ffa0482433
merge from master
2021-08-17 21:10:11 +01:00
a84b166a77
Particle EGUI stuff
2021-08-17 21:08:09 +01:00
c4214fedbe
Don't use derivatives in vertex shader
2021-08-04 23:14:08 +01:00
a1026c36f5
Make bloom intensity configurable, make whether less blurred layers are added in toggleable, hold onto copy of pipeline modes instead of returning it from pipeline creation
2021-08-01 18:50:39 -04:00
6cabd74871
Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option)
2021-08-01 18:50:38 -04:00
bfdee903dd
Add some of the changes from zesterer's patch including decreasing figure glow power, increasing glow of some particles, and fixing water normal normalization
2021-08-01 18:50:38 -04:00
7da064fb23
Add ability to edit shader to enable filtering dim values for experimentation
2021-08-01 18:50:38 -04:00
29bfee26c0
Add bloom passes in character select screen, use proper source image for bloom after clouds are applied, add blurred and less blurred stages of bloom together (experimental could remove), add filtering downsample pass that is not yet used
2021-08-01 18:50:37 -04:00
74e01f10e3
Fixes and extra bloom
2021-08-01 18:50:37 -04:00
2d83ef1c0e
Initial bloom impl
2021-08-01 18:50:37 -04:00
82489782b4
Fix uniformity bug in ui shader
2021-07-31 21:34:29 +01:00
c56ecee988
Fix non uniform control flow in shader
2021-07-29 18:05:27 +01:00
5bdea9249c
More sunset variation for higher graphics modes
2021-07-17 19:00:12 +01:00
997da21001
Particles for healing aura
2021-07-13 20:54:43 -05:00
aaf5f89076
Merge branch 'snowram/death-outcome' into 'master'
...
Adds an outcome to death with SFX and VFX
See merge request veloren/veloren!2519
2021-06-28 23:18:45 +00:00
3ec5306ed0
Adds an outcome to death with SFX and VFX
2021-06-29 00:14:05 +02:00
20a9a420c6
Merge branch 'imbris/bind-order' into 'master'
...
Ensure bind groups are ordered with the most frequently changed ones in later slots
See merge request veloren/veloren!2496
2021-06-28 15:39:31 +00:00
58f237eaf5
Ensure bind groups are ordered with the most frequently changed ones in later slots
2021-06-24 00:47:59 -04:00
f1b83962bd
Fixed smooth layer at z=434 (and a few other)
2021-06-23 21:13:15 +02:00
8ab222bf80
Selectively disable glow flicker for small wins on low-end systems
2021-06-21 17:06:43 +01:00
f2c7836161
Makes summon range inclusive
2021-06-15 09:49:13 +02:00
97ce50e5d4
Add troll variants and roc npcs
2021-06-15 09:49:13 +02:00
4deeb42155
cave adjustments
2021-06-07 11:02:34 +02:00
1d23b7aebf
finalize stats
...
t
2021-06-07 11:02:03 +02:00
9034d0f25d
comment addressing, cave tweaks
2021-06-07 11:01:46 +02:00
93f90d514c
Particles for ice spikes
2021-06-04 18:17:15 -05:00
a82984b925
Added base ability set
2021-06-04 18:17:14 -05:00
5bf99eac11
Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model.
2021-06-03 21:39:15 -05:00
c81e1534f7
First 3 abilities for tidal warrior functional. Added bubble particles.
2021-06-03 21:39:13 -05:00
2b8eaae572
Update wgpu, cleanup a bit of commented shader code, improve sprite LOD selection code
2021-06-03 00:10:06 -04:00
01aa6af1fd
Address various TODOs introduced in wgpu transition
2021-06-03 00:10:06 -04:00
8403e4c483
address/remove TODOs, fix comment typos, enable wgpu/trace feature by default (So no recompile is needed to collect an API trace)
2021-06-03 00:10:06 -04:00
7b04599a3b
Implement a Debug pipeline for hitboxes and pathfinding lines.
...
- Implements mesh generation for cylinders and lines.
- Implements an Id-allocator so that clients can mutate positions efficiently.
- Is split into pipeline and scene modules.
- Contains simple shaders that just pass through a position and color.
2021-06-03 00:10:06 -04:00
b84c8b2915
Remove weird syntax in cloud shader that was probably introduced when switching to textureLod
2021-06-03 00:10:06 -04:00
5749983868
Make shadow vert shaders always contain their content but ensure they are never used when shadow maps are disabled, remove uneeded shadow frag shader
2021-06-03 00:10:06 -04:00
d7683673ee
Properly account for negative sun_dir.z in pow use in sky shaders
2021-06-03 00:10:06 -04:00
9ec4fd5b4b
Remove commented out sprite code, including the code for getting verts for sprites with a texture rather than a storage buffer
2021-06-03 00:10:06 -04:00
9be424de53
Remove unused waves texture
2021-06-03 00:10:05 -04:00
7f9ba17dee
Remove unused shadow bind group from the cloud pipeline
2021-06-03 00:10:05 -04:00
77689d1420
Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase
2021-06-02 23:59:50 -04:00
c7cab3e19e
Fix missing include
2021-06-02 23:59:50 -04:00
086ea42ad7
Cloud and sprite shader fixes after rebase
2021-06-02 23:59:50 -04:00
aa1e292b03
Fix dx12 shader issues
2021-06-02 23:59:50 -04:00
577caa3047
Implement screenshots
2021-06-02 23:59:50 -04:00
64398f6c0a
Try out using storage buffer for sprite vertices
2021-06-02 23:59:50 -04:00
b9931588e4
Fix bugs with sprite rendering
2021-06-02 23:59:50 -04:00
a90373604e
Fix sprite vertex lookup, normalize sprite
...
normals in vert shader
2021-06-02 23:59:50 -04:00
8d63446300
Almost implement instance merging for sprites (validation error), rebase
...
fix
2021-06-02 23:59:50 -04:00
0f1c4080c4
Start sprite refactor
2021-06-02 23:59:49 -04:00
ad2b6c9014
Fix texture sampling syntax
2021-06-02 23:59:49 -04:00