Marcel Märtens
636838f510
update crates
2021-09-20 14:39:01 +02:00
Joshua Barretto
717690b883
Merge branch 'james/rrt-pathfinding' into 'master'
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Initial RRT flight pathfinding
See merge request veloren/veloren!2773
2021-09-19 19:30:31 +00:00
Joshua Barretto
845f8977ff
Merge branch 'juliancoffee/clay_gole_laser_fix' into 'master'
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Tweak coefficient of beam_offset for clay_golem
See merge request veloren/veloren!2859
2021-09-18 17:36:08 +00:00
juliancoffee
215f4b9be0
Tweak coefficient of beam_offset for clay_golem
2021-09-18 19:55:46 +03:00
Ben Wallis
4349a14064
* Added new Admin Commands window to egui, including Give Items and Kits sections
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* Added widgets.rs to egui for reusable widgets
* Added filterable_list egui widget
* Reworked DebugShapeAction to be a more generic EguiAction which now allows for ChatCommands (used by admin tools) as well as DebugShape drawing requests.
* Fixed egui event handling so that typing/clicking within egui windows now correctly doesn't pass these events onto the game itself
* Removed /give_item limit for stackable items
2021-09-18 16:17:42 +01:00
Joshua Barretto
8d336d6625
Merge branch 'james/lava-dungeons' into 'master'
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Prettier site2 houses
See merge request veloren/veloren!2852
2021-09-18 14:58:42 +00:00
Justin Shipsey
ddf2c2915d
Merge branch 'zesterer/remove-unscheduled-skydives' into 'master'
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Remove unscheduled skydives
See merge request veloren/veloren!2851
2021-09-18 04:53:22 +00:00
James Melkonian
571dac7904
Move rrt algorithm into its own function
2021-09-17 16:27:00 -07:00
James Melkonian
7f9ab102c7
Make RRT pathfinding a cfg feature
2021-09-17 16:01:20 -07:00
James Melkonian
746840404c
Disable RRT pathfinding
2021-09-17 16:01:19 -07:00
James Melkonian
235e2def3b
Initial RRT flight pathfinding
2021-09-17 16:01:19 -07:00
James Melkonian
7a72df7e27
Gable primitive and dungeon lava rooms
2021-09-17 15:45:26 -07:00
Joshua Barretto
a015035510
Use previous position caches for airship collision detection
2021-09-17 22:34:28 +01:00
Imbris
ada61107f9
Merge branch 'anomaluridae/cleanup-interactable' into 'master'
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Seperation of targets vs interactables. Cleaner cursor interactions.
See merge request veloren/veloren!2754
2021-09-17 19:25:08 +00:00
anomaluridae
dc76d5c05f
is_solid() detects both solid rock and sprites (e.g. mineable ore). when in build mode, would like to be able to still mine if user cursor is over a mineable ore. so need to properly cast the build ray to use opaque (not fillable) blocks to get the proper position, vs the mineable block which may be nearer
2021-09-17 10:34:20 -07:00
anomaluridae
a7cee0f11b
keep MAX_TARGET_RANGE within voxygen
2021-09-17 10:34:20 -07:00
anomaluridae
a02488ddd9
properly use the target vs pickup range, in choosing the interactable. when finding the target_entity, use the proper limited dist range (cast_dist) with the proper upper bounds.
2021-09-17 10:34:20 -07:00
anomaluridae
0f13db9600
make the ContollerInputs.select_pos be explicitly the breakable blacks for mining
2021-09-17 10:34:20 -07:00
juliancoffee
d3e08ff663
Rename EntityInfo level field to health_scaling
2021-09-17 20:12:42 +03:00
juliancoffee
27a36abafd
Set z_min to 0 for terrain collision checks
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This allows us have different z_min for e2e checks
2021-09-17 13:28:34 +03:00
juliancoffee
ab68c93724
Adress review
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Make sausage ascii-art have `a` line inside of stadium
2021-09-17 13:28:34 +03:00
juliancoffee
938091e8a3
Adress review
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- Rename Collider::get_radius to bounding_radius
- Check origin difference in CapsulePrism with EPSILON * 10.0 instead of
magic 0.00001
- Add comments for closest_points, hardnened expression against NaNs
- Add comments to try_e2e_collision function, renamed to
resolve_e2e_collision, make it return whether collision was triggered.
