AdamWhitehurst
ee706fa32a
Tweaking timed_combo
2020-03-14 13:04:04 -06:00
AdamWhitehurst
6fc94c22ba
Update timed combo, add CharacerBehavior trait
2020-03-14 12:50:07 -06:00
timokoesters
fe19698d52
Make abilities depend on weapon
2020-03-14 16:40:29 +01:00
Adam Whitehurst
ac1c279a9b
Begin TripleStrike Logic
2020-03-12 08:22:42 -07:00
Adam Whitehurst
00e4ad61f7
add ToolData::get_primary_abilities()
2020-03-12 07:47:27 -07:00
Adam Whitehurst
68dd8c578f
Add some ability costs
2020-03-12 07:36:02 -07:00
Adam Whitehurst
990ea5c5a2
Add triple_strike behavior to cs behavior sys
2020-03-12 07:34:24 -07:00
Adam Whitehurst
772f7ff92d
Remove can_transition and begin triple_strike
2020-03-12 07:33:19 -07:00
Adam Whitehurst
3cb288bc8c
Add TripleStrike
2020-03-12 07:25:06 -07:00
Adam Whitehurst
a64bf1ac60
TripleAttack -> TimedCombo
...
(it wasnt the right logic for the tiple attack)
2020-03-12 05:16:40 -07:00
S Handley
bc692c0101
Add audio and chat message feedback when the player attempts to collect something while thier inventory is full.
2020-03-11 10:30:59 +00:00
Imbris
a4eaeb1da6
Merge branch 'imbris/se-latency' into 'master'
...
Rearrange some operations in the server tick to reduce clientside latency of ServerEvent mediated effects
See merge request veloren/veloren!840
2020-03-10 23:21:57 +00:00
Acrimon
406767ae31
Merge branch 'capucho/voxygen-logout-timeout' into 'master'
...
FIX #513 logout timeout
See merge request veloren/veloren!837
2020-03-10 22:12:29 +00:00
S Handley
b2312a0487
Check that a targeted collectible is within a certain pickup range of the character before highlighting it
2020-03-10 20:50:04 +00:00
Capucho
5fe9521233
Fix the spam on disconnect
2020-03-10 20:34:50 +00:00
Capucho
9d805a745e
Proper fix to the logout timeout problem using Disconnect ACK
2020-03-10 20:34:50 +00:00
Capucho
d8ba63ffdc
Janky fix of the logout timeout problem
2020-03-10 20:34:50 +00:00
timokoesters
a3fc3c3122
exit basic_attack when no weapon is equipped
2020-03-10 20:40:54 +01:00
timokoesters
841a2bbd6d
clean up old states, lower gravity
2020-03-10 19:12:16 +01:00
timokoesters
0ce451a8b1
fix: deny gliding/jumping/rolling under water
2020-03-10 19:00:49 +01:00
timokoesters
70027da9aa
feat: hitting enemies with basic_attack gives energy
2020-03-10 18:54:59 +01:00
timokoesters
c88c4687f3
fix: stop switching quickly between climbing and idle at low energy
2020-03-10 17:33:36 +01:00
Imbris
7132ef4136
Rearrange some operations in the server tick to reduce clientside latency of ServerEvent mediated effects
2020-03-09 22:31:24 -04:00
Adam Whitehurst
344bb955a2
rename get_tool_data to unwrap_tool_data
2020-03-08 21:28:45 -07:00
Acrimon
bc39b78173
Rebased.
2020-03-08 23:02:15 +01:00
Imbris
a04c1b1d1d
Add uid to Player component
...
fix: world examples
2020-03-08 22:58:38 +01:00
Imbris
6cc07270ac
improve(login): more precise error handling during login
2020-03-08 22:56:59 +01:00
Acrimon
08b4cc5fc3
Update auth to use new hashing scheme.
2020-03-08 22:56:34 +01:00
Acrimon
7db0ff0b8c
Update chat-cli to work properly.
...
Update reqwest to 0.10.0
2020-03-08 22:54:15 +01:00
Imbris
8ef1251dc2
Add warning prompt for untrusted auth servers, move some auth code into
2020-03-08 22:51:37 +01:00
Acrimon
403deecc6d
Server auth handling improvements.
