix for golem no longer being able to melee.
2021-01-22 18:10:47 -05:00
Sam
4014b28d19
Removed body from stats component as there is already a body component.
2021-01-22 16:50:22 -05:00
Scott Williams
2a9c4f6f2e
Swilliams/golem hitbox fix
2021-01-22 16:30:35 +00:00
Justin Shipsey
6de8ca32ce
Merge branch 'sam/lactose-tolerant-golems' into 'master'
...
Gives golems a spin attack
See merge request veloren/veloren!1709
2021-01-22 07:30:53 +00:00
Sam
b5a3b3442c
Addressed comments.
2021-01-21 17:45:03 -05:00
Sam
d2f3c1dd25
Restores difficulty to mindflayer fight. Made various tweaks to skillset builder functions.
2021-01-21 14:56:24 -05:00
Sam
aaad5e49cc
Changed how it moved golem.
2021-01-20 17:22:24 -05:00
Sam
c888ec0535
Golems are now lactose tolerant.
2021-01-20 11:54:57 -05:00
Joshua Barretto
1223519ea1
Fix jump routes not being pathed
2021-01-20 14:39:01 +00:00
Monty Marz
1eb7f78189
Revert "Added TR translations for deaths by debuffs."
...
This reverts commit 0817e45e13
.
2021-01-20 11:20:06 +00:00
Samuel Keiffer
27796aac4e
Merge branch 'james/fix-biped-large-roll' into 'master'
...
Make only humanoid agents attempt to roll
See merge request veloren/veloren!1701
2021-01-19 21:37:48 +00:00
jiminycrick
08922dfc64
Make only humanoid agents attempt to roll
2021-01-19 10:42:46 -08:00
Sarra Kitty
e7d852835c
Sarrakitty/rotsys item sprites
2021-01-19 18:23:44 +00:00
Samuel Keiffer
b04158c5f9
Merge branch 'sam/combat-skill-trees' into 'master'
...
Sam/combat skill trees
See merge request veloren/veloren!1680
2021-01-19 14:18:07 +00:00
Monty Marz
ac60bf5794
Better visuals for skill button labels, don't show "0 EXP" in the SCT
...
Made functions that were called every frame significantly cheaper.
Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
eaa41c7dea
Skills are now factored into combat rating. New formula for exp scaling per SP.
...
Adjust lvl up msg fade
Add female humanoid names WIP
Changed text formatting when skill is max level. Added message to show you have 0 skill points available.
Addressed a lot of comments.
various changes to UI
- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon
Exp reward tweaks.
Fixed flamethrower range skill description.
2021-01-19 08:08:26 -05:00
jshipsey
0b156542e4
roll keyframes
...
Changed roll to have non-fixed acceleration.
2021-01-19 08:08:21 -05:00
jshipsey
5d1993009f
keyframed axe spin
...
Fixed error in converting FK to entity_id from character_id.
Giant match statements in persistence.
Tweaked roll.
Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
2021-01-19 08:08:18 -05:00
Monty Marz
de5c5702b3
stats display
...
Addressed comments.
Addressed comments.
2021-01-19 08:08:11 -05:00
Sam
c809569f6b
Added level up sound to skill point gain. Fixed tests.
...
Fixed duplicate roll description.
2021-01-19 08:08:08 -05:00
jiminycrick
3d44ac2c35
Humanoid skill config and AI skill check
...
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Noé
acbd965e65
implemented en translation for Hammer, Bow, Scepter and Staff skills
...
skill tree translation
Clamped earning SP to avoid u16 overflow.
translation fixes
Fixed exp scaling function
Fixed exp scaling function
remove debug combat rating display
Update overhead.rs
implemented en translation for Axe
2021-01-19 08:08:02 -05:00
Sam
a606313856
Added scaling exp costs per skill point.
...
Fix tooltip being red.
multiple fixes, started translation
change exp giving items
adjust loot tables
adjust combat rating indicators
fix group frame offsets
2021-01-19 08:07:57 -05:00
Sam
6ce422748c
Added SkillSetConfig to specify skill sets for npcs.
2021-01-19 08:07:55 -05:00
Sam
968b66260e
Levling health gives you health. Added combat scaling to UI.
2021-01-19 08:07:54 -05:00
Sam
83fdc8806d
Added function to automatically generate a combat rating. Currently, it is used to calculate exp.
2021-01-19 08:07:54 -05:00
Sam
4f552a736e
Added skill point costs to tooltips.
2021-01-19 08:07:53 -05:00
Sam
ae8c8b47f1
Added tooltips with numbers. Balancing on some skills.
...
Added experience scaling for tougher enemies.
2021-01-19 08:07:51 -05:00
Sam
89766b2b34
Added command to give yourself skill points.
...
adjusted social window
Changelog
2021-01-19 08:07:49 -05:00
Sam
986c05621a
Wired up skill UI to check for prerequisites being met and sufficient skill points.
...
available SP check in general HUD, more skill icons
Trimmed 2000 lines from a file.
UI tweaks
2021-01-19 08:07:45 -05:00
Sam
4b52574750
Skill point gains are displayed in hud.
...
level up message visuals and functionality
Handles simultaneous skill point gains in UI.
2021-01-19 08:07:41 -05:00
Sam
cb3e44a811
Health can now be scaled for npcs again.
2021-01-19 08:07:40 -05:00
Sam
1d90b64898
Added function to get the max amount of skill points that can be spent in a tree.
2021-01-19 08:07:39 -05:00
Sam
b6d2d48ead
Exp floaters.
...
You load in with correct energy and health values now.
2021-01-19 08:07:36 -05:00
Sam
51c0bd765f
Database support for refunding skills.
...
Nonfunctional xp floaters, squash when working.
more icons, lock visuals
2021-01-19 08:07:29 -05:00
Monty Marz
48bd921d0a
EXP bar and available points UI
...
fix overhead UI
Add WIP overhead difficulty indicator
readd commented out exp counter for later use
Wired skill information into UI.
2021-01-19 08:07:25 -05:00
Sam
c0c45a1996
Purged stats, including level and experience
2021-01-19 08:07:23 -05:00
Sam
48c98b11cf
General combat skill tree.
...
UI for general skill tree
2021-01-19 08:07:20 -05:00
Monty Marz
3f436079e8
Skill-Tree UI
...
switchable tabs
rework icons, fix cursor toggle
auto slot placing
Bow leap skill changed to bow glide skill.
2021-01-19 08:07:06 -05:00
Sam
0ccbdc3b8c
Sceptre skill tree.
2021-01-19 08:07:03 -05:00
Sam
5c7705f874
Staff skill tree.
