Merge branch 'zesterer/small-fixes' into 'master'

Small improvements

See merge request veloren/veloren!2488
This commit is contained in:
Joshua Barretto 2021-06-21 20:49:41 +00:00
commit 42daef59e4
11 changed files with 141 additions and 58 deletions

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@ -8,21 +8,27 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased] ## [Unreleased]
### Added ### Added
- Added a skill tree for mining, which gains xp from mining ores and gems. - Added a skill tree for mining, which gains xp from mining ores and gems.
- Added debug line info to release builds, enhancing the usefulness of panic backtraces - Added debug line info to release builds, enhancing the usefulness of panic backtraces
- NPCs and animals can now make sounds in response to certain events - NPCs and animals can now make sounds in response to certain events
- Players can press H to greet others - Players can press H to greet others
- Ability to toggle chat visibility
### Changed ### Changed
- Entity-entity pushback is no longer applied in forced movement states like rolling and leaping. - Entity-entity pushback is no longer applied in forced movement states like rolling and leaping.
- Updated audio library (rodio 0.13 -> 0.14). - Updated audio library (rodio 0.13 -> 0.14).
- Improve entity-terrain physics performance by reducing the number of voxel lookups. - Improve entity-terrain physics performance by reducing the number of voxel lookups.
- Clay Golem uses shockwave only after specific fraction of health and other difficulty adjustments. - Clay Golem uses shockwave only after specific fraction of health and other difficulty adjustments.
- Made strafing slightly slower
### Removed ### Removed
- Enemies no more spawn in dungeon boss room - Enemies no more spawn in dungeon boss room
### Fixed ### Fixed
- Crafting Stations aren't exploadable anymore - Crafting Stations aren't exploadable anymore
- Cases where no audio output could be produced before. - Cases where no audio output could be produced before.
- Significantly improved the performance of playing sound effects - Significantly improved the performance of playing sound effects

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@ -11,6 +11,7 @@
"hud.settings.help_window": "Help Window", "hud.settings.help_window": "Help Window",
"hud.settings.debug_info": "Debug Info", "hud.settings.debug_info": "Debug Info",
"hud.settings.show_hitboxes": "Show hitboxes", "hud.settings.show_hitboxes": "Show hitboxes",
"hud.settings.show_chat": "Show chat",
"hud.settings.tips_on_startup": "Tips-On-Startup", "hud.settings.tips_on_startup": "Tips-On-Startup",
"hud.settings.ui_scale": "UI-Scale", "hud.settings.ui_scale": "UI-Scale",
"hud.settings.relative_scaling": "Relative Scaling", "hud.settings.relative_scaling": "Relative Scaling",

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@ -173,7 +173,7 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
float light_distance = sqrt(distance_2); float light_distance = sqrt(distance_2);
vec3 light_dir = -difference / light_distance; // normalize(-difference); vec3 light_dir = -difference / light_distance; // normalize(-difference);
// light_dir = faceforward(light_dir, wnorm, light_dir); // light_dir = faceforward(light_dir, wnorm, light_dir);
bool is_direct = dot(-light_dir, wnorm) > 0.0; bool is_direct = dot(difference, wnorm) > 0.0;
// reflected_light += color * (distance_2 == 0.0 ? vec3(1.0) : light_reflection_factor(wnorm, cam_to_frag, light_dir, k_d, k_s, alpha)); // reflected_light += color * (distance_2 == 0.0 ? vec3(1.0) : light_reflection_factor(wnorm, cam_to_frag, light_dir, k_d, k_s, alpha));
vec3 direct_light_dir = is_direct ? light_dir : -light_dir; vec3 direct_light_dir = is_direct ? light_dir : -light_dir;
// vec3 direct_norm_dir = is_direct ? wnorm : -wnorm; // vec3 direct_norm_dir = is_direct ? wnorm : -wnorm;