2020-03-08 22:49:47 +01:00
Songtronix
50b845d1c3
:/ and reactivated the password field
2020-03-08 22:34:06 +01:00
jshipsey
bce9d4c24f
animation corrections
2020-03-08 17:02:25 -04:00
Adam Whitehurst
5f8751e2d3
Begin implementing triple attack
2020-03-08 12:37:17 -07:00
Adam Whitehurst
fe1feebeb2
Renaming fn's
2020-03-08 10:38:40 -07:00
Adam Whitehurst
698fe9f451
More util fn's, add comments
2020-03-08 10:38:18 -07:00
Adam Whitehurst
f769c74bf4
Add charging back
2020-03-08 10:04:26 -07:00
Adam Whitehurst
adf34d4f0f
User constants, faster characters
2020-03-08 08:38:53 -07:00
Adam Whitehurst
5a9a8323f2
Update utils/handle_move fn's
2020-03-07 15:45:10 -08:00
Adam Whitehurst
49c7143144
Clean up warnings
2020-03-07 13:03:10 -08:00
Adam Whitehurst
54a7112ad9
resolve conflicts merging master -> clientstates
2020-03-07 12:49:48 -08:00
Adam Whitehurst
096d3b691e
Merge master
2020-03-07 12:49:15 -08:00
Adam Whitehurst
c678ca9540
Re-add blocking
2020-03-07 11:55:15 -08:00
Adam Whitehurst
cb9e3859da
Rename character behavior sys
2020-03-07 11:02:54 -08:00
jshipsey
d4332c3138
eagle adjustments
2020-03-07 13:26:46 -05:00
Adam Whitehurst
b1d1299fe6
Clean up character states
2020-03-07 10:15:02 -08:00
S Handley
b0ca85069b
Piggyback on the InventoryUpdate events and attach some additional event info so that we can detect why the inventory update was triggered, and emit an associated sfx event that matches it.
2020-03-04 10:09:48 +00:00
Caleb Cochran
219f9fa3be
Added missed comma
2020-02-25 22:01:51 -06:00
Caleb Cochran
8479230e66
Replaced commas (fmt issue)
2020-02-25 21:59:08 -06:00
Caleb Cochran
9f7aa61fbd
Fixing #504 - Enemies stop attacking after combat
2020-02-25 20:48:09 -06:00
Shane Handley
0d2b26a3b8
SFX Fixes - Reinstate run, uncomment tests and make them pass, adjust
...
config.
2020-02-25 22:03:29 +09:00
timokoesters
4cc998f92b
fix: non-humanoid npcs can attack again
2020-02-24 22:20:50 +01:00
timokoesters
d0439fdd84
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-24 21:34:17 +01:00
timokoesters
ac611f4618
fix: sync characterstates, better energy management
2020-02-24 20:57:33 +01:00
timokoesters
31f3aae75c
fix: make climbing cost stamina
2020-02-24 19:18:06 +01:00
timokoesters
2fa902270e
fix: block
2020-02-24 18:10:42 +01:00
timokoesters
1f4065ae32
fix: attacking
2020-02-24 14:32:12 +01:00
S Handley
d87061fe14
Add a volume option to SfxEvents, and use this to dispatch movement sfx for quadripeds at a volume proportionate to their size.
2020-02-23 01:26:51 +00:00
S Handley
9ab2833056
Add weapon wield/unwield sfx support
2020-02-21 02:56:54 +00:00
Monty Marz
2180040f70
Orc hairstyles, several tiny UI fixes, fixed beard warnings
2020-02-20 10:32:03 +00:00
Joshua Yanovski
8a9d4012fa
Allow spawning individual species with /spawn.
...
To get the old behavior, you now need to refer to the internal keywords
(like "bird_medium" or "quadruped_small") rather than the old friendly
names (like "duck" or "pig"), as the latter generate single species now.
2020-02-14 03:12:37 +01:00
Ben Simpson
636bf7d343
Merge branch 'expandedreality/energy-regen' into 'master'
...
Energy now does not regen when climbing,gliding,and swimming
Closes #483
See merge request veloren/veloren!800
2020-02-14 01:15:47 +00:00
Ben Simpson
c427f2298e
Energy now does not regen when climbing,gliding,and swimming
2020-02-13 18:46:01 -06:00
Ben Simpson
3343f8e5c0
Update common/src/sys/controller.rs, common/src/sys/movement.rs, common/src/comp/energy.rs files
2020-02-13 08:36:29 +00:00
Ben Simpson
bfd2f345b1
Update common/src/sys/movement.rs
2020-02-13 08:19:36 +00:00
Ben Simpson
0cd8150e98
Update common/src/sys/movement.rs
2020-02-13 08:13:36 +00:00
Ben Simpson
a49482503d
Update common/src/sys/controller.rs, common/src/sys/movement.rs files
...
Deleted energy.rs, movement.rs files
2020-02-13 07:59:54 +00:00
Ben Simpson
1aa98dbb62
Update common/src/comp/energy.rs, energy.rs, common/src/sys/controller.rs, common/src/sys/movement.rs, movement.rs files
2020-02-13 07:30:32 +00:00
Adam Whitehurst
d383abf950
Re add combat
2020-02-11 07:42:17 -08:00
Marcel Märtens
8f5e409ac4
update toolchain to
2020-02-09 22:58:01 +01:00
Marcel
9f0307b926
Merge branch 'reactivate-ci' into 'master'
...
Reactivate Failure is allowed for benchmark and coverity
See merge request veloren/veloren!790
2020-02-09 19:31:37 +00:00
Marcel Märtens
90bcd87007
Reactivate Failure is allowed for benchmark and coverity
2020-02-09 20:01:44 +01:00
Songtronix
b8e12811bf
fix(version): more robust version detection
...
