Commit Graph

3636 Commits

Author SHA1 Message Date
Sam
ca644f8f0b Added more interesting ingredients to recipes.
Changed bow main component from held (grip) to damage (limbs).
2022-05-16 15:11:02 -04:00
Sam
01450b7e34 Fixed migration to properly insert components in the correct position. Fixed small error in how names were generated for any modular weapon that used the held component as its main component. 2022-05-16 15:11:01 -04:00
Sam
21084e48f0 Removed old weapons that were migrated to modular weapons. 2022-05-16 15:11:00 -04:00
Sam
b4e86bf741 Fixed csv import 2022-05-16 15:10:59 -04:00
Sam
c10fa35fa4 Added correct names to every bow, staff, and sceptre component. 2022-05-16 15:10:58 -04:00
Sam
0a44874e88 Renamed components of bow, staff, and sceptre 2022-05-16 15:10:58 -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
0a38567e8d Modular weapons can now be properly displayed in the inventory. 2022-05-16 15:10:57 -04:00
Sam
762b3be3c3 Modular weapons can now be dropped as loot or assigned to enemies. 2022-05-16 15:10:56 -04:00
Sam
c01fe655f1 Added wood 2022-05-16 15:10:55 -04:00
Sam
d380a2dbaf Quality is now propogated through modular items from the quality of the components. 2022-05-16 15:10:55 -04:00
Sam
c6f4b51215 Removed descriptions from modular weapons and components. 2022-05-16 15:10:54 -04:00
Sam
885bb9aaa7 Added programmatic names for modular components. 2022-05-16 15:10:53 -04:00
Sam
405b9b2448 Modular weapons now have programmatically generated names. 2022-05-16 15:10:53 -04:00
Sam
4e89bc7485 Added test functions to assist in fixing unit tests that broke from changed functionality. 2022-05-16 15:10:52 -04:00
Sam
f9256ecd62 Added recipes 2022-05-16 15:10:51 -04:00
Sam
6620c1dd1f Added HandsKind to automatically resolve handedness of modular weapons. 2022-05-16 15:10:51 -04:00
Sam
85b7382487 Added handedness requirements to recipes and components. 2022-05-16 15:10:50 -04:00
Sam
2feb8f298b Removed deprecated functionality from modular weapons. 2022-05-16 15:10:49 -04:00
Sam
511f39c5ae Adds support for loading modular item from database with an arbitrary amount of component nesting. 2022-05-16 15:10:49 -04:00
Sam
77934c9214 Made changes to crafting to allow modular weapons to work as intended. 2022-05-16 15:10:48 -04:00
IsseW
fb7aa07b01 site command completion 2022-05-15 23:57:21 +02:00
Hugo Peixoto
74d4e4f45e Fix path finding calculation of starting point
When a chaser's route finishes calculating, the chaser may already be a
few blocks away from the starting position, thanks to movement inertia.
The path finding code finds the point along the route closest to the
chaser's position.

This calculation only considered the xy coordinates when finding the
closest point. This caused issues whenever the calculated route goes
below the chaser's position (for example, when the chaser is on top of a
bridge and the route circled around to go under the bridge). In this
case, there was a chance that the closest point was the one below the
bridge. This caused the chaser to try to move directly to a directly
inaccessible block.

The fix was to remove the xy() filter so that the closest point
algorithm also considered the z coordinate.
2022-05-14 16:41:45 +01:00
Hugo Peixoto
b681ad79ce Fix heuristic to restart route in chase()
We had a random chance of restarting the route to avoid getting the
chaser stuck. This didn't work properly because the rerouting code was
only triggered if `self.route.is_none()` or if the target moved
significantly, and the random chance branch only set `bearing` to `None`.

