Monty Marz
851d7858e6
Scrolling Combat Text (SCT)
2020-01-10 00:33:38 +00:00
AdamWhitehurst
5527d83a0e
Update mod imports
2020-01-08 08:56:36 -08:00
Adam Whitehurst
8648641362
Grooming
2020-01-07 07:49:08 -08:00
Adam Whitehurst
4e5cf63452
Clean Up Systems
2020-01-05 14:55:27 -08:00
Adam Whitehurst
8fe5cec947
Clean up, make state handlers options
2020-01-05 10:19:09 -08:00
Imbris
4fa05150a2
Merge branch 'imbris/char-screen-transition' into 'master'
...
Fix issues regarding going back to the character selection screen
Closes #386
See merge request veloren/veloren!700
2020-01-02 19:40:21 +00:00
Imbris
f52aef224e
Fix typos, don't insert Controller if it doesn't already exist in the
...
mount system so that Controller components are not added to entities
client side
2020-01-02 05:34:27 -05:00
Adam Whitehurst
2635c405fe
Ability comps and sys
2020-01-01 09:16:29 -08:00
Imbris
1acf08390a
Fix issue where controller events aren't processed while mounted. Fix non humanoids being able to climb and glide.
2019-12-31 16:41:45 -05:00
AdamWhitehurst
b67a4835f4
Update disabled state flags
2019-12-31 05:19:23 -08:00
Joshua Barretto
cfbf69ae89
Made rolling less slippy, added tilt
2019-12-30 15:16:21 +00:00
AdamWhitehurst
9c6ce9babd
Begin implementing combat actions
2019-12-29 15:47:42 -08:00
Dylan Kile
badd3113d5
hierarchical pathfinding
2019-12-29 20:58:21 +00:00
AdamWhitehurst
7a4cdfb7a4
Documentation comments
2019-12-29 08:36:59 -08:00
AdamWhitehurst
ca44497258
Add movement_utils
2019-12-28 08:10:39 -08:00
AdamWhitehurst
06053faed0
Add state disables, cleanup imports
2019-12-26 10:01:19 -08:00
AdamWhitehurst
8e0317e03d
refactor states to handle update logic
2019-12-26 06:43:59 -08:00
AdamWhitehurst
c2ceabea0e
finish movment states handle() fn logic
2019-12-22 08:08:48 -08:00
AdamWhitehurst
1ab09220b0
Rudimentary Stand State handle() move
2019-12-21 07:57:15 -08:00
Imbris
6524ea31d1
Fix flight turning
2019-12-20 22:51:35 -05:00
Imbris
934c5d6846
Various tweaks: moved radius determination to function on , comments, simplified server Destroy event code, debug assert modified components aren't removed in change tracking, etc
2019-12-20 22:51:35 -05:00
Imbris
bfaa18e010
Fix NaN in agent sys, stop pushback from turning player around, account for Scale in melee attack hit detection
2019-12-20 22:48:14 -05:00
Imbris
8f7323f41b
Stop syncing health change timer updates
2019-12-20 22:48:14 -05:00
Imbris
c3ac251fa8
Stop syncing Projectile component to the client
2019-12-20 22:48:14 -05:00
Imbris
71cce03f29
Move sync code into common submodule
2019-12-20 22:37:12 -05:00
Imbris
609e0f23bf
Stop global syncing of entity creation
2019-12-20 22:37:12 -05:00
Adam Whitehurst
e40eb2ba20
Finish Stand handle() (untested)
2019-12-20 08:50:54 -08:00
Adam Whitehurst
e074c7ce1d
begin impl state handle traits
2019-12-20 05:30:37 -08:00
Adam Whitehurst
4ead941c82
Fix fall->climb, tweak jump and glide
2019-12-15 17:44:19 +00:00
Monty Marz
1e1990758b
Fix bow-shot frequency
2019-12-12 20:13:45 +00:00
Forest Anderson
d8fc7cb667
Add advanced path finding to new 'Traveler' enemy using A* algorithm
2019-12-11 05:28:45 +00:00
Adam Whitehurst
20575e0aab
Update controller
2019-12-09 14:45:10 +00:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
...
