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https://gitlab.com/veloren/veloren.git
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asset
missing fix
This commit is contained in:
parent
69710cde5c
commit
688f917308
@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Show where screenshots are saved to in the chat
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- Added basic auto walk
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- Added weapon/attack sound effects
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- M2 attack for bow
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### Changed
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@ -30,6 +31,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- slim the game size through lossless asset optimization
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- Lanterns now stop glowing if you throw a lit one out of your inventory
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- Fixed a crash caused by certain audio devices on OSX
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- Bow animations now show held arrows
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### Removed
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BIN
assets/voxygen/element/icons/bow_m2.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/icons/bow_m2.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -221,7 +221,8 @@ impl Tool {
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range: 3.0,
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max_angle: 60.0,
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}],
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Bow(_) => vec![BasicRanged {
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Bow(_) => vec![
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BasicRanged {
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energy_cost: 0,
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holdable: true,
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prepare_duration: Duration::from_millis(100),
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@ -231,7 +232,7 @@ impl Tool {
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hit_entity: vec![
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projectile::Effect::Damage(HealthChange {
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// TODO: This should not be fixed (?)
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amount: -5,
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amount: -3,
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cause: HealthSource::Projectile { owner: None },
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}),
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projectile::Effect::Knockback(10.0),
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@ -243,8 +244,33 @@ impl Tool {
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},
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projectile_body: Body::Object(object::Body::Arrow),
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projectile_light: None,
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projectile_gravity: Some(Gravity(0.1)),
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}],
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projectile_gravity: Some(Gravity(0.2)),
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},
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BasicRanged {
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energy_cost: 350,
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holdable: true,
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prepare_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(700),
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projectile: Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![
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projectile::Effect::Damage(HealthChange {
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// TODO: This should not be fixed (?)
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amount: -9,
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cause: HealthSource::Projectile { owner: None },
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}),
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projectile::Effect::Knockback(15.0),
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projectile::Effect::RewardEnergy(50),
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projectile::Effect::Vanish,
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],
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time_left: Duration::from_secs(15),
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owner: None,
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},
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projectile_body: Body::Object(object::Body::Arrow),
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projectile_light: None,
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projectile_gravity: Some(Gravity(0.05)),
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},
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],
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Dagger(_) => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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@ -264,7 +290,7 @@ impl Tool {
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},
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BasicRanged {
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energy_cost: 0,
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holdable: false,
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holdable: true,
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prepare_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(200),
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projectile: Projectile {
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@ -291,7 +317,7 @@ impl Tool {
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},
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BasicRanged {
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energy_cost: 400,
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holdable: false,
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holdable: true,
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prepare_duration: Duration::from_millis(800),
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recover_duration: Duration::from_millis(50),
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projectile: Projectile {
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@ -64,8 +64,8 @@ impl Animation for ChargeAnimation {
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} * 1.3;
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next.head.offset = Vec3::new(
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0.0 + stop * -2.0,
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-2.0 + stop * 2.5 + skeleton_attr.head.0,
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stop * -2.0,
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-3.5 + stop * 2.5 + skeleton_attr.head.0,
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skeleton_attr.head.1,
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);
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next.head.ori =
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@ -107,25 +107,31 @@ impl Animation for ChargeAnimation {
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -4.0 + stop * -1.0, 0.0);
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next.l_hand.offset = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
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next.r_hand.offset = Vec3::new(4.9, 1.0, -5.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(3.0, 2.0, -13.0);
