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
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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'
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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
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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'"
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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.
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- 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'
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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.
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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
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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.
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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
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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
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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'"
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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
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