Fixes #350
2020-02-09 18:11:40 +01:00
Imbris
fb7edd2404
Make nametag positioning slightly better
2020-02-06 17:10:52 -05:00
timokoesters
0bc07a0835
Merge remote-tracking branch 'origin/master' into clientstates
2020-02-03 22:02:32 +01:00
timokoesters
aeb37a1f33
improvement: char speed
2020-02-03 20:43:36 +01:00
timokoesters
aa52c6fd4f
fix: jumping and attacking
2020-02-03 17:03:52 +01:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
Marcel Märtens
dd21235ff8
Apply prefixes to veloren source, espacially comments, so that reformating wont make it unreadable,
...
especially enumerations and other source code in errosions file
2020-02-01 21:37:36 +01:00
Marcel Märtens
e960c2233b
Change the version number to 0.5
2020-01-31 17:26:45 +01:00
Joshua Barretto
faa86226c7
Collars
2020-01-29 12:01:28 +00:00
Joshua Yanovski
3fa21b3dc7
Per-speces NPC names!
...
Is also able to refactor some of the uglier code and introduces a
framework that (suitably extended) could be useful in removing
boilerplate elsewhere.
2020-01-29 04:41:32 +01:00
Joshua Barretto
116bc0d0b2
Fixed logic derp
2020-01-28 01:12:17 +00:00
Joshua Barretto
d87fc37aa2
Fixed watch compilation issue
2020-01-27 23:59:59 +00:00
Joshua Barretto
e391d6e4fd
Added no-assets feature to common
2020-01-27 22:41:30 +00:00
Joshua Barretto
344eb9d45d
Added intermittent rolling to NPCs during a chase
2020-01-27 16:18:36 +00:00
Joshua Barretto
de96551f65
Resolved pet alignment issues, added ranged aggro
2020-01-27 15:51:07 +00:00
Joshua Barretto
09f0a5744f
Improved NPC spawning and names, made idle NPCs stop before hitting things
2020-01-27 10:58:33 +00:00
Monty Marz
981b55837a
fix typo in en.ron, fixed unfinished weapons dropping from chests
2020-01-26 22:57:06 +00:00
Joshua Barretto
631124f3fc
Switched to _squared(), added comments, parallelised waypoint gen
2020-01-26 12:52:32 +00:00
Joshua Barretto
7404800999
Added neutral NPC spawning
2020-01-26 12:52:32 +00:00
Joshua Barretto
723b578378
Improved pet aggression system, made waypoints rarer
2020-01-26 12:52:32 +00:00
Joshua Barretto
c9138d913c
Fixed pathfinding limit bug, improvements to idle AI
2020-01-26 12:52:32 +00:00
Joshua Barretto
7437c18b99
Various bug fixes
2020-01-26 12:52:32 +00:00
Joshua Barretto
8c7e96e313
Improved waypoint spawn locations, scaled down pathfinding cost
2020-01-26 12:52:32 +00:00
Joshua Barretto
b22ee24362
Cleanup
2020-01-26 12:52:32 +00:00
Joshua Barretto
feeccc2ff3
Improved patrol idling
2020-01-26 12:52:32 +00:00
Joshua Barretto
d04a595b3f
Made waypoints work, added waypoint spawning
2020-01-26 12:52:28 +00:00
Joshua Barretto
11193a692a
Better neutral AI, initial waypoint objects
2020-01-26 12:52:28 +00:00
Joshua Barretto
290cb52d0d
I don't know how much I put in this commit, but it's some stuff
2020-01-26 12:52:28 +00:00
Joshua Barretto
353a0f67be
Better pathfinding iteration cap
2020-01-26 12:52:28 +00:00
Joshua Barretto
7167320c92
Fixed shadows, better pathfinding cap
2020-01-26 12:52:28 +00:00
Joshua Barretto
f92371101c
Added pauseable pathfinding, improved Chaser heuristics, etc.
2020-01-26 12:52:07 +00:00
Joshua Barretto
f14037e4a3
Occasional path recalculate, stopped pathfinder thrashing
2020-01-26 12:52:07 +00:00
Joshua Barretto
2d9aa21eef
Added test world, friendly NPC pathfinding
2020-01-26 12:52:07 +00:00
Justin Shipsey
64690279af
new mobs
...
alligators
2020-01-26 00:22:48 +00:00
Monty Marz
b583f60326
35 new ground sprites, UI fixes
2020-01-25 11:14:02 +00:00
timokoesters
6515daddce
fixes
2020-01-24 16:57:24 +01:00
Imbris
b6235d51cf
fix: overflow in VolGrid3d
2020-01-24 00:11:22 -05:00
Joshua Yanovski
3383e991e7
Erosion cleanup, part 1.
...
Covers all files touched by MR that are not in world/src/sim.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
ccd85e8907
Fixes to enable loading (relatively) large maps.
...
With these changes, we can successfully open, map, and play maps thare
are 16x the size of a standard (1024 x 1024 chunk) map, 4x larger in
each direction.
2020-01-23 18:18:16 +01:00
Joshua Yanovski
1358f1dffa
Changes to worldgen, adding more sedmient etc.
2020-01-23 18:18:14 +01:00
Joshua Yanovski
e91578ffdb
Cargo fmt most things (except erosion.rs).
2020-01-23 18:18:12 +01:00
Joshua Yanovski
2b38927345
Fixes for nonstandard chunk and map sizes.
...
Also fixes a longstanding map rendering issue.
