Imbris
c1c09dce1b
Enable unequipping as well as equipping to specific slots
2020-04-12 18:41:06 +02:00
Pfauenauge90
eb7ded989f
7 dwarf accessories
2020-04-12 18:41:03 +02:00
Pfauenauge90
2263b9be95
starter chest, removed unused key commands
2020-04-12 18:41:02 +02:00
Pfauenauge90
85f9f80024
starter equip
2020-04-12 18:41:00 +02:00
Pfauenauge90
ca667fd02b
tooltips
2020-04-12 18:40:58 +02:00
Pfauenauge90
156b554023
item types
2020-04-12 18:40:57 +02:00
Pfauenauge90
f5a768dccf
more armour types
2020-04-12 18:40:56 +02:00
Pfauenauge90
7f97fbac0b
cape item
2020-04-12 18:40:56 +02:00
Pfauenauge90
771baaaae5
cape item
2020-04-12 18:40:55 +02:00
Imbris
0b932ae99a
Use new slot widget for armor slots
2020-04-12 18:40:53 +02:00
Piotr Korgól
84b1abdfcb
Prevent projectiles from hitting their owners
2020-04-06 23:08:54 +02:00
Joshua Yanovski
4764415312
Merge branch 'sharp/map-colors' into sharp/small-fixes
2020-04-03 04:54:48 +02:00
Joshua Yanovski
fbd084a94a
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
2020-04-02 18:50:38 +02:00
Joshua Yanovski
88342640c6
Merge branch 'sharp/map-colors' into sharp/small-fixes
2020-04-02 04:49:20 +02:00
Joshua Yanovski
33140a2951
Merge remote-tracking branch 'origin/master' into zesterer/lod
2020-04-02 04:36:21 +02:00
Joshua Yanovski
32b2c99109
Horizon mapping and "layered" map generation.
...
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map). More is explained
in common/src/msg/server.rs. We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.
Additionally, map generation has been reworked. Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs. This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process. We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading). We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map. This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.
For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).
Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights). Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis. However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
2020-04-02 02:46:36 +02:00
Imbris
4652ae2f03
Show errors loading individual files during glob asset loading
2020-04-01 20:37:23 -04:00
Imbris
831d7c77a6
Make Asset impls avoid panics when parsing fails
2020-04-01 20:06:15 -04:00
Imbris
97148cb6bb
Merge branch 'master' into 'combat'
...
# Conflicts:
# CHANGELOG.md
2020-04-01 20:42:27 +00:00
Imbris
83c7a944da
fmt
2020-04-01 11:52:44 -04:00
AdamWhitehurst
1ea2abd247
better timing const name,
...
timing_delay 400 -> 350
2020-04-01 08:40:25 -07:00
AdamWhitehurst
2b10797db1
refactor transition logic (thx imbris)
2020-04-01 08:39:18 -07:00
Imbris
a73d010f7b
Point to newly released vek, add todo to reconsider empty item, remove uneeded ori slerp, remove agent from character behavior, add todos to combat sys, check if entities still exist before possessing & if possessed entity has a loadout move the active item into the second item space
2020-04-01 11:15:14 -04:00
AdamWhitehurst
9ad9a24e22
Remove unused KnockUp LocalEvent (use ApplyForce)
2020-04-01 07:30:06 -07:00
AdamWhitehurst
0c4d428298
remove unnecessary line
2020-04-01 07:10:35 -07:00
AdamWhitehurst
e04fdd715e
expose and use blocking consts
2020-04-01 07:07:10 -07:00
AdamWhitehurst
237393993f
triple_strike combo timing window 600 -> 400
2020-04-01 06:43:28 -07:00
AdamWhitehurst
95bc486f7c
Roll move_dir handling 1.5 -> 0.25
2020-04-01 06:42:56 -07:00
AdamWhitehurst
56fab6db09
Roll duration 500 -> 700ms
2020-04-01 06:24:02 -07:00
AdamWhitehurst
89f441ae2c
Roll speed 15.0 -> 25.0
2020-04-01 06:23:26 -07:00
Imbris
b3791a2b4e
Upgrade vek version so that it actually uses the patch
2020-03-30 19:44:51 -04:00
AdamWhitehurst
dcc9d44b1c
remove unused timed_combo
2020-03-29 13:40:03 -07:00
AdamWhitehurst
86b0b8f644
triple_strike orientation
2020-03-28 13:50:42 -07:00
Imbris
d3b5b1e637
Remove None variant fromm armor types
2020-03-28 03:51:24 -04:00
Imbris
f551c4a2c5
Move armor types to a new location, use a const for the moving cutoff in voxygen anims
2020-03-28 01:52:12 -04:00
Imbris
ce0f54e9d6
Combine dir and force in KnockUp and ApplyForce events
2020-03-27 22:19:23 -04:00
Imbris
ba3fa16c33
Create Dir type for better enforcement of non NaN, normalized representations of directions
2020-03-27 22:02:07 -04:00
Imbris
df5a7ef0e3
split toggle events
2020-03-27 21:32:30 -04:00
AdamWhitehurst
1d51f8fc0f
prevent transition if pressing too early & timed
2020-03-27 11:17:34 -07:00
AdamWhitehurst
e4f2bf7ebf
prevent holding to time combo
2020-03-27 11:08:10 -07:00
AdamWhitehurst
02b29efbfc
Undo mistake, axe ability corrected.
