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https://gitlab.com/veloren/veloren.git
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Fix window resizing on OS X.
Not really clear why this was working on any platform...
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@ -77,6 +77,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Animals run/turn at different speeds
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- Animals run/turn at different speeds
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- Updated windowing library (winit 0.19 -> 0.22)
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- Updated windowing library (winit 0.19 -> 0.22)
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- Bow M2 is now a charged attack that scales the longer it's held
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- Bow M2 is now a charged attack that scales the longer it's held
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- Fixed window resizing on Mac OS X.
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### Removed
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### Removed
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@ -1,76 +0,0 @@
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pub mod biped_large;
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pub mod bird_medium;
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pub mod bird_small;
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pub mod character;
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pub mod critter;
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pub mod dragon;
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pub mod fish_medium;
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pub mod fish_small;
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pub mod fixture;
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pub mod golem;
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pub mod object;
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pub mod quadruped_medium;
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pub mod quadruped_small;
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pub mod quadruped_low;
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use crate::render::FigureBoneData;
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use vek::*;
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#[derive(Copy, Clone, Debug)]
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pub struct Bone {
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pub offset: Vec3<f32>,
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pub ori: Quaternion<f32>,
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pub scale: Vec3<f32>,
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}
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impl Default for Bone {
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fn default() -> Self {
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Self {
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offset: Vec3::zero(),
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ori: Quaternion::identity(),
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scale: Vec3::broadcast(1.0 / 11.0),
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}
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}
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}
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impl Bone {
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pub fn compute_base_matrix(&self) -> Mat4<f32> {
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Mat4::<f32>::translation_3d(self.offset)
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* Mat4::scaling_3d(self.scale)
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* Mat4::from(self.ori)
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}
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/// Change the current bone to be more like `target`.
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fn interpolate(&mut self, target: &Bone, dt: f32) {
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// TODO: Make configurable.
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let factor = (15.0 * dt).min(1.0);
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self.offset += (target.offset - self.offset) * factor;
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self.ori = vek::Slerp::slerp(self.ori, target.ori, factor);
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self.scale += (target.scale - self.scale) * factor;
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}
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}
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pub trait Skeleton: Send + Sync + 'static {
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type Attr;
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fn bone_count(&self) -> usize { 16 }
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fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3<f32>);
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/// Change the current skeleton to be more like `target`.
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fn interpolate(&mut self, target: &Self, dt: f32);
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}
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pub trait Animation {
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type Skeleton: Skeleton;
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type Dependency;
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/// Returns a new skeleton that is generated by the animation.
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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dependency: Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &<<Self as Animation>::Skeleton as Skeleton>::Attr,
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) -> Self::Skeleton;
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}
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@ -180,6 +180,7 @@ impl PlayState for SessionState {
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}
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}
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
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// NOTE: Not strictly necessary, but useful for hotloading translation changes.
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self.voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
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self.voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
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&global_state.settings.language.selected_language,
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&global_state.settings.language.selected_language,
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));
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));
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@ -896,15 +896,20 @@ impl Window {
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match event {
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match event {
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WindowEvent::CloseRequested => self.events.push(Event::Close),
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WindowEvent::CloseRequested => self.events.push(Event::Close),
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WindowEvent::Resized(winit::dpi::PhysicalSize { width, height }) => {
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WindowEvent::Resized(physical) => {
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let (mut color_view, mut depth_view) = self.renderer.win_views_mut();
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let (mut color_view, mut depth_view) = self.renderer.win_views_mut();
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self.window.resize(physical);
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self.window.update_gfx(&mut color_view, &mut depth_view);
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self.window.update_gfx(&mut color_view, &mut depth_view);
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self.renderer.on_resize().unwrap();
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self.renderer.on_resize().unwrap();
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// TODO: update users of this event with the fact that it is now the physical
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// TODO: update users of this event with the fact that it is now the physical
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// size
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// size
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let winit::dpi::PhysicalSize { width, height } = physical;
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self.events
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self.events
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.push(Event::Resize(Vec2::new(width as u32, height as u32)));
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.push(Event::Resize(Vec2::new(width as u32, height as u32)));
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},
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},
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WindowEvent::ScaleFactorChanged { .. } => {
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// TODO: Handle properly!
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},
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WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
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WindowEvent::ReceivedCharacter(c) => self.events.push(Event::Char(c)),
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WindowEvent::MouseInput { button, state, .. } => {
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WindowEvent::MouseInput { button, state, .. } => {
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if let (true, Some(game_inputs)) =
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if let (true, Some(game_inputs)) =
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