2019-12-29 12:28:00 +00:00
# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog ](https://keepachangelog.com/en/1.0.0/ ),
and this project adheres to [Semantic Versioning ](https://semver.org/spec/v2.0.0.html ).
## [Unreleased]
### Added
2021-03-21 23:25:55 +00:00
2021-03-20 16:18:32 +00:00
- New Skills for Climbing: Climbing Speed and Climbing Cost
2021-03-21 23:25:55 +00:00
- Pickaxes (can be used to collect gems and mine weak rock)
2021-03-22 22:49:05 +00:00
- You can now jump out of rolls for a slight jump boost
2021-03-23 22:14:44 +00:00
- Dungeons now have multiple kinds of stairs.
2021-03-25 04:35:33 +00:00
- Trades now display item prices in tooltips.
2021-03-26 13:06:20 +00:00
- Admin designated build areas
2021-03-30 00:04:23 +00:00
- Indicator text to collectable terrain sprites
2021-03-30 22:37:38 +00:00
- You can now autorequest exact change by ctrl-clicking in a trade, and can quick-add individual items with shift-click.
2021-04-02 19:27:02 +00:00
- Buy and sell prices in tooltips when trading with a merchant now have colors.
2021-04-04 03:04:02 +00:00
- Attacks now emit sound effects from the target on hit.
2021-04-04 13:02:27 +00:00
- Crafting menu tabs
2021-04-05 22:24:31 +00:00
- Auto camera setting, making the game easier to play with one hand
2021-04-06 05:15:42 +00:00
- Topographic map option
2021-04-07 20:24:22 +00:00
- Search bars for social and crafting window
2021-04-08 10:07:25 +00:00
- RTsim travellers now follow paths between towns
2021-04-11 03:49:47 +00:00
- "Poise" renamed to "Stun resilience"
- Stun resilience stat display
2020-11-28 10:25:58 +00:00
2021-03-20 12:07:09 +00:00
### Changed
2021-03-28 00:53:40 +00:00
- Admins can now grant normal players plots to place blocks within
2021-03-27 22:11:06 +00:00
- Diamonds are now much more than twice as expensive as twigs.
- Permission to build is no longer tied to being an admin
2021-03-28 00:38:56 +00:00
- Separated character randomization buttons into appearance and name.
2021-03-21 05:53:39 +00:00
- Reworked mindflayer to have unique attacks
2021-03-28 14:29:40 +00:00
- Glowing remains are now `Armor` instead of `Ingredients` .
2021-04-04 13:02:27 +00:00
- Generated a new world map
2021-03-27 21:56:55 +00:00
- Overhauled clouds for more verticality and performance
2021-03-24 22:17:25 +00:00
- New tooltip for items with stats comparison
2021-03-28 23:29:48 +00:00
- Improved bow feedback, added arrow particles
2021-04-02 01:26:35 +00:00
- Retiered most sceptres and staves
- Loot tables can now recursively reference loot tables
2021-04-04 03:04:02 +00:00
- "max_sfx_channels" default now set to 30
2021-04-04 17:47:05 +00:00
- Merchants now have stacks of stackable items instead of just one per slot
2021-04-11 03:49:47 +00:00
- Bag tooltips only show slots now
- Removed infinite armour values from most admin items
2021-03-27 21:56:55 +00:00
2021-03-20 12:07:09 +00:00
### Removed
### Fixed
2021-03-18 06:28:35 +00:00
- Server kicks old client when a user is trying to log in again (often the case when a user's original connection gets dropped)
2021-03-22 12:32:27 +00:00
- Added a raycast check to beams to prevent their effect applying through walls
2021-03-24 19:42:37 +00:00
- Flying agents raycast more angles to check for obstacles.
2021-03-28 21:24:02 +00:00
- Mouse Cursor now locks to the center of the screen when menu is not open
2021-04-07 20:24:22 +00:00
- Social window no longer moves when group is open
2021-04-08 00:38:09 +00:00
- Combat rating no longer takes buffs into account
2021-04-11 03:49:47 +00:00
- Minimap icons are now displayed in both map modes
2021-03-18 06:28:35 +00:00
2021-03-20 12:07:09 +00:00
## [0.9.0] - 2021-03-20
### Added
2021-02-25 10:33:18 +00:00
- Plugin can now retrieve data from ECS
2020-12-04 02:18:42 +00:00
- Added chat commands for inviting, kicking, leaving, and promoting in groups
2020-12-04 22:24:56 +00:00
- Aura system
- Campfire resting heal
2020-12-13 17:40:15 +00:00
- Initial support for game plugins, both server-side and client-side
2020-12-14 16:52:33 +00:00
- Reflective LoD water
2020-12-14 20:52:24 +00:00
- Map indicators for group members
2020-12-13 14:16:28 +00:00
- Hot-reloading for i18n, sounds, loot lotteries, and more
2020-12-16 09:40:08 +00:00
- Initial support for alternate style keyboards
2021-01-05 01:04:01 +00:00
- Flying birds travel the world
2021-01-08 15:34:26 +00:00
- Plugin system now based on Wasmer 1.0.0
2021-01-08 19:12:09 +00:00
- Added 4x Bag loadout slots, used for upgrading inventory space
- Added an additional Ring loadout slot
- The inventory can now be expanded to fill the whole window
- Added /dropall admin command (drops all inventory items on the ground)
2021-01-06 01:26:21 +00:00
- Skill trees
2021-01-20 16:20:12 +00:00
- Lactose tolerant golems
2021-01-25 22:53:23 +00:00
- 6 different gems. (Topaz, Amethyst, Sapphire, Emerald, Ruby and Diamond)
2021-03-16 01:30:35 +00:00
- Poise system
2021-01-31 15:15:17 +00:00
- Snow particles
2021-01-31 20:29:50 +00:00
- Basic NPC interaction
2021-02-09 23:30:16 +00:00
- Lights in dungeons
2021-02-13 23:32:55 +00:00
- Trading system (bound to the `R` key by default, currently only works with players)
2021-02-20 20:37:46 +00:00
- Support for dual wielding (not accessible as animations still needed)
2021-02-18 22:22:15 +00:00
- Support for modular weapons.
2021-02-20 20:37:46 +00:00
- Saturation buff (healing from food) now queues
2021-02-25 10:33:18 +00:00
- Coral reefs, kelp forests, and seagrass
2021-02-27 06:41:14 +00:00
- Talk animation
- New bosses in 5 lower dungeons
2021-03-01 18:28:27 +00:00
- New enemies in 5 lower dungeons
- Added on join event in plugins
2021-03-02 00:08:46 +00:00
- Item stacking and splitting
2021-03-07 12:27:29 +00:00
- Procedural trees (currently only oaks and pines are procedural)
- Cliffs on steep slopes
- Giant tree sites
2021-03-08 16:24:03 +00:00
- Reset button for graphics settings
2021-03-09 03:53:58 +00:00
- Gave weapons critical strike {chance, multiplier} stats
2021-03-11 19:13:19 +00:00
- A system to add glow and reflection effects to figures (i.e: characters, armour, weapons, etc.)
Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
- Merchants will trade wares with players
2021-03-15 02:36:59 +00:00
- Airships that can be mounted and flown, and also walked on (`/airship` admin command)
2021-03-22 17:37:15 +00:00
- RtSim airships that fly between towns.
2020-12-04 02:18:42 +00:00
2020-11-28 10:25:58 +00:00
### Changed
2020-12-04 22:24:56 +00:00
2020-11-30 20:36:58 +00:00
- Doubled range of ScaleMode slider when set to Custom
2021-01-24 09:56:35 +00:00
- Glider can now be deployed mid-air at the cost of some stamina based on fall speed
2020-12-29 22:29:35 +00:00
- Translations are now folders with multiple files instead of a huge single file
2021-01-08 19:12:09 +00:00
- Default inventory slots reduced to 18 - existing characters given 3x 6-slot bags as compensation
2021-02-16 12:26:40 +00:00
- Protection rating was moved to the top left of the loadout view
2021-01-08 21:08:57 +00:00
- Changed camera smoothing to be off by default.
2021-01-19 22:50:18 +00:00
- Footstep SFX is now dependant on distance moved, not time since last play
2021-01-24 04:00:57 +00:00
- Adjusted most NPCs hitboxes to better fit their models.
2021-01-24 16:52:56 +00:00
- Changed crafting recipes involving shiny gems to use diamonds instead.
- Cave scatter now includes all 6 gems.
2021-02-07 19:04:20 +00:00
- Adjusted Stonework Defender loot table to remove mindflayer drops (bag, staff, glider).
2021-02-22 00:57:25 +00:00
- Made humanoid NPCs use gliders (if equipped) when falling
2021-02-15 00:51:49 +00:00
- Changed default controller key bindings
2021-02-14 17:45:12 +00:00
- Improved network efficiency by ≈ factor 10 by using tokio.
