Commit Graph

5517 Commits

Author SHA1 Message Date
Sam
860c766d62 Changed roll movement. 2020-11-05 14:22:30 -06:00
Sam
55e75adec0 Created new fields in roll. Centralized generation of abilities. Added builder function for rolls since they are not yet tied to equipment. 2020-11-05 12:28:18 -06:00
Marcel
121364821a Merge branch 'xMAC94x/FeuerzeugBierflasche' into 'master'
xMAC94x/feuerzeugBierflasche

See merge request veloren/veloren!1478
2020-11-05 09:22:50 +00:00
Marcel Märtens
a7ce3e5a2e switch back to cylindric entity <-> entity collision check.
I still doubt why we do cylindric vs cylindric in entity <-> entity check,  but box vs box in entity <-> terrain check.
Though i did a spheric calculation here.
The cylindric one is alot slower though, 500 entities take 1.9s instead of 1.3s
2020-11-05 08:54:10 +01:00
Samuel Keiffer
ee7d4d57c7 Merge branch 'sam/smol-fixes' into 'master'
Small Fixes 2

See merge request veloren/veloren!1471
2020-11-05 05:19:12 +00:00
Sam
f69f494524 Fixed crash from changes in explosion code. 2020-11-04 22:21:02 -06:00
Sam
a0af315930 Addressed comments. 2020-11-04 19:22:08 -06:00
Sam
bda7fefdc0 Removed Damages struct. Added GroupTarget enum. Changed RadiusEffect to use Effect instead of Daamges. Added Damage variant to Effect Eenum. 2020-11-04 19:22:07 -06:00
Sam
d38f1d319c Energy and health change server events now reference EcsEntity instead of Uid. Added TargetGroup to use to determine targets of effects/damage. Added Entity(TargetGroup, Effect) to RadiusEffect enum. 2020-11-04 19:22:06 -06:00
Sam
87bff41a66 Addressed comments. 2020-11-04 19:22:05 -06:00
Sam
c48c022f7e Separated out health from stats component. 2020-11-04 19:22:04 -06:00
Sam
b8f722af8d Removed most hardcoded ability keys. 2020-11-04 19:22:02 -06:00
Sam
f1f5c2b21b Added energy change server event. 2020-11-04 19:22:01 -06:00
Sam
e0cbbf52ed Changed explosions to take a vec of RadiusEffects. Changed Damage to a struct of DamageSource and value. Added interpolation function to damage. 2020-11-04 19:22:00 -06:00
Marcel
7517991d73 Merge branch 'TR_translations' into 'master'
Updated translations

See merge request veloren/veloren!1473
2020-11-04 16:13:53 +00:00
TheBoredProgrammer64
3f7b007227 Updated translations 2020-11-04 16:13:53 +00:00
Joshua Barretto
87ac4bd998 Merge branch 'christof/home_town' into 'master'
implement /home to return to home town

See merge request veloren/veloren!1481
2020-11-04 15:58:35 +00:00
Marcel Märtens
a7123c6e14 put cache in ECS to get rid of allocations 2020-11-04 14:19:28 +01:00
Marcel
602da59b79 Merge branch 'xMAC94x/netfixE' into 'master'
keep Presence when possesing

See merge request veloren/veloren!1482
2020-11-04 11:28:12 +00:00
Marcel Märtens
ce3173ecdf add metrics for physics sys and implement concurrent physics 2020-11-04 11:53:13 +01:00
Marcel Märtens
bbe6e8be7c Improve Phyiscs speed of entity handling.
Before we had accessed velocities in a nested loop O(n²).
Now we copy it only once out of the ECS system and store it in a tmp Vec.
As we no longer need to hold a mut and imutable reference, we can iter of `&mut velocities` again in the outer loop.
Also improved many calculations called in the loop to make the check if 2 entities are to far apart as easy as possible
2020-11-04 11:53:09 +01:00
Marcel Märtens
094bb7c45a keep Presence when possesing 2020-11-04 11:49:05 +01:00
Samuel Keiffer
e07dc51d2d Merge branch 'snowram/newstyle-keyframes' into 'master'
animation small fixes part 1

See merge request veloren/veloren!1445
2020-11-04 04:32:53 +00:00
Snowram
a6d5d87bbc Fix animations regressions for biped_large 2020-11-04 02:12:43 +01:00
jshipsey
fb1aae22dd manifests 2020-11-04 01:48:06 +01:00
jshipsey
3bb839da85 convert humanoid anims, warnings 2020-11-04 01:48:06 +01:00
Snowram
b47f42bad5 More biped_large work 2020-11-04 01:48:05 +01:00
jshipsey
f009492319 cleanup 4 2020-11-04 01:48:05 +01:00
unknown
14ec1b9f5f starting to wire in new wield setup for bipedlarge 2020-11-04 01:48:05 +01:00
jshipsey
e6eeef4524 setup for axe/bow wield 2020-11-04 01:48:05 +01:00
jshipsey
28cde31bbb setup for staff, more anim conversions 2020-11-04 01:48:05 +01:00
Snowram
ef1428f9fe Bones scaling cleanup 2020-11-04 01:48:05 +01:00
jshipsey
3d23475abd starting to wire in new wield setup 2020-11-04 01:48:05 +01:00
Snowram
72b15a1e24 More new style keyframe translation 2020-11-04 01:48:05 +01:00
jshipsey
c878673a84 cleanup 3 2020-11-04 01:48:05 +01:00
jshipsey
f79181c01f cleanup 2 2020-11-04 01:48:05 +01:00
jshipsey
e5734c1829 adjust skeleton_attr to s_a 2020-11-04 01:48:05 +01:00
Snowram
f9f3d33189 More new style keyframe translation 2020-11-04 01:48:04 +01:00
jshipsey
e928dbe4db start cleanup 2020-11-04 01:48:04 +01:00
Snowram
a8dd44325f Convert some animations to new style keyframes 2020-11-04 01:48:04 +01:00
Christof Petig
ac92c8a6af implement /home to return to home town 2020-11-04 00:55:15 +01:00
Joshua Barretto
0ec3cf2cd3 Merge branch 'zesterer/let-there-be-flight' into 'master'
Implemented Flight

See merge request veloren/veloren!1479
2020-11-03 22:46:07 +00:00
Joshua Barretto
6331ad9455 Implemented Flight 2020-11-03 22:46:07 +00:00
Marcel
9e905b297a Merge branch 'xMAC94x/netfixD' into 'master'
xMAC94x/netfixD

See merge request veloren/veloren!1444
2020-11-03 13:07:33 +00:00
Marcel Märtens
3d9c3e481e Undo one Componenet per Stream and instead use Client.
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373 extract a Presence Component, which is server only and has state of Player and Client. Presence is only valid for Clients that are in game 2020-11-03 08:56:02 +01:00
Marcel Märtens
084b60d7ec Fix an error that a failed initialization of a client lead to a Kill of the gameserver. Instead we just log a msg now. 2020-11-03 08:55:56 +01:00
Marcel Märtens
6bb74c9c6f Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly 2020-11-03 08:55:54 +01:00
Marcel Märtens
37d08e93ca review:
- fix wording in error msg
 - find better name for structs
 - unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
 - fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
9ba19a1cd9 implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants 2020-11-03 08:55:46 +01:00