prepare comments intendation for next toolchain

This commit is contained in:
Marcel Märtens 2024-07-08 09:54:01 +02:00
parent 9c424b98d4
commit 618492da39
30 changed files with 188 additions and 209 deletions

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@ -422,14 +422,12 @@ impl LocalizationGuard {
/// ```
///
/// 1) Because content we want is localized itself and has arguments, we
/// iterate over them and localize, recursively. Having that, we localize
/// our content.
///
/// 2) Now there is a chance that some of args have missing
/// internalization. In that case, we insert arg name as placeholder and
/// mark it as broken. Then we repeat *whole* procedure on fallback
/// language if we have it.
///
/// iterate over them and localize, recursively. Having that, we localize
/// our content.
/// 2) Now there is a chance that some of args have missing internalization.
/// In that case, we insert arg name as placeholder and mark it as
/// broken. Then we repeat *whole* procedure on fallback language if we
/// have it.
/// 3) Otherwise, return result from (1).
// NOTE: it's important that we only use one language at the time, because
// otherwise we will get partially-translated message.

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@ -3331,6 +3331,7 @@ mod tests {
/// CHANGING IT WILL BREAK 3rd PARTY APPLICATIONS (please extend) which
/// needs to be informed (or fixed)
/// - torvus: https://gitlab.com/veloren/torvus
///
/// CONTACT @Core Developer BEFORE MERGING CHANGES TO THIS TEST
fn constant_api_test() {
use common::clock::Clock;

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@ -17,9 +17,10 @@ const VELOREN_USERDATA_ENV: &str = "VELOREN_USERDATA";
/// Determines common user data directory used by veloren frontends
/// The first specified in this list is used
/// 1. The VELOREN_USERDATA environment variable
/// 2. The VELOREN_USERDATA_STRATEGY environment variable
/// 3. The CARGO_MANIFEST_DIR/userdata or CARGO_MANIFEST_DIR/../userdata
/// 1. The VELOREN_USERDATA environment variable
/// 2. The VELOREN_USERDATA_STRATEGY environment variable
/// 3. The CARGO_MANIFEST_DIR/userdata or CARGO_MANIFEST_DIR/../userdata
///
/// depending on if a workspace if being used
pub fn userdata_dir(workspace: bool, strategy: Option<&str>, manifest_dir: &str) -> PathBuf {
// 1. The VELOREN_USERDATA environment variable

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@ -45,12 +45,11 @@ impl Origin {
pub struct CpuTimeline {
/// measurements for a System
/// - The first entry will always be ParMode::Single, as when the
/// System::run is executed, we run
/// single threaded until we start a Rayon::ParIter or similar
/// System::run is executed, we run single threaded until we start a
/// Rayon::ParIter or similar
/// - The last entry will contain the end time of the System. To mark the
/// End it will always contain
/// ParMode::None, which means from that point on 0 CPU threads work in this
/// system
/// End it will always contain ParMode::None, which means from that point
/// on 0 CPU threads work in this system
measures: Vec<(Instant, ParMode)>,
}

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@ -27,6 +27,7 @@ const RUST_LOG_ENV: &str = "RUST_LOG";
/// - warn for `prometheus_hyper`, `dot_vox`, `gfx_device_gl::factory,
/// `gfx_device_gl::shade` trace for `veloren_voxygen`, info for everything
/// else
///
/// `RUST_LOG="prometheus_hyper=warn,dot_vox::parser=warn,gfx_device_gl::
/// factory=warn,gfx_device_gl::shade=warn,veloren_voxygen=trace,info"`
///

