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https://gitlab.com/veloren/veloren.git
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Merge branch 'zesterer/balancing' into 'master'
Fixed various balance/UX complaints See merge request veloren/veloren!3928
This commit is contained in:
commit
d110cf55f9
@ -6,7 +6,7 @@ ItemDef(
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hands: Two,
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stats: (
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equip_time_secs: 0.01,
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power: 1.0,
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power: 0.5,
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effect_power: 1.0,
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speed: 1.0,
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crit_chance: 0.1,
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@ -18,4 +18,4 @@ ItemDef(
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quality: Epic,
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tags: [],
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ability_spec: Some(Custom("Antlion")),
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)
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)
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@ -7,15 +7,15 @@
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Meats
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(0.125, Item("common.items.food.meat.bird_large_raw")),
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(0.5, Item("common.items.food.meat.beast_large_raw")),
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(2.0, Item("common.items.food.meat.bird_raw")),
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(2.0, Item("common.items.food.meat.fish_raw")),
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(2.0, Item("common.items.food.meat.tough_raw")),
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(4.0, Item("common.items.food.meat.beast_small_raw")),
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(0.1, Item("common.items.food.meat.bird_large_raw")),
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(0.35, Item("common.items.food.meat.beast_large_raw")),
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(0.65, Item("common.items.food.meat.bird_raw")),
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(0.65, Item("common.items.food.meat.fish_raw")),
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(0.65, Item("common.items.food.meat.tough_raw")),
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(1.5, Item("common.items.food.meat.beast_small_raw")),
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// Gatherables
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(0.25, Item("common.items.food.coconut")),
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(0.5, Item("common.items.food.cheese")),
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(0.75, Item("common.items.food.cheese")),
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(1.0, Item("common.items.food.apple")),
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(2.0, Item("common.items.food.carrot")),
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(2.0, Item("common.items.food.lettuce")),
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@ -2,13 +2,13 @@
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loot_tables: [
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// balance the loot tables against each other (higher= more common= smaller price)
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// Non-craftable weapons
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(192.0, true, "common.loot_tables.weapons.starter"),
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(80.0, true, "common.loot_tables.weapons.starter"),
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(0.075, false, "common.loot_tables.weapons.cultist"),
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(0.075, false, "common.loot_tables.weapons.cave"),
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(0.04, false, "common.loot_tables.weapons.legendary"),
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// Non-craftable Armor
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(640, true, "common.loot_tables.armor.cloth"),
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(15.0, true, "common.loot_tables.armor.cloth"),
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(6.0, true, "common.loot_tables.armor.twigs"),
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(6.0, true, "common.loot_tables.armor.twigsflowers"),
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(6.0, true, "common.loot_tables.armor.twigsleaves"),
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@ -18,10 +18,10 @@
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(4.0, Item("common.items.crafting_ing.stones")),
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// Ores
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(0.5, Item("common.items.mineral.ore.velorite")),
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(0.6, Item("common.items.mineral.ore.veloritefrag")),
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(2.5, Item("common.items.mineral.ore.copper")),
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(2.5, Item("common.items.mineral.ore.tin")),
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(0.3, Item("common.items.mineral.ore.velorite")),
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(0.4, Item("common.items.mineral.ore.veloritefrag")),
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(1.5, Item("common.items.mineral.ore.copper")),
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(1.5, Item("common.items.mineral.ore.tin")),
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// Logs
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(5.0, Item("common.items.log.wood")),
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@ -50,13 +50,13 @@
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// Gatherables
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(0.1, Item("common.items.crafting_ing.seashells")),
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(9.0, Item("common.items.crafting_ing.honey")),
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(5.0, Item("common.items.flowers.moonbell")),
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(1.0, Item("common.items.crafting_ing.cotton_boll")),
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(4.0, Item("common.items.crafting_ing.honey")),
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(4.0, Item("common.items.flowers.moonbell")),
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(3.0, Item("common.items.crafting_ing.cotton_boll")),
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(1.0, Item("common.items.flowers.pyrebloom")),
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(3.0, Item("common.items.crafting_ing.twigs")),
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(4.0, Item("common.items.crafting_ing.cactus")),
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(4.0, Item("common.items.flowers.red")),
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(3.5, Item("common.items.crafting_ing.twigs")),
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(3.0, Item("common.items.crafting_ing.cactus")),
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(2.0, Item("common.items.flowers.red")),
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(4.0, Item("common.items.flowers.wild_flax")),
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(9.0, Item("common.items.flowers.sunflower")),
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(8.0, Item("common.items.flowers.sunflower")),