2020-01-23 18:18:11 +01:00
Joshua Yanovski
9520ef4f6d
Implement sending world map across the network.
2020-01-23 18:18:11 +01:00
timokoesters
7b558b4542
refactor: combine actionstate and movestate
2020-01-21 23:54:59 +01:00
timokoesters
28fe73825d
feat: fitness stat effects movement speed
2020-01-21 19:24:09 +01:00
Gilbert Röhrbein
4f90e6325e
feat: add endurance fitness willpower to stats
2020-01-21 18:49:17 +01:00
timokoesters
2e8bf9d212
improvement: enemy balance
2020-01-20 19:15:12 +01:00
Joshua Barretto
8f86e45a72
Enumerated Body type
2020-01-20 14:21:06 +00:00
Pfauenauge90
8a0efd3654
added TODO for energy numbers
2020-01-19 22:39:20 +01:00
Joseph Gerardot
454aa82669
Fixup energy regen math to properly account for acceleration at any
...
framerate.
2020-01-19 22:39:20 +01:00
timokoesters
6e651eb659
fix: make fall damage behave correctly again after changing gravity
2020-01-19 22:39:20 +01:00
timokoesters
65d0a1c4f4
refactor: use restrict_mut
2020-01-19 22:39:20 +01:00
timokoesters
8afe5fd1dd
improvement: reset character state and energy on death
2020-01-19 22:39:19 +01:00
timokoesters
8064b51ee2
improvement: better movement
2020-01-19 22:39:18 +01:00
Joseph Gerardot
c10c31043c
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
b4337e57aa
Add energy comsumption on rolling and charging, and accelerating
...
regeneration when idle.
2020-01-19 22:39:17 +01:00
Imbris
4b01c1b082
add: capability to disable blending for particular BlockKinds
2020-01-19 16:03:27 -05:00
Adam Whitehurst
7353ab3432
Undo sfx changes
2020-01-18 05:13:25 -08:00
AdamWhitehurst
976eface66
Update from MR comments
2020-01-17 08:39:21 -08:00
Adam Whitehurst
5959d2a5c7
Fix SFX and Assets
2020-01-16 05:28:45 -08:00
Adam Whitehurst
d82e93b39f
Merge master and build
2020-01-16 05:27:30 -08:00
Imbris
d36b263627
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
71bd7f15ee
Even better conversion impl.
2020-01-13 20:54:56 +01:00
Acrimon
af8468315d
Made color conversion way more accurate.
2020-01-13 16:38:10 +01:00
AdamWhitehurst
71a39c3677
Update update return statements
2020-01-12 15:14:08 -08:00
AdamWhitehurst
1816d4b805
Move states/ to common/src/
2020-01-12 15:06:52 -08:00
Gilbert Röhrbein
28060e7b6e
fixing #405 - Energy as its own component
2020-01-12 22:25:04 +01:00
Piotr Korgól
e1adf40856
Improvement: Replace all '..=b' with '..b + 1'
2020-01-12 15:46:53 +01:00
Shane Handley
c6f64564a8
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
851d7858e6
Scrolling Combat Text (SCT)
2020-01-10 00:33:38 +00:00
AdamWhitehurst
563e50b67d
Move utils file
2020-01-09 08:23:20 -08:00
AdamWhitehurst
de36e75264
Fix imports, update matches
2020-01-08 11:31:42 -08:00
AdamWhitehurst
5527d83a0e
Update mod imports
2020-01-08 08:56:36 -08:00
Adam Whitehurst
8cdf06e3e2
Swim pulsing
2020-01-08 05:17:36 -08:00
Adam Whitehurst
8648641362
Grooming
2020-01-07 07:49:08 -08:00
Adam Whitehurst
dc33f6ad6a
Ruin them again (the comments)
2020-01-05 15:28:20 -08:00
Adam Whitehurst
4e18ffe6c2
RUIN the comments
2020-01-05 15:26:04 -08:00
Adam Whitehurst
5bba0a96fc
Fix refs
2020-01-05 15:21:37 -08:00
Adam Whitehurst
542f06eef4
Add new() to states
2020-01-05 15:17:22 -08:00
Adam Whitehurst
4e5cf63452
Clean Up Systems
2020-01-05 14:55:27 -08:00
Adam Whitehurst
8bf35a197b
Update weapon .ron
2020-01-05 11:26:22 -08:00
Adam Whitehurst
8fe5cec947
Clean up, make state handlers options
2020-01-05 10:19:09 -08:00
Adam Whitehurst
2f3ccbc5d6
Update Comments
2020-01-03 12:46:41 -08:00
Imbris
4fa05150a2
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
423e741cb6
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
f52aef224e
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
Adam Whitehurst
2635c405fe
Ability comps and sys
2020-01-01 09:16:29 -08:00
S Handley
2644e29484
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
1acf08390a
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
ede05c47b0
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
AdamWhitehurst
b67a4835f4
Update disabled state flags
2019-12-31 05:19:23 -08:00
Joshua Barretto
cfbf69ae89
Made rolling less slippy, added tilt
2019-12-30 15:16:21 +00:00
AdamWhitehurst