2021-02-19 20:20:27 +00:00
- Added item tooltips to trade window.
2021-02-27 19:02:26 +00:00
- "Quest" given to new players converted to being a short tutorial
2021-02-28 02:44:57 +00:00
- Items can be requested from the counterparty's inventory during trade.
2021-03-03 14:05:02 +00:00
- Savanna grasses restricted to savanna, cacti to desert.
2021-03-06 19:03:21 +00:00
- Fireworks recursively shoot more fireworks.
2021-03-07 12:27:29 +00:00
- Improved static light rendering and illumination
- Improved the tree spawning model to allow for overlapping forests
- Changed sunlight (and, in general, static light) propagation through blocks to allow for more material properties
2021-03-09 00:23:00 +00:00
- Overhauled the sceptre
2021-03-11 19:13:19 +00:00
- Make the /time command relative to the current day
2021-03-16 07:56:43 +00:00
- Spatial partitioning via a grid for entity versus entity collisions was added which can more than halve the total tick time at higher entity counts (> ~1000)
2021-03-19 01:01:32 +00:00
- Improved efficency of entity versus terrain collisions (they now take less than half the time)
2021-03-17 22:41:28 +00:00
- The loading screen will now display random animations
2020-11-28 10:25:58 +00:00
### Removed
2020-12-04 22:24:56 +00:00
2020-12-01 15:29:49 +00:00
- SSAAx4 option
2021-01-08 19:12:09 +00:00
- The Stats button and associated screen were removed
2021-01-06 01:26:21 +00:00
- Levels
2021-01-24 16:52:56 +00:00
- Shiny Gems (replaced with diamonds)
2020-11-28 10:25:58 +00:00
### Fixed
2020-12-07 12:28:29 +00:00
- Fixed a bug that would cause a server crash when a player levelled up or fired
a projectile in very specific circumstances
2020-12-22 15:40:57 +00:00
- Fixed a bug where buff/debuff UI elements would flicker when you had more than
one of them active at the same time
2020-12-19 04:07:38 +00:00
- Made zooming work on wayland
2021-01-31 20:29:50 +00:00
- Fixed AI behavior so only humanoids will attempt to roll
2021-02-15 00:51:49 +00:00
- Fixed missing GameInputs (sneak, swimup, swimdown) in controller mapping
2021-02-17 21:10:14 +00:00
- Fixed missing controller actions (dance and crafting)
2021-02-16 00:39:25 +00:00
- Fixed a bug where the stairs to the boss floor in dungeons would sometimes not spawn
2021-02-16 12:26:40 +00:00
- Fixed waypoints being placed underwater
2021-02-20 14:03:15 +00:00
- Objects and golems are not affected by bleed debuff anymore
2021-03-16 01:30:35 +00:00
- Fixed RtSim entity memory loss
- Mandated that merchants not wander away during a trade
- Fixed the villager conception of evil by encouraging them to react violently to characters wearing cultist gear
2020-12-07 12:28:29 +00:00
2020-11-28 10:25:58 +00:00
## [0.8.0] - 2020-11-28
### Added
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
Horizon mapping and "layered" map generation.
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map). More is explained
in common/src/msg/server.rs. We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.
Additionally, map generation has been reworked. Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs. This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process. We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading). We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map. This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.
For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).
Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights). Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis. However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
- New level of detail feature, letting you see all the world's terrain at any view distance.
- Point and directional lights now cast realistic shadows, using shadow mapping.
2020-08-18 17:06:28 +00:00
- Added leaf and chimney particles
2020-07-04 05:14:55 +00:00
- Some more combat sound effects
2020-09-03 18:29:28 +00:00
- Beehives and bees
- Fireflies
2020-09-07 05:12:15 +00:00
- Fullscreen modes now show two options (exclusive and borderless)
2020-08-03 23:03:26 +00:00
- Added banlist and `/ban` , `/unban` , and `/kick` commands for admins
2020-09-18 21:28:21 +00:00
- A new dungeon boss (venture there and discover it yourself)
2020-09-22 03:56:03 +00:00
- Adaptive stride setup for more dynamic run behavior
- Theropod body
- Several new animals
2020-10-07 02:23:20 +00:00
- Item quality indicators
2020-10-15 00:10:27 +00:00
- Added a jump/burst attack for the bow to the skillbar
- Gave the axe a third attack
- A new secondary charged melee attack for the hammer
2020-10-21 17:36:28 +00:00
- Added Dutch translations
2020-10-19 03:00:35 +00:00
- Buff system
2020-11-03 04:09:38 +00:00
- Sneaking lets you be closer to enemies without being detected
2020-11-03 22:46:07 +00:00
- Flight
2020-11-06 01:22:26 +00:00
- Roll dodges melee attacks, and reduces the height of your hitbox
2020-11-03 00:12:49 +00:00
- Persistent waypoints (start from the last camp fire you visited)
2020-11-11 04:36:40 +00:00
- NPCs use all three weapon skills in combat
2020-11-08 22:13:24 +00:00
- Speed stat to weapons which affects weapon attack speed
2020-11-14 19:32:39 +00:00
- Saving of the last selected character in the character selection screen
- Autoselecting the newly created character
- Deselecting when the selected character is deleted
2020-11-15 22:18:35 +00:00
- Upscaling support
2020-11-15 22:12:05 +00:00
- Added "Persist Combo from Combo Melee State" when rolling mid-combo
2020-11-16 16:01:55 +00:00
- You can no longer spam hammer and bow special when stamina is 0
2020-11-11 08:51:14 +00:00
- Biome and site specific music system
- Ambient SFX emitted from terrain blocks
- Campfire SFX
- Wind SFX system
2020-11-20 15:49:32 +00:00
- Added Norwegian language
2020-11-20 17:50:01 +00:00
- Roll can now interrupt attacks
2020-11-17 23:02:54 +00:00
- Birch forests
- Willow forests
- More significant temperature variation across the world
- Initial implementation of real-time world simulation
2020-11-22 00:04:31 +00:00
- Travellers that explore the world
2020-11-17 23:02:54 +00:00
- HDR rendering
- Map site icons
- Map panning
- Innumerable minor improvements to world generation
2020-11-22 00:04:31 +00:00
- Variable dungeon difficulty
- Aurora Borealis (localised entirely within the kitchen)
- Block-based voxel lighting
2020-11-23 19:27:18 +00:00
- Animals now have customized attacks and AI
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
Horizon mapping and "layered" map generation.
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map). More is explained
in common/src/msg/server.rs. We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.
Additionally, map generation has been reworked. Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs. This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process. We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading). We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map. This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.
For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).
Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights). Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis. However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
2020-08-14 10:25:43 +00:00
### Changed
2020-08-23 23:24:24 +00:00
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
Horizon mapping and "layered" map generation.
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map). More is explained
in common/src/msg/server.rs. We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.
Additionally, map generation has been reworked. Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs. This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process. We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading). We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map. This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.
For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).
Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights). Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis. However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
- The world map has been refactored to support arbitrary sizes and compute horizon maps.
- Veloren's lighting has been completely overhauled.
- The graphics options were made much more flexible and configurable.
- Many shader optimizations.
- Voxel model creation was switched to use greedy meshing, improving performance.
- Animation and terrain math were switched to use SIMD where possible, improving performance.
- The way we cache glyphs was refactored, fixed, and optimized.
- Colors for models and figures were adjusted to account for the saturation hack.
2020-08-24 17:27:50 +00:00
- Overhauled world colours
- Improved projectile physics
- Improved overhead aiming
2020-06-13 08:21:47 +00:00
- Improved first person aiming
2020-08-28 01:02:17 +00:00
- Figure meshing no longer blocks the main thread.
2020-09-17 23:02:14 +00:00
- Overhauled persistence layer including no longer storing serialized JSON items in the database
2020-09-20 09:12:18 +00:00
- Overhauled representation of blocks to permit fluid and sprite coexistence
2020-09-20 17:23:33 +00:00
- Overhauled sword
2020-09-25 21:06:51 +00:00
- Reworked healing sceptre
2020-10-05 08:56:28 +00:00
- Split out the sections of the server settings that can be edited and saved by the server.
2020-10-05 07:41:58 +00:00
- Revamped structure of where settings, logs, and game saves are stored so that almost everything is in one place.
2020-10-15 00:10:27 +00:00
- Moved hammer leap attack to skillbar
2020-10-12 22:55:55 +00:00
- Reworked fire staff
2020-10-21 21:05:25 +00:00
- Overhauled cloud shaders to add mist, light attenuation, an approximation of rayleigh scattering, etc.
