Commit Graph

403 Commits

Author SHA1 Message Date
timokoesters
aa52c6fd4f fix: jumping and attacking 2020-02-03 17:03:52 +01:00
timokoesters
76dfac7366 fix: rolling 2020-01-27 18:32:05 +01:00
timokoesters
6515daddce fixes 2020-01-24 16:57:24 +01:00
timokoesters
7b558b4542 refactor: combine actionstate and movestate 2020-01-21 23:54:59 +01:00
Adam Whitehurst
d82e93b39f Merge master and build 2020-01-16 05:27:30 -08:00
Imbris
2b4d4aa480 Merge branch 'yusdacra/tweaks' into 'master'
Fixes minor issues with frustum culling

See merge request veloren/veloren!712
2020-01-11 16:36:51 +00:00
Monty Marz
851d7858e6 Scrolling Combat Text (SCT) 2020-01-10 00:33:38 +00:00
Yusuf Bera Ertan
127f8fb72b Fix lpindex not being updated for culled objects, and don't
recalculate frustum for every entity
2020-01-09 22:22:06 +03:00
AdamWhitehurst
de36e75264 Fix imports, update matches 2020-01-08 11:31:42 -08:00
Yusuf Bera Ertan
4a0a2d5229 Cargo fmt 2020-01-08 20:09:54 +03:00
Yusuf Bera Ertan
24013f1a32 Use treeculler crate 2020-01-07 19:40:06 +03:00
Yusuf Bera Ertan
0b67dad4a5 Fix figure visible value not updating 2020-01-07 18:46:37 +03:00
Yusuf Bera Ertan
31d18b3381 Use temporal coherence for figure frustum culling, don't process figures if they are not in view frustum 2020-01-07 18:46:22 +03:00
Yusuf Bera Ertan
c19c222a90 Use temporal coherence for chunk frustum culling 2020-01-07 18:46:09 +03:00
Yusuf Bera Ertan
e32153e980 Improve frustum culling by using AABBs, add related debug information 2020-01-07 18:44:33 +03:00
Joshua Barretto
cfbf69ae89 Made rolling less slippy, added tilt 2019-12-30 15:16:21 +00:00
AdamWhitehurst
ba7ca785f6 Successful build 2019-12-30 05:56:42 -08:00
Imbris
ec3e075020 fix(player list): Show players not in range on the player list
fix(overflow): Stops including block updates that fail (since chunks
don't exist on the client) in `TerrainUpdates` (which would trigger
meshing of those nonexistent chunks). Furthermore, removes
remeshing of chunks with block updates if those chunks don't have all their
neighbours (since those wouldn't be meshed in the first place).
2019-12-29 20:51:05 -05:00
AdamWhitehurst
8e0317e03d refactor states to handle update logic 2019-12-26 06:43:59 -08:00
AdamWhitehurst
c2ceabea0e finish movment states handle() fn logic 2019-12-22 08:08:48 -08:00
AdamWhitehurst
1ab09220b0 Rudimentary Stand State handle() move 2019-12-21 07:57:15 -08:00
Imbris
d341073a44 Upgrade to specs 0.15.1 2019-12-20 22:48:14 -05:00
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
Treeco
7c17c45f47 made first person camera follow race heights, minor zoom chances 2019-12-01 19:05:28 +00:00
S Handley
ea2e0d17de SFX system
This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00
Songtronix
bdcea57201 feat(log): add date to log file 2019-11-22 19:12:58 +01:00
Joshua Barretto
8745d0a3af Non-linear depth buffer 2019-11-20 09:59:27 +00:00
Joshua Barretto
28e625635f Split terrain rendering to avoid redrawing skybox 2019-11-19 19:09:22 +00:00
Joshua Barretto
5162256e45 Faster and more visually pleasing clouds 2019-11-19 19:09:22 +00:00
Joshua Barretto
aa111d34e5 Added clouds 2019-11-19 19:09:22 +00:00
Joshua Barretto
eb7b55d3ad Merge branch 'zesterer/better-water' into 'master'
Better water

See merge request veloren/veloren!643
2019-11-12 14:55:54 +00:00
Adam Whitehurst
64a0d8d91f Make character anims conditional by Tool held 2019-11-10 15:36:47 -08:00
Joshua Barretto
671313a523 Overhauled water shaders 2019-11-05 15:45:01 +00:00
Monty Marz
a0a8011d7e Updated: Help Window, Map, Item Descriptions 2019-10-27 22:22:40 +00:00
jshipsey
12f83cf270 rebase, small fixes 2019-10-25 22:20:38 -04:00
jshipsey
c5942dfcc9 purged references to npckind from anim files, removed warnings 2019-10-25 21:50:14 -04:00
jshipsey
2b5fd372c5 streamlined body part naming scheme, swapped quadruped to quadruped_small, rewrote mesh names to reflect body type instead of npckind. finally. 2019-10-25 21:50:14 -04:00
jshipsey
ada6142c1f added large bipeds, small birbs, small fish skeletons 2019-10-25 21:47:23 -04:00
jshipsey
4f5f7402f0 added dragon skeleton 2019-10-25 21:44:33 -04:00
jshipsey
e858c31b4c fish_medium and bird_medium skelingtons 2019-10-25 21:39:06 -04:00
jshipsey
574f070758 added large bipeds, small birbs, small fish skeletons 2019-10-25 21:34:29 -04:00
jshipsey
644939810f added dragon skeleton 2019-10-25 21:33:59 -04:00
jshipsey
54fc712076 fish_medium and bird_medium skelingtons 2019-10-25 21:33:02 -04:00
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
Monty Marz
3e0ac48bd8 Multiple Assets and UI fixes and additions 2019-10-23 19:40:45 +00:00
Imbris
39656e92be Merge branch '276-hotloading-armor' into 'master'
Resolve "Enable hotloading of different offsets for armors/weapons"

Closes #276

See merge request veloren/veloren!545
2019-10-18 00:29:09 +00:00
Adam Fogle
c41627d75f Removed the recolor property from the armor ron files. 2019-10-17 19:45:29 -04:00
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