ba7ca785f6
Successful build
2019-12-30 05:56:42 -08:00
Monty Marz
8aff5faa83
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
ec3e075020
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
AdamWhitehurst
9c6ce9babd
Begin implementing combat actions
2019-12-29 15:47:42 -08:00
Dylan Kile
badd3113d5
hierarchical pathfinding
2019-12-29 20:58:21 +00:00
AdamWhitehurst
7a4cdfb7a4
Documentation comments
2019-12-29 08:36:59 -08:00
AdamWhitehurst
ca44497258
Add movement_utils
2019-12-28 08:10:39 -08:00
AdamWhitehurst
06053faed0
Add state disables, cleanup imports
2019-12-26 10:01:19 -08:00
AdamWhitehurst
8e0317e03d
refactor states to handle update logic
2019-12-26 06:43:59 -08:00
AdamWhitehurst
c2ceabea0e
finish movment states handle() fn logic
2019-12-22 08:08:48 -08:00
AdamWhitehurst
1ab09220b0
Rudimentary Stand State handle() move
2019-12-21 07:57:15 -08:00
Imbris
6524ea31d1
Fix flight turning
2019-12-20 22:51:35 -05:00
Imbris
934c5d6846
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
b2752d2419
Cutout unnecessary Resource syncing machinery and Tracker trait
2019-12-20 22:51:35 -05:00
Imbris
5813f626d1
cleanup
2019-12-20 22:48:14 -05:00
Imbris
bfaa18e010
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
8f7323f41b
Stop syncing health change timer updates
2019-12-20 22:48:14 -05:00
Imbris
d341073a44
Upgrade to specs 0.15.1
2019-12-20 22:48:14 -05:00
Imbris
c3ac251fa8
Stop syncing Projectile component to the client
2019-12-20 22:48:14 -05:00
Imbris
e49cafafbf
Actually send deletion messages
2019-12-20 22:48:14 -05:00
Imbris
71cce03f29
Move sync code into common submodule
2019-12-20 22:37:12 -05:00
Imbris
609e0f23bf
Stop global syncing of entity creation
2019-12-20 22:37:12 -05:00
Adam Whitehurst
e40eb2ba20
Finish Stand handle() (untested)
2019-12-20 08:50:54 -08:00
Adam Whitehurst
e074c7ce1d
begin impl state handle traits
2019-12-20 05:30:37 -08:00
Adam Whitehurst
4ead941c82
Fix fall->climb, tweak jump and glide
2019-12-15 17:44:19 +00:00
Monty Marz
1e1990758b
Fix bow-shot frequency
2019-12-12 20:13:45 +00:00
Forest Anderson
d8fc7cb667
Add advanced path finding to new 'Traveler' enemy using A* algorithm
2019-12-11 05:28:45 +00:00
Adam Whitehurst
20575e0aab
Update controller
2019-12-09 14:45:10 +00:00
S Handley
11dd6b8090
Update footsteps SFX
2019-12-08 10:03:40 +00:00
Adam Whitehurst
92d99af53c
feat: weapon-type dependent wield and attack durations
...
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
Adam Whitehurst
4e574cb29a
Inputs enhancements
2019-11-29 15:20:35 +00:00
Monty Marz
040e1a7535
Fix map being inverted and indicator positioning
2019-11-26 22:39:07 +00:00
S Handley
ea2e0d17de
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
370e94b1ad
Loading Screen with pulsating text, 2 new hairstyles
2019-11-23 00:51:18 +00:00
Songtronix
e885a78deb
change(deps): enforce crossbeam version
2019-11-22 19:12:58 +01:00
Songtronix
bdcea57201
feat(log): add date to log file
2019-11-22 19:12:58 +01:00
telastrus
10d6f3e8b3
jump while underwater
2019-11-21 23:56:07 -05:00
Forest Anderson
5a73554aa1
Merge branch 'qwertycrackers' into 'master'
...
Add a `debug_items` chat command that gives all debug items.
See merge request veloren/veloren!641
2019-11-11 17:36:31 +00:00
Monty Marz
c38447a264
assets update
...
map image
human male hairstyles
elf male hairstyle
potion item
cheese item
removed admin items from inventory
2019-11-09 13:42:42 +00:00
Joseph Gerardot
0a44e714b4
Cargo fmt
2019-11-06 20:57:05 -05:00
Joseph Gerardot
52020e4902
Don't use the actual multiline doc comment syntax.
2019-11-06 18:02:58 -05:00
Joseph Gerardot
e73884a1d4
Respond to MR feedback.
...
Mainly clean up code with better use of iterators, and rename the debug
command to be just `debug`.
2019-11-06 17:57:54 -05:00
Joseph Gerardot
7325757066
cargo fmt
the previous changes.
2019-11-05 15:57:08 -05:00
Joseph Gerardot
fab5377eed
Add interface to add stuff in bulk to inventory
...
Also includes inventory tests.
inventory API.
2019-11-05 15:57:08 -05:00
soruh
6dfa146484
Mitgated RUSTSEC-2019-0014 by updating noise
and
...
disabling its default features, specifically `image`,
which had the vulnerability.