2020-10-29 22:46:28 +00:00
- Allowed collecting nearby blocks without aiming at them
- Made voxygen wait until singleplayer server is initialized before attempting to connect, removing the chance for it to give up on connecting if the server takes a while to start
- Log where userdata folder is located
2020-11-09 17:19:29 +00:00
- Switched to a Whittaker map for better tree spawning patterns
- Switched to procedural snow cover on trees
- Significantly improved terrain generation performance
2020-11-10 12:30:01 +00:00
- Significantly stabilized the game clock, to produce more "constant" TPS
2020-11-01 00:43:22 +00:00
- Transitioned main menu and character selection screen to a using iced for the ui (fixes paste keybinding on macos, removes password field limits, adds tabbing between input fields in the main menu, adds language selection in the main menu)
2020-11-11 17:37:26 +00:00
- Made settings less likely to reset when the format changes
- Adjusted some keybindings
2020-11-08 22:13:24 +00:00
- Consumables can now trigger multiple effects and buffs
2020-11-21 12:33:52 +00:00
- Overhauled overworld spawns depending on chunk attributes
2020-11-17 23:02:54 +00:00
- Improved cloud and water shader quality
2020-08-14 10:25:43 +00:00
### Removed
(See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---
Pretty much a Veloren fork at this point. Here's a high level overview of the changes (will be added to CHANGELOG just before merge).
At a high level this MR incorporates roughly two groups of changes.
The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine. This is "feature work" that (mostly) only adds new things to Veloren, and mostly shouldn't affect old stuff.
The second big group of changes are those addressing the fallout from all the new features. These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`). Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).
The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.
---
At a high level (each will be described in more detail below):
- The world map has been refactored.
- The world size is no longer hardcoded (@zesterer).
- The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
- On world creation, we now compute *horizon maps* (@zesterer).
- The way we pass the world from the server to the client has been updated (@xMAC94x).
- Artifacts related to image rotation were fixed (@imbris).
- Multiflow rivers were enabled (@zesterer).
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
- A new LOD terrain rendering step was added to the pipeline.
- The LOD terrain quality was made configurable via a graphics setting.
- Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
- A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
- A semi-accurate index of refraction was assigned to our materials.
- A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
- We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
- We attempt to compute *realistic light attenuation* in water using its real material properties.
- In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
- Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
- Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
- "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
- In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.
The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master. Therefore, a large number of performance improvements were also needed:
- The graphics options were made much more flexible and configurable, and shaders were optimize.
- New options were provided for how to render lights and shadows (@Pfauenauge, @zesterer).
- Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
- Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
- In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
- A new voxel meshing method, greedy meshing, was added (@imbris).
- Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
- New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
- Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
- Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
- The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
- Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
- Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
- Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
- SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
- In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
- Our fork of `conrod` was optimized in various ways (@imbris).
- Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
- Our use of the glyph cache was rewritten for correctness (@imbris).
- A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
- Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
- In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
- Some older tree models were brought back (@Pfauenauge).
- TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
- TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.
A detailed description of the involved changes follows.
---
- The world size is no longer hardcoded. All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`). Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`). Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always). See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate. The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`. The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction. This also means that colors are now passed in separately to the map generation function. See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*. See the function in `world/src/sim/util.rs`.
Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible). As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers). We can also use this for the moon, if we want, since the moon follows the same path. Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.
Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated. Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information. We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height). See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed. See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation. This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes. I reproduce the first two paragraphs of the MR description as well:
```
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
```
- Multiflow rivers were enabled.
This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
We already computed multiple outflows from each chunk for erosion purposes long before this MR.
However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required. Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular. Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing. These sorts of changes are spread all arond the code.
This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.
The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).
- Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
- Calls to power or trig functions were removed or replaced with multiplications, where possible.
- After some deliberation
- To properly handle sprite "waving" for nearby sprites,
We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas. However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit. In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation. We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a
onto a vector
resizing. To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed. Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the
- Matrix multiplications in the shader were reduced for figure data (@zesterer).
- Vertex "waves" for fluid data were removed.
- Terrain "bending" near edges was removed.
- Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block. It was also changed to take ownership of its voxel data,
rather than sharing it, to let it be used with meshing.
- Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.
- PositionedGlyph::standalone.
---
I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code. I linked all of them that are accessible to the public (those that are not were
obtained through legal means).
[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.
[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.
I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.
---
Squashed commit of the following:
commit 300505e7305a2fdac722a808ee8538323f215f39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 18:46:25 2020 +0200
Fixing cargo doc and typo in CHANGELOG.
commit ec0aeb18e8499d7d84ef818331b4b65c3d76cea6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 15:38:50 2020 +0200
Hopefully final commit for the LOD branch.
commit 5e8ea0b1eaac02903a02feb2eb038d195de4872f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 10:14:26 2020 +0200
Falling back to power as stopgap.
commit e44a1cbf46504ee9931a01bdc9033e145500d557
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 09:25:41 2020 +0200
Address imbris feedback.
Temporarily disables shiny water, lowers max VD.
These restrictions will be lifted soon after merging.
commit 561e25778a108ac3712f5ec2ce3a51234c4430d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 08:31:13 2020 +0200
Tweaking shaders a bit.
commit 7d19259078ce0dd7b3742ad7d0cb3fab3ece3fdc
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:59:43 2020 +0200
Fix view example as well.
commit 051cd4934e0fad2c0b15db4380a4189fa318679f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 07:29:06 2020 +0200
Fix meshing benchmark.
commit c95e07db3b4dcca285678985e65e31b927cb1c61
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 05:46:22 2020 +0200
Address MR feedback, fix scene clouds.
commit 1bfb816cabdb3ffc1e507a009c2d98696b4b573a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:39:36 2020 +0200
Incorporating Pfau's figure color changes.
New eyes and new humanoid colors.
commit 3f9b89a3ac7b3356b1dba0d1a8f6541357f81469
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:29:41 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit e2f5162e4f96f4124aa43488f7245d341b3dcfd4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 20 04:28:38 2020 +0200
World colors are all hotloadable.
They live in assets/world/style/colors.ron.
Only a small handful of hardcoed colors remain in World; they are either
part of the map, or difficult to disentangle from the rest of the
computation. Comments are made where appropriate.
commit 62c53963abe1975009d34a8f9515a355bef24f31
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date: Wed Aug 19 15:59:00 2020 +0200
replace pretty_env_logger with tracing
commit 5b1625f99d9586fe80e2232f583ec5af9f953099
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:15:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit d71003acdabeff970b3928e97c26af6847b5b78e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 19 05:14:34 2020 +0200
Hotloading colors, part 1: colors in common.
Currently, this just entails humanoid colors. There are only three
colors not handled; the light emitter colors in
common/src/comp/inventory/item/tool.rs. These don't seem important
enough to me to warrant making hotloadable, at least not right now, but
if it's needed later we can always add them to the file.
commit 63b5e0e553eb2ea49276f192a6fc7dd65254270d
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 13:05:37 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c32b337a46e10d9de473d178a94a3ccd61c39bb3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:52:04 2020 +0200
Fixing LOD grid, for real.
commit a166ae0360395387e09fb35a1f84210c2ce5ec24
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 17 05:28:05 2020 +0200
Addressing imbris's initial feedback.
Fixes two minor bugs: explosion particles were no longer spawning
randomly, and LOD grids were not perfectly even.
commit 4cbad004f44060994252dd3d38647a14a589712f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:27:58 2020 +0200
Bumping nightly per request.
commit 548680276aac77c25d43d16b5622f847d474dbef
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 16 19:26:06 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit acc0986040589a3492f88a740bc3c3fc693b26d3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:28:32 2020 +0200
Lower resolution due to lying drivers.
commit d3b878de2a52c358d2944a6bbd0555dad7fbdb10
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 22:15:38 2020 +0200
Fix issues msh encountered with Intel 4600.
commit 10245e0c1b0cb6fae10d86409435364edc6102ef
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 15 21:15:02 2020 +0200
Merge more models into one mesh than we did previously.
commit 3155c31e663c52ae5c3a53d5fb5665892a1a498a
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:35:22 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7204cc8a7a4f74a30306bd205d9834fee4bb944f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 22:34:43 2020 +0200
Fix not yet done NPC animations.
This forces them all to be the idle animation if not specified.
This fixes issues where you'd have giant NPCs in water.
commit bc83360f2a08918f19d417b5f772e1ff554dba08
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 19:36:37 2020 +0200
Try to fix some bugs:
- Z fighting with LOD terrain and water.
- Audio SFX not playing.
commit 1fd104aa603bf3781b6526a5cada46aeca3049dd
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 12:02:31 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 862df3c9976c4da9bd7cfd784f1a85973127968a
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 13 05:52:56 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0a4218ed9d541a2b34c133351bea38a99ddf4ea7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 22:27:14 2020 +0200
Fix particle depth.
commit f51dfdeb442d0dd5243dd2f344fa4be295bd0875
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:19:04 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit c6251a956ad376400dca5c23420cf8d213dc8fdf
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 20:15:46 2020 +0200
Cache figures more intelligently.
