socksonme
ce95680df9
Addressed comments, health and damage floaters are now separated
...
Enemy healing probably needs to be discussed as it doesn't show up as of now and the way crits are handled also needs to be discussed
2022-06-29 17:29:59 +03:00
socksonme
94f193fbe0
Damage outcomes are now emitted with health change events
...
Being healed and damaged at the same time still leads to issues - needs to be sorted out
2022-06-29 17:29:19 +03:00
Sam
4a5ef6dce3
Poise damage dealt to a target in a stunned state is now no longer universally applied to the target as health damage.
...
Instead poise damage is only converted to health damage when its source is mitigated crushing damage.
Fixed 'Long Pole' -> 'Longpole'
2022-06-17 21:13:45 -04:00
Imbris
d5718fd410
Switch to counter of events and add tick counter
2022-06-15 19:25:00 -04:00
Imbris
950723dd0d
Add metrics for counting server events
2022-06-15 00:40:58 -04:00
Samantha W
57ab1c5767
Add a client-side mutelist
2022-06-14 20:35:01 +00:00
Joshua Barretto
b555381677
Added server gameplay settings, ability to toggle explosion burns off
2022-06-14 14:24:08 +01:00
Isse
e03b733ad7
Owned mine loot
2022-06-12 17:56:59 +00:00
Christof Petig
39fafe646c
add the missing files outside of world from shredded_economy4
2022-06-07 18:30:05 +02:00
terrarier2111
45efdb6602
Implement group owned loot
2022-06-04 17:16:12 +00:00
Ben Wallis
ec1427d669
Added temporary fix to prevent loot drops causing a server crash in some (currently unknown) circumstances
2022-05-31 13:37:56 +01:00
Sam
5e57eabd11
Code changes and msm
2022-05-30 20:25:31 -04:00
N A
c09f070241
Change animal species to have only one inventory slot
2022-05-29 23:53:00 +00:00
Ben Wallis
34f580dfaa
Introduced loot ownership rules to combat loot stealing by players
...
* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
2022-05-28 12:06:49 +00:00
Sam
85c2a85817
Addressed review comments
2022-05-16 15:11:42 -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
afd2c8730f
Addressed most review comments (no assets).
2022-05-16 15:11:32 -04:00
Sam
816c265662
Rebase stuffs
2022-05-16 15:11:26 -04:00
Sam
d436362a8d
Consolidated crafting UI for the primnary component of modular weapons.
2022-05-16 15:11:21 -04:00
Sam
94c19735ca
Fixed broken stuff during rebase.
2022-05-16 15:11:16 -04:00
Sam
d7f5b907ff
Gave modular items a pseudo item definition id that can be used when serializing ItemBase or when persisting items to the database. ONLY ASSETS
2022-05-16 15:11:14 -04:00
Sam
a9e9a70687
Changed ModularComponent to allow it to be more extensible. Overhauled random modular weapon function so that there is less runtime cost to generate one. NO ASSETS
2022-05-16 15:11:11 -04:00
Sam
b048179c0a
Changed Item to have ItemBase instead of ItemDef. ONLY ASSETS.
2022-05-16 15:11:11 -04:00
Sam
08b7bb781f
Changed Item to have ItemBase instead of ItemDef. NO ASSETS.
2022-05-16 15:11:10 -04:00
Sam
5bacf526ad
Began addressing initial review of modular weapons.
2022-05-16 15:11:10 -04:00
Sam
00649f8ebb
Added crafting method for modular weapons.
2022-05-16 15:11:04 -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
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
Forest Anderson
cea55143ce
Change outcomes to eventbus
2022-05-09 19:58:13 +00:00
holychowders
df91f665d7
Agent Perception: Restrict when idling agents respond to sounds.
...
- Prevent utterances and other sounds from causing undesired jitters and
fleeing, such as those caused by greeting villagers.
- Agents will no longer flee from quieter weapon sounds such as melee.
2022-03-12 16:58:06 -06:00
ubruntu
94a9b407c2
Fix waypoints being movable
2022-02-28 19:20:37 +00:00
Imbris
8742a37e0f
Changes based on review. Fix tests.
2022-02-27 14:43:08 -05:00
Imbris
e6c2239744
Fix typo. cargo fmt.
2022-02-27 13:47:13 -05:00
Imbris
e52159f638
Remove original character from game world when possessing to make persistence more robust.
2022-02-27 13:47:13 -05:00
Imbris
10803a9735
Stop using Character presence kind when possessing so that persistence doesn't get messed up.
2022-02-27 13:47:12 -05:00
Imbris
c2ad763b9c
Handle removing/inserting SyncFrom::ClientEntity components properly during possession.
2022-02-27 13:47:12 -05:00
Imbris
63ed36bdde
Limit possesse to regions which possessor is subscribed to.
2022-02-27 13:47:12 -05:00
Imbris
6f9ff17ce8
Properly handle cleanup of old entity controller during possession on both the client and server sides
2022-02-27 13:47:12 -05:00
Imbris
1a744808f0
Cleanup up possession code and add TODOs for issues to fix. Remove
...
SyncFrom debug_assertions hack.
2022-02-27 13:47:12 -05:00
Isidor Nielsen
a685a353cb
Shared and persistent waypoints
2022-02-20 10:10:18 +00:00
unvariant
9d98cd9e58
Render item drops instead of placeholder textures
2022-02-14 02:09:45 +00:00
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
d5b927602a
Loadout Udpate: NpcData part
...
Actually implement creating npc with new EntitytInfo by chaning
CreateNpc.loadout to CreateNpc.inventory and cleaning code in
NpcData::from_entity_info.
2022-01-28 00:02:34 +02:00
Justin Shipsey
54d5a06a0d
Merge branch 'unvariant/lantern_bug' into 'master'
...
Fixes #1406 - Lantern light does not change when dragging it from inventory
Closes #1406
See merge request veloren/veloren!3107
2022-01-25 02:59:29 +00:00
ninefox
04b0277e33
Changed how lantern swap is caught
2022-01-23 13:28:23 -08:00
ninefox
973b392e38
Fixed code quality issues
2022-01-18 21:14:27 -08:00
ninefox
8ca627342a
Changed how the lantern swap is caught
2022-01-18 20:21:12 -08:00
ninefox
64f6faece5
Switched to using existing swap_lantern
function
...
Removed unnecessary function
2022-01-17 11:24:18 -08:00