Commit Graph

48 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
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
Songtronix
bdcea57201 feat(log): add date to log file 2019-11-22 19:12:58 +01:00
Adam Whitehurst
64a0d8d91f Make character anims conditional by Tool held 2019-11-10 15:36:47 -08:00
jshipsey
12f83cf270 rebase, small fixes 2019-10-25 22:20:38 -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
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
Joshua Barretto
707b79f2c8 Smoother movement, Space for climbing 2019-10-14 11:22:48 +01:00
timokoesters
25cc1f0103
fix: orientation now supports z rotation 2019-10-06 22:03:29 +02:00
timokoesters
469349a426
fix(render): figures without vel don't render 2019-10-04 21:02:44 +02:00
Joshua Barretto
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
f57c2ec453 Made consumable items have an effect, better damage animation 2019-09-26 00:15:07 +01:00
Joshua Barretto
499344ccab Added entity shadows 2019-09-26 00:15:07 +01:00
Joshua Barretto
3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
scott-c
37d9acedb0 cleanup comment 2019-09-06 20:22:17 +08:00
scott-c
836525c33a Simplify model cache key, fixes performance issue 2019-09-06 18:59:05 +08:00
scott-c
bc1ccfc99b Fix first person weapon visible while not wielding 2019-09-06 18:22:26 +08:00
scott-c
5fd4f00012 Add first person models 2019-09-04 22:05:59 +08:00
Imbris
8a994ada8e Remove derpy eyes :( , fix undead eye indices, fmt 2019-09-03 23:06:15 -04:00
Imbris
6289ce8c7f Split up figure.rs 2019-09-03 23:05:50 -04:00