Imbris
e37a01be9d
Sprinkle instrumentation in common crate,in particular in the ecs systems
2020-09-06 22:28:14 -04:00
Imbris
10c3d01466
Add basic group functionality (no voxygen wiring yet)
2020-08-08 01:09:01 +02:00
Ben Frankel
823141f825
Maintain character state when inventory is modified
...
If the mainhand slot is swapped out or dropped while the character is
wielding, the character will be set to idle (same behavior). However, if
an item is picked up or used; or a non-mainhand item is dropped; or two
non-mainhand items are swapped; the character state will not be set to
idle (new behavior).
Rationale for keeping the same behavior:
Swapping a weapon out while in a wielding state can put the player in a
barehanded wielding state, which would be inconsistent with the fact
that that state can't be entered by toggling wield while barehanded.
Rationale for setting the new behavior:
Setting character state to idle was originally added because "Interact"
was mapped to right mouse button, so picking up an item with RMB would
also activate secondary attack if the player was wielding during the
interaction. Now the default keybinding for "Interact" is E, so this
isn't a problem unless the player changes their keybinding to RMB.
In addition, setting character state to idle for any inventory
manipulation may cause players to fall out of glider unexpectedly.
2020-07-07 09:43:48 -07:00
Ben Wallis
950c62efc6
Suppressed all existing clippy warnings in preparation for fixes as part of #587
2020-06-10 22:01:42 +01:00
CapsizeGlimmer
4e7f8c686a
Equipped lanterns now provide an illumination effect.
2020-05-04 15:15:31 +00:00
Imbris
ba3fa16c33
Create Dir type for better enforcement of non NaN, normalized representations of directions
2020-03-27 22:02:07 -04:00
Imbris
6ba158b7e1
Input handling changes
2020-03-25 01:38:37 -04:00
Adam Whitehurst
37ec191021
update controller tick fn
2020-03-25 01:38:25 -04:00
timokoesters
44ec09a8e7
Go to idle state when picking items up
2020-03-20 20:23:04 +01:00
Adam Whitehurst
49c7143144
Clean up warnings
2020-03-07 13:03:10 -08:00
timokoesters
d0439fdd84
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-24 21:34:17 +01:00
Ben Simpson
3343f8e5c0
Update common/src/sys/controller.rs, common/src/sys/movement.rs, common/src/comp/energy.rs files
2020-02-13 08:36:29 +00:00
Ben Simpson
a49482503d
Update common/src/sys/controller.rs, common/src/sys/movement.rs files
...
Deleted energy.rs, movement.rs files
2020-02-13 07:59:54 +00:00
Ben Simpson
1aa98dbb62
Update common/src/comp/energy.rs, energy.rs, common/src/sys/controller.rs, common/src/sys/movement.rs, movement.rs files
2020-02-13 07:30:32 +00:00
timokoesters
0bc07a0835
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-03 22:02:32 +01:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
timokoesters
2e8bf9d212
improvement: enemy balance
2020-01-20 19:15:12 +01:00
timokoesters
65d0a1c4f4
refactor: use restrict_mut
2020-01-19 22:39:20 +01:00
timokoesters
8064b51ee2
improvement: better movement
2020-01-19 22:39:18 +01:00
Joseph Gerardot
c10c31043c
Make charging take a discrete amount of energy and change energy
...
regeneration to use floats so it is smoother and tickrate-independent.
2020-01-19 22:39:17 +01:00
Adam Whitehurst
5959d2a5c7
Fix SFX and Assets
2020-01-16 05:28:45 -08:00
Adam Whitehurst
d82e93b39f
Merge master and build
2020-01-16 05:27:30 -08:00
Imbris
f52aef224e
Fix typos, don't insert Controller if it doesn't already exist in the
...
mount system so that Controller components are not added to entities
client side
2020-01-02 05:34:27 -05:00
Imbris
1acf08390a
Fix issue where controller events aren't processed while mounted. Fix non humanoids being able to climb and glide.
2019-12-31 16:41:45 -05:00
AdamWhitehurst
06053faed0
Add state disables, cleanup imports
2019-12-26 10:01:19 -08:00
AdamWhitehurst
8e0317e03d
refactor states to handle update logic
2019-12-26 06:43:59 -08:00
Imbris
71cce03f29
Move sync code into common submodule
2019-12-20 22:37:12 -05:00
Adam Whitehurst
e074c7ce1d
begin impl state handle traits
2019-12-20 05:30:37 -08:00
Adam Whitehurst
4ead941c82
Fix fall->climb, tweak jump and glide
2019-12-15 17:44:19 +00:00
Monty Marz
1e1990758b
Fix bow-shot frequency
2019-12-12 20:13:45 +00:00
Adam Whitehurst
20575e0aab
Update controller
2019-12-09 14:45:10 +00:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
...
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Adam Whitehurst
4e574cb29a
Inputs enhancements
2019-11-29 15:20:35 +00:00
telastrus
10d6f3e8b3
jump while underwater
2019-11-21 23:56:07 -05:00
timokoesters
0a1e12c9ad
improvement: make debug items of type ItemKind::Tool
...
This way all items that can be held in a hand are tools
2019-10-24 23:55:24 +02:00
timokoesters
20248a4818
feat: store items as RON files
...
When a new item is created, a ron file will be used as a template
2019-10-24 23:47:26 +02:00
Imbris
a200dafd45
Fix possess bug, remove commented code, drain controller events
2019-10-24 00:00:00 -04:00
Imbris
2703c8afe1
Move serverside client to a component and communications into server ecs systems
2019-10-23 23:50:06 -04:00
Monty Marz
3e0ac48bd8
Multiple Assets and UI fixes and additions
2019-10-23 19:40:45 +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
Imbris
028d010624
Make bows give experience via giving projectiles an owner field
2019-10-11 19:33:01 -04:00
Imbris
2f9d8ee2e6
Add new debug item
2019-10-11 19:32:46 -04:00
timokoesters
45f756343d
fix: blocking now ends in wielded
...
This makes blocking more viable because while blocking you can wait for
the enemy to attack and then quickly exit the block and attack yourself.
2019-10-08 21:19:48 +02:00
timokoesters
182b98081b
feat(bow): arrows despawn after some time
2019-10-06 19:32:46 +02:00
timokoesters
ba3db852f7
feat(bow): make arrows stick to walls
2019-10-04 21:02:44 +02:00
timokoesters
fc97c27b65
feat(bow): sticky arrows
2019-10-04 21:02:43 +02:00
timokoesters
d46f1e1859
Initial bow & arrow implementation
2019-10-04 21:02:39 +02:00
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
timokoesters
f3593371ea
Make npcs attack in a smarter way
2019-09-07 12:16:55 +02:00
timokoesters
15978d216b
Rename controller main, alt to primary, secondary
2019-08-31 00:13:45 +02:00