Commit Graph

1143 Commits

Author SHA1 Message Date
Imbris
9c72333741 Revert "Merge branch..."
This reverts merge request !2608
2021-07-17 22:04:59 +00:00
Dr. Dystopia
6480cbd784 Resolve all '#[allow(clippy::len_zero)]' error supressions 2021-07-17 21:49:37 +02:00
Dr. Dystopia
9c6cdbba71 Resolve all '#[allow(clippy::redundant_pattern_matching)]' error supressions 2021-07-17 17:12:29 +02:00
Avi Weinstock
13fc4de561 Add per-species head offsets. 2021-07-16 19:22:28 -04:00
Avi Weinstock
0a33c98268 Basic implementation of hat visuals. 2021-07-16 18:49:40 -04:00
Samuel Keiffer
f38cde9d40 Merge branch 'knightresspaladin/healing-aura' into 'master'
Knightresspaladin/healing aura

See merge request veloren/veloren!2587
2021-07-16 21:32:03 +00:00
Jonathan Berglin
c1c331d59e Resolve all '#[allow(clippy::approx_constant)]' error supressions 2021-07-15 16:56:55 +00:00
Dr. Dystopia
5cc2fc8182 Resolve all '#[allow(clippy::or_fun_call))]' error supressions 2021-07-15 13:49:59 +02:00
Sam
997da21001 Particles for healing aura 2021-07-13 20:54:43 -05:00
Marcel Märtens
db8aedd363 fmt after applying clippy fixes after toolchain update 2021-07-12 12:09:27 +02:00
Marcel Märtens
9b3b21f368 fix clippy warnings 2021-07-12 12:09:09 +02:00
Knightress Paladin
146f86be2c Removed references to Healing Beam, which Healing Aura is replacing 2021-07-10 21:39:11 -07:00
Ben Wallis
b499cf2c58 Added egui debug UI - a 100% rust UI framework (similar to imgui) allowing for rapid development of debug interfaces to aid development. This is feature-gated behind the egui-ui feature which is enabled by default but removed for airshipper builds.
Included in the initial implementation is an entity browser which lists all entities in the client ECS, an entity component viewer which shows select components belonging to the selected entity including character state information, and a simple frame time graph.

This MR also includes an extraction of the animation hot reloading code which has been reused for egui to allow for hot-reloading of the egui interface to allow rapid development of the UI with realtime feedback upon save as is the case with aninmations. This is feature-gated behind the `hot-egui` feature which is not enabled by default due to the extra startup time that it adds.
2021-07-04 09:47:18 +00:00
Samuel Keiffer
0151e5aeed Merge branch 'potion-animations' into 'master'
Consumable Animations

See merge request veloren/veloren!2512
2021-06-29 16:36:41 +00:00
Sam
4cdf081a40 Removed potential for accessing OOB index and panicking in animations for combo melee.
Made only entities with a character state component emit a death outcome on death.
2021-06-29 06:20:26 -05:00
jshipsey
37c6fe9ee8 anims 2021-06-29 05:59:02 -05:00
Snowram
3ec5306ed0 Adds an outcome to death with SFX and VFX 2021-06-29 00:14:05 +02:00
Snowram
47cc040301 Adds SpriteSummon animation 2021-06-23 22:38:16 -05:00
Sam
763461ebef Ensnaring vines now ensnare you. 2021-06-23 22:38:16 -05:00
Joshua Barretto
288f2c13d4 Enable strafing in first-person mode 2021-06-21 13:27:19 +01:00
Imbris
83c49895ae Improve rendering spans for tracy 2021-06-19 04:27:51 -04:00
Joshua Barretto
559311e1b0 Chasing sounds 2021-06-16 17:23:22 +01:00
Snowram
f2c7836161 Makes summon range inclusive 2021-06-15 09:49:13 +02:00
Avi Weinstock
cb0566299a Make tornado (and empty models in general) work on WGPU. 2021-06-15 09:49:13 +02:00
Snowram
97ce50e5d4 Add troll variants and roc npcs 2021-06-15 09:49:13 +02:00
Snowram
76ca99ece4 Derive str from Material, better deserialization 2021-06-07 11:03:50 +02:00
jshipsey
4deeb42155 cave adjustments 2021-06-07 11:02:34 +02:00
jshipsey
9034d0f25d comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
jshipsey
7a573efab7 proper recipes, tanning racks, various fixes 2021-06-07 11:00:14 +02:00
jshipsey
754b60d810 crafting stations 2021-06-07 10:59:35 +02:00
Marcel
521e1eacf3 Merge branch 'aweinstock/add-models-20210603' into 'master'
Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty.

