Joshua Barretto
086097cd56
Better vines and lighting
2021-10-10 13:41:57 +01:00
Joshua Barretto
f9c635c928
Silly GI for water in caves
2021-10-10 13:41:56 +01:00
Joshua Barretto
0f2afbec8f
Fixed clouds and fluids underground
2021-10-10 13:41:56 +01:00
Joshua Barretto
f13a8a643b
Fixed water light extinction
2021-10-05 00:02:34 +01:00
Imbris
5217b5090c
Avoided black hexagons when bloom is enabled by suppressing NaN/Inf pixels during the first bloom blur pass
2021-09-22 21:58:36 -04:00
juliancoffee
3b308a3f6f
Add CapsulePrism collider variant
...
+ Add placeholder physics collision implementation as copy of cylinder
Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
Imbris
a77f981b15
Disable visuals that block seeing camera clipping since they cause flickering, raise max zoom cap with camera, fix overflow issue
2021-09-10 12:16:55 -04:00
Joshua Barretto
c3a0a1b8b5
Made the camera go dark if in a filled block and not moderator
2021-09-08 12:37:15 +01:00
Joshua Yanovski
5500435d2f
Revert "Replace shaderc with naga"
...
This reverts commit 446d93dda0
.
2021-09-04 11:59:18 -07:00
João Capucho
446d93dda0
Replace shaderc with naga
2021-08-31 22:53:10 +01:00
João Capucho
c4214fedbe
Don't use derivatives in vertex shader
2021-08-04 23:14:08 +01:00
Imbris
a1026c36f5
Make bloom intensity configurable, make whether less blurred layers are added in toggleable, hold onto copy of pipeline modes instead of returning it from pipeline creation
2021-08-01 18:50:39 -04:00
Imbris
6cabd74871
Make bloom optional with a config option that is not exposed in the UI (to give artists time to refine bloom before exposing the option)
2021-08-01 18:50:38 -04:00
Imbris
bfdee903dd
Add some of the changes from zesterer's patch including decreasing figure glow power, increasing glow of some particles, and fixing water normal normalization
2021-08-01 18:50:38 -04:00
Imbris
7da064fb23
Add ability to edit shader to enable filtering dim values for experimentation
2021-08-01 18:50:38 -04:00
Imbris
29bfee26c0
Add bloom passes in character select screen, use proper source image for bloom after clouds are applied, add blurred and less blurred stages of bloom together (experimental could remove), add filtering downsample pass that is not yet used
2021-08-01 18:50:37 -04:00
Imbris
74e01f10e3
Fixes and extra bloom
2021-08-01 18:50:37 -04:00
Imbris
2d83ef1c0e
Initial bloom impl
2021-08-01 18:50:37 -04:00
João Capucho
82489782b4
Fix uniformity bug in ui shader
2021-07-31 21:34:29 +01:00
João Capucho
c56ecee988
Fix non uniform control flow in shader
2021-07-29 18:05:27 +01:00
Joshua Barretto
5bdea9249c
More sunset variation for higher graphics modes
2021-07-17 19:00:12 +01:00
Sam
997da21001
Particles for healing aura
2021-07-13 20:54:43 -05:00
Snowram
aaf5f89076
Merge branch 'snowram/death-outcome' into 'master'
...
Adds an outcome to death with SFX and VFX
See merge request veloren/veloren!2519
2021-06-28 23:18:45 +00:00
Snowram
3ec5306ed0
Adds an outcome to death with SFX and VFX
2021-06-29 00:14:05 +02:00
Imbris
20a9a420c6
Merge branch 'imbris/bind-order' into 'master'
...
Ensure bind groups are ordered with the most frequently changed ones in later slots
See merge request veloren/veloren!2496
2021-06-28 15:39:31 +00:00
Imbris
58f237eaf5
Ensure bind groups are ordered with the most frequently changed ones in later slots
2021-06-24 00:47:59 -04:00
AldanTanneo
f1b83962bd
Fixed smooth layer at z=434 (and a few other)
2021-06-23 21:13:15 +02:00
Joshua Barretto
8ab222bf80
Selectively disable glow flicker for small wins on low-end systems
2021-06-21 17:06:43 +01:00
Snowram
f2c7836161
Makes summon range inclusive
2021-06-15 09:49:13 +02:00
Snowram
97ce50e5d4
Add troll variants and roc npcs
2021-06-15 09:49:13 +02:00
jshipsey
4deeb42155
cave adjustments
2021-06-07 11:02:34 +02:00
jshipsey
1d23b7aebf
finalize stats
...
t
2021-06-07 11:02:03 +02:00
jshipsey
9034d0f25d
comment addressing, cave tweaks
2021-06-07 11:01:46 +02:00
Sam
93f90d514c
Particles for ice spikes
2021-06-04 18:17:15 -05:00
Sam
a82984b925
Added base ability set
2021-06-04 18:17:14 -05:00
Sam
5bf99eac11
Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model.
