Imbris
54f6f278a0
Include an associated Config type in the atlas trait which is provided when creating the atlas
2022-07-01 23:47:42 -04:00
Imbris
95f17a6d22
General cleanup, remove local dependency, switch to u16 from i32 in several places, avoid guillotiere types in atlas API (one spot still remains)
2022-07-01 23:47:42 -04:00
Imbris
b1f5fc01db
Before removing variable size edge tiles
2022-07-01 23:47:41 -04:00
Samuel Keiffer
0bd08b1f9e
Merge branch 'socksonme/rework_sct' into 'master'
...
Rework SCT
See merge request veloren/veloren!3126
2022-07-02 02:42:42 +00:00
Imbris
e9ed7007ec
Convert hashmap to array of SpriteConfigs to ensure we keep quick lookup times since this is queried for every block when processing a new chunk,
2022-07-01 03:34:35 -04:00
Imbris
291a424b4e
This seems to save at least 30 seconds (out of 90 to 120 secs) when tweaking TILE_SIZE in voxygen/src/mesh/greedy.rs (NOTE: I did some more timing, see associated MR description)
2022-06-30 00:11:04 -04:00
Socksonme
2c5fd06d0b
Address review
...
- Change hp_pulse to not be framerate dependent
- Change some of the HpFloater checks to be inside the find() function
- Remove unnecessary join
- Add back option for showing incoming damage + add option for
experience accumulation
- Change `ExpFloater`s to not store the owner, as they are only shown
for the player (will have to see if the implementation is correct so
that it may be applied to the other floaters)
- Rename `Outcome::Damage` to `Outcome::HealthChange` and `DamageInfo`
to `HealthChangeInfo`
- Update some outdated comments/documentation
2022-06-29 17:31:58 +03:00
Imbris
be1cc1b983
Add a few pieces of documentation to code related to light and shadows
2022-06-05 16:35:12 -04:00
Christof Petig
589ceb6d38
avoid one allocation, spotted by imbris
2022-06-01 22:47:53 +02:00
Christof Petig
3cc88f9b1d
move temp and humidity out of array, introduce different smoke types
2022-06-01 22:14:23 +02:00
Christof Petig
bf3eef6e1a
remove dead use
2022-06-01 22:14:23 +02:00
Christof Petig
dd28dc81be
humidity + clean up
2022-06-01 22:13:35 +02:00
Christof Petig
92ab095480
test and fix temperature handling
2022-06-01 22:13:35 +02:00
Christof Petig
59d876a654
pass humidity to meta, move smoke cycle to separate file
2022-06-01 22:13:34 +02:00
Christof Petig
f12f79439f
fix negative values for RGB and vary dryness and strength according to biome
2022-06-01 22:13:34 +02:00
Christof Petig
827006e7e0
vary color, strength based on position, color on biome
2022-06-01 22:13:34 +02:00
Christof Petig
6ddedecc05
introduce smoke strength and color
2022-06-01 22:13:34 +02:00
Benoît du Garreau
8488c7b25e
Upgrade assets_manager
to 0.8.0
and image
to 0.24
...
This removes a significant number of duplicated dependencies
2022-05-28 23:18:31 +02:00
Christof Petig
2bf8e1865f
Skiing and ice skating
2022-05-27 17:19:52 +00:00
Sam
534c7dc8b9
Simplified item key (no assets)
2022-05-18 16:28:06 -04:00
Sam
c0dd748bc7
Addressed second round of balance feedback (no assets).
2022-05-16 15:11:40 -04:00
Sam
64d07d02c4
Changed item definition id to better handle modular items.
2022-05-16 15:11:34 -04:00
Sam
08b7bb781f
Changed Item to have ItemBase instead of ItemDef. NO ASSETS.
2022-05-16 15:11:10 -04:00
Sam
38cb465722
Fixed loading of modular weapons from the loadout to work with nested components.
...
Modular weapons can now be correctly dispalyed when wielded.
2022-05-16 15:10:57 -04:00
Sam
6620c1dd1f
Added HandsKind to automatically resolve handedness of modular weapons.
