Commit Graph

294 Commits

Author SHA1 Message Date
James Melkonian
70ede7f34d Topographic map 2021-04-06 08:42:06 -07:00
Sam
27f178286d Removed all rng matches in code to determine loot tables, and moved to loot tables specific for each sprite, creature, or dungeon. 2021-04-02 23:24:55 -04:00
Joshua Barretto
bed863c50c Added indicator text to terrain sprites 2021-03-30 01:04:23 +01:00
Joshua Barretto
6ea5aa796b Faster pick, less vibrant block selection 2021-03-21 20:38:08 +00:00
Joshua Barretto
347e1022a0 Initial implementation of pickaxe 2021-03-21 16:09:16 +00:00
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remove outdated economic simulation code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
Imbris
0127832172 Fix tracy not working in certain areas, add span to chunk gen, missing fmt, remove extra span, make voxygen use INFO level instead of TRACE in tracy mode 2021-03-13 13:30:20 -05:00
Imbris
8d0b776f18 Move server-cli commands to separate file, tracy profiling par_join improvements, misc improvements
- remove overwritten logging setting in server-cli
- add server-cli command to load a random area for testing without a client
- make admin add/remove commands modify ingame players instead of needing to reconnect
- add spans to par_join jobs
- added test command that loads up an area of the world
- add tracy-world-server alias
- set debug directives to info for logging
2021-03-13 02:28:59 -05:00
Joshua Barretto
6274987fa6 Fixed snow blocking all light 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
717bbbf23e Better static light propagation between translucent objects 2021-03-07 14:25:01 +00:00
Joshua Barretto
6af0e77efd Better stairs 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
7d526da735 Experimental giant mother trees 2021-03-07 14:25:01 +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
6dd0f73c2d Fixed clipping issues, faster generation 2021-03-07 14:25:00 +00:00
Sarra
f39f5ab5d3 added coral reefs, kelp forests, and seagrass 2021-02-25 05:33:18 -05:00
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
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
157e56d8ca Removed Shiny Gem, Added migration to change shiny gems to diamonds. Changed shiny gem recipes to diamonds 2021-01-24 16:40:22 +00:00
Scott Williams
32bbdffc38 Added 6 gems, removed shiny gem from cave, replaced with diamond. 2021-01-24 14:00:49 +00:00
Rotsuoy
994677a4d0 Rotsuoy/savanna grass 2021-01-23 07:46:54 +00:00
Sarra Kitty
e7d852835c Sarrakitty/rotsys item sprites 2021-01-19 18:23:44 +00:00
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
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
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
Joshua Barretto
b37be14b86 Added cave mushrooms 2020-12-05 18:00:29 +00:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Joshua Barretto
765a1ca17b Switched light map iteration order, fire bowls in dungeons 2020-11-23 10:58:21 +00:00
Monty Marz
d069eb9a57 street lamp particles, ground fire bowl, misc fixes 2020-11-23 10:58:21 +00:00
Joshua Barretto
e461fbd951 Make chimneys glow 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
Joshua Barretto
54989cf4a6 Switched to pure iterator space search 2020-11-23 10:57:57 +00:00
Joshua Barretto
8fd2e4537d Addressed review comments 2020-11-23 10:57:57 +00:00
Joshua Barretto
51d1a2ecff Added glow 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
Joshua Barretto
de685b00b2 Improved water pathfinding 2020-11-23 10:45:01 +00:00
Joshua Barretto
99a881f349 Added entity simulation to rtsim, reification, assimilation 2020-11-23 10:44:59 +00:00
Joshua Barretto
3ee4245652 Added test poles, minor improvements 2020-11-23 10:37:59 +00:00
jiminycrick
a9711eea01 Beginning to address comments 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
c2a2361c22 Fix rebase 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
jiminycrick
46d3f6f6d2 Initial biome specific music and ambient sound channel 2020-11-18 13:31:11 -08:00
Monty Marz
0e072f72cc frost cleaver
velorite mage set

offsets
armor stats
2020-11-10 21:43:45 +00:00
Joshua Barretto
71718d9c98 Better humidity, better snow trees 2020-11-09 15:06:37 +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
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Joshua Yanovski
69f68ddf29 Reduce chunks / chonk by trimming the ends.
This improves the defragment operation for chonks by letting them remove
chunks at the top that match above, and bottom that match below.  This
reduces the chunks / chonk from around 5.9 to around 3.4 at origin. From
my investigations, adding something for water would probably get us a
full 50% reduction, if we could collapse intermediate chunks; block
types other than rock / air / water never appear to have full chunks of
the same block, so any additional optimization will require changes to
the subchunk compression format or changes to the actual chunks we
generate.
2020-09-29 19:08:45 +02:00
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
Joshua Yanovski
b9528da8f6 Improve chunk space consumption by a lot.
3x - 5x depending on terrain.  We can do a lot better but this is a good
start.