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@ -36,22 +36,22 @@ pub struct WorldMapMsg {
/// use 7 bits for water depth (using an integer f7 encoding), and we
/// will find other uses for the remaining 12 bits.
pub alt: Grid<u32>,
/// Horizon mapping. This is a variant of shadow mapping that is
/// Horizon mapping. This is a variant of shadow mapping that is
/// specifically designed for height maps; it takes advantage of their
/// regular structure (e.g. no holes) to compress all information needed
/// to decide when to cast a sharp shadow into a single nagle, the "horizon
/// angle." This is the smallest angle with the ground at which light can
/// angle." This is the smallest angle with the ground at which light can
/// pass through any occluders to reach the chunk, in some chosen
/// horizontal direction. This would not be sufficient for a more
/// horizontal direction. This would not be sufficient for a more
/// complicated 3D structure, but it works for height maps since:
///
/// 1. they have no gaps, so as soon as light can shine through it will
/// always be able to do so, and
/// always be able to do so, and
/// 2. we only care about lighting from the top, and only from the east and
/// west (since at a large scale like this we mostly just want to
/// handle variable sunlight; moonlight would present more challenges
/// but we currently have no plans to try to cast accurate shadows in
/// moonlight).
/// west (since at a large scale like this we mostly just want to handle
/// variable sunlight; moonlight would present more challenges but we
/// currently have no plans to try to cast accurate shadows in
/// moonlight).
///
/// Our chosen format is two pairs of vectors,
/// with the first pair representing west-facing light (casting shadows on
@ -67,11 +67,11 @@ pub struct WorldMapMsg {
/// * Approximate (floor) height of maximal occluder. We currently use this
/// to try to deliver some approximation of soft shadows, which isn't that
/// big a deal on the world map but is probably needed in order to ensure
/// smooth transitions between chunks in LoD view. Additionally, when we
/// smooth transitions between chunks in LoD view. Additionally, when we
/// start using the shadow information to do local lighting on the world
/// map, we'll want a quick way to test where we can go out of shadow at
/// arbitrary heights (since the player and other entities cajn find
/// themselves far from the ground at times). While this is only an
/// themselves far from the ground at times). While this is only an
/// approximation to a proper distance map, hopefully it will give us
/// something that feels reasonable enough for Veloren's style.
///
@ -80,7 +80,7 @@ pub struct WorldMapMsg {
/// Horizon mapping has a lot of advantages for height maps (simple, easy to
/// understand, doesn't require any fancy math or approximation beyond
/// precision loss), though it loses a few of them by having to store
/// distance to occluder as well. However, just storing tons
/// distance to occluder as well. However, just storing tons
/// and tons of regular shadow maps (153 for a full day cycle, stored at
/// irregular intervals) combined with clever explicit compression and
/// avoiding recording sharp local shadows (preferring retracing for
@ -89,7 +89,7 @@ pub struct WorldMapMsg {
/// want, we'd still need to store *some* extra information to create
/// soft shadows, but it would still be nice to try to drive down our
/// size as much as possible given how compressible shadows of height
/// maps seem to be in practice. Therefore, we try to take advantage of the
/// maps seem to be in practice. Therefore, we try to take advantage of the
/// way existing compression algorithms tend to work to see if we can
/// achieve significant gains without doing a lot of custom work.
///
@ -97,7 +97,7 @@ pub struct WorldMapMsg {
/// row, the horizon angles in each direction should be sequences of
/// monotonically increasing values (as chunks approach a tall
/// occluder), followed by sequences of no shadow, repeated
/// until the end of the map. Monotonic sequences and same-byte sequences
/// until the end of the map. Monotonic sequences and same-byte sequences
/// are usually easy to compress and existing algorithms are more likely
/// to be able to deal with them than jumbled data. If we were to keep
/// both directions in the same vector, off-the-shelf compression would
@ -106,7 +106,7 @@ pub struct WorldMapMsg {
/// For related reasons, rather than storing distances as in a standard
/// distance map (which would lead to monotonically *decreasing* values
/// as we approached the occluder from a given direction), we store the
/// estimated *occluder height.* The idea here is that we replace the
/// estimated *occluder height.* The idea here is that we replace the
/// monotonic sequences with constant sequences, which are extremely
/// straightforward to compress and mostly handled automatically by anything
/// that does run-length encoding (i.e. most off-the-shelf compression
@ -114,7 +114,7 @@ pub struct WorldMapMsg {
///
/// We still need to benchmark this properly, as there's no guarantee our
/// current compression algorithms will actually work well on this data
/// in practice. It's possible that some other permutation (e.g. more
/// in practice. It's possible that some other permutation (e.g. more
/// bits reserved for "distance to occluder" in exchange for an even
/// more predictible sequence) would end up compressing better than storing
/// angles, or that we don't need as much precision as we currently have

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@ -10,11 +10,13 @@ use std::{
/// - if we actually took less time than we planned: sleep and return planned
/// time
/// - if we ran behind: don't sleep and return actual time
///
/// We DON'T do any fancy averaging of the deltas for tick for 2 reasons:
/// - all Systems have to work based on `dt` and we cannot assume that this is
/// const through all ticks
/// - when we have a slow tick, a lag, it doesn't help that we have 10 fast
/// ticks directly afterwards
///
/// We return a smoothed version for display only!
pub struct Clock {
/// This is the dt that the Clock tries to archive with each call of tick.

