Commit Graph

4501 Commits

Author SHA1 Message Date
Awkor
6233db8682 Bump shaderc version to 0.8.0 2022-07-10 21:46:30 +02:00
Joshua Barretto
d4906f55bc Fixed rain occlusion issues 2022-07-10 16:40:49 +01:00
Ben Wallis
af04843a20 Re-enabled mimalloc for non msvc builds 2022-07-10 14:50:35 +01:00
Joshua Barretto
6fea7205fa Better lightning at distance 2022-07-09 02:08:55 +01:00
Joshua Barretto
836fe2b1c6 Proper lightning 2022-07-09 01:59:18 +01:00
Joshua Barretto
6d1b46956d Better storms 2022-07-09 00:14:59 +01:00
Joshua Barretto
6796fe2745 Better lightning attenuation 2022-07-08 23:45:08 +01:00
Joshua Barretto
4531a4e3f9 Added lightning 2022-07-08 23:26:33 +01:00
Joshua Yanovski
3ba53b3e4c Deserialize chunks off the main thread. 2022-07-07 21:06:56 -07:00
DaforLynx
0d1bf3efe6 fmt 2022-07-07 16:10:51 -07:00
DaforLynx
fc80a6278c Fixing looping issues 2022-07-07 16:09:13 -07:00
Joshua Yanovski
6eb26ba6d8 Merge remote-tracking branch 'origin/master' into sharp/zoomy-worldgen 2022-07-07 16:02:18 -07:00
DaforLynx
00f1e9c407 Music, reorganization, metadata, and fixes 2022-07-07 04:14:20 +00:00
Marcel
7ae65f2c13 Merge branch 'windows-gnu-linking-fix' into 'master'
Disable mimalloc for non msvc builds

See merge request veloren/veloren!3460
2022-07-06 20:21:25 +00:00
Isse
7e18384e1c Disable mimalloc for non msvc builds 2022-07-06 19:08:19 +02:00
Marcel Märtens
e4909650e1 update hashbrown, specs, and tracy 2022-07-06 15:41:59 +02:00
IsseW
5a0cdc2528 add rain threshold that depends on chunk moisture 2022-07-04 18:18:43 +02:00
IsseW
6d8cbe6f0f remove relative rain direction and increase FALL_RATE 2022-07-04 18:18:43 +02:00
IsseW
6562c7076f remove fluid model todo 2022-07-04 18:18:42 +02:00
Imbris
b2d3759105 Cleanup profiling comments and commented code 2022-07-04 18:18:39 +02:00
Imbris
5866e23e32 Pre-compute view_mat_inv * proj_mat_inv on the CPU before sending to the cloud shader 2022-07-04 18:18:38 +02:00
IsseW
80e29e2c20 put rain_density in uniform 2022-07-04 18:18:37 +02:00
IsseW
5b7b13adce Add medium check to rain 2022-07-04 18:18:36 +02:00
IsseW
ab707b6df1 sample weather at correct position for occlusion 2022-07-04 18:18:36 +02:00
IsseW
a7c724a46d Limit figures drawn for rain occlusion 2022-07-04 18:18:35 +02:00
DaforLynx
ac82689f83 Clean up audio code, fix egui bug 2022-07-04 18:18:34 +02:00
IsseW
9f26afb4a5 refactor rain_dir to rain_vel 2022-07-04 18:11:45 +02:00
DaforLynx
9104a07530 Code cleanup, doubled volume of leaves.ogg 2022-07-04 18:11:43 +02:00
Treeco
0d21361e05 Add player-relative rain direction 2022-07-04 18:11:42 +02:00
IsseW
fa589e915e make rain view distance smaller, dont put wind in texture 2022-07-04 18:11:41 +02:00
DaforLynx
dc8424c549 Moving audio code 2022-07-04 18:10:05 +02:00
IsseW
6215ccd522 Remove dead code 2022-07-04 18:07:24 +02:00
DaforLynx
05e7de5629 Adjust some values for ambience volume 2022-07-04 18:07:23 +02:00
IsseW
b82bb5b247 Don't have rain be behind an expiremental shader 2022-07-04 18:07:22 +02:00
IsseW
6274d54e56 fix todos 2022-07-04 18:07:21 +02:00
IsseW
a93240d2a6 cleaner get_ambient_channel 2022-07-04 18:07:20 +02:00
IsseW
3eabe24f12 base occlusion texture size of off voxels 2022-07-04 18:07:19 +02:00
DaforLynx
a6fd5d5c8b Some organization. Faster volume lerping. 2022-07-04 18:07:19 +02:00
IsseW
08b0989789 add slider for rain map resolution 2022-07-04 18:07:18 +02:00
DaforLynx
6059a30f27 Rain diminishes with distance above terrain 2022-07-04 18:07:16 +02:00
IsseW
54f958acc7 more correct occlusion 2022-07-04 18:07:16 +02:00
DaforLynx
83ee54001e Ambience slider; fix to utterances 2022-07-04 18:07:15 +02:00
DaforLynx
365f45397b At this point all sfx should be able to detect underwater 2022-07-04 18:07:14 +02:00
DaforLynx
088d1cfe9d Remove debug lines, re-mix some sfx, add crafting sfx, separate inv event sfx into spatial and nonspatial 2022-07-04 18:07:13 +02:00
IsseW
234ed5afb2 Rain occlusion projection matrix 2022-07-04 18:07:13 +02:00
IsseW
79cac935c8 Added rain occlusion 2022-07-04 18:07:11 +02:00
DaforLynx
b3200ed89f More ambience :) 2022-07-04 18:07:10 +02:00
DaforLynx
c4239e074f Prevent unnecessary running of code 2022-07-04 18:07:09 +02:00
DaforLynx
aafd13508d Completely redoing ambient sound again. 2022-07-04 18:07:08 +02:00
DaforLynx
16ca1410be Remove extraneous sfx code 2022-07-04 18:07:08 +02:00
DaforLynx
ca815f25a1 merging some UI sfx from a now-dead branch
Merge part 2