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next.main.offset = Vec3::new(3.0, -1.0, -14.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.control.offset = Vec3::new(-9.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
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next.hold.offset = Vec3::new(0.4, -0.3, -5.8);
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next.hold.ori = Quaternion::rotation_x(-1.6)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.offset = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
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next.control.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(stop * -0.5)
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* Quaternion::rotation_z(stop * -0.9);
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* Quaternion::rotation_y(stop * -0.4)
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* Quaternion::rotation_z(stop * -0.6);
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next.control.scale = Vec3::one();
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},
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_ => {},
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@ -20,7 +20,6 @@ impl Animation for EquipAnimation {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let short = (((5.0)
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@ -125,12 +124,12 @@ impl Animation for EquipAnimation {
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next.main.scale = Vec3::one();
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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0, -4.0, -1.0);
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next.l_hand.offset = Vec3::new(2.0, 1.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
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next.r_hand.offset = Vec3::new(5.9, 4.5, -5.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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@ -196,7 +195,7 @@ impl Animation for EquipAnimation {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.head.0,
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-1.0 + skeleton_attr.head.1 + short * 0.2,
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skeleton_attr.head.1 + short * 0.2,
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);
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next.head.ori =
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Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y);
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@ -221,7 +220,7 @@ impl Animation for EquipAnimation {
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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}
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next
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}
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@ -65,7 +65,7 @@ impl CharacterSkeleton {
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impl Skeleton for CharacterSkeleton {
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type Attr = SkeletonAttr;
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fn bone_count(&self) -> usize { 15 }
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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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let chest_mat = self.chest.compute_base_matrix();
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@ -107,7 +107,11 @@ impl Skeleton for CharacterSkeleton {
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),
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FigureBoneData::new(lantern_final_mat),
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FigureBoneData::new(
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torso_mat * chest_mat * l_hand_mat * self.hold.compute_base_matrix(),
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torso_mat
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* chest_mat
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* control_mat
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* l_hand_mat
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* self.hold.compute_base_matrix(),
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),
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],
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(lantern_final_mat * Vec4::new(0.0, 0.0, 0.0, 1.0)).xyz(),
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@ -236,7 +240,7 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
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(Danari, Female) => (0.5, 13.5),
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},
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chest: match (body.species, body.body_type) {
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(_, _) => (0.0, 7.0),
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(_, _) => (0.0, 8.0),
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},
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belt: match (body.species, body.body_type) {
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(_, _) => (0.0, -2.0),
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@ -251,7 +255,7 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
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(_, _) => (7.0, -0.25, 0.5),
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},
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foot: match (body.species, body.body_type) {
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(_, _) => (3.4, 0.5, 1.0),
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(_, _) => (3.4, 0.5, 2.0),
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},
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shoulder: match (body.species, body.body_type) {
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(_, _) => (5.0, 0.0, 5.0),
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@ -21,7 +21,6 @@ impl Animation for ShootAnimation {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let foot = (((5.0)
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/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
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.sqrt())
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@ -81,12 +80,12 @@ impl Animation for ShootAnimation {
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Bow(_)) => {
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next.l_hand.offset = Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 7.0, -1.0 + exp * 6.0);
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next.l_hand.offset = Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
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next.l_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6 + exp * 0.8)
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* Quaternion::rotation_z(-0.3 + exp * 0.9);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
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next.r_hand.offset = Vec3::new(4.9, 3.0, -4.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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@ -168,6 +167,12 @@ impl Animation for ShootAnimation {
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Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
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next.lantern.scale = Vec3::one() * 0.65;
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next.hold.offset = Vec3::new(17.4, -24.8, -10.5);
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next.hold.ori = Quaternion::rotation_x(-1.6)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.hold.scale = Vec3::one() * 0.0;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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@ -124,7 +124,7 @@ impl Animation for StandAnimation {
