Commit Graph

102 Commits

Author SHA1 Message Date
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
Imbris
2703c8afe1 Move serverside client to a component and communications into server ecs systems 2019-10-23 23:50:06 -04:00
Imbris
b09bddda79 Make clients subscribed to nearby regions and only send physics updates from those regions. 2019-10-23 22:43:02 -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
timokoesters
051a964798
fix: server side fall damage
This avoids flickering health
2019-10-08 18:55:30 +02:00
timokoesters
b20cf6c62b
fix: set minimum speed for fall damage and balance it 2019-10-08 18:55:30 +02:00
timokoesters
460a494e77
fix(bow): Don't remove vel and use sticky component instead 2019-10-04 21:30:13 +02:00
timokoesters
575f7da64d
feat(bow): Client side prediction 2019-10-04 21:02:43 +02:00
timokoesters
e3c02f8ac1
Allow projectiles to react to triggers 2019-10-04 21:02:40 +02:00
Joshua Barretto
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
a961a267f1 Added apple and mushroom collection 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
timokoesters
ecbf7cad5b Remove old code 2019-08-31 09:00:20 +02:00
timokoesters
6e1c78e5d5
Add debug mode item giving speed boost in look_dir on click 2019-08-29 19:44:28 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup 2019-08-26 13:12:43 +02:00
timokoesters
eb34e5bb27
fmt 2019-08-26 13:12:43 +02:00
Songtronix
814e858720
Split Events in ServerEvent and LocalEvent 2019-08-26 13:12:41 +02:00
timokoesters
5d5ccd7b99
Move from state components to single CharaterState struct
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Piotr Korgól
0221de484e Give singleplayer its own server settings 2019-08-14 17:51:59 +02:00
Piotr Korgól
98c0692260 Add AdminPerms component, make some commands require it 2019-08-14 17:30:36 +02:00
Acrimon
b4a46f3e6e Finished switch to hashbrown. 2019-08-11 22:38:28 +02:00
Joshua Barretto
5b62531da3 Added /explosion command 2019-08-07 18:17:04 +01:00
Joshua Barretto
192f5d355f Switched to EventBus system 2019-08-07 16:39:16 +01:00
Joshua Barretto
98a913195b Added entity event system, fixed fall damage 2019-08-07 10:50:49 +01:00
Joshua Barretto
677c5781ba Added bosses, improved secret object spawn rates 2019-08-02 20:10:52 +01:00
Dominik Broński
f644b6ab89 Revert "Merge branch 'imbris/upgrade_specs' into 'master'"
This reverts merge request !375
2019-08-01 23:32:33 +00:00
Imbris
5f56657f6c Upgrade specs to 0.15 2019-08-01 18:09:13 -04:00
Joshua Barretto
995090d2d4 Added item drops 2019-08-01 09:12:00 +01:00
Joshua Barretto
5bb7998d5a Added inventory sync messages and InventoryUpdate component 2019-08-01 09:09:26 +01:00
timokoesters
c6034bf450 Use Last<C> to check if a physics component changed 2019-07-30 08:32:03 +02:00
Joshua Barretto
5cdfb26e0d Added LightEmitter component 2019-07-21 19:22:49 +01:00
Joshua Barretto
1d21359337 Removed warning on OoB block modification 2019-07-20 19:08:28 +01:00
Joshua Barretto
ce327445a7 Send block diffs instead of entire chunks on block change 2019-07-20 16:41:03 +01:00
Piotr Korgól
04d3c077d0 Remove printlns 2019-07-03 22:38:28 +02:00
Piotr Korgól
7f08377001 Sync CanBuild component, fix /build messages 2019-07-03 21:28:07 +02:00
Piotr Korgól
bf748ae742 Add CanBuild component, Block placing client messages and build mode command 2019-07-03 21:28:07 +02:00
timokoesters
f5da167ce5
Fix warnings and clippy recommendations in common 2019-07-02 15:48:25 +02:00
Joshua Barretto
631df59083 Merge branch 'zesterer/small-fixes' into 'master'
Fixed chonk memory usage bug, added block manipulation

See merge request veloren/veloren!278
2019-07-01 15:22:04 +00:00
Joshua Barretto
489f5f6b2a fmt 2019-07-01 14:38:45 +01:00
Joshua Barretto
c8a2e4722c Fixed chonk memory usage bug, added block manipulation 2019-07-01 14:36:45 +01:00
jshipsey
2ce5c5881e combat run/jump/idle animation states 2019-06-30 18:53:44 -04:00
timokoesters
14400f6380
Remove Actor and use Body instead 2019-06-30 18:57:24 +02:00
timokoesters
c80351f6ca
Fix double roll bug 2019-06-29 19:49:51 +02:00
timokoesters
fe6f627d42
Clean up ecs actor body components 2019-06-29 01:49:33 +02:00
Joshua Barretto
6444ba1933 Made collision detection cheaper, fixed snapping bug, somewhat nerfed rolling 2019-06-27 15:21:41 +01:00
Joshua Barretto
cdb405d7b8 Made physics fps-independent 2019-06-26 22:43:47 +01:00
Joshua Barretto
9279611d6d Added longer day/night cycle, /time command 2019-06-26 19:14:12 +01:00
Joshua Barretto
af432ec510 Calculate delta time properly, fix low fps collision issues by decreasing max dt 2019-06-26 11:53:43 +01:00
timokoesters
f0e6e76423
Don't sync animations, just sync components used to construct them 2019-06-16 19:59:15 +02:00