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@ -387,13 +387,12 @@ pub fn zero_lift_drag_coefficient() -> f32 { 0.026 }
/// Does not apply to twisted, cambered or delta wings. (It still gives a
/// reasonably accurate approximation if the wing shape is not truly
/// elliptical.)
/// 1. geometric angle of attack, i.e. the pitch angle relative to
/// freestream flow
/// 2. up to around ~18°, at which point maximum lift has been achieved and
/// thereafter falls precipitously, causing a stall (this is the stall
/// angle)
/// 3. effective aoa, i.e. geometric aoa - induced aoa; assumes
/// no sideslip
/// 1. geometric angle of attack, i.e. the pitch angle relative to freestream
/// flow
/// 2. up to around ~18°, at which point maximum lift has been achieved and
/// thereafter falls precipitously, causing a stall (this is the stall
/// angle)
/// 3. effective aoa, i.e. geometric aoa - induced aoa; assumes no sideslip
// TODO: Look into handling tapered wings
fn lift_slope(aspect_ratio: f32, sweep_angle: Option<f32>) -> f32 {
// lift slope for a thin aerofoil, given by Thin Aerofoil Theory

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@ -468,8 +468,7 @@ pub struct Item {
/// slot shapes
/// - Modular components should agree with the tool kind
/// - There should be exactly one damage component and exactly one held
/// component for modular
/// weapons
/// component for modular weapons
components: Vec<Item>,
/// amount is hidden because it needs to maintain the invariant that only
/// stackable items can have > 1 amounts.

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@ -51,7 +51,7 @@ use vek::*;
/// minimize distance traveled) across the whole map, and we assume there are
/// no obstacles or slopes.
///
/// In example 1, a human is walking at the (real-time) speed of the fastest
/// In example 1, a human is walking at the (real-time) speed of the fastest
/// marathon runners (around 6 blocks / real-time s). We assume the human can
/// maintain this pace indefinitely without stopping. Then crossing the map
/// will take about:
@ -60,20 +60,20 @@ use vek::*;
/// * 1 real-time hr / 60 real-time min * 1 real-time days / 24 hr = 2^19 / 6 /
/// 60 / 60 / 24 real-time days ≌ 1 real-time day.
///
/// That's right--it will take a full day of *real* time to cross the map at
/// That's right--it will take a full day of *real* time to cross the map at
/// an apparent speed of 6 m / s. Moreover, since in-game time passes at a
/// rate of 1 in-game min / 1 in-game s, this would also take *60 days* of
/// in-game time.
///
/// Still though, this is the rate of an ordinary human. And besides that, if
/// Still though, this is the rate of an ordinary human. And besides that, if
/// we instead had a marathon runner traveling at 6 m / in-game s, it would
/// take just 1 day of in-game time for the runner to cross the map, or a mere
/// 0.4 hr of real time. To show that this rate of travel is unrealistic (and
/// perhaps make an eventual argument for a slower real-time to in-game time
/// conversion rate), our second example will consist of a high-speed train
/// running at 300 km / real-time h (the fastest real-world high speed train
/// averages under 270 k m / h, with 300 km / h as the designed top speed).
/// For a train traveling at this apparent speed (in real time), crossing the
/// averages under 270 k m / h, with 300 km / h as the designed top speed).
/// For a train traveling at this apparent speed (in real time), crossing the
/// map would take:
///
/// 2^19 blocks * 1 km / 1000 blocks * 1 real-time hr / 300 km
@ -85,15 +85,15 @@ use vek::*;
/// = 2^19 / 1000 / 300 * 60 / 24 in-game days
/// ≌ 4.37 in-game days
///
/// In other words, something faster in real-time than any existing high-speed
/// In other words, something faster in real-time than any existing high-speed
/// train would be over 4 times slower (in real-time) than our hypothetical
/// top marathon runner running at 6 m / s in in-game speed. This suggests
/// that the gap between in-game time and real-time is probably much too large
/// for most purposes; however, what it definitely shows is that even
/// extremely fast in-game transport across the world will not trivialize its
/// extremely fast in-game transport across the world will not trivialize its
/// size.
///
/// It follows that cities or towns of realistic scale, player housing,
/// It follows that cities or towns of realistic scale, player housing,
/// fields, and so on, will all fit comfortably on a map of this size, while
/// at the same time still being reachable by non-warping, in-game mechanisms
/// (such as high-speed transit). It also provides plenty of room for mounts

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@ -25,8 +25,8 @@ pub trait Typed<Context, Type, S> {
/// - For enums, we synthesize a match on the current head. For each match arm,
/// we then repeat this process on the constructor arguments; if there are no
/// constructor arguments, we synthesize a literal (Pure term). (TODO: Handle
/// > 1 tuple properly--for now we just synthesize a Pure term for these
/// cases).
/// larger than 1 tuple properly--for now we just synthesize a Pure term for
/// these cases).
///
/// - For structs, we synthesize a projection on the current head. For each
/// projection, we then repeat this process on the type of the projected

