AdamWhitehurst
ca44497258
Add movement_utils
2019-12-28 08:10:39 -08:00
AdamWhitehurst
8e0317e03d
refactor states to handle update logic
2019-12-26 06:43:59 -08:00
AdamWhitehurst
c2ceabea0e
finish movment states handle() fn logic
2019-12-22 08:08:48 -08:00
AdamWhitehurst
1ab09220b0
Rudimentary Stand State handle() move
2019-12-21 07:57:15 -08:00
S Handley
da2d36ed76
(fix) Set the music and sfx volumes immediately after initialising the
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audio frontend.
Fixes #373
2019-12-10 14:02:51 +00:00
Adam Whitehurst
20575e0aab
Update controller
2019-12-09 14:45:10 +00:00
S Handley
56f9c5d35f
Fix the glider_close sfx event
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This was failing to trigger since we now have a MovementState::Fall, but
the sfx mapper was still trying to work this out itself based on
velocity. We no longer need to track velocity as a result and can use
the MovementState.
Also silenced warnings resulting from unused vars when running tests.
2019-12-09 09:50:14 +00:00
Treeco
d88376f365
Added mouse inversion setting
2019-12-06 23:00:02 +00:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
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also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Treeco
7c17c45f47
made first person camera follow race heights, minor zoom chances
2019-12-01 19:05:28 +00:00
Adam Whitehurst
4e574cb29a
Inputs enhancements
2019-11-29 15:20:35 +00:00
Monty Marz
d0b7891a34
Set overflow checks to 'false' for release builds in order to bandaid fix recent master error
2019-11-28 13:32:38 +00:00
Monty Marz
040e1a7535
Fix map being inverted and indicator positioning
2019-11-26 22:39:07 +00:00
Monty Marz
b3eb0b270f
Region name display fix
2019-11-24 16:45:13 +00:00
Songtronix
fa93e35861
upgrade(dep): msgbox
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Fix: FreeBSD compilation
2019-11-24 08:49:14 +01:00
S Handley
ea2e0d17de
SFX system
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This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00
Monty Marz
370e94b1ad
Loading Screen with pulsating text, 2 new hairstyles
2019-11-23 00:51:18 +00:00
Songtronix
e885a78deb
change(deps): enforce crossbeam version
2019-11-22 19:12:58 +01:00
Songtronix
2f93dd2c38
adjust logging level
2019-11-22 19:12:58 +01:00
Songtronix
bdcea57201
feat(log): add date to log file
2019-11-22 19:12:58 +01:00
Songtronix
bb64c8ed76
change(log): remove all spam from logging
2019-11-22 19:12:58 +01:00
Songtronix
7abf2a0fb9
change(log): switch to fern
2019-11-22 19:12:58 +01:00
Joshua Barretto
8745d0a3af
Non-linear depth buffer
2019-11-20 09:59:27 +00:00
Joshua Barretto
9993a4c81a
Smoother water at distance, fixed warnings
2019-11-19 19:22:56 +00:00
Joshua Barretto
28e625635f
Split terrain rendering to avoid redrawing skybox
2019-11-19 19:09:22 +00:00
Joshua Barretto
5162256e45
Faster and more visually pleasing clouds
2019-11-19 19:09:22 +00:00
Joshua Barretto
aa111d34e5
Added clouds
2019-11-19 19:09:22 +00:00
Joshua Barretto
eb7b55d3ad
Merge branch 'zesterer/better-water' into 'master'
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Better water
See merge request veloren/veloren!643
2019-11-12 14:55:54 +00:00
Adam Whitehurst
59826a364a
Remove unnecessary elided lifetimes
2019-11-11 08:26:44 -08:00
Adam Whitehurst
64a0d8d91f
Make character anims conditional by Tool held
2019-11-10 15:36:47 -08:00
Monty Marz
a9a7b95037
Login desc
2019-11-09 23:19:41 +00:00
timokoesters
b6552556e7
fix: show error on client failure again
2019-11-07 09:42:03 +09:00
Shane Handley
0fabe70960
Ignore warning about variant never being constructed. It's being used
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elsewhere. Not sure why that isn't being picked up.
2019-11-06 21:34:19 +01:00
Shane Handley
4330b33ce0
Hmm, alright have it your way rust. Not my change, so leaving it alone.
2019-11-06 21:34:18 +01:00
Shane Handley
fb3350c605
Removed error which is now handled by the ServerTimeout case
2019-11-06 21:34:18 +01:00
Shane Handley
15c725bfde
Address code review points:
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- Clarify caffeine fueled comment
- Be better at comparing Instant's, and catch the 0 seconds case to say
Goodbye to the user
- Switch println for 'info!'
2019-11-06 21:34:18 +01:00
Shane Handley
b15c107f0b
Re-add the handling of error when the player loses connection on the character select screen.
2019-11-06 21:34:17 +01:00
Shane Handley
69b008e0e6
Fix issue with the timeout error showing when there is an intentional logout from the game.
2019-11-06 21:34:17 +01:00
Shane Handley
81f41e278e
Remove unused warn and fix dangling parameter.
2019-11-06 21:34:17 +01:00
timokoesters
4a65cddd15
improvement: remove wait
because it now always retries
2019-11-06 21:34:16 +01:00
Shane Handley
26acd8b427
Bump up the timeout tie for booting the single player server
2019-11-06 21:34:16 +01:00
timokoesters
c733c95718
improvement: UI for connecting to singleplayer servers + threading fixes
2019-11-06 21:34:15 +01:00
timokoesters
21f126acd4
feat: show errors in main menu when client fails
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Instead of `[ERROR] Failed to tick the scene: Network(Bincode(Io(Custom { kind: UnexpectedEof, error: "failed to fill whole buffer" })))`
2019-11-06 21:34:15 +01:00
Shane Handley
3b24af76ab
Formatting
2019-11-06 21:34:15 +01:00
Shane Handley
ef6f8b509a
Eeek, remove logging.
2019-11-06 21:34:14 +01:00
Shane Handley
fe9ad3fa19
Network timeout updates
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- Bugfix: Check whether the server response (pong) is greater than the timeout period, rather than the ping (which will always fire regardless of connection status) This was causing the timeout error event to never fire.
- Feature: Send the player notifications to the chat window that they will be kicked due to disconnection for 6 seconds before kicking them back to the main menu.
2019-11-06 21:34:14 +01:00
Joshua Barretto
671313a523
Overhauled water shaders
2019-11-05 15:45:01 +00:00
soruh
6dfa146484
Mitgated RUSTSEC-2019-0014 by updating noise
and
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disabling its default features, specifically `image`,
which had the vulnerability.
2019-11-05 11:14:39 +00:00
soruh
e3bd152d24
update toolchain to nightly-2019-11-04
2019-11-04 18:26:32 +01:00
Monty Marz
240b620c13
login info text
2019-11-01 20:53:52 +00:00