2022-05-16 15:10:51 -04:00
Joshua Barretto
01e1cb34b0
Fixed minor LoD issues
2022-05-11 15:00:44 +01:00
Joshua Barretto
9ac84c0a3a
Improved LoD models
2022-05-11 12:20:42 +01:00
Joshua Barretto
5e1f16fb7a
Better tree colours
2022-05-11 00:15:05 +01:00
Joshua Barretto
907ba3dcbc
Added giant trees to LoD
2022-05-10 20:30:48 +01:00
Joshua Barretto
d4fd9d2d0e
Added LoD houses
2022-05-10 19:19:46 +01:00
Joshua Barretto
c7e51a6c59
Added frustum culling for LoD objects
2022-05-10 16:21:14 +01:00
Joshua Barretto
06300bc75f
Updated changelog
2022-05-10 12:56:24 +01:00
Joshua Barretto
f35c98d1a1
Added LoD distance setting
2022-05-10 12:40:06 +01:00
Joshua Barretto
2df01385d2
Voxelise trees
2022-05-10 12:38:37 +01:00
Joshua Barretto
1db7cc7fde
LoD trees in snow are white
2022-05-10 12:38:36 +01:00
Joshua Barretto
cf346d05c1
Different kinds of tree
2022-05-10 12:38:36 +01:00
Joshua Barretto
b3126ca687
Initial implementation of LoD trees
2022-05-10 12:38:36 +01:00
Marcel Märtens
697673bcca
update toolchain to nightly-2022-04-25
2022-05-03 15:22:28 +02:00
Marcel Märtens
fa49248c31
switch to upstream vek again
2022-04-28 09:10:55 +02:00
Youssef Fahmy
aec866e5ec
Balance tweaks
2022-04-23 14:54:01 +00:00
Leonid Toshchev
860af759a4
# Fix 994: fix panic when hotloading figure manifests
2022-04-14 15:53:39 +00:00
Mehmet-dev
903e216d32
fixing blood particles on bodies not supposed to bleed from gameplay perspective
2022-03-20 15:45:50 +00:00
Mel
0ba3a806c0
Apply mount transform position to weapon trails
2022-03-15 21:47:17 +01:00
DaforLynx
7b6f424bb0
Loud rivers
2022-03-13 07:47:23 +00:00
DaforLynx
123fee2707
Fix swim sfx, fix glider sfx, add glide sfx
2022-03-13 05:44:07 +00:00
Sam
89bf529a5e
Addressed review comments
2022-03-03 01:12:40 -05:00
Sam
0a0fffd5ed
Addressed review comments
2022-03-03 01:11:17 -05:00
Sam
5a60562eee
Addressed review comments
2022-03-03 01:11:16 -05:00
Sam
ce70c512e2
Arrow trails
2022-03-03 01:11:15 -05:00
Sam
48c97cd829
Glider trails
2022-03-03 01:11:13 -05:00
Sam
eacd43be16
Moved weapon offset functions up a level. Should allow gliders and arrows to be handled better.
2022-03-03 01:11:12 -05:00
jshipsey
6ba8af5434
anim additions
2022-03-03 01:11:11 -05:00
Sam
f3c5c2b5e3
Pointy trails
2022-03-03 01:11:10 -05:00
Sam
b3a19ebc00
Weapon trails now works with dual wielding
2022-03-03 01:11:08 -05:00
Sam
a967daa2f5
Trails now controlled and enabled from animation files.
2022-03-03 01:11:07 -05:00
Sam
fc1a9f3c61
Trail thinning is now smooth
2022-03-03 01:11:06 -05:00
Sam
87434c472c
Trails shrinks over time
2022-03-03 01:11:05 -05:00
Sam
ab4c5dac87
Reset vertices for trails in trail manager.
2022-03-03 01:11:04 -05:00
Sam
bee16001ed
Don't upload weapon trails to GPUs for entities that have only zero quds.
2022-03-03 01:11:03 -05:00
Sam
cfbb3a5bca
Changed to a single dynamic model
2022-03-03 01:11:02 -05:00
Monty Marz
82def16969
visuals
2022-03-03 01:11:00 -05:00
Sam
c6dc96b795
Settings button to turn off weapon trails.