2021-01-19 08:07:03 -05:00
Sam
662a08defc
Implemented bow skill tree.
2021-01-19 08:07:02 -05:00
Sam
4dfe14c103
Hammer skill tree complete.
2021-01-19 08:07:02 -05:00
Sam
72604e8a4e
Axe skill tree functional.
2021-01-19 08:07:01 -05:00
Sam
69be3a3d93
Added persistence for skill trees.
2021-01-19 08:07:00 -05:00
Sam
cc60ca58be
Added sword skill tree
2021-01-19 08:06:59 -05:00
Sam
0e84ba18c2
Moved skill max level and skill prerequisites into ron files.
2021-01-19 08:06:59 -05:00
Sam
5a23f063a0
Ron file now used for skills belonging to each skill group.
2021-01-19 08:06:58 -05:00
Sam
fa073bceff
Skills can now optionally have levels. Max level prevents adding skill of higher level. Support for skills having a prerequisite of a particular level.
2021-01-19 08:06:57 -05:00
Sam
5d474974b9
Skills can now have prerequisite skills. Skills can now cost different amounts of skill points.
2021-01-19 08:06:57 -05:00
Sam
cbfe064e4f
You now gain skill points after a threshold of xp within a particular skill group.
...
Skills can now unlock skill groups. Temp method of using chat to unlock skills.
2021-01-19 08:06:52 -05:00
Jesus Bracho
42679201b0
Set up aura filtering
2021-01-18 22:58:56 +00:00
Sam
63eb71ed5b
Exp is now awarded to specific skill groups. It's automatically split between a general pool and weapon pools based on if you have the weapon in your loadout and if you've unlocked the weapon pools.
2021-01-18 17:54:03 -05:00
Jesus Bracho
ec79890335
Provide buff information on killed entities
2021-01-18 05:46:53 +00:00
ubruntu
74d17ff4c8
Slightly better bird pathing
2021-01-15 00:42:57 +00:00
Acrimon
ceae51b0b7
fix #925
2021-01-14 13:21:55 +01:00
Ben Wallis
c785e75e60
Follow-up fixes from review of inventory MR
2021-01-10 11:27:09 +00:00
Ben Wallis
d7cbf479e3
Fixed a bug which prevented picking up stackable items with a full inventory
2021-01-08 23:34:35 +00:00
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
ccgauche
5ff2f5bc5d
updated to wasmer 1.0.0
...
- Everything seems to be working just fine
2021-01-08 16:33:19 +01:00
Joshua Barretto
1604616768
Merge branch 'ccgauche/new-wasmer-backend' into 'master'
...
ccgauche/new wasmer backend
See merge request veloren/veloren!1644
2021-01-08 08:48:31 +00:00
ccgauche
06ffe61219
Added feature flag
...
changed field name to size
2021-01-08 08:48:30 +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
ubruntu
ae366e03c5
Reduced downward fall of birds, Humanoid travelers no longer visit dungeons, birds only travel between dungeons
2021-01-05 01:04:01 +00:00
Marcel Märtens
c37384979c
switch toolchain to nightly-2021-01-01
2021-01-03 21:31:21 +01:00
Benoît du Garreau
8ced0a3810
Fix i18n::list_localizations
2021-01-03 17:48:23 +01:00
Acrimon
e76474463a
update authc
2020-12-28 16:42:40 +01:00
unknown
3c1e1c6733
Converts npcs names file to ron
2020-12-23 00:58:25 +01:00
Frinksy
53d5a9373e
fixing #881
...
- Multiple buffs make the UI icons flicker
2020-12-22 15:40:57 +00:00
Justin Shipsey
3466d638fe
Merge branch 'gliding-energy-cost' into 'master'
...
Glider mid-air deploy and gliding energy-cost
See merge request veloren/veloren!1626
2020-12-18 21:18:32 +00:00
Ludvig Böklin
8f9db19a4a
Glider mid-air deploy and gliding energy-cost
2020-12-18 19:16:06 +01:00
Benoît du Garreau
1ace001fde
Fix debug items
2020-12-18 18:11:48 +01:00
Benoît du Garreau
989683d2d3
Improve world::Index
2020-12-17 12:08:04 +01:00
Benoît du Garreau
1c4e334cd4
Apply suggestion
...
- Remove default value for CharacterAbility
- Put back accidentally removed comment
2020-12-17 12:06:32 +01:00
Benoît du Garreau
ce9d706ed4
Fix clippy lints
2020-12-17 12:06:28 +01:00
Benoît du Garreau
7b4aa6d4cc
cargo fmt
2020-12-17 12:06:22 +01:00
Benoît du Garreau
d090eefb00
Move the asset module to a single file
2020-12-17 12:06:13 +01:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00
jiminycrick
60d5d62eef
Switched to hashbrown everywhere
2020-12-17 10:31:35 +01:00
Marcel Märtens
e8003a44dd
update specs
2020-12-16 14:31:16 +01:00
Marcel Märtens
e3307344ab
get rid of some insecure dependencies
2020-12-16 10:42:36 +01:00
Marcel
24a840bc6b
Merge branch 'xMAC94x/dependencies' into 'master'
...
update chrossbeam, tracy, prometheus (and reduce server deps to crossbeam-channel)
See merge request veloren/veloren!1641
2020-12-16 09:33:34 +00:00
Justin Shipsey
e7249210f6
accel based run
2020-12-16 08:07:38 +00:00
Marcel Märtens
107fd432f5
update further crates
2020-12-16 08:56:21 +01:00
Marcel Märtens
26918d10c9
update chrossbeam, tracy, prometheus (and reduce server deps to crossbeam-channel)
2020-12-16 00:51:07 +01:00
Joshua Barretto
198b1970a7
Merge branch 'ccgauche/fix-memory-overwrite' into 'master'
...
ccgauche/fix memory overwrite
See merge request veloren/veloren!1631
2020-12-15 17:09:17 +00:00
ccgauche
2b9dee0727
Updated buffer
2020-12-15 16:04:55 +01:00
Marcel
754b149316
Merge branch 'HiggsTardigradeTau/fix-slow-motion-effect-after-lag' into 'master'
...