See merge request veloren/veloren!2371
2021-06-06 16:56:21 +00:00
Snowram
864f230a3c Yeti combat anims 2021-06-06 00:17:23 +02:00
Sam
93f90d514c Particles for ice spikes 2021-06-04 18:17:15 -05:00
Sam
81f7e690fd Snowball attack. 2021-06-04 18:17:15 -05:00
Sam
a82984b925 Added base ability set 2021-06-04 18:17:14 -05:00
jshipsey
ca43a0058a some animation 2021-06-03 21:39:17 -05:00
Sam
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
Sam
c81e1534f7 First 3 abilities for tidal warrior functional. Added bubble particles. 2021-06-03 21:39:13 -05:00
Avi Weinstock
05c699878f Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty. 2021-06-03 19:24:34 -04:00
Imbris
2b8eaae572 Update wgpu, cleanup a bit of commented shader code, improve sprite LOD selection code 2021-06-03 00:10:06 -04:00
Imbris
8db11cce37 Use expect to document potential panic when starting a new frame recording, fix clippy warning 2021-06-03 00:10:06 -04:00
Imbris
01aa6af1fd Address various TODOs introduced in wgpu transition 2021-06-03 00:10:06 -04:00
Imbris
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
Joshua Yanovski
38d2d46165 Fix shadows for wgpu.
In the process, we also fix our n_e / f_e calculation to actually
compute plane intersections properly.
2021-06-03 00:10:06 -04:00
Avi Weinstock
a1326d0734 Address MR 2253 review comments. 2021-06-03 00:10:06 -04:00
Avi Weinstock
cf6717ac90 Show hitbox cylinders based on actual ECS data, and add a settings toggle in voxygen for it. 2021-06-03 00:10:06 -04:00
Avi Weinstock
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
Imbris
2da58029b9 Make models require a non-zero amount of vertices 2021-06-03 00:10:06 -04:00
Imbris
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
Imbris
d5f4a4443a Fix all clippy warnings 2021-06-03 00:10:05 -04:00
Imbris
9be424de53 Remove unused waves texture 2021-06-03 00:10:05 -04:00
Imbris
93ad05d237 Fix most of the cargo check warnings 2021-06-03 00:10:05 -04:00
Imbris
1830a591f6 Make Drawer work with background pipeline creation 2021-06-02 23:59:51 -04:00
Imbris
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
Imbris
ceaa20c668 Update wgpu 2021-06-02 23:59:50 -04:00
Imbris
0e0c8fbfc8 wgpu branch rebase fixes 2021-06-02 23:59:50 -04:00
Imbris
64398f6c0a Try out using storage buffer for sprite vertices 2021-06-02 23:59:50 -04:00
Imbris
b9931588e4 Fix bugs with sprite rendering 2021-06-02 23:59:50 -04:00
Imbris
a90373604e Fix sprite vertex lookup, normalize sprite
normals in vert shader
2021-06-02 23:59:50 -04:00
Imbris
8d63446300 Almost implement instance merging for sprites (validation error), rebase
fix
2021-06-02 23:59:50 -04:00
João Capucho
f5dc871c59 Update to the most recent wgpu 2021-06-02 23:59:49 -04:00
Imbris
7a67ce87e7 Implement toggleable gpu profiling that saves the timings from a recent frame with the screenshot key, rebase fixes 2021-06-02 23:59:49 -04:00
Imbris
8c21023500 WIP gpu timer thing (not for squashing!) 2021-06-02 23:59:49 -04:00
Imbris