2019-11-05 11:14:39 +00:00
soruh
e3bd152d24
update toolchain to nightly-2019-11-04
2019-11-04 18:26:32 +01:00
Justin Shipsey
a6d268e8ee
Merge branch 'slipped/skeletons' into 'master'
...
new skeletons
See merge request veloren/veloren!620
2019-10-27 14:06:54 +00:00
Marcel Märtens
242a0d35bd
fixing character movement to no longer fail normalization then get a zero vec and then normalize again
...
may this can be further simplyfied
2019-10-26 22:14:11 +02:00
jshipsey
2b5fd372c5
streamlined body part naming scheme, swapped quadruped to quadruped_small, rewrote mesh names to reflect body type instead of npckind. finally.
2019-10-25 21:50:14 -04:00
jshipsey
25448ae2a1
body tweak
2019-10-25 21:34:29 -04:00
jshipsey
644939810f
added dragon skeleton
2019-10-25 21:33:59 -04:00
jshipsey
54fc712076
fish_medium and bird_medium skelingtons
2019-10-25 21:33:02 -04:00
timokoesters
3ceb3a9d6d
refactor: small adjustments
2019-10-25 09:47:28 +02:00
timokoesters
a6faffca4e
feat: asset glob loading, random weapons in chests
2019-10-24 23:55:25 +02:00
timokoesters
f1b728b89b
improvement: load_cloned returns a result
2019-10-24 23:55:24 +02:00
timokoesters
0a1e12c9ad
improvement: make debug items of type ItemKind::Tool
...
This way all items that can be held in a hand are tools
2019-10-24 23:55:24 +02:00
timokoesters
20248a4818
feat: store items as RON files
...
When a new item is created, a ron file will be used as a template
2019-10-24 23:47:26 +02:00
Imbris
a200dafd45
Fix possess bug, remove commented code, drain controller events
2019-10-24 00:00:00 -04:00
Imbris
8f81b69a25
Move terrain management and syncing into server side ecs systems
2019-10-23 23:50:06 -04:00
Imbris
2703c8afe1
Move serverside client to a component and communications into server ecs systems
2019-10-23 23:50:06 -04:00
Imbris
53ddbec527
Actually fix region removal panic, update fuzzy chunk location, sync entity removal when unloading chunks, region size constant tweak
2019-10-23 22:43:02 -04:00
Imbris
10f9f10cb3
Fix some panics when removing regions
2019-10-23 22:43:02 -04:00
Imbris
b09bddda79
Make clients subscribed to nearby regions and only send physics updates from those regions.
2019-10-23 22:43:02 -04:00
Imbris
24d1f6d970
Add initial region system implementation
2019-10-23 22:39:42 -04:00
Monty Marz
3e0ac48bd8
Multiple Assets and UI fixes and additions
2019-10-23 19:40:45 +00:00
Songtronix
3e1bf295b5
fix(crash): singleplayer
2019-10-18 17:39:57 +02:00
Songtronix
fffffff536
fix(crash): overflowing the stack
2019-10-18 14:19:02 +02:00
Songtronix
5b716515bb
change(githash): provide date and hash
2019-10-18 15:32:55 +02:00
Imbris
39656e92be
Merge branch '276-hotloading-armor' into 'master'
...
Resolve "Enable hotloading of different offsets for armors/weapons"
Closes #276
See merge request veloren/veloren!545
2019-10-18 00:29:09 +00:00
Monty Marz
fdfab6a807
refactor: create_projectile doesn't take a light
...
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Joshua Barretto
013afafba8
Made rolling less violent when changing directions
2019-10-17 12:21:22 +01:00
Joshua Yanovski
8ae2692b6e
Allow canceling chunk generation.
...
Currently we only do this when no players are in range of the chunk. We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.
We now check an atomic flag for every column sample in a chunk. We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-10-16 11:39:41 +00:00
Adam Fogle
3a4c307d38
Code cleanup, formatting changes, and fixed the cloth belt's offset.
2019-10-16 00:42:57 -04:00
Joshua Barretto
707b79f2c8
Smoother movement, Space for climbing
2019-10-14 11:22:48 +01:00
heydabop
522ab2cd98
fixes #324 - changes possible modulo range from 0-29 to 1-29 to prevent mod by 0
2019-10-13 21:39:37 -05:00
Adam Fogle
a5db28113f
Redid the mainfest files to remove race/gender.
...
Now based on armor slot enum.
Added color to the manifest files.
Manifest files aren't yet being used, but will load.
2019-10-12 08:31:42 -04:00
Imbris
028d010624
Make bows give experience via giving projectiles an owner field
2019-10-11 19:33:01 -04:00
Imbris
2f9d8ee2e6
Add new debug item
2019-10-11 19:32:46 -04:00
Marcel Märtens
20c520a044
Change the version number to 0.4
2019-10-10 15:48:01 +02:00
Monty Marz
d82ec6715a
Item icons, chests and more
2019-10-09 19:28:05 +00:00
timokoesters
45f756343d
fix: blocking now ends in wielded
...
This makes blocking more viable because while blocking you can wait for
the enemy to attack and then quickly exit the block and attack yourself.