Also, added chunk group count to metrics.  This correlates with memory
usage specifically by chunk voxel data in a much more direct way than
chonk or chunk count do, so this should provide extra useful information
(especially for our average overhead per chonk / chunk).
2020-09-28 13:35:49 +02:00
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
Joshua Barretto
becb58e305 Stopped all blocks being explodable 2020-09-21 23:47:33 +01:00
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
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
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 Yanovski
8be3648a4d Move sprite data to a config file. 2020-08-28 09:23:43 +02:00
Joshua Yanovski
3a96b73b2c Move figure meshing to a background thread. 2020-08-28 05:25:31 +02:00
notoria
2be4202d01 Corrected some spelling errors 2020-08-25 12:21:25 +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
Monty Marz
55d126861f fix tooltips in char selection, more balancing
fix talking animals

fix critter exp, stronger villagers

biped large balancing

more villager balancing, mushroom spawning rate

more balancing

fix rebase

multiple loottables

Add tarasque and bonerattler armour

Added loot tables for different groups of weapons and armor based off relative strength. Added loot table for cultist boss.

Added loot tables for consumables and food. Trimmed down default loot table.

remove male and female sign from char creation

chest loot tables

fix loot tables

lootable crates

lantern keybinding display

more loot tables

loot table changes

fixed loot tables

fix typo
more grass

rebase fix, better lantern

re-add sprite rotation for grass

crafting window alignment fix, new streetlamps, new shopsigns, new healing staff

height change
2020-08-21 19:36:19 +02:00
Joshua Yanovski
2dfd3b13d1 (See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---

Pretty much a Veloren fork at this point.  Here's a high level overview of the changes (will be added to CHANGELOG just before merge).

At a high level this MR incorporates roughly two groups of changes.

The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine.  This is "feature work" that (mostly)  only adds new things to Veloren, and mostly shouldn't affect old stuff.

The second big group of changes are those addressing the fallout from all the new features.  These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`).  Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).

The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.

---

At a high level (each will be described in more detail below):
- The world map has been refactored.
  - The world size is no longer hardcoded (@zesterer).
  - The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
  - On world creation, we now compute *horizon maps* (@zesterer).
  - The way we pass the world from the server to the client has been updated (@xMAC94x).
  - Artifacts related to image rotation were fixed (@imbris).
  - Multiflow rivers were enabled (@zesterer).
  - In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
  - A new LOD terrain rendering step was added to the pipeline.
  - The LOD terrain quality was made configurable via a graphics setting.
  - Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
  - A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
  - In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
  - A semi-accurate index of refraction was assigned to our materials.
  - A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
  - We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
  - We attempt to compute *realistic light attenuation* in water using its real material properties.
  - In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
  - Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
  - Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
  - "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
  - In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.

The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master.  Therefore, a large number of performance improvements were also needed:

- The graphics options were made much more flexible and configurable, and shaders were optimize.
  - New options were provided for how to render lights and shadows  (@Pfauenauge, @zesterer).
  - Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
  - Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
  - In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
  - A new voxel meshing method, greedy meshing, was added (@imbris).
  - Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
  - New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
  - Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
  - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
  - Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
  - The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
  - Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
  - Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
  - Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
  - SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
  - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
  - Our fork of `conrod` was optimized in various ways (@imbris).
  - Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
  - Our use of the glyph cache was rewritten for correctness (@imbris).
  - A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
  - Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
  - In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
  - Some older tree models were brought back (@Pfauenauge).
  - TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
  - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
  - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.

A detailed description of the involved changes follows.

---

- The world size is no longer hardcoded.  All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`).  Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`).  Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always).  See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate.  The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`.  The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction.  This also means that colors are now passed in separately to the map generation function.  See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*.  See the function in `world/src/sim/util.rs`.

  Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible).  As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers).  We can also use this for the moon, if we want, since the moon follows the same path.  Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.

  Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated.  Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information.  We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height).  See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed.  See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation.  This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes.  I reproduce the first two paragraphs of the MR description as well:

 ```
 Fix map image artifacts and remove unneeded allocations.

 Specifically, we address three concerns (the image stretching during
 rotation, artifacts around the image due to clamping to the nearest
 border color when the image is drawn to a larger space than the image
 itself takes up, and potential artifacts around a rotated image which
 accidentally ended up in an atlas and didn't have enough extra space to
 guarantee the rotation would work).
 ```
- Multiflow rivers were enabled.
  This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
  We already computed multiple outflows from each chunk for erosion purposes long before this MR.
  However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
  Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.  Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular.  Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing.  These sorts of changes are spread all arond the code.

This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.

The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).

  - Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
  - Calls to power or trig functions were removed or replaced with multiplications, where possible.
  - After some deliberation
  - To properly handle sprite "waving" for nearby sprites,

We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas.  However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit.  In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation.  We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a

onto a vector

resizing.  To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed.  Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the

  - Matrix multiplications in the shader were reduced for figure data (@zesterer).
  - Vertex "waves" for fluid data were removed.
  - Terrain "bending" near edges was removed.
  - Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block.  It was also changed to take ownership of its voxel data,
    rather than sharing it, to let it be used with meshing.
  - Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.

- PositionedGlyph::standalone.

---

I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code.  I linked all of them that are accessible to the public (those that are not were
obtained through legal means).

[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.

[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.

I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.

---

Squashed commit of the following:

commit 300505e730
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 18:46:25 2020 +0200

    Fixing cargo doc and typo in CHANGELOG.

commit ec0aeb18e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 15:38:50 2020 +0200

    Hopefully final commit for the LOD branch.

commit 5e8ea0b1ea
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 10:14:26 2020 +0200

    Falling back to power as stopgap.

commit e44a1cbf46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 09:25:41 2020 +0200

    Address imbris feedback.

    Temporarily disables shiny water, lowers max VD.