2022-03-03 01:10:59 -05:00
Sam
f4abe4f275
More tweaks
2022-03-03 01:10:58 -05:00
Sam
b558331b32
Finishing touches
2022-03-03 01:10:55 -05:00
Sam
d23dd6c9e9
Fixed a few errors
2022-03-03 01:10:54 -05:00
Sam
5018a9f476
Game now runs, still doesn't work
2022-03-03 01:10:53 -05:00
Sam
33419c7b4c
Trails are now hackily created.
2022-03-03 01:10:51 -05:00
Sam
05f53a5316
Changed to one dynamic model per entity.
2022-03-03 01:10:50 -05:00
Sam
d9028ec978
Dynamic model now used for trail.
2022-03-03 01:10:49 -05:00
Sam
0794f980fe
Mostly snaked through another rendering pipeline
2022-03-03 01:10:47 -05:00
ninefox
329051c6df
removed extra fields from item_drop_manifest.ron
...
added TODO about applying non-random rotations in load.rs
2022-02-26 10:13:04 -08:00
ninefox
5aa98b7b3e
Applied review suggestions
2022-02-23 18:37:04 -08:00
ninefox
61913402a2
add code to center item drops
...
reduce size of coins
2022-02-23 17:16:10 -08:00
Samuel Keiffer
6c7c0eefae
Merge branch 'gnarlings' into 'master'
...
Gnarlings
See merge request veloren/veloren!3194
2022-02-15 00:22:37 +00:00
Sam
3373985a5f
Comments
2022-02-13 23:35:18 -05:00
Sam
6dafacaa24
Addressed review comments
2022-02-13 21:49:46 -05:00
unvariant
9d98cd9e58
Render item drops instead of placeholder textures
2022-02-14 02:09:45 +00:00
jshipsey
2eee43865f
chieftain anims
2022-02-11 02:18:48 -05:00
Sam
377906dfa0
Ground shockwave particle tweaks.
2022-02-10 22:40:26 -05:00
Sam
86a00e75bb
Tweaked fire particles
2022-02-10 14:58:37 -05:00
Sam
bf7e84c6ae
Initial particle work
2022-02-10 14:58:37 -05:00
jshipsey
0c788997a4
anims
2022-02-10 14:58:34 -05:00
Sam
e1f164d099
Initial AI for gnarling logger/mugger.
2022-02-10 14:58:27 -05:00
jshipsey
72f2b2eee8
clippy
2022-02-09 19:35:05 -05:00
jshipsey
7ae85aef50
tweaks
2022-02-09 19:34:24 -05:00
jshipsey
6d34a6b544
wallrunning
2022-02-09 19:34:23 -05:00
jshipsey
6f8cadc847
wall contact, run anim tweaks
2022-02-09 19:34:22 -05:00
Imbris
2325ac3d78
Use ori as fallback for look_dir so that other entities will turn properly when shooting (controller component is not synced)
2022-01-30 23:30:34 -05:00
Marcel Märtens
201a5ac2c7
stricten some rules and fix some clippy warnings
2022-01-30 20:16:21 +01:00
Avi Weinstock
5f8957d8ef
Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}
.
2022-01-30 20:16:20 +01:00
juliancoffee
6a0458ddf1
Move voxygen to 2021 edition
2022-01-26 15:47:39 +02:00
jshipsey
067f06561f
hold weapon while rolling
2022-01-24 03:55:00 -05:00
Joshua Barretto
d18174e0d1
Revert "Merge branch 'infrandomness/remove_alpha' into 'master'"
...
This reverts merge request !3128
2022-01-24 00:52:03 +00:00
InfRandomness
69c3480fce
Move alpha values calculation
2022-01-23 17:16:22 +00:00
jshipsey
136555dbbe
fix crash
2022-01-20 02:14:49 -05:00
jshipsey
82df5f23c3
spit anim
2022-01-19 19:01:16 +01:00
jshipsey
269b1fcd00
summon an
2022-01-19 19:01:15 +01:00
Snowram
1e6ead4005
Arthropod charge
2022-01-19 19:01:13 +01:00
Snowram
02ed6ffd60
More arthropod work
2022-01-19 19:01:13 +01:00
Snowram
2871fa83bc
Arthropod run
2022-01-19 19:01:12 +01:00
Snowram
f67bf2a539
Adds arthropod skeleton
2022-01-19 19:01:11 +01:00
Samuel Keiffer
c3e92b6c7a
Merge branch 'sam/melee-constructor' into 'master'
...
