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Update changelog
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@ -71,6 +71,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Animals are more effective in combat
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- Pathfinding is much smoother and pets are cleverer
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- Animals run/turn at different speeds
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- Updated winit 0.19 -> 0.22
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### Removed
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6
Cargo.lock
generated
6
Cargo.lock
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@ -581,7 +581,7 @@ dependencies = [
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[[package]]
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name = "conrod_core"
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version = "0.63.0"
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source = "git+https://gitlab.com/veloren/conrod.git?branch=hide_text#92925b122dfed139169c7d7687b3ca15c0cb5a2e"
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source = "git+https://gitlab.com/veloren/conrod.git#971c7154f268ec52544634b5fde7383073b0a3b4"
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dependencies = [
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"conrod_derive",
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"copypasta",
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@ -596,7 +596,7 @@ dependencies = [
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[[package]]
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name = "conrod_derive"
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version = "0.63.0"
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source = "git+https://gitlab.com/veloren/conrod.git?branch=hide_text#92925b122dfed139169c7d7687b3ca15c0cb5a2e"
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source = "git+https://gitlab.com/veloren/conrod.git#971c7154f268ec52544634b5fde7383073b0a3b4"
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dependencies = [
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"proc-macro2 0.4.30",
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"quote 0.6.13",
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@ -606,7 +606,7 @@ dependencies = [
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[[package]]
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name = "conrod_winit"
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version = "0.63.0"
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source = "git+https://gitlab.com/veloren/conrod.git?branch=hide_text#92925b122dfed139169c7d7687b3ca15c0cb5a2e"
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source = "git+https://gitlab.com/veloren/conrod.git#971c7154f268ec52544634b5fde7383073b0a3b4"
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[[package]]
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name = "const-random"
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@ -28,8 +28,8 @@ gfx_device_gl = { version = "0.16.2", optional = true }
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old_school_gfx_glutin_ext = { git = "https://github.com/Imberflur/old-school-gfx-glutin-ext.git" }
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glutin = "0.23.0"
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winit = { version = "0.21.0", features = ["serde"] }
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conrod_core = { git = "https://gitlab.com/veloren/conrod.git", branch = "hide_text" }
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conrod_winit = { git = "https://gitlab.com/veloren/conrod.git", branch = "hide_text" }
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conrod_core = { git = "https://gitlab.com/veloren/conrod.git" }
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conrod_winit = { git = "https://gitlab.com/veloren/conrod.git" }
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euc = { git = "https://github.com/zesterer/euc.git" }
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# ECS
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@ -49,7 +49,7 @@ pub struct GlobalState {
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#[cfg(feature = "singleplayer")]
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pub singleplayer: Option<Singleplayer>,
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// TODO: redo this so that the watcher doesn't have to exist for reloading to occur
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localization_watcher: watch::ReloadIndicator,
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pub localization_watcher: watch::ReloadIndicator,
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}
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impl GlobalState {
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@ -7,19 +7,19 @@ use veloren_voxygen::{
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audio::{self, AudioFrontend},
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i18n::{self, i18n_asset_key, VoxygenLocalization},
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logging,
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menu::main::MainMenuState,
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profile::Profile,
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run,
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settings::{AudioOutput, Settings},
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window::Window,
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Direction, GlobalState, PlayState, PlayStateResult,
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GlobalState,
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};
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use common::{
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assets::{load_watched, watch},
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clock::Clock,
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};
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use std::{mem, panic};
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use tracing::{debug, error, warn};
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use std::panic;
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use tracing::{error, warn};
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fn main() {
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#[cfg(feature = "tweak")]
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@ -140,10 +140,10 @@ fn main() {
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&mut localization_watcher,
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)
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.unwrap_or_else(|error| {
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let preferred_language = &global_state.settings.language.selected_language;
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let selected_language = &settings.language.selected_language;
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warn!(
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?e,
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?preferred_language,
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?error,
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?selected_language,
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"Impossible to load language: change to the default language (English) instead.",
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);
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settings.language.selected_language = i18n::REFERENCE_LANG.to_owned();
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@ -114,20 +114,6 @@ impl PlayState for CharSelectionState {
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}
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}
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let humanoid_body = self
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.char_selection_ui
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.get_character_list()
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.and_then(|data| {
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if let Some(character) = data.get(self.char_selection_ui.selected_character) {
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match character.body {
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comp::Body::Humanoid(body) => Some(body),
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_ => None,
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}
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} else {
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None
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}
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});
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let humanoid_body = self.get_humanoid_body();
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let loadout = self.char_selection_ui.get_loadout();
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@ -15,7 +15,6 @@ use ui::{Event as MainMenuEvent, MainMenuUi};
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pub struct MainMenuState {
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main_menu_ui: MainMenuUi,
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title_music_channel: Option<usize>,
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// Used for client creation.
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client_init: Option<ClientInit>,
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}
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@ -25,7 +24,6 @@ impl MainMenuState {
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pub fn new(global_state: &mut GlobalState) -> Self {
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Self {
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main_menu_ui: MainMenuUi::new(global_state),
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title_music_channel: None,
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client_init: None,
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}
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}
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@ -209,6 +207,8 @@ impl PlayState for MainMenuState {
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MainMenuEvent::StartSingleplayer => {
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let (singleplayer, server_settings) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
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global_state.singleplayer = Some(singleplayer);
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attempt_login(
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global_state,
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"singleplayer".to_owned(),
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