2019-10-08 21:19:48 +02:00
timokoesters
095e66fc01
fix: tweek hp
2019-10-08 20:36:46 +02:00
timokoesters
051a964798
fix: server side fall damage
...
This avoids flickering health
2019-10-08 18:55:30 +02:00
timokoesters
b20cf6c62b
fix: set minimum speed for fall damage and balance it
2019-10-08 18:55:30 +02:00
timokoesters
4e87f125a2
fix: fix level and health distribution
2019-10-08 18:12:08 +02:00
Joshua Barretto
2171e77fe5
Fixed block snapping ground clip
2019-10-08 12:21:05 +01:00
Monty Marz
b3862278af
Help window, UI fixes, asset fixes
2019-10-06 19:19:08 +00:00
timokoesters
182b98081b
feat(bow): arrows despawn after some time
2019-10-06 19:32:46 +02:00
Songtronix
aa556ba4b3
feat(env): added DISABLE_GIT_LFS_CHECK
2019-10-06 07:33:24 +02:00
Timo Koesters
f3787879d3
fix(bow): adds bow icon art
2019-10-05 21:51:08 +00:00
timokoesters
2fc4a8d9aa
fix(exp): crash when gaining many levels at once
2019-10-05 17:37:10 +02:00
Piotr Korgól
09429b45d1
Make /adminify admin-only and /waypoint free
2019-10-05 17:37:10 +02:00
Piotr Korgól
9e10c8b700
Make enemies spawn with different levels
2019-10-05 17:37:09 +02:00
timokoesters
460a494e77
fix(bow): Don't remove vel and use sticky component instead
2019-10-04 21:30:13 +02:00
Pfauenauge90
f1c4e7040a
rebase fix
2019-10-04 21:02:45 +02:00
timokoesters
d876215012
feat(combat): melee combat damage depends on power of the weapon
...
Normal NPCs have a weapon of power 5 so they do 5 damage if the attack
is not blocked. Bosses and players have power 10.
2019-10-04 21:02:44 +02:00
timokoesters
ba3db852f7
feat(bow): make arrows stick to walls
2019-10-04 21:02:44 +02:00
timokoesters
fc97c27b65
feat(bow): sticky arrows
2019-10-04 21:02:43 +02:00
timokoesters
575f7da64d
feat(bow): Client side prediction
2019-10-04 21:02:43 +02:00
timokoesters
fe17b4952c
Remove warnings
2019-10-04 21:02:42 +02:00
timokoesters
ab634f1d21
Reuse combat code
2019-10-04 21:02:41 +02:00
timokoesters
2ba143a514
Make arrows deal damage
2019-10-04 21:02:41 +02:00
timokoesters
e3c02f8ac1
Allow projectiles to react to triggers
2019-10-04 21:02:40 +02:00
timokoesters
d46f1e1859
Initial bow & arrow implementation
2019-10-04 21:02:39 +02:00
Monty Marz
4c1eba1f3e
Assets update, aesthetics, minor fixes
2019-10-04 18:27:12 +00:00
Nick12
e8340d88af
Increase max bytes per chat message
2019-10-04 16:14:54 +02:00
Nicolas
6e4d556073
Add max chat message length
...
Fixes #115
Credit to @scorpion9979 for the previous implementation (https://gitlab.com/veloren/veloren/merge_requests/215 )
2019-10-04 16:14:54 +02:00
Forest
35b9040a6f
Removed now stable feature
2019-10-03 17:28:17 -04:00
Acrimon
03bf74f414
Updated toolchain version and a bunch of deps.
2019-10-03 17:19:22 -04:00
Justin Shipsey
27f3bebe40
Char overhaul and asset update
2019-10-02 10:05:17 +00:00
Imbris
83b5ca3335
Higher level cache abstraction
2019-10-01 02:10:28 -04:00
Imbris
89a1c45ac7
Cache most recent chunk access in terrain meshing
2019-10-01 02:10:28 -04:00
Monty Marz
11a022abb3
Better stepping sounds (and minor voxel model fixes)
2019-09-27 16:04:22 +00:00
Joshua Barretto
bdf74cf151
Fixed typo
2019-09-26 14:03:41 +01:00
Joshua Barretto
a6d5b82ef5
Prevented pickups with full inventory
2019-09-26 00:15:07 +01:00
Joshua Barretto
a2758b091c
Added flower and grass items
2019-09-26 00:15:07 +01:00
Joshua Barretto
dff67e1c41
Added block collection, improved controls for it
2019-09-26 00:15:07 +01:00
Joshua Barretto
e22fe81a2f
Added velorite
2019-09-26 00:15:07 +01:00
Joshua Barretto
f57c2ec453
Made consumable items have an effect, better damage animation
2019-09-26 00:15:07 +01:00
Joshua Barretto
a961a267f1
Added apple and mushroom collection
2019-09-26 00:15:07 +01:00
Joshua Barretto
d745acc948
Floodfill shadows, smooth shadow lighting
2019-09-26 00:15:07 +01:00
Acrimon
9ce9251a17
Formatted code.
2019-09-24 11:56:19 +02:00
Acrimon
3db0b2946d
Added some tests.
2019-09-24 11:36:35 +02:00
Acrimon
7e768b84e4
Fast powf for sgrb.