Melee Constructor
See merge request veloren/veloren!3111
2022-01-19 06:36:51 +00:00
Sam
b0644ca767
Melee attacks are now created through a melee constructor.
2022-01-17 20:41:24 -05:00
jshipsey
1d76d484bb
anim tweaks
2022-01-17 06:45:26 -05:00
jshipsey
41ed0f284f
swivel, quadsmall/quadlow offsets
2022-01-17 03:42:56 -05:00
jshipsey
ed9de26f27
jump anim, quad med
2022-01-16 14:09:55 -05:00
Joshua Barretto
bde3aade2b
Updated changelog, fixed incorrect hint for mineable blocks
2022-01-16 17:53:51 +00:00
Joshua Barretto
043016a433
Don't try to mount unmountable entities, clippy fixes and fmt
2022-01-16 17:53:14 +00:00
Joshua Barretto
537cc38b5e
Fixed lantern position when mounting
2022-01-16 17:53:13 +00:00
Joshua Barretto
b3e2d825ed
Overhauled mounting to make it more reliable
2022-01-16 17:53:13 +00:00
DaforLynx
13e87375d6
River sounds and more
2022-01-03 22:40:31 +00:00
Imbris
bf48bd5346
update toolchain to nightly-2021-12-19
2021-12-23 13:04:24 +01:00
Joshua Barretto
3b4fa6b328
Snow for ice
2021-12-20 18:06:53 +00:00
Snowram
66a5f9fded
Fixes animation hot reloading (credit to Imbris)
2021-12-18 20:36:14 +01:00
Benoît du Garreau
aca088388b
Update assets_manager
to 0.7
2021-12-12 22:11:47 +01:00
Jonathan Berglin
596307c9b7
Remove unused clippy suppressions
2021-12-05 17:59:02 +00:00
Marcel Märtens
086f9737e4
move server.voxel for airship to common
2021-11-15 16:39:39 +01:00
Ben Wallis
022c1417b6
EXP on kill is now shared between damage contributors. A "damage contributor" is either an individual entity, or a group - depending if the attacker is in a group. This means that not only does the "killing blow" no longer get 100% of EXP, but multiple groups and individuals all receive their fair share of EXP on death (assuming they are still within range of the entity when it dies).
...
Damage from a given individual or group only counts towards a kill for 10 minutes since that individual or group's last damage to the entity - after this period their damage contribution is removed. This avoids the list of damage contributors growing excessively large for an entity that does a lot of combat but never dies.
EXP sharing within groups is unchanged - the difference is simply that the input to this calculation may be less than 100% of the base EXP reward for the kill if other individuals or groups contributed damage.
2021-11-13 20:46:45 +00:00
Joshua Barretto
c0bf9503bd
Addressed review issues, added cloning docs to BodySpec::Manifests
2021-11-13 17:20:23 +00:00
Joshua Barretto
657ac45288
Updated changelog
2021-11-13 17:13:09 +00:00
Joshua Barretto
46ec4203a2
Arbitrary volume airships
2021-11-13 17:13:08 +00:00
jshipsey
c2b7d3bb44
good hat rendering
2021-10-30 23:42:16 -04:00
jshipsey
a05c1ea4c5
switch to new matcell variant
2021-10-30 23:42:15 -04:00
jshipsey
3915aa7aac
support for hollow voxels ty zesterer
2021-10-30 23:42:14 -04:00
jshipsey
5cc54b34bd
headbands
2021-10-30 23:42:13 -04:00
Monty Marz
727295aec1
text and alignment WIP
2021-10-27 17:02:35 -04:00
Sam
e28ca15059
Salvaging now requires a salvaging station.
