Sam
0031aa6f5f
Chieftain AI and attacks
2022-02-10 14:58:35 -05:00
Sam
fcb0f8d8f0
Wood golem attacks and ai
2022-02-10 14:58:32 -05:00
jshipsey
7ae85aef50
tweaks
2022-02-09 19:34:24 -05:00
jshipsey
6d34a6b544
wallrunning
2022-02-09 19:34:23 -05:00
Marcel Märtens
201a5ac2c7
stricten some rules and fix some clippy warnings
2022-01-30 20:16:21 +01:00
juliancoffee
d5b927602a
Loadout Udpate: NpcData part
...
Actually implement creating npc with new EntitytInfo by chaning
CreateNpc.loadout to CreateNpc.inventory and cleaning code in
NpcData::from_entity_info.
2022-01-28 00:02:34 +02:00
floppy
fb316e8f66
SeaCrocodile spawning in tropical Oceans
2022-01-24 19:36:13 +01:00
Dr. Dystopia
bb48267827
Fix warnings
2022-01-23 19:03:47 +01:00
Sam
fe1db1e9e0
Can move around, so character state system runs
...
Hotbar now visible
Can't yet activate skillbar abilities, only M1 and M2
2022-01-20 15:26:35 -05:00
Snowram
02ed6ffd60
More arthropod work
2022-01-19 19:01:13 +01:00
Snowram
f67bf2a539
Adds arthropod skeleton
2022-01-19 19:01:11 +01:00
Imbris
59d195b9bc
Merge branch 'imbris/component-sync' into 'master'
...
Sync some components only from the client's own entity.
See merge request veloren/veloren!3108
2022-01-19 07:44:14 +00:00
Samuel Keiffer
c3e92b6c7a
Merge branch 'sam/melee-constructor' into 'master'
...
Melee Constructor
See merge request veloren/veloren!3111
2022-01-19 06:36:51 +00:00
Imbris
5494bd31f2
Sync SkillSet from all entities for now since it is needed for some things in voxygen, fix character_behavior system always triggering energy and density modification flags
2022-01-19 00:56:42 -05:00
Sam
b0644ca767
Melee attacks are now created through a melee constructor.
2022-01-17 20:41:24 -05:00
Joshua Barretto
9c565dadc5
Merge branch 'zesterer/mount-everest' into 'master'
...
Mount Everest
See merge request veloren/veloren!3101
2022-01-17 13:21:38 +00:00
Sam
bc402dd1b2
Changed then_some
to then
2022-01-16 18:36:46 -05:00
Sam
31a894601f
Removed health sclaing from summon character state.
2022-01-16 18:18:23 -05:00
Joshua Barretto
7f3d9898db
More sensible turn rate in air
2022-01-16 19:43:13 +00:00
Joshua Barretto
537cc38b5e
Fixed lantern position when mounting
2022-01-16 17:53:13 +00:00
jshipsey
475fc1631f
akhlut
2022-01-13 23:20:58 -05:00
jshipsey
7f928d0bc0
woodengolem, chieftain, icedrake, blowgun
2022-01-13 23:20:52 -05:00
Sam
8221336587
Addressed some review.
2022-01-03 19:55:04 -05:00
Imbris
bf48bd5346
update toolchain to nightly-2021-12-19
2021-12-23 13:04:24 +01:00
Joshua Barretto
17e7879777
Added surface traction factor
2021-12-20 18:03:52 +00:00
Joshua Barretto
6e97e3179d
Slippery ice
2021-12-20 18:03:52 +00:00
holychowders
b40d94dd53
Re-allow and improve fleeing.
2021-12-07 20:18:03 -06:00
Joshua Barretto
edf9c59e7d
Added bomb sprites
2021-11-13 17:12:16 +00:00
Sam
a288f9ee43
Addressed further review.
2021-11-11 22:37:37 -05:00
Sam
dfcb8c8519
Addressed review feedback.
2021-11-11 18:10:22 -05:00
Sam
a8bec0280c
Ability pool mostly functional.
2021-11-09 12:56:07 -05:00
DemonicOnPc
b1476071b1
Added new Spots, Shrubs and Ships.
...
Spots
- Gnarling Tree
- Troll Cave
- Underwater Shipwreck second variation.
Shrubs added to biomes
- Savannah Shrubs
- Taiga Shrubs
- Temperate Shrubs
Galleon ship added
2021-10-24 08:10:44 -04:00
Bryant Deters
b2bd43f4d3
Sneak with weapons drawn
2021-10-18 14:53:55 -05:00
Sam
c5c70f6945
Correctly took dot product, switched to square root of dot product
2021-10-15 22:41:53 -04:00
Sam
7b2ade34c4
Removed angle between with dot product in handle_orientation.