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Adam Whitehurst
4e574cb29a
Inputs enhancements
2019-11-29 15:20:35 +00:00
S Handley
ea2e0d17de
SFX system
...
This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00
telastrus
10d6f3e8b3
jump while underwater
2019-11-21 23:56:07 -05:00
Marcel Märtens
242a0d35bd
fixing character movement to no longer fail normalization then get a zero vec and then normalize again
...
may this can be further simplyfied
2019-10-26 22:14:11 +02:00
timokoesters
0a1e12c9ad
improvement: make debug items of type ItemKind::Tool
...
This way all items that can be held in a hand are tools
2019-10-24 23:55:24 +02:00
timokoesters
20248a4818
feat: store items as RON files
...
When a new item is created, a ron file will be used as a template
2019-10-24 23:47:26 +02:00
Imbris
a200dafd45
Fix possess bug, remove commented code, drain controller events
2019-10-24 00:00:00 -04:00
Imbris
2703c8afe1
Move serverside client to a component and communications into server ecs systems
2019-10-23 23:50:06 -04:00
Monty Marz
3e0ac48bd8
Multiple Assets and UI fixes and additions
2019-10-23 19:40:45 +00:00
Monty Marz
fdfab6a807
refactor: create_projectile doesn't take a light
...
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Joshua Barretto
013afafba8
Made rolling less violent when changing directions
2019-10-17 12:21:22 +01:00
Joshua Barretto
707b79f2c8
Smoother movement, Space for climbing
2019-10-14 11:22:48 +01:00
Imbris
028d010624
Make bows give experience via giving projectiles an owner field
2019-10-11 19:33:01 -04:00
Imbris
2f9d8ee2e6
Add new debug item
2019-10-11 19:32:46 -04:00
timokoesters
45f756343d
fix: blocking now ends in wielded
...
This makes blocking more viable because while blocking you can wait for
the enemy to attack and then quickly exit the block and attack yourself.
2019-10-08 21:19:48 +02:00
timokoesters
051a964798
fix: server side fall damage
...
This avoids flickering health
2019-10-08 18:55:30 +02:00
timokoesters
4e87f125a2
fix: fix level and health distribution
2019-10-08 18:12:08 +02:00
Joshua Barretto
2171e77fe5
Fixed block snapping ground clip
2019-10-08 12:21:05 +01:00
timokoesters
182b98081b
feat(bow): arrows despawn after some time
2019-10-06 19:32:46 +02:00
timokoesters
2fc4a8d9aa
fix(exp): crash when gaining many levels at once
2019-10-05 17:37:10 +02:00
Piotr Korgól
09429b45d1
Make /adminify admin-only and /waypoint free
2019-10-05 17:37:10 +02:00
timokoesters
460a494e77
fix(bow): Don't remove vel and use sticky component instead
2019-10-04 21:30:13 +02:00
timokoesters
d876215012
feat(combat): melee combat damage depends on power of the weapon
...
Normal NPCs have a weapon of power 5 so they do 5 damage if the attack
is not blocked. Bosses and players have power 10.
2019-10-04 21:02:44 +02:00
timokoesters
ba3db852f7
feat(bow): make arrows stick to walls
2019-10-04 21:02:44 +02:00
timokoesters
fc97c27b65
feat(bow): sticky arrows
2019-10-04 21:02:43 +02:00
timokoesters
fe17b4952c
Remove warnings
2019-10-04 21:02:42 +02:00
timokoesters
ab634f1d21
Reuse combat code
2019-10-04 21:02:41 +02:00
timokoesters
2ba143a514
Make arrows deal damage
2019-10-04 21:02:41 +02:00
timokoesters
e3c02f8ac1
Allow projectiles to react to triggers
2019-10-04 21:02:40 +02:00
timokoesters
d46f1e1859
Initial bow & arrow implementation
2019-10-04 21:02:39 +02:00
Joshua Barretto
e22fe81a2f
Added velorite
2019-09-26 00:15:07 +01:00
Joshua Barretto
3f2e22f039
Exponential interpolation for linear damping
...