...
Axe m2 cost 0 -> 100
Axe m2 dmg 8 -> 12
2020-03-27 11:07:21 -07:00
AdamWhitehurst
233595737e
Axe m2 dmg 10 -> 15
...
Axe m2 cost 0 -> 50
2020-03-27 11:03:07 -07:00
AdamWhitehurst
d774091fa4
Add triple_strike anims for axe and hammer
2020-03-27 11:00:58 -07:00
AdamWhitehurst
8eb233bdbc
Add timing window duration to triple strike
2020-03-27 10:43:18 -07:00
AdamWhitehurst
01264ce167
Merge branch 'combat' of https://gitlab.com/veloren/veloren into combat
2020-03-27 10:40:19 -07:00
AdamWhitehurst
2ffac59aa3
add triple strike timing
2020-03-27 10:40:15 -07:00
timokoesters
c6e635c511
Increase movement speed, make npcs slower than players
2020-03-27 18:39:26 +01:00
Pfauenauge90
0b3fb2dd3c
fire bolt visuals
2020-03-27 18:31:45 +01:00
timokoesters
6fe5c5724c
Fix char selection not showing tools
2020-03-27 18:17:41 +01:00
timokoesters
ad0314b4f5
Projectile hits regenerate energy
2020-03-27 17:07:19 +01:00
AdamWhitehurst
4bfc934772
triples strike knockback 15.0 -> 16.0
2020-03-27 08:26:53 -07:00
AdamWhitehurst
31760d220a
triple_strike knockback 20.0 -> 15.0
2020-03-27 08:17:17 -07:00
AdamWhitehurst
c1647e93f1
make triple strike continue without hits again
2020-03-27 07:03:26 -07:00
Marli Frost
3c36862f42
fix: connect to LOCALHOST address in tests
...
Windows doesn't allow us to connect to the Any (0.0.0.0) address,
instead returning the WSAEADDRNOTAVAIL error code.
https://docs.microsoft.com/en-us/windows/win32/winsock/windows-sockets-error-codes-2
2020-03-27 10:50:45 +00:00
Shane Handley
362771be4b
SFX and unit test fixes.
2020-03-27 12:06:25 +11:00
timokoesters
7a9c7628db
Fix triplestrike bug
2020-03-26 23:29:12 +01:00
timokoesters
2b68adff51
Balancing, make fireball not holdable, arrow knockback
2020-03-26 22:56:33 +01:00
timokoesters
8010e5afb4
Better equip durations, fix roll bug, slow down while attacking, smoother gliding, stronger npcs, giants
2020-03-26 22:56:33 +01:00
timokoesters
e573fbbce5
Better glider physics
2020-03-26 22:56:33 +01:00
timokoesters
b9c85b9beb
Balancing
2020-03-26 22:56:33 +01:00
AdamWhitehurst
8d1f93a2d1
ore responsive oreintating
2020-03-26 14:48:51 -07:00
AdamWhitehurst
7f1a90ae27
Prevent transition if failed hit
2020-03-26 14:44:39 -07:00
Shane Handley
0446a56f00
Regen energy when sitting.
