Capucho
1668e834f8
Renable the figure and terrain drawing code (not working yet)
2021-06-02 23:59:47 -04:00
Imbris
7e0fe83335
Fix culling of postprocess/cloud triangles
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
Capucho
4c83e19c83
Remove the depth buffer from the Third drawer
2021-06-02 23:59:47 -04:00
Capucho
2c7d49b69f
Shader fixes
2021-06-02 23:59:47 -04:00
Capucho
a97ba961a4
Update dependencies
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
f7efbd8bc7
Color!
2021-06-02 23:56:43 -04:00
Imbris
97ca278d89
fixed validation errors when creating pipelines
2021-06-02 23:56:43 -04:00
Imbris
760f21b4f3
No crash on startup
2021-06-02 23:56:43 -04:00
Imbris
f540366676
Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
2021-06-02 23:56:43 -04:00
Imbris
6a84109ece
Improve shader errors by showing shader file name, reduce repetitive shader construction code
2021-06-02 23:56:43 -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
Capucho
89d09baab4
Made the layouts more compact
2021-06-02 23:55:59 -04:00
Capucho
9ee71d6369
Finished porting all pipelines
2021-06-02 23:55:59 -04:00
Capucho
c4bec2500f
Began porting pipeline creation
2021-06-02 23:55:59 -04:00
Capucho
1b5ae9c926
ported all pipelines
2021-06-02 23:55:59 -04:00
Capucho
121f001b17
Ported most of the textures and models related methods
2021-06-02 23:55:59 -04:00
Capucho
806f240eb5
Started the report of wgpu
2021-06-02 23:55:59 -04:00
Sam
5fa4358e74
Clay golem attacks done.
2021-05-10 18:53:01 -05:00
Sam
164fd0de04
Particles for frenzy buff and ground cleave.
2021-05-04 08:45:10 -04:00
Joshua Yanovski
1bdf3b13a8
Mesh sprites in the background.
...
This makes the delay afetr selecting a character before logging into the
game much shorter, in the common case. It still doesn't handle things
perfectly (it blocks creating Terrain::new if it's not finished, and it
could be faster due to working in the background), but it's still a lot
better than it was before.
To improve sprite meshing performance, we also apply the terrain
flat_get optimizations to sprites. Though I didn't initially know how
much of an impact it would have, it feels significantly faster to me,
though being able to parallelize it would be ideal.
2021-04-10 17:51:42 +02:00
Joshua Barretto
8f3233365d
Improved hit particles
2021-03-29 21:52:05 +01:00
Joshua Barretto
b0acbda236
Improved archery with feedback sfx and particles
2021-03-29 21:52:04 +01:00
Sam
0d3795112c
Added cursed flame attack to mindflayer
2021-03-27 21:05:03 -04:00
Marcel Märtens
6b23101fac
update toolchain to nightly-2021-03-22
2021-03-22 16:41:04 +01:00
Joshua Yanovski
866cc79d2e
Enable allocation of new textures on atlas allocation failure.
...
This solves the problem of not being able to set the view distance too
high, especially in pathological cases like giant trees. For
simplicity, we just freeze any atlas where allocation failed and start
allocating to a new texture and atlas, letting reference counting
destroy the old one when there are no more references to it. Because of
the spatial locality of chunk allocations, chunks allocated together
will virtually always have similar lifetimes, so the odds of this
causing significant fragmentation are very low, meaning this simple
solution should not do much worse than a much fancier one.
2021-03-20 16:21:41 +01:00
Joshua Barretto
f479231b15
Merge branch 'glowy-shiny-pretty' into 'master'
...
Glowy shiny pretty
See merge request veloren/veloren!1874
2021-03-11 17:37:33 +00:00
Joshua Barretto
6e0807f3f5
Cheaper and less broken material reflection/glow
2021-03-11 13:56:11 +00:00
Joshua Barretto
09e32cb952
Initial implementation of glow/shininess
2021-03-10 18:58:25 +00:00
Sam
c6a222340e
Particles for lifesteal beam. Changed how frontend recognized beams.
2021-03-09 17:59:39 -05:00
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
Marcel
e29964ead1
Merge branch 'sarrakitty/fireworks' into 'master'
...
added a white firework
See merge request veloren/veloren!1856
2021-03-07 18:37:35 +00:00
Joshua Barretto
427e0af73c
Reverted to repr_c vek
2021-03-07 14:25:02 +00:00
Joshua Barretto
100cafa91b
Directional baked lights for figures
2021-03-07 14:25:01 +00:00
Joshua Barretto
7d526da735
Experimental giant mother trees
2021-03-07 14:25:01 +00:00
Sarra
db3bc1b9bb
added a white firework
2021-03-07 03:48:50 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
Sam
df70976ff5
Fixed particles.
2021-02-27 01:42:46 -05:00
Timo Kösters
a4513fe09d
Improve particles
2021-02-27 01:42:46 -05:00
Joshua Barretto
60c16e57b1
Added snow particles
2021-01-31 15:15:17 +00:00
Benoît du Garreau
7b4aa6d4cc
cargo fmt
2020-12-17 12:06:22 +01:00
Benoît du Garreau
d090eefb00
Move the asset module to a single file
2020-12-17 12:06:13 +01:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00