merge part 3

Merge part 4

merge part 5
2022-07-04 18:07:07 +02:00
IsseW
b578f0231f Interpolate in client 2022-07-04 18:07:06 +02:00
IsseW
4fa2644507 Interpolate weather in voxygen 2022-07-04 18:07:04 +02:00
IsseW
e37f2be820 Put rainbows behind experimental 2022-07-04 18:07:03 +02:00
Benjam Soule H. Walker
99c76be297 added sound for rain 2022-07-04 18:07:02 +02:00
IsseW
273c5ed2f0 Temporary noise solution 2022-07-04 18:07:00 +02:00
IsseW
67683f315f Put rain behind expiremental shader 2022-07-04 18:06:59 +02:00
IsseW
9c84a20cef better sim 2022-07-04 18:06:58 +02:00
IsseW
78c1de19cf More accurate weather sim 2022-07-04 18:04:39 +02:00
IsseW
6585ef1513 weather dependant music 2022-07-04 18:11:43 +02:00
IsseW
b7c0196129 Server weather sim 2022-07-04 18:11:41 +02:00
Isse
16c5c657cc Fix mimalloc for hot reloading 2022-07-04 10:08:27 +00:00
IsseW
57d6b4a55f Switch to mimalloc on windows 2022-07-04 09:15:18 +02:00
Ben Wallis
69452294a7 Added Engine Performance EGUI window 2022-07-03 23:05:53 +01:00
Ben Wallis
7cee43b32d Added egui plot showing the count of chunks pending meshing 2022-07-02 22:36:56 +01:00
Imbris
54f6f278a0 Include an associated Config type in the atlas trait which is provided when creating the atlas 2022-07-01 23:47:42 -04:00
Imbris
95f17a6d22 General cleanup, remove local dependency, switch to u16 from i32 in several places, avoid guillotiere types in atlas API (one spot still remains) 2022-07-01 23:47:42 -04:00
Imbris
16461cfcba Cleanup atlas allocator work, remaining TODO:
* refactor meshing and trait API to replace guillotiere types
* associated config type on atlas trait
* investigate other areas of sprite performance like LOD scaling (i.e.
  there are now significant gaps in between meshing)
2022-07-01 23:47:41 -04:00
Imbris
5e5f7885e5 Tiled guillotiere allocator for sprites working 2022-07-01 23:47:41 -04:00
Imbris
b1f5fc01db Before removing variable size edge tiles 2022-07-01 23:47:41 -04:00
Joshua Yanovski
59aacc3fd8 Remove some bottlenecks. 2022-07-01 20:41:59 -07:00
Samuel Keiffer
0bd08b1f9e Merge branch 'socksonme/rework_sct' into 'master'
Rework SCT

See merge request veloren/veloren!3126
2022-07-02 02:42:42 +00:00
Imbris
6c8970f6fd Merge branch 'imbris/voxygen-compile-time' into 'master'
Improve voxygen compile time with small tweak

