Avi Weinstock
be8a509ef2
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
ff83cf752b
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
4b5934c29a
(Wiring) OnDeath
2021-05-05 19:08:18 +02:00
Samuel Keiffer
101fb498a5
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
766c58e6e7
(Wiring) Change Sticky to be handled by physics (but with disabled force on it)
2021-05-04 17:33:42 +02:00
Sam
2e97fad3d8
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
c79c929e9f
Crippling strike now functional. Crippled debuff added.
2021-05-04 08:45:05 -04:00
DaforLynx
5358e7346a
Poise (stun) SFX and fix for town music
2021-04-29 23:36:22 +00:00
Synis
7bde80e1f3
Query spatial grid for beam and aura system
...
fmt
2021-04-29 14:23:02 +02:00
Ludvig Böklin
b389806d2e
Glider physics
2021-04-27 14:41:48 +00:00
Sam
c368883499
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
6294b3c5ff
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
Sam
b028b647ca
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
c9e1b1d341
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
Ygor Souza
9b7c7bc69a
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
72167db397
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
101e6cdce6
Quick physics perf fix
2021-04-21 14:03:23 -04:00
Imbris
fcfb1f325a
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
b90b62fcc1
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
c52e8c8a64
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
01196adc8c
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
1ab842523d
Rename common-sys to common-systems and rearrange common-state slightly
2021-04-20 15:25:04 -04:00