Sam
1edf79d109
Moved all legendaries to mindflayer loot table.
2021-03-27 21:05:12 -04:00
Avi Weinstock
8d90548331
Get SitePricing information to clients, and use it to display coin-denominated prices in voxygen on tooltips during a trade. Also boost merchant spawn rate slightly.
2021-03-25 02:11:58 -04:00
Joshua Barretto
5b234a3d08
Merge branch 'christof/de_unwrap2' into 'master'
...
Replace unwrap in the economy code
See merge request veloren/veloren!1988
2021-03-24 22:22:02 +00:00
Christof Petig
71b91d589b
fix the test
2021-03-24 22:37:01 +01:00
Joshua Barretto
5abdd0be8d
Merge branch 'synis/primitives' into 'master'
...
Primitives
See merge request veloren/veloren!1937
2021-03-24 21:06:33 +00:00
Christof Petig
a897a5aa68
remove the remaining unwraps
2021-03-24 21:59:47 +01:00
Christof Petig
43dec7c103
replace another group of unwraps
2021-03-24 21:43:30 +01:00
Avi Weinstock
c4a6875133
Fix airships getting stuck in trees and campfires spawning too close to new-style dungeon stairs.
2021-03-24 15:42:37 -04:00
Christof Petig
3773b23836
remove I/O unwraps (code inactive by default)
2021-03-24 20:31:17 +01:00
Synis
d7aea52a8f
Rotation uses matrix and some fixes for plane primitive
2021-03-24 18:21:01 +01:00
Synis
35ef2082e2
Rotation primitive and some minor fixes
2021-03-24 18:21:01 +01:00
Synis
187d7d4fe7
Added a bunch of primitives
2021-03-24 18:21:01 +01:00
Avi Weinstock
cfb55b4881
Add an additional kind of stairs to dungeons.
2021-03-23 18:17:00 -04:00
Marcel Märtens
6b23101fac
update toolchain to nightly-2021-03-22
2021-03-22 16:41:04 +01:00
Snowram
e5afb2fcf7
Various visual fixes
2021-03-18 22:53:06 +01:00
Joshua Barretto
fadf5ee1ec
Reduced frequency of bee hives
2021-03-17 21:43:08 +00:00
Snowram
60dd47cdea
Theropod charge attack
2021-03-14 18:10:40 +01:00
Snowram
9d7e8957bb
Add new npcs
2021-03-14 14:24:35 +01:00
Christof Petig
15b11d9154
Implement /price_list (work in progress), stub for /buy and /sell
...
remove outdated economic simulation code
remove old values, document
add natural resources to economy
Remove NaturalResources from Place (now in Economy)
find closest site to each chunk
implement natural resources (the distance scale is wrong)
cargo fmt
working distance calculation
this collection of natural resources seem to make sense, too much Wheat though
use natural resources and controlled area to replenish goods
increase the amount of chunks controlled by one guard to 50
add new professions and goods to the list
implement multiple products per worker
remove the old code and rename the new code to the previous name
correctly determine which goods guards will give you access to
correctly estimate the amount of natural resources controlled
adapt to new server API
instrument tooltips
Now I just need to figure out how to store a (reference to) a closure
closures for tooltip content generation
pass site/cave id to the client
Add economic information to the client structure
(not yet exchanged with the server)
Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap
Specialize the Crafter into Brewer,Bladesmith and Blacksmith
working server request for economic info from within tooltip
fully operational economic tooltips
I need to fix the id clash between caves and towns though
fix overlapping ids between caves and sites
display stock amount
correctly handle invalid (cave) ids in the request
some initial balancing, turn off most info logging
less intrusive way of implementing the dynamic tool tips in map
further tooltip cleanup
further cleanup, dynamic tooltip not fully working as intended
correctly working tooltip visibility logic
cleanup, display labor value
separate economy info request in a separate translation unit
display values as well
nicer display format for economy
add last_exports and coin to the new economy
do not allocate natural resources to Dungeons (making town so much larger)
balancing attempt
print town size statistics
cargo fmt (dead code)
resource tweaks, csv debugging
output a more interesting town (and then all sites)
fix the labor value logic (now we have meaningful prices)
load professions from ron (WIP)
use assets manager in economy
loading professions works
use professions from ron file
fix Labor debug logic
count chunks per type separately
(preparing for better resource control)
better structured resource data
traders, more professions (WIP)
fix exception when starting the simulation
fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading
documentation clean up
fix merge artifact
Revise trader mechanic
start Coin with a reasonable default
remove the outdated economy code
preserve documentation from removed old structure
output neighboring sites (preparation)
pass list of neighbors to economy
add trade structures
trading stub
Description of purpose by zesterer on Discord
remember prices (needed for planning)
avoid growing the order vector unboundedly
into_iter doesn't clear the Vec, so clear it manually
use drain to process Vecs, avoid clone
fix the test server
implement a test stub (I need to get it faster than 30 seconds to be more useful)
enable info output in test
debug missing and extra goods
use the same logging extension as water, activate feature
update dependencies
determine good prices, good exchange goods
a working set of revisions
a cozy world which economy tests in 2s
first order planning version
fun with package version
buy according to value/priority, not missing amount
introduce min price constant, fix order priority
in depth debugging
with a correct sign the trading plans start to make sense
move the trade planning to a separate function
rename new function
reorganize code into subroutines (much cleaner)
each trading step now has its own function
cut down the number of debugging output
introduce RoadSecurity and Transportation
transport capacity bookkeeping
only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)
Coin is now listed as a payment (although not used)
proper transportation estimation (although 0)
remove more left overs uncovered by viewing the code in a merge request
use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)
don't order the missing good multiple times
also it uses coin to buy things!