2021-10-27 17:02:33 -04:00
Monty Marz
7aae35f286
bench
2021-10-27 17:02:31 -04:00
Joshua Barretto
6362c0df32
Fixed non-character point lights
2021-10-25 12:00:02 +00:00
Q-I-U
09028f3261
Add !health.is_dead()
check to renderer
2021-10-24 22:28:23 +02:00
Bryant Deters
b2bd43f4d3
Sneak with weapons drawn
2021-10-18 14:53:55 -05:00
Monty Marz
14ed73ec12
cavern sprites
2021-10-10 13:41:56 +01:00
Joshua Barretto
bfc55d7b17
More cavern details
2021-10-10 13:41:56 +01:00
Joshua Barretto
5c0026f4a7
Performance improvements for terrain watcher
2021-10-10 13:41:56 +01:00
Joshua Barretto
1cfad833c7
Added caverns, fixed chunk load performance issue
2021-10-10 13:41:56 +01:00
Snowram
3c2de422db
Adds Xtilt to BirdLarge skeleton
2021-09-21 15:31:46 +02:00
jshipsey
1ad107f4a7
animation tweaks
2021-09-21 15:30:43 +02:00
anomaluridae
ff91da8b52
make the concepts of targets (under cursor), separate from interactable. interactable is what is (1) indicated visually in gui as able to interact, or (2) is an entity, or (3) is a block capable of Interaction. whereas a target is what occurs under the cursor, regardless of other state and input (such as different InputKind). targets are determined first, then other factors are cosidered to determine interactable.
2021-09-17 10:34:20 -07:00
juliancoffee
4e3fb87526
Adress review
...
- Rename Collider::get_radius to bounding_radius
- Check origin difference in CapsulePrism with EPSILON * 10.0 instead of
magic 0.00001
- Add comments for closest_points, hardnened expression against NaNs
- Add comments to try_e2e_collision function, renamed to
resolve_e2e_collision, make it return whether collision was triggered.
- Remove Collider::Box (it is Cylinder, which is subset of CapsulePrism
with p0=p1=Vec2::zero())
2021-09-17 13:28:34 +03:00
juliancoffee
c069a3523d
Fix beam offsets
...
- Introduce notion of min and max radius for Body instead of old
`radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00
juliancoffee
44962958d8
Adress feedback
...
- Rewrite 2 * PI to TAU
- Some comment formatting
2021-09-17 13:28:34 +03:00
juliancoffee
d86c9f2678
Remove body::Shape enum, make npc use CapsulePrism
2021-09-17 13:28:34 +03:00
juliancoffee
3b308a3f6f
Add CapsulePrism collider variant
...
+ Add placeholder physics collision implementation as copy of cylinder
Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
Joshua Barretto
4118835fb3
Fixed incorrect winding order for debug cylinder triangles
2021-09-13 18:15:12 +00:00
Imbris
a77f981b15
Disable visuals that block seeing camera clipping since they cause flickering, raise max zoom cap with camera, fix overflow issue
2021-09-10 12:16:55 -04:00
Joshua Barretto
c442822885
Capped camera distance without privilege
2021-09-08 13:17:22 +01:00
Joshua Barretto
c3a0a1b8b5
Made the camera go dark if in a filled block and not moderator
2021-09-08 12:37:15 +01:00
jshipsey
523a15e5cc
more spots
2021-09-04 00:18:58 -04:00
Sam
44c3b0f153
Added attack hook event, attacks now cancel item use and sprite interaction.
2021-08-31 13:37:32 -04:00
Sam
513982ca43
Fixed compile error when importing sprite position.
