Imbris
5cdce0635d
WIP gpu timer thing (not for squashing!)
2021-05-30 11:49:40 -04:00
Imbris
40d420e868
Update wgpu to fix segfault
2021-05-30 11:49:40 -04:00
Imbris
d79e9cf40a
Fix char select shadows by clearing shadow textures
2021-05-30 11:49:40 -04:00
Imbris
e2469152a3
Add setting for the PresentMode
2021-05-30 11:49:40 -04:00
Imbris
f307037a50
fix nametag depth culling as well as a tweak to maybe make the main menu not flicker on intel iGPU
2021-05-30 11:49:40 -04:00
Imbris
65a864f45b
Fix lod alt texture filtering
2021-05-30 11:49:40 -04:00
Imbris
4f30534ea1
Resolve validation errors with trying to use unsupported filtering modes
2021-05-30 11:49:40 -04:00
Joshua Barretto
d247379953
Corrected shadow cull mode
2021-05-30 11:49:40 -04:00
Imbris
5e0f26ab30
Update to latest wgpu git (around 0.7), temporarily disable shader validation due to naga bug, rebase fixes!!
2021-05-30 11:49:40 -04:00
Imbris
72e6fe89df
Remove wgpu patch/update wgpu, rebase fixes, remove use of deprecated
...
vek functions for left, right, up, down, forward_rh, forward_lh
2021-05-30 11:49:40 -04:00
Imbris
855101d72a
Comment out secondary backends
2021-05-30 11:49:40 -04:00
Imbris
693fca4cc3
Avoid extra set_pipeline calls
2021-05-30 11:49:40 -04:00
Imbris
863ed7fb80
Properly rebind shadow textures when they are changed
2021-05-30 11:49:40 -04:00
Joshua Yanovski
057ba79b57
Inverse depth planes.
...
Also added a function that has extensive details about what the
projection options mean, and set our near plane much closer (0.25 to
0.0625) and far plane much farther (100000.25 to 524288.0625). In the
future we may completely remove the far plane (opting for an infinite
one) and may possibly improve accuracy elsewhere using analysis of other
floating point values.
2021-05-30 11:49:40 -04:00
Joshua Yanovski
1a1eb0d932
Fix point shadows.
2021-05-30 11:49:40 -04:00
Joshua Yanovski
579fdad97e
Fix directed shadows, mostly.
2021-05-30 11:49:40 -04:00
Joshua Yanovski
e974ebfebd
More frustration with shadows.
2021-05-30 11:49:40 -04:00
Joshua Yanovski
ffa8f29732
Various fixes for shadows.
2021-05-30 11:49:40 -04:00
Capucho
bbbe4ea368
Fix the shadow drawing code
...
Very poorly optimized
2021-05-30 11:49:40 -04:00
Capucho
4941736cec
Re enable the skybox rendering in char select
2021-05-30 11:49:40 -04:00
Capucho
39217b7f84
Fix the buffer slicing in the submodel
...
Fixes the void figures
2021-05-30 11:49:40 -04:00
Capucho
b3985422b1
Re enable sprite rendering
2021-05-30 11:49:40 -04:00
Capucho
0394a9afce
Reenable non-player figure drawing
2021-05-30 11:49:40 -04:00
Imbris
95cc5da1e4
Draw water
2021-05-30 11:49:40 -04:00
Imbris
2534e65d0e
Fix clouds
2021-05-30 11:49:40 -04:00
Imbris
ec0f4db3d9
Somewhat fix lod, prevent particles spamming new buffers when disabled
2021-05-30 11:49:40 -04:00
Imbris
362a14d749
No cube spam
2021-05-30 11:49:40 -04:00
Imbris
9aad14e06e
Start lod, update wgpu to fix viewport count validation error
2021-05-30 11:49:40 -04:00
Imbris
9da50b3f4d
Add skybox
2021-05-30 11:49:40 -04:00
Capucho
b486048d0c
Fix wrong color format in col light
2021-05-30 11:49:40 -04:00
Capucho
d6062dc854
Reenable terrain rendering
...
Refractor col lights
2021-05-30 11:49:40 -04:00
Capucho
cd60e70664
Fix the orientation of the rendering
...
Reenable the rendering of the player
2021-05-30 11:49:40 -04:00
Capucho
5f1e6b1e36
Pass format to particle pipeline
2021-05-30 11:49:40 -04:00
Capucho
f6300a6378
Renable the figure and terrain drawing code (not working yet)
2021-05-30 11:49:40 -04:00
Imbris
3039bae635
Fix culling of postprocess/cloud triangles
2021-05-30 11:49:40 -04:00
Imbris
0b9e1fdf6c
Particles compiles and runs (no visuals yet)
2021-05-30 11:49:40 -04:00
Capucho
b4df7e63e8
Remove the depth buffer from the Third drawer
2021-05-30 11:49:40 -04:00
Capucho
2856f2971b
Shader fixes
2021-05-30 11:49:40 -04:00
Capucho
d1222daa76
Update dependencies
2021-05-30 11:49:40 -04:00
Imbris
a6e8a47ada
Almost make clouds/postproccess run
2021-05-30 11:49:40 -04:00
Imbris
05bda00431
Render the UIs
2021-05-30 11:49:40 -04:00
Imbris
47a476d63e
Add generic Bound<T> type for grouping consts/other bindable things with bind groups
2021-05-30 11:49:40 -04:00
Imbris
617ae80d02
Render Ui
2021-05-30 11:49:40 -04:00
Imbris
9f399f9076
Color!