fix warnings and use the transportation from stock again
cargo fmt
prepare evaluation of trade
don't count transportation multiple times
fix merge artifact
operational trade planning
trade itself is still misleading
make clippy happy
clean up
correct labor ratio of merchants (no need to multiply with amount produced)
incomplete merchant labor_value computation
correct last commit
make economy of scale more explicit
make clippy happy (and code cleaner)
more merchant tweaks (more pop=better)
beginning of real trading code
revert the update of dependencies
remove stale comments/unused code
trading implementation complete (but untested)
something is still strange ...
fix sign in trading
another sign fix
some bugfixes and plenty of debugging code
another bug fixed, more to go
fix another invariant (rounding will lead to very small negative value)
introduce Terrain and Territory
fix merge mistakes
2021-03-14 03:18:32 +00:00
Synis
9f9ed4b211
Addressed comments
2021-03-11 23:51:57 +01:00
Synis
631a591a68
Castle generation
2021-03-11 22:17:31 +01:00
Joshua Barretto
549f89f590
Addressed pine tree criticism by improving generation
2021-03-08 10:51:06 +00:00
Joshua Barretto
36d20e6990
Better docs, faster terrain meshing
2021-03-07 14:25:07 +00:00
Joshua Barretto
9910398917
Fixed snow biome trees
2021-03-07 14:25:07 +00:00
Joshua Barretto
911acdd9db
Fixed clippy warnings and fmt
2021-03-07 14:25:07 +00:00
Synis
c35780d05b
More work on castles
2021-03-07 14:25:07 +00:00
Synis
f7f7f12a38
Basic Castle Wall
2021-03-07 14:25:07 +00:00
Joshua Barretto
eff9fc5393
Better giant tree spawn rate
2021-03-07 14:25:07 +00:00
Joshua Barretto
db573f6b2d
Turn giant trees into proper sites
2021-03-07 14:25:07 +00:00
Joshua Barretto
0ede7d3899
Brick fill
2021-03-07 14:25:04 +00:00
Joshua Barretto
173a127d5e
Better Fill type
2021-03-07 14:25:03 +00:00
Joshua Barretto
97141d12a6
Better paths
2021-03-07 14:25:03 +00:00
Joshua Barretto
e65e3b52f4
Fewer fields
2021-03-07 14:25:03 +00:00
Joshua Barretto
a568669526
Fixed plazas, buggy willow trees
2021-03-07 14:25:03 +00:00
Joshua Barretto
862cd5fe49
fmt
2021-03-07 14:25:03 +00:00
Joshua Barretto
02d86f0fb0
Switched to 6x6 tiles, more natural paths
2021-03-07 14:25:02 +00:00
Joshua Barretto
1d16f14dd5
Small fixes
2021-03-07 14:25:02 +00:00
Joshua Barretto
f537f82b17
Updated vek, fixed house wall bugs
2021-03-07 14:25:02 +00:00
Joshua Barretto
fe8ffc8f87
Fixed more silly issues
2021-03-07 14:25:02 +00:00
Joshua Barretto
6e6e322e90
Fixed stupid generation bugs, made houses more interesting
2021-03-07 14:25:02 +00:00
Joshua Barretto
293d1f2d5e
More plot generation work
2021-03-07 14:25:02 +00:00
Joshua Barretto
9e20d7390f
Better house generation
2021-03-07 14:25:02 +00:00
Joshua Barretto
14bac81dc4
Added CSG house roofs
2021-03-07 14:25:02 +00:00
Joshua Barretto
9875e2c025
Began work on CSG-based primitive tree site structure generation system
2021-03-07 14:25:02 +00:00
Joshua Barretto
95af1536be
Town hazards
2021-03-07 14:25:02 +00:00
Joshua Barretto
cd97a4b2fc
Wider roads, better structure
2021-03-07 14:25:02 +00:00
Joshua Barretto
1dab08075e
Fixed biasing bug
2021-03-07 14:25:02 +00:00
Joshua Barretto
7d94c3600f
New town layouts, initial progress
2021-03-07 14:25:02 +00:00
Joshua Barretto
660b297dd0
Cliff height variety
2021-03-07 14:25:02 +00:00
Joshua Barretto
81b93b548e
More varied cliff placement
2021-03-07 14:25:02 +00:00
Joshua Barretto
7ea9e32acf
Better cliffs