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@ -54,7 +54,11 @@ const vec3 GLOW_COLOR = vec3(0.89, 0.95, 0.52);
// Calculate glow from static light sources, + some noise for flickering. // Calculate glow from static light sources, + some noise for flickering.
// TODO: Optionally disable the flickering for performance? // TODO: Optionally disable the flickering for performance?
vec3 glow_light(vec3 pos) { vec3 glow_light(vec3 pos) {
return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 1.0); #if (SHADOW_MODE <= SHADOW_MODE_NONE)
return GLOW_COLOR;
#else
return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 1.0);
#endif
} }
//vec3 get_sun_dir(float time_of_day) { //vec3 get_sun_dir(float time_of_day) {
@ -420,7 +424,7 @@ vec3 get_sky_light(vec3 dir, float time_of_day, bool with_stars) {
// Add white dots for stars. Note these flicker and jump due to FXAA // Add white dots for stars. Note these flicker and jump due to FXAA
float star = 0.0; float star = 0.0;
if (with_stars) { if (with_stars) {
vec3 star_dir = normalize(sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y); vec3 star_dir = sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y;
star = is_star_at(star_dir); star = is_star_at(star_dir);
} }
@ -485,7 +489,13 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
pow(max(-sun_dir.z, 0.0), 0.5) pow(max(-sun_dir.z, 0.0), 0.5)
); );
vec3 sun_halo = sun_halo_color * 25 * pow(max(dot(dir, -sun_dir), 0), 20.0); float sun_halo_power = 20.0;
#if (CLOUD_MODE == CLOUD_MODE_NONE)
sun_halo_power = 1000.0;
sun_halo_color *= 0.1;
#endif
vec3 sun_halo = sun_halo_color * 25 * pow(max(dot(dir, -sun_dir), 0), sun_halo_power);
vec3 sun_surf = vec3(0); vec3 sun_surf = vec3(0);
if (with_features) { if (with_features) {
float angle = 0.00035; float angle = 0.00035;
@ -498,7 +508,14 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 250; const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 250;
vec3 moon_halo_color = MOON_HALO_COLOR; vec3 moon_halo_color = MOON_HALO_COLOR;
vec3 moon_halo = moon_halo_color * pow(max(dot(dir, -moon_dir), 0), 100.0);
float moon_halo_power = 20.0;
#if (CLOUD_MODE == CLOUD_MODE_NONE)
moon_halo_power = 2500.0;
moon_halo_color *= 0.1;
#endif
vec3 moon_halo = moon_halo_color * pow(max(dot(dir, -moon_dir), 0), moon_halo_power);
vec3 moon_surf = vec3(0); vec3 moon_surf = vec3(0);
if (with_features) { if (with_features) {
float angle = 0.00035; float angle = 0.00035;

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@ -215,6 +215,20 @@ pub struct Controller {
} }
impl ControllerInputs { impl ControllerInputs {
/// Sanitize inputs to avoid clients sending bad data.
pub fn sanitize(&mut self) {
self.move_dir = if self.move_dir.map(|e| e.is_finite()).reduce_and() {
self.move_dir / self.move_dir.magnitude().max(1.0)
} else {
Vec2::zero()
};
self.move_z = if self.move_z.is_finite() {
self.move_z.clamped(-1.0, 1.0)
} else {
0.0
};
}
/// Updates Controller inputs with new version received from the client /// Updates Controller inputs with new version received from the client
pub fn update_with_new(&mut self, new: Self) { pub fn update_with_new(&mut self, new: Self) {
self.climb = new.climb; self.climb = new.climb;

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@ -216,6 +216,10 @@ impl Body {
} }
pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) } pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }
/// Returns how well a body can move backwards while strafing (0.0 = not at
/// all, 1.0 = same as forward)
pub fn reverse_move_factor(&self) -> f32 { 0.5 }
} }
/// Handles updating `Components` to move player based on state of `JoinData` /// Handles updating `Components` to move player based on state of `JoinData`
@ -257,6 +261,19 @@ fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
* accel * accel
* if data.body.can_strafe() { * if data.body.can_strafe() {
data.inputs.move_dir data.inputs.move_dir
* if is_strafing(data, update) {
Lerp::lerp(
Vec2::from(update.ori)
.try_normalized()
.unwrap_or_else(Vec2::zero)
.dot(data.inputs.move_dir)
.max(0.0),
1.0,
data.body.reverse_move_factor(),
)
} else {
1.0
}
} else { } else {
let fw = Vec2::from(update.ori); let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0) fw * data.inputs.move_dir.dot(fw).max(0.0)
@ -307,11 +324,7 @@ pub fn handle_forced_movement(data: &JoinData, update: &mut StateUpdate, movemen
} }
pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, efficiency: f32) { pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
// TODO: Don't always check `character.is_aimed()`, allow the frontend to if let Some(dir) = (is_strafing(data, update) || update.character.is_attack())
// control whether the player strafes during an aimed `CharacterState`.
let strafe_aim =
(update.character.is_aimed() || update.should_strafe) && data.body.can_strafe();
if let Some(dir) = (strafe_aim || update.character.is_attack())
.then(|| data.inputs.look_dir.to_horizontal().unwrap_or_default()) .then(|| data.inputs.look_dir.to_horizontal().unwrap_or_default())
.or_else(|| Dir::from_unnormalized(data.inputs.move_dir.into())) .or_else(|| Dir::from_unnormalized(data.inputs.move_dir.into()))
{ {
@ -712,6 +725,12 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
} }
} }
pub fn is_strafing(data: &JoinData, update: &StateUpdate) -> bool {
// TODO: Don't always check `character.is_aimed()`, allow the frontend to
// control whether the player strafes during an aimed `CharacterState`.
(update.character.is_aimed() || update.should_strafe) && data.body.can_strafe()
}
pub fn unwrap_tool_data<'a>(data: &'a JoinData, equip_slot: EquipSlot) -> Option<&'a Tool> { pub fn unwrap_tool_data<'a>(data: &'a JoinData, equip_slot: EquipSlot) -> Option<&'a Tool> {
if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(equip_slot).map(|i| i.kind()) { if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(&tool) Some(&tool)