See merge request veloren/veloren!3449
2022-07-01 08:22:05 +00:00
Imbris
e9ed7007ec Convert hashmap to array of SpriteConfigs to ensure we keep quick lookup times since this is queried for every block when processing a new chunk, 2022-07-01 03:34:35 -04:00
Imbris
291a424b4e This seems to save at least 30 seconds (out of 90 to 120 secs) when tweaking TILE_SIZE in voxygen/src/mesh/greedy.rs (NOTE: I did some more timing, see associated MR description) 2022-06-30 00:11:04 -04:00
Socksonme
6a355c58f2 Remove instance from PoiseChange 2022-06-29 18:36:05 +03:00
Socksonme
da0baa674f Remove hp_floaters whenever they wouldn 2022-06-29 17:31:59 +03:00
Socksonme
b7a718cb99 Remove old comments 2022-06-29 17:31:58 +03:00
Socksonme
f048600335 Add back old i18n + some small fixes
- Fix .filter() for combo_floater
- Rename sct_inc_dmg_accum_duration to sct_inc_dmg, as it was in the
  wrong place

to rebase
2022-06-29 17:31:58 +03:00
Socksonme
f6189a61f2 Address review - addendum
- `BlockFloater`s and `ComboFloater`s don't store the owner anymore,
  `ExpFloater` still does, however the field is used to prevent
  accumulating old floaters with new ones. This change also makes it so
  that if the client changes entity, they keep the old entity's
  floaters.
- The `combo_floaters` field is now `combo_floater` plus it now uses an
  Option<ExpFloater>.
- Changed `handle_health_change` to change the health even if the entity
  does not have a `Pos` or `Uid`, now uses `emit_now`combo_floater` plus
  it now uses an Option<ExpFloater>.
- Changed `handle_health_change` to change the health even if the entity
  does not have a `Pos` or `Uid`, now uses `emit_now`
- Changed some comments
2022-06-29 17:31:58 +03:00
Socksonme
2c5fd06d0b Address review
- Change hp_pulse to not be framerate dependent
- Change some of the HpFloater checks to be inside the find() function
- Remove unnecessary join
- Add back option for showing incoming damage + add option for
  experience accumulation
- Change `ExpFloater`s to not store the owner, as they are only shown
  for the player (will have to see if the implementation is correct so
  that it may be applied to the other floaters)
- Rename `Outcome::Damage` to `Outcome::HealthChange` and `DamageInfo`
  to `HealthChangeInfo`
- Update some outdated comments/documentation
2022-06-29 17:31:58 +03:00
socksonme
8feaea5cdf Exp floater accumulation + ignore all below 0.1 2022-06-29 17:31:57 +03:00
socksonme
eabbfe6a51 Remove damage batch option + crit_mult 2022-06-29 17:31:54 +03:00
socksonme
29ce64b4f5 Small changes to hud 2022-06-29 17:31:43 +03:00
socksonme
0e84794217 change font size formula to not use crit_mult + use ints for change by check 2022-06-29 17:31:43 +03:00
socksonme
3d2dcbf894 Revert some changes 2022-06-29 17:31:43 +03:00
socksonme
559d5ca804 Some changes to DamageSources + various code qual changes 2022-06-29 17:31:43 +03:00
socksonme
762b726d21 basic i18n for english + code touchups
Getting Invalid Probability error when attacking a lot of enemies - needs to be checked out
2022-06-29 17:31:42 +03:00
socksonme
ddf0ba6dd6 Small UI changes + fix hurt animation 2022-06-29 17:31:41 +03:00
socksonme
5533d139bc Slider for accumulated damage duration 2022-06-29 17:31:41 +03:00
socksonme
5360a7c93e Tons of code quality changes, added damage rounding option 2022-06-29 17:31:37 +03:00
socksonme
64f0f05608 Fixed bug with healing above 5.0 and preparing for options 2022-06-29 17:31:10 +03:00
socksonme
202d558246 Instance number generated inside projectile constructor, remove crit field 2022-06-29 17:31:07 +03:00
socksonme
6c75ad6ef8 Code quality changes and comments 2022-06-29 17:30:54 +03:00
socksonme
c0e78d869e Instance numbers are now based on the AttackDamage struct 2022-06-29 17:30:53 +03:00
socksonme
ac5bf53c42 Instance numbers for HpChanges 2022-06-29 17:30:50 +03:00
socksonme
f8924d6c1a tweaks to damage floaters
Added some comments where stuff needs to be discussed
2022-06-29 17:30:32 +03:00
socksonme
7a1e19d42c Crits now only glob with eachother, now show up like healing
Still a WIP, need to change crits to being non-floating and try implementing crits popping, need to remove some debugging stuff later
2022-06-29 17:30:29 +03:00
socksonme
ce95680df9 Addressed comments, health and damage floaters are now separated
Enemy healing probably needs to be discussed as it doesn't show up as of now and the way crits are handled also needs to be discussed
2022-06-29 17:29:59 +03:00
socksonme
94f193fbe0 Damage outcomes are now emitted with health change events
Being healed and damaged at the same time still leads to issues - needs to be sorted out
2022-06-29 17:29:19 +03:00