2021-03-07 14:25:01 +00:00
Joshua Barretto
e5b02ff7da
Better water/cave/cliff interaction
2021-03-07 14:25:01 +00:00
Joshua Barretto
466f3919d2
Removed the worst water/cliff interaction issues
2021-03-07 14:25:01 +00:00
Joshua Barretto
4ffdcd0fa1
Cliff overhangs
2021-03-07 14:25:01 +00:00
Joshua Barretto
740dcbb440
Stone layering
2021-03-07 14:25:01 +00:00
Joshua Barretto
9b5c9d1246
Cliff improvements
2021-03-07 14:25:01 +00:00
Joshua Barretto
620e2000d2
Experimental cliffs, use column alt for world map
2021-03-07 14:25:01 +00:00
Joshua Barretto
3aff271a05
Initial test site generation
2021-03-07 14:25:01 +00:00
Joshua Barretto
c7e82aea26
Began work integrating new sites into the world
2021-03-07 14:25:01 +00:00
Joshua Barretto
6af0e77efd
Better stairs
2021-03-07 14:25:01 +00:00
Joshua Barretto
b07c942aef
Added staircase to giant trees
2021-03-07 14:25:01 +00:00
Joshua Barretto
284d061068
Added staircases to giant trees
2021-03-07 14:25:01 +00:00
Joshua Barretto
0c302bb020
Lanterns in trees
2021-03-07 14:25:01 +00:00
Joshua Barretto
6fc7d2a906
Faster More interesting giant trees, better oaks, hives on branches
2021-03-07 14:25:01 +00:00
Joshua Barretto
185b1c3053
Specialised giant trees
2021-03-07 14:25:01 +00:00
Joshua Barretto
abd1eec815
Slightly smaller giant trees, more dispersed forests
2021-03-07 14:25:01 +00:00
Joshua Barretto
7d526da735
Experimental giant mother trees
2021-03-07 14:25:01 +00:00
Joshua Barretto
e30c625d81
More tree variety, denser forests
2021-03-07 14:25:01 +00:00
Joshua Barretto
81206d5e13
New site work
2021-03-07 14:25:00 +00:00
Joshua Barretto
68b0aa5c50
sync
2021-03-07 14:25:00 +00:00
Joshua Barretto
9cf13ac3b2
Simple coral
2021-03-07 14:25:00 +00:00
Joshua Barretto
3766a77de1
Better tree parameterisation, improved pines
2021-03-07 14:25:00 +00:00
Joshua Barretto
953d8841b4
Procedural pines (first attempt), more tree parameters
2021-03-07 14:25:00 +00:00
Joshua Barretto
24773afe76
Better parameterisation of trees
2021-03-07 14:25:00 +00:00
Joshua Barretto
5e7c231788
Switched to recursive tree generation and recursive culling algorithm for massive performance wins
2021-03-07 14:25:00 +00:00
Joshua Barretto
6f11c4c5c7
Added tree benchmarks
2021-03-07 14:25:00 +00:00
ccgauche
2f68a565d4
Fixed branch flattening
2021-03-07 14:25:00 +00:00
ccgauche
cf91358f40
Fixed canopy problem + Added iteration constant
2021-03-07 14:25:00 +00:00
ccgauche
0eaf8492a5
Removed unsafe from finvsqrt
2021-03-07 14:25:00 +00:00
ccgauche
454d9d0b75
Quite a lot of optimisations
2021-03-07 14:25:00 +00:00
ccgauche
37f9fba023
Simplified generation and fixed some tree cliping issues
2021-03-07 14:25:00 +00:00
ccgauche
bbc64b4ead
New generation for trees
2021-03-07 14:25:00 +00:00
Joshua Barretto
9d1a03504c
Fixed clipping issues, faster generation
2021-03-07 14:25:00 +00:00
ccgauche
7f3ba0eaca
New generation for trees
2021-03-07 14:25:00 +00:00
Joshua Barretto
0745514174
Prevented trees from being too sparse
2021-03-07 14:25:00 +00:00
Joshua Barretto
4bcf9e7a63
More sparse, faster trees
2021-03-07 14:25:00 +00:00
Joshua Barretto
6dd0f73c2d
Fixed clipping issues, faster generation
2021-03-07 14:25:00 +00:00
Joshua Barretto
82a25e49ef
Began integrating procgen trees
2021-03-07 14:25:00 +00:00
Joshua Barretto
23f0dfb078
Began work on new sites
2021-03-07 14:25:00 +00:00
Joshua Barretto
272ca41b9e
Reduced bridge artifacts
2021-03-07 14:25:00 +00:00
Marcel Märtens
c681992367
Changelog:
...