Fixed slow motion effect after lag
See merge request veloren/veloren!1634
2020-12-15 14:31:05 +00:00
Joshua Barretto
494436be01
Hid plugins behind a feature flag to resolve Windows CI issue
2020-12-15 11:14:26 +00:00
Monty
cd1c1ffe9c
hotfix NPC inviting
2020-12-15 01:43:44 +01:00
Owen McCormick
ea28f93dc0
Fixed slow motion effect after lag
2020-12-14 16:05:42 -08:00
Monty
8b9db7b179
cleanup, changelog, small bugfixes
...
fmt
fix rebase
fmt
2020-12-14 21:52:24 +01:00
ccgauche
ea1efd1ce1
Runned FMT
2020-12-14 18:46:04 +01:00
ccgauche
69dba49884
Fixed clippy warnings
2020-12-14 18:31:01 +01:00
ccgauche
d7aa26371c
Fixed memory issue now using alloc
2020-12-14 17:07:05 +01:00
Joshua Barretto
fc96fd780b
Moved plugin API to Uid instead of usize for entity IDs, hello plugin to an example
2020-12-13 23:08:15 +00:00
Joshua Barretto
023888f560
Updated changelog, fmt and clippy fixes
2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6
Moved common networking code to common/net, clippy fixes
2020-12-13 17:23:45 +00:00
Joshua Barretto
027842f832
Resolved plugin dependency cycle, allowing more interesting plugin API
2020-12-13 17:15:33 +00:00
Joshua Barretto
8e937a50ca
Better plugin API
2020-12-13 17:15:33 +00:00
ccgauche
b18eda37b5
Added parallelism to event execution using rayon
2020-12-13 17:15:33 +00:00
ccgauche
cae81e625e
Added plugin command support
2020-12-13 17:15:33 +00:00
Joshua Barretto
780f54ac90
Reorganised plugin crates
2020-12-13 17:15:32 +00:00
ccgauche
05aee7df18
Removed unsafe unsage in favour of unwrap_or and get
2020-12-13 17:15:03 +00:00
ccgauche
c95f57cafd
Fixed comments
...
- Would be better to remove the iterator and just collect with a loop to avoid extra allocations
- tructure
- A HashSet is probably better
- Usefull -> Useful
- I'd have thought plugin-api-derive is a better name
2020-12-13 17:14:39 +00:00
ccgauche
ee7fb990c3
Added plugin system
...
Added a plugin system based on wasmer-runtime
- Support Action (Print handled)
- Support Events (PluginLoadEvent handled)
2020-12-13 17:14:37 +00:00
Joshua Barretto
12b29ea174
Began work on plugin API and plugin loading
2020-12-13 17:13:57 +00:00
Marcel Märtens
eba3532386
move tools and chat-cli in src/bin and examples
2020-12-12 02:12:00 +01:00
Pfauenauge90
6d1bae67d0
adjust mindflayer strength, fix en translation, update es_la translation, fix undead eyes
2020-12-10 18:06:31 +01:00
Monty Marz
f2ba7cc297
add baobabs, fix map difficulty, make mushrooms lootable
2020-12-10 18:06:29 +01:00
Marcel Märtens
ccb01e1898
adjust fmt and clippy after toolchain upgrade
2020-12-10 14:53:01 +01:00
Snowram
6713ac935f
Addressed comments
2020-12-08 23:04:21 +01:00
Snowram
f94a4ec90d
Improves fish_small, new npc
2020-12-08 23:03:39 +01:00
Snowram
72d73ecd38
Initial fish work
2020-12-08 23:03:38 +01:00
Marcel
ed9413e96a
Merge branch 'HiggsTardigradeTau/deltatime-lowest-delta-usage' into 'master'
...
Resolve #867 - Make deltatime use the lowest delta of several frames to avoid 'teleport' effect after single-frame lag spike
Closes #867
See merge request veloren/veloren!1592
2020-12-08 21:07:15 +00:00
HiggsTardigradeTau
57d3a595ce
Resolve #867 - Make deltatime use the lowest delta of several frames to avoid 'teleport' effect after single-frame lag spike
2020-12-08 21:07:14 +00:00
Sam
490915d384
Modified how most abilites that could scale were scaled.
2020-12-07 22:00:24 -06:00
Joshua Barretto
52f2bccf2f
Fixed incorrect grid check
2020-12-05 18:30:07 +00:00
Joshua Barretto
b37be14b86
Added cave mushrooms
2020-12-05 18:00:29 +00:00
Joshua Barretto
e5ebbd31fa
Began using Grid<T> for LoD data
2020-12-05 11:20:25 +00:00
James Melkonian
71303fecfd
Aura System and Campfire Health Regen
2020-12-04 22:24:56 +00:00
ubruntu
c975f811e7
Chat commands for group manipulation
2020-12-04 02:18:42 +00:00
Marcel Märtens
e398cca53c
move common_state into common_sys
2020-12-01 13:46:28 +01:00
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
Marcel Märtens
ca1601a980
Change the version number to 0.8
2020-11-28 11:25:58 +01:00
Marcel
a431fe3fad
Merge branch 'sam/dehardcode-energy' into 'master'
...
Graying out skills with insufficient energy no longer dependent on hard-coded values
Closes #824
See merge request veloren/veloren!1560
2020-11-27 16:27:09 +00:00
Samuel Keiffer
352917d9cb
Graying out skills with insufficient energy no longer dependent on hard-coded values
2020-11-27 16:27:09 +00:00
Sam
332a636647
You can now leap in directions other than forward with repeater ranged again.
2020-11-26 18:23:15 -06:00
Sam
6a6260daa1
Weapon combat fixes:
...
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
- Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
- Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
- Guards no longer flee at low health.
- Buffed sword spin.
- Nerfed axe spin and sword dash moderately.
- Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
2020-11-26 09:15:45 +01:00
Joshua Barretto
867ca911e5
Parallelised agent code for some sweet performance gains
2020-11-25 22:47:16 +00:00
Monty Marz
e7d27a2c21
fmt
...
cleanup
2020-11-25 16:53:48 +00:00
Marcel
5e64dcce02
Merge branch 'yusdacra/fix-improve-nix-build' into 'master'
...
Fix and improve Nix build
See merge request veloren/veloren!1548
2020-11-25 11:14:57 +00:00
Sam
33e4448542
Replaced every unnecssary powf in the entire codebase with either powi or sqrt.
2020-11-24 18:28:24 -06:00
Sam
5461f002fe
Correct beam offsets used. Fix scaling damage on hammer M1. Add can_strafe function to body.
2020-11-24 17:56:39 -06:00
Sam
8ab2d2524a
Changed default main and secondary tool from Some(empty) to None.
...
weapon fixes
2020-11-24 17:49:04 -06:00
jiminycrick
aad9734055
Agent tactic refactoring
...