2021-10-15 17:26:10 -04:00
Imbris
aa1ffa9f61
Remove timings and commented code (separate from the previous commit so we can keep these notes in the git history), add potentially better version of the straight up/down case for to_horizontal as a comment for testing in the future, remove fine grained spans
2021-10-15 01:38:56 -04:00
Imbris
457ed6ac64
Remove per entity VecDeque's of events from character StateUpdate and instead pass in external Vecs that can be pushed to (saves significant time not allocating for VecDeque::new)
2021-10-15 01:23:00 -04:00
Imbris
d515b42eac
Improve efficiency of states::utils::handle_orientation by reducing the conversions between Ori/Dir less frequent and optimizing the conversion of Dir -> Ori, also added a method to compute the angle between two Ori so that they don't need to be converted to Dir
2021-10-15 01:23:00 -04:00
Joshua Barretto
2ae7bca9c0
Rebalanced boat speed
2021-10-05 00:02:03 +01:00
Joshua Barretto
c6d3137612
Fixed sail boat thrust, removed dead water code, added comments
2021-10-05 00:02:03 +01:00
Joshua Barretto
bfbca3e517
Added sail boat
2021-10-05 00:02:03 +01:00
juliancoffee
7291d32209
Make ItemDrop component with Item again
2021-09-27 20:36:18 +03:00
juliancoffee
ac5ea0cfe8
Hardened Loot handling part two
...
+ clippy advices
+ use LootSpec::Nothing for basic_summon explicitly
2021-09-27 15:09:22 +03:00
Marcel
cea927efb6
Merge branch 'xMAC94x/update-toolchain' into 'master'
...
update toolchain to `nightly-2021-09-24`
See merge request veloren/veloren!2862
2021-09-26 19:25:02 +00:00
Marcel Märtens
e36eef99c8
apply some clippy fixes that comes with the new toolchain version
2021-09-24 23:18:18 +02:00
Sam
0e5e2b46f2
Changed energy to internally use an integer with a high resolution, and externally to use a float.
2021-09-23 14:11:09 -04:00
heydabop
e2f9237f05
Fixes #1339 - Allow attacks and abilities to interrupt sprite interaction
2021-09-23 10:05:12 -05:00
Snowram
5838a84568
Consolidates projectile offsets into utils
2021-09-22 03:05:57 +02:00
Snowram
9c2ce83430
Set projectile offsets in states instead of globally
2021-09-22 01:07:09 +02:00
Snowram
cf6bf74f7a
Set beam offset depending on body dimensions
2021-09-21 15:31:46 +02:00
Snowram
7a73e4240b
Bird large beam offset hack
2021-09-21 15:31:43 +02:00
Joshua Barretto
f94d579c04
Merge branch 'juliancoffee/clay_gole_laser_fix' into 'master'
...
Tweak coefficient of beam_offset for clay_golem
See merge request veloren/veloren!2859
2021-09-18 17:36:08 +00:00
juliancoffee
1d8c368137
Tweak coefficient of beam_offset for clay_golem
2021-09-18 19:55:46 +03:00
anomaluridae
5c66f73bb4
make the ContollerInputs.select_pos be explicitly the breakable blacks for mining
2021-09-17 10:34:20 -07:00
juliancoffee
c069a3523d
Fix beam offsets
...
- Introduce notion of min and max radius for Body instead of old
`radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00
Sam
c7291701e1
Sprite interaction fixes
2021-09-07 20:34:04 -04:00
Sam
0a3b541940
Removed ability to 'droideka' through dungeons.
2021-09-02 19:48:30 -04:00
Sam
5f08089bd9
Recover section no longer has 0 movement.
2021-09-02 19:27:07 -04:00
Marcel
970d57f905
Merge branch 'juliancoffee/skill_boost_rework' into 'master'
...
ECS & Diary info synchronization
See merge request veloren/veloren!2771
2021-09-02 16:04:23 +00:00
Sam
41a385c517
Turn towards center of sprite instead of corner.
2021-09-01 17:24:09 -04:00
Knightress Paladin
f49dc2191d
Make parrying refund the block stamina cost and cancel the recover animation
2021-08-31 23:46:33 -07:00
Sam
156820cd5c
Chest sprite interact kind changed to only check that sprite is a container rather than matching on every 'chest-like' sprite.
2021-08-31 13:57:17 -04:00
Sam
5dbc05730d
Moved pathfinding check to after distance check. Added a clear fallback for cases where sprite is not added to match statement.
2021-08-31 13:37:57 -04:00
Sam
f986176604
Sprites that are colelctible but not explciitly added to SpriteInteractKind match statement have a default value to allow collection.