    These restrictions will be lifted soon after merging.

commit 561e25778a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 08:31:13 2020 +0200

    Tweaking shaders a bit.

commit 7d19259078
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 07:59:43 2020 +0200

    Fix view example as well.

commit 051cd4934e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 07:29:06 2020 +0200

    Fix meshing benchmark.

commit c95e07db3b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 05:46:22 2020 +0200

    Address MR feedback, fix scene clouds.

commit 1bfb816cab
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:39:36 2020 +0200

    Incorporating Pfau's figure color changes.

    New eyes and new humanoid colors.

commit 3f9b89a3ac
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:29:41 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit e2f5162e4f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:28:38 2020 +0200

    World colors are all hotloadable.

    They live in assets/world/style/colors.ron.

    Only a small handful of hardcoed colors remain in World; they are either
    part of the map, or difficult to disentangle from the rest of the
    computation.  Comments are made where appropriate.

commit 62c53963ab
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date:   Wed Aug 19 15:59:00 2020 +0200

    replace pretty_env_logger with tracing

commit 5b1625f99d
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 19 05:15:56 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit d71003acda
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 19 05:14:34 2020 +0200

    Hotloading colors, part 1: colors in common.

    Currently, this just entails humanoid colors.  There are only three
    colors not handled; the light emitter colors in
    common/src/comp/inventory/item/tool.rs.  These don't seem important
    enough to me to warrant making hotloadable, at least not right now, but
    if it's needed later we can always add them to the file.

commit 63b5e0e553
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 13:05:37 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit c32b337a46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 05:52:04 2020 +0200

    Fixing LOD grid, for real.

commit a166ae0360
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 05:28:05 2020 +0200

    Addressing imbris's initial feedback.

    Fixes two minor bugs: explosion particles were no longer spawning
    randomly, and LOD grids were not perfectly even.

commit 4cbad004f4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 16 19:27:58 2020 +0200

    Bumping nightly per request.

commit 548680276a
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 16 19:26:06 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit acc0986040
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 22:28:32 2020 +0200

    Lower resolution due to lying drivers.

commit d3b878de2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 22:15:38 2020 +0200

    Fix issues msh encountered with Intel 4600.

commit 10245e0c1b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 21:15:02 2020 +0200

    Merge more models into one mesh than we did previously.

commit 3155c31e66
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 22:35:22 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 7204cc8a7a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 22:34:43 2020 +0200

    Fix not yet done NPC animations.

    This forces them all to be the idle animation if not specified.

    This fixes issues where you'd have giant NPCs in water.

commit bc83360f2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 19:36:37 2020 +0200

    Try to fix some bugs:

    - Z fighting with LOD terrain and water.
    - Audio SFX not playing.

commit 1fd104aa60
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 12:02:31 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 862df3c997
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 05:52:56 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 0a4218ed9d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 22:27:14 2020 +0200

    Fix particle depth.

commit f51dfdeb44
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 20:19:04 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit c6251a956a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 20:15:46 2020 +0200

    Cache figures more intelligently.

    Cache figures for longer, and don't cache character states for the
    player except where they actually affect the rendered model.

commit 0ed801d540
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 16:32:24 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit c11b9bdf0a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 11:47:15 2020 +0200

    Remove unneeded Clippy annotation.

commit 16aa9ef40a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 8 00:53:02 2020 +0200

    Fix hotloading and Clippy.

commit 3dc973e0be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 23:50:27 2020 +0200

    Major speedups with SIMD.

commit fba64a7d93
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 13:23:19 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 76429d00ee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 13:23:10 2020 +0200

    Add clippy.toml.

commit c79f512f84
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 11:55:20 2020 +0200

    Fix all clippy issues, clean up Rust code.

commit 6f90e010b3
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 06:47:30 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 77a8c7c267
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 06:47:10 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 5929cfa5c7
Author: jshipsey <jshipsey18@gmail.com>
Date:   Thu Aug 6 20:47:27 2020 -0400

    fixed in-hand arrow bug

commit b44e442325
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 6 13:40:35 2020 +0200

    Miscellaneous performance improvements.

commit be37acf287
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 3 05:49:27 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 125d7fc6c4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 3 04:55:31 2020 +0200

    Abstract over simd vs. repr_c vectors.

    Also some minor improvements to Event size.

commit d4d4956e92
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:56:54 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 5f3b7294af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:43:52 2020 +0200

    Fix formatting issues I missed before.

commit a428a3ebba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:41:51 2020 +0200

    Fix clippy warnings, part 1.

    There aer still a bunch of type too complex and
    function takes too many arguments warnings that I'll fix later
    (or ignore, since in the one case I did fix a function takes too
    many arguments warning I think it made the code *less* readable).

commit ba54307540
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 30 13:22:42 2020 +0200

    Fix light animations so they are removed when the light turns off.

commit 7e0f4bcbf0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 21:10:20 2020 +0200

    Fix crash in edge case for pixel art.

commit 56da06f7a3
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 18:56:52 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit cf74d55f2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 18:29:52 2020 +0200

    Fix map image artifacts and remove unneeded allocations.

    Specifically, we address three concerns (the image stretching during
    rotation, artifacts around the image due to clamping to the nearest
    border color when the image is drawn to a larger space than the image
    itself takes up, and potential artifacts around a rotated image which
    accidentally ended up in an atlas and didn't have enough extra space to
    guarantee the rotation would work).

