Sam
813144832c
Addressed round of testing feedback.
2020-09-29 19:48:09 -05:00
Sam
509bff0d79
Added healing healthsource logic to beam system.
2020-09-29 19:48:08 -05:00
Monty Marz
0d4979395e
separate sceptres from staffs, show values below 1.0 as decimals in the SCT, add starting sceptre
...
remove firebolt from starting sceptre
2020-09-29 19:48:07 -05:00
Sam
410090317e
Energy no longer regens when heal target is at full health.
2020-09-29 19:48:07 -05:00
Sam
8b23fc7aca
Re-added necessary functionality to beam (heal, lifesteal, energy regen).
2020-09-29 19:48:06 -05:00
Sam
29f27bfdec
Addressed comments.
2020-09-29 19:48:06 -05:00
Sam
628b02b1bd
Tweaked beam collision logic to be more accurate.
2020-09-29 19:48:05 -05:00
Sam
f26dad94a0
Reverted changes to melee system that were added to when beam was initially in melee system.
2020-09-29 19:48:04 -05:00
Sam
a3459b309c
Added beam system. Added collision code for spherical wedge/cylinder detection.
2020-09-29 19:48:04 -05:00
Sam
7a58f0c425
Placeholder animation for beam attack.
2020-09-29 19:48:03 -05:00
Sam
3fcf22b2e0
Beams now have spherical hit detection.
2020-09-29 19:48:02 -05:00
Sam
7a50b94445
M1 now only regens stamina when healing allies if they are not at full health.
2020-09-29 19:48:02 -05:00
Sam
19dadb2c8d
Tick rate now exposed as a variable.
2020-09-29 19:48:01 -05:00
Monty Marz
96a76617e9
change tick rate
2020-09-29 19:48:01 -05:00
Monty Marz
c1caa2d3a8
test values
2020-09-29 19:48:00 -05:00
Sam
49dcc29d20
Fixed energy cost for playtesting purposes.
2020-09-29 19:48:00 -05:00
Sam
aaf08bde16
Fixed explosion color of sceptre M2.
2020-09-29 19:47:59 -05:00
Monty Marz
5b5ab33c90
color adjustments
2020-09-29 19:47:59 -05:00
Sam
e92116cd1d
Tweaked particles. Added skill icons.
2020-09-29 19:47:58 -05:00
Sam
2dad6cf9af
New sceptre M2 is functional.
2020-09-29 19:47:57 -05:00
Sam
e62c0cd1bd
Lifesteal now works. Added particles to healing beam.
2020-09-29 19:47:57 -05:00
Sam
06f1e5bdaa
Initial implementation for beam attack.
2020-09-29 19:47:56 -05:00
Joshua Yanovski
e8fd108a5f
Merge branch 'sharp/improve-chunk-memory' into 'master'
...
Reduce chunks / chonk by trimming the ends.
See merge request veloren/veloren!1416
2020-09-29 19:15:24 +00:00
Joshua Yanovski
6784d9ecf2
Reduce chunks / chonk by trimming the ends.
...
This improves the defragment operation for chonks by letting them remove
chunks at the top that match above, and bottom that match below. This
reduces the chunks / chonk from around 5.9 to around 3.4 at origin. From
my investigations, adding something for water would probably get us a
full 50% reduction, if we could collapse intermediate chunks; block
types other than rock / air / water never appear to have full chunks of
the same block, so any additional optimization will require changes to
the subchunk compression format or changes to the actual chunks we
generate.
2020-09-29 19:08:45 +02:00
Forest Anderson
11578b5173
Merge branch 'xvar/add-clone-on-ref-ptr-clippy-lint' into 'master'
...
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
See merge request veloren/veloren!1411
2020-09-28 19:32:03 +00:00
Joshua Yanovski
4873a2c1dc
Merge branch 'sharp/improve-chunk-memory' into 'master'
...
Improve chunk space consumption by a lot.
See merge request veloren/veloren!1415
2020-09-28 19:08:11 +00:00
Joshua Yanovski
92fa0a4d08
Fix hacky solution with proper defragmentation.
...
After generating a chonk, we now find the highest frequency block (in
terms of the number of groups that uniformly consist of that block) and
replace the chunk's default with that one. We also resort the data in
the process to be in the same order as the original array index. This
improves our memory savings from 3x to almost 7x, and brings us within a
factor of 3 or so of what I hope a true average will be.