Cache figures for longer, and don't cache character states for the
player except where they actually affect the rendered model.
commit 0ed801d5404982c6fb63b1eaa4567d908b294c9d
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 16:32:24 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit c11b9bdf0a53bf9884d2f5a48fec9b01d582df1a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Aug 12 11:47:15 2020 +0200
Remove unneeded Clippy annotation.
commit 16aa9ef40af56d69289d00aafb3deadfb8bd4f35
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Aug 8 00:53:02 2020 +0200
Fix hotloading and Clippy.
commit 3dc973e0be5b758da1e9805eb764ad401374cd0c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 23:50:27 2020 +0200
Major speedups with SIMD.
commit fba64a7d93d5a96077ce87287bbce6ab9b7fbcae
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:19 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 76429d00eea00d212fbd672a84ee91e75b19b938
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 13:23:10 2020 +0200
Add clippy.toml.
commit c79f512f84dbb83cb82b7954db68ff241dfd8e41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 11:55:20 2020 +0200
Fix all clippy issues, clean up Rust code.
commit 6f90e010b3fbefb53b0d632e819931350015b6b8
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:30 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 77a8c7c267d3f44a1a62bd6b2274359973c5e4d4
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Aug 7 06:47:10 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 5929cfa5c713aa392110bbb62407f76caf53c3df
Author: jshipsey <jshipsey18@gmail.com>
Date: Thu Aug 6 20:47:27 2020 -0400
fixed in-hand arrow bug
commit b44e442325d828f1cd564d66908f89d09e80474b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Aug 6 13:40:35 2020 +0200
Miscellaneous performance improvements.
commit be37acf287c1360d8085862526ac3365ffd1d768
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 05:49:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 125d7fc6c4dcd8c8c5f27b8268a4d64f409f3644
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Aug 3 04:55:31 2020 +0200
Abstract over simd vs. repr_c vectors.
Also some minor improvements to Event size.
commit d4d4956e9252e1241ce110b2aa85076c6b1e2a23
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:56:54 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 5f3b7294af1f8533edc2620b58863c248e2b07af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:43:52 2020 +0200
Fix formatting issues I missed before.
commit a428a3ebba70dcab63dd0f8cd983120c90617271
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Aug 2 20:41:51 2020 +0200
Fix clippy warnings, part 1.
There aer still a bunch of type too complex and
function takes too many arguments warnings that I'll fix later
(or ignore, since in the one case I did fix a function takes too
many arguments warning I think it made the code *less* readable).
commit ba54307540ed8a937ac08209730284fc653af85b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 30 13:22:42 2020 +0200
Fix light animations so they are removed when the light turns off.
commit 7e0f4bcbf0f4717145d8beac40d52e3acebbe2aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 21:10:20 2020 +0200
Fix crash in edge case for pixel art.
commit 56da06f7a351e2b949e9b014a90b974d511a0924
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:56:52 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 29 18:29:52 2020 +0200
Fix map image artifacts and remove unneeded allocations.
Specifically, we address three concerns (the image stretching during
rotation, artifacts around the image due to clamping to the nearest
border color when the image is drawn to a larger space than the image
itself takes up, and potential artifacts around a rotated image which
accidentally ended up in an atlas and didn't have enough extra space to
guarantee the rotation would work).
The first concern was addressed by fixing the dimensions of the map
images drawn from the UI (so that we always use a square source
rectangle, rather than a rectangular one according to the dimensions of
the map). We also fixed the way rotation was done in the fragment
shader for north-facing sources to make it properly handle aspect ratio
(this was already done for north-facing targets). Together, these fix
rendering issues peculiar to rectangular maps.
The second and third concerns were jointly addressed by adding an
optional border color to every 2D image drawn by the UI. This turns
out not to waste extra space even though we hold a full f32 color
(to avoid an extra dependency on gfx's PackedColor), since voxel
images already take up more space than Optiion<[f32; 4]> requires.
This is then implemented automatically using the "border color"
wrapping method in the attached sampler.
Since this is implemented in graphics hardware, it only works (at
least naively) if the actual image bounds match the texture bounds.
Therefore, we altered the way the graphics cache stores images
with a border color to guarantee that they are always in their own
texture, whose size exactly matches their extent. Since the easiest
currently exposed way to set a border color is to do so for an
immutable texture, we went a bit further and added a new "immutable"
texture storage type used for these cases; currently, it is always
and automatically used only when there is a specified border color,
but in theory there's no reason we couldn't provide immutable-only
images that use the default wrapping mdoe (though clamp to border
is admittedly not a great default).
To fix the maps case specifically, we set the border color to a
translucent version of the ocean border color. This may need
tweaking going forward, which shouldn't be hard.
As part of this process, we had to modify graphics replacement to
make sure immutable images are *removed* when invalidated, rather
than just having a validity flag unset (this is normally done by
the UI to try to reuse allocations in place if images are updated
in benign ways, since the texture atlases used for Ui do not
support deallocation; currently this is only used for item images,
so there should be no overlap with immutable image replacement,
so this was purely precautionary).
Since we were already touching the relevant code, we also updated
the image dependency to a newer version that provides more ways
to avoid allocations, and made a few other changes that should
hopefully eliminate redundant most of the intermediate buffer
allocations we were performing for what should be zero-cost
conversions. This may slightly improve performance in some
cases.
commit ad18ce939940a8c697270f6e9b94db9942fd8295
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 13:21:09 2020 +0200
Fix continent scale hack.
commit 36b1cb074f5b195aebd7dbbc3da7f0246a1a18ec
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 12:11:40 2020 +0200
Enable loading different sized maps without a recompile.
We may want to tweak the effects of the continent_scale_hack.
commit 13b6d4d534cc4814b7cb3294ca41bbfea0a6b186
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 28 10:55:48 2020 +0200
Removing WORLD_SIZE, part 1.
Erased almost every instance of WORLD_SIZE and replaced it with a local
power of two, map_size_lg (which respects certain invariants; see
common/src/terrain/map.rs for more details about MapSizeLg). This also
means we can avoid a dependency on the world crate from client, as
desired.
Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
next step is to arrange for maps to store their world size, and to use
that world size as a basis prior to loading the map (as well, probably,
as prior to configuring some of the noise functions).
commit 30b1d2c6428230a9eaa0d749cdcbbd6f1cbccd78
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:58 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 7d56ba31b445441461b28a07fc495d7d4f047c17
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Jul 27 13:16:27 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 1377b369f6db2258e910d467a5740f31789e3ded
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sun Jul 19 23:25:38 2020 +0200
more saturated pumpkins
commit ae8d50527f93bb0616c2ad46ce4dacb63bc37c6d
Author: Monty Marz <m.marzouq@gmx.de>
Date: Sat Jul 18 20:29:56 2020 +0200
acacia models
commit 2101113b467e691de787392d7f20f1745f5637bd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 18 18:55:25 2020 +0200
Higher detail LOD.
commit add2cfae04b4385fa5590e11e2bd5229d9dee0aa
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 16 01:57:39 2020 +0200
Revert some irrelevant stuff.
commit 2e2ab3dc1eaa59a4aef7f8d34a53d8aae4c8553a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 15 13:30:49 2020 +0200
Fixing various things about shadows.
* Correcting optimal LISPSM parameter.
* Figure shadows are cast when they're not visible.
* Chunk shadows stay cast until you look away.
* Seamless cubemaps for point lights.
* Etc.
commit 6c31e6b56217274285b597af297036691ea5d897
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 19:50:26 2020 +0200
Fix shadow creation.
commit 6332cbe006115ae205597529cd8bbccd146c2cca
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:47:00 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit be438657c33d7b5bfb0a9582c3ed3fd366637323
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Jul 12 18:28:08 2020 +0200
Tweaks to shadows.
Added shadow map resolution configuration, added seamless cubemaps,
documented all existing rendering options, and fixed a few Clippy
errors.
commit 23b4058906013c7d2a40c286e20e32c5fbd897ed
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 10:11:19 2020 +0200
Fix moon, use nonlinear noise for terrain.