    The first concern was addressed by fixing the dimensions of the map
    images drawn from the UI (so that we always use a square source
    rectangle, rather than a rectangular one according to the dimensions of
    the map).  We also fixed the way rotation was done in the fragment
    shader for north-facing sources to make it properly handle aspect ratio
    (this was already done for north-facing targets).  Together, these fix
    rendering issues peculiar to rectangular maps.

    The second and third concerns were jointly addressed by adding an
    optional border color to every 2D image drawn by the UI.  This turns
    out not to waste extra space even though we hold a full f32 color
    (to avoid an extra dependency on gfx's PackedColor), since voxel
    images already take up more space than Optiion<[f32; 4]> requires.
    This is then implemented automatically using the "border color"
    wrapping method in the attached sampler.

    Since this is implemented in graphics hardware, it only works (at
    least naively) if the actual image bounds match the texture bounds.
    Therefore, we altered the way the graphics cache stores images
    with a border color to guarantee that they are always in their own
    texture, whose size exactly matches their extent.  Since the easiest
    currently exposed way to set a border color is to do so for an
    immutable texture, we went a bit further and added a new "immutable"
    texture storage type used for these cases; currently, it is always
    and automatically used only when there is a specified border color,
    but in theory there's no reason we couldn't provide immutable-only
    images that use the default wrapping mdoe (though clamp to border
    is admittedly not a great default).

    To fix the maps case specifically, we set the border color to a
    translucent version of the ocean border color.  This may need
    tweaking going forward, which shouldn't be hard.

    As part of this process, we had to modify graphics replacement to
    make sure immutable images are *removed* when invalidated, rather
    than just having a validity flag unset (this is normally done by
    the UI to try to reuse allocations in place if images are updated
    in benign ways, since the texture atlases used for Ui do not
    support deallocation; currently this is only used for item images,
    so there should be no overlap with immutable image replacement,
    so this was purely precautionary).

    Since we were already touching the relevant code, we also updated
    the image dependency to a newer version that provides more ways
    to avoid allocations, and made a few other changes that should
    hopefully eliminate redundant most of the intermediate buffer
    allocations we were performing for what should be zero-cost
    conversions.  This may slightly improve performance in some
    cases.

commit ad18ce9399
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 13:21:09 2020 +0200

    Fix continent scale hack.

commit 36b1cb074f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 12:11:40 2020 +0200

    Enable loading different sized maps without a recompile.

    We may want to tweak the effects of the continent_scale_hack.

commit 13b6d4d534
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 10:55:48 2020 +0200

    Removing WORLD_SIZE, part 1.

    Erased almost every instance of WORLD_SIZE and replaced it with a local
    power of two, map_size_lg (which respects certain invariants; see
    common/src/terrain/map.rs for more details about MapSizeLg).  This also
    means we can avoid a dependency on the world crate from client, as
    desired.

    Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
    next step is to arrange for maps to store their world size, and to use
    that world size as a basis prior to loading the map (as well, probably,
    as prior to configuring some of the noise functions).

commit 30b1d2c642
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Jul 27 13:16:58 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 7d56ba31b4
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Jul 27 13:16:27 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 1377b369f6
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Sun Jul 19 23:25:38 2020 +0200

    more saturated pumpkins

commit ae8d50527f
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Sat Jul 18 20:29:56 2020 +0200

    acacia models

commit 2101113b46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 18 18:55:25 2020 +0200

    Higher detail LOD.

commit add2cfae04
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 16 01:57:39 2020 +0200

    Revert some irrelevant stuff.

commit 2e2ab3dc1e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 15 13:30:49 2020 +0200

    Fixing various things about shadows.

    * Correcting optimal LISPSM parameter.
    * Figure shadows are cast when they're not visible.
    * Chunk shadows stay cast until you look away.
    * Seamless cubemaps for point lights.
    * Etc.

commit 6c31e6b562
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 19:50:26 2020 +0200

    Fix shadow creation.

commit 6332cbe006
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 18:47:00 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit be438657c3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 18:28:08 2020 +0200

    Tweaks to shadows.

    Added shadow map resolution configuration, added seamless cubemaps,
    documented all existing rendering options, and fixed a few Clippy
    errors.

commit 23b4058906
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 10:11:19 2020 +0200

    Fix moon, use nonlinear noise for terrain.

    Note that the latter has a bit of performance cost.

commit 7fbe5cbfbb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:23:02 2020 +0200

    Address lies about max texture size.

commit bcfc62b5e1
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:22:08 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 75e3626a78
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:21:52 2020 +0200

    OpenGL 3.3 minimum.

commit 18a08e8fe2
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Tue Jul 7 23:57:52 2020 +0200

    settings localization

commit 90c5d1ca36
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 21:11:48 2020 +0200

    Lower near distance.

commit 0e66f02b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 20:09:01 2020 +0200

    All sprites sway in the wind now.

commit db1401a691
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 19:34:17 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 69e508d8c9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 18:41:37 2020 +0200

    Make it easy to switch to SIMD for math.

commit ffe0f5928c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 21:21:12 2020 +0200

    Fix some issues with underwater rendering.

commit bfda6da42f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 19:17:59 2020 +0200

    Fix some minor display issues.

commit 0ed752e087
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 18:14:21 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit ccc6a06a8d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 18:04:34 2020 +0200

    Some minor changes.

commit 4e02024670
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 16:17:40 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 50a64d927e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 13:07:03 2020 +0200

    Fix far plane.

commit 7dd06da34c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 2 22:25:35 2020 +0200

    Add shadows.glsl.

commit 618a18c998
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 2 22:10:22 2020 +0200

    Adding shadows, greedy meshing, and more.

commit eaea83fe6a
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 22:47:07 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 2670184954
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 21:20:01 2020 +0200

    Make civsim and sites deterministic.

