Commit Graph

244 Commits

Author SHA1 Message Date
Marcel Märtens
4167621f5d Change the version number to 0.10 2021-06-12 10:14:07 +02:00
Marcel Märtens
7185dcee68 switch to hashbrown 0.11 and specs 0.16.2 2021-06-07 13:01:01 +02:00
Sam
0488b2fcd0 Adressed comments on energy and armor functions. 2021-06-07 11:06:25 +02:00
Sam
c3b834ec15 Max energy stat functional. 2021-06-07 10:58:37 +02:00
Sam
6790b71d53 Energy recovery stat functional. 2021-06-07 10:58:32 +02:00
Sam
c81e1534f7 First 3 abilities for tidal warrior functional. Added bubble particles. 2021-06-03 21:39:13 -05:00
Imbris
23eca4c3f6 Re-disable incremental just for common-systems, small fix in plugin
crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Imbris
48ebb10d50 Update toolchain 2021-05-31 20:44:57 -04:00
Samuel Keiffer
9637d874ab Merge branch 'adam/frozen-debuff' into 'master'
Frozen Debuff

See merge request veloren/veloren!2357
2021-05-30 22:39:11 +00:00
Adam Whitehurst
2e74348813 refactor: variable names 2021-05-30 13:40:25 -07:00
Adam Whitehurst
66cf4ab74c fix: name 2021-05-30 12:56:26 -07:00
Ygor Souza
d890a58b93 Reset on_ceiling state
Previously, the on_ceiling state would remain true for the entire
lifetime of the entity after it touched the ceiling once.
2021-05-30 21:49:11 +02:00
Adam Whitehurst
eea7eead2e wip: impl Stats::attack_speed_modifier 2021-05-30 09:40:11 -07:00
Avi Weinstock
d38db15411 Fixed entities with voxel colliders being off by one physics tick for collision. 2021-05-28 20:25:57 -04:00
James Melkonian
419cd2a5e4 Don't modify position in glide character state 2021-05-23 07:26:11 +00:00
Ludvig Böklin
46d1bb5f18 Adjusted masses; less excessive knockbacks; prevent loot shooting off 2021-05-22 17:56:13 +00:00
Sam
19926a2322 Swapping weapon sets is now functional. (Though very hacky?) 2021-05-15 15:16:39 -05:00
Sam
9173dca03f Added equip slots for other weapons. 2021-05-15 15:16:37 -05:00
holychowders
d5f3ba77d4 Make NPCs Aware of Sound - See Issue #913 2021-05-15 19:36:27 +00:00
Marcel
7d5ca0e7bf Revert "Merge branch 'snowram/hacky-mount' into 'master'"
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Snowram
e4f3064b8a Collar can make QuadMeds mountable, state + offsets 2021-05-14 00:11:15 +02:00
James Melkonian
4d4bc132f4 Campfires can set things on fire and water puts it out 2021-05-13 05:34:51 +00:00
Avi Weinstock
7ec7540be4 Make projectiles function properly if they hit a wall in the same tick as an entity. 2021-05-07 23:20:57 -04:00
Avi Weinstock
e4cda4309e Add DamageKind, and make piercing damage partially ignore damage resistence.
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
Daniel Mizerski
b34704ea3f (Wiring) OnDeath 2021-05-05 19:08:18 +02:00
Samuel Keiffer
fb940ad27a Merge branch 'sam/minotaur' into 'master'
Overhauled Minotaur

See merge request veloren/veloren!2193
2021-05-04 16:26:08 +00:00
Daniel Mizerski
f1681f465f (Wiring) Change Sticky to be handled by physics (but with disabled force on it) 2021-05-04 17:33:42 +02:00
Sam
d1139c3b7c Added frenzy ability to minotaur.
Added self-buff character state.
Added frenzied buff kind.
Added better comments on each buff kind.
2021-05-04 08:45:07 -04:00
Sam
160bd3ef0c Crippling strike now functional. Crippled debuff added. 2021-05-04 08:45:05 -04:00
DaforLynx
7334cce426 Poise (stun) SFX and fix for town music 2021-04-29 23:36:22 +00:00
Synis
4e4818ca9e Query spatial grid for beam and aura system
fmt
2021-04-29 14:23:02 +02:00
Ludvig Böklin
34660462e9 Glider physics 2021-04-27 14:41:48 +00:00
Sam
6848851dc3 Cleaned up tweaks in ui and allowed sfx choosing to scale to amount of sfx variants provided. 2021-04-25 13:09:10 -04:00
Sam
372eff2a02 Initial SCT implementation to display blocks. 2021-04-25 13:09:09 -04:00
Sam
288a6f3a82 Blocking now works if no weapon is equipped in main hand.
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
Sam
91c6288213 Melee weapons can now block. 2021-04-25 13:08:42 -04:00
Ygor Souza
71b8426592 Add basic distance check to shockwave hit test
Before checking if the entity hitbox intersects the shockwave shell, we
do a basic check that the entity is close enough to be hit, considering
its radius.

This fixes the unlimited vertical range problem, since the distance is
measured in 3D.
2021-04-24 03:09:45 +02:00
Ygor Souza
e59f1e8d28 Skip physics pass for arrows stuck on surfaces
This keeps the arrow velocity from changing, which is what was causing
the ProjectileHit outcome to be pushed multiple times for the same
arrow, since the outcome checks if the arrow velocity is above a given
threshold.
2021-04-22 23:03:04 +02:00
Imbris
51c0f8733c Quick physics perf fix 2021-04-21 14:03:23 -04:00
Imbris
1af4a04231 Revert "Merge branch 'revert-b10718c5' into 'master'"
This reverts merge request !2172
2021-04-21 17:10:13 +00:00
Imbris
fd672980c4 Revert "Merge branch 'imbris/agent-opt' into 'master'"
This reverts merge request !2024
2021-04-21 14:10:06 +00:00
Imbris
e750c9d570 Switch agent target search to use a spatial grid, add convience method for querying the aabr of a circle 2021-04-20 15:25:04 -04:00
Imbris
a76fdbc325 Expose CachedSpatialGrid resource that is updated by the physics system, move BuildAreas into its own module, removed unused ExecMode 2021-04-20 15:25:04 -04:00
Imbris
26222a0a2d Rename common-sys to common-systems and rearrange common-state slightly 2021-04-20 15:25:04 -04:00