Commit Graph

94 Commits

Author SHA1 Message Date
6331ad9455 Implemented Flight 2020-11-03 22:46:07 +00:00
Sam
5d0fd3d9bc Addressed more comments. Changed how buffs were sorted so that duration was also taken into account. 2020-10-26 19:30:18 -05:00
Sam
f60985d733 Transitioned buff storage from a vec to a hashmap. Addressed other comments. Only continuous buff effects are handled right now. 2020-10-26 19:30:17 -05:00
Sam
337cf6e137 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
8fa398954d 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
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
3c58b64689 add detailed information on state tick timings 2020-09-16 18:24:18 +02:00
f39d1e9bb5 Use less verbose span names when the tracy feature is off 2020-09-07 00:59:16 -04:00
e37a01be9d Sprinkle instrumentation in common crate,in particular in the ecs systems 2020-09-06 22:28:14 -04:00
10c3d01466 Add basic group functionality (no voxygen wiring yet) 2020-08-08 01:09:01 +02:00
823141f825 Maintain character state when inventory is modified
If the mainhand slot is swapped out or dropped while the character is
wielding, the character will be set to idle (same behavior). However, if
an item is picked up or used; or a non-mainhand item is dropped; or two
non-mainhand items are swapped; the character state will not be set to
idle (new behavior).

Rationale for keeping the same behavior:

Swapping a weapon out while in a wielding state can put the player in a
barehanded wielding state, which would be inconsistent with the fact
that that state can't be entered by toggling wield while barehanded.

Rationale for setting the new behavior:

Setting character state to idle was originally added because "Interact"
was mapped to right mouse button, so picking up an item with RMB would
also activate secondary attack if the player was wielding during the
interaction. Now the default keybinding for "Interact" is E, so this
isn't a problem unless the player changes their keybinding to RMB.

In addition, setting character state to idle for any inventory
manipulation may cause players to fall out of glider unexpectedly.
2020-07-07 09:43:48 -07:00
950c62efc6 Suppressed all existing clippy warnings in preparation for fixes as part of #587 2020-06-10 22:01:42 +01:00
4e7f8c686a Equipped lanterns now provide an illumination effect. 2020-05-04 15:15:31 +00:00
ba3fa16c33 Create Dir type for better enforcement of non NaN, normalized representations of directions 2020-03-27 22:02:07 -04:00
6ba158b7e1 Input handling changes 2020-03-25 01:38:37 -04:00
37ec191021 update controller tick fn 2020-03-25 01:38:25 -04:00
44ec09a8e7 Go to idle state when picking items up 2020-03-20 20:23:04 +01:00
49c7143144 Clean up warnings 2020-03-07 13:03:10 -08:00
d0439fdd84 Merge remote-tracking branch 'origin/master' into clientstates 2020-02-24 21:34:17 +01:00
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
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
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
0bc07a0835 Merge remote-tracking branch 'origin/master' into clientstates 2020-02-03 22:02:32 +01:00
dae31ae5b6 apply new rustfmt - touching alot of files 2020-02-01 21:39:39 +01:00
2e8bf9d212 improvement: enemy balance 2020-01-20 19:15:12 +01:00
65d0a1c4f4 refactor: use restrict_mut 2020-01-19 22:39:20 +01:00
8064b51ee2 improvement: better movement 2020-01-19 22:39:18 +01:00
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
5959d2a5c7 Fix SFX and Assets 2020-01-16 05:28:45 -08:00
d82e93b39f Merge master and build 2020-01-16 05:27:30 -08:00
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
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
06053faed0 Add state disables, cleanup imports 2019-12-26 10:01:19 -08:00
8e0317e03d refactor states to handle update logic 2019-12-26 06:43:59 -08:00
71cce03f29 Move sync code into common submodule 2019-12-20 22:37:12 -05:00
e074c7ce1d begin impl state handle traits 2019-12-20 05:30:37 -08:00
4ead941c82 Fix fall->climb, tweak jump and glide 2019-12-15 17:44:19 +00:00
1e1990758b Fix bow-shot frequency 2019-12-12 20:13:45 +00:00
20575e0aab Update controller 2019-12-09 14:45:10 +00:00
92d99af53c feat: weapon-type dependent wield and attack durations
also some controller.rs cleanup
2019-12-03 06:30:08 +00:00
4e574cb29a Inputs enhancements 2019-11-29 15:20:35 +00:00
10d6f3e8b3 jump while underwater 2019-11-21 23:56:07 -05:00
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
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
a200dafd45 Fix possess bug, remove commented code, drain controller events 2019-10-24 00:00:00 -04:00
2703c8afe1 Move serverside client to a component and communications into server ecs systems 2019-10-23 23:50:06 -04:00
3e0ac48bd8 Multiple Assets and UI fixes and additions 2019-10-23 19:40:45 +00:00
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
028d010624 Make bows give experience via giving projectiles an owner field 2019-10-11 19:33:01 -04:00
2f9d8ee2e6 Add new debug item 2019-10-11 19:32:46 -04:00