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next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
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next.lantern.scale = Vec3::one() * 0.65;
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next.torso.offset = Vec3::new(0.0, -0.1, 0.1) * skeleton_attr.scaler;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -76,14 +76,14 @@ impl Animation for WieldAnimation {
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next.l_foot.offset = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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-2.0 + skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.l_foot.ori = Quaternion::rotation_x(u_slowalt * 0.035 - 0.2);
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next.r_foot.offset = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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2.0 + skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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next.r_foot.ori = Quaternion::rotation_x(u_slow * 0.035);
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@ -200,7 +200,7 @@ impl Animation for WieldAnimation {
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.offset = Vec3::new(4.0, 4.5, -5.0);
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next.r_hand.offset = Vec3::new(5.9, 4.5, -5.0);
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next.r_hand.ori = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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@ -210,6 +210,12 @@ impl Animation for WieldAnimation {
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* Quaternion::rotation_y(0.3)
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* Quaternion::rotation_z(-0.6);
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next.hold.offset = Vec3::new(1.2, -1.0, -5.2);
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next.hold.ori = Quaternion::rotation_x(-1.7)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-0.1);
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next.hold.scale = Vec3::one() * 1.0;
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori =
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Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
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@ -59,7 +59,6 @@ image_ids! {
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<VoxelPixArtGraphic>
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// Skill Icons
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bow_m2: "voxygen.element.icons.bow_m2",
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// Icons
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flower: "voxygen.element.icons.item_flower",
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@ -142,7 +141,7 @@ image_ids! {
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twohaxe_m1: "voxygen.element.icons.2haxe_m1",
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twohaxe_m2: "voxygen.element.icons.2haxe_m2",
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bow_m1: "voxygen.element.icons.bow_m1",
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//bow_m2: "voxygen.element.icons.bow_m2",
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bow_m2: "voxygen.element.icons.bow_m2",
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staff_m1: "voxygen.element.icons.staff_m1",
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staff_m2: "voxygen.element.icons.staff_m2",
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flyingrod_m1: "voxygen.element.icons.debug_wand_m1",
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@ -693,7 +693,7 @@ impl<'a> Widget for Skillbar<'a> {
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ToolKind::Sword(_) => self.imgs.charge,
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ToolKind::Hammer(_) => self.imgs.nothing,
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ToolKind::Axe(_) => self.imgs.nothing,
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ToolKind::Bow(_) => self.imgs.nothing,
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ToolKind::Bow(_) => self.imgs.bow_m2,
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ToolKind::Staff(StaffKind::Sceptre) => self.imgs.heal_0,
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ToolKind::Staff(_) => self.imgs.staff_m2,
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ToolKind::Debug(DebugKind::Boost) => self.imgs.flyingrod_m2,
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@ -706,6 +706,7 @@ impl<'a> Widget for Skillbar<'a> {
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match self.loadout.active_item.as_ref().map(|i| &i.item.kind) {
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Some(ItemKind::Tool(Tool { kind, .. })) => match kind {
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ToolKind::Staff(_) => 30.0 * scale,
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ToolKind::Bow(_) => 30.0 * scale,
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_ => 38.0 * scale,
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},
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_ => 38.0 * scale,
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@ -715,6 +716,7 @@ impl<'a> Widget for Skillbar<'a> {
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match self.loadout.active_item.as_ref().map(|i| &i.item.kind) {
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Some(ItemKind::Tool(Tool { kind, .. })) => match kind {
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ToolKind::Staff(_) => 30.0 * scale,
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ToolKind::Bow(_) => 30.0 * scale,
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_ => 38.0 * scale,
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},
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_ => 38.0 * scale,
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@ -184,7 +184,7 @@ impl<Skel: Skeleton> FigureModelCache<Skel> {
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},
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None,
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Some(humanoid_armor_lantern_spec.mesh_lantern(&body, loadout, generate_mesh)),
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None,
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Some(mesh_hold(generate_mesh)),
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]
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},
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Body::QuadrupedSmall(body) => {
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@ -964,6 +964,16 @@ pub fn mesh_glider(
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)
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}
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pub fn mesh_hold(
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generate_mesh: impl FnOnce(&Segment, Vec3<f32>) -> Mesh<FigurePipeline>,
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) -> Mesh<FigurePipeline> {
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load_mesh(
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"weapon.projectile.simple-arrow",
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Vec3::new(-0.5, -6.0, -1.5),
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generate_mesh,
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)
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}
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/////////
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#[derive(Serialize, Deserialize)]
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pub struct QuadrupedSmallCentralSpec(HashMap<(QSSpecies, QSBodyType), SidedQSCentralVoxSpec>);
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|
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