Lower theropods spawns
clippy, changelog
review response
2020-11-24 17:49:00 -06:00
jiminycrick
1cf0aff5ef
More ai work
...
balance
Lavadrake AI tweaks
feedback tweaks
2020-11-24 17:48:54 -06:00
jshipsey
d10dd83e5f
theropods in world, small tweaks
2020-11-24 17:48:51 -06:00
jshipsey
f411ff7e04
bunch of animations and more attacks
2020-11-24 17:48:51 -06:00
jshipsey
6f72e68ad6
hoof attack, tweaks
2020-11-24 17:48:50 -06:00
jiminycrick
1337fdaa57
Generalize rotation time
2020-11-24 17:48:49 -06:00
jshipsey
a27b086401
placeholder for charge animal, animated leapmelee, small fixes
2020-11-24 17:48:49 -06:00
jiminycrick
a1aa3efd29
Moved hit timer to charged melee and adjusted for tail slap
2020-11-24 17:48:48 -06:00
jshipsey
1f59ef92d8
species specific speeds, more animation
2020-11-24 17:48:48 -06:00
jiminycrick
ee03304a3a
Fix charged melee swing
2020-11-24 17:48:47 -06:00
jiminycrick
6b534729be
Initial AI for quad low
2020-11-24 17:48:47 -06:00
jshipsey
c07d8df58b
assigning weapons, building animations
...
ability mapping
2020-11-24 17:48:43 -06:00
jiminycrick
793d6095b3
Maneater AI
...
Rebase fixes and maneater AI
2020-11-24 17:48:38 -06:00
jshipsey
e3e513cc11
initial quadlow ranged work
2020-11-24 17:48:27 -06:00
jshipsey
ae06016e9a
Wolf attacks and ai.
...
initial wolf dash testing
tool.rs
Wolf attack AI
2020-11-24 17:48:20 -06:00
Yusuf Bera Ertan
62d34422fe
fix and improve nix build: actually output a proper veloren voxygen package now
2020-11-25 02:00:50 +03:00
Sam
17656c990d
Changed default main and secondary tool from Some(empty) to None.
2020-11-23 21:54:12 -06:00
Samuel Keiffer
7774599a19
Merge branch 'sam/rt-loadout-fix' into 'master'
...
Fixes loadout for RT NPCs
See merge request veloren/veloren!1545
2020-11-24 01:34:18 +00:00
Sam
0abe02ca13
Restructures loadout builder function to better support weapons being passed in.
2020-11-23 18:22:24 -06:00
Christof Petig
a3db20c9d6
Show caves in map
2020-11-23 19:05:17 +01:00
Joshua Barretto
26fd40c0e3
Fmt, make clippy happy
2020-11-23 15:39:03 +00:00
Joshua Barretto
765a1ca17b
Switched light map iteration order, fire bowls in dungeons
2020-11-23 10:58:21 +00:00
Snowram
b7a33c56cc
Add basic guards to towns
2020-11-23 10:58:21 +00:00
Monty Marz
d069eb9a57
street lamp particles, ground fire bowl, misc fixes
2020-11-23 10:58:21 +00:00
Snowram
8885efd702
Adds (mini)bosses spawns
2020-11-23 10:58:21 +00:00
Joshua Barretto
e461fbd951
Make chimneys glow
2020-11-23 10:58:21 +00:00
Joshua Barretto
b539ecf438
More lights, minimised light and glow map data
2020-11-23 10:58:21 +00:00
Joshua Barretto
54989cf4a6
Switched to pure iterator space search
2020-11-23 10:57:57 +00:00
Snowram
0737c71749
Adds new cultist armors, defines loadouts for dungeons
2020-11-23 10:57:57 +00:00
Joshua Barretto
8fd2e4537d
Addressed review comments
2020-11-23 10:57:57 +00:00
Joshua Barretto
51d1a2ecff
Added glow
2020-11-23 10:57:56 +00:00
Snowram
3bcffe1bf7
Assigns spawned npcs loadout with new method
2020-11-23 10:57:56 +00:00
Sam
0b86943e66
Added LoadoutConfig to better specify loadouts.
2020-11-23 10:57:56 +00:00
Joshua Barretto
7850b0bcaf
Added site names, dungeon difficulty, better explosions
2020-11-23 10:57:55 +00:00
Joshua Barretto
de685b00b2
Improved water pathfinding
2020-11-23 10:45:01 +00:00
Joshua Barretto
71b7e1ef90
Better non-climbing NPC pathfinding in rivers
2020-11-23 10:45:01 +00:00
Joshua Barretto
b352ef5d55
Terrain pop-in, fixed agent pathfinding in water
2020-11-23 10:45:01 +00:00
Joshua Barretto
d4d4f17d3c
Added world map size icons
2020-11-23 10:45:01 +00:00
Joshua Barretto
450bc6c4ae
Prevented rtsim entities always climbing
2020-11-23 10:45:01 +00:00
Joshua Barretto
22fb71905b
Added rtsim entities moving when unloaded, better generation
2020-11-23 10:45:01 +00:00
Joshua Barretto
99a881f349
Added entity simulation to rtsim, reification, assimilation
2020-11-23 10:44:59 +00:00
Joshua Barretto
808d1873bd
Began implementing rtsim
2020-11-23 10:37:59 +00:00
Joshua Barretto
3ee4245652
Added test poles, minor improvements
2020-11-23 10:37:59 +00:00
Joshua Barretto
da9b23d4f6
Merge branch 'knarkzel/fix-npc-spawn' into 'master'
...
Fix bug that caused campfires and other stuff to duplicate
See merge request veloren/veloren!1543
2020-11-22 21:03:06 +00:00
Odd-Harald Lillestø Myhren
56e37a4846
Fix bug that caused campfires and other stuff to duplicate
2020-11-22 21:03:06 +00:00
Imbris
1355c1e8f5
Move tracy frame markers to proper locations, add a few spans
2020-11-22 14:22:39 -05:00
Joshua Barretto
2ae51de7f0
Added more creature spawns
2020-11-21 14:33:32 +01:00
Imbris
e72c69ca41
Merge branch 'imbris/fix-apple-bug' into 'master'
...
Fix issues with not being able to grab highlighted apples by unifying distance checking
Closes #820
See merge request veloren/veloren!1532
2020-11-21 02:55:09 +00:00
Imbris
ea275e320f
Rename pos fields of Cube and Cylinder for enhanced clarity and added a few tests to the find_dist module
2020-11-20 20:51:44 -05:00
Sam
c00720fb44
Swapped bool values, only_roll changed to attack_interrupts.
2020-11-20 11:54:56 -06:00
Sam
e62960e75d
Rolling can now interrupt any attack.