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
Joshua Barretto
933e48ac3b
Merge branch 'fix-jump-height' into 'master'
...
Fix jump height
See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
Timo Koesters
92c0edcb98
Merge branch 'timo-attack' into 'master'
...
Fix wolfs not attacking and adjust movement while attacking
See merge request veloren/veloren!484
2019-09-07 10:25:57 +00:00
timokoesters
f3593371ea
Make npcs attack in a smarter way
2019-09-07 12:16:55 +02:00
haslersn
1796c09ca1
common: Rework volume API
...
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
Andrew Pritchard
05dff792fc
Deref instead of clone vel
2019-09-06 14:22:58 +08:00
Andrew Pritchard
b4c74279b7
Vec3 is apprently *not* Copy, Set near plane to 0.1 to prevent tirangle flickering
2019-09-06 13:24:42 +08:00
Andrew Pritchard
b4d5663fed
Vec3 is copy
2019-09-06 12:04:20 +08:00
Andrew Pritchard
5b82808df0
Merge branch 'master' into 'fix-jump-height'
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# Conflicts:
# common/src/sys/phys.rs
2019-09-05 13:07:46 +00:00
Andrew Pritchard
d0b2f7565a
Revert "Revert "Exponential interpolation for linear damping""
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This reverts commit 8b9a3ae1df
.
2019-09-05 18:24:38 +08:00
Andrew Pritchard
8b9a3ae1df
Revert "Exponential interpolation for linear damping"
...
This reverts commit 94b9f50efa
.
2019-09-05 18:24:22 +08:00
Andrew Pritchard
94b9f50efa
Exponential interpolation for linear damping
...
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-05 17:07:15 +08:00
Imbris
52d84248ec
Remove all warnings
2019-09-04 19:03:49 -04:00
jshipsey
b81cd6a8f9
combine character.action movement blocks
2019-08-30 22:51:46 -04:00
jshipsey
78bf7a0997
slowed movement for block/attack, cleaned up code, made foot speed velocity dependent, tweaked blocking animation
2019-08-30 22:50:53 -04:00
timokoesters
b99bac87db
Make npcs roll correctly
2019-08-30 22:50:53 -04:00
jshipsey
f8d0b1040a
readded cidle
2019-08-30 22:50:53 -04:00
jshipsey
bec942753e
some stuff fixed, other stuff still broken
2019-08-30 22:50:53 -04:00
jshipsey
e6197d4c10
separate static anims for feet (run/static)
2019-08-30 22:50:53 -04:00
timokoesters
15978d216b
Rename controller main, alt to primary, secondary
2019-08-31 00:13:45 +02:00
timokoesters
ba02956f05
Make boost RMB go upward again
2019-08-31 00:08:44 +02:00
timokoesters
952ec35857
Remove warnings
2019-08-29 19:54:53 +02:00
timokoesters
512d2d9a8e
Rename Teleport to Boost
2019-08-29 19:44:30 +02:00
timokoesters
075827698f
Use RMB to boost away again
2019-08-29 19:44:30 +02:00
timokoesters
6e1c78e5d5
Add debug mode item giving speed boost in look_dir on click
2019-08-29 19:44:28 +02:00
yashaslokesh
be71aea20b
Changed exp type from f64 to u32 and altered exp calculations and function signatures to adhere to the new types
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Signed-off-by: Yashas Lokesh <yashas.lokesh@gmail.com>
2019-08-27 22:33:14 +00:00
timokoesters
b725b0e9ea
End rolling when player is in the air
2019-08-27 11:06:55 +02:00
timokoesters
74677784c0
Add attack buildup duration (Delay before hit)
2019-08-27 11:06:54 +02:00
timokoesters
72564cf8b4
Make action durations constants
2019-08-27 11:06:54 +02:00
timokoesters
a7747fe965
Simplify code
2019-08-26 13:12:45 +02:00
timokoesters
b89bfcbfc1
Remove unnecessary map
2019-08-26 13:12:44 +02:00