- Remove Collider::Box (it is Cylinder, which is subset of CapsulePrism
with p0=p1=Vec2::zero())
2021-09-17 13:28:34 +03:00
juliancoffee
07804607e0
Implement capsule2capsule collisions
2021-09-17 13:28:34 +03:00
juliancoffee
103c4d7ffb
Fix bug with zero-pushback for bigger colliders
2021-09-17 13:28:34 +03:00
juliancoffee
75954d289e
Fix beam offsets
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- 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
juliancoffee
d15900d613
Fix colliding bugs
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- Make cylinder-like capsules prisms work without NaN in origin offsets.
Just return p0 as both origins instead of getting NaN by further
normalizing required because of how we rotate offsets.
- Fix pushback direction.
Make sure that pushback is calculated as our_pos - their_pos (and not
other way around).
- Fix colliding boundary detection.
Calculate center as Vec3::new(0, 0, height) and
not as `Vec3::new(0, height, 0)`.
2021-09-17 13:28:34 +03:00
juliancoffee
ab3e68f432
Refactor implementation of e2e collision
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+ Add some hopefully helpful comments
+ Extract colliding tries to separate function
+ Move to Capsule + Cylinder collider combination instead of Capsule +
Capsule.
2021-09-17 13:28:34 +03:00
juliancoffee
e56478204e
Adress feedback
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- Rewrite 2 * PI to TAU
- Some comment formatting
2021-09-17 13:28:34 +03:00
juliancoffee
58a4659c47
Remove body::Shape enum, make npc use CapsulePrism
2021-09-17 13:28:34 +03:00
juliancoffee
944e9263cb
Implement CapsulePrism collisions
2021-09-17 13:28:34 +03:00
juliancoffee
1bb1b9c34e
Refactor box_voxel_collision function
2021-09-17 13:28:34 +03:00
juliancoffee
feefd36036
Add CapsulePrism collider variant
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+ Add placeholder physics collision implementation as copy of cylinder
Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
Sam
46a6d21d63
Fixed exp fix mistake and fixed lava, campfire, and bomb damage.
2021-09-15 08:32:44 -04:00
Sam
01e3ddd6b8
Fixed health ui in few places and xp scaling from health.
2021-09-14 10:55:14 -04:00
Samuel Keiffer
0f7cd1baa4
Merge branch 'sam/health-float' into 'master'
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Turned Health into a Float
See merge request veloren/veloren!2824
2021-09-13 15:23:18 +00:00
Sam
a7714b5120
Fixed plugin tests with hack.
2021-09-13 10:34:40 -04:00
Sam
727c5f107c
Addressed MR 2824 comments
2021-09-10 15:20:14 -04:00
Monty Marz
0e0cbae08c
0.11 Background images and more
2021-09-10 08:34:01 +00:00
Sam
a4c6621fa0
Overhauled health component, making it a float to outer interfaces.
2021-09-09 00:10:17 -04:00
Sam
c21716a1b3
Sprite interaction fixes
2021-09-07 20:34:04 -04:00
Joshua Barretto
278451b6e6
Merge branch 'juliancoffee/pvp_command' into 'master'
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Implement /battlemode command and more
See merge request veloren/veloren!2787
2021-09-04 18:37:01 +00:00
juliancoffee
69f18c8fe6
Better formatting
2021-09-04 20:56:55 +03:00
juliancoffee
134699e1db
Adress review:
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- explanation of what pvp/pve means in /battlemode help
- check for radius from town instead of town in chunks (because it count
plant fields, which is kinda meh)
- better error displaying
2021-09-04 20:38:53 +03:00
Sam
bfcb27db5a
Cultists now properly raid villages.
2021-09-04 12:25:04 -04:00
juliancoffee
182d3c4815
Workaround of bug with global Player component
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* Set default value of battle_mode and last_battlemode_change explicitly
if isn't found in battlemode_buffer
2021-09-04 02:29:02 +03:00
juliancoffee
91539a3b67
Add in-memory persistence for battlemode changes
2021-09-04 01:41:48 +03:00
juliancoffee
df066f364a
Cooldowns
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- Add last_battlemode_change to Player component
- check on last_battlemode_change in handle_battlemode
- set last_battlemode_change after setting battlemode
- still are not persisted in any way
2021-09-04 01:41:48 +03:00
juliancoffee
7be1c4d14a
Deduplicate pvp-checks
2021-09-03 17:28:34 +03:00
juliancoffee
1cedaa4417
Implement /battlemode_force command
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+ add placeholder for /battlemode command (currently can only show your
battle mode)
2021-09-03 17:28:34 +03:00
juliancoffee
4709855465
Don't forget about pets in PvP checks
2021-09-03 17:28:34 +03:00