681 Commits

Author SHA1 Message Date
Pfauenauge90
5f41841522 added TODO for energy numbers 2020-01-19 22:39:20 +01:00
Joseph Gerardot
01ac937db5 Fixup energy regen math to properly account for acceleration at any
framerate.
2020-01-19 22:39:20 +01:00
timokoesters
a708ab84d6 fix: make fall damage behave correctly again after changing gravity 2020-01-19 22:39:20 +01:00
timokoesters
1912ab0d8b refactor: use restrict_mut 2020-01-19 22:39:20 +01:00
timokoesters
db9a4ac6b9 improvement: reset character state and energy on death 2020-01-19 22:39:19 +01:00
timokoesters
263fffb79c improvement: better movement 2020-01-19 22:39:18 +01:00
Joseph Gerardot
715e01f989 Make charging take a discrete amount of energy and change energy
regeneration to use floats so it is smoother and tickrate-independent.
2020-01-19 22:39:17 +01:00
Joseph Gerardot
a970a61192 Add energy comsumption on rolling and charging, and accelerating
regeneration when idle.
2020-01-19 22:39:17 +01:00
Imbris
7bcbfa9003 add: capability to disable blending for particular BlockKinds 2020-01-19 16:03:27 -05:00
Imbris
7a1b43c6f1 Branch on lower color values for more accurate speedy color conversion, add simple color conversion benchmarks 2020-01-13 23:39:22 -05:00
Acrimon
a8b22f3daf
Even better conversion impl. 2020-01-13 20:54:56 +01:00
Acrimon
26c2239e7a
Made color conversion way more accurate. 2020-01-13 16:38:10 +01:00
Gilbert Röhrbein
b9e7164b62 fixing #405 - Energy as its own component 2020-01-12 22:25:04 +01:00
Piotr Korgól
243263fecd Improvement: Replace all '..=b' with '..b + 1' 2020-01-12 15:46:53 +01:00
Shane Handley
1c9094af4f Remove emission of an audio event from stats sys
This was accidentally left in by me during some testing of server
emission of SFX events to all clients. There was no effect on gameplay since we dont
emit a sound for this event yet, but it should not be here.

The audio event is correctly handled elsewhere by each client.
2020-01-11 13:08:33 +09:00
Monty Marz
178ad9479a Scrolling Combat Text (SCT) 2020-01-10 00:33:38 +00:00
Imbris
3c9e84bc0c Merge branch 'imbris/char-screen-transition' into 'master'
Fix issues regarding going back to the character selection screen

Closes #386

See merge request veloren/veloren!700
2020-01-02 19:40:21 +00:00
Joshua Barretto
3d497001a2 Merge branch 'zesterer/better-rollin' into 'master'
Made rolling less slippy, added tilt

See merge request veloren/veloren!699
2020-01-02 18:35:27 +00:00
Imbris
49a7d96de7 Fix typos, don't insert Controller if it doesn't already exist in the
mount system so that Controller components are not added to entities
client side
2020-01-02 05:34:27 -05:00
S Handley
205c617c04 Refactor and Rename for clarity
Implements a potential structure for splitting the SFX event mapping
into smaller individual files for maintainability.

- Remove inventory events for now: For a later commit.
- No longer panic when there is a failure parsing the sfx file: log the error and not play sfx.
2020-01-01 02:55:48 +00:00
Imbris
93c0f5e0ef Fix issue where controller events aren't processed while mounted. Fix non humanoids being able to climb and glide. 2019-12-31 16:41:45 -05:00
Imbris
804e559e3a fix(char screen induced ghosts):
Adds removing extra components and deleting entities clientside when
going back to the character screen. Also, simplifies ClientState by
removing the Dead variant and removing ClientMsg::StateRequest in favor
of more specific ClientMsg variants.
2019-12-31 16:38:13 -05:00
Joshua Barretto
245d9c3341 Made rolling less slippy, added tilt 2019-12-30 15:16:21 +00:00
Monty Marz
c4599d4de1 assets update
acacia trees
updated help.png
bigger map zone name
npc levels from 0-10
boss levels from 20-50
2019-12-30 12:16:35 +00:00
Imbris
18aa4936b6 fix(player list): Show players not in range on the player list
fix(overflow): Stops including block updates that fail (since chunks
don't exist on the client) in `TerrainUpdates` (which would trigger
meshing of those nonexistent chunks). Furthermore, removes
remeshing of chunks with block updates if those chunks don't have all their
neighbours (since those wouldn't be meshed in the first place).
2019-12-29 20:51:05 -05:00
Dylan Kile
2df4ba6252 hierarchical pathfinding 2019-12-29 20:58:21 +00:00
Imbris
b0d1db9c04 Fix flight turning 2019-12-20 22:51:35 -05:00
Imbris
a16588a719 Various tweaks: moved radius determination to function on , comments, simplified server Destroy event code, debug assert modified components aren't removed in change tracking, etc 2019-12-20 22:51:35 -05:00
Imbris
0d763ab8ef Cutout unnecessary Resource syncing machinery and Tracker trait 2019-12-20 22:51:35 -05:00
Imbris
010fe45754 cleanup 2019-12-20 22:48:14 -05:00
Imbris
77c8248d88 Fix NaN in agent sys, stop pushback from turning player around, account for Scale in melee attack hit detection 2019-12-20 22:48:14 -05:00
Imbris
9bcc8aa74f Stop syncing health change timer updates 2019-12-20 22:48:14 -05:00
Imbris
0d6a8b949f Upgrade to specs 0.15.1 2019-12-20 22:48:14 -05:00
Imbris
b2ef1b2a00 Stop syncing Projectile component to the client 2019-12-20 22:48:14 -05:00
Imbris
e2e642f5a5 Actually send deletion messages 2019-12-20 22:48:14 -05:00
Imbris
237532f7b1 Move sync code into common submodule 2019-12-20 22:37:12 -05:00
Imbris
470e52fbd0 Stop global syncing of entity creation 2019-12-20 22:37:12 -05:00
Adam Whitehurst
a4ffb57c25 Fix fall->climb, tweak jump and glide 2019-12-15 17:44:19 +00:00
Monty Marz
3621a177ce Fix bow-shot frequency 2019-12-12 20:13:45 +00:00
Forest Anderson
31382a560f Add advanced path finding to new 'Traveler' enemy using A* algorithm 2019-12-11 05:28:45 +00:00
Adam Whitehurst
6700a03678 Update controller 2019-12-09 14:45:10 +00:00
S Handley
bcd658044f Update footsteps SFX 2019-12-08 10:03:40 +00:00
Adam Whitehurst
1acb75870c feat: weapon-type dependent wield and attack durations
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Adam Whitehurst
3cc69f0e58 Inputs enhancements 2019-11-29 15:20:35 +00:00
Monty Marz
9981287084 Fix map being inverted and indicator positioning 2019-11-26 22:39:07 +00:00
S Handley
1c607c0a0c SFX system
This is an event based approach to SFX sounds. There is a specific
character sound event mapper which determines sfx to play based on
character or NPC state, as well as emitting sfx events for
non-character-triggers such as levelling up.
2019-11-23 08:26:39 +00:00
Monty Marz
b33d5d8de4 Loading Screen with pulsating text, 2 new hairstyles 2019-11-23 00:51:18 +00:00
Songtronix
4e76775c99 change(deps): enforce crossbeam version 2019-11-22 19:12:58 +01:00
Songtronix
eaebca7880 feat(log): add date to log file 2019-11-22 19:12:58 +01:00
telastrus
e24f7954f2 jump while underwater 2019-11-21 23:56:07 -05:00