Note that the latter has a bit of performance cost.
commit 7fbe5cbfbb9dc29607957b8e62f432a4deed193d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:23:02 2020 +0200
Address lies about max texture size.
commit bcfc62b5e13a1cdd83f57535fde4694720bebfd9
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:22:08 2020 +0200
Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes
commit 75e3626a785919f43fdcf2127c2b10e3e4df2f9f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Jul 8 02:21:52 2020 +0200
OpenGL 3.3 minimum.
commit 18a08e8fe2739f02af99a5d2cb4e7c38c49e858b
Author: Monty Marz <m.marzouq@gmx.de>
Date: Tue Jul 7 23:57:52 2020 +0200
settings localization
commit 90c5d1ca3620092bc3ae10b2211489eb1cf6f5e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 21:11:48 2020 +0200
Lower near distance.
commit 0e66f02b25aaddaa2dfddbbc89cd67de54a9a7b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 20:09:01 2020 +0200
All sprites sway in the wind now.
commit db1401a6910bf42dcf502462c90038752ff5fbdb
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 19:34:17 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 69e508d8c94d8973033817ca86f357e466fc7c4d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Jul 7 18:41:37 2020 +0200
Make it easy to switch to SIMD for math.
commit ffe0f5928c7a7e87d00cb5426b3b1d831d7e02fd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 21:21:12 2020 +0200
Fix some issues with underwater rendering.
commit bfda6da42f38fd02c31ee92c81ab785a3e50c2a0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 19:17:59 2020 +0200
Fix some minor display issues.
commit 0ed752e087968cf901301884aaeae698e32ef8a5
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:14:21 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit ccc6a06a8d4504d6b9f7af7905a414d2ee06ab76
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 18:04:34 2020 +0200
Some minor changes.
commit 4e020246702889269efe1a191788992164c508d6
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 16:17:40 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 50a64d927e6c4f4b0e4688e4cbfca694bc3f922a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Jul 4 13:07:03 2020 +0200
Fix far plane.
commit 7dd06da34cae8f9ea3b6c889fe965181f3fd3949
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:25:35 2020 +0200
Add shadows.glsl.
commit 618a18c998778bf871b905a74657440fcc384c80
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Jul 2 22:10:22 2020 +0200
Adding shadows, greedy meshing, and more.
commit eaea83fe6a5cb1cb0ba8beef888183c718258496
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 22:47:07 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 2670184954a13e4a9e7a4e35ba79aac0c5fac2f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 21:20:01 2020 +0200
Make civsim and sites deterministic.
For anything in worldgen where you use a HashMap, *please* think
carefully about which hasher you are going to use! This is
especially true if (for some reason) you are depending on hashmap
iteration order remaining stable for some aspect of worldgen.
commit f8376fd5dc72b4a9c2f51a6b4570d59c8b8e9343
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu May 21 17:53:57 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 654f7e049258d9da27c09608bbe6a46ffa8787e5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed May 20 21:22:30 2020 +0200
Correct backface culling.
commit 560501df05ca725409b0f2e4eb31bdfdc15fd0c7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue May 19 17:22:06 2020 +0200
Greedy messhing for shadows.
commit a4d87e1875ca543436e6bbbeb20348facc5a52d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun May 17 05:59:00 2020 +0200
Shadow maps work for lantern.
commit 243d0837b8a3b08172c9a3c348d964d7ddc2a0a8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:53:13 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 04382dc28632b6c66e8821f6870c0daaa1c1901a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 15 14:22:17 2020 +0200
WIP: better graphics config, better LOD, shadow maps.
commit 22ddbad3eb32bfa70f0932176022208fe67ded81
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 18:54:09 2020 +0200
Minor shader fixes.
commit 746a10e8d01ac235f994b0cde78fa48998602a1f
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat May 2 04:02:09 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 0f4a0e763db3afbdc4fb0558611f38326ca87151
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 23:03:24 2020 +0200
Switch back to pop-in terrain.
commit dd74fa7e4a53667b38811d7aec58d7f6a68889bb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri May 1 22:58:55 2020 +0200
LOD shading closer to voxel shading.
commit ef67bd58ba0bdaf622b078892d768263b6cba268
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 28 20:49:03 2020 +0200
Experimental underwater lighting.
commit 2c5ad9d07605e80d5fd5679dd3a5d70c605b86a9
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 22:35:24 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 7482798354eda18c8207950080fc24d443a369de
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 21:59:55 2020 +0200
Replace discard in figure-frag.
commit d83b4ae69be4912f69bf7835f509c68a1c7770a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:45:57 2020 +0200
Fix sprite lighting, HDR from focus_pos.
commit 0594238004f116274905fa0ed7c2b6c417ed1d29
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 18:14:10 2020 +0200
Proper HDR from point lights.
commit 48c93d2b41ce5743103d18e76cc228f5ac766492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 14:01:43 2020 +0200
Brighter ambiance, darker LOD shadows.
commit e0452e895ccfa8a43f368cae3b8b8aedc24dad93
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 13:13:23 2020 +0200
More proper HDR.
commit 4c6da3ed16cfeebb455e40da5f557b4af9a499d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 27 00:13:10 2020 +0200
Trying LOD noise.
commit 682a3d74c85df5503ffe1fc1cc891bce789df1ad
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 23:11:08 2020 +0200
Fix LOD heights in towns.
commit cc39e5734e8b18f9077bf42e66337c1319dd6b6e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sun Apr 26 21:01:23 2020 +0200
More LOD fixes.
commit 8116b21c2e51c836e77894e309ac273caf2917b3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:54:43 2020 +0200
I like this coloring.
commit bc2560ea90b36f4b46190005344232d993043ac3
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 23:48:33 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit 14effdd5db8747fcf3eb34f03b46b7792e92d1c5
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:24:35 2020 +0200
Re-saturate.
commit 48a643955d4435b78179acba0beb4a979905cc31
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 22:23:57 2020 +0200
Various fixes.
commit f7b497a0c25f4ad4682c71dd1ed6f608052feb9b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 03:22:49 2020 +0200
Render figures again.
commit 44e4aad48deba8266b9f8bdfd3db096b381f5327
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 25 02:01:04 2020 +0200
Merge remote-tracking branch 'origin/master' into sharp/small-fixes
commit e6f0a5a981a82533ba188fff0a54ce98577bb152
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 24 16:12:20 2020 +0200
Add atmospheric scattering.
commit f2953087f691a8edbc001cb98ebf5059fc6f8ac0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 23 00:01:20 2020 +0200
Fix shadowing for specular reflections.
commit ddd4a67a9799b8d08c7dc0c2bec90621c2bed0e3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Wed Apr 22 22:56:12 2020 +0200
HDR fixes.
commit 1015e60deef3c447381996277df7496707a63bd0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Tue Apr 21 18:25:19 2020 +0200
More lighting changes.
commit 80c264abd111fb237e57843efcb5c071d4f84613
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Mon Apr 13 00:29:59 2020 +0200
Lighting experiments.
commit 8414987e589dd5102bad89762a3adaccc0bfe957
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 9 02:38:40 2020 +0200
WIP -- lighting changes and soft shadows.
commit 9cd2b3fb0d6b49776c6dfe463e4169637250b11a
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:29 2020 +0200
Merge branch 'sharp/new-lighting' into sharp/small-fixes
commit c7ea687ebbc5aace1b455f134a5bf49ce2c7434a
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:33:02 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes
commit 8b149ad11ad4bb75018fcf9519baec27d1c95951
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Sat Apr 4 02:32:39 2020 +0200
Trying out a new lighting model.
commit b0ac9f36f755dd06f7c17c46150568064790864f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 07:56:11 2020 +0200
Use bicubic interpolation for terrain.
commit f6fc9307a121514b614bc50ef8eb055953e7da8a
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 05:01:41 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 4764415312aae6e9ac2d00e86e84577cb958f1ab
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Apr 3 04:54:48 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 13388ee6a42943f3f79a9cb488346cef18e272fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 20:30:08 2020 +0200
Various fixes (to coloring and to soft shadows).
commit fbd084a94a067082a87cd6d28b82054709bc9265
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 18:50:38 2020 +0200
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
commit ed2d0111d994262ae836d84d1fe5a45e4de72a0b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 06:49:27 2020 +0200
Combining colors and LOD.
commit 88342640c6b835114d01c797b89fdede3b0a2108
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:49:20 2020 +0200
Merge branch 'sharp/map-colors' into sharp/small-fixes
commit 33140a2951b8212725f42c758b277aaec4d888f7
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 04:36:21 2020 +0200
Merge remote-tracking branch 'origin/master' into zesterer/lod
commit 5a089863beb01d4794bbe3580ada47b278715ea2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 03:17:49 2020 +0200
Making maps brighter.
This is probably not the right way to do it, but oh well!
commit 32b2c99109dd486aa922886081068f9c550c83f2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Thu Apr 2 02:46:36 2020 +0200
Horizon mapping and "layered" map generation.
Horizon mapping is a method of shadow mapping specific to height maps.
It can handle any angle between 0 and 90 degrees from the ground, as
long as know the horizontal direction in advance, by remembering only a
single angle (the "horizon angle" of the shadow map). More is explained
in common/src/msg/server.rs. We also remember the approximate height of
the largest occluder, to try to be able to generate soft shadows and
create a vertical position where the shadows can't go higher.