2020-03-26 18:23:57 +11:00
Imbris
e6f50b4032
Replace uses of normalized() to avoid setting ori to NaN values, tweak triple strike code
2020-03-25 18:49:15 -04:00
timokoesters
ae0a3076e3
Allow holding ability keys again
2020-03-25 23:10:50 +01:00
timokoesters
74eacbe27c
fix "Npcs can't be healed anymore"
2020-03-25 22:57:14 +01:00
Pfauenauge90
8b05dda1d9
assset cleanup, transparency, new icons
2020-03-25 16:47:48 +01:00
AdamWhitehurst
964256541e
batter loadout swap logic
2020-03-25 07:58:26 -07:00
AdamWhitehurst
857652ee23
Update triple_strike:
...
* add knockback
* prevent infinite repeat
* more dashes
2020-03-25 07:24:55 -07:00
Imbris
3889ec7292
climbing tweaks, fix triple strike overflow, fix Last<CharacterState>
...
not registered
2020-03-25 02:05:28 -04:00
Imbris
6ba158b7e1
Input handling changes
2020-03-25 01:38:37 -04:00
Adam Whitehurst
37ec191021
update controller tick fn
2020-03-25 01:38:25 -04:00
Imbris
2897e898c2
move character state component to section reflecting its current sync strategy
2020-03-25 01:37:56 -04:00
timokoesters
7f02f5e7d2
Npcs can't be healed anymore
2020-03-24 23:03:57 +01:00
timokoesters
2117bb05d0
Healing staff
2020-03-24 22:03:11 +01:00
timokoesters
f0ce088810
Add lights and gravity again
2020-03-24 20:31:54 +01:00
timokoesters
58585e0810
Better climbing, fireball impl
2020-03-24 20:09:23 +01:00
timokoesters
ea2500e7ab
Add minimum prepare duration to fireball and bow
2020-03-24 14:42:31 +01:00
timokoesters
99e7e1f785
Split staff into 3 abilities
2020-03-24 14:00:22 +01:00
Pfauenauge90
060ebbc861
healing sceptre
2020-03-24 01:11:14 +01:00
timokoesters
43d4e8aad2
Better inventory counter
2020-03-24 00:38:00 +01:00
timokoesters
1c145e8d3a
Add inventory counter
2020-03-24 00:23:21 +01:00
timokoesters
fbb24e7c8a
Even better fireballs
2020-03-23 22:52:35 +01:00
timokoesters
0eebf945fe
Glowing fireballs, no gravity
2020-03-23 13:55:52 +01:00
timokoesters
5194cef03a
Easier swimming, better damage calculation for explosions
2020-03-23 12:50:08 +01:00
timokoesters
fb16106960
Merge remote-tracking branch 'origin/master' into combat
2020-03-23 11:30:47 +01:00
Adam Whitehurst
68e3e36c6a
Merge branch 'combat' of https://gitlab.com/veloren/veloren into combat
2020-03-22 12:50:55 -07:00
Adam Whitehurst
a510283277
update triple_strike
2020-03-22 12:50:52 -07:00
timokoesters
f3ca06aa71
feat: fireball explosions
2020-03-22 20:40:16 +01:00
timokoesters
0456d3cbed
Better staff M1, random +1 damage, better attackrange,angle impl
2020-03-22 16:26:32 +01:00
Pfauenauge90
387ab4a57e
added new stuff to chests
2020-03-22 16:19:30 +01:00
Pfauenauge90
662f5b1037
removed warnings and item test values
2020-03-22 14:55:08 +01:00
Pfauenauge90
61e2a986f2
item images
2020-03-22 14:38:21 +01:00
Adam Whitehurst
5016b8da3a
consistent naming
2020-03-22 05:49:48 -07:00
Adam Whitehurst
db8d89a4d9
* rename CharacterState equals() -> same_variant()
2020-03-22 05:46:09 -07:00
Adam Whitehurst
afa6e43dd5
* remove Component Trait from CharacterAbility
2020-03-22 05:45:39 -07:00
Imbris
41c424ac13
Optimized uses of emitters, cleanup
2020-03-22 00:49:46 -04:00
Pfauenauge
f6731dc770
cloth armor
2020-03-22 00:21:11 +01:00
Adam Whitehurst
366978f16e
remove CharacterAbility ecs component sync
2020-03-21 16:04:45 -07:00
Adam Whitehurst
68ae715a9e
Merge branch 'combat' of https://gitlab.com/veloren/veloren into combat
2020-03-21 15:55:23 -07:00