-Savanna grasses now only spawn in the savanna and no longer bleed into desert and temperate biomes
-Cacti now only spawn in the desert and density of large cacti has decreased
-Dead bushes are largely unchanged and still spawn in both the savanna and desert with some bleed into temperate biomes
2021-03-03 15:06:34 +01:00
jshipsey
16720a6826
weapon/manifest tweaks
2021-02-27 10:44:55 -05:00
Sam
238fcaf5f1
Particle rebase fixes
2021-02-27 01:42:47 -05:00
jshipsey
8d316aac8c
feedback adjustments
2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532
minotaur moves, added claygolem
2021-02-27 01:42:47 -05:00
jshipsey
417f4638ed
balance pass 2
2021-02-27 01:42:47 -05:00
jshipsey
79ec9115f5
rebase, yeti in dungeon
2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507
initial balance
2021-02-27 01:42:47 -05:00
Snowram
1b9815dc34
Adds 3 new npcs, tusk ram new design
2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd
full bipedsmall armor swaps
2021-02-27 01:42:46 -05:00
jshipsey
952a77f94d
speedier weapons initial testing
2021-02-27 01:42:45 -05:00
jshipsey
e4e25e20c9
rebase
2021-02-27 01:42:45 -05:00
jshipsey
ca3248cc93
new dungeon setups, new npcs, weapon specific loadouts, anims
2021-02-27 01:42:45 -05:00
unknown
559ece5ede
More npcs work
2021-02-27 01:42:45 -05:00
unknown
6f18d16aa2
Add new quadmeds npcs with rough offsets
2021-02-27 01:42:44 -05:00
Snowram
1172c2f2c3
Merge branch 'Sarrakitty/OceanFlora' into 'master'
...
added coral reefs, kelp forests, and seagrass
See merge request veloren/veloren!1819
2021-02-27 01:52:33 +00:00
Sarra
fff194dfbf
coral and kelp, cargo fmt
2021-02-25 23:47:38 -05:00
Sarra
02eb76416f
tweaking coral models and seagrass spawns
2021-02-25 23:39:41 -05:00
Sarra
1d4b8d4d99
correcting formatting and removing commented out code that wasn't supposed to be there
2021-02-25 20:41:57 -05:00
Sarra
f39f5ab5d3
added coral reefs, kelp forests, and seagrass
2021-02-25 05:33:18 -05:00
Sam
b0b4a07b9e
Bows
2021-02-24 20:37:43 -05:00
Sam
ee5c9d78ca
Swords
2021-02-24 18:54:06 -05:00
Snowram
4078eeb877
Various fixes to object animation, cleanup
2021-02-21 19:56:46 +01:00
Snowram
775224983b
Initial turret implementation
2021-02-21 18:23:54 +01:00
Sam
341affdae2
Added hands field to all ron files of weapons.
...
Removed weapons that were duplicated in weapons and npc_weapons from npc_weapons.
Added migration to convert npc_weapons that ended up in anyone's inventory to weapon version.
