Commit Graph

489 Commits

Author SHA1 Message Date
Joshua Yanovski
af94753ad9 Remove panics and unwraps, part 1.
Also fixes various other miscellaneous bugs.
2021-04-10 10:03:21 +02:00
James Melkonian
16871208f2 Add topographic option to map 2021-04-06 09:16:17 -07:00
James Melkonian
f2ebbb7f7f Map icon scaling 2021-04-06 08:42:09 -07:00
James Melkonian
8ee1fc4a0f Add layers to minimap 2021-04-06 08:42:08 -07:00
James Melkonian
bacda06dba Added map layers 2021-04-06 08:42:07 -07:00
James Melkonian
70ede7f34d Topographic map 2021-04-06 08:42:06 -07:00
1b15
f8009e5d1c fixed auth server URL 2021-04-05 14:15:57 +00:00
Marcel Märtens
ccb78eeb5c move tracing code to own crate 2021-03-30 16:35:36 +02:00
Joshua Barretto
b0acbda236 Improved archery with feedback sfx and particles 2021-03-29 21:52:04 +01:00
Joshua Barretto
5bf17779ec Updated changelog, fmt 2021-03-28 18:07:01 +01:00
Joshua Barretto
d53042c852 Client-side time of day interpolation 2021-03-28 17:01:53 +01:00
Sam
f117a57083 Switched to using ForceUpdate to forcefully update the client position after a blink 2021-03-27 21:33:45 -04:00
Sam
30da614e89 Added dimensional door ability for mindflayer 2021-03-27 21:05:05 -04:00
Marcel
da5c73c84b Merge branch 'refactor-login' into 'master'
refactor handling of duplicate login #1015

Closes #1015

See merge request veloren/veloren!1992
2021-03-27 13:49:09 +00:00
aljazerzen
0ea102dc9c refactor handling of duplicate login 2021-03-25 12:33:56 +01:00
Avi Weinstock
8d90548331 Get SitePricing information to clients, and use it to display coin-denominated prices in voxygen on tooltips during a trade. Also boost merchant spawn rate slightly. 2021-03-25 02:11:58 -04:00
heydabop
0e3f7625a9 Fix #962 - kick old client and add new client on duplicate login 2021-03-22 19:15:24 -05:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Joshua Barretto
347e1022a0 Initial implementation of pickaxe 2021-03-21 16:09:16 +00:00
Marcel Märtens
2733ba2e27 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Avi Weinstock
0ef42e3854 Address MR 1945 review comments. 2021-03-19 19:53:17 -04:00
Avi Weinstock
03d0748d40 Set PlayerEntity in Client::clean_state. This fixes several issues where interpolation would kick in after changing characters, causing the player to be locked in place or shoot into the sky on respawn or teleport. 2021-03-19 19:02:39 -04:00
Marcel Märtens
b534282dcc fix ci 2021-03-16 23:31:40 +01:00
Marcel Märtens
d7f400f682 bots: add option to join the world via ingame cmd 2021-03-16 18:45:42 +01:00
James Melkonian
6ea43cfd75 Various RtSim and Agent Interaction Fixes 2021-03-16 01:30:35 +00:00
Marcel
5b21ee7200 Merge branch 'aweinstock/airship-mvp-rebased' into 'master'
Airships

See merge request veloren/veloren!1888
2021-03-15 11:37:12 +00:00
Forest Anderson
0049976da9 Merge branch 'aweinstock/tradefixes-20210314' into 'master'
Client-side trade fixes: update recipe cache and always put client on the same...