2020-11-20 11:30:48 -06:00
Snowram
d98bfa72ad
Improves bipedlarge and theropod anims, balance tweaks
2020-11-19 00:56:50 +01:00
Snowram
b48de84f8c
Adds 3 new npcs
2020-11-19 00:53:17 +01:00
Snowram
44fe398ba3
Adds 2 new npcs, some models tweaks
2020-11-19 00:53:13 +01:00
Snowram
42d2108c39
Adds mindflayer npc
2020-11-19 00:53:09 +01:00
Snowram
9bfccd42d3
Adds new animals
2020-11-19 00:53:02 +01:00
jiminycrick
3b47add55a
Fully move sfx away from ECS event bus
2020-11-18 13:31:13 -08:00
jiminycrick
b3aa454f8e
Initial work to move combat sfx to outcomes
2020-11-18 13:31:12 -08:00
jiminycrick
77d624f640
Made level up sounds use outcomes instead of emitting an event
2020-11-18 13:31:12 -08:00
jiminycrick
a9711eea01
Beginning to address comments
2020-11-18 13:31:12 -08:00
jiminycrick
a684bc90fd
Quadraped footsteps and songs in biomes
2020-11-18 13:31:12 -08:00
jiminycrick
bc1059610b
More clippy fixes
2020-11-18 13:31:12 -08:00
jiminycrick
c2a2361c22
Fix rebase
2020-11-18 13:31:12 -08:00
jiminycrick
ea1bc2941b
Clippy fixes
2020-11-18 13:31:12 -08:00
jiminycrick
695cc7f5cb
Broken wind implementation
2020-11-18 13:31:12 -08:00
jiminycrick
9b759efe41
Snow footsteps
2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974
River water sfx
2020-11-18 13:31:12 -08:00
jiminycrick
c8d79b0b0e
Dungeon and cave specific music
2020-11-18 13:31:12 -08:00
jiminycrick
46d3f6f6d2
Initial biome specific music and ambient sound channel
2020-11-18 13:31:11 -08:00
Imbris
7427367d96
Fix issues with not being able to grab highlighted apples by unifying distance checking
2020-11-17 23:06:02 -05:00
Snowram
950eb1976d
Addressed more comments
2020-11-17 23:54:01 +01:00
Snowram
83b2640e02
Makes basic beam Y offset depend on body scale
2020-11-17 23:27:13 +01:00
Snowram
7af561263d
Addressed comments
2020-11-17 23:27:13 +01:00
Snowram
93642428f2
Move eye sight and scale in body.rs, mounts tweaks
2020-11-17 23:27:13 +01:00
Imbris
cbb701f30d
Temp fix for the home command
2020-11-15 20:40:12 -05:00
Knarkzel
917ae5a0b5
added persist combo counter on roll when mid-combo
2020-11-15 23:08:14 +01:00
Imbris
891e81cf58
Merge branch 'imbris/save-selected-char' into 'master'
...
Save the selected character, deselect character when deleting, auto select newly created character
See merge request veloren/veloren!1516
2020-11-15 01:40:44 +00:00
Imbris
4f2512f126
Save the selected character, deselect character when deleting, auto select newly created character
2020-11-14 19:17:42 -05:00
Imbris
2072929a5a
Send ability map from the server to the client on connection instead of loading from the assets
2020-11-14 16:07:07 -05:00
Samuel Keiffer
0c7cd3d8fb
Merge branch 'jasonkjl72/axe-spin-adjustment' into 'master'
...
Make Axe Spin More Realistic
Closes #827
See merge request veloren/veloren!1510
2020-11-14 04:15:50 +00:00
Jason Lee
1d2ccd5762
Make Axe Spin More Realistic
2020-11-13 21:49:12 -05:00
Imbris
1373b752ff
Merge branch 'imbris/fix-5' into 'master'
...
Remove randomization of species and body_type with the randomize button in char creation
See merge request veloren/veloren!1512
2020-11-14 01:56:28 +00:00
Imbris
51dd5110d0
Merge branch 'imbris/fix-3' into 'master'
...
Tweak clock related things and fix voxygen tracy feature
See merge request veloren/veloren!1506
2020-11-14 01:39:33 +00:00
Imbris
1952785af2
Remove randomization of species and body_type with the randomize button in char creation
2020-11-13 19:43:32 -05:00
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
Sam
050ad82e55
Abilities are now loaded from .ron files.
2020-11-12 21:24:34 -06:00
Sam
770aaf6b93
Added projectile constructor. Removed a bunch of cloning.
2020-11-12 21:24:32 -06:00
Sam
abf7301a89
Changed how buffs were constructed on projectiles.
2020-11-12 21:24:32 -06:00
Sam
f4244ecbaf
Added ron files for unique and WIP tools.
2020-11-12 21:24:31 -06:00
Imbris
27d4310498
Add more catagories to common deps, store average busy dt as a duration, store frame delta times as seconds instead of milliseconds
2020-11-12 19:18:54 -05:00
Imbris
c0e8298ac3
Display averaged busy dt
2020-11-11 23:26:13 -05:00
Imbris
a97b188bea
Make fps display and specification more precise
2020-11-11 21:47:22 -05:00
Imbris
ba042c76c8
Only limit negative z velocity by gravity instead of total negative z velocity
2020-11-11 20:09:07 -05:00
Snowram
bed3a5c70a
Adds a speed variable to charged states
2020-11-11 22:06:05 +01:00
Snowram
af346806de
Addressed comments
2020-11-11 22:03:54 +01:00
Snowram
fe977f0a6c
Adds a speed stat to weapons
2020-11-11 22:03:53 +01:00
Imbris
cd1a134c26
Fix bug in body.validate(), add sliders to iced char creation screen, make char selection screen more closely resemble the master version in style
2020-11-11 03:02:22 -05:00
James Melkonian
6085edaa34
Improve NPC aiming and humanoid hitboxes
2020-11-11 04:36:40 +00:00
Marcel
696f607a70
Merge branch 'xMAC94x/clock' into 'master'
...
massivly switch clock algorithm.
See merge request veloren/veloren!1499
2020-11-10 22:12:12 +00:00
Monty Marz
0e072f72cc
frost cleaver
...
velorite mage set
offsets
armor stats
2020-11-10 21:43:45 +00:00
Marcel Märtens
72afd7af6c
switch to spin_sleep
2020-11-10 22:39:10 +01:00
Marcel Märtens
e4e5c6e55b
massivly switch clock algorithm.
...
- before we had a Clock that tried to average multiple ticks and predict the next sleep.
This system is massivly bugged.
a) We know exactly how long the busy time took, so we dont need to predict anything in the first place
b) Preduction was totally unrealistic after a single lag spike
c) When a very slow tick happens, we dont benefit from 10 fast ticks.
- Instead we just try to keep the tick time exact what we expect.
If we can't manage a constant tick time because we are to slow, the systems have to "catch" this via the `dt` anyway.
