Imbris
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934c5d6846
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Various tweaks: moved radius determination to function on , comments, simplified server Destroy event code, debug assert modified components aren't removed in change tracking, etc
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2019-12-20 22:51:35 -05:00 |
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Imbris
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bfaa18e010
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Fix NaN in agent sys, stop pushback from turning player around, account for Scale in melee attack hit detection
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2019-12-20 22:48:14 -05:00 |
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Imbris
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71cce03f29
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Move sync code into common submodule
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2019-12-20 22:37:12 -05:00 |
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Adam Whitehurst
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92d99af53c
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feat: weapon-type dependent wield and attack durations
also some controller.rs cleanup
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2019-12-03 06:30:08 +00:00 |
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timokoesters
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20248a4818
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feat: store items as RON files
When a new item is created, a ron file will be used as a template
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2019-10-24 23:47:26 +02:00 |
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Monty Marz
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fdfab6a807
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refactor: create_projectile doesn't take a light
It returns a builder so the caller can just do it
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2019-10-17 20:59:36 +00:00 |
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timokoesters
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d876215012
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feat(combat): melee combat damage depends on power of the weapon
Normal NPCs have a weapon of power 5 so they do 5 damage if the attack
is not blocked. Bosses and players have power 10.
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2019-10-04 21:02:44 +02:00 |
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timokoesters
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fe17b4952c
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Remove warnings
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2019-10-04 21:02:42 +02:00 |
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timokoesters
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ab634f1d21
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Reuse combat code
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2019-10-04 21:02:41 +02:00 |
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Imbris
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52d84248ec
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Remove all warnings
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2019-09-04 19:03:49 -04:00 |
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timokoesters
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74677784c0
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Add attack buildup duration (Delay before hit)
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2019-08-27 11:06:54 +02:00 |
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timokoesters
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72564cf8b4
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Make action durations constants
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2019-08-27 11:06:54 +02:00 |
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timokoesters
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a7747fe965
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Simplify code
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2019-08-26 13:12:45 +02:00 |
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timokoesters
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98f8196a16
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Put combat related values into constants
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2019-08-26 13:12:43 +02:00 |
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timokoesters
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295969517c
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Improve combat range
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2019-08-26 13:12:40 +02:00 |
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timokoesters
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b826edf6e8
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Make aiming 2D
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2019-08-26 13:12:39 +02:00 |
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timokoesters
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0912de2a26
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Make aiming more precise
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2019-08-26 13:12:38 +02:00 |
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timokoesters
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e7c61c30cc
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Block when pressing right click while looking at the attacker
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2019-08-26 13:12:37 +02:00 |
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timokoesters
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5d5ccd7b99
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Move from state components to single CharaterState struct
This makes split animations easy and improves overall code quality
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2019-08-26 13:12:34 +02:00 |
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Monty Marz
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d180c47edc
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Pfau/combat
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2019-08-03 21:11:57 +00:00 |
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Joshua Barretto
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e52250a193
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Made orientation change with move_dir, added a small amount of knockback
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2019-08-03 18:24:07 +01:00 |
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Pfauenauge90
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c919b68346
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changed angle of attack, changed z offset on hit
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2019-08-03 12:46:07 +01:00 |
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timokoesters
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e39324a9d2
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Remove knockback
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2019-08-03 12:46:07 +01:00 |
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Justin Shipsey
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1c10ff756f
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Holding weapon while running/jumping/standing
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2019-07-06 19:00:05 +00:00 |
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timokoesters
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f5da167ce5
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Fix warnings and clippy recommendations in common
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2019-07-02 15:48:25 +02:00 |
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jshipsey
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cc548eb669
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glider animation fix
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2019-06-30 18:53:45 -04:00 |
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jshipsey
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2ce5c5881e
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combat run/jump/idle animation states
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2019-06-30 18:53:44 -04:00 |
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timokoesters
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14400f6380
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Remove Actor and use Body instead
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2019-06-30 18:57:24 +02:00 |
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Joshua Barretto
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9ad2feb037
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Ignore ForcedUpdate insertion
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2019-06-16 20:53:10 +01:00 |
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timokoesters
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7deb3da1af
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Add pub use phys:: and remove most pub mod s
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2019-06-16 19:59:12 +02:00 |
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timokoesters
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e2c81dd036
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Fixes for .maybe() and animation
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2019-06-16 19:57:04 +02:00 |
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Cody
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1f6c1188bc
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Removes input sys, moves code to combat and phys
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2019-06-16 19:57:03 +02:00 |
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