jshipsey
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
jshipsey
417f4638ed
balance pass 2
2021-02-27 01:42:47 -05:00
Snowram
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
Snowram
14c252d8b2
Merge branch 'snowram/turret' into 'master'
...
Object animation, beam fixes, turret implementation
See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
Overblob
370259fe54
CI - Fix clippy errors
...
Fix trailing whitspace
2021-02-22 00:57:25 +00:00
Snowram
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
Sam
d5ccc33abc
Factored out duplicate code into closures, consolidated ability handling logic to a single function.
2021-02-19 18:45:48 -05:00
Joshua Barretto
4d19308612
Merge branch 'lboklin/quat-ori' into 'master'
...
Redefine Ori as a quaternion
See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Avi Weinstock
c984035976
MR 1775 review fixes.
...
- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
2021-02-14 11:13:56 -05:00
Avi Weinstock
aeb2398fc6
Trade implementation progress.
...
- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b
Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement.
2021-02-12 18:43:09 -05:00
James Melkonian
1d8496ea21
Move agent system to server
2021-02-06 06:15:25 +00:00
Sam
5c16b0b532
Explosions now use attacks.
2021-02-02 13:07:06 -05:00
jiminycrick
152156d065
Fix rebase and scrub poise from UI
2021-01-28 17:22:39 -08:00
jiminycrick
0f244bf84b
Made stunned state invulnerable to poise damage
...
Fixing silly error for comp creation
2021-01-28 17:22:35 -08:00
jiminycrick
dd69b5f2bc
Poise stats
2021-01-28 17:22:35 -08:00
jiminycrick
af076aa87f
Add knockback to poise
2021-01-28 17:22:35 -08:00
jiminycrick
e3965ae0ab
Very basic functioning stun
2021-01-28 17:22:35 -08:00
jiminycrick
c83296a4ec
Initial broken implementation of poise
...
Character movement no longer broken.
2021-01-28 17:22:33 -08:00
Sam
4014b28d19
Removed body from stats component as there is already a body component.
2021-01-22 16:50:22 -05:00
Monty Marz
ac60bf5794
Better visuals for skill button labels, don't show "0 EXP" in the SCT
...
Made functions that were called every frame significantly cheaper.
Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
eaa41c7dea
Skills are now factored into combat rating. New formula for exp scaling per SP.
...
Adjust lvl up msg fade
Add female humanoid names WIP
Changed text formatting when skill is max level. Added message to show you have 0 skill points available.
Addressed a lot of comments.
various changes to UI
- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon
Exp reward tweaks.
Fixed flamethrower range skill description.
2021-01-19 08:08:26 -05:00
jiminycrick
3d44ac2c35
Humanoid skill config and AI skill check
...
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Sam
6ce422748c
Added SkillSetConfig to specify skill sets for npcs.
2021-01-19 08:07:55 -05:00
Sam
cb3e44a811
Health can now be scaled for npcs again.
2021-01-19 08:07:40 -05:00
Sam
c0c45a1996
Purged stats, including level and experience
2021-01-19 08:07:23 -05:00
Ben Wallis
aef2637288
Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts
2021-01-08 19:12:09 +00:00
Joshua Barretto
a4b9230f03
fixed Cargo.lock conflict
...
Fixed `crossbeam-queue` being referenced twice in the lockfile
2021-01-07 20:25:12 +00:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00
Joshua Barretto
023888f560
Updated changelog, fmt and clippy fixes
2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6
Moved common networking code to common/net, clippy fixes
2020-12-13 17:23:45 +00:00
Marcel Märtens
ccb01e1898
adjust fmt and clippy after toolchain upgrade
2020-12-10 14:53:01 +01:00
James Melkonian
71303fecfd
Aura System and Campfire Health Regen
2020-12-04 22:24:56 +00:00
Marcel Märtens
e398cca53c
move common_state into common_sys
2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653
Move Systems out of common into common_sys
...
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Sam
6a6260daa1
Weapon combat fixes:
...
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
- Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
- Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
- Guards no longer flee at low health.
- Buffed sword spin.
- Nerfed axe spin and sword dash moderately.
- Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
2020-11-26 09:15:45 +01:00
Sam
33e4448542
Replaced every unnecssary powf in the entire codebase with either powi or sqrt.
2020-11-24 18:28:24 -06:00
Sam
0abe02ca13
Restructures loadout builder function to better support weapons being passed in.
2020-11-23 18:22:24 -06:00
Snowram
3bcffe1bf7
Assigns spawned npcs loadout with new method
2020-11-23 10:57:56 +00:00
Sam
0b86943e66
Added LoadoutConfig to better specify loadouts.
2020-11-23 10:57:56 +00:00
Joshua Barretto
28b0a00b44
Removed per-level dungeon waypoints
2020-11-23 10:57:14 +00:00
Monty Marz
1864f4626c
map icons
2020-11-23 10:45:01 +00:00
Joshua Barretto
22fb71905b
Added rtsim entities moving when unloaded, better generation
2020-11-23 10:45:01 +00:00
Joshua Barretto
99a881f349
Added entity simulation to rtsim, reification, assimilation
2020-11-23 10:44:59 +00:00
Joshua Barretto
808d1873bd
Began implementing rtsim
2020-11-23 10:37:59 +00:00
Odd-Harald Lillestø Myhren
56e37a4846
Fix bug that caused campfires and other stuff to duplicate
2020-11-22 21:03:06 +00:00
Sam
e2fe2fd532
Speed and power on weapons are now able to modify abilities after they are loaded from ron files.
2020-11-12 21:24:36 -06:00
Sam
9b4fa4e961
Started moving loading of ability manifest to an ecs variable.
2020-11-12 21:24:34 -06:00
Christof Petig
b56919b123
Make waypoints persistent
...
Closes #549
2020-11-08 22:15:47 +01:00
Christof Petig
b11da85ff9
Patch for the position de-synchronization by imbris
...
See https://discordapp.com/channels/449602562165833758/449650240350453760/774724295452393522
2020-11-08 18:56:55 +01:00
Snowram
0d92f02deb
Buff stonegolem, nerf giants, add missing sfxs
2020-11-06 01:08:33 +01:00
Sam
a0af315930
Addressed comments.
2020-11-04 19:22:08 -06:00
Sam
d38f1d319c
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
87bff41a66
Addressed comments.
2020-11-04 19:22:05 -06:00
Sam
c48c022f7e
Separated out health from stats component.
2020-11-04 19:22:04 -06:00
Sam
e0cbbf52ed
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
Marcel Märtens
3d9c3e481e
Undo one Componenet per Stream
and instead use Client
.
...
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373
extract a Presence Component, which is server
only and has state of Player
and Client
. Presence is only valid for Clients that are in game
2020-11-03 08:56:02 +01:00
Marcel Märtens
6bb74c9c6f
Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly
2020-11-03 08:55:54 +01:00
Marcel Märtens
37d08e93ca
review:
...
- fix wording in error msg
- find better name for structs
- unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
- fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
9ba19a1cd9
implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants
2020-11-03 08:55:46 +01:00
Marcel Märtens
2290efd219
remove clippy warnings no longer needed
2020-11-03 08:55:44 +01:00
Marcel Märtens
e9be36c993
replace the single message
system with 5 message systems. one per stream to handle less ECS systems PER msg system.
...
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
9459ccf61b
working on implementing seperated msg system.
...
Does compile, but only reach connection till character screen.
Full play not yet possible
2020-11-03 08:55:36 +01:00
Marcel Märtens
dd966dd00e
remote all streams from Client
and put it directly in the ecs system.
...
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
BottledByte
7ab99a3bbf
Initial WIP implementation of the Buff system
2020-10-26 19:28:14 -05:00
Sam
d869f7e430
Moved explsion struct from within comp to common.
2020-10-14 21:06:55 -05:00
Sam
1c21362bc3
Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles.
2020-10-14 20:56:23 -05:00
Sam
cbb72363af
Reworked explosions. Tweaked staff fireball.
2020-10-14 20:56:21 -05:00
Marcel Märtens
2a7378b4ae
pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
...