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@ -638,14 +638,12 @@ impl BParticipant {
/// on the remote, we have a timeout to also force close AR.
///
/// This fn will:
/// - 1. stop api to interact with bparticipant by closing sendmsg and
/// openstream
/// - 2. stop the send_mgr (it will take care of clearing the
/// queue and finish with a Shutdown)
/// - (3). force stop recv after 60
/// seconds
/// - (4). this fn finishes last and afterwards BParticipant
/// drops
/// 1. stop api to interact with bparticipant by closing sendmsg and
/// openstream
/// 2. stop the send_mgr (it will take care of clearing the queue and
/// finish with a Shutdown)
/// 3. force stop recv after 60 seconds
/// 4. this fn finishes last and afterwards BParticipant drops
///
/// before calling this fn, make sure `s2b_create_channel` is closed!
/// If BParticipant kills itself managers stay active till this function is

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@ -9,9 +9,10 @@
//! - 2 networks
//! - 2 participants
//! - 2 streams
//!
//! each one `linked` to their counterpart.
//! You see a cryptic use of rust `_` this is because we are testing the
//! `drop` behavior here.
//! `drop` behavior here.
//! - A `_` means this is directly dropped after the line executes, thus
//! immediately executing its `Drop` impl.
//! - A `_p1_a` e.g. means we don't use that Participant yet, but we must

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@ -108,9 +108,9 @@ type CmdResult<T> = Result<T, Content>;
/// This differs from the previous argument when using /sudo
/// * `Vec<String>` - a `Vec<String>` containing the arguments of the command
/// after the keyword.
/// * `&ChatCommand` - the command to execute with the above arguments.
/// Handler functions must parse arguments from the the given `String`
/// (`parse_args!` exists for this purpose).
/// * `&ChatCommand` - the command to execute with the above arguments --
/// Handler functions must parse arguments from the the given `String`
/// (`parse_args!` exists for this purpose).
///
/// # Returns
///

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@ -180,12 +180,11 @@ pub trait EditableSetting: Clone + Default {
/// * If e is Integrity, validation failed and the settings were not
/// updated.
/// * If e is Io, validation succeeded and the settings were updated in
/// memory, but they
/// could not be saved to storage (and a warning was logged). The reason we
/// return an error even though the operation was partially successful
/// is so we can alert the player who ran the command about the failure,
/// as they will often be an administrator who can usefully act upon that
/// information.
/// memory, but they could not be saved to storage (and a warning was
/// logged). The reason we return an error even though the operation was
/// partially successful is so we can alert the player who ran the command
/// about the failure, as they will often be an administrator who can
/// usefully act upon that information.
#[must_use]
fn edit<R>(
&mut self,

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@ -360,9 +360,8 @@ impl<'a> System<'a> for Sys {
// using eg. /reload_chunks
// TODO: code duplication for chunk insertion between here and state.rs
data.terrain.remove(key).map(|chunk| {
data.terrain.remove(key).inspect(|_| {
data.terrain_changes.removed_chunks.insert(key);
chunk
})
})
.collect::<Vec<_>>();

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@ -329,22 +329,23 @@ impl ByBlockLimiter {
/// The steps for doing this are as follows:
///
/// 1. Create a new 'raw format' type that implements [`Serialize`] and
/// `Deserialize`]. Make sure to add a version field. If in doubt, copy the last
/// raw format and increment the version number wherever it appears. Don't
/// forget to increment the version number in the `serde(deserialize_with =
/// ...}` attribute! Conventionally, these types are named `V{N}` where `{N}` is
/// the number succeeding the previous raw format type.
/// `Deserialize`]. Make sure to add a version field. If in doubt, copy the
/// last raw format and increment the version number wherever it appears.
/// Don't forget to increment the version number in the
/// `serde(deserialize_with = ...}` attribute! Conventionally, these types
/// are named `V{N}` where `{N}` is the number succeeding the previous raw
/// format type.
///
/// 2. Add an implementation of `From<{YourRawFormat}>` for `Chunk`. As before,
/// see previous versions if in doubt.
/// see previous versions if in doubt.
///
/// 3. Change the type of [`version::Current`] to your new raw format type.
///
/// 4. Add an entry for your raw format at the top of the array in
/// [`version::loaders`].
/// [`version::loaders`].
///
/// 5. Remove the `Serialize` implementation from the previous raw format type:
/// we don't need it any longer!
/// we don't need it any longer!
mod version {
use super::*;

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@ -139,15 +139,6 @@ enum DayPeriod {
Night,
}
/// Determines whether the sound is stopped, playing, or fading
#[derive(Debug, Deserialize, PartialEq)]
enum PlayState {
Playing,
Stopped,
FadingOut,
FadingIn,
}
/// Provides methods to control music playback
pub struct MusicMgr {
/// Collection of all the tracks

