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.
distance changes (until the player crossed a chunk boundary and
triggered the normal update).
This introduces a `ViewDistance` struct that provides an abstraction
around limiting the rate the view distance can be cycled up and down.
This helps avoid unnecessary sending, deleting, and then resending of
synced things like entities (the client will still delete its terrain
locally and re-request it though).
The second part of this fix is storing the last view distance in the
`RegionSubscription` struct and then updating region subscriptions if
this doesn't match the current view distance in the `Presence`
component.
* Add mass
* Add density
* Add collider.
This one is strange as always, I don't know what's wrong, but debug hitbox
changes only after death. Real one seems to work.
- `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
- 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