Commit Graph

183 Commits

Author SHA1 Message Date
Sam
d01997ca56 Overflow slots as slots 2024-02-02 20:06:55 -05:00
flo
48a79b3e78 haniwa 2024-01-20 17:45:23 +00:00
juliancoffee
75013cc04a Make sfx.ron use ItemKey 2024-01-14 21:25:15 +02:00
Maxicarlos08
1cf733597d
Don't allow bypassing loot protection with curious potion 2023-11-27 18:54:20 +01:00
Maxicarlos08
dccbfc4595
Soft loot protection 2023-09-20 17:02:25 +02:00
Monty Marz
102945b9e7 Dungeon rework initial patch 2023-07-09 20:03:09 +00:00
Imbris
0b213b6149 Move common code into a separate function to avoid the complexity of calling delete_entity_recorded from handle_exit_ingame 2023-06-04 22:29:19 -04:00
Imbris
65efa779b5 Steps towards properly synchronizing when a client exits in-game to
return to the character screeen. And other related improvements.

* Uid now optional when removing an entity from IdMaps since that Uid
  may have been transferred to the new entity created when the client
  exits "in-game".
* Added notes about making sure to update the CharacterId mapping when
  changing the `kind` field of `Presence`.
* Add a parameter to `delete_entity_recorded` that indicates whether it
  is being called from `handle_exit_ingame` and that provides the `Uid`
  that was removed from the entity so that we can more explicitly and
  correctly handle that case.
* We now add the Uid of the client to the deleted entities list when it
  exits "ingame". (still need to rework code so that the client doesn't
  delete its own entity).
* Improved integration of possession code with ForceUpdate logic.
* Don't remove `Presence` component from old entity in possession so
  that deleting that entity will properly handle updating the
  CharacterId unmapping (if the old entity isn't going to be deleted we
  still remove the `Presence` component so that it doesn't keep terrain
  loaded).
* Added a couple TODOs on existing tangential things I noticed.
2023-06-04 12:58:16 -04:00
Imbris
ea725fffde Cleanup UidAllocator and Uid a bit:
* Remove unnecessary Marker/MarkAllocator trait implementations.
* Delete excess functions
* Change some methods to take Uid instead of u64
2023-06-04 12:58:15 -04:00
Joshua Barretto
4fa799e7c7 Fixed volume mount orientation 2023-05-25 03:16:27 +01:00
flo
a55276ea73 seachapel_rework 2023-05-24 18:13:29 +00:00
flo666
aca38d0cf4 review fixes 2023-05-13 09:32:29 -04:00
flo666
1750c9a0f2 structure work 2023-05-13 09:30:48 -04:00
Isse
a6665ed988 some comments 2023-05-09 19:43:10 +02:00
Isse
192356f6c5 use interpolated pos and ori 2023-05-09 19:43:09 +02:00
Isse
134d0f0c04 varius fixes 2023-05-09 19:43:09 +02:00
Isse
6674cce2cc intercat with sprites on ships 2023-05-09 19:43:09 +02:00
Marcel Märtens
95bca5418a update toolchain to nightly-2023-04-20 2023-05-08 18:58:54 +02:00
Joshua Barretto
ee971e4056 Added item merging 2023-05-04 22:12:25 +01:00
Isse
ab4076518f Add multiloot 2023-04-23 19:17:39 +00:00
Sam
c1a64e1d69 Recently unequipped items are now tracked and durability loss on death is applied to them 2023-04-19 18:34:16 -04:00
Sam
0966753699 Added repair recipes 2023-04-06 10:54:48 -04:00
Sam
c3f5bc13f1 Equipment can now be repaired at sprites in town. 2023-04-06 10:54:48 -04:00
Isse
c34e5ad4ed Small fixes 2023-03-29 23:11:59 +00:00
Imbris
94dd8c2b70 Address review on 3817 2023-03-17 20:17:46 -04:00
Imbris
619f62cb63 Use try_set for door destruction to avoid accidentally overwriting any
other changes that already occured that tick.

Also get terrain/block change resources from the ecs once to avoid the
overhead of fetching them from the ecs (and aquiring/releasing runtime
borrow).
2023-03-11 10:24:45 -05:00
Imbris
dd6e6ccf91 Add Vec3::one * 0.5 to sprite item drop position instead of Vec3::unit_z, this should put the new enity in the center of the voxel that the sprite occupied 2023-03-11 10:24:45 -05:00
Monty Marz
9a025cfcc8 More spot features 2023-03-03 23:21:37 +00:00
Couls
4a4c061b55 Extend item pickup UI to group members 2022-09-20 22:13:50 +00:00
Julio Cezar Silva
9315482fc4 Craft all 2022-08-12 00:47:48 +00:00
tygyh
120ee6b6c0 Fix typos 2022-07-15 18:59:37 +02:00
tygyh
5e5698249b Remove unnecessarily qualified paths 2022-07-15 14:49:46 +02:00
terrarier2111
45efdb6602 Implement group owned loot 2022-06-04 17:16:12 +00:00
Ben Wallis
34f580dfaa Introduced loot ownership rules to combat loot stealing by players
* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
2022-05-28 12:06:49 +00:00
Sam
c0dd748bc7 Addressed second round of balance feedback (no assets). 2022-05-16 15:11:40 -04:00
Sam
64d07d02c4 Changed item definition id to better handle modular items. 2022-05-16 15:11:34 -04:00
Sam
afd2c8730f Addressed most review comments (no assets). 2022-05-16 15:11:32 -04:00
Sam
d436362a8d Consolidated crafting UI for the primnary component of modular weapons. 2022-05-16 15:11:21 -04:00
Sam
a9e9a70687 Changed ModularComponent to allow it to be more extensible. Overhauled random modular weapon function so that there is less runtime cost to generate one. NO ASSETS 2022-05-16 15:11:11 -04:00
Sam
b048179c0a Changed Item to have ItemBase instead of ItemDef. ONLY ASSETS. 2022-05-16 15:11:11 -04:00
Sam
08b7bb781f Changed Item to have ItemBase instead of ItemDef. NO ASSETS. 2022-05-16 15:11:10 -04:00
Sam
5bacf526ad Began addressing initial review of modular weapons. 2022-05-16 15:11:10 -04:00
Sam
00649f8ebb Added crafting method for modular weapons. 2022-05-16 15:11:04 -04:00
Sam
d380a2dbaf Quality is now propogated through modular items from the quality of the components. 2022-05-16 15:10:55 -04:00
Sam
405b9b2448 Modular weapons now have programmatically generated names. 2022-05-16 15:10:53 -04:00
Sam
4e89bc7485 Added test functions to assist in fixing unit tests that broke from changed functionality. 2022-05-16 15:10:52 -04:00
unvariant
9d98cd9e58 Render item drops instead of placeholder textures 2022-02-14 02:09:45 +00:00
Justin Shipsey
54d5a06a0d Merge branch 'unvariant/lantern_bug' into 'master'
Fixes #1406 - Lantern light does not change when dragging it from inventory

Closes #1406

See merge request veloren/veloren!3107
2022-01-25 02:59:29 +00:00
ninefox
04b0277e33 Changed how lantern swap is caught 2022-01-23 13:28:23 -08:00
ninefox
973b392e38 Fixed code quality issues 2022-01-18 21:14:27 -08:00