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https://gitlab.com/veloren/veloren.git
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pipeline fix
Former-commit-id: 5de7ef7070f1d978206a4e303058411627fac138
This commit is contained in:
parent
1bc03efa90
commit
98380df9b2
@ -62,27 +62,25 @@ pub enum Weapon {
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Shoulder {
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DefaultShoulder
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DefaultShoulder,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Draw {
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DefaultDraw
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DefaultDraw,
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}
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use Belt::*;
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use Chest::*;
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use Draw::*;
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use Foot::*;
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use Gender::*;
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use Hand::*;
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use Head::*;
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use Pants::*;
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use Race::*;
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use Weapon::*;
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use Shoulder::*;
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use Draw::*;
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use Weapon::*;
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const ALL_RACES: [Race; 6] = [Danari, Dwarf, Elf, Human, Orc, Undead];
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const ALL_GENDERS: [Gender; 3] = [Female, Male, Unspecified];
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@ -96,8 +94,6 @@ const ALL_WEAPONS: [Weapon; 7] = [Daggers, SwordShield, Sword, Axe, Hammer, Bow,
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const ALL_SHOULDERS: [Shoulder; 1] = [DefaultShoulder];
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const ALL_DRAW: [Draw; 1] = [DefaultDraw];
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub struct Character {
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pub race: Race,
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@ -111,7 +107,6 @@ pub struct Character {
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pub weapon: Weapon,
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pub shoulder: Shoulder,
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pub draw: Draw,
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}
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impl Character {
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@ -128,7 +123,6 @@ impl Character {
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weapon: *thread_rng().choose(&ALL_WEAPONS).unwrap(),
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shoulder: *thread_rng().choose(&ALL_SHOULDERS).unwrap(),
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draw: *thread_rng().choose(&ALL_DRAW).unwrap(),
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}
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}
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}
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@ -58,11 +58,11 @@ impl Animation for IdleAnimation {
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next.shorts.offset = Vec3::new(5.5, 0.0, 2.0 + waveultra_slow * 0.3);
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(
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-6.0,
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-2.0 + waveultracos_slow * 0.15,
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11.5 + waveultra_slow * 0.5,
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-6.0,
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-2.0 + waveultracos_slow * 0.15,
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11.5 + waveultra_slow * 0.5,
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);
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next.l_hand.ori = Quaternion::rotation_x(0.0 + waveultra_slow * 0.06);
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@ -82,7 +82,7 @@ impl Animation for IdleAnimation {
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next.r_foot.offset = Vec3::new(4.1, -0.1, 8.0);
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next.r_foot.ori = Quaternion::identity();
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next.r_foot.scale = Vec3::one();
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-5.0, -6.0, 18.0);
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next.weapon.ori = Quaternion::rotation_y(2.5);
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@ -26,8 +26,8 @@ impl Animation for JumpAnimation {
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let wavetest = (wave.cbrt());
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let fuzzwave = (anim_time as f32 * 12.0).sin();
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let wavecos = (anim_time as f32 * 14.0).cos();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let wave_stop = (anim_time as f32 * 4.5).min(PI / 2.0).sin();
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let wave_stopalt = (anim_time as f32 * 5.0).min(PI / 2.0).sin();
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let wave_slowtest = (anim_time as f32).min(PI / 2.0).sin();
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let wavecos_slow = (anim_time as f32 * 8.0 + PI).cos();
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@ -29,7 +29,6 @@ pub struct CharacterSkeleton {
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r_shoulder: Bone,
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torso: Bone,
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draw: Bone,
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}
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impl CharacterSkeleton {
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@ -48,7 +47,6 @@ impl CharacterSkeleton {
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r_shoulder: Bone::default(),
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torso: Bone::default(),
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draw: Bone::default(),
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}
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}
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}
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@ -90,10 +88,7 @@ impl Skeleton for CharacterSkeleton {
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self.weapon.interpolate(&target.weapon);
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self.l_shoulder.interpolate(&target.l_shoulder);
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self.r_shoulder.interpolate(&target.r_shoulder);
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self.torso.interpolate(&target.torso);
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self.torso.interpolate(&target.torso);
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self.draw.interpolate(&target.draw);
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}
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}
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@ -79,9 +79,6 @@ impl Animation for RunAnimation {
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next.draw.ori = Quaternion::rotation_y(-0.2);
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next.draw.scale = Vec3::one();
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next
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}
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}
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@ -14,7 +14,7 @@ use common::{
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assets,
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comp::{
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self,
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character::{Belt, Character, Chest, Foot, Hand, Head, Pants, Weapon, Shoulder, Draw},
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character::{Belt, Character, Chest, Draw, Foot, Hand, Head, Pants, Shoulder, Weapon},
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},
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figure::Segment,
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msg,
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@ -205,18 +205,17 @@ impl FigureModelCache {
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Vec3::new(2.5, 0.0, 0.0),
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)
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}
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// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
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// Self::load_mesh(
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// match draw {
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// //Draw::DefaultDraw => "sword.vox",
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//
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// },
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// Vec3::new(0.0, 0.0, -2.0)
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//
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//
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// )
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// }
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// fn load_draw(draw: Draw) -> Mesh<FigurePipeline> {
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// Self::load_mesh(
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// match draw {
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// //Draw::DefaultDraw => "sword.vox",
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//
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// },
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// Vec3::new(0.0, 0.0, -2.0)
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//
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//
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// )
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// }
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}
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pub struct FigureMgr {
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