Consolidated debug boost and possess sticks into one debug_stick, and renamed the admin sword (with name cultist_purp_2h_boss-0) to admin_sword
2021-02-19 17:30:20 -05:00
Synis
a29ce3c428
Waypoints are no longer placed underwater
2021-02-16 13:23:12 +01:00
Lippy13
b64fc5e822
Fix #689 - dungeon without stairs to boss floor
2021-02-16 00:54:44 +00:00
Joshua Barretto
8ece00d6c6
Merge branch 'snowram/fix-staicases-lights' into 'master'
...
Fixes lights positions and orientations in staircases
See merge request veloren/veloren!1776
2021-02-14 01:17:53 +00:00
Snowram
f1f6a12718
Fixes lights positions and orientations in staircases
2021-02-13 22:27:37 +01:00
DaforLynx
ebbb06a400
Added crickets blocktype, added 3 new cricket sounds, made crickets chirp consistently, made frogs more sporadic
2021-02-12 00:54:42 +00:00
Snowram
6ac52daeae
Refactor, addresses more comments
2021-02-10 00:34:37 +01:00
Snowram
477bdfdfe7
Adresses some comments, various visual tweaks
2021-02-10 00:30:23 +01:00
Snowram
02f446fe4b
Adds lights to dungeons
2021-02-10 00:30:23 +01:00
Scott Williams
ae22a98167
Added a miniboss loot table for the stonework defender, made damaged bag, glider, and root of evil mindflayer exclusive drops.
2021-02-07 19:04:20 +00:00
jiminycrick
8b97199245
Update rand dependency
2021-01-26 20:35:08 -08:00
Joshua Barretto
58c69980b1
Merge branch 'synis/fix-cave-rng' into 'master'
...
Fixes #935 - deterministic sprite placement in caves
Closes #935
See merge request veloren/veloren!1721
2021-01-24 17:17:02 +00:00
Monty
7cbf946a65
6 new sceptres, add DPS display to tooltips
2021-01-23 23:10:36 +01:00
dryadee
f064033bb4
Fixes #935 - deterministic sprite placement in caves
2021-01-23 21:14:07 +01:00
Rotsuoy
994677a4d0
Rotsuoy/savanna grass
2021-01-23 07:46:54 +00:00
Sam
d2f3c1dd25
Restores difficulty to mindflayer fight. Made various tweaks to skillset builder functions.
2021-01-21 14:56:24 -05:00
Sarra Kitty
e7d852835c
Sarrakitty/rotsys item sprites
2021-01-19 18:23:44 +00:00
jiminycrick
3d44ac2c35
Humanoid skill config and AI skill check
...
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Sam
6ce422748c
Added SkillSetConfig to specify skill sets for npcs.
2021-01-19 08:07:55 -05:00
Sam
cb3e44a811
Health can now be scaled for npcs again.
2021-01-19 08:07:40 -05:00
Ben Wallis
aef2637288
Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts
2021-01-08 19:12:09 +00:00
jiminycrick
aceac9e205
Upgrade noise eliminating old rand dependency
2021-01-05 10:10:47 -08:00
ubruntu
ae366e03c5
Reduced downward fall of birds, Humanoid travelers no longer visit dungeons, birds only travel between dungeons
2021-01-05 01:04:01 +00:00
Benoît du Garreau
989683d2d3
Improve world::Index
2020-12-17 12:08:04 +01:00
Benoît du Garreau
7b4aa6d4cc
cargo fmt
2020-12-17 12:06:22 +01:00
Benoît du Garreau
0cf164f33a
Use assets_manager to load assets
2020-12-17 12:06:07 +01:00
jiminycrick
60d5d62eef
Switched to hashbrown everywhere
2020-12-17 10:31:35 +01:00
Joshua Barretto
f8c8e342e6
Moved common networking code to common/net, clippy fixes
2020-12-13 17:23:45 +00:00
Joshua Barretto
316bddbf30
Prevented towns destroying trees, rocks, other towns, etc.
2020-12-11 16:53:21 +01:00
Monty Marz
f2ba7cc297
add baobabs, fix map difficulty, make mushrooms lootable
2020-12-10 18:06:29 +01:00
Marcel Märtens
ccb01e1898
adjust fmt and clippy after toolchain upgrade
2020-12-10 14:53:01 +01:00
Snowram
526d3bd035
Vacations are never over
2020-12-08 23:03:40 +01:00
Snowram
72d73ecd38
Initial fish work
2020-12-08 23:03:38 +01:00
Joshua Barretto
e5ebbd31fa
Began using Grid<T> for LoD data
2020-12-05 11:20:25 +00:00
Sam
33e4448542
Replaced every unnecssary powf in the entire codebase with either powi or sqrt.
