Commit Graph

1007 Commits

Author SHA1 Message Date
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
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
jshipsey
770d07ac90 anims 2021-05-10 18:54:03 -05:00
Sam
5fa4358e74 Clay golem attacks done. 2021-05-10 18:53:01 -05:00
Joshua Barretto
1478daecbc Prevented low FPS from limiting chunk loading performance 2021-05-10 14:23:37 +01:00
Avi Weinstock
1dfcdce1c0 Add a purple fireball to mindflayer and have it shoot it a few times before teleporting, and fix mindflayer AI's husk summons. 2021-05-09 18:09:31 -04:00
Sam
5c241850f1 Added sfx. Addressed comments. 2021-05-04 08:45:12 -04:00
Sam
164fd0de04 Particles for frenzy buff and ground cleave. 2021-05-04 08:45:10 -04:00
jshipsey
c886accaf1 anims 2021-05-04 08:45:08 -04:00
Sam
d500a00414 Made naming of fields more explicit. 2021-05-01 09:25:56 -04:00
Sam
914d78b4a9 Removed clone in animations. Added GATs to animations to do so. 2021-05-01 09:25:53 -04:00
Sam
3cb0ee98c8 Removed all unique and simple tool kinds. 2021-05-01 09:25:51 -04:00
DaforLynx
7334cce426 Poise (stun) SFX and fix for town music 2021-04-29 23:36:22 +00:00
Ludvig Böklin
34660462e9 Glider physics 2021-04-27 14:41:48 +00:00
Sam
372eff2a02 Initial SCT implementation to display blocks. 2021-04-25 13:09:09 -04:00
Sam
d2d8d43410 Addressed testing feedback.
Particles better.
2021-04-25 13:09:08 -04:00
Sam
288a6f3a82 Blocking now works if no weapon is equipped in main hand.
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
jshipsey
fad31bd7ab anim 2021-04-25 13:08:43 -04:00
Snowram
c16ec43938 Body specific beam offsets 2021-04-25 04:07:12 +02:00
Snowram
8f54a0bf31 More phoenix AI work
More phoenix AI work
2021-04-25 04:07:12 +02:00
Snowram
8cf8e51962 Phoenix npc + AI (WIP) 2021-04-25 04:07:11 +02:00
Snowram
ab26efa970 Improves bird_large anims 2021-04-25 04:07:09 +02:00
Snowram
fd177c9669 Breathe and stun anims 2021-04-25 02:14:50 +02:00
Snowram
eb98360183 Cockatrice bird_large conversion 2021-04-25 02:14:50 +02:00
Snowram
0f6b902924 Idle, run, vel/ori aware fly anims 2021-04-25 02:14:49 +02:00
Snowram
bc95484863 Swaps bird_small skeleton to a new bird_large 2021-04-25 02:14:49 +02:00
Monty Marz
b69eb61e7b Add handles to lanterns, fix cooking pot scale 2021-04-22 17:12:07 +00:00
jshipsey
2f523f5aa0 formatting 2021-04-22 00:04:39 -04:00
jshipsey
0962fe72f2 fix for 1h on back 2021-04-22 00:04:39 -04:00
jshipsey
9d82b20891 remove 0.8, add snow's mixed_vel idea for other bodies 2021-04-22 00:04:39 -04:00
Joshua Barretto
81ba200e48 Improve dynamic light reflection for hill climbing 2021-04-21 17:10:53 +01:00
Joshua Barretto
ed7cc12213 Made characters carry lanterns higher when possible 2021-04-21 15:59:29 +01:00
Ludvig Böklin
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00