Commit Graph

421 Commits

Author SHA1 Message Date
Avi Weinstock
232ddb0860 Polish trading implementation and address review comments.
- Fix item swapping edge case
- Document more assumptions/edge cases
- fmt and clippy
- s/ServerGeneral::GroupInvite/ServerGeneral::Invite/
- Use `Client::current` in `Client::is_dead`
2021-02-14 11:11:35 -05:00
Avi Weinstock
f6db8bb7c4 Implement actual inventory-manipulation part of trading server side. 2021-02-12 18:43:10 -05:00
Avi Weinstock
abb5684883 Trade implementation progress.
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
2021-02-12 18:43:10 -05:00
Avi Weinstock
e2b55e0706 Implement enough of a trade UI that dragging & dropping items into it round-trips between clients. 2021-02-12 18:43:09 -05:00
Avi Weinstock
aeb2398fc6 Trade implementation progress.
- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
ae528124fc Trade implementation progress.
- State machine for modifying trades.
- ServerGeneral/ClientGeneral messages.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement. 2021-02-12 18:43:09 -05:00
Sam
e033fe6bee Inventory manipulations are now only for input from the client, and are no longer directly sent as a server event. Slot manipulations do that instead. 2021-02-08 13:55:50 -05:00
Ludvig Böklin
a1ff9ab83f Redefine Ori as a quaternion 2021-02-05 09:33:14 +01:00
Sam
d13302f256 Fixed bombs panicing the server. 2021-02-03 00:41:19 -05:00
Sam
be8df9aef6 Addressed comments. 2021-02-02 16:08:09 -05:00
Sam
80954f3ba4 Made attacker entity and uid optional to remove potential for attacks to not be applied and some unwraps. 2021-02-02 13:07:07 -05:00
Sam
17d1432be0 Outcomes now correctly read if an attack had any healing components. 2021-02-02 13:07:06 -05:00
Sam
5eec915c2e Added support for damage falloff with explosions. 2021-02-02 13:07:06 -05:00
Sam
5c16b0b532 Explosions now use attacks. 2021-02-02 13:07:06 -05:00
Sam
2b11ae6569 Attacks can now heal. 2021-02-02 13:07:04 -05:00
Sam
fdef168e82 Beams now use Attack, with limited functionality in some cases. 2021-02-02 13:07:03 -05:00
Sam
c3408c084c Critical hits are now functional. 2021-02-02 13:06:32 -05:00
James Melkonian
23b1df3cdd Add basic NPC interaction and fix NPC chat spamming 2021-01-31 20:29:50 +00:00
jiminycrick
a02444825d Address some comments
Eliminated extra stagger state

Responding to more comments

Move poise character state changes to character behavior system

Move poise out of JoinTuple/Data

Finish up comments (various fixes)
2021-01-28 17:31:05 -08:00
jiminycrick
661764f4aa Some preliminary balancing
Fix rebase
2021-01-28 17:22:39 -08:00
jshipsey
29732bb763 starting stun anim
stagger anim, mirroring, bettern walk anim

wielding with stuns/stagger

Knockback fix

Added Poise documentation/comments
2021-01-28 17:22:37 -08:00
jiminycrick
0f244bf84b Made stunned state invulnerable to poise damage
Fixing silly error for comp creation
2021-01-28 17:22:35 -08:00
jiminycrick
dd69b5f2bc Poise stats 2021-01-28 17:22:35 -08:00
jiminycrick
af076aa87f Add knockback to poise 2021-01-28 17:22:35 -08:00
jiminycrick
e3965ae0ab Very basic functioning stun 2021-01-28 17:22:35 -08:00
jiminycrick
c83296a4ec Initial broken implementation of poise
Character movement no longer broken.
2021-01-28 17:22:33 -08:00
jiminycrick
8b97199245 Update rand dependency 2021-01-26 20:35:08 -08:00
Sam
4014b28d19 Removed body from stats component as there is already a body component. 2021-01-22 16:50:22 -05:00
Sam
221dfc0ffa Players should no longer reward exp on being killed. 2021-01-19 15:27:56 -05:00
Sarra Kitty
e7d852835c Sarrakitty/rotsys item sprites 2021-01-19 18:23:44 +00:00
Samuel Keiffer
b04158c5f9 Merge branch 'sam/combat-skill-trees' into 'master'
Sam/combat skill trees

See merge request veloren/veloren!1680
2021-01-19 14:18:07 +00:00
Monty Marz
ac60bf5794 Better visuals for skill button labels, don't show "0 EXP" in the SCT
Made functions that were called every frame significantly cheaper.

Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
eaa41c7dea Skills are now factored into combat rating. New formula for exp scaling per SP.
Adjust lvl up msg fade

Add female humanoid names WIP

Changed text formatting when skill is max level. Added message to show you have 0 skill points available.