2020-11-24 18:28:24 -06:00
jiminycrick
aad9734055
Agent tactic refactoring
...
Lower theropods spawns
clippy, changelog
review response
2020-11-24 17:49:00 -06:00
jshipsey
d10dd83e5f
theropods in world, small tweaks
2020-11-24 17:48:51 -06:00
Christof Petig
4563cb40ce
use iter once.chain(once).flatten trick to deduplicate SiteInfo generation
2020-11-23 23:28:21 +01:00
Christof Petig
49d7c40bec
Remove the last remnants of the site circle and cave map drawing code
2020-11-23 19:54:56 +01:00
Christof Petig
11f9d71fde
fix clippy: One argument is no longer needed
2020-11-23 19:17:19 +01:00
Christof Petig
813f63a1e5
remove cave lines from the map, also remove remnants of the colored site circles
2020-11-23 19:07:11 +01:00
Christof Petig
921022638c
Display names for caves (identical on both ends)
2020-11-23 19:05:43 +01:00
Christof Petig
a3db20c9d6
Show caves in map
2020-11-23 19:05:17 +01:00
Joshua Barretto
26fd40c0e3
Fmt, make clippy happy
2020-11-23 15:39:03 +00:00
Snowram
6215682619
Temp loot tables
2020-11-23 10:58:22 +00:00
Joshua Barretto
deda202b5a
Prevent wildlife spawning in towns
2020-11-23 10:58:22 +00:00
Joshua Barretto
765a1ca17b
Switched light map iteration order, fire bowls in dungeons
2020-11-23 10:58:21 +00:00
Snowram
b7a33c56cc
Add basic guards to towns
2020-11-23 10:58:21 +00:00
Snowram
8885efd702
Adds (mini)bosses spawns
2020-11-23 10:58:21 +00:00
Joshua Barretto
55c6966ad9
Fewer trees near obstacles
2020-11-23 10:58:21 +00:00
Joshua Barretto
b539ecf438
More lights, minimised light and glow map data
2020-11-23 10:58:21 +00:00
Snowram
6e51967079
Dungeon tweaks
2020-11-23 10:58:21 +00:00
Snowram
0737c71749
Adds new cultist armors, defines loadouts for dungeons
2020-11-23 10:57:57 +00:00
Joshua Barretto
df1b19ed64
Light/glow temporal interpolation hack
2020-11-23 10:57:57 +00:00
Snowram
3bcffe1bf7
Assigns spawned npcs loadout with new method
2020-11-23 10:57:56 +00:00
Monty Marz
b950447bed
added enum for different dungeon enemies
2020-11-23 10:57:56 +00:00
Monty Marz
95d300c0e2
remove level 6 dungeons
2020-11-23 10:57:56 +00:00
Joshua Barretto
b30dfd1539
sync
2020-11-23 10:57:56 +00:00
Joshua Barretto
93a86a951e
Tweaked default graphics settings
2020-11-23 10:57:56 +00:00
Joshua Barretto
7850b0bcaf
Added site names, dungeon difficulty, better explosions
2020-11-23 10:57:55 +00:00
Treeco
f78b165320
Replaced placeholder willow generating conditions
2020-11-23 10:57:16 +00:00
Joshua Barretto
579bdcf10e
Forest soil undulation, better acadia placement
2020-11-23 10:57:15 +00:00
Monty Marz
99b3a4465a
WIP map zooming and dragging
2020-11-23 10:57:15 +00:00
Joshua Barretto
28b0a00b44
Removed per-level dungeon waypoints
2020-11-23 10:57:14 +00:00
Joshua Barretto
49df604de0
Better scattering and scatter (of both varieties)
2020-11-23 10:45:02 +00:00
Monty Marz
1864f4626c
map icons
2020-11-23 10:45:01 +00:00
Joshua Barretto
de685b00b2
Improved water pathfinding
2020-11-23 10:45:01 +00:00
Joshua Barretto
d4d4f17d3c
Added world map size icons
2020-11-23 10:45:01 +00:00
Joshua Barretto
22fb71905b
Added rtsim entities moving when unloaded, better generation
2020-11-23 10:45:01 +00:00
Joshua Barretto
25c50de347
Return of the cacti
2020-11-23 10:37:59 +00:00
Joshua Barretto
fc26305ac8
Increases maximum sprite dimensions (if you suspect an issue, check this commit)
2020-11-23 10:37:59 +00:00
Joshua Barretto
808d1873bd
Began implementing rtsim
2020-11-23 10:37:59 +00:00
Joshua Barretto
3ee4245652
Added test poles, minor improvements
2020-11-23 10:37:59 +00:00