    For anything in worldgen where you use a HashMap, *please* think
    carefully about which hasher you are going to use!  This is
    especially true if (for some reason) you are depending on hashmap
    iteration order remaining stable for some aspect of worldgen.

commit f8376fd5dc
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 17:53:57 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 654f7e0492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed May 20 21:22:30 2020 +0200

    Correct backface culling.

commit 560501df05
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue May 19 17:22:06 2020 +0200

    Greedy messhing for shadows.

commit a4d87e1875
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun May 17 05:59:00 2020 +0200

    Shadow maps work for lantern.

commit 243d0837b8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 15 14:53:13 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 04382dc286
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 15 14:22:17 2020 +0200

    WIP: better graphics config, better LOD, shadow maps.

commit 22ddbad3eb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat May 2 18:54:09 2020 +0200

    Minor shader fixes.

commit 746a10e8d0
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat May 2 04:02:09 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 0f4a0e763d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 1 23:03:24 2020 +0200

    Switch back to pop-in terrain.

commit dd74fa7e4a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 1 22:58:55 2020 +0200

    LOD shading closer to voxel shading.

commit ef67bd58ba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Apr 28 20:49:03 2020 +0200

    Experimental underwater lighting.

commit 2c5ad9d076
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 22:35:24 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 7482798354
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 21:59:55 2020 +0200

    Replace discard in figure-frag.

commit d83b4ae69b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 18:45:57 2020 +0200

    Fix sprite lighting, HDR from focus_pos.

commit 0594238004
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 18:14:10 2020 +0200

    Proper HDR from point lights.

commit 48c93d2b41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 14:01:43 2020 +0200

    Brighter ambiance, darker LOD shadows.

commit e0452e895c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 13:13:23 2020 +0200

    More proper HDR.

commit 4c6da3ed16
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 00:13:10 2020 +0200

    Trying LOD noise.

commit 682a3d74c8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Apr 26 23:11:08 2020 +0200

    Fix LOD heights in towns.

commit cc39e5734e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Apr 26 21:01:23 2020 +0200

    More LOD fixes.

commit 8116b21c2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 23:54:43 2020 +0200

    I like this coloring.

commit bc2560ea90
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 23:48:33 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 14effdd5db
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 22:24:35 2020 +0200

    Re-saturate.

commit 48a643955d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 22:23:57 2020 +0200

    Various fixes.

commit f7b497a0c2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 03:22:49 2020 +0200

    Render figures again.

commit 44e4aad48d
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 02:01:04 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit e6f0a5a981
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 24 16:12:20 2020 +0200

    Add atmospheric scattering.

commit f2953087f6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 23 00:01:20 2020 +0200

    Fix shadowing for specular reflections.

commit ddd4a67a97
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Apr 22 22:56:12 2020 +0200

    HDR fixes.

commit 1015e60dee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Apr 21 18:25:19 2020 +0200

    More lighting changes.

commit 80c264abd1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 13 00:29:59 2020 +0200

    Lighting experiments.

commit 8414987e58
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 9 02:38:40 2020 +0200

    WIP -- lighting changes and soft shadows.

commit 9cd2b3fb0d
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:33:29 2020 +0200

    Merge branch 'sharp/new-lighting' into sharp/small-fixes

commit c7ea687ebb
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:33:02 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 8b149ad11a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:32:39 2020 +0200

    Trying out a new lighting model.

commit b0ac9f36f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 07:56:11 2020 +0200

    Use bicubic interpolation for terrain.

commit f6fc9307a1
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 05:01:41 2020 +0200

    Merge remote-tracking branch 'origin/master' into zesterer/lod

commit 4764415312
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 04:54:48 2020 +0200

    Merge branch 'sharp/map-colors' into sharp/small-fixes

commit 13388ee6a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 20:30:08 2020 +0200

    Various fixes (to coloring and to soft shadows).

commit fbd084a94a
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 18:50:38 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors

commit ed2d0111d9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 06:49:27 2020 +0200

    Combining colors and LOD.

commit 88342640c6
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 04:49:20 2020 +0200

    Merge branch 'sharp/map-colors' into sharp/small-fixes

commit 33140a2951
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 04:36:21 2020 +0200

    Merge remote-tracking branch 'origin/master' into zesterer/lod

commit 5a089863be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 03:17:49 2020 +0200

    Making maps brighter.

    This is probably not the right way to do it, but oh well!

commit 32b2c99109
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 02:46:36 2020 +0200

    Horizon mapping and "layered" map generation.

    Horizon mapping is a method of shadow mapping specific to height maps.
    It can handle any angle between 0 and 90 degrees from the ground, as
    long as know the horizontal direction in advance, by remembering only a
    single angle (the "horizon angle" of the shadow map).  More is explained
    in common/src/msg/server.rs.  We also remember the approximate height of
    the largest occluder, to try to be able to generate soft shadows and
    create a vertical position where the shadows can't go higher.