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]
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@ -198,12 +198,15 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
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/* is_direct = true; */
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float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/);
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// directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light : vec3(0.0);
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// Non-physically emulate ambient light nearby
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float ambiance = mix(0.05, 0.5, (dot(wnorm, direct_light_dir) + 1.0) * 0.5) * strength;
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#ifdef FIGURE_SHADER
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// Non-physical hack. Subtle, but allows lanterns to glow nicely
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// TODO: Make lanterns use glowing cells instead
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ambiance += 0.1 / distance_2;
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float ambiance = 0.0;
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#ifndef EXPERIMENTAL_PHOTOREALISTIC
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// Non-physically emulate ambient light nearby
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ambiance = mix(0.05, 0.5, (dot(wnorm, direct_light_dir) + 1.0) * 0.5) * strength;
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#ifdef FIGURE_SHADER
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// Non-physical hack. Subtle, but allows lanterns to glow nicely
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// TODO: Make lanterns use glowing cells instead
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ambiance += 0.1 / distance_2;
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#endif
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#endif
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directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light : vec3(0.0)) + ambiance * color;
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// directed_light += (is_direct ? 1.0 : LIGHT_AMBIANCE) * max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light;// : vec3(0.0);
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@ -46,7 +46,7 @@ const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2);
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// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths.
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//
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// See https://en.wikipedia.org/wiki/Diffuse_sky_radiation
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const vec3 MU_SCATTER = vec3(0.05, 0.10, 0.23) * 1.5;
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const vec3 MU_SCATTER = vec3(0.05, 0.10, 0.23);
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const float SUN_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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const float MOON_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8;
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@ -316,9 +316,14 @@ vec3 lightning_at(vec3 wpos) {
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// cam_attenuation is the total light attenuation due to the substance for beams between the point and the camera.
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// surface_alt is the altitude of the attenuating surface.
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float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, vec3 norm, vec3 dir, vec3 wpos, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, out vec3 emitted_light, out vec3 reflected_light) {
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const float MIN_SHADOW = 0.15;
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const vec3 SUN_AMBIANCE = MU_SCATTER;//0.23;/* / 1.8*/;// 0.1 / 3.0;
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const vec3 MOON_AMBIANCE = MU_SCATTER;//0.23;//0.1;
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#ifdef EXPERIMENTAL_PHOTOREALISTIC
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const vec3 MOON_AMBIANCE = MU_SCATTER;
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#else
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// Boost moon ambiance, because we don't properly compensate for pupil dilation (which should occur *before* HDR,
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// not in the end user's eye). Also, real nights are too dark to be fun.
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const vec3 MOON_AMBIANCE = vec3(0.15, 0.25, 0.23) * 5;
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#endif
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/* vec3 sun_dir = sun_info.dir;
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vec3 moon_dir = moon_info.dir; */
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@ -522,4 +522,7 @@ pub enum ExperimentalShader {
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/// Make the UI uses nearest neighbor filtering for scaling images instead
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/// of trying to filter based on the coverage of the sampled pixels.
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UiNearestScaling,
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/// Prefer using physically-based values for various rendering parameters,
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/// where possible.
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Photorealistic,
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}
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@ -117,7 +117,7 @@ impl GraphicsSettings {
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shadow: ShadowMode::Cheap,
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rain_occlusion: ShadowMapMode { resolution: 0.25 },
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bloom: BloomMode::Off,
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 0.65 },
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..self.render_mode
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},
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@ -146,7 +146,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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uniform_blur: false,
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 0.85 },
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..self.render_mode
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},
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@ -175,7 +175,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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uniform_blur: true,
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 1.0 },
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..self.render_mode
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},
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@ -204,7 +204,7 @@ impl GraphicsSettings {
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factor: BloomFactor::Medium,
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uniform_blur: true,
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}),
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point_glow: 0.35,
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point_glow: 0.2,
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upscale_mode: UpscaleMode { factor: 1.25 },
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..self.render_mode
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},
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