2021-08-31 13:37:56 -04:00
Sam
2a3cc3d35a
No longer send collect inventory event if interactable sprite kind cannot be found.
2021-08-31 13:37:56 -04:00
Sam
6b71133c50
Fixed interaction to work underwater.
2021-08-31 13:37:55 -04:00
Sam
13fa154e55
Changelog and added arm length (body radius) to sprite pickup range.
2021-08-31 13:37:53 -04:00
Sam
6d91bae44b
Sprite interaction now uses pathfinding to check that it can be picked up.
2021-08-31 13:37:36 -04:00
Sam
28d23c89ed
Added simple distance check for sprite interaction.
2021-08-31 13:37:36 -04:00
Sam
9e5744f3ee
Entities will now attempt to orient towards the sprite they are interacting with.
2021-08-31 13:37:36 -04:00
Sam
538cb56b87
Sprites now go through a character state to be picked up.
2021-08-31 13:36:04 -04:00
juliancoffee
54cb990d52
Move to one SKILL_MODIFIERS constant
2021-08-26 14:49:52 +03:00
juliancoffee
b1bac83319
SkillTreeModifiers data structs
2021-08-26 14:49:52 +03:00
Sam
790c3669a0
Fix mindflayer summoning minions inside pillars.
2021-08-22 12:21:24 -04:00
juliancoffee
130ae1f429
Add ori_modifier for DashMelee and nerf it
...
* 0.6 -> 0.3 ori modifier during charge in DashMelee
2021-08-16 17:27:59 +03:00
Samuel Keiffer
d5feca45c5
Merge branch 'pacmanmati/veloren-pacmanmati/1224-consolidate-redundant-stage-sections' into 'master'
...
Consolidate redundant stage sections
See merge request veloren/veloren!2748
2021-08-10 01:23:26 +00:00
Sam
52ee598cf1
Consolidated Use into Action as well.
2021-08-09 10:31:17 -04:00
pacmanmati
5f37509a78
#1224 - Replace redundant StageSection: Swing, Shoot, Cast with Action
2021-08-09 10:27:53 -04:00
Treeco
a48fa0f349
Buff swim thrust for humans reduce gains from skillpoints
...
This is intended to give a swim speed of 4.7 m/s when unskilled, and 7.2 when skilled
However, this turns out to be horrifically fps-dependant, both after this branch and in master. Needs further research into fixes
This commit tunes it for 60 fps
2021-08-09 10:06:16 +01:00
Treeco
2fc62bfe7f
Make each race's hitbox and weight scale linearly with their height
...
This causes all humanoids to handle identically when falling, gliding, or swimming
2021-08-09 10:06:16 +01:00
Ludvig Böklin
ebf489984c
Improve gliding
...
- make glider dimensions a factor of body height
- increase glider dimensions across the board
- remove delay from transition into glide
- enable glider control while wielding glider
- improve glide wield animation
2021-08-09 10:06:16 +01:00
juliancoffee
a7922336ea
Expose beam_offsets to AI
2021-08-08 00:33:43 +03:00
Samuel Keiffer
2b10f818f5
Merge branch 'juliancoffee/pillar_fix' into 'master'
...
Nerf pillars + Fix Beam ori
See merge request veloren/veloren!2732
2021-08-07 16:35:24 +00:00
juliancoffee
4029d4a720
Change beam offsets
...
* Make it so that beam starts from inside hitbox of owner.
Without it it's possible to cheese beem attack just making close enough
to its owner.
2021-08-05 21:07:46 +03:00
juliancoffee
8a83ecf57f
Fix Beam orientation, remove orientation_behavior
...
* make old OrientationBehavior::FromOri default behaviour
* use rotation formed from look_dir instead of constructing
ori on the fly (which is altered after normalization).
2021-08-05 21:07:46 +03:00
Ludvig Böklin
cbd7c4481c
Make character upright itself even while idle
2021-08-05 08:34:21 +02:00
Joshua Barretto
45f94b0bce
Better Agent API
2021-08-02 13:08:39 +01:00
Ludvig Böklin
400734cc0a
Fix gliderwield downhill run jitter
2021-08-01 11:20:46 +00:00
Imbris
01d1089a46
Add comment to physics and replace magic number in climbing boost with a named constant, fixes #1002
2021-07-29 03:11:44 -04:00
Marcel
680492cea6
Merge branch 'juliancoffee/entity_refactor' into 'master'
...
Improve terms of EntityConfig and LoadoutBuilder
See merge request veloren/veloren!2688
2021-07-28 23:19:04 +00:00
Ben Wallis
01ca6911a9
* Pets are now saved on logout and spawned with the player on login
...