Monty Marz
8235e94aa4
Conversion to struct to please clippy
2020-11-21 15:42:43 +01:00
Snowram
a939eac30d
Refines spawn values, add gradients to debug_column
2020-11-21 14:33:35 +01:00
Snowram
febe79e602
Added remaining creature spawns
2020-11-21 14:33:33 +01:00
Joshua Barretto
2ae51de7f0
Added more creature spawns
2020-11-21 14:33:32 +01:00
Joshua Barretto
97ec94fd3d
Initial NPC region spawning work
2020-11-21 14:33:30 +01:00
Snowram
d98bfa72ad
Improves bipedlarge and theropod anims, balance tweaks
2020-11-19 00:56:50 +01:00
Snowram
a773fd602a
Makes mindflayers spawn in dungeons
2020-11-19 00:53:21 +01:00
Snowram
9bfccd42d3
Adds new animals
2020-11-19 00:53:02 +01:00
jiminycrick
a9711eea01
Beginning to address comments
2020-11-18 13:31:12 -08:00
jiminycrick
c44a9092d3
Biome definition tweaks and more sfx
2020-11-18 13:31:12 -08:00
jiminycrick
a684bc90fd
Quadraped footsteps and songs in biomes
2020-11-18 13:31:12 -08:00
jiminycrick
bc1059610b
More clippy fixes
2020-11-18 13:31:12 -08:00
jiminycrick
ea1bc2941b
Clippy fixes
2020-11-18 13:31:12 -08:00
jiminycrick
9b759efe41
Snow footsteps
2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974
River water sfx
2020-11-18 13:31:12 -08:00
jiminycrick
c8d79b0b0e
Dungeon and cave specific music
2020-11-18 13:31:12 -08:00
Monty Marz
0e072f72cc
frost cleaver
...
velorite mage set
offsets
armor stats
2020-11-10 21:43:45 +00:00
Joshua Barretto
bce6195479
Added birch forest
2020-11-09 22:59:41 +00:00
Joshua Barretto
b09148abee
Updated changelog, removed old models
2020-11-09 17:19:29 +00:00
Joshua Barretto
962f0ec812
Better snow effects for non-trees
2020-11-09 17:09:33 +00:00
Joshua Barretto
b0f7cdfe66
Reduced oaks in desert
2020-11-09 16:28:57 +00:00
Joshua Barretto
d9550ddebd
Better pine forests by shifting average oak temperature
2020-11-09 16:22:47 +00:00
Joshua Barretto
71718d9c98
Better humidity, better snow trees
2020-11-09 15:06:37 +00:00
Joshua Barretto
3f02aa5134
Removed more redundant code, desert dunes, better bridges
2020-11-09 10:20:22 +00:00
Joshua Barretto
1036ce8c7e
Abandon tree generation when outside bounds
2020-11-09 10:20:22 +00:00
Joshua Barretto
9b233708e2
Turned tree generation into a post-processing layer, ripped out old tree generator for performance wins
2020-11-09 10:20:22 +00:00
Joshua Barretto
647dcb2fec
Switched path generation to canvas
2020-11-09 10:20:22 +00:00
Monty Marz
ca932f6c15
easier to get minor potions
...
increase cost of a minor potion to 4 apples
2020-11-06 01:08:32 +01:00
Marcel Märtens
1b47913835
fix clippy after toolchain update
2020-10-26 22:30:51 +01:00
Marcel Märtens
ff374eab59
create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition
2020-10-11 22:59:53 +02:00
Monty Marz
2b800a2b63
make clippy happy
...
Delete glider.ron
2020-10-07 02:23:20 +00:00
Forest Anderson
25ab132d73
Merge branch 'xvar/add-clone-on-ref-ptr-clippy-lint' into 'master'
...
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
See merge request veloren/veloren!1411
2020-09-28 19:32:03 +00:00
Joshua Yanovski
7d6aebb316
Fix hacky solution with proper defragmentation.
...
After generating a chonk, we now find the highest frequency block (in
terms of the number of groups that uniformly consist of that block) and
replace the chunk's default with that one. We also resort the data in
the process to be in the same order as the original array index. This
improves our memory savings from 3x to almost 7x, and brings us within a
factor of 3 or so of what I hope a true average will be.