    Additionally, map generation has been reworked.  Instead of computing
    everything from explicit samples, we pass in sampling functions that
    return exactly what the map generator needs.  This allows us to cleanly
    separate the way we sample things like altitudes and colors from the map
    generation process.  We exploit this to generate maps *partially* on the
    server (with colors and rivers, but not shading).  We can then send the
    partially completed map to the client, which can combine it with shadow
    information to generate the final map.  This is useful for two reasons:
    first, it makes sure the client can apply shadow information by itself,
    and second, it lets us pass the unshaded map for use with level of
    detail functionality.

    For similar reasons, river generation is split
    out into its own layer, but for now we opt to still generate rivers on
    the server (since the river wire format is more complicated to compress
    and may require some extra work to make sure we have enough precision to
    draw rivers well enough for LoD).

    Finally, the mostly ad-hoc lighting we were performing has been (mostly)
    replaced with explicit Phong reflection shading (including specular
    highlights).  Regularizing this seems useful and helps clarify the
    "meaning" of the various light intensities, and helps us keep a more
    physically plausible basis.  However, its interaction with soft shadows
    is still imperfect, and it's not yet clear to me what we need to do to
    turn this into something useful for LoD.

commit f8926a5737
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Mar 13 13:32:42 2020 +0100

    Merge remote-tracking branch 'origin/master' into sharp/map-colors

commit 4c65a5aed3
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date:   Mon Feb 24 16:48:05 2020 +0000

    Made LOD setting slider exponential

commit 2fa7b2d20d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 17:49:53 2020 +0000

    Added mist to LoD

commit aab059a450
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 15:14:06 2020 +0000

    Added LoD slider

commit 779c36b538
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 12:54:55 2020 +0000

    Reduced cost of vertex pushing

commit 9fea150473
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 12:38:53 2020 +0000

    Fixed maths, improved LoD resolution

commit 5481df38fe
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 11:22:50 2020 +0000

    Dynamically relocate LoD vertices to enhance details

commit a3e36a50ab
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 18:13:51 2020 +0000

    Simpler terrain spiral rendering

commit 255f450ae9
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 16:53:17 2020 +0000

    Better LoD precision

commit 3d027aebe8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 16:04:03 2020 +0000

    Better falloff

commit be775c9484
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 15:30:45 2020 +0000

    Applied good ideas from experimental branch

commit 58587b6854
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 16:15:13 2020 +0000

    Minor fixes to LoD merging

commit 7b42aebd70
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 15:04:44 2020 +0000

    Capped LoD dragging

commit 8aafc559f8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:54:37 2020 +0000

    Better blending between LoD and terrain border

commit edd3455d51
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:40:19 2020 +0000

    Fixed LoD z depth, added sea level offset

commit b9b0674462
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:27:43 2020 +0000

    Better LoD smoothing

commit a1aee931e7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Feb 21 14:52:17 2020 +0100

    Adding shadows.

commit 2400786c13
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 13:48:40 2020 +0000

    Use world map as LoD source

commit dbf650f504
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Jan 20 00:48:14 2020 +0000

    Better clouds at distance

commit 5e6f81b86c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Jan 19 23:59:02 2020 +0000

    sync

commit 745e7540dd
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Nov 22 12:40:48 2019 +0000

    Improved cloud falloff mist, faster noise sampling

commit f6a200d0cb
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Nov 22 10:09:00 2019 +0000

    Improved long-range depth precision, removed unnecessary LoD polygons

commit 63d1b2bb22
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Thu Nov 21 20:57:46 2019 +0000

    Working LoD shader

commit f13d98ee3e
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Thu Nov 21 11:03:40 2019 +0000