* Pets now teleport to their owner when they are too far away from them
* Limited the animals that can be tamed to `QuadrupedLow` and `QuadrupedSmall` to prevent players taming overly powerful creatures before the pet feature is further developed
* Added `Pet` component used to store pet information about an entity - currently only used to store the pet's database ID
* Added `pet` database table which stores a pet's `body_id` and `name`, alongside the `character_id` that it belongs to
* Replaced `HomeChunk` component with more flexible `Anchor` component which supports anchoring entities to other entities as well as chunks.
2021-07-28 22:36:41 +00:00
juliancoffee
14ac9a8b4e
Improve terms of EntityConfig and LoadoutBuilder
...
* rename LoadoutBuilder::new to LoadoutBuilder::empty
* remove LoadoutBuilder::default as Default makes no sense here
* move comments from template.ron to EntityConfig struct
* add FIXME comments to split EntityConfig into EntityBase and
EntityExtension
2021-07-28 19:19:10 +03:00
Thomas Kosel
acb7f5dc4b
#918 remove usages of .restrict_mut() from character_behavior.rs
2021-07-27 23:34:16 +02:00
Sam
f164d6036e
Made swapping equipped weapons a server event instead of being called in common to prevent server-client desyncs.
2021-07-25 18:30:17 -05:00
Dr. Dystopia
575db6f51d
Resolve unused '#[allow(clippy::assign_op_pattern)]' error supressions
2021-07-24 20:01:11 +02:00
Knightress Paladin
7ce9a3e284
Removed exhausted check from BasicAura and reformat max call
2021-07-21 20:20:27 -07:00
Knightress Paladin
c48a7c0072
Used integer types to store combo values
2021-07-21 16:46:26 -07:00
Knightress Paladin
578cacc194
Relocated BasicAura's combo reading to its static data
2021-07-21 16:46:26 -07:00
Knightress Paladin
9be690770a
Added check to prevent heal aura from being negative
2021-07-21 16:46:26 -07:00
Knightress Paladin
ce31ac9fd1
Added exhaustion check to BasicAura to try to prevent repeated casts
2021-07-21 16:46:26 -07:00
Knightress Paladin
68725a0131
Added check for 0 combo in healing aura strength equation
2021-07-21 16:46:26 -07:00
Dr. Dystopia
9abd066e53
Apply same member order as in trait
2021-07-20 09:43:52 +02:00
Imbris
30119a6afc
Re-address approx_constant lint without using fractional constants and
...
re-add a few blank lines
2021-07-17 20:41:09 -04:00
Imbris
9c72333741
Revert "Merge branch..."
...
This reverts merge request !2608
2021-07-17 22:04:59 +00:00
Samuel Keiffer
f38cde9d40
Merge branch 'knightresspaladin/healing-aura' into 'master'
...
Knightresspaladin/healing aura
See merge request veloren/veloren!2587
2021-07-16 21:32:03 +00:00
Jonathan Berglin
c1c331d59e
Resolve all '#[allow(clippy::approx_constant)]' error supressions
2021-07-15 16:56:55 +00:00
Marcel Märtens
9b3b21f368
fix clippy warnings
2021-07-12 12:09:09 +02:00
Sam
be8b12845a
Added buff strength stat to weapons.
2021-07-11 12:50:38 -05:00
Knightress Paladin
146f86be2c
Removed references to Healing Beam, which Healing Aura is replacing
2021-07-10 21:39:11 -07:00
Sam
fbcc774911
Renamed poise_strength to effect_power to allow it to be used more generally with other weapons in the future.
2021-07-10 23:22:00 -05:00
Knightress Paladin
b96bb6fc5d
Added combo scaling to healing aura and allowed cultists to use it
2021-07-10 20:02:36 -07:00
Knightress Paladin
b4ec433509
Add healing aura for sceptre M2
2021-07-10 20:02:35 -07:00
Knightress Paladin
c5c89e8662
Added check to prevent melee leaps from stalling in liquids
2021-07-08 23:52:00 -07:00
Sam
509461763b
Added energy efficiency stat to weapons. Made ability modification by tool stats exhaustive.
2021-07-06 22:54:23 -05:00
Sam
e8e953ffab
Added range stat to weapons.
2021-07-05 20:32:12 -05:00
juliancoffee
c538a9696c
Use Food after Buildup
...
+ Remove Saturation effect by rolling
+ Remove Saturation effect if interrupted with poise
+ Rename Potion to Drink, add ComplexFood
2021-07-05 10:56:29 +03:00
Samuel Keiffer
21523de394
Merge branch 'sam/fix-roll' into 'master'
...