The defragmentation is not totally optimal and can probably be improved
from a performance perspective, but given how much of a hard bottleneck
RAM is this seems worthwhile. Also, this doesn't suffer from the issues
the previous solution did.
2020-09-28 16:56:26 +02:00
Joshua Yanovski
ec4ffe3022
Improve chunk space consumption by a lot.
...
3x - 5x depending on terrain. We can do a lot better but this is a good
start.
Also, added chunk group count to metrics. This correlates with memory
usage specifically by chunk voxel data in a much more direct way than
chonk or chunk count do, so this should provide extra useful information
(especially for our average overhead per chonk / chunk).
2020-09-28 13:35:49 +02:00
Imbris
a0bc7c8e6f
Merge branch 'xvar/remove-option-from-characterloader-channels' into 'master'
...
Removed unnecessary Option around send and receive channels in character_loader.rs
See merge request veloren/veloren!1412
2020-09-27 22:30:25 +00:00
Ben Wallis
123b66e180
Removed unnecessary Option around send and receive channels in character_loader.rs
2020-09-27 22:12:41 +01:00
Imbris
36c43380a1
Merge branch 'xvar/fix-admin-loss-on-character-switch' into 'master'
...
Preserve admin component if present on return to character select screen
Closes #780
See merge request veloren/veloren!1413
2020-09-27 20:34:05 +00:00
Imbris
ee033e91b0
Merge branch 'update-pt_BR-and-translation-fixes' into 'master'
...
Update pt_BR.ron
See merge request veloren/veloren!1407
2020-09-27 20:34:03 +00:00
Ben Wallis
268331e86e
Preserve admin component if present on return to character select screen
2020-09-27 20:25:00 +01:00
Joshua Yanovski
2399f8b8c2
Merge branch 'sharp/remove-spurious-vox' into 'master'
...
Remove spurious uses of Vox.
See merge request veloren/veloren!1406
2020-09-27 16:41:29 +00:00
Ben Wallis
06b4d3a489
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
2020-09-27 17:25:33 +01:00
Joshua Yanovski
cd435a76bc
Address review comments.
2020-09-27 17:06:46 +02:00
Joshua Yanovski
a42f9f7d4b
Merge branch 'xvar/crafting-item-def' into 'master'
...
Refactored crafting to use ItemDef instead of Item
See merge request veloren/veloren!1408
2020-09-27 15:03:45 +00:00
Joshua Yanovski
63f2952466
Merge branch 'xvar/add-missing-itemdefs-to-persistence-migration' into 'master'
...
Added several missing items to persistence migration
See merge request veloren/veloren!1409
2020-09-27 15:03:43 +00:00
Ben Wallis
306cd4312d
Refactored crafting to use ItemDef instead of Item
2020-09-27 14:55:31 +01:00
Ben Wallis
f0041e8c02
Added several missing items that didn't exist in any inventories/loadoads on the production server to the item_persistence migration
2020-09-27 14:51:57 +01:00
Nícolas Wildner
67a5c8b8ac
Update pt_BR.ron
2020-09-26 19:13:45 +00:00
Nícolas Wildner
a78ba49ea1
Update pt_BR.ron
2020-09-26 18:46:37 +00:00
Nícolas Wildner
f88be91042
Update pt_BR.ron
2020-09-26 18:20:59 +00:00
Nícolas Wildner
30b68b7c83
Update pt_BR.ron
2020-09-26 18:10:22 +00:00
Joshua Yanovski
9b3e182ab7
Fix collision detection in liquid.
2020-09-26 16:53:49 +02:00
Joshua Yanovski
27929bf9ae
Remove spurious uses of Vox.
...
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Joshua Yanovski
750decd41d
Merge branch 'sharp/fix-redundant-code' into 'master'
...
Removed redundant code missed in auth merge.
See merge request veloren/veloren!1404
2020-09-22 16:27:04 +00:00
Joshua Yanovski
aece193072
Removed redundant code missed in auth merge.
2020-09-22 18:21:31 +02:00
Marcel
0826ea06d8
Merge branch 'xMAC94x/versioning_scheme' into 'master'
...
switching veloren naming scheme, to either one of the following:
See merge request veloren/veloren!1386
2020-09-22 13:56:59 +00:00
Marcel Märtens
699e3e0934
switch version to pre-alpha-2020-09-22
vs pre-alpha-v0.7.0
2020-09-22 12:04:07 +02:00