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@ -283,11 +283,11 @@ impl BlockEventMapper {
/// Ensures that:
/// 1. An sfx.ron entry exists for an SFX event
/// 2. The sfx has not been played since it's timeout threshold has elapsed,
/// which prevents firing every tick
/// Note that with so many blocks to choose from and different blocks being
/// selected each time, this is not perfect, but does reduce the number of
/// plays from blocks that have already emitted sfx and are stored in the
/// BlockEventMapper history.
/// which prevents firing every tick. Note that with so many blocks to
/// choose from and different blocks being selected each time, this is
/// not perfect, but does reduce the number of plays from blocks that
/// have already emitted sfx and are stored in the BlockEventMapper
/// history.
fn should_emit(
previous_state: &PreviousBlockState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,

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@ -111,7 +111,7 @@ impl CampfireEventMapper {
/// Ensures that:
/// 1. An sfx.ron entry exists for an SFX event
/// 2. The sfx has not been played since it's timeout threshold has elapsed,
/// which prevents firing every tick
/// which prevents firing every tick
fn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,

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@ -124,7 +124,7 @@ impl CombatEventMapper {
/// Ensures that:
/// 1. An sfx.ron entry exists for an SFX event
/// 2. The sfx has not been played since it's timeout threshold has elapsed,
/// which prevents firing every tick
/// which prevents firing every tick
fn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,

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@ -159,9 +159,10 @@ impl MovementEventMapper {
/// When specific entity movements are detected, the associated sound (if
/// any) needs to satisfy two conditions to be allowed to play:
/// 1. An sfx.ron entry exists for the movement (we need to know which sound
/// file(s) to play) 2. The sfx has not been played since it's timeout
/// threshold has elapsed, which prevents firing every tick. For movement,
/// threshold is not a time, but a distance.
/// file(s) to play)
/// 2. The sfx has not been played since it's timeout threshold has elapsed,
/// which prevents firing every tick. For movement, threshold is not a
/// time, but a distance.
fn should_emit(
previous_state: &PreviousEntityState,
sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,

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@ -286,7 +286,7 @@ impl AtlasAllocator for GuillotiereTiled {
tracing::trace!("Packing ratio: {}", total_area as f32 / total_used as f32);
}
let diff = (new_size - self.size()).map(|e| e.max(0));
let diff = new_size.map2(self.size(), |n, s| n.saturating_sub(s));
// NOTE: Growing only occurs in increments of TILE_SIZE so any remaining size is
// ignored. Max size is not known here so this must truncate instead of rounding
// up.