timokoesters
08fa6a3414
Prevent problems with no vel while rolling in the future
2019-08-26 13:12:44 +02:00
timokoesters
c278ac9927
Add todo making glide an ability/item
2019-08-26 13:12:44 +02:00
timokoesters
98f8196a16
Put combat related values into constants
2019-08-26 13:12:43 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup
2019-08-26 13:12:43 +02:00
timokoesters
eb34e5bb27
fmt
2019-08-26 13:12:43 +02:00
timokoesters
b96557d012
Fix roll from cliff bug
2019-08-26 13:12:42 +02:00
timokoesters
a715a84ea7
Implement unstoppable rolling
2019-08-26 13:12:42 +02:00
timokoesters
01410569a4
Use look_dir when blocking
2019-08-26 13:12:41 +02:00
Songtronix
814e858720
Split Events in ServerEvent and LocalEvent
2019-08-26 13:12:41 +02:00
timokoesters
75368dbac1
Remove dbg
2019-08-26 13:12:40 +02:00
timokoesters
62745c4cad
Only use look_dir for ori when wielded or attacking
2019-08-26 13:12:40 +02:00
timokoesters
295969517c
Improve combat range
2019-08-26 13:12:40 +02:00
timokoesters
b826edf6e8
Make aiming 2D
2019-08-26 13:12:39 +02:00
timokoesters
0912de2a26
Make aiming more precise
2019-08-26 13:12:38 +02:00
timokoesters
e90f95bc75
Look in the direction of the camera
2019-08-26 13:12:38 +02:00
jshipsey
39bd888a7c
idle block animation
2019-08-26 13:12:38 +02:00
timokoesters
e7c61c30cc
Block when pressing right click while looking at the attacker
2019-08-26 13:12:37 +02:00
timokoesters
b748c1a6e5
Make gliding the error animation
2019-08-26 13:12:37 +02:00
timokoesters
0bb70d8182
Fix water
2019-08-26 13:12:36 +02:00
timokoesters
5ab03abbdd
Remove animation warnings
2019-08-26 13:12:36 +02:00
timokoesters
799c73d43a
Fix characterstate in movement.rs, not phys.rs
2019-08-26 13:12:35 +02:00
timokoesters
808467c616
Reset controller after each tick
2019-08-26 13:12:35 +02:00
timokoesters
4d6a32e00f
Allow non player entites to be removed again
2019-08-26 13:12:35 +02:00
timokoesters
90c81b4759
Reset controller after each tick
2019-08-26 13:12:34 +02:00
timokoesters
5d5ccd7b99
Move from state components to single CharaterState struct
...
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Vechro
c6b2303890
Fix wielding jump issue
2019-08-21 20:34:21 +03:00
Vechro
c40e15f070
Fix velocity when stuck
2019-08-21 20:17:19 +03:00
Joshua Barretto
825d8bb632
Fixed water in caves, made water reflection vary with lighting
2019-08-18 10:33:18 +01:00
jshipsey
f14a182734
removed wield slowdown by popular request
2019-08-18 03:26:52 -04:00
Joshua Barretto
192f5d355f
Switched to EventBus system
2019-08-07 16:39:16 +01:00
Joshua Barretto
98a913195b
Added entity event system, fixed fall damage
2019-08-07 10:50:49 +01:00
telastrus
e4f2c73b85
undo unnecessary pub mod
...
fixed comments
fixed other comment
2019-08-06 22:46:25 -04:00
telastrus
0eafd42c0f
fall damage + velocity debug
2019-08-06 17:51:13 -04:00
Joshua Barretto
73a44d0fb1
Collision fixes, better camera in build mode
2019-08-06 16:00:14 +01:00
Joshua Barretto
a324f01a1d
Improved orientation slerping
2019-08-04 15:51:17 +01:00
Joshua Barretto
c7d2fbc20e
Made humanoids glide when chasing
2019-08-04 09:21:29 +01:00
Joshua Barretto
ee0eb8d53c
Better enemy AI targetting and combat
2019-08-04 08:58:41 +01:00
Joshua Barretto
f08d8bb00a
Better movement lerping
2019-08-03 22:15:23 +01:00
Monty Marz
d180c47edc
Pfau/combat
2019-08-03 21:11:57 +00:00
Joshua Barretto
c9f1a793db
Merge branch 'timo-kill-xp' into 'master'
...