2020-11-10 18:31:42 +01:00
Justin Shipsey
a8ac051f33
Merge branch 'james/axe-hammer-keyframes' into 'master'
...
James/axe hammer keyframes
See merge request veloren/veloren!1497
2020-11-10 01:03:11 +00:00
jshipsey
cd188fd32b
tweaks
2020-11-09 18:32:23 -05:00
Joshua Barretto
71718d9c98
Better humidity, better snow trees
2020-11-09 15:06:37 +00:00
Sam
9b0e1c8dfc
Slight balance tweaks.
2020-11-08 19:33:24 -06:00
Sam
8fa7e246e9
Minor tweaks.
2020-11-08 18:11:53 -06:00
jshipsey
0618de138e
rebase
2020-11-08 19:02:48 -05:00
jshipsey
20efc692fd
ranged
2020-11-08 18:52:22 -05:00
Sam
edff3a75c3
Made bow stay in BasicRanged state while autofiring.
2020-11-08 18:51:36 -05:00
jshipsey
92aa6a1b12
axe basic
2020-11-08 18:51:35 -05:00
jiminycrick
33e87de17e
Initial combo melee for axe M1
2020-11-08 18:48:48 -05:00
Christof Petig
b56919b123
Make waypoints persistent
...
Closes #549
2020-11-08 22:15:47 +01:00
AlKabir
6535deae9c
added two meat assets for mobs to drop
2020-11-07 23:34:20 -06:00
Sam
158fb36420
Other stupid fix.
2020-11-07 21:07:53 -06:00
Imbris
133ba82a9b
Use item_definition_id for weapon asset mapping
2020-11-07 16:44:11 -06:00
Sam
a4046872b2
Yeeted from code files.
2020-11-07 15:53:10 -06:00
AlKabir
77f3c7e3c5
Minor combat fixes (see issue 785)
2020-11-07 18:00:07 +00:00
TheBoredProgrammer64
b2ec207979
Revert "Removed toolCategory"
...
This reverts commit 5b0ff408176ff00408cc90f2516a90d5cd303e56.
2020-11-06 15:33:20 +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
262ceac060
fmt
2020-11-06 01:08:35 +01:00
Monty Marz
642ad805a1
potion buff
2020-11-06 01:08:34 +01:00
Snowram
4b439e9b58
Adresses comment
2020-11-06 01:08:34 +01:00
Snowram
0d92f02deb
Buff stonegolem, nerf giants, add missing sfxs
2020-11-06 01:08:33 +01:00
Monty Marz
ca932f6c15
easier to get minor potions
...
increase cost of a minor potion to 4 apples
2020-11-06 01:08:32 +01:00
Snowram
a52f83e92c
Addresses some comments
2020-11-06 01:08:31 +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
860c766d62
Changed roll movement.
2020-11-05 14:22:30 -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
Marcel Märtens
a7ce3e5a2e
switch back to cylindric entity <-> entity collision check.
...
I still doubt why we do cylindric vs cylindric in entity <-> entity check, but box vs box in entity <-> terrain check.
Though i did a spheric calculation here.
The cylindric one is alot slower though, 500 entities take 1.9s instead of 1.3s
2020-11-05 08:54:10 +01:00
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
b8f722af8d
Removed most hardcoded ability keys.
2020-11-04 19:22:02 -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
jshipsey
28cde31bbb
setup for staff, more anim conversions
2020-11-04 01:48:05 +01:00
Christof Petig
ac92c8a6af
implement /home to return to home town
2020-11-04 00:55:15 +01:00
Joshua Barretto
6331ad9455
Implemented Flight
2020-11-03 22:46:07 +00:00
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
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
ubruntu
8c1e1fdc5c
Fixed sneak toggle, sneaking no longer has sound, rolling can return to sneaking state, sneaking reduces aggro distance
2020-11-03 04:09:38 +00:00
ubruntu
b11041dfa4
10% of bow hits cause bleed debuff
2020-11-01 18:38:57 +00:00
Sam
4d8a635843
Sceptre fix.
2020-10-31 12:57:51 -05:00
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
74ef766051
Rename running_tps_average -> running_average_delta
2020-10-29 18:30:19 -04:00
Sam
52c93f613e
Addressed comments.
2020-10-28 22:04:15 -05:00
Sam
1a8cf33a60
Transitioned forced movement to an enum.
2020-10-28 18:15:27 -05:00
Sam
981eee5936
Transitioned knockback to an enum.
2020-10-28 18:15:27 -05:00
Sam
1ccbdec35c
Tweaked dash melee some more.
2020-10-28 18:15:26 -05:00
Sam
a7e3e55a12
Transitioned damage and healing from u32/i32s to enums.
2020-10-28 18:15:25 -05:00
Sam
844e6f2b60
Slightly nerfed sword dash. Reduced particle count on fire aoe by factor of 3.
2020-10-28 18:15:25 -05:00
Sam
15286a094a
Leaps now require a non-negative vertical velocity to use.
2020-10-28 18:15:24 -05:00
Sam
555bc559f5
Axe no longer sets vertical velocity to 0, but instead preserves vertical velocity.
2020-10-28 18:15:24 -05:00
Sam
63011241ea
Added keyframes to all states that were lacking them.
2020-10-28 18:15:23 -05:00
Sam
6559df459e
Addressed comments.
2020-10-26 21:32:01 -05:00
Sam
e8f6338eb0
Admin armor now provides immunity to debuffs.
2020-10-26 19:49:40 -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
Adam Whitehurst
8aad7adab8
add comments
2020-10-26 19:30:17 -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
fdf8decb18
Handled health change over time buff effect better.
