Sam
b7aa0a7a9f
Rebase commit.
2022-05-16 15:11:04 -04:00
Sam
4f466d0523
Modular weapons now work in kits.
2022-05-16 15:11:03 -04:00
Sam
c6b5798cfd
Inserted entries in item image and biped weapon manifests to aid in addition of models later.
2022-05-16 15:11:03 -04:00
Sam
ca644f8f0b
Added more interesting ingredients to recipes.
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Changed bow main component from held (grip) to damage (limbs).
2022-05-16 15:11:02 -04:00
Sam
9302a83e8c
Added wood into dungeon loot tables.
2022-05-16 15:11:02 -04:00
Sam
3108f02566
Fixed migration to properly run
2022-05-16 15:11:02 -04:00
Sam
01450b7e34
Fixed migration to properly insert components in the correct position. Fixed small error in how names were generated for any modular weapon that used the held component as its main component.
2022-05-16 15:11:01 -04:00
Sam
a908eb5791
Made a few more changes to migration, removed additional weapon.
2022-05-16 15:11:01 -04:00
Sam
9776760f47
Updated stats on components and edited migration for 1 handed weapons to point to new target modular weapon.
2022-05-16 15:11:00 -04:00
Sam
21084e48f0
Removed old weapons that were migrated to modular weapons.
2022-05-16 15:11:00 -04:00
Sam
db515f4448
Migration for modular weapons.
2022-05-16 15:11:00 -04:00
Sam
f3bf33506d
Added creation of temp table in migration.
2022-05-16 15:10:59 -04:00
Sam
b4e86bf741
Fixed csv import
2022-05-16 15:10:59 -04:00
Sam
c0ac8891ab
Added initial recipes for bow, staff, and sceptre components.
2022-05-16 15:10:58 -04:00
Sam
c10fa35fa4
Added correct names to every bow, staff, and sceptre component.
2022-05-16 15:10:58 -04:00
Sam
0a44874e88
Renamed components of bow, staff, and sceptre
2022-05-16 15:10:58 -04:00
Sam
38cb465722
Fixed loading of modular weapons from the loadout to work with nested components.
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Modular weapons can now be correctly dispalyed when wielded.
2022-05-16 15:10:57 -04:00
Sam
0a38567e8d
Modular weapons can now be properly displayed in the inventory.
2022-05-16 15:10:57 -04:00
Sam
105bb24631
Added placeholder components for bows, staffs, and sceptres.
2022-05-16 15:10:56 -04:00
Sam
762b3be3c3
Modular weapons can now be dropped as loot or assigned to enemies.
2022-05-16 15:10:56 -04:00
Sam
c01fe655f1
Added wood
2022-05-16 15:10:55 -04:00
Sam
d380a2dbaf
Quality is now propogated through modular items from the quality of the components.
2022-05-16 15:10:55 -04:00
Sam
c6f4b51215
Removed descriptions from modular weapons and components.
2022-05-16 15:10:54 -04:00
Monty Marz
c5b79021f8
Fix wrapping for ingredients text
2022-05-16 15:10:54 -04:00
Sam
885bb9aaa7
Added programmatic names for modular components.
2022-05-16 15:10:53 -04:00
Sam
405b9b2448
Modular weapons now have programmatically generated names.
2022-05-16 15:10:53 -04:00
Sam
4e89bc7485
Added test functions to assist in fixing unit tests that broke from changed functionality.
2022-05-16 15:10:52 -04:00
Sam
f9256ecd62
Added recipes
2022-05-16 15:10:51 -04:00
Sam
5898ce9d98
Added axe and hammer components.
2022-05-16 15:10:51 -04:00
Sam
6620c1dd1f
Added HandsKind to automatically resolve handedness of modular weapons.
2022-05-16 15:10:51 -04:00
Sam
85b7382487
Added handedness requirements to recipes and components.
2022-05-16 15:10:50 -04:00
Sam
68c8160ecb
Added modular components for swords.
2022-05-16 15:10:50 -04:00
Sam
2feb8f298b
Removed deprecated functionality from modular weapons.
2022-05-16 15:10:49 -04:00
Sam
511f39c5ae
Adds support for loading modular item from database with an arbitrary amount of component nesting.
2022-05-16 15:10:49 -04:00
Sam
77934c9214
Made changes to crafting to allow modular weapons to work as intended.
2022-05-16 15:10:48 -04:00
Isse
d69f76461f
Merge branch 'isse/site-command-completion' into 'master'
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Site command completion
See merge request veloren/veloren!3379
2022-05-15 22:45:51 +00:00
IsseW
bd53d0b354
fix wrong spelling
2022-05-16 00:06:57 +02:00
IsseW
fb7aa07b01
site command completion
2022-05-15 23:57:21 +02:00
Joshua Barretto
eec2d67bb7
Merge branch 'zesterer/worldgen' into 'master'
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Worldgen Improvements
See merge request veloren/veloren!3378
2022-05-15 19:44:12 +00:00
Joshua Barretto
30b041282f
More rocks near rivers
2022-05-15 18:31:24 +01:00
Joshua Barretto
6ace5adda6
Reduced point light ambiance hack
2022-05-15 16:33:03 +01:00
Joshua Barretto
692309029d
Improved badlands
2022-05-15 16:14:03 +01:00
Joshua Barretto
cc295b483a
Better snow cover
2022-05-15 15:34:36 +01:00
Joshua Barretto
45cdafa933
Merge branch 'isse/water-cave' into 'master'
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Water caves
See merge request veloren/veloren!3357
2022-05-15 10:16:55 +00:00
Isse
2050bce77d
Water caves
2022-05-15 10:16:53 +00:00
Joshua Barretto
ecf97a53cd
Regular warping
2022-05-15 10:19:57 +01:00
Marcel
2855627ca2
Merge branch 'path-finding-fixes' into 'master'
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Fix path finding bugs
See merge request veloren/veloren!3376
2022-05-14 17:53:34 +00:00
Joshua Barretto
e5c49af547
Faster, prettier, and less troublesome terrain warping
2022-05-14 17:00:03 +01:00
Hugo Peixoto
74d4e4f45e
Fix path finding calculation of starting point
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When a chaser's route finishes calculating, the chaser may already be a
few blocks away from the starting position, thanks to movement inertia.
The path finding code finds the point along the route closest to the
chaser's position.
This calculation only considered the xy coordinates when finding the
closest point. This caused issues whenever the calculated route goes
below the chaser's position (for example, when the chaser is on top of a
bridge and the route circled around to go under the bridge). In this
case, there was a chance that the closest point was the one below the
bridge. This caused the chaser to try to move directly to a directly
inaccessible block.
The fix was to remove the xy() filter so that the closest point
algorithm also considered the z coordinate.
2022-05-14 16:41:45 +01:00
Hugo Peixoto
b681ad79ce
Fix heuristic to restart route in chase()
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We had a random chance of restarting the route to avoid getting the
chaser stuck. This didn't work properly because the rerouting code was
only triggered if `self.route.is_none()` or if the target moved
significantly, and the random chance branch only set `bearing` to `None`.
This change sets `self.route = None` to trigger rerouting.
2022-05-14 16:41:45 +01:00