Marcel Märtens
394c8892bb
update toolchain to nightly-2023-09-28
2023-10-05 22:00:48 +02:00
Monty Marz
102945b9e7
Dungeon rework initial patch
2023-07-09 20:03:09 +00:00
DaforLynx
221d6a67ad
Minor audio code cleanup
2022-12-31 23:50:38 +00:00
Imbris
d5b59c2bb7
Convert away from IdvStorage to mixture of VecStorage and DenseVecStorage
2022-08-08 00:38:20 -04:00
Socksonme
2c5fd06d0b
Address review
...
- Change hp_pulse to not be framerate dependent
- Change some of the HpFloater checks to be inside the find() function
- Remove unnecessary join
- Add back option for showing incoming damage + add option for
experience accumulation
- Change `ExpFloater`s to not store the owner, as they are only shown
for the player (will have to see if the implementation is correct so
that it may be applied to the other floaters)
- Rename `Outcome::Damage` to `Outcome::HealthChange` and `DamageInfo`
to `HealthChangeInfo`
- Update some outdated comments/documentation
2022-06-29 17:31:58 +03:00
socksonme
559d5ca804
Some changes to DamageSources + various code qual changes
2022-06-29 17:31:43 +03:00
socksonme
5533d139bc
Slider for accumulated damage duration
2022-06-29 17:31:41 +03:00
socksonme
5360a7c93e
Tons of code quality changes, added damage rounding option
2022-06-29 17:31:37 +03:00
socksonme
202d558246
Instance number generated inside projectile constructor, remove crit field
2022-06-29 17:31:07 +03:00
socksonme
c0e78d869e
Instance numbers are now based on the AttackDamage struct
2022-06-29 17:30:53 +03:00
socksonme
ac5bf53c42
Instance numbers for HpChanges
2022-06-29 17:30:50 +03:00
socksonme
f8924d6c1a
tweaks to damage floaters
...
Added some comments where stuff needs to be discussed
2022-06-29 17:30:32 +03:00
socksonme
7a1e19d42c
Crits now only glob with eachother, now show up like healing
...
Still a WIP, need to change crits to being non-floating and try implementing crits popping, need to remove some debugging stuff later
2022-06-29 17:30:29 +03:00
socksonme
ce95680df9
Addressed comments, health and damage floaters are now separated
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Enemy healing probably needs to be discussed as it doesn't show up as of now and the way crits are handled also needs to be discussed
2022-06-29 17:29:59 +03:00
socksonme
634a3095d6
Handling crits (very bad color choice+naming)
2022-06-29 17:24:05 +03:00
socksonme
aee7888a92
HpFloaters are now created by Outcomes, touched up Damage Outcome
2022-06-29 17:24:05 +03:00
Avi Weinstock
5f8957d8ef
Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}
.
2022-01-30 20:16:20 +01:00
Jonathan Berglin
596307c9b7
Remove unused clippy suppressions
2021-12-05 17:59:02 +00:00
Ben Wallis
022c1417b6
EXP on kill is now shared between damage contributors. A "damage contributor" is either an individual entity, or a group - depending if the attacker is in a group. This means that not only does the "killing blow" no longer get 100% of EXP, but multiple groups and individuals all receive their fair share of EXP on death (assuming they are still within range of the entity when it dies).
...
Damage from a given individual or group only counts towards a kill for 10 minutes since that individual or group's last damage to the entity - after this period their damage contribution is removed. This avoids the list of damage contributors growing excessively large for an entity that does a lot of combat but never dies.
EXP sharing within groups is unchanged - the difference is simply that the input to this calculation may be less than 100% of the base EXP reward for the kill if other individuals or groups contributed damage.
2021-11-13 20:46:45 +00:00
Sam
85f4e66337
Addressed MR 2824 comments
2021-09-10 15:20:14 -04:00
Sam
42012fddcb
Overhauled health component, making it a float to outer interfaces.