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@ -37,16 +37,8 @@ impl<'a> System<'a> for Sys {
let mut server_emitter = read_data.server_bus.emitter(); let mut server_emitter = read_data.server_bus.emitter();
for (entity, controller) in (&read_data.entities, &mut controllers).join() { for (entity, controller) in (&read_data.entities, &mut controllers).join() {
let mut inputs = &mut controller.inputs; // Sanitize inputs to avoid clients sending bad data
controller.inputs.sanitize();
// Update `inputs.move_dir`.
inputs.move_dir = if inputs.move_dir.magnitude_squared() > 1.0 {
// Cap move_dir to 1
inputs.move_dir.normalized()
} else {
inputs.move_dir
};
inputs.move_z = inputs.move_z.clamped(-1.0, 1.0);
// Process other controller events // Process other controller events
for event in controller.events.drain(..) { for event in controller.events.drain(..) {

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@ -2706,43 +2706,45 @@ impl Hud {
.retain(|m| !matches!(m.chat_type, comp::ChatType::Npc(_, _))); .retain(|m| !matches!(m.chat_type, comp::ChatType::Npc(_, _)));
// Chat box // Chat box
for event in Chat::new( if global_state.settings.interface.toggle_chat {
&mut self.new_messages, for event in Chat::new(
&client, &mut self.new_messages,
global_state, &client,
self.pulse, global_state,
&self.imgs, self.pulse,
&self.fonts, &self.imgs,
i18n, &self.fonts,
) i18n,
.and_then(self.force_chat_input.take(), |c, input| c.input(input)) )
.and_then(self.tab_complete.take(), |c, input| { .and_then(self.force_chat_input.take(), |c, input| c.input(input))
c.prepare_tab_completion(input) .and_then(self.tab_complete.take(), |c, input| {
}) c.prepare_tab_completion(input)
.and_then(self.force_chat_cursor.take(), |c, pos| c.cursor_pos(pos)) })
.set(self.ids.chat, ui_widgets) .and_then(self.force_chat_cursor.take(), |c, pos| c.cursor_pos(pos))
{ .set(self.ids.chat, ui_widgets)
match event { {
chat::Event::TabCompletionStart(input) => { match event {
self.tab_complete = Some(input); chat::Event::TabCompletionStart(input) => {
}, self.tab_complete = Some(input);
chat::Event::SendMessage(message) => { },
events.push(Event::SendMessage(message)); chat::Event::SendMessage(message) => {
}, events.push(Event::SendMessage(message));
chat::Event::SendCommand(name, args) => { },
events.push(Event::SendCommand(name, args)); chat::Event::SendCommand(name, args) => {
}, events.push(Event::SendCommand(name, args));
chat::Event::Focus(focus_id) => { },
self.to_focus = Some(Some(focus_id)); chat::Event::Focus(focus_id) => {
}, self.to_focus = Some(Some(focus_id));
chat::Event::ChangeChatTab(tab) => { },
events.push(Event::SettingsChange(ChatChange::ChangeChatTab(tab).into())); chat::Event::ChangeChatTab(tab) => {
}, events.push(Event::SettingsChange(ChatChange::ChangeChatTab(tab).into()));
chat::Event::ShowChatTabSettings(tab) => { },
self.show.chat_tab_settings_index = Some(tab); chat::Event::ShowChatTabSettings(tab) => {
self.show.settings_tab = SettingsTab::Chat; self.show.chat_tab_settings_index = Some(tab);
self.show.settings(true); self.show.settings_tab = SettingsTab::Chat;
}, self.show.settings(true);
},
}
} }
} }

