Joshua Barretto
2a6a19f7ef
fmt
2020-04-23 18:19:42 +01:00
Joshua Barretto
68732bebde
Fixed block snapping for bizarre block heights
2020-04-23 18:19:41 +01:00
jshipsey
a89b28e117
adjusted run animation to allow villager walking
2020-04-23 18:19:41 +01:00
Joshua Barretto
6448c17110
Fixed sprite AO, overhauled entity spawning, better enemy spawning in dungeons, made agents more skilled at combat
2020-04-23 18:19:41 +01:00
timokoesters
841a2bbd6d
clean up old states, lower gravity
2020-03-10 19:12:16 +01:00
timokoesters
31f3aae75c
fix: make climbing cost stamina
2020-02-24 19:18:06 +01:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
timokoesters
6e651eb659
fix: make fall damage behave correctly again after changing gravity
2020-01-19 22:39:20 +01:00
timokoesters
8064b51ee2
improvement: better movement
2020-01-19 22:39:18 +01:00
Piotr Korgól
e1adf40856
Improvement: Replace all '..=b' with '..b + 1'
2020-01-12 15:46:53 +01:00
Imbris
bfaa18e010
Fix NaN in agent sys, stop pushback from turning player around, account for Scale in melee attack hit detection
2019-12-20 22:48:14 -05:00
Imbris
8f7323f41b
Stop syncing health change timer updates
2019-12-20 22:48:14 -05:00
Imbris
c3ac251fa8
Stop syncing Projectile component to the client
2019-12-20 22:48:14 -05:00
Imbris
71cce03f29
Move sync code into common submodule
2019-12-20 22:37:12 -05:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
...
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Monty Marz
fdfab6a807
refactor: create_projectile doesn't take a light
...
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Joshua Barretto
707b79f2c8
Smoother movement, Space for climbing
2019-10-14 11:22:48 +01:00
timokoesters
051a964798
fix: server side fall damage
...
This avoids flickering health
2019-10-08 18:55:30 +02:00
Joshua Barretto
2171e77fe5
Fixed block snapping ground clip
2019-10-08 12:21:05 +01:00
timokoesters
460a494e77
fix(bow): Don't remove vel and use sticky component instead
2019-10-04 21:30:13 +02:00
timokoesters
2ba143a514
Make arrows deal damage
2019-10-04 21:02:41 +02:00
Joshua Barretto
e22fe81a2f
Added velorite
2019-09-26 00:15:07 +01:00
Joshua Barretto
3f2e22f039
Exponential interpolation for linear damping
...
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
Joshua Barretto
933e48ac3b
Merge branch 'fix-jump-height' into 'master'
...
Fix jump height
See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
haslersn
1796c09ca1
common: Rework volume API
...
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
Andrew Pritchard
05dff792fc
Deref instead of clone vel
2019-09-06 14:22:58 +08:00
Andrew Pritchard
b4c74279b7
Vec3 is apprently *not* Copy, Set near plane to 0.1 to prevent tirangle flickering
2019-09-06 13:24:42 +08:00
Andrew Pritchard
b4d5663fed
Vec3 is copy
2019-09-06 12:04:20 +08:00
Andrew Pritchard
5b82808df0
Merge branch 'master' into 'fix-jump-height'
...
# Conflicts:
# common/src/sys/phys.rs
2019-09-05 13:07:46 +00:00
Andrew Pritchard
d0b2f7565a
Revert "Revert "Exponential interpolation for linear damping""
...
This reverts commit 8b9a3ae1df
.
2019-09-05 18:24:38 +08:00
Andrew Pritchard
8b9a3ae1df
Revert "Exponential interpolation for linear damping"
...
This reverts commit 94b9f50efa
.
2019-09-05 18:24:22 +08:00
Andrew Pritchard
94b9f50efa
Exponential interpolation for linear damping
...