2021-06-03 21:39:15 -05:00
Sam
c81e1534f7
First 3 abilities for tidal warrior functional. Added bubble particles.
2021-06-03 21:39:13 -05:00
Imbris
2b8eaae572
Update wgpu, cleanup a bit of commented shader code, improve sprite LOD selection code
2021-06-03 00:10:06 -04:00
Imbris
01aa6af1fd
Address various TODOs introduced in wgpu transition
2021-06-03 00:10:06 -04:00
Imbris
8403e4c483
address/remove TODOs, fix comment typos, enable wgpu/trace feature by default (So no recompile is needed to collect an API trace)
2021-06-03 00:10:06 -04:00
Avi Weinstock
7b04599a3b
Implement a Debug pipeline for hitboxes and pathfinding lines.
...
- Implements mesh generation for cylinders and lines.
- Implements an Id-allocator so that clients can mutate positions efficiently.
- Is split into pipeline and scene modules.
- Contains simple shaders that just pass through a position and color.
2021-06-03 00:10:06 -04:00
Imbris
b84c8b2915
Remove weird syntax in cloud shader that was probably introduced when switching to textureLod
2021-06-03 00:10:06 -04:00
Imbris
5749983868
Make shadow vert shaders always contain their content but ensure they are never used when shadow maps are disabled, remove uneeded shadow frag shader
2021-06-03 00:10:06 -04:00
Imbris
d7683673ee
Properly account for negative sun_dir.z in pow use in sky shaders
2021-06-03 00:10:06 -04:00
Imbris
9ec4fd5b4b
Remove commented out sprite code, including the code for getting verts for sprites with a texture rather than a storage buffer
2021-06-03 00:10:06 -04:00
Imbris
9be424de53
Remove unused waves texture
2021-06-03 00:10:05 -04:00
Imbris
7f9ba17dee
Remove unused shadow bind group from the cloud pipeline
2021-06-03 00:10:05 -04:00
Imbris
77689d1420
Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase
2021-06-02 23:59:50 -04:00
Synis
c7cab3e19e
Fix missing include
2021-06-02 23:59:50 -04:00
Imbris
086ea42ad7
Cloud and sprite shader fixes after rebase
2021-06-02 23:59:50 -04:00
Imbris
aa1e292b03
Fix dx12 shader issues
2021-06-02 23:59:50 -04:00
Imbris
577caa3047
Implement screenshots
2021-06-02 23:59:50 -04:00
Imbris
64398f6c0a
Try out using storage buffer for sprite vertices
2021-06-02 23:59:50 -04:00
Imbris
b9931588e4
Fix bugs with sprite rendering
2021-06-02 23:59:50 -04:00
Imbris
a90373604e
Fix sprite vertex lookup, normalize sprite
...
normals in vert shader
2021-06-02 23:59:50 -04:00
Imbris
8d63446300
Almost implement instance merging for sprites (validation error), rebase
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fix
2021-06-02 23:59:50 -04:00
Imbris
0f1c4080c4
Start sprite refactor
2021-06-02 23:59:49 -04:00
Imbris
ad2b6c9014
Fix texture sampling syntax
2021-06-02 23:59:49 -04:00
Imbris
a8851b6561
Switch to index rendering for most quad-like things
2021-06-02 23:59:49 -04:00
Imbris
2f69c41b00
fix nametag depth culling as well as a tweak to maybe make the main menu not flicker on intel iGPU
2021-06-02 23:59:49 -04:00
Imbris
261fd24dfd
Fix lod alt texture filtering
2021-06-02 23:59:49 -04:00
Imbris
c532f50e64
Remove wgpu patch/update wgpu, rebase fixes, remove use of deprecated
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vek functions for left, right, up, down, forward_rh, forward_lh
2021-06-02 23:59:49 -04:00
Joshua Yanovski
93568754a0
Inverse depth planes.
...
Also added a function that has extensive details about what the
projection options mean, and set our near plane much closer (0.25 to
0.0625) and far plane much farther (100000.25 to 524288.0625). In the
future we may completely remove the far plane (opting for an infinite
one) and may possibly improve accuracy elsewhere using analysis of other
floating point values.
2021-06-02 23:59:48 -04:00
Joshua Yanovski
adf3f83b4b
Fix point shadows.