2021-08-31 13:36:05 -04:00
jshipsey
3ddcde645f
anim basics
2021-08-31 13:36:04 -04:00
Joshua Barretto
6f15233448
Fixed first-person zoom, added fixation to allow more precise mouse movement when zoomed
2021-08-31 13:31:52 +01:00
Monty Marz
13c15b3840
fix witch hut smoke
2021-08-30 12:03:13 +02:00
Joshua Barretto
8b8adcc1b8
More block particles, changes ore vein colour
2021-08-28 14:53:30 +01:00
Tavo Annus
6114cbbcf3
Fix skybox jumping
2021-08-10 14:01:09 +02:00
Tavo Annus
5c5f172667
Use old strategy for far distances
2021-08-10 14:00:59 +02:00
Tavo Annus
06b8ad62d3
Minor tweaks to clipping, style fixes
2021-08-10 14:00:51 +02:00
Tavo Annus
ad075b55c9
Allow trees to pass between character and camera for bigger distances
2021-08-10 14:00:42 +02:00
Tavo Annus
e834711293
Fix character being too close in menu
2021-08-10 14:00:34 +02:00
Tavo Annus
a7aa37f7f6
Fix camera shaking & Style fixes
2021-08-10 14:00:13 +02:00
Tavo Annus
42dab09249
Improve camera clipping
2021-08-10 13:59:41 +02:00
Samuel Keiffer
d5feca45c5
Merge branch 'pacmanmati/veloren-pacmanmati/1224-consolidate-redundant-stage-sections' into 'master'
...
Consolidate redundant stage sections
See merge request veloren/veloren!2748
2021-08-10 01:23:26 +00:00
Sam
52ee598cf1
Consolidated Use into Action as well.
2021-08-09 10:31:17 -04:00
pacmanmati
5f37509a78
#1224 - Replace redundant StageSection: Swing, Shoot, Cast with Action
2021-08-09 10:27:53 -04:00
Ludvig Böklin
ebf489984c
Improve gliding
...
- make glider dimensions a factor of body height
- increase glider dimensions across the board
- remove delay from transition into glide
- enable glider control while wielding glider
- improve glide wield animation
2021-08-09 10:06:16 +01:00
Imbris
6cabd74871
Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option)
2021-08-01 18:50:38 -04:00
Imbris
b984bf006f
Merge branch 'tygyh/Resolve-all-'#-allow(clippy--match_single_binding)]'-error-supressions' into 'master'
...
Resolve all '#[allow(clippy::match_single_binding)]' error supressions
See merge request veloren/veloren!2674
2021-07-25 17:24:22 +00:00
Joshua Barretto
37077b5703
Merge branch 'Resolve-unused-clippy-supressions' into 'master'
...
Resolve unused clippy supressions
See merge request veloren/veloren!2673
2021-07-24 20:44:06 +00:00
Dr. Dystopia
c79975dc5d
Resolve all '#[allow(clippy::match_single_binding)]' error supressions
2021-07-24 22:11:50 +02:00
Dr. Dystopia
70d0840e96
Resolve unused '#[allow(clippy::unnecessary_wraps)]' error supressions
2021-07-24 20:14:26 +02:00
Dr. Dystopia
1ac3d1b761
Resolve unused '#[allow(clippy::same_item_push)]' error supressions
2021-07-24 20:08:08 +02:00
Joshua Barretto
6dfa233cc4
Fixed bad non-humanoid lantern offset
2021-07-24 15:05:36 +01:00
Imbris
3e6fd0ee1d
Setup animation mount points for quadruped medium, update offsets in
...
common for new quadruped mediums, properly transform the offset in the
mount system using ori, fix issue with composing in the base ori with
the mounting bone ori in voxygen.
2021-07-18 15:09:36 -04:00
Imbris
6a15501b27
Add Body as a parameter to compute_matrices and start to pull whole body scaling out of the animation files
2021-07-18 15:09:34 -04:00
Imbris
b2bf83e200
Rework mounting animation so that full hierarchies of animation transforms can be applied to the mounter, factor out some common code in figure/mod.rs
2021-07-18 15:04:02 -04:00
Snowram
09cbb90f61
Make the mounter animations dependant of the mountee animation
2021-07-18 15:03:57 -04:00
Imbris
ec342a2338
Merge branch 'tygyh/Resolve-all-'#-allow(clippy--redundant_pattern_matching)]'-error-supressions' into 'master'
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Resolve all '#[allow(clippy::redundant_pattern_matching)]' error supressions
See merge request veloren/veloren!2622
2021-07-18 12:26:44 +00:00
Imbris
251c201604
Merge branch 'revert-eb08b6a1' into 'master'
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Revert "Resolve all '#[allow(clippy::approx_constant)]' error supressions" and re-address the lint using just the PI constant
See merge request veloren/veloren!2639
2021-07-18 08:00:43 +00:00
Marcel
6e36c8b65c
Merge branch 'tygyh/Resolve-all-'#-allow(clippy--len_zero)]'-error-supressions' into 'master'
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Resolve all '#[allow(clippy::len_zero)]' error supressions
See merge request veloren/veloren!2633
2021-07-18 01:24:28 +00:00
Imbris
9c72333741
Revert "Merge branch..."
