390 Commits

Author SHA1 Message Date
Ben Wallis
8661cb1ffc Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Ben Wallis
659ca3e737 * Fixed character load errors not being handled in Voxygen.
* Improved server error message for character load errors.
* Added server logging for item asset load errors during character load.
* Fixed character select error message dialog not supporting long messages.
2020-12-30 19:29:22 +00:00
Acrimon
d99750f746
update authc 2020-12-28 16:42:40 +01:00
Marcel Märtens
04b71f9dc8 update specs 2020-12-16 14:31:16 +01:00
Marcel Märtens
075933d60b get rid of some insecure dependencies 2020-12-16 10:42:36 +01:00
Marcel Märtens
1ea395a47f update further crates 2020-12-16 08:56:21 +01:00
Joshua Barretto
52a6717996 Hid plugins behind a feature flag to resolve Windows CI issue 2020-12-15 11:14:26 +00:00
Joshua Barretto
5b0e0e6f4c Updated changelog, fmt and clippy fixes 2020-12-13 17:40:15 +00:00
Joshua Barretto
e5100040b4 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Joshua Barretto
1ffd18d093 Resolved plugin dependency cycle, allowing more interesting plugin API 2020-12-13 17:15:33 +00:00
Marcel Märtens
118abb9bd4 move tools and chat-cli in src/bin and examples 2020-12-12 02:12:00 +01:00
Marcel Märtens
92991a92ef adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Joshua Barretto
74f100fe44 Fixed incorrect grid check 2020-12-05 18:30:07 +00:00
Joshua Barretto
483c707006 Removed public fields from Client, turned a character error into a frontend event 2020-12-05 11:20:25 +00:00
Joshua Barretto
941ba71794 Began using Grid<T> for LoD data 2020-12-05 11:20:25 +00:00
Marcel Märtens
791f8d6f16 move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
d216ed2a2f Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Marcel Märtens
8468e67217 Change the version number to 0.8 2020-11-28 11:25:58 +01:00
Joshua Barretto
f6069ebd62 Removed per-level dungeon waypoints 2020-11-23 10:57:14 +00:00
Joshua Barretto
09ef12e99c Added world map size icons 2020-11-23 10:45:01 +00:00
Imbris
1df4e8098b Move tracy frame markers to proper locations, add a few spans 2020-11-22 14:22:39 -05:00
jiminycrick
080bd7c679 Fully move sfx away from ECS event bus 2020-11-18 13:31:13 -08:00
jiminycrick
3f18fc8d02 Moved functions to client out of audio and generalized non-positional ambient sfx 2020-11-18 13:31:12 -08:00
jiminycrick
2ca7bde156 Beginning to address comments 2020-11-18 13:31:12 -08:00
jiminycrick
e440679252 Quadraped footsteps and songs in biomes 2020-11-18 13:31:12 -08:00
jiminycrick
3ba860366b Dungeon and cave specific music 2020-11-18 13:31:12 -08:00
Imbris
610e74e7e7 Merge branch 'imbris/save-selected-char' into 'master'
Save the selected character, deselect character when deleting, auto select newly created character

See merge request veloren/veloren!1516
2020-11-15 01:40:44 +00:00
Imbris
dab3f01c20 Save the selected character, deselect character when deleting, auto select newly created character 2020-11-14 19:17:42 -05:00
Imbris
a5a51b91ef Send ability map from the server to the client on connection instead of loading from the assets 2020-11-14 16:07:07 -05:00
Marcel Märtens
77bbc44051 ci cleanup, dependency update 2020-11-06 14:34:42 +01:00
Sam
90e8b1f504 Addressed comments. 2020-11-04 19:22:08 -06:00
Sam
be2f376176 Separated out health from stats component. 2020-11-04 19:22:04 -06:00
Marcel Märtens
dc26a6e36f extract a Presence Component, which is server only and has state of Player and Client. Presence is only valid for Clients that are in game 2020-11-03 08:56:02 +01:00
Marcel Märtens
93451d12ed Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly 2020-11-03 08:55:54 +01:00
Samuel Keiffer
5ed81cf97a Merge branch 'BottledByte/buff_system' into 'master'
The Buff system

Closes #413

See merge request veloren/veloren!1285
2020-10-27 17:11:02 +00:00
Brad
e2b8969ccb Added client-side is_dead check to inventory pickup 2020-10-26 23:23:29 -04:00
Sam
f95a0411d8 Cleaned up UI code. Removed stuff added for testing. Added 10% for melee attacks to inflict a bleeding debuff. Renamed BuffId to BuffKind. Fixed memory leak. Set event emission to false when timer is decremented. 2020-10-26 19:30:10 -05:00
Monty Marz
ac17c57975 Initial implementation of buffs UI
player buffs animation

more testing debuffs

sorting and display limit fix

overhead buffs

fix

WIP buff removal function

fmt

Update buffs.rs

Now with compiling: WIP group UI buffs

positioning

Update group.rs

Update group.rs

Small optimizations.

Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.

buff frame visuals

added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Sam
3bcec0c409 Server event used to deal damage/heal with buffs. Buff kills now award xp. 2020-10-26 19:28:20 -05:00
Marcel Märtens
27cf6d8439 Fixing Tarpaulin isn't easy.
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
 - need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
 - use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
 - update conrod to use modern copypasta 0.7
 - use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
 - adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
   It was called `convert_event`
 - make a `simd` feature which is default and introduce conditional compiling.
   AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
 - tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
2020-10-26 17:04:20 +01:00
Marcel Märtens
e8e6e7e49a pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
67d9be193f various small fixes according to the MR 2020-10-12 11:25:20 +02:00
Marcel Märtens
ebd4ff084a create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition 2020-10-11 22:59:53 +02:00
Marcel Märtens
17bcccbed0 fix naming, replace NotInGame with CharacterScreen 2020-10-11 22:55:38 +02:00
Marcel Märtens
c1b27cc3e1 No longer block the main thread for client connections, new clients will be handled by server without waiting.
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
Marcel Märtens
46126b0046 Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
    Initial(ClientType),
    General(ClientGeneralMsg),
    InGame(ClientInGameMsg),
    NotInGame(ClientNotInGameMsg),
    Register(ClientRegisterMsg),
    Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
Marcel Märtens
cfb3fb5d42 fix voxygen state system. before we had a timing error that we did the next voxygen step before client set in_game which lead us to a disconnect.
now assume in_game is correct in client unless told by server in its answer
2020-10-11 22:49:19 +02:00
Marcel Märtens
877f84757b Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
 - Ping Stream, for seperate PINGS
 - Register Stream, only used till the client is registered, then no longer used!
 - General Stream, used for msg that can occur always
 - NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
 - InGame Stream, used for all GAME data, players, terrain, entities, etc...

This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.

This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Monty Marz
d80683bc76 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
813144832c Addressed round of testing feedback. 2020-09-29 19:48:09 -05:00