2021-06-02 23:59:48 -04:00
Joshua Yanovski
868293a802
More frustration with shadows.
2021-06-02 23:59:48 -04:00
Joshua Yanovski
c97a42fdb7
Various fixes for shadows.
2021-06-02 23:59:48 -04:00
Capucho
23f1144fe2
Fix the shadow drawing code
...
Very poorly optimized
2021-06-02 23:59:48 -04:00
Capucho
b6c37be299
Re enable sprite rendering
2021-06-02 23:59:48 -04:00
Imbris
97bed5752b
Fix clouds
2021-06-02 23:59:48 -04:00
Imbris
f30588ea94
Fix flipping in post-processing stages and precompute the uv in those in the vert shader
2021-06-02 23:59:48 -04:00
Imbris
bae0310cc7
Somewhat fix lod, prevent particles spamming new buffers when disabled
2021-06-02 23:59:48 -04:00
Imbris
553c1c18a9
Add skybox
2021-06-02 23:59:48 -04:00
Capucho
1083d04c73
Reenable terrain rendering
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Refractor col lights
2021-06-02 23:59:48 -04:00
Capucho
0db2a35955
Fix the orientation of the rendering
...
Reenable the rendering of the player
2021-06-02 23:59:47 -04:00
Capucho
1668e834f8
Renable the figure and terrain drawing code (not working yet)
2021-06-02 23:59:47 -04:00
Capucho
4c83e19c83
Remove the depth buffer from the Third drawer
2021-06-02 23:59:47 -04:00
Capucho
2c7d49b69f
Shader fixes
2021-06-02 23:59:47 -04:00
Imbris
da0423ab2a
Almost make clouds/postproccess run
2021-06-02 23:59:47 -04:00
Imbris
124d69d7ad
Render Ui
2021-06-02 23:59:45 -04:00
Imbris
97ca278d89
fixed validation errors when creating pipelines
2021-06-02 23:56:43 -04:00
Imbris
f540366676
Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
2021-06-02 23:56:43 -04:00
Sam
7acd953923
Changed particles to a switch statement.
2021-05-10 19:58:32 -05:00
Sam
5fa4358e74
Clay golem attacks done.
2021-05-10 18:53:01 -05:00
Sam
164fd0de04
Particles for frenzy buff and ground cleave.
2021-05-04 08:45:10 -04:00
Joshua Barretto
559e16e035
Apply flat earth hack to mist
2021-04-25 23:28:19 +01:00
Joshua Barretto
3e4afc5a45
Capped light access
2021-04-25 22:49:20 +01:00
Joshua Barretto
98f660e486
More realistic cloud light extinction model
2021-04-25 22:26:07 +01:00
Joshua Barretto
fa262d2a5c
Fixed near cloud bug
2021-04-25 20:04:00 +01:00
Sam
d2d8d43410
Addressed testing feedback.
...
Particles better.
2021-04-25 13:09:08 -04:00
Joshua Barretto
19184a49a7
Made the pit of tartarus less bad
2021-04-21 22:18:44 +01:00
Joshua Barretto
81ba200e48
Improve dynamic light reflection for hill climbing
2021-04-21 17:10:53 +01:00
Joshua Barretto
11ba02130c
Made sprite/block selection effect more subtle
2021-04-20 02:46:07 +02:00
Joshua Barretto
483276b082
Made sprite/block selection effect more subtle
2021-04-20 02:46:06 +02:00
Joshua Barretto
4ad5257e40
Rebalanced mist
2021-04-19 22:26:56 +01:00
Joshua Barretto
86287e8f0a
Fixed negative cloud density bug
2021-04-19 22:02:47 +01:00
Joshua Barretto
f0f3da529b
Fixed water shader, sky shader
2021-04-19 14:42:49 +01:00
Joshua Barretto
8f3233365d
Improved hit particles
2021-03-29 21:52:05 +01:00
Joshua Barretto
b0acbda236
Improved archery with feedback sfx and particles
2021-03-29 21:52:04 +01:00
Joshua Barretto
b660c53b4c
Revert to old sky colours for no clouds
2021-03-28 17:07:41 +01:00
Joshua Barretto
34a7667410
Toned down aurora
2021-03-28 17:07:41 +01:00
Joshua Barretto
f16c2b8b4c
Made clouds adjust to world dimensions correctly
2021-03-28 17:02:17 +01:00
Joshua Barretto
d8117b3b3d
Make caves and rtsim entities scale with map size, more cloud detail
2021-03-28 17:02:16 +01:00
Joshua Barretto
0bed52f63c
Properly simulate atmospheric scattering
2021-03-28 17:01:53 +01:00
Joshua Barretto
d53042c852
Client-side time of day interpolation
2021-03-28 17:01:53 +01:00
Joshua Barretto
19ef00085d
Softer and faster clouds with more verticality
2021-03-28 17:01:51 +01:00
Sam
f1156c9ce5
Added necrotic vortex attack to mindflayer
2021-03-27 21:05:03 -04:00
Sam
0d3795112c
Added cursed flame attack to mindflayer
2021-03-27 21:05:03 -04:00
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
Joshua Barretto
f479231b15
Merge branch 'glowy-shiny-pretty' into 'master'
...
