Updated changelog

This commit is contained in:
Joshua Barretto 2022-05-10 12:56:24 +01:00
parent f35c98d1a1
commit 06300bc75f
6 changed files with 12 additions and 26 deletions

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@ -8,6 +8,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased]
### Added
- Waypoints saved between sessions and shared with group members.
- New rocks
- Weapon trails
@ -19,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- NPCs now have rudimentary personalities
- Added Belarusian translation
- Add FOV check for agents scanning for targets they are hostile to
- Implemented an LoD system for objects, making trees visible far beyond the view distance
### Changed

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@ -1,9 +1,4 @@
use super::{
super::{
buffer::Buffer, AaMode, GlobalsLayouts, Mesh, TerrainLayout, Texture, Vertex as VertexTrait,
},
lod_terrain, GlobalModel,
};
use super::super::{AaMode, GlobalsLayouts, Vertex as VertexTrait};
use bytemuck::{Pod, Zeroable};
use std::mem;
use vek::*;

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@ -21,7 +21,7 @@ use super::{
mesh::Mesh,
model::{DynamicModel, Model},
pipelines::{
blit, bloom, clouds, debug, figure, lod_object, postprocess, shadow, sprite, terrain, ui,
blit, bloom, clouds, debug, figure, postprocess, shadow, sprite, terrain, ui,
GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup,
},
texture::Texture,

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@ -1,8 +1,8 @@
use super::{
super::{
pipelines::{
debug, figure, lod_object, lod_terrain, shadow, sprite, terrain, ui, ColLights,
GlobalModel, GlobalsBindGroup,
debug, figure, lod_terrain, shadow, sprite, terrain, ui, ColLights, GlobalModel,
GlobalsBindGroup,
},
texture::Texture,
},

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@ -765,7 +765,7 @@ impl<'pass> FirstPassDrawer<'pass> {
}
}
pub fn draw_lod_objects<'data: 'pass>(&mut self) -> LodObjectDrawer<'_, 'pass> {
pub fn draw_lod_objects(&mut self) -> LodObjectDrawer<'_, 'pass> {
let mut render_pass = self.render_pass.scope("lod objects", self.borrow.device);
render_pass.set_pipeline(&self.pipelines.lod_object.pipeline);

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@ -4,7 +4,6 @@ use crate::{
FirstPassDrawer, Instances, LodObjectInstance, LodObjectVertex, LodTerrainVertex, Mesh,
Model, Quad, Renderer, Tri,
},
scene::GlobalModel,
settings::Settings,
};
use client::Client;
@ -44,21 +43,15 @@ impl Lod {
* water_color().into_array().into(), */
);
Self {
model: None,
data,
zone_objects: HashMap::new(),
object_data: [
(
lod::ObjectKind::Oak,
make_lod_object("oak", renderer, &data),
),
(
lod::ObjectKind::Pine,
make_lod_object("pine", renderer, &data),
),
(lod::ObjectKind::Oak, make_lod_object("oak", renderer)),
(lod::ObjectKind::Pine, make_lod_object("pine", renderer)),
]
.into_iter()
.collect(),
model: None,
data,
}
}
@ -161,11 +154,7 @@ fn create_lod_terrain_mesh(detail: u32) -> Mesh<LodTerrainVertex> {
.collect()
}
fn make_lod_object(
name: &str,
renderer: &mut Renderer,
lod_data: &LodData,
) -> Model<LodObjectVertex> {
fn make_lod_object(name: &str, renderer: &mut Renderer) -> Model<LodObjectVertex> {
let model = ObjAsset::load_expect(&format!("voxygen.lod.{}", name));
let mesh = model
.read()