Give xp depending on max hp and lvl of entity killed
See merge request veloren/veloren!400
2019-08-03 20:57:06 +00:00
timokoesters
7365dbe9e6
Give xp depending on max hp and lvl of entity killed
2019-08-03 21:30:01 +02:00
timokoesters
6b69b24185
Make ori more precise
2019-08-03 20:41:55 +02:00
Joshua Barretto
5fc6ab2126
Better enemy attack rate
2019-08-03 19:40:20 +01:00
timokoesters
91b8b69186
Use slerp for ori
2019-08-03 20:33:31 +02:00
Joshua Barretto
c33892e8af
Made entity collisions z-dependent
2019-08-03 19:09:01 +01:00
Joshua Barretto
71bf09d3b7
Better orientation in the air
2019-08-03 18:30:48 +01:00
Joshua Barretto
e52250a193
Made orientation change with move_dir, added a small amount of knockback
2019-08-03 18:24:07 +01:00
Joshua Barretto
5e3e87f9c5
Made enemies sometimes roll
2019-08-03 13:31:40 +01:00
Joshua Barretto
51fa4f3cfc
Merge branch 'animation-tweaks' into 'master'
...
animation and movement tweaks
See merge request veloren/veloren!389
2019-08-03 12:09:38 +00:00
Joshua Barretto
cab898a91f
Made enemies actually attack
2019-08-03 13:01:54 +01:00
timokoesters
3a43150bc5
Make hostile npcs back away when too close
2019-08-03 12:53:39 +01:00
Pfauenauge90
c919b68346
changed angle of attack, changed z offset on hit
2019-08-03 12:46:07 +01:00
timokoesters
e39324a9d2
Remove knockback
2019-08-03 12:46:07 +01:00
Joshua Barretto
3063546a58
Added entity pushback
2019-08-03 12:26:05 +01:00
Joshua Barretto
e6fe07dd3d
Shortened enemy sight distance
2019-08-02 21:35:03 +01:00
Joshua Barretto
8aa7af781e
Fixed enemy combat
2019-08-02 20:52:46 +01:00
Joshua Barretto
5e4f383952
Better enemy AI
2019-08-02 20:41:38 +01:00
Joshua Barretto
677c5781ba
Added bosses, improved secret object spawn rates
2019-08-02 20:10:52 +01:00
timokoesters
55079c3d1e
Fix hostile npcs new target selection
2019-08-02 20:44:56 +02:00
jshipsey
13310ab9ca
improved animations and movement
2019-08-01 23:57:26 -04:00
Piotr Korgól
ec550620ad
Add a health bonus for level ups, fix pets
2019-08-01 18:56:08 +02:00
Joshua Barretto
39fc1d6b71
Added entity pickup, changed item model
2019-08-01 09:12:00 +01:00
Joshua Barretto
fc49293874
Clickthrough on items
2019-08-01 09:09:26 +01:00
Joshua Barretto
31f8794c39
Started work on inventory manipulation
2019-08-01 09:09:26 +01:00
Joshua Barretto
123a78552a
Fixed block-hopping on edges, added correct inventory slots
2019-08-01 09:09:26 +01:00
timokoesters
b695a63e98
Send different physics components individually
2019-07-30 13:35:16 +02:00
Joshua Barretto
5cdfb26e0d
Added LightEmitter component
2019-07-21 19:22:49 +01:00
Joshua Barretto
dd84c6698b
Fixed infinite NPC jumping
2019-07-21 19:22:49 +01:00
Joshua Barretto
1dc654dde7
Added object entities
2019-07-21 19:22:49 +01:00
Joshua Barretto
d4821b8de8
Better fog
2019-07-21 00:32:36 +01:00
Joshua Barretto
bbd7f579d2
Fix for clipping
2019-07-09 15:07:53 +01:00
Joshua Barretto
9f6f9cb25f
Fixed block snapping at lower framerates
2019-07-09 14:04:30 +01:00
Joshua Barretto
0f0f28284c
Added 'perfect' collisions
2019-07-09 13:37:51 +01:00
Joshua Barretto
6bb48760d7
Fixed jittering collision bug
2019-07-09 11:51:00 +01:00
Justin Shipsey
1c10ff756f
Holding weapon while running/jumping/standing
2019-07-06 19:00:05 +00:00
timokoesters
f5da167ce5
Fix warnings and clippy recommendations in common
2019-07-02 15:48:25 +02:00
jshipsey
cc548eb669
glider animation fix
2019-06-30 18:53:45 -04:00
jshipsey
e9bbe0e800
rebase
2019-06-30 18:53:45 -04:00
jshipsey
2ce5c5881e
combat run/jump/idle animation states
2019-06-30 18:53:44 -04:00
Joshua Barretto
e4dc145f17
Merge branch 'zesterer/small-fixes' into 'master'
...