Fix first person backwards roll.
See merge request veloren/veloren!2558
2021-07-05 03:46:47 +00:00
Sam
d2cb0c76a7
Fix first person backwards roll.
2021-07-04 21:54:38 -05:00
Sam
4bc54e0287
Fix oob panic in combo melee which can happen during desyncs.
2021-07-04 20:54:08 -05:00
Ben Wallis
b499cf2c58
Added egui debug UI - a 100% rust UI framework (similar to imgui) allowing for rapid development of debug interfaces to aid development. This is feature-gated behind the egui-ui
feature which is enabled by default but removed for airshipper builds.
...
Included in the initial implementation is an entity browser which lists all entities in the client ECS, an entity component viewer which shows select components belonging to the selected entity including character state information, and a simple frame time graph.
This MR also includes an extraction of the animation hot reloading code which has been reused for egui to allow for hot-reloading of the egui interface to allow rapid development of the UI with realtime feedback upon save as is the case with aninmations. This is feature-gated behind the `hot-egui` feature which is not enabled by default due to the extra startup time that it adds.
2021-07-04 09:47:18 +00:00
Sam
f5533cdb92
Moved match on ItemUseKind to create durations to a function under ItemUseKind.
2021-06-29 05:59:02 -05:00
Sam
8a9de26132
Food now applies buff at end of state.
...
Rolling and poise states now cancel the potion buff.
UseItem character state now checks that the item in the slot has the same item_definition_id as when the entity enters the state.
Rolling can no cancel item use.
Rolling now checks for move_dir instead of velocity.
2021-06-29 05:59:02 -05:00
jshipsey
37c6fe9ee8
anims
2021-06-29 05:59:02 -05:00
Sam
9ff7ecea81
Item use now goes through use item character state if it is a consumable.
2021-06-29 05:59:02 -05:00
Sam
3559ce5803
Added UseItem character state.
2021-06-29 05:59:02 -05:00
Snowram
d7f25627ab
Ajustments to new npcs
2021-06-24 19:31:21 +02:00
Snowram
8760b69345
Husk brute animations
2021-06-24 19:31:19 +02:00
Snowram
58b95d12d4
Adds alpaca and llama npcs
2021-06-24 19:30:15 +02:00
Snowram
87ca00fac0
Adds new species
2021-06-24 19:29:44 +02:00
Sam
f0c5ed1397
Added sparseness field to sprite summon.
2021-06-23 22:38:16 -05:00
Sam
68c6a0a495
Balance tweaks for harvester.
2021-06-23 22:38:16 -05:00
Sam
0a32b676c8
Vines now ensnare you by applying a buff.
2021-06-23 22:38:16 -05:00
Sam
763461ebef
Ensnaring vines now ensnare you.
2021-06-23 22:38:16 -05:00
Sam
ed503236d6
Slightly functional sprite summon.
2021-06-23 22:38:16 -05:00
jshipsey
81aaf30d00
stride speed backwardd-dependence
2021-06-22 22:08:34 -04:00
Joshua Barretto
90e5bac395
Made movement slower when strafing in non-forward directions
2021-06-21 20:32:20 +01:00
Joshua Barretto
288f2c13d4
Enable strafing in first-person mode
2021-06-21 13:27:19 +01:00
juliancoffee
384409a1ed
Load ori_rate for BasicBeam from assets
...
+ make fire turret ori_rate slower
2021-06-18 22:33:00 +03:00
jshipsey
0941f03608
buffs to stretch progression
2021-06-16 20:50:46 -04:00
Snowram
8351aab25d
Addresses comments about roc AI
2021-06-15 09:50:23 +02:00
Snowram
f2c7836161
Makes summon range inclusive
2021-06-15 09:49:13 +02:00
Snowram
3ba0500b90
Tornado summoning attack
2021-06-15 09:49:13 +02:00
Samuel Keiffer
fec328a617
Merge branch 'juliancoffee/swing_fix' into 'master'
...
Introduce hit_timing for combo_melee
See merge request veloren/veloren!2426
2021-06-15 02:38:23 +00:00
juliancoffee
d5cbe27612
Responding to review
...
- make `skillset_builder::Preset` void enum and left comment about how to
extend it
- add `.with_default_equipment()` in case if preset is missing to `basic_summon`
loadout creation to match old `build_loadout()` behaviour
2021-06-14 15:40:02 +03:00
juliancoffee
62eaabfe88
Introduce hit_timing for combo_melee
...
bonus: speeding up first swing of sword from 0.15 to 0.1 and reducing
poise damage of hammer from 25 to 20
2021-06-12 14:10:19 +03:00
juliancoffee
0c9f05b8d1
Load skillsets from assets
...