Additionally, map generation has been reworked. Instead of computing
everything from explicit samples, we pass in sampling functions that
return exactly what the map generator needs. This allows us to cleanly
separate the way we sample things like altitudes and colors from the map
generation process. We exploit this to generate maps *partially* on the
server (with colors and rivers, but not shading). We can then send the
partially completed map to the client, which can combine it with shadow
information to generate the final map. This is useful for two reasons:
first, it makes sure the client can apply shadow information by itself,
and second, it lets us pass the unshaded map for use with level of
detail functionality.
For similar reasons, river generation is split
out into its own layer, but for now we opt to still generate rivers on
the server (since the river wire format is more complicated to compress
and may require some extra work to make sure we have enough precision to
draw rivers well enough for LoD).
Finally, the mostly ad-hoc lighting we were performing has been (mostly)
replaced with explicit Phong reflection shading (including specular
highlights). Regularizing this seems useful and helps clarify the
"meaning" of the various light intensities, and helps us keep a more
physically plausible basis. However, its interaction with soft shadows
is still imperfect, and it's not yet clear to me what we need to do to
turn this into something useful for LoD.
commit f8926a5737ddc51f3d585c651a64c43677aae0f4
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Mar 13 13:32:42 2020 +0100
Merge remote-tracking branch 'origin/master' into sharp/map-colors
commit 4c65a5aed353b119aea65a2aaeb94549b67beb42
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date: Mon Feb 24 16:48:05 2020 +0000
Made LOD setting slider exponential
commit 2fa7b2d20d7233dc8bfd64f9f7f54617575248f1
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 17:49:53 2020 +0000
Added mist to LoD
commit aab059a450b5f635777129ff82cc15b662965c3c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 15:14:06 2020 +0000
Added LoD slider
commit 779c36b538121c5ade3633ae5cb67bb14c8c3877
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:54:55 2020 +0000
Reduced cost of vertex pushing
commit 9fea150473906b166365b738ebcea07c697daf3d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 12:38:53 2020 +0000
Fixed maths, improved LoD resolution
commit 5481df38fea5bf183ff376a3337179cfaa5233dc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Feb 24 11:22:50 2020 +0000
Dynamically relocate LoD vertices to enhance details
commit a3e36a50ababd615da7db1b26158c7906a5def01
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 18:13:51 2020 +0000
Simpler terrain spiral rendering
commit 255f450ae9ac8763db4bede075fb409161ed57cc
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:53:17 2020 +0000
Better LoD precision
commit 3d027aebe812a5b8658a4eb8123dc9f61b3776d2
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 16:04:03 2020 +0000
Better falloff
commit be775c9484b457b2c0b1a494aec03392d0c70e76
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Feb 23 15:30:45 2020 +0000
Applied good ideas from experimental branch
commit 58587b68545a23c5c04ab4574a4b94b3bc982246
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 16:15:13 2020 +0000
Minor fixes to LoD merging
commit 7b42aebd709c14df2db766aad61d9280ad24d84d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 15:04:44 2020 +0000
Capped LoD dragging
commit 8aafc559f87124e1ea5ca6e3ddc2aa0c242d793c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:54:37 2020 +0000
Better blending between LoD and terrain border
commit edd3455d5161792d87ddc8eadc0ecbad5532b284
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:40:19 2020 +0000
Fixed LoD z depth, added sea level offset
commit b9b06744620114dd5556e73f64fa93c145503a7c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 14:27:43 2020 +0000
Better LoD smoothing
commit a1aee931e790431560cd2d953ad61d9497072afd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date: Fri Feb 21 14:52:17 2020 +0100
Adding shadows.
commit 2400786c13dd891c131ed86d48d05df516a8a778
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Feb 21 13:48:40 2020 +0000
Use world map as LoD source
commit dbf650f504a4c25fbbc2096ac3616c736bf52d23
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Mon Jan 20 00:48:14 2020 +0000
Better clouds at distance
commit 5e6f81b86cdb9730b9b056877b19257075fd5fa8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Sun Jan 19 23:59:02 2020 +0000
sync
commit 745e7540ddb000cc645f612767b337c2ddc3f7c0
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 12:40:48 2019 +0000
Improved cloud falloff mist, faster noise sampling
commit f6a200d0cb866196ba57697466755f9e0c7ea5d8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Fri Nov 22 10:09:00 2019 +0000
Improved long-range depth precision, removed unnecessary LoD polygons
commit 63d1b2bb2292898d59fb4f4e502201103dfeb86f
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 20:57:46 2019 +0000
Working LoD shader
commit f13d98ee3e58f881e8b978861a67663b59ed91ec
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date: Thu Nov 21 11:03:40 2019 +0000
LoD first attempt (stack overflow issue)
2020-08-20 18:34:59 +00:00
- MSAA has been removed due to incompatibility with greedy meshing.
- Removed a saturation hack that led to colors being improperly displayed.
2020-11-08 22:13:24 +00:00
### Fixed
- Fixed a bug where leaving the Settings menu by pressing "N" in single player kept the game paused.
- Fixed a bug where the closest item would be picked up instead of a selected item.
- Fixed a bug where camera zoom in and zoom out distance didn't match.
- Fixed a bug where a nearby item would also be collected when collecting collectible blocks
2020-11-11 08:50:02 +00:00
- Fixed a bug where firing fast projectile at a downwards angle caused them to veer off at a higher angle
2020-11-14 01:16:42 +00:00
- Fixed a bug where ui scale in the login menu was not updated when changed in-game
2020-11-17 23:02:54 +00:00
- Fixed a bug which caused campfires and other stuff to duplicate
2020-11-22 00:04:31 +00:00
- Significantly improved water movement AI to stop entities getting stuck
- Prevented entities, sprites and particles being lit when not visible to the sun
2020-11-08 22:13:24 +00:00
2020-08-14 10:25:43 +00:00
## [0.7.0] - 2020-08-15
### Added
2020-07-29 13:21:12 +00:00
- Display item name over loot/dropped items
2020-07-03 20:23:24 +00:00
- Added Lottery system for loot
2020-05-19 13:41:08 +00:00
- Added context-sensitive crosshair
2020-06-25 12:09:48 +00:00
- Announce alias changes to all clients
2020-05-27 06:41:55 +00:00
- Dance animation
2020-05-26 16:55:13 +00:00
- Speech bubbles appear when nearby players talk
- NPCs call for help when attacked
2020-05-29 18:23:00 +00:00
- Eyebrows and shapes can now be selected
2020-06-25 12:09:48 +00:00
- Character name and level information to chat, social tab and `/players` command
2020-06-04 11:44:33 +00:00
- Added inventory, armour and weapon saving
2020-06-06 07:32:09 +00:00
- Show where screenshots are saved in the chat
2020-06-06 18:09:01 +00:00
- Added basic auto walk
2020-06-08 09:50:19 +00:00
- Added weapon/attack sound effects
2020-06-14 09:22:21 +00:00
- M2 attack for bow
2020-06-25 12:09:48 +00:00
- Hotbar persistence
2020-06-24 13:44:39 +00:00
- Alpha version Disclaimer
2020-06-24 15:27:18 +00:00
- Server whitelist
2020-06-25 12:09:48 +00:00
- Optional server-side maximum view distance
- MOTD on login
2020-06-06 07:32:09 +00:00
- Added group chat `/join_group` `/group`
- Added faction chat `/join_faction` `/faction`
- Added regional, local, and global chat (`/region`, `/say` , and `/world` , respectively)
- Added command shortcuts for each of the above chat modes (`/g`, `/f` , `/r` , `/s` , and `/w` , respectively and `/t` for `/tell` )
2020-07-01 09:51:06 +00:00
- Ability to wield 2 × 1h weapons and shields (Note: 1h weapons & shields are not currently avaliable, see [!1095 ](https://gitlab.com/veloren/veloren/-/merge_requests/1095 ) for more info)
2020-07-01 19:05:44 +00:00
- Zoomable Map
2020-07-03 15:40:12 +00:00
- M2 attack for hammer
2020-07-02 21:53:01 +00:00
- Spawnable training dummies
2020-07-05 05:00:15 +00:00
- New quadruped_low body for reptile-likes
- Added new animals
- Better pathfinding
2020-07-04 23:55:13 +00:00
- Bombs
2020-07-05 14:06:01 +00:00
- Training dummy items
2020-07-08 19:58:41 +00:00
- Added spin attack for axe
2020-07-09 00:04:25 +00:00
- Creature specific stats
2020-07-10 14:00:20 +00:00
- Minimap compass
2020-07-14 20:11:39 +00:00
- Initial crafting system implementation
2020-07-18 00:05:28 +00:00
- Protection stat to armor that reduces incoming damage
2020-07-23 12:10:13 +00:00
- Loading-Screen tips
2020-08-01 06:28:57 +00:00
- Feeding animation for some animals
2020-08-01 20:08:30 +00:00
- Power stat to weapons which affects weapon damage
2020-08-12 13:51:21 +00:00
- Add detection of entities under the cursor
2020-08-02 23:53:02 +00:00
- Functional group-system with exp-sharing and disabled damage to group members
2020-07-25 15:56:50 +00:00
- Some Campfire, fireball & bomb; particle, light & sound effects.