    LoD first attempt (stack overflow issue)
2020-08-20 20:34:59 +02:00
Marcel Märtens
8687740265 fix clippy warnings in new version 2020-08-17 11:10:18 +02:00
Joshua Barretto
50a85853e3 Fmt and clippy lints fixes 2020-08-12 21:16:14 +01:00
Joshua Barretto
15b1717295 Added decals to towns 2020-08-12 21:15:53 +01:00
Monty Marz
c1b07465cf added grass sprites 2020-08-12 21:15:53 +01:00
Pfauenauge
ee83479748 drop gate parts 2020-08-12 21:15:53 +01:00
Joshua Barretto
a9126f7e25 Simulation improvements, removed block glows 2020-08-12 21:15:52 +01:00
Joshua Barretto
41916d4594 Better castles, initial light prop for lit objects 2020-08-12 21:15:52 +01:00
WelshPixie
568a3e375e fixed sprite rotations 2020-08-12 21:15:52 +01:00
Joshua Barretto
d6cdb0c433 Began adding castles 2020-08-12 21:15:52 +01:00
Joshua Barretto
1f4cec773b Added make_block command 2020-08-12 21:15:52 +01:00
Joshua Barretto
8d6b442193 Crafting 2020-07-14 20:11:39 +00:00
Marcel Märtens
c212de00c2 updated dependencies and fixed stuff
- replace serde_derive by feature of serde
   incl. source code modifications to compile
 - reduce futures-timer to "2.0" to be same as async_std
 - update notify
 - removed mio, bincode and lz4 compress in common as networking is now in own crate
   btw there is a better lz4 compress crate, which is newer than 2017
 - update prometheus to 0.9
 - can't update uvth yet due to usues
 - hashbrown to 7.2 to only need a single version
 - libsqlite3 update
 - image didn't change as there is a problem with `image 0.23`
 - switch old directories with newer directories-next
 - no num upgrade as we still depend on num 0.2 anyways
 - rodio and cpal upgrade
 - const-tewaker update
 - dispatch (untested) update
 - git2 update
 - iterations update
2020-07-07 09:43:49 +02:00
Joshua Barretto
2f6a618d5a Added bombs, throwable items, more block kinds, weaker explosions 2020-07-05 16:15:48 +01:00
Delyth Williams
6644375764 Fix sprites w/o models 2020-06-27 21:08:21 +00:00
Delyth Williams
9a79101f57 Welsh pixie/grassets 2020-06-25 21:12:31 +00:00
Delyth Williams
b73da5507e added new flora 2020-06-15 16:39:21 +00:00
Ben Wallis
950c62efc6 Suppressed all existing clippy warnings in preparation for fixes as part of #587 2020-06-10 22:01:42 +01:00
Ben Wallis
de37de7f45 Initial clippy fixes as discussed in #587 2020-06-08 21:27:51 +01:00
Joshua Barretto
d0b1c9eb6f Added dungeon entrances 2020-04-29 17:01:34 +02:00
Joshua Barretto
2a6a19f7ef fmt 2020-04-23 18:19:42 +01:00
Joshua Barretto
60bf396e4f Added doors to houses 2020-04-23 18:19:41 +01:00
Monty Marz
44c5002db3 Pfau/crops 2020-04-23 18:19:41 +01:00
Joshua Barretto
431b2ae07b Fixed window mask layering, fmt 2020-04-23 18:19:41 +01:00
Joshua Barretto
77d0292e91 Added windows to buildings and scarecrows 2020-04-23 18:19:41 +01:00
Pfauenauge90
db5311189d scarecrow 2020-04-23 18:19:41 +01:00
Pfauenauge90
43b4ae6e47 Update block.rs 2020-04-23 18:19:41 +01:00
jshipsey
a89b28e117 adjusted run animation to allow villager walking 2020-04-23 18:19:41 +01:00
Pfauenauge90
98704a4753 turnip and window blocks 2020-04-23 18:19:41 +01:00
Joshua Barretto
8af3187df4 Made tomatoes taller 2020-04-23 18:19:41 +01:00
Joshua Barretto
6448c17110 Fixed sprite AO, overhauled entity spawning, better enemy spawning in dungeons, made agents more skilled at combat 2020-04-23 18:19:41 +01:00
Monty Marz
0fb3a115da Add more crops 2020-04-23 18:19:41 +01:00
Joshua Barretto
f999edffaa Fixed crop crash issues 2020-04-23 18:19:41 +01:00
Pfauenauge90
4b72a07e22 sprites 2020-04-23 18:19:41 +01:00
Pfauenauge90
fd3ffdf28b pizza sprite 2020-04-23 18:19:40 +01:00
Pfauenauge
67f27ef970 ember sprite 2020-04-23 18:19:40 +01:00
Marcel Märtens
dae31ae5b6 apply new rustfmt - touching alot of files 2020-02-01 21:39:39 +01:00
Justin Shipsey
64690279af new mobs
alligators
2020-01-26 00:22:48 +00:00
Monty Marz
b583f60326 35 new ground sprites, UI fixes 2020-01-25 11:14:02 +00:00
Joshua Yanovski
3383e991e7 Erosion cleanup, part 1.
Covers all files touched by MR that are not in world/src/sim.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
2b38927345 Fixes for nonstandard chunk and map sizes.
Also fixes a longstanding map rendering issue.
2020-01-23 18:18:11 +01:00
Imbris
4b01c1b082 add: capability to disable blending for particular BlockKinds 2020-01-19 16:03:27 -05:00
Monty Marz
fdfab6a807 refactor: create_projectile doesn't take a light
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00
Monty Marz
d82ec6715a Item icons, chests and more 2019-10-09 19:28:05 +00:00
Monty Marz
4c1eba1f3e Assets update, aesthetics, minor fixes 2019-10-04 18:27:12 +00:00
Joshua Barretto
bdf74cf151 Fixed typo 2019-09-26 14:03:41 +01:00
Joshua Barretto
a2758b091c Added flower and grass items 2019-09-26 00:15:07 +01:00
Joshua Barretto
dff67e1c41 Added block collection, improved controls for it 2019-09-26 00:15:07 +01:00
Joshua Barretto
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
a961a267f1 Added apple and mushroom collection 2019-09-26 00:15:07 +01:00
Marcel Märtens
58b0b49dfe adjust metrics to rebased Chunks 2019-09-09 10:47:40 +02:00
Marcel Märtens
b05e51152f update version, revert from static prometheus back to normal because static doesnt supprot registries, and implement most of the metrics except for entity count 2019-09-09 09:54:30 +02:00
haslersn
b26043b0e6 common: Rework Chunk and Chonk implementation
Previously, voxels in sparsely populated chunks were stored in a `HashMap`.
However, during usage oftentimes block accesses are followed by subsequent
nearby voxel accesses. Therefore it's possible to provide cache friendliness,
but not with `HashMap`.

