5570b57282
Merge branch 'sam/yeet-inputs' into 'master'
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Reworked Controller Inputs to use Control Actions
See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
ecff675cc4
Wielding now works again
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Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
ac6e192db4
Completely purged old method of inputs
2021-03-14 17:26:55 -04:00
be27289a7f
Inputs remain in queue while active, allowing interrupts and queued inputs to be more cleanly handled
2021-03-14 17:26:54 -04:00
b5d501199d
Secondary input now fully functional
2021-03-14 17:26:53 -04:00
19c81f1528
Support for canceling an input. Boost state hooked up to system.
2021-03-14 17:26:52 -04:00
c6d8daaae3
Primary input now activated from control actions.
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Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
9d7e8957bb
Add new npcs
2021-03-14 14:24:35 +01:00
d8f0a1c426
Add critical chance and critical multiplier stats to weapons.
2021-03-08 23:27:25 -05:00
d02c61ad8a
Item use is now goes through a control action rather than a control event.
2021-03-01 20:51:08 -05:00
d818ea2f1d
Fixes being stuck in roll when interrupting combo melee.
2021-02-28 08:50:33 -05:00
b25a376995
Re-allowed for what stage you were on to persist through a roll
2021-02-27 19:24:18 -05:00
404c7f0905
Combo melee now checks combo
2021-02-27 18:24:28 -05:00
8d316aac8c
feedback adjustments
2021-02-27 01:42:47 -05:00
51bc74b2a5
visual weapon variation, adjust minotaur dash, keyframed golem quake
2021-02-27 01:42:47 -05:00
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
79ec9115f5
rebase, yeti in dungeon
2021-02-27 01:42:47 -05:00
e06ebf3507
initial balance
2021-02-27 01:42:47 -05:00
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
cb59c8017e
anim tweaks, more loadout setup
2021-02-27 01:42:46 -05:00
ca3248cc93
new dungeon setups, new npcs, weapon specific loadouts, anims
2021-02-27 01:42:45 -05:00
559ece5ede
More npcs work
2021-02-27 01:42:45 -05:00
6f18d16aa2
Add new quadmeds npcs with rough offsets
2021-02-27 01:42:44 -05:00
266986626d
biped_small setup
2021-02-27 01:42:43 -05:00
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
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
775224983b
Initial turret implementation
2021-02-21 18:23:54 +01:00
8bdbf4f7c9
Implement modular weapons.
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- 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
d5ccc33abc
Factored out duplicate code into closures, consolidated ability handling logic to a single function.
2021-02-19 18:45:48 -05:00
411b4083b1
Added 1h hammers.
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Fixed audio tests.
2021-02-19 17:30:24 -05:00
18309fe4c6
Added AbilityInfo struct to attack states
2021-02-19 17:30:24 -05:00
8f0cca074d
Dual wielding now uses skillbar abilities from multiple weapons.
2021-02-19 17:30:22 -05:00
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
f50fa25467
ItemConfig now stores AbilitySet directly instead of each individual ability.
2021-02-19 17:30:21 -05:00
582c3f8459
Check for prerequisite skill in using an ability is no longer hardcoded.
2021-02-19 17:30:21 -05:00
d4f509b3d0
Added hands field onto weapons.
2021-02-19 17:30:20 -05:00
4d19308612
Merge branch 'lboklin/quat-ori' into 'master'
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Redefine Ori as a quaternion
See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
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
f026aeb2dc
Server events directly emitted in states now.
2021-02-08 12:01:48 -05:00
6a1e583d45
Eradicated clones
2021-02-08 12:01:48 -05:00
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
a1ff9ab83f
Redefine Ori as a quaternion
2021-02-05 09:33:14 +01:00
23b1df3cdd
Add basic NPC interaction and fix NPC chat spamming
2021-01-31 20:29:50 +00:00
eaa41c7dea
Skills are now factored into combat rating. New formula for exp scaling per SP.
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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
5d1993009f
keyframed axe spin
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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
3d44ac2c35
Humanoid skill config and AI skill check
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updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
48c98b11cf
General combat skill tree.
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UI for general skill tree
2021-01-19 08:07:20 -05:00
5c7705f874
Staff skill tree.
2021-01-19 08:07:03 -05:00
662a08defc
Implemented bow skill tree.
2021-01-19 08:07:02 -05:00
4dfe14c103
Hammer skill tree complete.
2021-01-19 08:07:02 -05:00