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Updated changelog
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@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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## [Unreleased]
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### Added
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### Added
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- Waypoints saved between sessions and shared with group members.
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- Waypoints saved between sessions and shared with group members.
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- New rocks
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- New rocks
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- Weapon trails
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- Weapon trails
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@ -19,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- NPCs now have rudimentary personalities
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- NPCs now have rudimentary personalities
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- Added Belarusian translation
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- Added Belarusian translation
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- Add FOV check for agents scanning for targets they are hostile to
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- Add FOV check for agents scanning for targets they are hostile to
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- Implemented an LoD system for objects, making trees visible far beyond the view distance
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### Changed
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### Changed
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@ -1,9 +1,4 @@
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use super::{
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use super::super::{AaMode, GlobalsLayouts, Vertex as VertexTrait};
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super::{
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buffer::Buffer, AaMode, GlobalsLayouts, Mesh, TerrainLayout, Texture, Vertex as VertexTrait,
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},
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lod_terrain, GlobalModel,
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};
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use std::mem;
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use vek::*;
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use vek::*;
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@ -21,7 +21,7 @@ use super::{
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mesh::Mesh,
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mesh::Mesh,
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model::{DynamicModel, Model},
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model::{DynamicModel, Model},
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pipelines::{
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pipelines::{
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blit, bloom, clouds, debug, figure, lod_object, postprocess, shadow, sprite, terrain, ui,
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blit, bloom, clouds, debug, figure, postprocess, shadow, sprite, terrain, ui,
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GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup,
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GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup,
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},
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},
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texture::Texture,
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texture::Texture,
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@ -1,8 +1,8 @@
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use super::{
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use super::{
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super::{
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super::{
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pipelines::{
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pipelines::{
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debug, figure, lod_object, lod_terrain, shadow, sprite, terrain, ui, ColLights,
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debug, figure, lod_terrain, shadow, sprite, terrain, ui, ColLights, GlobalModel,
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GlobalModel, GlobalsBindGroup,
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GlobalsBindGroup,
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},
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},
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texture::Texture,
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texture::Texture,
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},
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},
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@ -765,7 +765,7 @@ impl<'pass> FirstPassDrawer<'pass> {
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}
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}
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}
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}
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pub fn draw_lod_objects<'data: 'pass>(&mut self) -> LodObjectDrawer<'_, 'pass> {
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pub fn draw_lod_objects(&mut self) -> LodObjectDrawer<'_, 'pass> {
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let mut render_pass = self.render_pass.scope("lod objects", self.borrow.device);
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let mut render_pass = self.render_pass.scope("lod objects", self.borrow.device);
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render_pass.set_pipeline(&self.pipelines.lod_object.pipeline);
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render_pass.set_pipeline(&self.pipelines.lod_object.pipeline);
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@ -4,7 +4,6 @@ use crate::{
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FirstPassDrawer, Instances, LodObjectInstance, LodObjectVertex, LodTerrainVertex, Mesh,
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FirstPassDrawer, Instances, LodObjectInstance, LodObjectVertex, LodTerrainVertex, Mesh,
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Model, Quad, Renderer, Tri,
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Model, Quad, Renderer, Tri,
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},
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},
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scene::GlobalModel,
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settings::Settings,
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settings::Settings,
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};
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};
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use client::Client;
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use client::Client;
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@ -44,21 +43,15 @@ impl Lod {
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* water_color().into_array().into(), */
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* water_color().into_array().into(), */
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);
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);
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Self {
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Self {
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model: None,
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data,
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zone_objects: HashMap::new(),
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zone_objects: HashMap::new(),
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object_data: [
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object_data: [
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(
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(lod::ObjectKind::Oak, make_lod_object("oak", renderer)),
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lod::ObjectKind::Oak,
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(lod::ObjectKind::Pine, make_lod_object("pine", renderer)),
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make_lod_object("oak", renderer, &data),
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),
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(
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lod::ObjectKind::Pine,
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make_lod_object("pine", renderer, &data),
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),
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]
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]
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.into_iter()
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.into_iter()
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.collect(),
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.collect(),
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model: None,
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data,
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}
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}
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}
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}
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@ -161,11 +154,7 @@ fn create_lod_terrain_mesh(detail: u32) -> Mesh<LodTerrainVertex> {
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.collect()
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.collect()
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}
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}
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fn make_lod_object(
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fn make_lod_object(name: &str, renderer: &mut Renderer) -> Model<LodObjectVertex> {
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name: &str,
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renderer: &mut Renderer,
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lod_data: &LodData,
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) -> Model<LodObjectVertex> {
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let model = ObjAsset::load_expect(&format!("voxygen.lod.{}", name));
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let model = ObjAsset::load_expect(&format!("voxygen.lod.{}", name));
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let mesh = model
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let mesh = model
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.read()
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.read()
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