Done:
support loading from assets in skillset_builder.rs
entity_config field with skillset asset field
move every SkillSet config to assets
tests for skillset assets
tests for assets in entity configs
2021-06-09 15:37:04 +03:00
juliancoffee
c3a120c551
Post refactoring
2021-06-09 15:37:04 +03:00
juliancoffee
5f3eaddb70
Split LodoutBuilder::build_loadout
...
LoadoutBuilder::build_loadout is a function which has four parameters
and 3 of them are Option<>, and although fourth (body) isn't Option<>,
it's optional too because it is used only in some combinations of
another arguments.
Because these combinations produces quirky code flow, it will be better
to split it to different methods.
So we did following changes to remove it and rewrite code that was using it
to use better methods.
* Introduce LoadoutPreset as new LoadoutConfig, currently it's only used
in Summon ability, because SummonInfo uses Copy and we can't specify
String for specifying asset path for loadout.
Everything else is rewritten to use asset path to create loadouts.
* More builder methods for LoadoutBuilder.
Namely:
- from_default which is used in server/src/cmd.rs in "/spawn" command.
- with_default_equipment, with_default_maintool to use default
loadout for specific body
- with_preset to use LoadoutPreset
* Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder`
to EntityInfo which allows to lazily construct loadout without
modifying LoadoutBuilder code
* Fix Merchants not having trade site
We had heuristic that if something has Merchant LoadoutConfig - it's
merchant, which can be false, especially if we create Merchant loadout
lazily
As side note, we do same check for Guards and it fails too.
Too fix it, we introduce new agent::Mark, which explicitly specifies
kind of agent for entity
* `LoadoutBuilder::build_loadout` was written in a such way that depending
on main_tool you will have different loadout. Turns out it was this
way only for Adlets though and this behaviour is reproduced by specifying
different loadouts directly in world code.
2021-06-09 15:37:04 +03:00
juliancoffee
102f6d3338
EntityInfo assetization
...
* Rename skillset_config to skillset_preset
* Rename loadout_config to loadout_preset
* Add skillset_config for asset_specifier of skillset
* Add loadout_config for asset_specifier of loadout
2021-06-09 15:37:03 +03:00
Sam
0488b2fcd0
Adressed comments on energy and armor functions.
2021-06-07 11:06:25 +02:00
jshipsey
1c17d8fe5e
cave changes
2021-06-07 10:59:44 +02:00
Sam
855384fbeb
Crit power stat now functional, added comments on each stat field to better describe what the stat does and what values should be used.
2021-06-07 10:58:42 +02:00
Marcel
521e1eacf3
Merge branch 'aweinstock/add-models-20210603' into 'master'
...
Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty.
See merge request veloren/veloren!2371
2021-06-06 16:56:21 +00:00
Sam
acf7ad27f1
Balance tweaks.
2021-06-05 17:15:04 -05:00
Sam
5bf99eac11
Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model.
2021-06-03 21:39:15 -05:00
Sam
ac2f097d80
Tidal warrior AI.
2021-06-03 21:39:14 -05:00
Sam
c81e1534f7
First 3 abilities for tidal warrior functional. Added bubble particles.
2021-06-03 21:39:13 -05:00
Avi Weinstock
05c699878f
Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty.
2021-06-03 19:24:34 -04:00
Adam Whitehurst
98fdf5c3e1
fix: more succinct checked_tick_attack
2021-05-30 13:36:18 -07:00
Adam Whitehurst
6b1351bdc3
feat: impl attack speed modifier
2021-05-30 12:39:30 -07:00
Adam Whitehurst
0b92cc5732
feat: tick_attack utils
2021-05-30 12:39:00 -07:00
Adam Whitehurst
eea7eead2e
wip: impl Stats::attack_speed_modifier
2021-05-30 09:40:11 -07:00
Avi Weinstock
7a97fbb5cf
Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards.
2021-05-26 09:34:08 -04:00
Avi Weinstock
4d7828ec94
Make the camera zoom as the bow (or any ChargedRanged attack) is charging.
2021-05-26 09:34:07 -04:00
Justin Shipsey
d7c7f6bf5d
Merge branch 'sam/rework-bow' into 'master'
...
Bow Rework
See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
Sam
0961f00c7c
Updated comments in states code.
2021-05-23 11:41:09 -05:00
James Melkonian
419cd2a5e4
Don't modify position in glide character state
2021-05-23 07:26:11 +00:00
Sam
7828112486
Balance tweaks.
2021-05-22 15:00:05 -05:00
Sam
1014ac45bf
Made new skills for reworked bow.
...