This change sets `self.route = None` to trigger rerouting.
2022-05-14 16:41:45 +01:00
Hugo Peixoto
ba6d1bce60 Remove unnecessary code
We had an unnecessary unwrap_or_else() preceded by a question mark
operator, which means that the or_else clause could never be called.
2022-05-14 16:41:45 +01:00
Joshua Barretto
e02f8aee65 Merge branch 'zesterer/lod-objects' into 'master'
LoD Objects (inc. Trees)

See merge request veloren/veloren!3367
2022-05-11 14:56:12 +00:00
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
7382aab13a Upped default LoD distance 2022-05-10 17:12:12 +01:00
Samuel Keiffer
1bd33bb997 Merge branch 'holychowders/streamline_stealth_coefficient' into 'master'
Distinguish armor and sneaking stealth; Show stealth as percentage in Stats UI.

Closes #1525

See merge request veloren/veloren!3352
2022-05-10 11:41:49 +00:00
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
ac0e7a7724 Use dedicated fragment shader 2022-05-10 12:38:36 +01:00
Joshua Barretto
b3126ca687 Initial implementation of LoD trees 2022-05-10 12:38:36 +01:00
holychowders
fc2095803d Use inline conditional to simplify assignment. 2022-05-09 22:23:08 -05:00
Forest Anderson
cea55143ce Change outcomes to eventbus 2022-05-09 19:58:13 +00:00
Marcel Märtens
3fcf95061e before buff was around 5ms - 6ms on 100 players 2022-05-08 19:49:21 +02:00
holychowders
4c76e9314d Use sum instead of fold. 2022-05-06 19:27:30 -05:00
holychowders
1ebbf335e1 Simplify stealth logic. Remove max item stealth upper limit and restore close to original curve. 2022-05-06 19:25:03 -05:00
holychowders
e473c47bcf Distinguish stealth from armor and stealth from sneaking. Also fixes #1525.
- Armor and sneaking have exclusive effects on overall stealth, rather
  than armor taking effect only while sneaking.

Gameplay:
- Agents factor in stealth from armor in all cases, not only when sneaking.
- Max stealth takes place when sneaking (final multiplier of `0.7`) and with stealth from armor up to `0.7` (`0.3` multiplier), resulting in a max distance modifier of about `0.5`, approximately what it was previously.
- Min stealth score from armor is now 0 instead of 2.

Internals:
- Stealth getter accounts for sneaking in final calculation, not just
  armor.
- Prevents potential division by zero.
- Stealth getter returns value that should be multiplied instead of divided.
- Legitimized stealth as a score between 0 and 1.

Notes:
- FIXME: Someone more familiar with the different armor types may want to adjust their stealths.
  - Armor stealths seem to be valued between `0.0` and `1.0`, and I've reinforced this in the code. However, it is possible, particularly for the `Dragonscale` armors, to cumulatively reach a value of `2.0`.
2022-05-06 13:15:46 -05:00
holychowders
9c68fbbeed Fix agents not hearing sounds due to reduced listen_dist, caused by commit a6955e5af.
- `listen_dist` has been restored to normal and the behavior intended by
  the trouble commit has been much more properly encoded.
2022-05-04 21:22:19 -05:00
Marcel
84ab219cf3 Merge branch 'xMAC94x/update-toolchain' into 'master'
update toolchain to `nightly-2022-04-25`

See merge request veloren/veloren!3343
2022-05-03 14:07:49 +00:00
Marcel Märtens
697673bcca update toolchain to nightly-2022-04-25 2022-05-03 15:22:28 +02:00
Samuel Keiffer
3abba05fb8 Merge branch 'holychowders/improve_perception_system' into 'master'
Agent: Use FOV when scanning for hostile targets and refactor `choose_target()`.

See merge request veloren/veloren!3307
2022-05-02 22:45:14 +00:00
Jonathan Berglin
144d6d41f7 Extract 'calculate_projection_and_collision_dist' function 2022-05-02 09:14:17 +00:00
Marcel
593d8fa4b5 Merge branch 'xMAC94x/update_vek' into 'master'
switch to upstream vek again

See merge request veloren/veloren!3342
2022-05-02 08:34:21 +00:00
holychowders
a6955e5afb Re-add listen_dist check in choose_target() and add randomness to simulate agents detecting entities directly behind them. 2022-05-01 19:18:43 -05:00
holychowders
dda85e4bc3 Address code review. 2022-05-01 18:23:23 -05:00