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@ -81,7 +81,7 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
///
/// This ensures that the near and far plane are not identical (or else your
/// projection would not cover any distance), and that they have the same sign
/// (or else we cannot rely on clipping to properly fix your scene). This also
/// (or else we cannot rely on clipping to properly fix your scene). This also
/// ensures that at least one of 1/n and 1/f is not 0, and by construction it
/// guarantees that neither n nor f are 0; these are required in order to make
/// sense of the definition of near and far planes, and avoid collapsing all
@ -95,71 +95,71 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
/// depth planes go from 1 to 0, meaning f = near and n = far, aka "reverse
/// depth").
///
/// This is by far the most
/// likely thing to want to change; inverted depth coordinates have *far*
/// better accuracy for DirectX / Metal / WGPU-like APIs, when using
/// floating point depth, while not being *worse* than the alternative
/// (OpenGL-like depth, or when using fixed-point / integer depth). For
/// maximum benefit, make sure you are using Depth32F, as on most platforms
/// this is the only depth buffer size where floating point can be used.
/// This is by far the most likely thing to want to change; inverted depth
/// coordinates have *far* better accuracy for DirectX / Metal / WGPU-like
/// APIs, when using floating point depth, while not being *worse* than the
/// alternative (OpenGL-like depth, or when using fixed-point / integer depth).
/// For maximum benefit, make sure you are using Depth32F, as on most
/// platforms this is the only depth buffer size where floating point can be
/// used.
///
/// It is a bit unintuitive to prove this, but it turns out that when using
/// 1 to 0 depth planes, the point where the depth buffer has its worst
/// precision is not at the far plane (as with 0 to 1 depth planes) nor at
/// It is a bit unintuitive to prove this, but it turns out that when using
/// 1 to 0 depth planes, the point where the depth buffer has its worst
/// precision is not at the far plane (as with 0 to 1 depth planes) nor at
/// the near plane, as you might expect, but exactly at far/2 (the
/// near plane setting does not affect the point of minimum accuracy at
/// all!). However, don't let this fool you into believing the point of
/// worst precision has simply been moved around--for *any* fixed Δz that is
/// the minimum amount of depth precision you want over the whole range, and
/// near plane setting does not affect the point of minimum accuracy at
/// all!). However, don't let this fool you into believing the point of
/// worst precision has simply been moved around--for *any* fixed Δz that is
/// the minimum amount of depth precision you want over the whole range, and
/// any near plane, you can set the far plane farther (generally much much
/// farther!) with reversed clip space than you can with standard clip space
/// while still getting at least that much depth precision in the worst
/// case. Nor is this a small worst-case; for many desirable near and far
/// plane combinations, more than half the visible space will have
/// farther!) with reversed clip space than you can with standard clip space
/// while still getting at least that much depth precision in the worst
/// case. Nor is this a small worst-case; for many desirable near and far
/// plane combinations, more than half the visible space will have
/// completely unusable precision under 0 to 1 depth, while having much better
/// than needed precision under 1 to 0 depth.
/// than needed precision under 1 to 0 depth.
///
/// To compute the exact (at least "roughly exact") worst-case accuracy for
/// floating point depth and a given precision target Δz, for reverse clip
/// planes (this can be computed for the non-reversed case too, but it's
/// painful and the values are horrible, so don't bother), we compute
/// To compute the exact (at least "roughly exact") worst-case accuracy for
/// floating point depth and a given precision target Δz, for reverse clip
/// planes (this can be computed for the non-reversed case too, but it's
/// painful and the values are horrible, so don't bother), we compute
/// (assuming a finite far plane--see below for details on the infinite
/// case) the change in the integer representation of the mantissa at z=n/2:
/// case) the change in the integer representation of the mantissa at z=n/2:
///
/// ```ignore
/// e = floor(ln(near/(far - near))/ln(2))
/// db/dz = 2^(2-e) / ((1 / far - 1 / near) * (far)^2)
/// ```
/// ```ignore
/// e = floor(ln(near/(far - near))/ln(2))
/// db/dz = 2^(2-e) / ((1 / far - 1 / near) * (far)^2)
/// ```
///
/// Then the maximum precision you can safely use to get a change in the
/// integer representation of the mantissa (assuming 32-bit floating points)
/// Then the maximum precision you can safely use to get a change in the
/// integer representation of the mantissa (assuming 32-bit floating points)
/// is around:
///
/// ```ignore
/// abs(2^(-23) / (db/dz)).
/// ```
/// ```ignore
/// abs(2^(-23) / (db/dz)).
/// ```
///
/// In particular, if your worst-case target accuracy over the depth range
/// is Δz, you should be okay if:
/// In particular, if your worst-case target accuracy over the depth range
/// is Δz, you should be okay if:
///
/// ```ignore
/// abs(Δz * (db/dz)) * 2^(23) ≥ 1.
/// ```
/// ```ignore
/// abs(Δz * (db/dz)) * 2^(23) ≥ 1.
/// ```
///
/// This only accounts for precision of the final floating-point value, so
/// it's possible that artifacts may be introduced elsewhere during the
/// computation that reduce precision further; the most famous example of
/// this is that OpenGL wipes out most of the precision gains by going from
/// This only accounts for precision of the final floating-point value, so
/// it's possible that artifacts may be introduced elsewhere during the
/// computation that reduce precision further; the most famous example of
/// this is that OpenGL wipes out most of the precision gains by going from
/// [-1,1] to [0,1] by letting
///
/// ```ignore
/// clip space depth = depth * 0.5 + 0.5
/// ```
/// ```ignore
/// clip space depth = depth * 0.5 + 0.5
/// ```
///
/// which results in huge precision errors by removing nearly all the
/// floating point values with the most precision (those close to 0).
/// Fortunately, most such artifacts are absent under the wgpu/DirectX/Metal
/// depth clip space model, so with any luck remaining depth errors due to
/// which results in huge precision errors by removing nearly all the
/// floating point values with the most precision (those close to 0).
/// Fortunately, most such artifacts are absent under the wgpu/DirectX/Metal
/// depth clip space model, so with any luck remaining depth errors due to
/// the perspective warp itself should be minimal.
///
/// * 0 ≠ 1/far (finite far plane). When this is false, the far plane is at
@ -170,48 +170,48 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
/// should be using reversed depth planes, and if you are then there is a
/// quite natural accuracy vs. distance tradeoff in the infinite case.
///
/// When using an infinite far plane, the worst-case accuracy is *always* at
/// infinity, and gets progressively worse as you get farther away from the
/// near plane. However, there is a second advantage that may not be
/// immediately apparent: the perspective warp becomes much simpler,
/// When using an infinite far plane, the worst-case accuracy is *always* at
/// infinity, and gets progressively worse as you get farther away from the
/// near plane. However, there is a second advantage that may not be
/// immediately apparent: the perspective warp becomes much simpler,
/// potentially removing artifacts! Specifically, in the 0 to 1 depth plane
/// case, the assigned depth value (after perspective division) becomes:
/// case, the assigned depth value (after perspective division) becomes:
///
/// ```ignore
/// depth = 1 - near/z
/// ```
/// ```ignore
/// depth = 1 - near/z
/// ```
///
/// while in the 1 to 0 depth plane case (which you should be using), the
/// equation is even simpler:
/// while in the 1 to 0 depth plane case (which you should be using), the
/// equation is even simpler:
///
/// ```ignore
/// depth = near/z
/// ```
/// ```ignore
/// depth = near/z
/// ```
///
/// In the 1 to 0 case, in particular, you can see that the depth value is
/// *linear in z in log space.* This lets us compute, for any given target
/// precision, a *very* simple worst-case upper bound on the maximum
/// absolute z value for which that precision can be achieved (the upper
/// In the 1 to 0 case, in particular, you can see that the depth value is
/// *linear in z in log space.* This lets us compute, for any given target
/// precision, a *very* simple worst-case upper bound on the maximum
/// absolute z value for which that precision can be achieved (the upper
/// bound is tight in some cases, but in others may be conservative):
///
/// ```ignore
/// db/dz ≥ 1/z
/// ```
/// ```ignore
/// db/dz ≥ 1/z
/// ```
///
/// Plugging that into our old formula, we find that we attain the required
/// precision at least in the range (again, this is for the 1 to 0 infinite
/// Plugging that into our old formula, we find that we attain the required
/// precision at least in the range (again, this is for the 1 to 0 infinite
/// case only!):
///
/// ```ignore
/// abs(z) ≤ Δz * 2^23
/// ```
/// ```ignore
/// abs(z) ≤ Δz * 2^23
/// ```
///
/// One thing you may notice is that this worst-case bound *does not depend
/// on the near plane.* This means that (within reason) you can put the near
/// plane as close as you like and still attain this bound. Of course, the
/// bound is not completely tight, but it should not be off by more than a
/// One thing you may notice is that this worst-case bound *does not depend
/// on the near plane.*This means that (within reason) you can put the near
/// plane as close as you like and still attain this bound. Of course, the
/// bound is not completely tight, but it should not be off by more than a
/// factor of 2 or so (informally proven, not made rigorous yet), so for most
/// practical purposes you can set the near plane as low as you like in this
/// practical purposes you can set the near plane as low as you like in this
/// case.
///
/// * 0 < 1/near (positive near plane--best used when moving *to* left-handed
@ -226,12 +226,12 @@ fn clamp_and_modulate(ori: Vec3<f32>) -> Vec3<f32> {
///
/// Note that there is one final, very important thing that affects possible
/// precision--the actual underlying precision of the floating point format at a
/// particular value! As your z values go up, their precision will shrink, so
/// particular value! As your z values go up, their precision will shrink, so
/// if at all possible try to shrink your z values down to the lowest range in
/// which they can be. Unfortunately, this cannot be part of the perspective
/// which they can be. Unfortunately, this cannot be part of the perspective
/// projection itself, because by the time z gets to the projection it is
/// usually too late for values to still be integers (or coarse-grained powers
/// of 2). Instead, try to scale down x, y, and z as soon as possible before
/// of 2). Instead, try to scale down x, y, and z as soon as possible before
/// submitting them to the GPU, ideally by as large as possible of a power of 2
/// that works for your use case. Not only will this improve depth precision
/// and recall, it will also help address other artifacts caused by values far

