Commit Graph

191 Commits

Author SHA1 Message Date
Marcel Märtens
6ebbb89d4d update toolchain to nightly-2024-01-17 2024-02-05 19:51:50 +01:00
Joshua Barretto
4a89d88e9b Added default sprite attribute state 2024-01-21 21:30:08 +00:00
Marcel Märtens
631f3ab8ee fix clippy issues, WITHOUT clippy::needless_pass_by_ref_mut as we are still unsure how to proceed with it. we want to keep the &mut ref where we are actually writing. maybe we need another method support 2023-10-05 23:23:27 +02:00
Marcel Märtens
882a8d104c Revert "extended clippy from quality.sh"
This reverts commit 30ebb7f2edcf299e4886aa7de6573ef54353a8dd.
2023-10-05 22:00:49 +02:00
Marcel Märtens
df03c92741 extended clippy from quality.sh 2023-10-05 22:00:49 +02:00
Joshua Barretto
8e03f87881 Addressed review comments 2023-05-16 10:08:25 +01:00
Joshua Barretto
aeb72bcf22 Added support for block kinds in shaders 2023-05-15 17:31:21 +01:00
Isse
1617c180ef small changes 2023-05-09 19:55:52 +02:00
Isse
6219b52f87 rename Vox trait to FilledVox, and change is_empty to is_filled 2023-05-09 19:43:10 +02:00
Isse
a0ed18c3db add doc comments 2023-05-09 19:43:10 +02:00
Isse
61ecd2c178 various small fixes 2023-05-09 19:43:10 +02:00
Isse
a6665ed988 some comments 2023-05-09 19:43:10 +02:00
Isse
d292234c47 lod for sprites on volumes 2023-05-09 19:43:09 +02:00
Isse
fcb7011cde sprites on volumes 2023-05-09 19:43:09 +02:00
Joshua Barretto
175ae0da7b Cleaned up implementation, addressed review comments 2023-03-01 12:54:43 +00:00
Joshua Barretto
81ec1f726c Reduced light volume bounds according to underground depth 2023-03-01 12:09:41 +00:00
Joshua Barretto
7fa654ae4c Clippy fixes 2023-03-01 12:09:40 +00:00
Joshua Barretto
661b587c9f Added basic culling of underground terrain and sprites 2023-03-01 12:09:40 +00:00
Joshua Barretto
d9552f7ff4 Added support for glowing sprites 2023-01-19 21:59:02 +00:00
Joshua Barretto
f48e1ca951 Make wind sway change according to weather wind velocity 2022-12-31 17:40:40 +00:00
Marcel Märtens
dad73ba2a3 fix clamp clippy errors 2022-11-28 14:26:27 +01:00
Joshua Barretto
428816c65e Addressed review comments 2022-10-23 23:54:55 +01:00
Joshua Barretto
0a5e257b77 Remove close-up camera jitter 2022-10-23 01:42:01 +01:00
Joshua Barretto
db4cc21ec3 Fixed seams 2022-10-23 01:42:00 +01:00
Joshua Barretto
3f2efea4f2 Experimental river velocity in shaders 2022-10-23 01:42:00 +01:00
Forest Anderson
67534488b3 Merge branch 'tygyh/CleanUp' into 'master'
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
Joshua Barretto
b08a501aef Cleaned up ready for merge 2022-07-16 11:09:35 +01:00
tygyh
5e5698249b Remove unnecessarily qualified paths 2022-07-15 14:49:46 +02:00
Joshua Barretto
07ba4dcc33 Fixed particles for non-body entities, AO for non-volumetric illumination 2022-07-15 08:43:34 +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 Barretto
3b347a2aa3 Improved underwater lighting on low shader settings 2022-01-21 13:35:40 +00:00
Jonathan Berglin
596307c9b7 Remove unused clippy suppressions 2021-12-05 17:59:02 +00:00
Imbris
7760210824 Remove redundant closures 2021-11-28 12:24:57 -05:00
Marcel Märtens
ef40ebe0c8 update toolchain to nightly-2021-11-24 2021-11-24 10:09:22 +01:00
Joshua Barretto
8b8adcc1b8 More block particles, changes ore vein colour 2021-08-28 14:53:30 +01:00
Dr. Dystopia
db48e30ea1 Resolve unused '#[allow(clippy::needless_range_loop)]' error supressions 2021-07-24 20:22:05 +02:00
Dr. Dystopia
632eba0145 Resolve unused '#[allow(clippy::collapsible_if)]' error supressions 2021-07-24 20:16:18 +02:00
Dr. Dystopia
5cc2fc8182 Resolve all '#[allow(clippy::or_fun_call))]' error supressions 2021-07-15 13:49:59 +02:00
Imbris
01aa6af1fd Address various TODOs introduced in wgpu transition 2021-06-03 00:10:06 -04:00
Imbris
d5f4a4443a Fix all clippy warnings 2021-06-03 00:10:05 -04:00
Imbris
c532f50e64 Remove wgpu patch/update wgpu, rebase fixes, remove use of deprecated
vek functions for left, right, up, down, forward_rh, forward_lh
2021-06-02 23:59:49 -04:00
Imbris
fd0c4c166a migrate cloud pipeline, migrate iced renderer, rebase fixes 2021-06-02 23:56:43 -04:00
Capucho
8c3995298b More fixes 2021-06-02 23:56:43 -04:00
Imbris
23eca4c3f6 Re-disable incremental just for common-systems, small fix in plugin
crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Joshua Yanovski
d87225d908 Various improvements to chunk load latency.
Firstly, most importantly, improves the heuristic used for deciding
which chunks to mesh (which matters more even at low view distances
with meshing being so expensive now, but has an even more obvious
improvement at large view distances).  Essentially, instead of always
prioritizing whatever chunk was fetched earliest from the server,
instead we prioritize chunks *closest* to the player first, then chunk
order.

This greatly improves the apparent latency for things like
picking up a sprite, as well as cases where the player moves out of the
loaded range but (due to slow loading from the server or a large VD
range) there are many remaining chunks left to be meshed still within
the VD but nowhere near the player.  By properly priotizing chunks near
the player, we minimize the time / likelihood of a player being on or
very near an unmeshed chunk, and make high VDs and faster travel
speeds more viable.

We make a few other minor improvements as well:

Avoid duplicate meshing of neighbors when first inserting chunks, if
they are already in the todo list and the chunk being inserted was not
directly modified.

Also avoid remeshing neighbors if only a solid block's color changed,
which could sometimes be useful for non-sprite modifications (for
example flame-induced changes to non-destructible terrain color).
2021-05-18 17:10:29 -07:00