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-05 17:07:15 +08:00
Imbris
52d84248ec
Remove all warnings
2019-09-04 19:03:49 -04:00
timokoesters
952ec35857
Remove warnings
2019-08-29 19:54:53 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup
2019-08-26 13:12:43 +02:00
timokoesters
eb34e5bb27
fmt
2019-08-26 13:12:43 +02:00
Songtronix
814e858720
Split Events in ServerEvent and LocalEvent
2019-08-26 13:12:41 +02:00
timokoesters
0bb70d8182
Fix water
2019-08-26 13:12:36 +02:00
timokoesters
799c73d43a
Fix characterstate in movement.rs, not phys.rs
2019-08-26 13:12:35 +02:00
timokoesters
5d5ccd7b99
Move from state components to single CharaterState struct
...
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Vechro
c40e15f070
Fix velocity when stuck
2019-08-21 20:17:19 +03:00
Joshua Barretto
825d8bb632
Fixed water in caves, made water reflection vary with lighting
2019-08-18 10:33:18 +01:00
Joshua Barretto
192f5d355f
Switched to EventBus system
2019-08-07 16:39:16 +01:00
Joshua Barretto
98a913195b
Added entity event system, fixed fall damage
2019-08-07 10:50:49 +01:00
telastrus
e4f2c73b85
undo unnecessary pub mod
...
fixed comments
fixed other comment
2019-08-06 22:46:25 -04:00
telastrus
0eafd42c0f
fall damage + velocity debug
2019-08-06 17:51:13 -04:00
Joshua Barretto
73a44d0fb1
Collision fixes, better camera in build mode
2019-08-06 16:00:14 +01:00
Monty Marz
d180c47edc
Pfau/combat
2019-08-03 21:11:57 +00:00
Joshua Barretto
c33892e8af
Made entity collisions z-dependent
2019-08-03 19:09:01 +01:00
Joshua Barretto
3063546a58
Added entity pushback
2019-08-03 12:26:05 +01:00
Joshua Barretto
39fc1d6b71
Added entity pickup, changed item model
2019-08-01 09:12:00 +01:00
Joshua Barretto
fc49293874
Clickthrough on items
2019-08-01 09:09:26 +01:00
Joshua Barretto
31f8794c39
Started work on inventory manipulation
2019-08-01 09:09:26 +01:00
Joshua Barretto
123a78552a
Fixed block-hopping on edges, added correct inventory slots
2019-08-01 09:09:26 +01:00
Joshua Barretto
1dc654dde7
Added object entities
2019-07-21 19:22:49 +01:00
Joshua Barretto
d4821b8de8
Better fog
2019-07-21 00:32:36 +01:00
Joshua Barretto
bbd7f579d2
Fix for clipping
2019-07-09 15:07:53 +01:00
Joshua Barretto
9f6f9cb25f
Fixed block snapping at lower framerates
2019-07-09 14:04:30 +01:00
Joshua Barretto
0f0f28284c
Added 'perfect' collisions
2019-07-09 13:37:51 +01:00
Joshua Barretto
6bb48760d7
Fixed jittering collision bug
2019-07-09 11:51:00 +01:00
Justin Shipsey
1c10ff756f
Holding weapon while running/jumping/standing
2019-07-06 19:00:05 +00:00
timokoesters
f5da167ce5
Fix warnings and clippy recommendations in common
2019-07-02 15:48:25 +02:00
Joshua Barretto
0de505b74c
fmt
2019-06-30 23:46:55 +01:00
Joshua Barretto
14d9071670
Fixed minor physics bugs
2019-06-30 23:46:46 +01:00
Joshua Barretto
b35832c37d
Prevent movement in unloaded chunks
2019-06-30 19:54:13 +01:00
Joshua Barretto
2985f94751
Prevented stalling when jumping before a block-hopping
2019-06-30 19:54:13 +01:00
Joshua Barretto
af755c0964
fmt
2019-06-29 22:47:24 +01:00
Joshua Barretto
f2df3a9d18
Block-hopping fix, better dusk shaders
2019-06-29 22:47:24 +01:00
Joshua Barretto
f1ba97ae7a
Merge branch 'timo-rolling-fix' into 'master'
...