2021-05-30 11:49:40 -04:00
Imbris
2d418f3d69
fixed validation errors when creating pipelines
2021-05-30 11:49:40 -04:00
Imbris
f67fce54fe
No crash on startup
2021-05-30 11:49:40 -04:00
Imbris
3b9e89c085
Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
2021-05-30 11:49:40 -04:00
Imbris
c8be3d20f9
Improve shader errors by showing shader file name, reduce repetitive shader construction code
2021-05-30 11:49:40 -04:00
Imbris
fd0a9f67c9
migrate cloud pipeline, migrate iced renderer, rebase fixes
2021-05-30 11:49:40 -04:00
Imbris
08b787e049
Make compile through various changes, update wgpu to latest git
2021-05-30 11:49:40 -04:00
Capucho
3502699732
More fixes
2021-05-30 11:49:40 -04:00
Capucho
05d97e2f2f
Switched from zerocopy to bytemuck
...
Fixing errors
2021-05-30 11:49:40 -04:00
Capucho
7e3971949d
Made the layouts more compact
2021-05-30 11:49:40 -04:00
Capucho
8045b98867
Finished porting all pipelines
2021-05-30 11:49:40 -04:00
Capucho
5336fb9255
Began porting pipeline creation
2021-05-30 11:49:39 -04:00
Capucho
63e4579d70
ported all pipelines
2021-05-30 11:49:39 -04:00
Capucho
a8981aef67
Ported most of the textures and models related methods
2021-05-30 11:49:39 -04:00
Capucho
0a5ef49d05
Started the report of wgpu
2021-05-30 11:49:39 -04:00
Avi Weinstock
d6442dbd3b
Change the ChargedRanged zoom distance from 0.0 to 2.0, and add a delay after the mouse click before the zoom starts (i.e. hold to zoom, spam click will not zoom).
2021-05-26 11:51:29 -04:00
Avi Weinstock
7a97fbb5cf
Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards.
2021-05-26 09:34:08 -04:00
Avi Weinstock
4d7828ec94
Make the camera zoom as the bow (or any ChargedRanged attack) is charging.
2021-05-26 09:34:07 -04:00
Justin Shipsey
d7c7f6bf5d
Merge branch 'sam/rework-bow' into 'master'
...
Bow Rework
See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
jshipsey
ae43102a5b
anim
2021-05-26 00:04:15 -04:00
hqurve
854930bc1a
Item pickups are shown in separate window and "inventory-full" messages are shown above the item attempted to be picked up
2021-05-22 20:47:08 +00:00
Sam
1014ac45bf
Made new skills for reworked bow.
...
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Sam
3f16d15bbb
Reworked bow
2021-05-22 12:33:20 -05:00
Samuel Keiffer
a0599ac046
Merge branch 'sam/extra-equip-slots' into 'master'
...
Added Extra Loadout Slots
See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
Marcel
ee93803f4a
Merge branch 'lboklin/auto-glide' into 'master'
...
Implement auto-glide
See merge request veloren/veloren!2321
2021-05-21 09:02:59 +00:00
Ludvig Böklin
eacc49a961
Prevent auto-glide from pitching too high up
2021-05-20 17:20:49 +02:00
Ludvig Böklin
270f89db6b
Disable glider input until keys are pressed again after deploy
2021-05-20 12:13:59 +02:00
Ludvig Böklin
fe186fb44d
Code quality
2021-05-20 10:46:39 +02:00
Ludvig Böklin
8da59bb8e8
Implement auto-glide
2021-05-20 09:27:41 +02:00
Joshua Yanovski
d87225d908
Various improvements to chunk load latency.
...
Firstly, most importantly, improves the heuristic used for deciding
which chunks to mesh (which matters more even at low view distances
with meshing being so expensive now, but has an even more obvious
improvement at large view distances). Essentially, instead of always
prioritizing whatever chunk was fetched earliest from the server,
instead we prioritize chunks *closest* to the player first, then chunk
order.
This greatly improves the apparent latency for things like
picking up a sprite, as well as cases where the player moves out of the
loaded range but (due to slow loading from the server or a large VD
range) there are many remaining chunks left to be meshed still within
the VD but nowhere near the player. By properly priotizing chunks near
the player, we minimize the time / likelihood of a player being on or
very near an unmeshed chunk, and make high VDs and faster travel
speeds more viable.