2021-09-09 00:10:17 -04:00
Imbris
8f429d532a
Add note on the reasoning for the visual position interpolation rate value in voxygen
2021-06-16 03:24:10 -04:00
Snowram
b82dde2332
Revert "Merge branch 'snowram/snappier-pos-interp' into 'master'"
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This reverts merge request !2457
2021-06-15 22:12:11 +00:00
Snowram
4d3362586f
Double the speed factor of pos interp
2021-06-15 22:11:57 +02:00
Avi Weinstock
7115b1c899
Performance and aesthetic improvements to the voxel minimap.
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Performance:
- don't do anything when it's inactive
- only process chunks within minimap-VD
- remove chunks outside of VD
- higher thread pool fraction specified
Aesthetics:
- different water color
- wood and leaves no longer count as ceilings
2021-06-02 00:39:58 -04:00
Avi Weinstock
1214715c21
Use a threadpool to speed up minimap chunk rendering. Also fix ceiling height calculations and color water blue.
2021-06-02 00:39:04 -04:00
Snowram
47a2bf7de8
Adds haniwa sentry object
2021-05-10 18:53:48 -05:00
Imbris
1af4a04231
Revert "Merge branch 'revert-b10718c5' into 'master'"
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This reverts merge request !2172
2021-04-21 17:10:13 +00:00
Imbris
fd672980c4
Revert "Merge branch 'imbris/agent-opt' into 'master'"
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This reverts merge request !2024
2021-04-21 14:10:06 +00:00
Imbris
26222a0a2d
Rename common-sys to common-systems and rearrange common-state slightly
2021-04-20 15:25:04 -04:00
Joshua Barretto
b0acbda236
Improved archery with feedback sfx and particles
2021-03-29 21:52:04 +01:00
Avi Weinstock
0ef42e3854
Address MR 1945 review comments.
2021-03-19 19:53:17 -04:00
Marcel Märtens
a286eb084a
create a wrapper around rayon, slowjobpool, that spawns on rayon but drop feed it
2021-03-16 13:31:04 +01:00
Marcel Märtens
4ebfbdde0f
Move Specs code to own common_ecs create, put tracy and macros into common_base
2021-03-09 00:54:01 +01:00
Marcel Märtens
f353f14703
change Name from VSystem to System
2021-03-08 13:15:00 +01:00
Marcel Märtens
6b88545481
restructure server metrics
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- get rid of old SysTimers for each system in favour of VSystem tracking
- move metrics generation from lib.rs to own system
- code cleanup
- remove time tracking in common::sys
2021-03-08 11:51:13 +01:00
Marcel Märtens
c515fece28
Implement a VSystem trait that can be implemented by Systems.
...
It will autodo some things, like track start and time and export those in system metrics
Add a origin and implement it for all Systems in Veloren
2021-03-08 11:51:04 +01:00
Samuel Keiffer
fa809fc292
Merge branch 'Lerg/Accumulate_Damage_Floaters' into 'master'
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Issue #836 - Declutter the scrolling combat text
See merge request veloren/veloren!1823
2021-02-27 16:18:18 +00:00
Lerg
3fe5f4484e
Issue #836 - Declutter the scrolling combat text
2021-02-27 15:10:47 +03:00
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
Ludvig Böklin
a1ff9ab83f
Redefine Ori as a quaternion
2021-02-05 09:33:14 +01:00
Sam
77312ccdd4
Move outcome vec from being defined in frontend and server to common.
2021-01-23 15:17:36 -05:00
Sam
c0c45a1996
Purged stats, including level and experience
2021-01-19 08:07:23 -05:00
Joshua Barretto
f8c8e342e6
Moved common networking code to common/net, clippy fixes
2020-12-13 17:23:45 +00:00
Marcel Märtens
add7922653
Move Systems out of common into common_sys
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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
jiminycrick
3b47add55a
Fully move sfx away from ECS event bus
2020-11-18 13:31:13 -08:00
Sam
a0af315930
Addressed comments.
2020-11-04 19:22:08 -06:00
Sam
c48c022f7e
Separated out health from stats component.
2020-11-04 19:22:04 -06:00
Sam
fdf8decb18
Handled health change over time buff effect better.
2020-10-26 19:28:27 -05:00