See merge request veloren/veloren!1904
2021-03-15 04:52:09 +00:00
Avi Weinstock
546ee48073 Fix interpolation for possession, and make the mount point of airships above their deck. 2021-03-14 23:21:45 -04:00
Avi Weinstock
dad0012973 Get linear interpolation working for {Pos,Vel,Ori} with client-side timestamps. 2021-03-14 23:20:48 -04:00
Avi Weinstock
95992ead4d Client-side trade fixes: update recipe cache and always put client on the same side of the screen as their inventory. 2021-03-14 21:41:47 -04:00
Marcel
5570b57282 Merge branch 'sam/yeet-inputs' into 'master'
Reworked Controller Inputs to use Control Actions

See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
Sam
21e6f4797c Primary ability fully functional. 2021-03-14 17:26:53 -04:00
Sam
19c81f1528 Support for canceling an input. Boost state hooked up to system. 2021-03-14 17:26:52 -04:00
Sam
c6d8daaae3 Primary input now activated from control actions.
Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
Imbris
de14e5bc5e to squash 2021-03-14 17:13:00 +00:00
Imbris
93e33eed25 Keep connection alive while waiting for initial sync 2021-03-14 17:11:44 +00:00
Christof Petig
15b11d9154 Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code

remove old values, document

add natural resources to economy

Remove NaturalResources from Place (now in Economy)

find closest site to each chunk

implement natural resources (the distance scale is wrong)

cargo fmt

working distance calculation

this collection of natural resources seem to make sense, too much Wheat though

use natural resources and controlled area to replenish goods

increase the amount of chunks controlled by one guard to 50

add new professions and goods to the list

implement multiple products per worker

remove the old code and rename the new code to the previous name

correctly determine which goods guards will give you access to

correctly estimate the amount of natural resources controlled

adapt to new server API

instrument tooltips

Now I just need to figure out how to store a (reference to) a closure

closures for tooltip content generation

pass site/cave id to the client

Add economic information to the client structure
(not yet exchanged with the server)

Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap

Specialize the Crafter into Brewer,Bladesmith and Blacksmith

working server request for economic info from within tooltip

fully operational economic tooltips
I need to fix the id clash between caves and towns though

fix overlapping ids between caves and sites

display stock amount

correctly handle invalid (cave) ids in the request

some initial balancing, turn off most info logging

less intrusive way of implementing the dynamic tool tips in map

further tooltip cleanup

further cleanup, dynamic tooltip not fully working as intended

correctly working tooltip visibility logic

cleanup, display labor value

separate economy info request in a separate translation unit

display values as well

nicer display format for economy

add last_exports and coin to the new economy

do not allocate natural resources to Dungeons (making town so much larger)

balancing attempt

print town size statistics

cargo fmt (dead code)

resource tweaks, csv debugging

output a more interesting town (and then all sites)

fix the labor value logic (now we have meaningful prices)

load professions from ron (WIP)

use assets manager in economy

loading professions works

use professions from ron file

fix Labor debug logic

count chunks per type separately
(preparing for better resource control)

better structured resource data

traders, more professions (WIP)

fix exception when starting the simulation

fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading

documentation clean up

fix merge artifact

Revise trader mechanic

start Coin with a reasonable default

remove the outdated economy code

preserve documentation from removed old structure

output neighboring sites (preparation)

pass list of neighbors to economy

add trade structures

trading stub

Description of purpose by zesterer on Discord

remember prices (needed for planning)

avoid growing the order vector unboundedly

into_iter doesn't clear the Vec, so clear it manually

use drain to process Vecs, avoid clone

fix the test server

implement a test stub (I need to get it faster than 30 seconds to be more useful)

enable info output in test

debug missing and extra goods

use the same logging extension as water, activate feature

update dependencies

determine good prices, good exchange goods

a working set of revisions

a cozy world which economy tests in 2s

first order planning version

fun with package version

buy according to value/priority, not missing amount

introduce min price constant, fix order priority

in depth debugging

with a correct sign the trading plans start to make sense

move the trade planning to a separate function

rename new function

reorganize code into subroutines (much cleaner)

each trading step now has its own function

cut down the number of debugging output

introduce RoadSecurity and Transportation

transport capacity bookkeeping

only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)

