6331ad9455
Implemented Flight
2020-11-03 22:46:07 +00:00
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
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
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
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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
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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
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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