2020-08-11 14:05:34 +00:00
- Added firework recipe
2020-08-09 20:30:22 +00:00
- Added setting to change resolution
2020-08-12 13:51:21 +00:00
- Rare (unfinished) castles
- Caves with monsters and treasure
- Furniture and decals in towns
2020-08-02 23:53:02 +00:00
2020-05-15 22:50:40 +00:00
### Changed
2020-05-19 13:41:08 +00:00
- Improved camera aiming
2020-06-25 12:09:48 +00:00
- Made civsim, sites, etc. deterministic from the same seed
2020-05-27 06:41:55 +00:00
- Improved animations by adding orientation variation
2020-06-01 00:33:24 +00:00
- new tail bone for quad_small body
- slim the game size through lossless asset optimization
2020-06-06 02:37:15 +00:00
- Lanterns now stop glowing if you throw a lit one out of your inventory
2020-06-07 15:00:31 +00:00
- Fixed a crash caused by certain audio devices on OSX
2020-06-14 09:22:21 +00:00
- Bow animations now show held arrows
2020-06-14 20:23:39 +00:00
- Fixed a bug where walk/run sfx played while a character rolled/dodged
2020-06-13 04:00:41 +00:00
- Energy regen resets on last ability use instead of on wield
- Fixed unable to use ability; Secondary and ability3 (fire rod) will now automatically wield
2020-06-16 21:32:39 +00:00
- Gliding is now a toggle that can be triggered from the ground
2020-06-21 21:47:49 +00:00
- Replaced `log` with `tracing` in all crates
2020-07-04 10:30:37 +00:00
- Switch to a new network backend that will allow several improvements in the future
- Connection screen fails after 4 minutes if it can't connect to the server instead of 80 minutes
2020-08-01 06:28:57 +00:00
- Rebuilt quadruped_medium/quadruped_small animation and assets
2020-07-04 23:55:13 +00:00
- Disabled destruction of most blocks by explosions
2020-07-07 00:11:37 +00:00
- Disable damage to pets
- Made pets healable
- Rebalanced fire staff
- Animals are more effective in combat
- Pathfinding is much smoother and pets are cleverer
- Animals run/turn at different speeds
2020-07-17 00:14:34 +00:00
- Updated windowing library (winit 0.19 -> 0.22)
2020-07-26 03:06:53 +00:00
- Bow M2 is now a charged attack that scales the longer it's held
2020-08-03 02:19:05 +00:00
- Fixed window resizing on Mac OS X.
2020-08-04 23:21:42 +00:00
- Dehardcoded many item variants
2020-08-07 06:16:50 +00:00
- Tooltips avoid the mouse better and disappear when hovered
2020-08-02 23:53:02 +00:00
- Improved social window functions and visuals
2020-08-12 13:51:21 +00:00
- Changed agent behaviour to allow fleeing
- Waypoints now spawn on dungeon staircases
2020-06-16 21:32:39 +00:00
2020-05-15 22:50:40 +00:00
### Removed
2020-06-25 12:09:48 +00:00
- Wield requirement to swap loadout; fixes issue with unable swap loadout outside of combat
2020-06-24 13:44:39 +00:00
- Disclaimer wall of text on first startup
2020-06-17 13:34:58 +00:00
2020-05-15 22:50:40 +00:00
## [0.6.0] - 2020-05-16
### Added
2020-02-03 11:55:32 +00:00
- Added music system
2020-02-06 17:34:32 +00:00
- Added zoomable and rotatable minimap
- Added rotating orientation marker to main-map
2020-02-14 00:19:06 +00:00
- Added daily Mac builds
2020-05-11 20:20:28 +00:00
- Allow spawning individual pet species, not just generic body kinds
2020-01-26 19:29:46 +00:00
- Configurable fonts
2020-04-08 17:36:37 +00:00
- Configurable keybindings from the Controls menu
2020-05-11 20:20:28 +00:00
- Translation status tracking
2020-02-13 12:28:03 +00:00
- Added gamma setting
2020-02-20 10:32:03 +00:00
- Added new orc hairstyles
2020-05-11 20:20:28 +00:00
- Added SFX for wielding/unwielding weapons
2020-02-26 04:41:58 +00:00
- Fixed NPCs attacking the player forever after killing them
2020-05-11 20:20:28 +00:00
- Added SFX for collecting, dropping and using inventory items
2020-03-05 14:02:11 +00:00
- New attack animation
2020-05-11 20:20:28 +00:00
- Weapon control system
- Game pauses when in single player and pause menu
2020-02-23 02:39:18 +00:00
- Added authentication system (to play on the official server register on https://account.veloren.net)
2020-03-10 21:00:13 +00:00
- Added gamepad/controller support
2020-03-11 10:30:59 +00:00
- Added player feedback when attempting to pickup an item with a full inventory
2020-03-26 21:22:21 +00:00
- Added free look
2020-03-27 16:11:47 +00:00
- Added Italian translation
- Added Portuguese translation
2020-03-27 17:28:46 +00:00
- Added Turkish translation
2020-04-04 06:58:34 +00:00
- Added Traditional Chinese translation
2020-04-01 17:22:05 +00:00
- Complete rewrite of the combat system into a state machine
- Abilities like Dash and Triplestrike
2020-05-11 20:20:28 +00:00
- Armor can now be equipped as items
2020-04-01 17:22:05 +00:00
- Fireball explosions
- Inventory supports stacking
- Many new armors and weapons to find in chests
- Fleshed out "attack" animation into alpha, beta and spin type attacks
2020-05-11 20:20:28 +00:00
- Fleshed out range attack into charging and shooting animations for staff/bow
2020-04-01 17:22:05 +00:00
- Customized attack animation for hammers and axes
2020-05-11 20:20:28 +00:00
- Added German translation
2020-04-04 19:36:55 +00:00
- Added a silhouette for players when they are occluded
- Added transparency to the player when zooming in
2020-04-12 04:23:17 +00:00
- Made armor and hotbar slots actually function
2020-04-12 19:45:01 +00:00
- Added dragging and right-click to use functionality to inventory, armor & hotbar slots
- Added capes, lanterns, tabards, rings, helmets & necklaces as equippable armor
2020-04-23 17:16:45 +00:00
- 6 new music tracks
2020-05-11 20:20:28 +00:00
- Added basic world and civilization simulation
2020-04-23 16:14:33 +00:00
- Added overhauled towns
- Added fields, crops and scarecrows
- Added paths
- Added bridges
- Added procedural house generation
- Added lampposts
- Added NPCs that spawn in towns
- Added simple dungeons
- Added sub-voxel noise effect
- Added waypoints next to dungeons
- Made players spawn in towns
- Added non-uniform block heights
2020-04-24 02:36:19 +00:00
- Added `/sudo` command
2020-04-25 20:37:45 +00:00
- Added a Level of Detail (LoD) system for terrain sprites and entities
2020-05-11 20:20:28 +00:00
- Added owl, hyena, parrot, cockatrice, red dragon NPCs
2020-04-28 18:37:07 +00:00
- Added dungeon entrances
2020-04-30 20:43:24 +00:00
- Villagers tools and clothing
- Cultists clothing
2020-04-19 16:39:55 +00:00
- You can start the game by pressing "enter" from the character selection menu
2020-05-09 15:41:25 +00:00
- Added server-side character saving
2020-05-11 20:20:28 +00:00
- Player now starts with a lantern. Equipping/unequipping a lantern has the same effect as the `/lantern` command
2020-05-10 01:17:03 +00:00
- Added tab completion in chat for player names and chat commands
2020-05-11 20:20:28 +00:00
- Added server persistence for character stats
2020-05-14 16:56:10 +00:00
- Added a popup when setting your character's waypoint
2020-05-15 15:05:50 +00:00
- Added dungeon arenas
- Added dungeon bosses and rare boss loot
2020-05-17 19:02:59 +00:00
- Added 2 sets of armour. One Steel and one Leather.
2020-01-29 14:00:07 +00:00
### Changed
2020-02-10 09:38:45 +00:00
2020-05-07 18:39:48 +00:00
- The /give_item command can now specify the amount of items. Syntax is now `/give_item <name> [num]`
2020-02-06 17:34:32 +00:00
- Brighter / higher contrast main-map
2020-02-05 01:30:31 +00:00
- Removed highlighting of non-collectible sprites
2020-02-10 09:38:45 +00:00
- Fixed /give_exp ignoring player argument
2020-02-23 01:26:51 +00:00
- Extend run sfx to small animals to prevent sneak attacks by geese.