Addressed a lot of comments.

various changes to UI

- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon

Exp reward tweaks.

Fixed flamethrower range skill description.
2021-01-19 08:08:26 -05:00
jiminycrick
3d44ac2c35 Humanoid skill config and AI skill check
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Sam
83fdc8806d Added function to automatically generate a combat rating. Currently, it is used to calculate exp. 2021-01-19 08:07:54 -05:00
Sam
4f552a736e Added skill point costs to tooltips. 2021-01-19 08:07:53 -05:00
Sam
ae8c8b47f1 Added tooltips with numbers. Balancing on some skills.
Added experience scaling for tougher enemies.
2021-01-19 08:07:51 -05:00
Sam
b6d2d48ead Exp floaters.
You load in with correct energy and health values now.
2021-01-19 08:07:36 -05:00
Monty Marz
30df603115 flashing buttons for available points, WIP lock/unlock indicator
Condensed UI code. Removed some hardcoding.

icons

squash later, WIP colouring for unavailable skills
2021-01-19 08:07:33 -05:00
Sam
51c0bd765f Database support for refunding skills.
Nonfunctional xp floaters, squash when working.

more icons, lock visuals
2021-01-19 08:07:29 -05:00
Sam
c0c45a1996 Purged stats, including level and experience 2021-01-19 08:07:23 -05:00
Sam
69be3a3d93 Added persistence for skill trees. 2021-01-19 08:07:00 -05:00
Sam
cbfe064e4f You now gain skill points after a threshold of xp within a particular skill group.
Skills can now unlock skill groups. Temp method of using chat to unlock skills.
2021-01-19 08:06:52 -05:00
Jesus Bracho
42679201b0 Set up aura filtering 2021-01-18 22:58:56 +00:00
Sam
63eb71ed5b Exp is now awarded to specific skill groups. It's automatically split between a general pool and weapon pools based on if you have the weapon in your loadout and if you've unlocked the weapon pools. 2021-01-18 17:54:03 -05:00
Jesus Bracho
ec79890335 Provide buff information on killed entities 2021-01-18 05:46:53 +00:00
Ben Wallis
c785e75e60 Follow-up fixes from review of inventory MR 2021-01-10 11:27:09 +00:00
Monty Marz
06e7ac25c1 fix loot tables, enemy bar color change 2021-01-09 15:26:24 +01:00
Ben Wallis
aef2637288 Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Joshua Barretto
a4b9230f03 fixed Cargo.lock conflict
Fixed `crossbeam-queue` being referenced  twice in the lockfile
2021-01-07 20:25:12 +00:00
Sarra Kitty
e8eb2b3a6c new gliders
added sandraptor glider

added sandraptor glider

stuff

working on other raptor gliders

adding file and placeholder model (copy of morpho) for monarch butterfly gliders

adding models for snow and wood raptor gliders

added a proper model for the monarch glider

adding crafting recipies for raptor gliders, and raptor feather item for the recipe. Made monarch and morpho rare drops in cave loot table

made raptors drop their feathers

fmt
2020-12-24 02:54:18 +00:00
Marcel
d2da8d671f Merge branch 'a1phyr/use_assets_manager' into 'master'
Use `assets_manager` to load assets

See merge request veloren/veloren!1624
2020-12-17 12:25:29 +00:00
Marcel
37d6fbc3ce Merge branch 'entropicdrifter/refactor-attacker-name' into 'master'
Create and use get_attacker_name method

See merge request veloren/veloren!1529
2020-12-17 11:53:36 +00:00
Benoît du Garreau
0cf164f33a Use assets_manager to load assets 2020-12-17 12:06:07 +01:00
Joshua Barretto
023888f560 Updated changelog, fmt and clippy fixes 2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Joshua Barretto
fe7f73bf62 Removed panic sources from server event handling 2020-12-07 12:28:29 +00:00
James Melkonian
71303fecfd Aura System and Campfire Health Regen 2020-12-04 22:24:56 +00:00
Marcel Märtens
e398cca53c move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Sam
6a6260daa1 Weapon combat fixes:
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
 - Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
 - Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
 - Guards no longer flee at low health.
 - Buffed sword spin.
 - Nerfed axe spin and sword dash moderately.
 - Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
2020-11-26 09:15:45 +01:00
Sam
33e4448542 Replaced every unnecssary powf in the entire codebase with either powi or sqrt. 2020-11-24 18:28:24 -06:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Joshua Barretto
7850b0bcaf Added site names, dungeon difficulty, better explosions 2020-11-23 10:57:55 +00:00
Joshua Barretto
99a881f349 Added entity simulation to rtsim, reification, assimilation 2020-11-23 10:44:59 +00:00
Joshua Barretto
808d1873bd Began implementing rtsim 2020-11-23 10:37:59 +00:00
Joshua Barretto
da9b23d4f6 Merge branch 'knarkzel/fix-npc-spawn' into 'master'
Fix bug that caused campfires and other stuff to duplicate

