22 Commits

Author SHA1 Message Date
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.
- 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'
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
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
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'"
This reverts merge request !2172
2021-04-21 17:10:13 +00:00
Imbris
b90b62fcc1 Revert "Merge branch 'imbris/agent-opt' into 'master'"
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