Rolling bugs + NPC bugs + "Impossible" bug
See merge request veloren/veloren!265
2019-06-29 21:47:05 +00:00
timokoesters
d235374d8e
Fix npc and death bug
2019-06-29 22:43:44 +02:00
timokoesters
5fcf6ededa
magnitude_squared everywhere, actionstate everywhere, constant for moving
2019-06-29 22:11:21 +02:00
Joshua Barretto
324de39bfe
fmt
2019-06-29 16:48:43 +01:00
Joshua Barretto
905b3d6f45
Prevented block-hopping when not on ground
2019-06-29 16:48:43 +01:00
timokoesters
5a41a58c0a
End roll when going too slow
2019-06-29 14:10:52 +02:00
Joshua Barretto
acb184e15d
Made physics cheaper still
2019-06-27 15:37:33 +01:00
Joshua Barretto
6444ba1933
Made collision detection cheaper, fixed snapping bug, somewhat nerfed rolling
2019-06-27 15:21:41 +01:00
Joshua Barretto
cdb405d7b8
Made physics fps-independent
2019-06-26 22:43:47 +01:00
Joshua Barretto
7b7d843d0f
Comments and fmt
2019-06-26 11:53:43 +01:00
Joshua Barretto
4a340f69b5
Camera clipping and block-hop fix
2019-06-26 11:53:43 +01:00
Joshua Barretto
5decd48db6
Used velocity bias for collision correction
2019-06-26 11:53:43 +01:00
Joshua Barretto
6258035a4d
Added attempts counter to prevent infinite collision loops
2019-06-26 11:53:43 +01:00
Joshua Barretto
44f4031e58
Resolved collision bugs with prioritised collision system
2019-06-26 11:53:43 +01:00
Joshua Barretto
ae168711d7
Added configurable details
2019-06-26 11:53:43 +01:00
Joshua Barretto
0d984a5671
Fixed collision bugs
2019-06-26 11:53:43 +01:00
Joshua Barretto
2c24ba7776
Fixed block-hopping, block-snapping, added interpolation to figures
2019-06-26 11:52:36 +01:00
Joshua Barretto
7a1359961c
Removed block-hopping, fixed collisions
2019-06-26 11:52:36 +01:00
Joshua Barretto
285cf2f973
Added proper 3D collisions
2019-06-26 11:52:36 +01:00
timokoesters
f0e6e76423
Don't sync animations, just sync components used to construct them
2019-06-16 19:59:15 +02:00
jshipsey
8e019cdbec
lowered roll duration
2019-06-16 19:59:14 +02:00
jshipsey
0c534efddd
adjusted v-tilt, roll speed, run animation tempo
2019-06-16 19:59:13 +02:00
jshipsey
e066d98762
slight roll tweak, altered speeds in physics
2019-06-16 19:59:13 +02:00
timokoesters
ae081b8f67
Make roll timed
2019-06-16 19:59:13 +02:00
jshipsey
ecf0d9647c
added roll physics, improved anims for roll, glide, run, attached hands to torso
2019-06-16 19:59:12 +02:00
timokoesters
7deb3da1af
Add pub use phys::
and remove most pub mod
s
2019-06-16 19:59:12 +02:00
timokoesters
955c20fa61
Remove crun and cidle components and inputs
2019-06-16 19:57:04 +02:00
timokoesters
e2c81dd036
Fixes for .maybe() and animation
2019-06-16 19:57:04 +02:00
jshipsey
4de5489367
groundwork for role, crun, cidle
2019-06-16 19:57:04 +02:00
Cody
1f6c1188bc
Removes input sys, moves code to combat and phys
2019-06-16 19:57:03 +02:00
timokoesters
b947d78dac
Improve organization of controls
2019-06-16 19:57:03 +02:00
Louis Pearson
4cf13cc588
Integrate forces *after* velocity is applied
2019-06-04 12:14:10 -06:00