See merge request veloren/veloren!1543
2020-11-22 21:03:06 +00:00
Odd-Harald Lillestø Myhren
56e37a4846 Fix bug that caused campfires and other stuff to duplicate 2020-11-22 21:03:06 +00:00
Imbris
4e60d19762 Remove accidental leftover dbg 2020-11-22 02:58:44 -05:00
Imbris
e72c69ca41 Merge branch 'imbris/fix-apple-bug' into 'master'
Fix issues with not being able to grab highlighted apples by unifying distance checking

Closes #820

See merge request veloren/veloren!1532
2020-11-21 02:55:09 +00:00
Imbris
ea275e320f Rename pos fields of Cube and Cylinder for enhanced clarity and added a few tests to the find_dist module 2020-11-20 20:51:44 -05:00
jiminycrick
b3aa454f8e Initial work to move combat sfx to outcomes 2020-11-18 13:31:12 -08:00
jiminycrick
77d624f640 Made level up sounds use outcomes instead of emitting an event 2020-11-18 13:31:12 -08:00
Imbris
7427367d96 Fix issues with not being able to grab highlighted apples by unifying distance checking 2020-11-17 23:06:02 -05:00
Snowram
950eb1976d Addressed more comments 2020-11-17 23:54:01 +01:00
Snowram
7af561263d Addressed comments 2020-11-17 23:27:13 +01:00
Snowram
93642428f2 Move eye sight and scale in body.rs, mounts tweaks 2020-11-17 23:27:13 +01:00
entropicdrifter
fae3cf2521 create and use get_attacker_name method 2020-11-15 21:49:54 -05:00
Sam
69bb54b4a2 Campfires can no longer be yeeted by arrows. 2020-11-15 11:13:03 -06:00
Ben Wallis
40e9c4a3e2 Fixed character data not being persisted on character switch 2020-11-14 13:36:54 +00:00
Sam
b5f59f9cf3 Fixed tests. Addressed comments. 2020-11-13 10:41:34 -06:00
Imbris
37e4ea4669 Remove ability map from top level functions 2020-11-12 21:24:35 -06:00
Sam
9b4fa4e961 Started moving loading of ability manifest to an ecs variable. 2020-11-12 21:24:34 -06:00
Christof Petig
b56919b123 Make waypoints persistent
Closes #549
2020-11-08 22:15:47 +01:00
AlKabir
4803ee5c81 changed to an or operand 2020-11-07 23:37:15 -06:00
AlKabir
6535deae9c added two meat assets for mobs to drop 2020-11-07 23:34:20 -06:00
AlKabir
289126d9c8 Make different mobs drop different assetts on death (not just lootbags) cargo fmt 2020-11-07 22:50:38 -06:00
AlKabir
134c481408 Make different mobs drop different assetts on death (not just lootbags) 2020-11-07 22:50:38 -06:00
AlKabir
77f3c7e3c5 Minor combat fixes (see issue 785) 2020-11-07 18:00:07 +00:00
Samuel Keiffer
44f676d90c Merge branch 'sam/make-roll-great-again' into 'master'
Roll overhaul

See merge request veloren/veloren!1484
2020-11-06 03:25:18 +00:00
Sam
37ecb165ef Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox. 2020-11-05 20:40:20 -06:00
Snowram
ce96af4363 Allow for an arbitrary array of effects and buffs for consumables 2020-11-06 01:08:30 +01:00
Sam
4a1a3f3ecc Roll now gives i-frames. 2020-11-05 16:48:04 -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
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
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 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
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
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
e9be36c993 replace the single message system with 5 message systems. one per stream to handle less ECS systems PER msg system.
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
dd966dd00e remote all streams from Client and put it directly in the ecs system.
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Imbris
cf06912b7b Merge branch 'bbenton91/add-mount-range-check' into 'master'
Fixes #814. Added range check to mounting