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This reverts merge request !2608
2021-07-17 22:04:59 +00:00
Dr. Dystopia
6480cbd784
Resolve all '#[allow(clippy::len_zero)]' error supressions
2021-07-17 21:49:37 +02:00
Dr. Dystopia
9c6cdbba71
Resolve all '#[allow(clippy::redundant_pattern_matching)]' error supressions
2021-07-17 17:12:29 +02:00
Avi Weinstock
13fc4de561
Add per-species head offsets.
2021-07-16 19:22:28 -04:00
Avi Weinstock
0a33c98268
Basic implementation of hat visuals.
2021-07-16 18:49:40 -04:00
Samuel Keiffer
f38cde9d40
Merge branch 'knightresspaladin/healing-aura' into 'master'
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Knightresspaladin/healing aura
See merge request veloren/veloren!2587
2021-07-16 21:32:03 +00:00
Jonathan Berglin
c1c331d59e
Resolve all '#[allow(clippy::approx_constant)]' error supressions
2021-07-15 16:56:55 +00:00
Dr. Dystopia
5cc2fc8182
Resolve all '#[allow(clippy::or_fun_call))]' error supressions
2021-07-15 13:49:59 +02:00
Sam
997da21001
Particles for healing aura
2021-07-13 20:54:43 -05:00
Marcel Märtens
db8aedd363
fmt after applying clippy fixes after toolchain update
2021-07-12 12:09:27 +02:00
Marcel Märtens
9b3b21f368
fix clippy warnings
2021-07-12 12:09:09 +02:00
Knightress Paladin
146f86be2c
Removed references to Healing Beam, which Healing Aura is replacing
2021-07-10 21:39:11 -07:00
Ben Wallis
b499cf2c58
Added egui debug UI - a 100% rust UI framework (similar to imgui) allowing for rapid development of debug interfaces to aid development. This is feature-gated behind the egui-ui
feature which is enabled by default but removed for airshipper builds.
...
Included in the initial implementation is an entity browser which lists all entities in the client ECS, an entity component viewer which shows select components belonging to the selected entity including character state information, and a simple frame time graph.
This MR also includes an extraction of the animation hot reloading code which has been reused for egui to allow for hot-reloading of the egui interface to allow rapid development of the UI with realtime feedback upon save as is the case with aninmations. This is feature-gated behind the `hot-egui` feature which is not enabled by default due to the extra startup time that it adds.
2021-07-04 09:47:18 +00:00
Samuel Keiffer
0151e5aeed
Merge branch 'potion-animations' into 'master'
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Consumable Animations
See merge request veloren/veloren!2512
2021-06-29 16:36:41 +00:00
Sam
4cdf081a40
Removed potential for accessing OOB index and panicking in animations for combo melee.
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Made only entities with a character state component emit a death outcome on death.
2021-06-29 06:20:26 -05:00
jshipsey
37c6fe9ee8
anims
2021-06-29 05:59:02 -05:00
Snowram
3ec5306ed0
Adds an outcome to death with SFX and VFX
2021-06-29 00:14:05 +02:00
Snowram
47cc040301
Adds SpriteSummon animation
2021-06-23 22:38:16 -05:00
Sam
763461ebef
Ensnaring vines now ensnare you.
2021-06-23 22:38:16 -05:00
Joshua Barretto
288f2c13d4
Enable strafing in first-person mode
2021-06-21 13:27:19 +01:00
Imbris
83c49895ae
Improve rendering spans for tracy
2021-06-19 04:27:51 -04:00