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@ -38,6 +38,8 @@ widget_ids! {
debug_button_label, debug_button_label,
hitboxes_button, hitboxes_button,
hitboxes_button_label, hitboxes_button_label,
chat_button,
chat_button_label,
ch_title, ch_title,
ch_transp_slider, ch_transp_slider,
ch_transp_value, ch_transp_value,
@ -266,9 +268,33 @@ impl<'a> Widget for Interface<'a> {
.color(TEXT_COLOR) .color(TEXT_COLOR)
.set(state.ids.hitboxes_button_label, ui); .set(state.ids.hitboxes_button_label, ui);
// Chat
let show_chat = ToggleButton::new(
self.global_state.settings.interface.toggle_chat,
self.imgs.checkbox,
self.imgs.checkbox_checked,
)
.w_h(18.0, 18.0)
.down_from(state.ids.hitboxes_button, 8.0)
.hover_images(self.imgs.checkbox_mo, self.imgs.checkbox_checked_mo)
.press_images(self.imgs.checkbox_press, self.imgs.checkbox_checked)
.set(state.ids.chat_button, ui);
if self.global_state.settings.interface.toggle_chat != show_chat {
events.push(ToggleChat(show_chat));
}
Text::new(&self.localized_strings.get("hud.settings.show_chat"))
.right_from(state.ids.chat_button, 10.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.graphics_for(state.ids.chat_button)
.color(TEXT_COLOR)
.set(state.ids.chat_button_label, ui);
// Ui Scale // Ui Scale
Text::new(&self.localized_strings.get("hud.settings.ui_scale")) Text::new(&self.localized_strings.get("hud.settings.ui_scale"))
.down_from(state.ids.hitboxes_button, 20.0) .down_from(state.ids.chat_button, 20.0)
.font_size(self.fonts.cyri.scale(18)) .font_size(self.fonts.cyri.scale(18))
.font_id(self.fonts.cyri.conrod_id) .font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR) .color(TEXT_COLOR)

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@ -97,6 +97,7 @@ pub enum Interface {
ToggleHelp(bool), ToggleHelp(bool),
ToggleDebug(bool), ToggleDebug(bool),
ToggleHitboxes(bool), ToggleHitboxes(bool),
ToggleChat(bool),
ToggleTips(bool), ToggleTips(bool),
CrosshairTransp(f32), CrosshairTransp(f32),
@ -450,6 +451,9 @@ impl SettingsChange {
Interface::ToggleHitboxes(toggle_hitboxes) => { Interface::ToggleHitboxes(toggle_hitboxes) => {
settings.interface.toggle_hitboxes = toggle_hitboxes; settings.interface.toggle_hitboxes = toggle_hitboxes;
}, },
Interface::ToggleChat(toggle_chat) => {
settings.interface.toggle_chat = toggle_chat;
},
Interface::ToggleTips(loading_tips) => { Interface::ToggleTips(loading_tips) => {
settings.interface.loading_tips = loading_tips; settings.interface.loading_tips = loading_tips;
}, },

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@ -11,6 +11,7 @@ use vek::*;
pub struct InterfaceSettings { pub struct InterfaceSettings {
pub toggle_debug: bool, pub toggle_debug: bool,
pub toggle_hitboxes: bool, pub toggle_hitboxes: bool,
pub toggle_chat: bool,
pub sct: bool, pub sct: bool,
pub sct_player_batch: bool, pub sct_player_batch: bool,
pub sct_damage_batch: bool, pub sct_damage_batch: bool,
@ -46,6 +47,7 @@ impl Default for InterfaceSettings {
Self { Self {
toggle_debug: false, toggle_debug: false,
toggle_hitboxes: false, toggle_hitboxes: false,
toggle_chat: true,
sct: true, sct: true,
sct_player_batch: false, sct_player_batch: false,
sct_damage_batch: false, sct_damage_batch: false,