Glowy shiny pretty
See merge request veloren/veloren!1874
2021-03-11 17:37:33 +00:00
Joshua Barretto
6e0807f3f5
Cheaper and less broken material reflection/glow
2021-03-11 13:56:11 +00:00
Joshua Barretto
d1b58ebb36
More reflective weapons
2021-03-10 18:59:04 +00:00
Joshua Barretto
09e32cb952
Initial implementation of glow/shininess
2021-03-10 18:58:25 +00:00
Sam
d711c77468
Aura particles.
2021-03-09 17:59:45 -05:00
Sam
cb1b26d717
Beam particle tweaks
2021-03-09 17:59:43 -05:00
Sam
398370ca51
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
c6a222340e
Particles for lifesteal beam. Changed how frontend recognized beams.
2021-03-09 17:59:39 -05:00
Marcel
e29964ead1
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
36d20e6990
Better docs, faster terrain meshing
2021-03-07 14:25:07 +00:00
Joshua Barretto
9910398917
Fixed snow biome trees
2021-03-07 14:25:07 +00:00
Joshua Barretto
d4ce69df99
Static light flickering
2021-03-07 14:25:02 +00:00
Joshua Barretto
1d16f14dd5
Small fixes
2021-03-07 14:25:02 +00:00
Joshua Barretto
331375fd8f
Adjusted static lighting
2021-03-07 14:25:02 +00:00
Joshua Barretto
fe2479ee4c
Better LoD water prediction
2021-03-07 14:25:01 +00:00
Joshua Barretto
31832e1245
Fixed wall leaking with dynamic light ambiance
2021-03-07 14:25:01 +00:00
Joshua Barretto
aabe1d7cfd
Point light ambiance for less harsh shadows
2021-03-07 14:25:01 +00:00
Joshua Barretto
100cafa91b
Directional baked lights for figures
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
Sarra
db3bc1b9bb
added a white firework
2021-03-07 03:48:50 -05:00
Sarra
4284ce0411
made firework explosions colorful
2021-03-05 01:22:29 -05:00
Sam
53b0ba286a
Ice particles for Wendigo
2021-02-27 01:42:46 -05:00
jshipsey
5792faa992
some new moves, combine biped weapons into one file
2021-02-27 01:42:46 -05:00
Sam
df70976ff5
Fixed particles.
2021-02-27 01:42:46 -05:00
Timo Kösters
a4513fe09d
Improve particles
2021-02-27 01:42:46 -05:00
Joshua Barretto
60c16e57b1
Added snow particles
2021-01-31 15:15:17 +00:00
Rotsuoy
994677a4d0
Rotsuoy/savanna grass
2021-01-23 07:46:54 +00:00
Joshua Barretto
a404707f87
Avoid div0 in shiny water shader
2020-12-30 22:18:19 +00:00
Joshua Barretto
49cabfae18
Made LoD water reflective
2020-12-14 16:52:33 +00:00
Joshua Barretto
a5c37262dd
Better aurora
2020-12-05 11:20:25 +00:00
Joshua Barretto
e413392694
Better mist access
2020-12-05 11:20:25 +00:00
Joshua Barretto
46dc49bc0a
Fixed bit-twiddling colour bug
2020-11-24 18:44:41 +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
4bb0da24b6
Addressed review comments
2020-11-23 10:57:57 +00:00
Joshua Barretto
8fd2e4537d
Addressed review comments
2020-11-23 10:57:57 +00:00
Joshua Barretto
bb9e593a44
Fixed glow AO
2020-11-23 10:57:57 +00:00
Joshua Barretto
b4e3dbc719
Added glow tint
2020-11-23 10:57:57 +00:00
Joshua Barretto
d7bbceca2d
Added light/glow map sample interpolation for entities
2020-11-23 10:57:56 +00:00
Joshua Barretto
27e7fd0727
Preserved light/glow maps to prevent sprites/entities being lit when they shouldn't be
2020-11-23 10:57:56 +00:00