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
55b59fbe07
various small fixes according to the MR
2020-10-12 11:25:20 +02:00
Marcel Märtens
00c66b5b9c
remove a Mutex and AtomicBool
2020-10-11 23:02:39 +02:00
Marcel Märtens
ff374eab59
create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition
2020-10-11 22:59:53 +02:00
Marcel Märtens
e8452fafc6
fix naming, replace NotInGame with CharacterScreen
2020-10-11 22:55:38 +02:00
Marcel Märtens
8b40f81ee2
No longer block the main thread for client connections, new clients will be handled by server without waiting.
...
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
Marcel Märtens
017e004309
Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
...
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
Initial(ClientType),
General(ClientGeneralMsg),
InGame(ClientInGameMsg),
NotInGame(ClientNotInGameMsg),
Register(ClientRegisterMsg),
Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
Marcel Märtens
b1db5ef488
Redo Network Frontend.
...
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
- Ping Stream, for seperate PINGS
- Register Stream, only used till the client is registered, then no longer used!
- General Stream, used for msg that can occur always
- NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
- InGame Stream, used for all GAME data, players, terrain, entities, etc...
This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.
This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Imbris
fa45edb541
Fix clippy, minor fmt, add TODO comments
2020-10-10 03:01:30 -04:00
Imbris
71251ca6a6
Change admins from Vec<String> into Hashset<Uuid>, add commands to server-cli-bin for adding and removing admins
2020-10-10 02:10:32 -04:00
Imbris
ca2bf937e6
Apply saves dir override when loading settings, change whitelist to a HashSet, let admins login even if they are not on the whitelist to reflect the comments in login code
2020-10-10 02:10:32 -04:00
Imbris
83fb26c4f9
Group editable server settings into one struct that is stored in the ecs, don't expose DataDir, use Uuid in the whitelist instead of usernames, replace Banlist record tuple with new type with named fields, remove commented code
2020-10-10 02:10:32 -04:00
Imbris
fb2cf1a292
Fix clippy warnings
2020-10-10 02:10:32 -04:00
Imbris
7c14a3f4a4
New userdata folder that holds voxygen settings and logs and server saves and settings, split up server settings file into parts that are persisted back to their files and parts that are read-only, misc fixes
2020-10-10 02:10:32 -04:00
Monty Marz
2b800a2b63
make clippy happy
...
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
a8f31cbe6f
Beam tick rate now more responsive when aiming.
2020-09-29 19:48:14 -05:00
Sam
46563e7008
Added beam system. Added collision code for spherical wedge/cylinder detection.
2020-09-29 19:48:04 -05:00
Sam
8b9202710f
New sceptre M2 is functional.
2020-09-29 19:47:57 -05:00
Joshua Yanovski
938039a56e
Remove spurious uses of Vox.
...
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Sam
b4018e7d42
Made 3rd ability interruptible. Final balance tweaks.
2020-09-21 17:40:16 -05:00
Sam
fe70b7fbce
Addressed second round of feedback.
2020-09-21 17:38:53 -05:00
Sam
b06ab250cc
Addressed first round of feedback on sword overhaul.
2020-09-21 17:38:52 -05:00
Sam
e39770d1d9
Golem now spawns in dungeon.
2020-09-19 14:40:20 -05:00
Sam
3e4615daea
Loadouts are now generated with loadout_builder.rs. Creatures spawned naturally and via command are now spawned with the same mechanics.
2020-09-19 14:40:14 -05:00
Imbris
829d8a20d1
Add shockwave system to handle shockwaves colliding with other entities
2020-09-19 14:40:10 -05:00
Sam
66b0fee3c7
Separated knockback out from basicmelee. Added weapon for cyclops boss to use, and added 1 ability to it.
2020-09-19 14:29:04 -05:00
jshipsey
ecae71c016
gliders as items. anim improvements
2020-09-17 22:32:09 -04:00
Ben Wallis
712f2e9c97
* Moved migrations to beginning of server initialisation
...
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
Marcel Märtens
cb6fa52eae
fix client stats, difference client/player
2020-09-17 00:19:48 +02:00
Marcel Märtens
3c58b64689
add detailed information on state tick timings
2020-09-16 18:24:18 +02:00