Sam
c88df846a7
Fixes animation parameters so a 2h weapon in the offhand slot doesn't look wonky.
2021-04-14 17:38:37 -04:00
holychowders
568a8d9666
Resolve Issue #978 - Extract SkillSet Into Its Own Component
2021-04-14 15:35:34 +00:00
Sam
0b10ffc715
You can now roll without a weapon equipped.
2021-04-13 20:18:58 -04:00
jshipsey
b53e1653f6
initial wield testing
2021-04-13 20:18:58 -04:00
Sam
30da614e89
Added dimensional door ability for mindflayer
2021-03-27 21:05:05 -04:00
Sam
356bb5baee
If roll input remains held, allows you to keep rolling and stay in roll state.
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You can now jump to interrupt the recovery portion of roll.
Jumping out of roll slightly increases jump strength.
2021-03-22 18:47:13 -04:00
Joshua Barretto
7ae4230dc8
Merge branch 'zesterer/pick' into 'master'
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Pickaxe
See merge request veloren/veloren!1959
2021-03-22 00:19:42 +00:00
Joshua Barretto
fb3980e273
Outcome for block destruction, take select_pos from ControllerInputs
2021-03-21 20:10:05 +00:00
Joshua Barretto
003e76113f
Fetch InputAttr from controller
2021-03-21 19:11:44 +00:00
Joshua Barretto
347e1022a0
Initial implementation of pickaxe
2021-03-21 16:09:16 +00:00
Vincent Foulon
e06870702f
Add skill for swimming speed
2021-03-21 15:58:38 +01:00
Vincent Foulon
d0df01fe51
move climbing skill adjustment into climb module
2021-03-21 00:22:04 +01:00
Vincent Foulon
d0aa68a9d2
Add climbing speed and cost
2021-03-20 17:17:28 +01:00
Avi Weinstock
41342deab6
Cargo fmt after rebasing.
2021-03-14 23:23:03 -04:00
Avi Weinstock
9304ecab3d
Address Imbris's MR 1888 comments, and add changelog entry.
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- Use Ori::{new,to_quat} and make the field private.
- Update/capitalize/add various comments.
- Implicitly drop scope guards where applicable.
- Take !Copy colliders by reference instead of cloning.
- s/cylinder_voxel_collision/box_voxel_collision/
- Unindent some physics code with a continue.
2021-03-14 23:21:46 -04:00
Joshua Barretto
6add95bd5c
Fixed block-snapping, climbing and airship takeoff
2021-03-14 23:21:44 -04:00
Joshua Barretto
29b93d791b
Made level flight work
2021-03-14 23:20:48 -04:00
Joshua Barretto
f6c6319952
Made entities rotate smoothly with airships, fixed rotation speeds
2021-03-14 23:20:47 -04:00
Joshua Barretto
e232a2e473
Fixed jumping inconsistencies, no block-snapping for ships
2021-03-14 23:20:46 -04:00
Joshua Barretto
8247c136bc
Prevented jumping airships
2021-03-14 23:17:29 -04:00
Joshua Barretto
44f9932450
Properly propagate velocity steps during airship collision to avoid falling through airships
2021-03-14 23:17:28 -04:00
Joshua Barretto
6d8ba31e5b
Reduced air resistance for better-behaving airships
2021-03-14 23:17:28 -04:00
Avi Weinstock
aa56166c80
Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics.
2021-03-14 23:17:26 -04:00
Joshua Barretto
3496c356e2
More relative motion changes
2021-03-14 23:14:26 -04:00
Joshua Barretto
e59b68c262
Mountable airships
2021-03-14 23:14:25 -04:00
Joshua Barretto
f4b3d8145b
Smooth airship movement
2021-03-14 23:14:21 -04:00
Joshua Barretto
e1e6403c63
Fixed airship collisions under rotation, added position increment for velocity when on ground
2021-03-14 23:09:52 -04:00
Avi Weinstock
8b9e84972a
Draft of airships (spawn command, visuals, some physics refactoring, no collision yet).
2021-03-14 23:09:49 -04:00
Marcel
5570b57282
Merge branch 'sam/yeet-inputs' into 'master'
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Reworked Controller Inputs to use Control Actions
See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
Sam
ecff675cc4
Wielding now works again
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Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
ac6e192db4
Completely purged old method of inputs
2021-03-14 17:26:55 -04:00
Sam
be27289a7f
Inputs remain in queue while active, allowing interrupts and queued inputs to be more cleanly handled
2021-03-14 17:26:54 -04:00
Sam
b5d501199d
Secondary input now fully functional
2021-03-14 17:26:53 -04:00
Sam
19c81f1528
Support for canceling an input. Boost state hooked up to system.
2021-03-14 17:26:52 -04:00
Sam
c6d8daaae3
Primary input now activated from control actions.
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Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
Snowram
9d7e8957bb
Add new npcs
2021-03-14 14:24:35 +01:00
Avi Weinstock
d8f0a1c426
Add critical chance and critical multiplier stats to weapons.
2021-03-08 23:27:25 -05:00
Sam
d02c61ad8a
Item use is now goes through a control action rather than a control event.
2021-03-01 20:51:08 -05:00
Sam
d818ea2f1d
Fixes being stuck in roll when interrupting combo melee.
2021-02-28 08:50:33 -05:00
Sam
b25a376995
Re-allowed for what stage you were on to persist through a roll
2021-02-27 19:24:18 -05:00
Sam
404c7f0905
Combo melee now checks combo
2021-02-27 18:24:28 -05:00
jshipsey
8d316aac8c
feedback adjustments
2021-02-27 01:42:47 -05:00
jshipsey
51bc74b2a5
visual weapon variation, adjust minotaur dash, keyframed golem quake
2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
jshipsey
79ec9115f5
rebase, yeti in dungeon
2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507
initial balance
2021-02-27 01:42:47 -05:00
Snowram
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
jshipsey
cb59c8017e
anim tweaks, more loadout setup
2021-02-27 01:42:46 -05:00
jshipsey
ca3248cc93
new dungeon setups, new npcs, weapon specific loadouts, anims
2021-02-27 01:42:45 -05:00
unknown
559ece5ede
More npcs work
2021-02-27 01:42:45 -05:00