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Sam
3f16d15bbb
Reworked bow
2021-05-22 12:33:20 -05:00
Samuel Keiffer
a0599ac046
Merge branch 'sam/extra-equip-slots' into 'master'
...
Added Extra Loadout Slots
See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
Ludvig Böklin
270f89db6b
Disable glider input until keys are pressed again after deploy
2021-05-20 12:13:59 +02:00
Sam
93b5e674f6
Fixed comments and some functionality.
2021-05-16 21:35:17 -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
Sam
7f6c6c5603
Fixed offsets for laser and rocket attacks of clay golem.
2021-05-10 18:54:04 -05:00
Sam
0d53e790fd
Made golem laser spawn based off of orientation rather than look_dir. Additional balance tweaks.
2021-05-10 18:54:00 -05:00
Sam
9f8aeb91c0
Added armor, more ai tweaks.
2021-05-10 18:53:46 -05:00
Sam
5fa4358e74
Clay golem attacks done.
2021-05-10 18:53:01 -05:00
Samuel Keiffer
a86c3af42b
Merge branch 'aweinstock/mindflayerfixes-202105' into 'master'
...
Mindflayer AI improvments
See merge request veloren/veloren!2285
2021-05-10 02:54:21 +00:00
Avi Weinstock
1ae105125d
Change agent's condition
field back to a bool (from bitflags) and add a separate int_counter
field.
2021-05-09 18:09:53 -04:00
Avi Weinstock
1dfcdce1c0
Add a purple fireball to mindflayer and have it shoot it a few times before teleporting, and fix mindflayer AI's husk summons.
2021-05-09 18:09:31 -04:00
Adam Strauss
a5b7e34bf8
Fix #1105 : Move server event so it does not emit constantly during build up
2021-05-07 15:40:11 -07:00
Adam Strauss
3d17fde537
Implement #1105 : Rolling removes burning debuff
2021-05-07 15:38:41 -07:00
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
Sam
240a8e577d
Minor balancing tweaks.
2021-05-04 08:45:13 -04:00
Sam
5c241850f1
Added sfx. Addressed comments.
2021-05-04 08:45:12 -04:00
Sam
48fa4e7c1f
Balancing.
2021-05-04 08:45:11 -04:00
Sam
7ac1488181
Added kit for testing tier 4 dungeons.
2021-05-04 08:45:11 -04:00
Sam
164fd0de04
Particles for frenzy buff and ground cleave.
2021-05-04 08:45:10 -04:00
Sam
2290a22a15
Gave minotaur AI.
2021-05-04 08:45:09 -04:00
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
jshipsey
63fdc4f590
animal adjustments
2021-05-02 23:17:58 -04:00
jshipsey
769e21104e
higher health lower damage
2021-05-01 12:29:28 -04:00
jshipsey
dc5a38f1e8
ori addition to combomelee
2021-05-01 12:29:28 -04:00
Ludvig Böklin
d7ef414f59
Fix glider pitching down when trying to take off
2021-05-01 15:35:26 +02:00
Ludvig Böklin
cc7f0f3ac2
Fix ori
2021-04-30 17:37:51 +02:00
Ludvig Böklin
34660462e9
Glider physics
2021-04-27 14:41:48 +00:00
jshipsey
f845f2bd11
fix glide wield
2021-04-26 23:17:04 -04:00
Sam
1a7779beb3
Added angle check for new npcs.
2021-04-25 22:19:30 -04:00
jshipsey
a0a75b1921
comments
2021-04-25 22:02:32 -04:00
jshipsey
2c74a86170
skill adjustments, ori changes
2021-04-25 22:02:32 -04:00
jshipsey
c01fd86f44
ori fixes
2021-04-25 22:02:30 -04:00
Joshua Barretto
94b6fa6da3
Don't use movement efficiency for orientation
2021-04-25 23:00:30 +01:00
Joshua Barretto
3af4793762
Minor control over velocity when in the air
2021-04-25 22:37:25 +01:00
Sam
b9d6bd2fd2
Parrying no longer requires releasing the block button, and instead can parry if block happened in buildup.
2021-04-25 13:09:07 -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
f5ec23df48
Parrying
2021-04-25 13:08:42 -04:00
Sam
91c6288213
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
Snowram
c16ec43938
Body specific beam offsets
2021-04-25 04:07:12 +02:00
Snowram
8f54a0bf31
More phoenix AI work
...
More phoenix AI work
2021-04-25 04:07:12 +02:00
Snowram
8cf8e51962
Phoenix npc + AI (WIP)
2021-04-25 04:07:11 +02:00
Snowram
ab26efa970
Improves bird_large anims
2021-04-25 04:07:09 +02:00
Snowram
bc95484863
Swaps bird_small skeleton to a new bird_large
2021-04-25 02:14:49 +02:00
Ludvig Böklin
762c68cfbb
Basic fluid dynamics and physical properties for entities
2021-04-20 17:38:19 +02:00
Sam
ce7581037c
Overhauled dash melee.