More small fixes
See merge request veloren/veloren!271
2019-06-30 22:52:21 +00:00
Joshua Barretto
0de505b74c
fmt
2019-06-30 23:46:55 +01:00
Joshua Barretto
14d9071670
Fixed minor physics bugs
2019-06-30 23:46:46 +01:00
timokoesters
370e7db1ee
Fix death
2019-06-30 22:29:00 +02:00
Joshua Barretto
b35832c37d
Prevent movement in unloaded chunks
2019-06-30 19:54:13 +01:00
Joshua Barretto
2985f94751
Prevented stalling when jumping before a block-hopping
2019-06-30 19:54:13 +01:00
timokoesters
7fec42ce2c
Fix controls
2019-06-30 19:48:38 +02:00
timokoesters
14400f6380
Remove Actor and use Body instead
2019-06-30 18:57:24 +02:00
Joshua Barretto
af755c0964
fmt
2019-06-29 22:47:24 +01:00
Joshua Barretto
f2df3a9d18
Block-hopping fix, better dusk shaders
2019-06-29 22:47:24 +01:00
Joshua Barretto
f1ba97ae7a
Merge branch 'timo-rolling-fix' into 'master'
...
Rolling bugs + NPC bugs + "Impossible" bug
See merge request veloren/veloren!265
2019-06-29 21:47:05 +00:00
timokoesters
ccbacabd2f
Make agents use controller correctly
2019-06-29 22:51:22 +02:00
timokoesters
d235374d8e
Fix npc and death bug
2019-06-29 22:43:44 +02:00
timokoesters
5fcf6ededa
magnitude_squared everywhere, actionstate everywhere, constant for moving
2019-06-29 22:11:21 +02:00
timokoesters
610c86a3b9
Animation fixes
2019-06-29 21:01:27 +02:00
timokoesters
9f83533741
Fix invisible characters
2019-06-29 20:24:07 +02:00
timokoesters
c80351f6ca
Fix double roll bug
2019-06-29 19:49:51 +02:00
Joshua Barretto
324de39bfe
fmt
2019-06-29 16:48:43 +01:00
Joshua Barretto
905b3d6f45
Prevented block-hopping when not on ground
2019-06-29 16:48:43 +01:00
timokoesters
5a41a58c0a
End roll when going too slow
2019-06-29 14:10:52 +02:00
Joshua Barretto
acb184e15d
Made physics cheaper still
2019-06-27 15:37:33 +01:00
Joshua Barretto
6444ba1933
Made collision detection cheaper, fixed snapping bug, somewhat nerfed rolling
2019-06-27 15:21:41 +01:00
Joshua Barretto
cdb405d7b8
Made physics fps-independent
2019-06-26 22:43:47 +01:00
Joshua Barretto
7b7d843d0f
Comments and fmt
2019-06-26 11:53:43 +01:00
Joshua Barretto
4a340f69b5
Camera clipping and block-hop fix
2019-06-26 11:53:43 +01:00
Joshua Barretto
5decd48db6
Used velocity bias for collision correction
2019-06-26 11:53:43 +01:00