1af9ac568f
Move force-movement e2e check so that it doesn't confer immunity to arrows.
2021-06-13 20:38:03 -04:00
0e394029de
Mining skill tree.
2021-06-13 14:34:42 -04:00
d02ff2db20
Don't apply e2e pushback during a forced movement character state.
2021-06-12 11:10:06 -04:00
0488b2fcd0
Adressed comments on energy and armor functions.
2021-06-07 11:06:25 +02:00
c3b834ec15
Max energy stat functional.
2021-06-07 10:58:37 +02:00
6790b71d53
Energy recovery stat functional.
2021-06-07 10:58:32 +02:00
c81e1534f7
First 3 abilities for tidal warrior functional. Added bubble particles.
2021-06-03 21:39:13 -05:00
23eca4c3f6
Re-disable incremental just for common-systems, small fix in plugin
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crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
48ebb10d50
Update toolchain
2021-05-31 20:44:57 -04:00
9637d874ab
Merge branch 'adam/frozen-debuff' into 'master'
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Frozen Debuff
See merge request veloren/veloren!2357
2021-05-30 22:39:11 +00:00
2e74348813
refactor: variable names
2021-05-30 13:40:25 -07:00
66cf4ab74c
fix: name
2021-05-30 12:56:26 -07:00
d890a58b93
Reset on_ceiling state
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Previously, the on_ceiling state would remain true for the entire
lifetime of the entity after it touched the ceiling once.
2021-05-30 21:49:11 +02:00
eea7eead2e
wip: impl Stats::attack_speed_modifier
2021-05-30 09:40:11 -07:00
d38db15411
Fixed entities with voxel colliders being off by one physics tick for collision.
2021-05-28 20:25:57 -04:00
419cd2a5e4
Don't modify position in glide character state
2021-05-23 07:26:11 +00:00
46d1bb5f18
Adjusted masses; less excessive knockbacks; prevent loot shooting off
2021-05-22 17:56:13 +00:00
19926a2322
Swapping weapon sets is now functional. (Though very hacky?)
2021-05-15 15:16:39 -05:00
9173dca03f
Added equip slots for other weapons.
2021-05-15 15:16:37 -05:00
d5f3ba77d4
Make NPCs Aware of Sound - See Issue #913
2021-05-15 19:36:27 +00:00
7d5ca0e7bf
Revert "Merge branch 'snowram/hacky-mount' into 'master'"
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This reverts merge request !2219
2021-05-14 13:43:20 +00:00
e4f3064b8a
Collar can make QuadMeds mountable, state + offsets
2021-05-14 00:11:15 +02:00
4d4bc132f4
Campfires can set things on fire and water puts it out
2021-05-13 05:34:51 +00:00
7ec7540be4
Make projectiles function properly if they hit a wall in the same tick as an entity.
2021-05-07 23:20:57 -04:00
e4cda4309e
Add DamageKind
, and make piercing damage partially ignore damage resistence.
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- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
b34704ea3f
(Wiring) OnDeath
2021-05-05 19:08:18 +02:00
fb940ad27a
Merge branch 'sam/minotaur' into 'master'
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Overhauled Minotaur
See merge request veloren/veloren!2193
2021-05-04 16:26:08 +00:00
f1681f465f
(Wiring) Change Sticky to be handled by physics (but with disabled force on it)
2021-05-04 17:33:42 +02:00
d1139c3b7c
Added frenzy ability to minotaur.
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Added self-buff character state.
Added frenzied buff kind.
Added better comments on each buff kind.
2021-05-04 08:45:07 -04:00
160bd3ef0c
Crippling strike now functional. Crippled debuff added.
2021-05-04 08:45:05 -04:00
7334cce426
Poise (stun) SFX and fix for town music
2021-04-29 23:36:22 +00:00
4e4818ca9e
Query spatial grid for beam and aura system
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fmt
2021-04-29 14:23:02 +02:00
34660462e9
Glider physics
2021-04-27 14:41:48 +00:00
6848851dc3
Cleaned up tweaks in ui and allowed sfx choosing to scale to amount of sfx variants provided.
2021-04-25 13:09:10 -04:00
372eff2a02
Initial SCT implementation to display blocks.
2021-04-25 13:09:09 -04:00
288a6f3a82
Blocking now works if no weapon is equipped in main hand.
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Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
91c6288213
Melee weapons can now block.
2021-04-25 13:08:42 -04:00
71b8426592
Add basic distance check to shockwave hit test
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Before checking if the entity hitbox intersects the shockwave shell, we
do a basic check that the entity is close enough to be hit, considering
its radius.
This fixes the unlimited vertical range problem, since the distance is
measured in 3D.
2021-04-24 03:09:45 +02:00
e59f1e8d28
Skip physics pass for arrows stuck on surfaces
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This keeps the arrow velocity from changing, which is what was causing
the ProjectileHit outcome to be pushed multiple times for the same
arrow, since the outcome checks if the arrow velocity is above a given
threshold.
2021-04-22 23:03:04 +02:00
51c0f8733c
Quick physics perf fix
2021-04-21 14:03:23 -04:00
1af4a04231
Revert "Merge branch 'revert-b10718c5' into 'master'"
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This reverts merge request !2172
2021-04-21 17:10:13 +00:00
fd672980c4
Revert "Merge branch 'imbris/agent-opt' into 'master'"
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This reverts merge request !2024
2021-04-21 14:10:06 +00:00
e750c9d570
Switch agent target search to use a spatial grid, add convience method for querying the aabr of a circle
2021-04-20 15:25:04 -04:00
a76fdbc325
Expose CachedSpatialGrid resource that is updated by the physics system, move BuildAreas into its own module, removed unused ExecMode
2021-04-20 15:25:04 -04:00
26222a0a2d
Rename common-sys to common-systems and rearrange common-state slightly
2021-04-20 15:25:04 -04:00