James Melkonian
0422c3391d
Improve NPC aiming and humanoid hitboxes
2020-11-11 04:36:40 +00:00
Marcel
d188b12084
Merge branch 'xMAC94x/clock' into 'master'
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massivly switch clock algorithm.
See merge request veloren/veloren!1499
2020-11-10 22:12:12 +00:00
Monty Marz
b4f160d0e3
frost cleaver
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velorite mage set
offsets
armor stats
2020-11-10 21:43:45 +00:00
Marcel Märtens
33100275fd
switch to spin_sleep
2020-11-10 22:39:10 +01:00
Marcel Märtens
f831df5064
massivly switch clock algorithm.
...
- before we had a Clock that tried to average multiple ticks and predict the next sleep.
This system is massivly bugged.
a) We know exactly how long the busy time took, so we dont need to predict anything in the first place
b) Preduction was totally unrealistic after a single lag spike
c) When a very slow tick happens, we dont benefit from 10 fast ticks.
- Instead we just try to keep the tick time exact what we expect.
If we can't manage a constant tick time because we are to slow, the systems have to "catch" this via the `dt` anyway.
2020-11-10 18:31:42 +01:00
Justin Shipsey
0c8d8fc5c6
Merge branch 'james/axe-hammer-keyframes' into 'master'
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James/axe hammer keyframes
See merge request veloren/veloren!1497
2020-11-10 01:03:11 +00:00
jshipsey
34b05e8229
tweaks
2020-11-09 18:32:23 -05:00
Joshua Barretto
4944eb5f59
Better humidity, better snow trees
2020-11-09 15:06:37 +00:00
Sam
91082b3167
Slight balance tweaks.
2020-11-08 19:33:24 -06:00
Sam
ee014e3079
Minor tweaks.
2020-11-08 18:11:53 -06:00
jshipsey
28180c5c5d
rebase
2020-11-08 19:02:48 -05:00
jshipsey
84586ef085
ranged
2020-11-08 18:52:22 -05:00
Sam
8b3f6ba128
Made bow stay in BasicRanged state while autofiring.
2020-11-08 18:51:36 -05:00
jshipsey
85a38d6f7a
axe basic
2020-11-08 18:51:35 -05:00
jiminycrick
81e77aa2ee
Initial combo melee for axe M1
2020-11-08 18:48:48 -05:00
Christof Petig
e288677af0
Make waypoints persistent
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Closes #549
2020-11-08 22:15:47 +01:00
AlKabir
f5e5511057
added two meat assets for mobs to drop
2020-11-07 23:34:20 -06:00
Sam
6879c880fe
Other stupid fix.
2020-11-07 21:07:53 -06:00
Imbris
db6eeaeb6c
Use item_definition_id for weapon asset mapping
2020-11-07 16:44:11 -06:00
Sam
e392e37c47
Yeeted from code files.
2020-11-07 15:53:10 -06:00
AlKabir
ee64934c94
Minor combat fixes (see issue 785)
2020-11-07 18:00:07 +00:00
TheBoredProgrammer64
d195eaf701
Revert "Removed toolCategory"
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This reverts commit 5b0ff408176ff00408cc90f2516a90d5cd303e56.
2020-11-06 15:33:20 +00:00
Marcel Märtens
77bbc44051
ci cleanup, dependency update
2020-11-06 14:34:42 +01:00
Samuel Keiffer
df8567c5a9
Merge branch 'sam/make-roll-great-again' into 'master'
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Roll overhaul
See merge request veloren/veloren!1484
2020-11-06 03:25:18 +00:00
Sam
bd6acca55c
Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox.
2020-11-05 20:40:20 -06:00
Snowram
4f6aae5459
fmt
2020-11-06 01:08:35 +01:00
Monty Marz
8da2871897
potion buff
2020-11-06 01:08:34 +01:00
Snowram
4c30dadf47
Adresses comment
2020-11-06 01:08:34 +01:00
Snowram
c9b3b5b904
Buff stonegolem, nerf giants, add missing sfxs
2020-11-06 01:08:33 +01:00
Monty Marz
b0a6e8a043
easier to get minor potions
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increase cost of a minor potion to 4 apples
2020-11-06 01:08:32 +01:00
Snowram
a2671123e5
Addresses some comments
2020-11-06 01:08:31 +01:00
Snowram
1b1e322a1a
Allow for an arbitrary array of effects and buffs for consumables
2020-11-06 01:08:30 +01:00
Sam
97b988a747
Roll now gives i-frames.
2020-11-05 16:48:04 -06:00
Sam
47c442423e
Changed roll movement.
2020-11-05 14:22:30 -06:00
Sam
d5bbe761ae
Created new fields in roll. Centralized generation of abilities. Added builder function for rolls since they are not yet tied to equipment.
2020-11-05 12:28:18 -06:00
Marcel
0fdbf4a488
Merge branch 'xMAC94x/FeuerzeugBierflasche' into 'master'
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xMAC94x/feuerzeugBierflasche
See merge request veloren/veloren!1478
2020-11-05 09:22:50 +00:00
Marcel Märtens
c3669138d7
switch back to cylindric entity <-> entity collision check.
...
I still doubt why we do cylindric vs cylindric in entity <-> entity check, but box vs box in entity <-> terrain check.
Though i did a spheric calculation here.
The cylindric one is alot slower though, 500 entities take 1.9s instead of 1.3s
2020-11-05 08:54:10 +01:00
Sam
90e8b1f504
Addressed comments.
2020-11-04 19:22:08 -06:00
Sam
a9e34739ed
Removed Damages struct. Added GroupTarget enum. Changed RadiusEffect to use Effect instead of Daamges. Added Damage variant to Effect Eenum.
2020-11-04 19:22:07 -06:00
Sam
07766a6e6c
Energy and health change server events now reference EcsEntity instead of Uid. Added TargetGroup to use to determine targets of effects/damage. Added Entity(TargetGroup, Effect) to RadiusEffect enum.
2020-11-04 19:22:06 -06:00
Sam
e34f5f09e9
Addressed comments.
2020-11-04 19:22:05 -06:00
Sam
be2f376176
Separated out health from stats component.
2020-11-04 19:22:04 -06:00
Sam
0988b97da5
Removed most hardcoded ability keys.
2020-11-04 19:22:02 -06:00
Sam
099933bf2a
Added energy change server event.
2020-11-04 19:22:01 -06:00
Sam
b63a13bef1
Changed explosions to take a vec of RadiusEffects. Changed Damage to a struct of DamageSource and value. Added interpolation function to damage.
2020-11-04 19:22:00 -06:00
Joshua Barretto
870ec8e9f7
Merge branch 'christof/home_town' into 'master'
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implement /home to return to home town
See merge request veloren/veloren!1481
2020-11-04 15:58:35 +00:00
Marcel Märtens
7ef1b1f38e
put cache in ECS to get rid of allocations
2020-11-04 14:19:28 +01:00
Marcel Märtens
99da3c7150
add metrics for physics sys and implement concurrent physics
2020-11-04 11:53:13 +01:00
Marcel Märtens
7b155d96d3
Improve Phyiscs speed of entity handling.
...
Before we had accessed velocities in a nested loop O(n²).
Now we copy it only once out of the ECS system and store it in a tmp Vec.
As we no longer need to hold a mut and imutable reference, we can iter of `&mut velocities` again in the outer loop.
Also improved many calculations called in the loop to make the check if 2 entities are to far apart as easy as possible
2020-11-04 11:53:09 +01:00
jshipsey
021f7478f5
setup for staff, more anim conversions
2020-11-04 01:48:05 +01:00