Sam
6294b3c5ff
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
Sam
fdd2b58954
Addressed testing feedback.
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Particles better.
2021-04-25 13:09:08 -04:00
Sam
2d3d48e84c
Parrying no longer requires releasing the block button, and instead can parry if block happened in buildup.
2021-04-25 13:09:07 -04:00
Sam
b028b647ca
Blocking now works if no weapon is equipped in main hand.
...
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
Sam
165603aa65
Parrying
2021-04-25 13:08:42 -04:00
Sam
c9e1b1d341
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
Sam
e074562735
Removed unwraps in buffs
2021-04-25 12:01:21 -04:00
Snowram
abfb14626a
Body specific beam offsets
2021-04-25 04:07:12 +02:00
Snowram
58300592ca
More phoenix AI work
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More phoenix AI work
2021-04-25 04:07:12 +02:00
Snowram
4249d0ddcc
Phoenix npc + AI (WIP)
2021-04-25 04:07:11 +02:00
Snowram
738be81943
Improves bird_large anims
2021-04-25 04:07:09 +02:00
Snowram
ff5d267535
Day period dependant wildlife spawns
2021-04-25 02:14:51 +02:00
Snowram
b0d617d91d
Breathe and stun anims
2021-04-25 02:14:50 +02:00
Snowram
e58e56cb07
Cockatrice bird_large conversion
2021-04-25 02:14:50 +02:00
Snowram
5b8fbe9a23
Swaps bird_small skeleton to a new bird_large
2021-04-25 02:14:49 +02:00
Ada Lovegirls
c7d6dde677
Add option to load English string as fallback if string missing
2021-04-24 14:39:35 +00:00
Ygor Souza
9b7c7bc69a
Add basic distance check to shockwave hit test
...
Before checking if the entity hitbox intersects the shockwave shell, we
do a basic check that the entity is close enough to be hit, considering
its radius.
This fixes the unlimited vertical range problem, since the distance is
measured in 3D.
2021-04-24 03:09:45 +02:00
Ygor Souza
72167db397
Skip physics pass for arrows stuck on surfaces
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This keeps the arrow velocity from changing, which is what was causing
the ProjectileHit outcome to be pushed multiple times for the same
arrow, since the outcome checks if the arrow velocity is above a given
threshold.
2021-04-22 23:03:04 +02:00
Marcel
592e34e6ba
Merge branch 'aweinstock/deflate-terrain' into 'master'
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Compress terrain chunks with deflate. Includes a benchmark showing that this...
See merge request veloren/veloren!2166
2021-04-22 17:12:53 +00:00
Monty Marz
ccb913a2c0
Add handles to lanterns, fix cooking pot scale
2021-04-22 17:12:07 +00:00
jshipsey
d47dc7c49e
remove 0.8, add snow's mixed_vel idea for other bodies
2021-04-22 00:04:39 -04:00
Dominik Broński
7589f40eb7
Merge branch 'lboklin/arrow-turret-drag-fix' into 'master'
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Fix ArrowTurret drag coefficient
See merge request veloren/veloren!2175
2021-04-21 20:17:44 +00:00
Imbris
101e6cdce6
Quick physics perf fix
2021-04-21 14:03:23 -04:00
Imbris
fcfb1f325a
Revert "Merge branch 'revert-b10718c5' into 'master'"
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This reverts merge request !2172
2021-04-21 17:10:13 +00:00
Joshua Barretto
580e99b968
Merge branch 'zesterer/lanterns' into 'master'
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Made characters carry lanterns higher when possible
See merge request veloren/veloren!2169
2021-04-21 16:40:20 +00:00
Ludvig Böklin
7d73fdc2c5
Fix ArrowTurret drag coefficient
2021-04-21 18:26:23 +02:00
Imbris
9818c7131f
Merge branch 'revert-b10718c5' into 'master'
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Revert "Merge branch 'imbris/agent-opt' into 'master'"
See merge request veloren/veloren!2172
2021-04-21 15:06:35 +00:00
Imbris
1e3fad1690
Merge branch 'lboklin/simplify-buoyancy' into 'master'
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Simplify buoyancy for performance reasons
See merge request veloren/veloren!2171
2021-04-21 15:06:31 +00:00
Joshua Barretto
9e87da7a18
Made characters carry lanterns higher when possible
2021-04-21 15:59:29 +01:00
Ludvig Böklin
bbcb73c4f6
Simplify buoyancy for performance reasons
2021-04-21 16:19:02 +02:00
Ludvig Böklin
3c82a28d80
Prevent drag forces from causing something to come to a complete stop
2021-04-21 16:13:51 +02:00
Imbris
b90b62fcc1
Revert "Merge branch 'imbris/agent-opt' into 'master'"
...
This reverts merge request !2024
2021-04-21 14:10:06 +00:00
Avi Weinstock
0ae259f359
Cleanup errors introduced in rebase.
2021-04-20 23:34:17 -04:00
Avi Weinstock
c1c7f748ef
Move terrain compression code to common_net and disable redundant LZ4 compression on the terrain stream.
2021-04-20 23:24:24 -04:00
Avi Weinstock
67ae3494c4
Compress terrain chunks with deflate. Includes a benchmark showing that this makes them around 70% smaller, and is the same speed as LZ4.
2021-04-20 23:23:53 -04:00
Imbris
42be75ecc0
Appease clippy, add CHANGELOG entry
2021-04-20 15:29:20 -04:00
Imbris
91f092bdaf
Remove extra chunk cloning and parallelize serialization in the server terrain sys
2021-04-20 15:25:05 -04:00
Imbris
c52e8c8a64
Switch agent target search to use a spatial grid, add convience method for querying the aabr of a circle
2021-04-20 15:25:04 -04:00
Imbris
01196adc8c
Expose CachedSpatialGrid resource that is updated by the physics system, move BuildAreas into its own module, removed unused ExecMode
2021-04-20 15:25:04 -04:00
Imbris
1ab842523d
Rename common-sys to common-systems and rearrange common-state slightly
2021-04-20 15:25:04 -04:00
Ludvig Böklin
99d6cc04db
Basic fluid dynamics and physical properties for entities
2021-04-20 17:38:19 +02:00
Joshua Barretto
2496c05d11
Merge branch 'better-crafting' into 'master'
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Crafting station sprites in towns
See merge request veloren/veloren!2160
2021-04-20 15:08:36 +00:00
Joshua Barretto
bacabacaaa
Made cooking pots glow
2021-04-20 15:39:46 +01:00
Joshua Barretto
056fa96a58
Fix block-snapping at low framerates
2021-04-20 14:59:59 +01:00
Joshua Barretto
342ec773d5
Account for FP imprecision in block-hopping
2021-04-20 14:54:21 +01:00
Joshua Barretto
e87ee6d8c7
Cleaned up client-side recipe handling
2021-04-20 12:33:22 +01:00
Monty
a0357fdd58
change cauldron spawning
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cooking pot height
fmt
fmt, changelog
2021-04-20 02:48:13 +02:00
Monty
c40bd37452
more sprite stuff and crafting UI update
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fix item images
fix CR display
2021-04-20 02:46:06 +02:00
Monty
afea896b5b
fmt, add sprites
2021-04-20 02:46:04 +02:00
Joshua Barretto
b605048ae3
Added crafting stations
2021-04-20 02:45:59 +02:00