View File

@ -423,9 +423,6 @@ impl_concatenate_for_wrapper!(HumArmorFootSpec);
struct HumMainWeaponSpec(HashMap<ToolKey, ArmorVoxSpec>);
impl_concatenate_for_wrapper!(HumMainWeaponSpec);
#[derive(Deserialize)]
struct HumModularComponentSpec(HashMap<String, ModularComponentSpec>);
impl_concatenate_for_wrapper!(HumModularComponentSpec);
#[derive(Deserialize)]
struct HumArmorLanternSpec(ArmorVoxSpecMap<String, ArmorVoxSpec>);
impl_concatenate_for_wrapper!(HumArmorLanternSpec);
#[derive(Deserialize)]

View File

@ -3014,7 +3014,7 @@ struct HeartbeatScheduler {
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance etc.
/// delta time variance etc.
timers: HashMap<Duration, (f64, u8)>,
last_known_time: f64,
@ -3058,10 +3058,10 @@ impl HeartbeatScheduler {
/// returns the number of times this duration has elapsed since the last
/// tick:
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance.
/// - if it's more frequent then tick rate, it could be 1 or more.
/// - if it's less frequent then tick rate, it could be 1 or 0.
/// - if it's equal to the tick rate, it could be between 2 and 0, due to
/// delta time variance.
pub fn heartbeats(&mut self, frequency: Duration) -> u8 {
span!(_guard, "HeartbeatScheduler::heartbeats");
let last_known_time = self.last_known_time;