2020-10-26 19:28:27 -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
19c7ed7885
Added builder function for 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 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
Adam Whitehurst
4dcac28f8a
Ensure leap melee swing animation and hit are sync
2020-10-24 20:15:19 +00:00
jiminycrick
b98e2a924d
Fixed hammer AI and added axe AI
2020-10-19 16:20:59 +02:00
Snowram
34ce8bb042
Addressed comments
2020-10-19 16:20:59 +02:00
jiminycrick
64ef7f39d6
Addressed comments on agent code
2020-10-19 16:20:59 +02:00
jshipsey
64d73abdec
roshwalr fix
2020-10-19 16:20:59 +02:00
jshipsey
caa048b1d5
small fixes
2020-10-19 16:20:59 +02:00
Snowram
7a62ddfd3f
Add BeastClaw npc weapontype
2020-10-19 16:20:59 +02:00
Snowram
f9383e4dd8
Add roshwalr npc
2020-10-19 16:20:59 +02:00
jiminycrick
be1596a703
fixed agent code for staff rework
2020-10-19 16:20:59 +02:00
jshipsey
66b1fe67dc
rebase
2020-10-19 16:20:58 +02:00
Snowram
c9985e14cb
Rename Saurok, various anim fixes
2020-10-19 16:20:58 +02:00
jshipsey
6a86567301
fix agent bug
2020-10-19 16:20:58 +02:00
jshipsey
65df398672
werewolf work
2020-10-19 16:20:58 +02:00
jiminycrick
50aac17d94
Added secondary skills to agent code (except bow)
2020-10-19 16:20:58 +02:00
Snowram
6c54e6d8fe
Add sand, snow and wood raptor npcs
2020-10-19 16:20:58 +02:00
Snowram
588f66a1ee
Add treant npc
2020-10-19 16:20:58 +02:00
unknown
d2f91bc3a0
Assigns a ToolKind to bipedlarge weapons
2020-10-19 16:20:58 +02:00
Snowram
0a9ec848a7
add lizardman npcs
2020-10-19 16:20:58 +02:00
Snowram
204fa50de9
Add werewolf npc
2020-10-19 16:20:57 +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
jshipsey
6a744eed82
anims
2020-10-14 21:06:32 -05:00
Sam
1ba8a6cfb3
Balance tweaks to staff abilities.
2020-10-14 20:57:01 -05:00
Sam
b5091a5891
Ai for staff-wielding enemies. Keyframes for shockwave state.
2020-10-14 20:56:24 -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
7ef73f5981
Added particles for fire shockwave. Added ability key enum so held abilities could differentiate what button they should check. Modified energy fields on basic beam so it could drain energy every second.
2020-10-14 20:56:22 -05:00
Sam
cbb72363af
Reworked explosions. Tweaked staff fireball.
2020-10-14 20:56:21 -05:00
Sam
04dcd012da
Flamethrower particles.
2020-10-14 20:56:21 -05:00
Sam
c80f16ae74
Started to add particles.
2020-10-14 20:56:20 -05:00
Sam
256846a669
Initial implementation of new staff abilities.
2020-10-14 20:56:16 -05:00
jiminycrick
4de42e36fd
Consolidated recover code in repeater_ranged
2020-10-14 17:10:27 -07:00
jiminycrick
512d881cd2
Fixed clippy errors and added SFX
2020-10-14 15:30:58 -07:00
jiminycrick
95c36cc3fb
Skill icons with proper rotation
2020-10-14 12:50:33 -07:00
jiminycrick
1f3bd0e1d2
Responded to testing feedback
2020-10-14 12:50:33 -07:00
jshipsey
3bb59b36cd
energy values, remove hotload
2020-10-14 12:50:33 -07:00
jshipsey
64f72a73f9
axeleap tweaks
2020-10-14 12:50:33 -07:00
jiminycrick
691acd730d
Smoother leap and recovery leap handling
2020-10-14 12:50:33 -07:00
jshipsey
22d8792c4b
adjustments to chargedmelee, repeater
2020-10-14 12:50:33 -07:00
jshipsey
521ffd64ba
cleanup
2020-10-14 12:50:33 -07:00
jshipsey
28eb58ddfa
anims
2020-10-14 12:50:33 -07:00
Sam
fadba23dde
Slight tweaks to leap
2020-10-14 12:50:33 -07:00
jshipsey
281155186f
hammer leap melee anim
2020-10-14 12:50:33 -07:00
Sam
e1634fa83a
Fixed errors from transitioning some states to keyframes.
2020-10-14 12:50:33 -07:00
Sam
21cf1e2168
Added keyframes to leap melee.
2020-10-14 12:50:33 -07:00
Sam
7e0cc2d8e5
Added keyframes to repeater ranged.
2020-10-14 12:50:33 -07:00
Sam
97f580be2b
Added keyframes to charged melee.
2020-10-14 12:50:32 -07:00
jiminycrick
9ebda3c353
Made bow leap more graceful and set energy costs and removed jitter for no leap
2020-10-14 12:50:32 -07:00
jiminycrick
431f99a791
Reducing the amount of data in character state
2020-10-14 12:50:32 -07:00
jiminycrick
05623eb8bd
Addressed comments
2020-10-14 12:50:32 -07:00
jiminycrick
04175bab09
Add skillbar stuff for 3rd skills
2020-10-14 12:50:32 -07:00
jiminycrick
951acfca21
Add 3rd skill for hammer, bow, and axe minus skillbar UI stuff
2020-10-14 12:50:32 -07:00
Imbris
9e7f521489
Fix system data folder name, panic when outside the project dir and there is no env var set
2020-10-13 02:29:32 -04:00
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
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
Monty Marz
e1a77d040d
loot table adjustments
...
- decrease blue glider drop rate
- decrease cloth scaprs drop rate from villagers
- add crafting mats to crates instead
2020-10-11 16:25:35 +00:00
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
fb2cf1a292
Fix clippy warnings
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
6c43a7cdc5
Change projectiles to not be pushed back by collisions, moved group check into projectile system from physics system
2020-10-10 02:10:31 -04:00
Monty Marz
2b800a2b63
make clippy happy
...
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
47abf49751
Addressed comments
2020-09-29 20:48:23 -05:00
Sam
5f889773b5
Addressed comments
2020-09-29 19:48:17 -05:00
Sam
51141b2c1a
Changelog line, final balance tweaks.
2020-09-29 19:48:16 -05:00
Sam
0b80257aa3
Add migration
2020-09-29 19:48:15 -05:00
Sam
56d2afc0dc
Added keyframe support to basic beam state. Addressed some comments.
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
506ad1e80e
Improvements to beam collision.
2020-09-29 19:48:14 -05:00
Sam
ffe456c703
Fixed what broke after rebasing.
2020-09-29 19:48:13 -05:00
Sam
37fcfb8b6f
Created manifest for database to filepath for items.
2020-09-29 19:48:12 -05:00
Sam
3d6c26a3c7
Fully separated sceptres from staves.
2020-09-29 19:48:12 -05:00
Sam
3e2e06f2f8
Projectile effects are now drained, so that the same projectile can't trigger it's effects on multiple enemies.
2020-09-29 19:48:11 -05:00
Sam
67eafdabd0
Separated out energy cost for healing so it's not based off of the energy regen from dealing damage.
2020-09-29 19:48:11 -05:00
Monty Marz
3734fafcd8
doubled energy consumption for M1 healing
2020-09-29 19:48:10 -05:00
Sam
5bd6f0e26f
Addressed feedback in sceptre branch
2020-09-29 19:48:09 -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
Monty Marz
13d9b814ab
separate sceptres from staffs, show values below 1.0 as decimals in the SCT, add starting sceptre
...
remove firebolt from starting sceptre
2020-09-29 19:48:07 -05:00
Sam
7e95a93434
Energy no longer regens when heal target is at full health.