2021-04-18 18:36:12 -04:00
jshipsey
8f20d17c9a
attacking movement tweaks
2021-04-15 12:13:50 -04:00
Sam
c88df846a7
Fixes animation parameters so a 2h weapon in the offhand slot doesn't look wonky.
2021-04-14 17:38:37 -04:00
holychowders
568a8d9666
Resolve Issue #978 - Extract SkillSet Into Its Own Component
2021-04-14 15:35:34 +00:00
Sam
0b10ffc715
You can now roll without a weapon equipped.
2021-04-13 20:18:58 -04:00
jshipsey
b53e1653f6
initial wield testing
2021-04-13 20:18:58 -04:00
Vincent Foulon
dbee13f9be
Finally Behavior isn't good enough as a component, Remove it from ECS and include it onto Agent directly
2021-04-07 22:02:57 +02:00
Vincent Foulon
45fb9f3211
Address comments
...
- make Behavior's capabilities and state private
- Typo in a comment
- add basic tests
Apply 1 suggestion(s) to 1 file(s)
Remove comments in agent.rs
2021-04-07 22:02:42 +02:00
Vincent Foulon
a0157ac5f5
use bitflags instead of HashSet
2021-04-07 17:37:21 +02:00
Vincent Foulon
211ab02897
Use Behavior::CanTrade instead of Agent::trade_for_site + addressed comments
2021-04-07 17:26:42 +02:00
Vincent Foulon
41314e9098
Create Behavior component
2021-04-07 17:21:53 +02:00
Sam
71ba9b6a54
Mindflayer balance tweaks.
2021-03-29 10:44:46 -04:00
Sam
91ddcaa155
Particles for summoned minions
2021-03-27 21:05:15 -04:00
Sam
5966b1541d
Mindflayer can now lifesteal off of its own minions
2021-03-27 21:05:11 -04:00
Sam
50e832b6d0
Mindflayer summons husks instead of dogs now
2021-03-27 21:05:10 -04:00
Sam
f9835e78da
Pets no longer drop loot on death. Code to determine targeting of pets is less hacky and now takes into account alignment of their owner.
2021-03-27 21:05:07 -04:00
Sam
720482d994
Gave mindflayer AI.
...
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
a5b7477e96
Added summon minions ability to mindflayer
2021-03-27 21:05:05 -04:00
Sam
30da614e89
Added dimensional door ability for mindflayer
2021-03-27 21:05:05 -04:00
Sam
f1156c9ce5
Added necrotic vortex attack to mindflayer
2021-03-27 21:05:03 -04:00
Sam
0d3795112c
Added cursed flame attack to mindflayer
2021-03-27 21:05:03 -04:00
Sam
46799daed2
Switched normalized function to try_normalized
2021-03-27 19:05:48 -04:00
Sam
6c2de7d70e
Fixed boost having ridiculous velocity.
2021-03-26 16:11:25 -04:00
Joshua Barretto
21b20ea75e
Merge branch 'aweinstock/enable-rtsim-airships' into 'master'
...
Enable RtSim Airships.
See merge request veloren/veloren!1973
2021-03-23 14:29:43 +00:00
Avi Weinstock
49f39fb752
Make more systems work with an optional health component, to allow disabling health on rtsim airships (so that players can't hammer them out of the sky).
2021-03-23 10:44:32 +01:00
Sam
356bb5baee
If roll input remains held, allows you to keep rolling and stay in roll state.
...
You can now jump to interrupt the recovery portion of roll.
Jumping out of roll slightly increases jump strength.
2021-03-22 18:47:13 -04:00
Joshua Barretto
7ae4230dc8
Merge branch 'zesterer/pick' into 'master'
...
Pickaxe
See merge request veloren/veloren!1959
2021-03-22 00:19:42 +00:00
Joshua Barretto
fb3980e273
Outcome for block destruction, take select_pos from ControllerInputs
2021-03-21 20:10:05 +00:00
Joshua Barretto
003e76113f
Fetch InputAttr from controller
2021-03-21 19:11:44 +00:00
Joshua Barretto
b45df7fe10
Switched to BasicMelee
2021-03-21 17:45:01 +00:00
Joshua Barretto
347e1022a0
Initial implementation of pickaxe
2021-03-21 16:09:16 +00:00
Vincent Foulon
e06870702f
Add skill for swimming speed
2021-03-21 15:58:38 +01:00