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
Justin Shipsey
d7fafbfdfd
Merge branch 'mehmetmalli/turkish-translations' into 'master'
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Turkish translations
See merge request veloren/veloren!2861
2021-09-19 17:49:19 +00:00
Mehmet Mallı
0efa41a04d
Update buff.ron
2021-09-19 16:05:04 +00:00
Mehmet Mallı
c1d5e3b0d2
added main Turkish translations
2021-09-19 17:36:31 +03:00
Mehmet Mallı
c8c02fe838
added common Turkish translations
2021-09-19 17:36:05 +03:00
Mehmet Mallı
964c412a7c
changed Turkish translations for uncanny valley in char_selection
2021-09-19 17:35:41 +03:00
Mehmet Mallı
ba3aacb146
added Turkish translations for buffs
2021-09-19 17:35:08 +03:00
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
b93c2a0430
Merge branch 'xvar/egui-admin' into 'master'
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Added new Admin Commands window to egui, including Give Items and Kits sections
See merge request veloren/veloren!2812
2021-09-18 16:02:27 +00:00
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
bb48d20a37
Prettier town houses
2021-09-17 15:49:14 -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
Joshua Barretto
3bebf1febe
Merge branch 'juliancoffee/remove_level' into 'master'
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Rename level in EntityInfo to health_scaling and small cleaning
See merge request veloren/veloren!2850
2021-09-17 17:38:10 +00:00
anomaluridae
d0629224d2
remove unneeded mut, provide default_select_pos to secondry key event handler, and use the is_filled() over the is_opaque() to be reader friendly
2021-09-17 10:34:20 -07:00
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
f3d8adf3fa
choose nearest target, from a specific subset of targets, for scene highlighting vs interactable vs game primary/secondary key input
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
2789d2ae29
intentional use of terrain targeting and select_pos as passed to the event handler. select_pos is None when not needed.
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
anomaluridae
07cfa0ef35
add comment for future direction of Interactables.
2021-09-17 10:34:20 -07:00
anomaluridae
b1adc9c4e0
build positions for place versus remove block are cleaner (less likely to fail) when apply the +0.01 modifier versus -0.01 modifier selectively. this is equivalent to current master, and is simply more explicit now
2021-09-17 10:34:20 -07:00
anomaluridae
9ddc38ba18
changes per MR feedback. simplier Option handling with zip, filter, and fewr unwraps. use kind keyword (not typed). if lets when possible. additional syntax cleanup
2021-09-17 10:34:20 -07:00
anomaluridae
946ca442ab
make Target generic, over the specific typed targets
2021-09-17 10:34:20 -07:00
anomaluridae
01cfe39503
undo macro use for DRY on client event handler, and handle edge detection in mining so that we don't get Empty interactables.
2021-09-17 10:34:20 -07:00
anomaluridae
25c3d2a9e2
MR review updates. Added back the 0.01 modifiers, update naming and comments, keep interactable construction in the interactables mod, remove unneeded curry, syntax updates. only cast for mining and build if enabled.
2021-09-17 10:34:20 -07:00
anomaluridae
20c4054e6a
build is working. to add and remove blocks.
2021-09-17 10:34:20 -07:00
anomaluridae
be1095632f
make Target into a typed struct. delineate the clear difference in Target versus Interactable. comments and naming cleanup, for more explicitness.
2021-09-17 10:34:20 -07:00
anomaluridae
4a723a7930
clippy is a thing
2021-09-17 10:34:20 -07:00
anomaluridae
42426a16f3
make scene interaction be targeted exactly on mining blocks (removing abnormal Empty labels), and don't reset position to None in the middle of mining.
2021-09-17 10:34:20 -07:00
anomaluridae
c8cb7fbe62
make the concepts of targets (under cursor), separate from interactable. interactable is what is (1) indicated visually in gui as able to interact, or (2) is an entity, or (3) is a block capable of Interaction. whereas a target is what occurs under the cursor, regardless of other state and input (such as different InputKind). targets are determined first, then other factors are cosidered to determine interactable.
2021-09-17 10:34:20 -07:00
anomaluridae
d9412b14d3
breakout interactable into seperate file
2021-09-17 10:32:06 -07:00
juliancoffee
294217f0c8
Clean entity assets for a small bit
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- Move loot_tables/creature/witch to loot_tables/spots/witch
- Move skillset/spots/general_max and skillset/spots/sceptre_max to
skillset/preset/max/{general,sceptre}
- Remove tabs from dwarf_grave_robber entity config file
2021-09-17 20:12:42 +03:00
juliancoffee
d3e08ff663
Rename EntityInfo level field to health_scaling
2021-09-17 20:12:42 +03:00
Joshua Barretto
0b8e40581f
Merge branch 'juliancoffee/capsule_prism' into 'master'
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New CapsulePrism collider
See merge request veloren/veloren!2843
2021-09-17 11:39:57 +00:00
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