The defragmentation is not totally optimal and can probably be improved
from a performance perspective, but given how much of a hard bottleneck
RAM is this seems worthwhile. Also, this doesn't suffer from the issues
the previous solution did.
2020-09-28 16:56:26 +02:00
Ben Wallis
b3dd8e8a02
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors
2020-09-27 17:25:33 +01:00
Joshua Yanovski
5af5ceb1f9
Address review comments.
2020-09-27 17:06:46 +02:00
Joshua Yanovski
938039a56e
Remove spurious uses of Vox.
...
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Snowram
fa2dd28587
Fixed various issues from better-things branch
2020-09-21 23:57:10 -04:00
Joshua Barretto
0ca42857fa
Addressed review issues
2020-09-21 21:10:32 +01:00
Joshua Barretto
49d1b3df6d
Improved docs
2020-09-20 11:46:12 +01:00
Joshua Barretto
ece4a01867
Improved representation of Block for better performance, more features, and better backwards-compatibility
2020-09-20 11:46:12 +01:00
Sam
e39770d1d9
Golem now spawns in dungeon.
2020-09-19 14:40:20 -05:00
jshipsey
5bb45a4861
spawn tweaks, improved odonto
2020-09-17 22:32:11 -04:00
jshipsey
cd6e1ad45f
haul out the critter skele, add theropod
2020-09-17 22:32:10 -04:00
Ben Wallis
712f2e9c97
* Moved migrations to beginning of server initialisation
...
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
Joshua Barretto
0a29c6b6f4
Better grass density
2020-09-04 21:20:08 +01:00
Joshua Barretto
798e9d7cd7
Cheaper terrain sprites
2020-09-04 11:48:57 +01:00
Monty Marz
b24f5b5b24
adjustments to firefly density
2020-09-04 11:48:57 +01:00
Joshua Barretto
57ccf4863e
Moved scatter to dedicated file
2020-09-04 11:48:57 +01:00
Monty Marz
c3ae56114a
added fireflies to reed and flowers, readded sunflowers
2020-09-04 11:48:57 +01:00
Joshua Barretto
be3ceaf677
Overhauled terrain sprite spawning
2020-09-04 11:48:56 +01:00
Joshua Barretto
032ec9ef41
Added bee hives
2020-09-04 11:48:56 +01:00
Joshua Barretto
88add8456f
Added fireflies, reeds near rivers
2020-09-04 11:48:56 +01:00
Joshua Barretto
2a64a75a0f
Made boulders avoid rivers
2020-09-04 11:41:56 +01:00
Joshua Yanovski
3a96b73b2c
Move figure meshing to a background thread.
2020-08-28 05:25:31 +02:00
Joshua Barretto
bf7afcf5c9
Merge branch 'zesterer/small-fixes' into 'master'
...
Better world colours, better projectiles, better aiming, many other small improvements
See merge request veloren/veloren!1332
2020-08-25 15:59:05 +00:00
notoria
2be4202d01
Corrected some spelling errors
2020-08-25 12:21:25 +00:00
Joshua Barretto
6a4c5a05d0
Fixed projectile collisions, hitboxes, better aiming
2020-08-24 18:24:44 +01:00
Monty Marz
86728c714f
better formatting and adjusted stone spawn rate
2020-08-24 12:36:27 +01:00
Joshua Barretto
6e7620dbe1
Prevented terrain scatter spawning in the air
2020-08-24 12:36:27 +01:00
Joshua Barretto
89a6a06a7b
Adjusted worldgen colours for new lighting model
2020-08-24 12:36:27 +01:00
Monty Marz
1d49186e31
various fixes
...
Balanced crafted weapon power
Adjusted tooltip color
Added tooltip showing account name to the social window
2020-08-24 01:16:53 +02:00
Monty Marz
c9438c0947
Fixes
...
Fix Cave NPCs only spawning very deep inside caves
Increase twig density
Adjust armour values and ingredients for starter sword
fix healing rod using the wrong model
Hung up the lianas again
2020-08-22 23:37:45 +00:00
Monty Marz
ce929d2924
Address comments, clippy and minor adjustments
...
first bunch of comments addressed
change order or scatter, paths and caves being applied in worldgen to avoid floating scatter objects
campfire adjustments, reduced grass density due to FPS issues
readded item descriptions to the crafting window, item desc for craftable armour
address comments
happy clippy, happy life
clippy
clippy
more clippy
fmt
revert cargo.toml formatting
remove "allow unreachable pattern"
fmt
2020-08-21 22:37:08 +02:00