We make a few other minor improvements as well:
Avoid duplicate meshing of neighbors when first inserting chunks, if
they are already in the todo list and the chunk being inserted was not
directly modified.
Also avoid remeshing neighbors if only a solid block's color changed,
which could sometimes be useful for non-sprite modifications (for
example flame-induced changes to non-destructible terrain color).
2021-05-18 17:10:29 -07:00
Joshua Yanovski
978b7232db
Make meshing work properly for rapid changes.
...
The previous fix accidentally caused meshing to not perform an update if
a chunk was already actively meshing; this change fixes this behavior to
go back to the old behavior. It also fixes a subtle bug where sprites
would be using old lighting if a chunk was being actively meshed on the
same tick that a sprite change happened (this should only affect things
in a handful of circumstances and could be avoided if, e.g., only color
was changing, but this can be addressed better at another time).
2021-05-18 12:43:38 -07:00
hqurve
6974ab9199
Added swap_equipped_weapons icon and resized inactive weapons
2021-05-17 15:35:27 -04:00
Joshua Yanovski
3679cb75bc
Revert "Merge branch 'xMAC94x/quic_enablement' into 'master'"
...
This reverts commit 04d8ddf25e
, reversing
changes made to 9dcf7a9d26
.
2021-05-17 08:32:12 -07:00
Marcel
04d8ddf25e
Merge branch 'xMAC94x/quic_enablement' into 'master'
...
Add a configuration Option to opt-in Quic backend
See merge request veloren/veloren!2268
2021-05-17 12:02:55 +00:00
Sam
93b5e674f6
Fixed comments and some functionality.
2021-05-16 21:35:17 -05:00
Ben Wallis
fcf4ab7619
main/offhand weapon swap check refactor
2021-05-16 21:07:36 -05:00
hqurve
a4384b81c7
Add offhand weapons to bag ui
2021-05-16 20:43:19 -04:00
Sam
6b153bcf47
Enforced certain invariants in how an item was equipped into the loadout:
...
- a 2h weapon can only be equipped in a mainhand slot if the offhand slot is empty
- a 1h weapon can only be equipped in an offhand slot if the mainhand slot has a 1h weapon
- 2h weapons can never be equipped in an offhand slot
Fixed some tests
2021-05-15 15:16:38 -05:00
Sam
9173dca03f
Added equip slots for other weapons.
2021-05-15 15:16:37 -05:00
Marcel
7d5ca0e7bf
Revert "Merge branch 'snowram/hacky-mount' into 'master'"
...
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Marcel
7fe0db2261
Merge branch 'snowram/hacky-mount' into 'master'
...
Allow for collars to make QuadMed npcs mountable
See merge request veloren/veloren!2219
2021-05-14 12:27:19 +00:00
hqurve
95a6e35a3a
Added chat tabs
2021-05-14 12:27:15 +00:00
Snowram
8745fb803a
Use Body to determine mountee offsets
2021-05-14 00:11:54 +02:00
Snowram
b063ec5a8f
Clean unused mount offset
2021-05-14 00:11:46 +02:00
Snowram
486fbf940e
Anims export a transform for mounts
2021-05-14 00:11:37 +02:00
Snowram
026ba616ff
Expose the mounting bone to the mounter anims
2021-05-14 00:11:28 +02:00
Snowram
e4f3064b8a
Collar can make QuadMeds mountable, state + offsets
2021-05-14 00:11:15 +02:00
Joshua Yanovski
3869cdf1d2
Don't remesh chunk vertex data on sprite update.
...
This results in an extremely visually noticeable improvement in latency
when adding or removing sprite data and makes the game feel more
responsive.
This happens, for instance, when picking up a sprite like an apple or
flower from the environment. We check to make sure that for items
with lighting (like Velorite) or changes that otherwise affect meshing
(like changing from fluid to nonfluid) this doesn't trigger.
2021-05-11 12:58:15 -07:00
James Melkonian
f76b61ac17
Make merchants /tell instead of /say
2021-05-11 17:26:22 +00:00
jshipsey
770d07ac90
anims
2021-05-10 18:54:03 -05:00
Sam
0d53e790fd
Made golem laser spawn based off of orientation rather than look_dir. Additional balance tweaks.
2021-05-10 18:54:00 -05:00
Snowram
47a2bf7de8
Adds haniwa sentry object
2021-05-10 18:53:48 -05:00
Sam
5fa4358e74
Clay golem attacks done.
2021-05-10 18:53:01 -05:00
Illia Denysenko
f626d27955
Refactor i18n analysis code and improve UX of testing binary
2021-05-10 22:13:00 +00:00
Joshua Barretto
1478daecbc
Prevented low FPS from limiting chunk loading performance
2021-05-10 14:23:37 +01:00
Marcel Märtens
9e357dfa0c
remove ViewDistance from Client::new() and fix tests
2021-05-10 12:59:49 +02:00
Marcel Märtens
2ea5fd876b
cleanup error codes
2021-05-10 12:59:44 +02:00