2019-09-24 11:05:01 +02:00
Monty Marz
3a0131306f
Character assets Part 1
2019-09-18 16:46:12 +00:00
Joshua Yanovski
b4ad76372b
Allow canceling chunk generation.
...
Currently we only do this when no players are in range of the chunk. We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.
We now check an atomic flag for every column sample in a chunk. We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-09-16 03:41:33 +02:00
haslersn
51718c32a6
Bugfix: DefaultPosIterator now starts at lower_bound
...
Previosly the first iteration was skipped.
2019-09-11 01:48:28 +02:00
Joshua Barretto
3f2e22f039
Exponential interpolation for linear damping
...
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
Marcel Märtens
58b0b49dfe
adjust metrics to rebased Chunks
2019-09-09 10:47:40 +02:00
Marcel Märtens
b05e51152f
update version, revert from static prometheus back to normal because static doesnt supprot registries, and implement most of the metrics except for entity count
2019-09-09 09:54:30 +02:00
Joshua Barretto
933e48ac3b
Merge branch 'fix-jump-height' into 'master'
...
Fix jump height
See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
Timo Koesters
92c0edcb98
Merge branch 'timo-attack' into 'master'
...
Fix wolfs not attacking and adjust movement while attacking
See merge request veloren/veloren!484
2019-09-07 10:25:57 +00:00
timokoesters
f3593371ea
Make npcs attack in a smarter way
2019-09-07 12:16:55 +02:00
haslersn
b26043b0e6
common: Rework Chunk
and Chonk
implementation
...
Previously, voxels in sparsely populated chunks were stored in a `HashMap`.
However, during usage oftentimes block accesses are followed by subsequent
nearby voxel accesses. Therefore it's possible to provide cache friendliness,
but not with `HashMap`.
The previous merge request [!469 ](https://gitlab.com/veloren/veloren/merge_requests/469 )
proposed to order voxels by their morton order (see https://en.wikipedia.org/wiki/Z-order_curve ).
This provided excellent cache friendliness. However, benchmarks showed that
the required indexing calculations are quite expensive. Particular results
on my _Intel(R) Core(TM) i7-7500U CPU @ 2.70 GHz_ were:
| Benchmark | Before this commit @ d322384bec
| Morton Order @ ec8a7caf42
| This commit |
| ---------------------------------------- | --------------------------------- | --------------------------- | -------------------- |
| `full read` (81920 voxels) | 17.7ns per voxel | 8.9ns per voxel | **3.6ns** per voxel |
| `constrained read` (4913 voxels) | 67.0ns per voxel | 40.1ns per voxel | **14.1ns** per voxel |
| `local read` (125 voxels) | 17.5ns per voxel | 14.7ns per voxel | **3.8ns** per voxel |
| `X-direction read` (17 voxels) | 17.8ns per voxel | 25.9ns per voxel | **4.2ns** per voxel |
| `Y-direction read` (17 voxels) | 18.4ns per voxel | 33.3ns per voxel | **4.5ns** per voxel |
| `Z-direction read` (17 voxels) | 18.6ns per voxel | 38.2ns per voxel | **5.4ns** per voxel |
| `long Z-direction read` (65 voxels) | 18.0ns per voxel | 37.7ns per voxel | **5.1ns** per voxel |
| `full write (dense)` (81920 voxels) | 17.9ns per voxel | **10.3ns** per voxel | 12.4ns per voxel |
This commit (instead of utilizing morton order) replaces `HashMap` in the
`Chunk` implementation by the following data structure:
The volume is spatially subdivided into groups of `4*4*4` blocks. Since a
`Chunk` is of total size `32*32*16`, this implies that there are `8*8*4`
groups. (These numbers are generic in the actual code such that there are
always `256` groups. I.e. the group size is chosen depending on the desired
total size of the `Chunk`.)
There's a single vector `self.vox` which consecutively stores these groups.
Each group might or might not be contained in `self.vox`. A group that is
not contained represents that the full group consists only of `self.default`
voxels. This saves a lot of memory because oftentimes a `Chunk` consists of
either a lot of air or a lot of stone.
To track whether a group is contained in `self.vox`, there's an index buffer
`self.indices : [u8; 256]`. It contains for each group
* (a) the order in which it has been inserted into `self.vox`, if the group
is contained in `self.vox` or
* (b) 255, otherwise. That case represents that the whole group consists
only of `self.default` voxels.
(Note that 255 is a valid insertion order for case (a) only if `self.vox` is
full and then no other group has the index 255. Therefore there's no
ambiguity.)
Rationale:
The index buffer should be small because:
* Small size increases the probability that it will always be in cache.
* The index buffer is allocated for every `Chunk` and an almost empty `Chunk`
shall not consume too much memory.
The number of 256 groups is particularly nice because it means that the index
buffer can consist of `u8`s. This keeps the space requirement for the index
buffer as low as 4 cache lines.
2019-09-06 18:20:15 +02:00
haslersn
d322384bec
common: Add benchmark for Chonk
2019-09-06 15:44:36 +02:00
haslersn
1796c09ca1
common: Rework volume API
...
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00