1421 Commits

Author SHA1 Message Date
Christof Petig
4cdfab236a 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remove outdated economic simulation code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
DaforLynx
7b132519a2 Many small changes to audio code, mainly sfx - changelog in MR 2021-03-12 15:00:09 -08:00
Sam
1ad6464f46 Fixed broken weapon. 2021-03-12 11:00:54 -05:00
jshipsey
dda4d2e218 intitial values 2021-03-12 00:58:12 -05:00
Sam
4e48881497 Rebalanced crit stats 2021-03-11 20:30:15 -05:00
Marcel
f796b6edb4 Merge branch 'xMAC94x/non_blocking_register' into 'master'
Auth requests are now done async, the register system is fetching it, via a PendingLogin component

See merge request veloren/veloren!1875
2021-03-11 21:51:55 +00:00
Joshua Barretto
90838be796 Merge branch 'PersianKnight/Reset_to_Defaults_Buttons' into 'master'
Add Reset to Default Buttons for Interface, Gameplay and Sound Settings

See merge request veloren/veloren!1877
2021-03-11 21:29:11 +00:00
PersianKnight
186ab9b1c4 Add Reset to Default Buttons for Interface, Gameplay and Sound Settings 2021-03-11 22:09:30 +03:30
Joshua Barretto
19c404b7f6 Merge branch 'glowy-shiny-pretty' into 'master'
Glowy shiny pretty

See merge request veloren/veloren!1874
2021-03-11 17:37:33 +00:00
Samuel Keiffer
5e5ec967d1 Merge branch 'sam/sceptre-overhaul' into 'master'
Overhaul sceptre

Closes #768

See merge request veloren/veloren!1845
2021-03-11 16:47:50 +00:00
Marcel Märtens
2a71c68fa2 Allow HTTP auth servers again.
only `localhost` are allowed in a release build.
 when debug assertions are on, others are also allowed.

This change undoes the changes to the settings, so compared to master, there is no effect
2021-03-11 17:24:52 +01:00
Marcel Märtens
eacb60cfa0 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
2021-03-11 17:05:02 +01:00
Joshua Barretto
052a69a493 Cheaper and less broken material reflection/glow 2021-03-11 13:56:11 +00:00
omm
22eb7438e0 File structure for lang es_ES aligned with EN 2021-03-11 12:08:37 +00:00
Joshua Barretto
fb84ec1821 More reflective weapons 2021-03-10 18:59:04 +00:00
Joshua Barretto
c20abd0265 Initial implementation of glow/shininess 2021-03-10 18:58:25 +00:00
Sam
472a665826 Auras will now refresh buffs if a buff was already present that had a lesser duration.
Attack effects can now have multiple requirements.
Fix for sceptre heal not requiring energy.
Nerfed warding aura protection.
Added icon for warding aura.
Changelog.
2021-03-09 18:03:06 -05:00
Sam
0f1f8c89f5 Sceptre skill tree and migration. 2021-03-09 18:02:07 -05:00
Sam
22f81e4df3 Aura duration separated from cast duration in aura state
Healing beam now requires combo > 0 to enter character state
Removed last vestiges of old sceptre abilities
Combo extended to most other attacks
Cast aura state renamed to basic aura
2021-03-09 18:02:00 -05:00
Sam
be2f8ac6b8 Aura particles. 2021-03-09 17:59:45 -05:00
Monty Marz
2bd4cbd3e3 cleanup, icons 2021-03-09 17:59:45 -05:00
Sam
8586121cfc Beam particle tweaks 2021-03-09 17:59:43 -05:00
Monty
ba534f1548 adjusted combo counter anim 2021-03-09 17:59:43 -05:00
Sam
1a2824344b Changed lifesteal beam particles to look better.
Warding aura now just provides damage reduction instead of invulnerability. Also with a longer duration and less movespeed penalty.
2021-03-09 17:59:41 -05:00
Sam
2293a2a064 Particles for lifesteal beam. Changed how frontend recognized beams. 2021-03-09 17:59:39 -05:00
Sam
5772757f7a Basic beam now generates combo. Healing beam now consumes combo, and requires combo to heal. 2021-03-09 17:59:33 -05:00
Sam
3ee05be147 Added healing beam character state.
This was done as there was a lot of special casing in basic beam to account for healing.
2021-03-09 17:58:20 -05:00
Sam
f23c5db806 New abilities for sceptre are done 2021-03-09 17:56:38 -05:00
Marcel
86e663c4e7 Merge branch 'updated_spanish_es_strings' into 'master'
Updated strings Added missing translations in Spanish es_ES and retrieving localized text

See merge request veloren/veloren!1866
2021-03-09 12:59:03 +00:00
tukilo
0b54cc5b78 Updated strings Added missing translations in Spanish es_ES and retrieving localized text 2021-03-09 12:30:53 +01:00
Avi Weinstock
e9357e1dd6 Add critical chance and critical multiplier stats to weapons. 2021-03-08 23:27:25 -05:00
Adam Blanchet
5884530486 Add reset button to graphics settings 2021-03-08 18:48:38 +01:00
Marcel
a7562e975e 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
7b0b410b4f Better docs, faster terrain meshing 2021-03-07 14:25:07 +00:00
Joshua Barretto
34f98e7d4b Fixed snow biome trees 2021-03-07 14:25:07 +00:00
Joshua Barretto
4b2c7c9dbc Better tree names 2021-03-07 14:25:07 +00:00
Joshua Barretto
71fdf0e333 Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Monty
465bb9cb0f tree icon UI works and hover icon 2021-03-07 14:25:07 +00:00
Joshua Barretto
67f085d948 Added tree map icon 2021-03-07 14:25:05 +00:00
Joshua Barretto
5e6906a3df Static light flickering 2021-03-07 14:25:02 +00:00
Joshua Barretto
46f1eadf10 Small fixes 2021-03-07 14:25:02 +00:00
Joshua Barretto
98bf7c49fd Adjusted static lighting 2021-03-07 14:25:02 +00:00
Joshua Barretto
8106957933 Better LoD water prediction 2021-03-07 14:25:01 +00:00
Monty
80454d005a PoI icon 2021-03-07 14:25:01 +00:00
Joshua Barretto
bbcf881349 Fixed wall leaking with dynamic light ambiance 2021-03-07 14:25:01 +00:00
Joshua Barretto
43f5e86884 Point light ambiance for less harsh shadows 2021-03-07 14:25:01 +00:00
Joshua Barretto
e01f33a121 Directional baked lights for figures 2021-03-07 14:25:01 +00:00
Joshua Barretto
8b752412d6 Lanterns in trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
4be9a7274b Specialised giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
54bb6484e8 Experimental giant mother trees 2021-03-07 14:25:01 +00:00