diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index 077c278eec..f6ede5a697 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -20,7 +20,8 @@ float emission_strength = clamp((sin(time_of_day.x / (3600 * 24)) - 0.8) / 0.1, // Returns vec4(r, g, b, density) vec4 cloud_at(vec3 pos, float dist, out vec3 emission) { // Natural attenuation of air (air naturally attenuates light that passes through it) - // Simulate the atmosphere thinning above 3000 metres down to nothing at 5000 metres + // Simulate the atmosphere thinning as you get higher. Not physically accurate, but then + // it can't be since Veloren's world is flat, not spherical. float air = 0.00035 * clamp((10000.0 - pos.z) / 7000, 0, 1); // Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water) diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index 2c2d47bbf9..7dc8d9af1b 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -44,7 +44,8 @@ const float UNDERWATER_MIST_DIST = 100.0; const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1; -const vec3 GLOW_COLOR = vec3(1, 0.35, 0.05); +// Allowed to be > 1 due to HDR +const vec3 GLOW_COLOR = vec3(2, 1.30, 0.1); //vec3 get_sun_dir(float time_of_day) { // const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0); diff --git a/assets/voxygen/shaders/postprocess-frag.glsl b/assets/voxygen/shaders/postprocess-frag.glsl index e45d42c2d4..89ae9c1b59 100644 --- a/assets/voxygen/shaders/postprocess-frag.glsl +++ b/assets/voxygen/shaders/postprocess-frag.glsl @@ -206,7 +206,7 @@ void main() { // Tonemapping float exposure_offset = 1.0; - // Adding an in-code offset to gamma and explosure let us have more precise control over the game's look + // Adding an in-code offset to gamma and exposure let us have more precise control over the game's look float gamma_offset = 0.3; aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * (gamma_exposure.y + exposure_offset)); // gamma correction diff --git a/assets/voxygen/shaders/sprite-vert.glsl b/assets/voxygen/shaders/sprite-vert.glsl index 0d1d166307..7da031a16c 100644 --- a/assets/voxygen/shaders/sprite-vert.glsl +++ b/assets/voxygen/shaders/sprite-vert.glsl @@ -142,6 +142,8 @@ void main() { // f_pos = v_pos + (model_offs - focus_off.xyz); f_pos = (inst_mat * vec4(v_pos_, 1.0)).xyz * SCALE + inst_offs; + + // Terrain 'pop-in' effect f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); // f_pos = (inst_mat * v_pos_) * SCALE + sprite_pos; diff --git a/assets/voxygen/shaders/terrain-vert.glsl b/assets/voxygen/shaders/terrain-vert.glsl index 3f318ca007..821b380d94 100644 --- a/assets/voxygen/shaders/terrain-vert.glsl +++ b/assets/voxygen/shaders/terrain-vert.glsl @@ -75,6 +75,8 @@ void main() { f_pos = f_chunk_pos + model_offs - focus_off.xyz; f_load_time = load_time; + + // Terrain 'pop-in' effect f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); diff --git a/common/src/loadout_builder.rs b/common/src/loadout_builder.rs index cc4e90599c..74588d3630 100644 --- a/common/src/loadout_builder.rs +++ b/common/src/loadout_builder.rs @@ -27,6 +27,7 @@ use rand::Rng; /// .build(); /// ``` +#[derive(Copy, Clone)] pub enum LoadoutConfig { Guard, Cultist, diff --git a/common/src/terrain/block.rs b/common/src/terrain/block.rs index 7ad952a280..06729941f1 100644 --- a/common/src/terrain/block.rs +++ b/common/src/terrain/block.rs @@ -181,6 +181,9 @@ impl Block { .unwrap_or(true) } + /// Can this block be exploded? If so, what 'power' is required to do so? + /// Note that we don't really define what 'power' is. Consider the units + /// arbitrary and only important when compared to one-another. #[inline] pub fn explode_power(&self) -> Option { match self.kind() { diff --git a/server/src/cmd.rs b/server/src/cmd.rs index a15ef44b66..10d6cb6e45 100644 --- a/server/src/cmd.rs +++ b/server/src/cmd.rs @@ -434,7 +434,7 @@ fn handle_time( Ok(n) => n, Err(_) => match NaiveTime::parse_from_str(n, "%H:%M") { Ok(time) => time.num_seconds_from_midnight() as f64, - // Accept `u12345`, seconds since midnight day 0` + // Accept `u12345`, seconds since midnight day 0 Err(_) => match n .get(1..) .filter(|_| n.chars().next() == Some('u'))