2020-09-29 19:48:07 -05:00
Sam
07fd9ac023
Re-added necessary functionality to beam (heal, lifesteal, energy regen).
2020-09-29 19:48:06 -05:00
Sam
095433abcc
Addressed comments.
2020-09-29 19:48:06 -05:00
Sam
799a6c1d1e
Tweaked beam collision logic to be more accurate.
2020-09-29 19:48:05 -05:00
Sam
a679a34a7b
Reverted changes to melee system that were added to when beam was initially in melee system.
2020-09-29 19:48:04 -05:00
Sam
46563e7008
Added beam system. Added collision code for spherical wedge/cylinder detection.
2020-09-29 19:48:04 -05:00
Sam
03b5cac2f9
Beams now have spherical hit detection.
2020-09-29 19:48:02 -05:00
Sam
6bb680f372
M1 now only regens stamina when healing allies if they are not at full health.
2020-09-29 19:48:02 -05:00
Sam
8f7d45100d
Tick rate now exposed as a variable.
2020-09-29 19:48:01 -05:00
Monty Marz
a2d74b71c4
change tick rate
2020-09-29 19:48:01 -05:00
Monty Marz
2b8d1e6fb9
test values
2020-09-29 19:48:00 -05:00
Sam
bcda944af9
Fixed energy cost for playtesting purposes.
2020-09-29 19:48:00 -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
Sam
921d224ef6
Lifesteal now works. Added particles to healing beam.
2020-09-29 19:47:57 -05:00
Sam
f20134d7ea
Initial implementation for beam attack.
2020-09-29 19:47:56 -05:00
Joshua Yanovski
69f68ddf29
Reduce chunks / chonk by trimming the ends.
...
This improves the defragment operation for chonks by letting them remove
chunks at the top that match above, and bottom that match below. This
reduces the chunks / chonk from around 5.9 to around 3.4 at origin. From
my investigations, adding something for water would probably get us a
full 50% reduction, if we could collapse intermediate chunks; block
types other than rock / air / water never appear to have full chunks of
the same block, so any additional optimization will require changes to
the subchunk compression format or changes to the actual chunks we
generate.
2020-09-29 19:08:45 +02:00
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
7d6aebb316
Fix hacky solution with proper defragmentation.
...
After generating a chonk, we now find the highest frequency block (in
terms of the number of groups that uniformly consist of that block) and
replace the chunk's default with that one. We also resort the data in
the process to be in the same order as the original array index. This
improves our memory savings from 3x to almost 7x, and brings us within a
factor of 3 or so of what I hope a true average will be.
The defragmentation is not totally optimal and can probably be improved
from a performance perspective, but given how much of a hard bottleneck
RAM is this seems worthwhile. Also, this doesn't suffer from the issues
the previous solution did.
2020-09-28 16:56:26 +02:00
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
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
Joshua Yanovski
5af5ceb1f9
Address review comments.
2020-09-27 17:06:46 +02:00
Ben Wallis
11fc74642e
Refactored crafting to use ItemDef instead of Item
2020-09-27 14:55:31 +01:00
Joshua Yanovski
529533466c
Fix collision detection in liquid.
2020-09-26 16:53:49 +02:00
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
Marcel Märtens
b7dc17c11f
switch version to pre-alpha-2020-09-22
vs pre-alpha-v0.7.0
2020-09-22 12:04:07 +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
Snowram
fa2dd28587
Fixed various issues from better-things branch
2020-09-21 23:57:10 -04:00
Joshua Barretto
2f2e766ebb
Merge branch 'zesterer/better-block-format' into 'master'
...
Stopped all blocks being explodable
See merge request veloren/veloren!1402
2020-09-22 00:26:06 +00:00
Sam
2ff59c9f60
Addressed comments
2020-09-21 17:55:29 -05:00
Joshua Barretto
becb58e305
Stopped all blocks being explodable
2020-09-21 23:47:33 +01:00
Sam
b4018e7d42
Made 3rd ability interruptible. Final balance tweaks.
2020-09-21 17:40:16 -05:00
jshipsey
8070a38a89
spin anim
2020-09-21 17:38:57 -05:00
Sam
133e79ffd5
Modified how spin melee functions.
2020-09-21 17:38:56 -05:00
jshipsey
e79cef4824
dash animation
2020-09-21 17:38:55 -05:00
Sam
a8e834e754
Initial implementation of spin attack for sword.
2020-09-21 17:38:54 -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
Sam
c99e4c3c18
Added swing duration to dash melee. Added framework for animation to be added.
2020-09-21 17:38:51 -05:00
Sam
6dede05a0e
Combo now only increases when landing a hit.
2020-09-21 17:38:51 -05:00
Sam
2aac008b90
Attack speed now scales with combo in combo melee.
2020-09-21 17:38:50 -05:00
Sam
e54483d789
Shifted hit attempt to before swing duration, instead of after.
2020-09-21 17:38:49 -05:00
Sam
b79235b890
Dash melee now works as desired.
2020-09-21 17:38:49 -05:00
Sam
744843d03f
Dash now stops when colliding with entity
2020-09-21 17:38:48 -05:00
Sam
04af75bf8d
Initial implementation of new dash melee.
2020-09-21 17:38:48 -05:00
Sam
abcd0af1e3
Removed combo duration of combo melee (combo now activated from recover duration). Allowed for forced forward movement in combo melee, and added it to stages 1 and 3).
2020-09-21 17:38:47 -05:00
jshipsey
a18c23025e
stage 2 and 3 anim
2020-09-21 17:38:46 -05:00
Sam
847bddbd89
Removed swing_frac, added a swing duration instead to allow for more utility in character state. Moved location of stage_section enum to wielding so it could more easily be used by other character states.
2020-09-21 17:38:46 -05:00
Sam
2ba9d1e54f
Added support for different swings in the combo melee having differnt fractions of time buildup duration is split.
2020-09-21 17:38:45 -05:00
jshipsey
2451a64b97
stage 2 animation
2020-09-21 17:38:44 -05:00
Sam
0ba5740265
Added enum for stage section instead of using 4 bools.
2020-09-21 17:38:43 -05:00
Sam
440e45f2bc
Did stuff to support addition of keyframes for combo melee animation.
2020-09-21 17:38:43 -05:00
Sam
aab56ea636
Animation time for combo melee now resets between stages.
2020-09-21 17:38:42 -05:00
Sam
cf573a42bd
Initial implementation of combo melee attack.
2020-09-21 17:38:41 -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
112b11c951
Fixed broken arrow physics
2020-09-20 11:56:57 +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