Adam Whitehurst
54a7112ad9
resolve conflicts merging master -> clientstates
2020-03-07 12:49:48 -08:00
Adam Whitehurst
096d3b691e
Merge master
2020-03-07 12:49:15 -08:00
S Handley
b0ca85069b
Piggyback on the InventoryUpdate events and attach some additional event info so that we can detect why the inventory update was triggered, and emit an associated sfx event that matches it.
2020-03-04 10:09:48 +00:00
Shane Handley
0d2b26a3b8
SFX Fixes - Reinstate run, uncomment tests and make them pass, adjust
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config.
2020-02-25 22:03:29 +09:00
timokoesters
d0439fdd84
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-24 21:34:17 +01:00
S Handley
d87061fe14
Add a volume option to SfxEvents, and use this to dispatch movement sfx for quadripeds at a volume proportionate to their size.
2020-02-23 01:26:51 +00:00
S Handley
9ab2833056
Add weapon wield/unwield sfx support
2020-02-21 02:56:54 +00:00
timokoesters
0bc07a0835
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-03 22:02:32 +01:00
timokoesters
aa52c6fd4f
fix: jumping and attacking
2020-02-03 17:03:52 +01:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
Joshua Barretto
11193a692a
Better neutral AI, initial waypoint objects
2020-01-26 12:52:28 +00:00
Joshua Barretto
290cb52d0d
I don't know how much I put in this commit, but it's some stuff
2020-01-26 12:52:28 +00:00
Adam Whitehurst
7353ab3432
Undo sfx changes
2020-01-18 05:13:25 -08:00
AdamWhitehurst
976eface66
Update from MR comments
2020-01-17 08:39:21 -08:00
Adam Whitehurst
5959d2a5c7
Fix SFX and Assets
2020-01-16 05:28:45 -08:00
Adam Whitehurst
d82e93b39f
Merge master and build
2020-01-16 05:27:30 -08:00
Imbris
4fa05150a2
Merge branch 'imbris/char-screen-transition' into 'master'
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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
S Handley
2644e29484
Refactor and Rename for clarity
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Implements a potential structure for splitting the SFX event mapping
into smaller individual files for maintainability.
- Remove inventory events for now: For a later commit.
- No longer panic when there is a failure parsing the sfx file: log the error and not play sfx.
2020-01-01 02:55:48 +00:00
Imbris
ede05c47b0
fix(char screen induced ghosts):
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Adds removing extra components and deleting entities clientside when
going back to the character screen. Also, simplifies ClientState by
removing the Dead variant and removing ClientMsg::StateRequest in favor
of more specific ClientMsg variants.
2019-12-31 16:38:13 -05:00
AdamWhitehurst
9c6ce9babd
Begin implementing combat actions
2019-12-29 15:47:42 -08:00
Imbris
71cce03f29
Move sync code into common submodule
2019-12-20 22:37:12 -05:00
S Handley
11dd6b8090
Update footsteps SFX
2019-12-08 10:03:40 +00:00
S Handley
ea2e0d17de
SFX system
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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
timokoesters
20248a4818
feat: store items as RON files
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When a new item is created, a ron file will be used as a template
2019-10-24 23:47:26 +02:00
Imbris
8f81b69a25
Move terrain management and syncing into server side ecs systems
2019-10-23 23:50:06 -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
fdfab6a807
refactor: create_projectile doesn't take a light
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It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Imbris
2f9d8ee2e6
Add new debug item
2019-10-11 19:32:46 -04:00
timokoesters
051a964798
fix: server side fall damage
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This avoids flickering health
2019-10-08 18:55:30 +02:00
timokoesters
fc97c27b65
feat(bow): sticky arrows
2019-10-04 21:02:43 +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
3f2e22f039
Exponential interpolation for linear damping
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With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
timokoesters
6e1c78e5d5
Add debug mode item giving speed boost in look_dir on click
2019-08-29 19:44:28 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup
2019-08-26 13:12:43 +02:00
timokoesters
3258fa3a3c
Add basis for projectiles
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But we have no controller action to spawn them yet
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
5d5ccd7b99
Move from state components to single CharaterState struct
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This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Acrimon
42e065d425
[Common] Switch mutexes and channels.
2019-08-16 00:19:54 +02:00
Joshua Barretto
5b62531da3
Added /explosion command
2019-08-07 18:17:04 +01:00
Joshua Barretto
192f5d355f
Switched to EventBus system
2019-08-07 16:39:16 +01:00