The previous merge request [!469](https://gitlab.com/veloren/veloren/merge_requests/469)
proposed to order voxels by their morton order (see https://en.wikipedia.org/wiki/Z-order_curve ).
This provided excellent cache friendliness. However, benchmarks showed that
the required indexing calculations are quite expensive. Particular results
on my _Intel(R) Core(TM) i7-7500U CPU @ 2.70 GHz_ were:

| Benchmark                                | Before this commit @ d322384bec | Morton Order @ ec8a7caf42 | This commit          |
| ---------------------------------------- | --------------------------------- | --------------------------- | -------------------- |
| `full read` (81920 voxels)               | 17.7ns per voxel                  | 8.9ns per voxel             | **3.6ns** per voxel  |
| `constrained read` (4913 voxels)         | 67.0ns per voxel                  | 40.1ns per voxel            | **14.1ns** per voxel |
| `local read` (125 voxels)                | 17.5ns per voxel                  | 14.7ns per voxel            | **3.8ns** per voxel  |
| `X-direction read` (17 voxels)           | 17.8ns per voxel                  | 25.9ns per voxel            | **4.2ns** per voxel  |
| `Y-direction read` (17 voxels)           | 18.4ns per voxel                  | 33.3ns per voxel            | **4.5ns** per voxel  |
| `Z-direction read` (17 voxels)           | 18.6ns per voxel                  | 38.2ns per voxel            | **5.4ns** per voxel  |
| `long Z-direction read` (65 voxels)      | 18.0ns per voxel                  | 37.7ns per voxel            | **5.1ns** per voxel  |
| `full write (dense)` (81920 voxels)      | 17.9ns per voxel                  | **10.3ns** per voxel        | 12.4ns per voxel     |

This commit (instead of utilizing morton order) replaces `HashMap` in the
`Chunk` implementation by the following data structure:

The volume is spatially subdivided into groups of `4*4*4` blocks. Since a
`Chunk` is of total size `32*32*16`, this implies that there are `8*8*4`
groups. (These numbers are generic in the actual code such that there are
always `256` groups. I.e. the group size is chosen depending on the desired
total size of the `Chunk`.)

There's a single vector `self.vox` which consecutively stores these groups.
Each group might or might not be contained in `self.vox`. A group that is
not contained represents that the full group consists only of `self.default`
voxels. This saves a lot of memory because oftentimes a `Chunk` consists of
either a lot of air or a lot of stone.

To track whether a group is contained in `self.vox`, there's an index buffer
`self.indices : [u8; 256]`. It contains for each group

* (a) the order in which it has been inserted into `self.vox`, if the group
    is contained in `self.vox` or
* (b) 255, otherwise. That case represents that the whole group consists
    only of `self.default` voxels.

(Note that 255 is a valid insertion order for case (a) only if `self.vox` is
full and then no other group has the index 255. Therefore there's no
ambiguity.)

Rationale:

The index buffer should be small because:

* Small size increases the probability that it will always be in cache.
* The index buffer is allocated for every `Chunk` and an almost empty `Chunk`
    shall not consume too much memory.

The number of 256 groups is particularly nice because it means that the index
buffer can consist of `u8`s. This keeps the space requirement for the index
buffer as low as 4 cache lines.
2019-09-06 18:20:15 +02:00
haslersn
d322384bec common: Add benchmark for Chonk 2019-09-06 15:44:36 +02:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
haslersn
886d554f52 common: prepend/append multiple SubChunks in a batch 2019-09-06 15:33:36 +02:00
haslersn
963c5a7785 common: Calculate magic number in Chonk 2019-09-06 15:33:36 +02:00
haslersn
8451a06804 common: Set TerrainChunk::SIZE.z = std::i32::MAX 2019-09-06 15:33:36 +02:00
haslersn
57354fb062 common: For trait ReadVol remove get_unchecked() 2019-09-06 15:33:36 +02:00
Imbris
52d84248ec Remove all warnings 2019-09-04 19:03:49 -04:00
Monty Marz
f53904b534 More sprites, ui fixes, lianas 2019-09-01 19:04:03 +00:00
Monty Marz
fade04d44e Pfauenauge/plants grass 2019-08-21 17:22:05 +00:00
Joshua Barretto
5f09ab3a4f Added multiple sprite block kind support 2019-08-20 00:31:11 +01:00
Joshua Barretto
b31cca4bb3 Added wheat and sprite rendering 2019-08-19 21:09:35 +01:00
Acrimon
d0f10115f4 Eliminated unsafe. 2019-08-19 14:33:31 +02:00
Joshua Barretto
49426565dc Renamed normal StructureBlock variant 2019-08-18 15:33:16 +01:00
Joshua Barretto
e535537106 Added default block kind to structure loading 2019-08-18 10:33:18 +01:00
Joshua Barretto
825d8bb632 Fixed water in caves, made water reflection vary with lighting 2019-08-18 10:33:18 +01:00
Vechro
b5b3b980fe Add green sludge special index 2019-08-18 10:33:18 +01:00
Vechro
944067fd43 Add water special index 2019-08-18 10:33:18 +01:00
Joshua Barretto
42237a84e4 Added translucent meshing pass, water reflections 2019-08-18 10:33:18 +01:00
Acrimon
b4a46f3e6e Finished switch to hashbrown. 2019-08-11 22:38:28 +02:00
timokoesters
1227596406 Implement specifier syntax and cleanup 2019-08-06 08:31:48 +02:00