Closes #814

See merge request veloren/veloren!1466
2020-10-31 03:50:00 +00:00
Brad
95163a5a65 Added range check to mounting 2020-10-30 22:34:44 -04:00
Brad
a1baab1a5c Added range check to block pickup 2020-10-30 19:50:36 -04:00
Imbris
64def3cde4 Allow interacting with nearby blocks without pointing at them, unify selection of block/entity interactors so that only one is select at once, rearrange pickup and mount range consts 2020-10-29 18:40:11 -04:00
Sam
a7e3e55a12 Transitioned damage and healing from u32/i32s to enums. 2020-10-28 18:15:25 -05:00
Sam
5d0fd3d9bc Addressed more comments. Changed how buffs were sorted so that duration was also taken into account. 2020-10-26 19:30:18 -05:00
Adam Whitehurst
f759895d63 add maxhealthmodifier
oops variable
2020-10-26 19:30:18 -05:00
Sam
f60985d733 Transitioned buff storage from a vec to a hashmap. Addressed other comments. Only continuous buff effects are handled right now. 2020-10-26 19:30:17 -05:00
Sam
337cf6e137 Cleaned up UI code. Removed stuff added for testing. Added 10% for melee attacks to inflict a bleeding debuff. Renamed BuffId to BuffKind. Fixed memory leak. Set event emission to false when timer is decremented. 2020-10-26 19:30:10 -05:00
Sam
5a5d35fade Cleaned up logic used to handle buff addition. Old active buffs now get deleted if they had a smaller duration and weaker strength. 2020-10-26 19:28:26 -05:00
Monty Marz
8fa398954d Initial implementation of buffs UI
player buffs animation

more testing debuffs

sorting and display limit fix

overhead buffs

fix

WIP buff removal function

fmt

Update buffs.rs

Now with compiling: WIP group UI buffs

positioning

Update group.rs

Update group.rs

Small optimizations.

Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.

buff frame visuals

added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Sam
007d3c09ac Buffs now get removed on death by default. Buffs are now required to have either the 'Buff' or 'Debuff' tag. RemoveByCategory function now has support for blacklisting certain categories. Support for UI stuffs. 2020-10-26 19:28:23 -05:00
Samuel Keiffer
60a5346a0b Addressed comments. 2020-10-26 19:28:22 -05:00
Sam
0df061a38e Moved duration to inside BuffId enum to future-proof for when buffs are persisted. 2020-10-26 19:28:20 -05:00
Sam
1a1ceb54bc Server event used to deal damage/heal with buffs. Buff kills now award xp. 2020-10-26 19:28:20 -05:00
Sam
de7191b985 Added functionality to remove buffs by category. 2020-10-26 19:28:19 -05:00
Sam
ccad1fa0b8 Separated buffs into active and inactive buffs. There can only be 1 active buff at a time of a particular buff id. If a new buff is stronger than an active buff, it moves the active buff to inactive buffs. When active buffs are removed, it checks inactive buffs for any buffs of the same id and moves the strongest one to active buffs. 2020-10-26 19:28:18 -05:00
Sam
b8690473e4 When buffs expire from duration, now only they expire rather than ending all buffs of the same type. 2020-10-26 19:28:17 -05:00
Sam
125de0b46e Creatures and playrs now have buffs component, buffs that expire now only end their particular buff instead of every buff with the same type. 2020-10-26 19:28:16 -05:00
Sam
c50063ad0c Move addition/removal of buffs to server event. 2020-10-26 19:28:15 -05:00
Brad
071ce08b69 Removed else branch and ran fmt and clippy 2020-10-25 16:43:07 -04:00
Brad
cfbdbf14aa Updated code to be more consistent with codebase 2020-10-25 15:54:08 -04:00
Brad
11f747cc5f Added is_dead check to item pickup 2020-10-25 03:40:34 -04:00
jshipsey
64d73abdec roshwalr fix 2020-10-19 16:20:59 +02:00
Sam
e6684009c2 Made ability key not hardcoded in tool.rs. 2020-10-15 20:05:58 -05:00
Sam
d869f7e430 Moved explsion struct from within comp to common. 2020-10-14 21:06:55 -05:00
Sam
14e4af7ab6 Addressed playtesting feedback. 2020-10-14 21:06:52 -05:00
Sam
1c21362bc3 Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles. 2020-10-14 20:56:23 -05:00
Sam
cbb72363af Reworked explosions. Tweaked staff fireball. 2020-10-14 20:56:21 -05:00
Marcel Märtens
2a7378b4ae pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
00c66b5b9c remove a Mutex and AtomicBool 2020-10-11 23:02:39 +02:00
Marcel Märtens
ff374eab59 create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition 2020-10-11 22:59:53 +02:00
Marcel Märtens
8b40f81ee2 No longer block the main thread for client connections, new clients will be handled by server without waiting.
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
Marcel Märtens
017e004309 Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
    Initial(ClientType),
    General(ClientGeneralMsg),
    InGame(ClientInGameMsg),
    NotInGame(ClientNotInGameMsg),
    Register(ClientRegisterMsg),
    Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
Marcel Märtens
b1db5ef488 Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
 - Ping Stream, for seperate PINGS
 - Register Stream, only used till the client is registered, then no longer used!
 - General Stream, used for msg that can occur always
 - NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
 - InGame Stream, used for all GAME data, players, terrain, entities, etc...

This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.

This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
47abf49751 Addressed comments 2020-09-29 20:48:23 -05:00
Sam
0b80257aa3 Add migration 2020-09-29 19:48:15 -05:00