Coin is now listed as a payment (although not used)

proper transportation estimation (although 0)

remove more left overs uncovered by viewing the code in a merge request

use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)

don't order the missing good multiple times
also it uses coin to buy things!

fix warnings and use the transportation from stock again

cargo fmt

prepare evaluation of trade

don't count transportation multiple times

fix merge artifact

operational trade planning
trade itself is still misleading

make clippy happy

clean up

correct labor ratio of merchants (no need to multiply with amount produced)

incomplete merchant labor_value computation

correct last commit

make economy of scale more explicit

make clippy happy (and code cleaner)

more merchant tweaks (more pop=better)

beginning of real trading code

revert the update of dependencies

remove stale comments/unused code

trading implementation complete (but untested)

something is still strange ...

fix sign in trading

another sign fix

some bugfixes and plenty of debugging code

another bug fixed, more to go

fix another invariant (rounding will lead to very small negative value)

introduce Terrain and Territory

fix merge mistakes
2021-03-14 03:18:32 +00:00
Imbris
0127832172 Fix tracy not working in certain areas, add span to chunk gen, missing fmt, remove extra span, make voxygen use INFO level instead of TRACE in tracy mode 2021-03-13 13:30:20 -05:00
Marcel Märtens
c1d6b1ac75 handle ticks in a seperate thread that tui on botclient 2021-03-12 11:08:24 +01:00
Marcel Märtens
e001b2cac2 move botclient to client/src/bin/bot
start it with:
 - (cd client && RUST_BACKTRACE=full RUST_LOG=trace VELOREN_USERDATA_STRATEGY=executable cargo run --bin bot --features="bin_bot")
2021-03-12 09:28:24 +01:00
Avi Weinstock
7301182695 Draft of botclient. 2021-03-12 09:28:21 +01:00
Marcel Märtens
728bff610b Allow HTTP auth servers again.
only `localhost` are allowed in a release build.
 when debug assertions are on, others are also allowed.

This change undoes the changes to the settings, so compared to master, there is no effect
2021-03-11 17:24:52 +01:00
Marcel Märtens
a98e72c391 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
2021-03-11 17:05:02 +01:00
Marcel Märtens
f8b7d96066 git push -fTransport ChunkRequests and Chunkupdates in a own stream. ChunkUpdates are very big and having them in a own stream, helps slow clients to keep up with entity syncs and
lagging a bit behind on terrain. Which is fine. Block Places and Block Pickup are not handled in this stream, as they go through the standart route of event handling.
2021-03-11 14:50:46 +01:00
Marcel Märtens
b151a246c3 update specs to get rid of old deps 2021-03-10 13:22:17 +01:00
Marcel Märtens
d7df741671 update dependencies, including removal of some tracy deps as they are get through common/tracy 2021-03-09 20:17:29 +01:00
Marcel Märtens
4ebfbdde0f Move Specs code to own common_ecs create, put tracy and macros into common_base 2021-03-09 00:54:01 +01:00
Joshua Yanovski
2dd7089e52 Bring vek up to date so we can bump rustc (hopefully). 2021-03-04 05:46:59 +01:00
Marcel Märtens
9028578bc8 Change the way Network is dropped.
Instead of keeping Runtime and manually spawn a task on `drop` this task is spawned at start and will wait to be triggered.
The `drop` methods then wait for completion, UNLESS they are in a async context, then they MUST NOT BLOCK (deadlock potential), so they defer it to the Runtime and HOPE for the runtime to exist long enough.
This get rid of the weird `block_in_place` which is only accessable with `rt-multi-threaded` and has some disadvantages.
We also wont requiere the runtime to be active all the time. Though its needed for a clean shutdown
2021-03-03 11:28:40 +01:00
ccgauche
7f4411ba1f Merge branch 'master' into 'ccgauche/plugin-player-join-event'
# Conflicts:
#   CHANGELOG.md
2021-03-02 09:45:15 +00:00