flo
050150e7e8
floppy_instruments_foot_animation_fix
2022-10-22 22:47:25 +00:00
Joshua Yanovski
aea4aca057
Merge branch 'xmac94x/steal-sharps-clippy-improvements' into 'master'
...
Xmac94x/steal sharps clippy improvements
See merge request veloren/veloren!3612
2022-09-11 19:56:35 +00:00
flo
e43608ce80
add guitar & instrument sample edits
2022-09-10 17:23:38 +00:00
Joshua Yanovski
986d104faa
Update Rust toolchain.
2022-09-08 15:43:53 -07:00
Samuel Keiffer
52ce12f383
Merge branch 'floppy-music-instruments' into 'master'
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Music Instruments
See merge request veloren/veloren!3535
2022-08-28 18:48:18 +00:00
flo
9339971032
Music Instruments
2022-08-28 18:48:18 +00:00
Imbris
334937568e
Add an entity view distance setting that allows limiting the distance
...
entities are synced from and displayed in.
NOTE: Syncing entities work at the granularity regions which are
multi-chunk squares but the display of entities in voxygen is limited in
a circle with the radiues of the supplied distance.
Additional details and changes:
* Added `ViewDistances` struct in `common` that contains separate
terrain and entity view distances (the entity view distance will be
clamped by the terrain view distance in uses of this).
* View distance requests from the client to the server now use this
type.
* When requesting the character or spectate state the client now passes
its desired view distances. This is exposed as a new parameter on
`Client::request_character`/`Client::request_spectate`. And the client
no longer needs to send a view distance request after entering these
states. This also allows us to avoid needing to initialize `Presence`
with a default view distance value on the server.
* Removed `DerefFlaggedStorage` from `Presence` and `RegionSubscription` since the
change tracking isn't used for these components.
* Add sliders in voxygen graphics and network tabs for this new setting.
Show the clamped value as well as the selected value next to the
slider.
* Rename existing "Entities View Distance" slider (which AFAIK controls
the distance at which different LOD levels apply to figures) to
"Entities Detail Distance" so we can use the former name for this new
slider.
2022-08-25 23:24:43 -04:00
IsseW
f77cce68d5
fix viewpoint meshing
2022-08-14 22:41:08 +02:00
IsseW
a165bc09bc
character viewpoint
2022-08-09 18:45:45 +02:00
Forest Anderson
67534488b3
Merge branch 'tygyh/CleanUp' into 'master'
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Tygyh/clean up
See merge request veloren/veloren!3480
2022-07-17 14:04:45 +00:00
Joshua Barretto
cda6c031b8
Limit number of minor lights applied to entities to solve performance problems
2022-07-16 15:39:06 +01:00
tygyh
5e5698249b
Remove unnecessarily qualified paths
2022-07-15 14:49:46 +02:00
IsseW
5b7b13adce
Add medium check to rain
2022-07-04 18:18:36 +02:00
IsseW
a7c724a46d
Limit figures drawn for rain occlusion
2022-07-04 18:18:35 +02:00
Christof Petig
2bf8e1865f
Skiing and ice skating
2022-05-27 17:19:52 +00:00
Sam
08b7bb781f
Changed Item to have ItemBase instead of ItemDef. NO ASSETS.
2022-05-16 15:11:10 -04:00
Sam
6620c1dd1f
Added HandsKind to automatically resolve handedness of modular weapons.
2022-05-16 15:10:51 -04:00
Marcel Märtens
697673bcca
update toolchain to nightly-2022-04-25
2022-05-03 15:22:28 +02:00
Leonid Toshchev
860af759a4
# Fix 994: fix panic when hotloading figure manifests
2022-04-14 15:53:39 +00:00
Mel
0ba3a806c0
Apply mount transform position to weapon trails
2022-03-15 21:47:17 +01:00
Sam
0a0fffd5ed
Addressed review comments
2022-03-03 01:11:17 -05:00
Sam
5a60562eee
Addressed review comments
2022-03-03 01:11:16 -05:00
Sam
48c97cd829
Glider trails
2022-03-03 01:11:13 -05:00
Sam
eacd43be16
Moved weapon offset functions up a level. Should allow gliders and arrows to be handled better.
2022-03-03 01:11:12 -05:00
jshipsey
6ba8af5434
anim additions
2022-03-03 01:11:11 -05:00
Sam
f3c5c2b5e3
Pointy trails
2022-03-03 01:11:10 -05:00
Sam
b3a19ebc00
Weapon trails now works with dual wielding
2022-03-03 01:11:08 -05:00
Sam
a967daa2f5
Trails now controlled and enabled from animation files.
2022-03-03 01:11:07 -05:00
Sam
ab4c5dac87
Reset vertices for trails in trail manager.
2022-03-03 01:11:04 -05:00
Sam
bee16001ed
Don't upload weapon trails to GPUs for entities that have only zero quds.
2022-03-03 01:11:03 -05:00
Sam
cfbb3a5bca
Changed to a single dynamic model
2022-03-03 01:11:02 -05:00
Monty Marz
82def16969
visuals
2022-03-03 01:11:00 -05:00
Sam
f4abe4f275
More tweaks
2022-03-03 01:10:58 -05:00
Sam
b558331b32
Finishing touches
2022-03-03 01:10:55 -05:00
Sam
d23dd6c9e9
Fixed a few errors
2022-03-03 01:10:54 -05:00
Sam
5018a9f476
Game now runs, still doesn't work
2022-03-03 01:10:53 -05:00
Sam
33419c7b4c
Trails are now hackily created.
2022-03-03 01:10:51 -05:00
Samuel Keiffer
6c7c0eefae
Merge branch 'gnarlings' into 'master'
...
Gnarlings
See merge request veloren/veloren!3194
2022-02-15 00:22:37 +00:00
unvariant
9d98cd9e58
Render item drops instead of placeholder textures
2022-02-14 02:09:45 +00:00
jshipsey
2eee43865f
chieftain anims
2022-02-11 02:18:48 -05:00
jshipsey
0c788997a4
anims
2022-02-10 14:58:34 -05:00
Sam
e1f164d099
Initial AI for gnarling logger/mugger.
2022-02-10 14:58:27 -05:00
jshipsey
72f2b2eee8
clippy
2022-02-09 19:35:05 -05:00
jshipsey
7ae85aef50
tweaks
2022-02-09 19:34:24 -05:00
jshipsey
6d34a6b544
wallrunning
2022-02-09 19:34:23 -05:00
jshipsey
6f8cadc847
wall contact, run anim tweaks
2022-02-09 19:34:22 -05:00
Imbris
2325ac3d78
Use ori as fallback for look_dir so that other entities will turn properly when shooting (controller component is not synced)
2022-01-30 23:30:34 -05:00
Avi Weinstock
5f8957d8ef
Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}
.
2022-01-30 20:16:20 +01:00
jshipsey
067f06561f
hold weapon while rolling
2022-01-24 03:55:00 -05:00
jshipsey
82df5f23c3
spit anim
2022-01-19 19:01:16 +01:00