843529c7bb Update to latest wgpu git (around 0.7), temporarily disable shader validation due to naga bug, rebase fixes!! 2021-06-02 23:59:49 -04:00
Imbris
c532f50e64 Remove wgpu patch/update wgpu, rebase fixes, remove use of deprecated
vek functions for left, right, up, down, forward_rh, forward_lh
2021-06-02 23:59:49 -04:00
Imbris
fce14fbaa9 Avoid extra set_pipeline calls 2021-06-02 23:59:48 -04:00
Joshua Yanovski
93568754a0 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.
2021-06-02 23:59:48 -04:00
Joshua Yanovski
adf3f83b4b Fix point shadows. 2021-06-02 23:59:48 -04:00
Joshua Yanovski
363c55c521 Fix directed shadows, mostly. 2021-06-02 23:59:48 -04:00
Joshua Yanovski
c97a42fdb7 Various fixes for shadows. 2021-06-02 23:59:48 -04:00
Capucho
23f1144fe2 Fix the shadow drawing code
Very poorly optimized
2021-06-02 23:59:48 -04:00
Capucho
7389f8893d Re enable the skybox rendering in char select 2021-06-02 23:59:48 -04:00
Capucho
b6c37be299 Re enable sprite rendering 2021-06-02 23:59:48 -04:00
Capucho
c22dc6697c Reenable non-player figure drawing 2021-06-02 23:59:48 -04:00
Imbris
fe6cf0396f Draw water 2021-06-02 23:59:48 -04:00
Imbris
bae0310cc7 Somewhat fix lod, prevent particles spamming new buffers when disabled 2021-06-02 23:59:48 -04:00
Imbris
aa17132f9d Start lod, update wgpu to fix viewport count validation error 2021-06-02 23:59:48 -04:00
Imbris
553c1c18a9 Add skybox 2021-06-02 23:59:48 -04:00
Capucho
14f683d403 Fix wrong color format in col light 2021-06-02 23:59:48 -04:00
Capucho
1083d04c73 Reenable terrain rendering
Refractor col lights
2021-06-02 23:59:48 -04:00
Capucho
0db2a35955 Fix the orientation of the rendering
Reenable the rendering of the player
2021-06-02 23:59:47 -04:00
Capucho
1668e834f8 Renable the figure and terrain drawing code (not working yet) 2021-06-02 23:59:47 -04:00
Imbris
b3ca2f6870 Particles compiles and runs (no visuals yet) 2021-06-02 23:59:47 -04:00
Imbris
da0423ab2a Almost make clouds/postproccess run 2021-06-02 23:59:47 -04:00
Imbris
1e2d956106 Render the UIs 2021-06-02 23:59:47 -04:00
Imbris
628d9391d3 Add generic Bound<T> type for grouping consts/other bindable things with bind groups 2021-06-02 23:59:47 -04:00
Imbris
124d69d7ad Render Ui 2021-06-02 23:59:45 -04:00
Imbris
fd0c4c166a migrate cloud pipeline, migrate iced renderer, rebase fixes 2021-06-02 23:56:43 -04:00
Imbris
d9c523ba0d Make compile through various changes, update wgpu to latest git 2021-06-02 23:56:43 -04:00
Capucho
8c3995298b More fixes 2021-06-02 23:56:43 -04:00
Capucho
8c6e43572f Switched from zerocopy to bytemuck
Fixing errors
2021-06-02 23:56:40 -04:00
Avi Weinstock
5aa98d18e3 Depend on crossbeam-utils and crossbeam-channel instead of crossbeam in voxygen. 2021-06-02 00:39:58 -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
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
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
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
Snowram
8745fb803a Use Body to determine mountee offsets 2021-05-14 00:11:54 +02:00