View File

@ -119,6 +119,7 @@ impl Interactable {
/// a) entity (if within range)
/// b) collectable
/// c) can be mined, and is a mine sprite (Air) not a weak rock.
///
/// 2) outside of targeted cam ray
/// -> closest of nearest interactable entity/block
pub(super) fn select_interactable(

View File

@ -9,13 +9,6 @@ use serde::{Deserialize, Serialize};
use server::{FileOpts, GenOpts, DEFAULT_WORLD_MAP, DEFAULT_WORLD_SEED};
use tracing::error;
#[derive(Clone, Deserialize, Serialize)]
struct World0 {
name: String,
gen_opts: Option<GenOpts>,
seed: u32,
}
pub struct SingleplayerWorld {
pub name: String,
pub gen_opts: Option<GenOpts>,

View File

@ -24,13 +24,11 @@ use vek::*;
/// To add a new spot, one must:
///
/// 1. Add a new variant to the [`Spot`] enum.
///
/// 2. Add a new entry to [`Spot::generate`] that tells the system where to
/// generate your new spot.
///
/// generate your new spot.
/// 3. Add a new arm to the `match` expression in [`Spot::apply_spots_to`] that
/// tells the generator how to generate a spot, including the base structure
/// that composes the spot and the entities that should be spawned there.
/// tells the generator how to generate a spot, including the base structure
/// that composes the spot and the entities that should be spawned there.
///
/// Only add spots with randomly spawned NPCs here. Spots that only use
/// EntitySpawner blocks can be added in assets/world/manifests/spots.ron

View File

@ -629,8 +629,8 @@ type M32 = std::simd::Mask<i32, 1>;
///
/// k = 2.244 * uplift.max() / (desired_max_height)
///
/// since this tends to produce mountains of max height desired_max_height;
/// and we set desired_max_height = 1.0 to reflect limitations of mountain
/// since this tends to produce mountains of max height desired_max_height;
/// and we set desired_max_height = 1.0 to reflect limitations of mountain
/// scale.
///
/// This algorithm does this in four steps:
@ -639,7 +639,7 @@ type M32 = std::simd::Mask<i32, 1>;
/// the list, and the highest node by altitude is last).
/// 2. Iterate through the list in *reverse.* For each node, we compute its
/// drainage area as the sum of the drainage areas of its "children" nodes
/// (i.e. the nodes with directed edges to this node). To do this
/// (i.e. the nodes with directed edges to this node). To do this
/// efficiently, we start with the "leaves" (the highest nodes), which have
/// no neighbors higher than them, hence no directed edges to them. We add
/// their area to themselves, and then to all neighbors that they flow into
@ -662,9 +662,9 @@ type M32 = std::simd::Mask<i32, 1>;
/// A[i]^m / ((p(i) - p(j)).magnitude()), and δt = 1):
///
/// h[i](t + dt) = h[i](t) + δt * (uplift[i] + flux(i) * h[j](t + δt)) / (1 +
/// flux(i) * δt).
/// flux(i) * δt).
///
/// Since we compute heights in ascending order by height, and j is downhill
/// Since we compute heights in ascending order by height, and j is downhill
/// from i, h[j] will always be the *new* h[j](t + δt), while h[i] will still
/// not have been computed yet, so we only need to visit each node once.
///
@ -677,9 +677,9 @@ type M32 = std::simd::Mask<i32, 1>;
///
/// https://github.com/fastscape-lem/fastscapelib-fortran/blob/master/src/StreamPowerLaw.f90
///
/// The approximate equation for soil production function (predicting the rate
/// The approximate equation for soil production function (predicting the rate
/// at which bedrock turns into soil, increasing the distance between the
/// basement and altitude) is taken from equation (11) from [2]. This (among
/// basement and altitude) is taken from equation (11) from [2]. This (among
/// numerous other sources) also includes at least one prediction that hillslope
/// diffusion should be nonlinear, which we sort of attempt to approximate.
///
@ -687,7 +687,7 @@ type M32 = std::simd::Mask<i32, 1>;
/// Bedrich Benes, Eric Galin, et al..
/// Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion.
/// Computer Graphics Forum, Wiley, 2016, Proc. EUROGRAPHICS 2016, 35 (2),
/// pp.165-175. ⟨10.1111/cgf.12820⟩. ⟨hal-01262376⟩
/// pp.165-175. ⟨10.1111/cgf.12820⟩. ⟨hal-01262376⟩
///
/// [2] William E. Dietrich, Dino G. Bellugi, Leonard S. Sklar,
/// Jonathan D. Stock