2020-03-09 03:32:34 +00:00
- Decreased clientside latency of ServerEvent mediated effects (e.g. projectiles, inventory operations, etc)
2020-04-01 17:22:05 +00:00
- Started changing the visual theme of the UI
- Merge of the Bag and Character-Screen
- Merge of the Map and Questlog
- Overhauled icon art
- Asset cleanup to lower client-size
- Rewrote the humanoid skeleton to be more ideal for attack animations
2020-04-06 18:35:29 +00:00
- Arrows can no longer hurt their owners
2020-04-30 20:43:24 +00:00
- Increased overall character scale
2020-05-10 01:17:03 +00:00
- `/sudo player /tp` is short for `/sudo player /tp me`
- The `/object` command can create any object in comp::object::Body
- The `/help` command takes an optional argument. `/help /sudo` will show you information about only the sudo command.
2020-04-01 17:22:05 +00:00
2020-01-29 14:00:07 +00:00
### Removed
2020-05-15 22:50:40 +00:00
## [0.5.0] - 2020-01-31
2020-01-29 14:00:07 +00:00
### Added
2019-12-29 12:28:00 +00:00
- Added new debug item
- Bows give experience by projectiles having an owner
- Allow cancelling chunk generation
- Include licence in assets
- Added dropping items
- Added initial region system implementation
- Added /giveitem command
- Strip Linux executables
- Added moon
- Added clouds
- Added tarpaulin coverage
- Added ability to jump while underwater
- Added proper SFX system
- Added changelog
2019-12-30 12:16:35 +00:00
- Added animated Map and Minimap position indicator
- Added visuals to indicate strength compared to the player
2020-01-10 00:33:38 +00:00
- Added Scrolling Combat Text (SCT) & Settings for it
- Added a Death Screen and Hurt Screen
- Added randomly selected Loading Screen background images
2020-01-19 19:28:24 +00:00
- Added options to disable clouds and to use cheaper water rendering
2020-01-20 13:40:14 +00:00
- Added client-side character saving
2020-01-17 23:43:18 +00:00
- Added a localization system to provide multi-language support
to voxygen
- Added French language for Voxygen
2020-01-22 15:49:44 +00:00
- Added rivers and lakes which follow realistic physical paths.
- Added a sophisticated erosion system for world generation which
dramatically changes the world layout.
- Added tracking of sediment vs. bedrock, which is visually reflected in the
world.
- Added map saving and loading for altitude and bedrock, with built in
versioning for forwards compatibility.
- Added a default map, which is used to speed up starting single player.
- Added a 3D renderered map, which is also used by the server to send the map
to the client.
2020-01-02 03:48:11 +00:00
- Added fullscreen and window size to settings so that they can be persisted
- Added coverage based scaling for pixel art
2020-01-26 00:22:48 +00:00
- 28 new mobs
2020-01-26 03:05:57 +00:00
- Added waypoints
- Added pathfinding to NPCs
- Overhauled NPC AI
- Pets now attack enemies and defend their owners
2020-01-29 12:01:28 +00:00
- Added collars to tame wild animals
2020-01-26 00:22:48 +00:00
2019-12-29 12:28:00 +00:00
### Changed
2020-01-20 04:08:04 +00:00
- Controls pane in settings window now shows actual configured keys
- Fixed scroll wheel and roll keys on OS X
2019-12-29 12:28:00 +00:00
- Fixed near and far view planes
- Improvements to armor names
- Animation fixes to line up with true positions
- Proper message for command permission check failure
- Improved meshing
- Improved dusk
- Improved movement and climbing
- Improved water rendering and chunk render order
- Moved computations to terrain fragment shaders
- Fixed title music
- Made rolling less violent when changing directions
2020-05-11 20:20:28 +00:00
- Fixed single player crash
2019-12-29 12:28:00 +00:00
- Improved error information in client and server
- Store items as RON files
- Updated download info in readme
- Fixed cloud performance
- Fixed region display name
- Fixed the bow fire rate
2019-12-30 12:16:35 +00:00
- Healthbars now flash on critical health
2019-12-31 08:47:00 +00:00
- Fixed ghosts when going back to character screen
2019-12-31 21:37:55 +00:00
- Fixed not being able to unmount
- Fixed non-humanoids being able to climb and glide
2020-01-10 00:33:38 +00:00
- Made shadows and lights use interpolated positions
2020-01-18 15:42:21 +00:00
- Changed "Create Character" button position
2020-01-19 19:28:24 +00:00
- Made clouds bigger, more performant and prettier
2020-01-18 04:05:26 +00:00
- Terrain meshing optimized further
2020-01-18 21:58:15 +00:00
- Tree leaves no longer color blended
2020-01-23 17:14:02 +00:00
- Actual character stats displayed in character window
2020-01-22 15:49:44 +00:00
- Made significant changes to the noise functions used for world generation.
- Improved colors during world generation.
- Significantly reduced the use of warp during world generation.
- Parallelized and otherwise sped up significant parts of world generation.
- Various performance improvements to world generation.
2020-01-25 03:06:41 +00:00
- Nametags now a fixed size and shown in a limited range
2020-01-26 00:22:48 +00:00
- Non-humanoid skeletons now utilize configs for hotloading, and skeletal attributes.
2020-01-29 03:38:45 +00:00
- Names of NPCs spawned in the wild now include their species.
2019-12-29 12:28:00 +00:00
### Removed
- Remove heaptrack as it is now deprecated
## [0.4.0] - 2019-10-10
### Added
- Added adjustable FOV slider
- Added /explosion command
- Added first person switch
2020-05-11 20:20:28 +00:00
- Added single player server settings
2019-12-29 12:28:00 +00:00
- Added admin check for commands
- Started asset reloading system
- Added SRGB conversion in shaders
- Added adminify to give temp admin privilages
### Changed
- Collision and fall damage fixes
- Switched to eventbus system
- Improved seed generation, diffusion function
- Switch to hashbrown in server/client
- Improved colors and lighting
- Replaced view distance culling with frustum culling
## [0.3.0] - 2019-08-04
### Added
- Added enemies
- Added player info to debug window
- Added server info
- Game settings persist after closing
- Added caves
- Added random NPC names
- Added tree roots, houses, basic lights
- Added XP and leveling
- Added build mode
- Character customization, multiple races
- Inventories (WIP)
- Day/night, better shaders, voxel shadows
### Changed
- Fixed attack delay
- Fixed disclaimer to show only once
- Only send physics updates for entities within view distance
- Fix for headphones and invalid device parameters
- Fixed asset names for consistancy
- Fixes animals jumping after their target no matter how far\
- Improved SFX in caves
- Better combat, movement, and animations
- Many performance optimizations
- Better world generation, more biomes
## [0.2.0] - 2019-05-28
### Added
- Hang Gliding
- Pets: Pig and Wolf. They can be spawned with /pig and /wolf commands.
- Name tags: You can finally know who is this guy with the blue shirt!
2020-05-11 20:20:28 +00:00
- single player: No need to start a server just to play alone
2019-12-29 12:28:00 +00:00
- Character customization: It isn't fully complete but still allows you to look different than others
- Music!
- Major performance improvements related to the fact that we rewrote the entire game
- 0% chance to get a deadlock
- Animations: You finally can move your limbs!
- Combat: You can finally swing your sword that has been on your back. Enemies are coming soon, but you can always fight with other players
- When a server dies the game no longer crashes - you will be just kicked to the main menu
## [0.1.0] - 2018-XX-XX
_0.1.0 was part of the legacy engine_
2021-03-20 12:07:09 +00:00
[unreleased]: https://gitlab.com/veloren/veloren/compare?from=v0.9.0& to=master
[0.9.0]: https://gitlab.com/veloren/veloren/compare?from=v0.8.0& to=v0.9.0
2020-11-28 10:25:58 +00:00
[0.8.0]: https://gitlab.com/veloren/veloren/compare?from=v0.7.0& to=v0.8.0
2020-08-14 10:25:43 +00:00
[0.7.0]: https://gitlab.com/veloren/veloren/compare?from=v0.6.0& to=v0.7.0
2020-05-15 23:18:50 +00:00
[0.6.0]: https://gitlab.com/veloren/veloren/compare?from=v0.5.0& to=v0.6.0
[0.5.0]: https://gitlab.com/veloren/veloren/compare?from=v0.4.0& to=v0.5.0
[0.4.0]: https://gitlab.com/veloren/veloren/compare?from=v0.3.0& to=v0.4.0
[0.3.0]: https://gitlab.com/veloren/veloren/compare?from=v0.2.0& to=v0.3.0
[0.2.0]: https://gitlab.com/veloren/veloren/compare?from=7d17f8b67a2a6d5aa00730f028cedc430fd5075a& to=v0.2.0
[0.1.0]: https://gitlab.com/veloren/game