Commit Graph

526 Commits

Author SHA1 Message Date
Illia Denysenko
4ac8015ed9 Update localization for Ukrainian 2021-04-12 02:28:55 +00:00
Marcel
5e7adc6767 Merge branch 'trade-help-tooltips' into 'master'
Show ctrl-click and shift-click usage in item tooltips during trades.

See merge request veloren/veloren!2101
2021-04-11 22:56:03 +00:00
Rickey Chamblee
8a25ebb59a Show ctrl-click and shift-click usage in item tooltips during trades. 2021-04-11 22:56:02 +00:00
Marcel
d7a9ab7e23 Merge branch 'master' into 'master'
Update and fix zh_CN

See merge request veloren/veloren!2103
2021-04-11 22:56:00 +00:00
law4x
4403cd71a5 Update and fix zh_CN 2021-04-11 22:55:59 +00:00
BuildTools
c4294d968d Add/modify Polish translations 2021-04-11 19:10:09 +02:00
Monty Marz
6772e71aaa UI fixes and more 2021-04-11 03:49:47 +00:00
Marcel
99e494976d Merge branch 'ccm7676/lang_bug_fix' into 'master'
fixed the Select a Language text on languages where it was broken

See merge request veloren/veloren!2089
2021-04-10 15:47:28 +00:00
Marcel
e6683bb764 Merge branch 'juliancoffee/uk_UA-localizaion' into 'master'
Update localization files for Ukrainian

See merge request veloren/veloren!2090
2021-04-10 14:54:13 +00:00
Illia Denysenko
4717ad25a8 Update localization files for Ukrainian 2021-04-10 14:54:12 +00:00
Marcel
12c3ee440e Merge branch 'MigraineX/update-es-ES' into 'master'
Updated the Spanish (ES) translation

See merge request veloren/veloren!2094
2021-04-10 14:20:40 +00:00
MigraineX
07fd6f16f8 Updated the Spanish (ES) translation 2021-04-10 14:31:57 +02:00
Joshua Yanovski
af94753ad9 Remove panics and unwraps, part 1.
Also fixes various other miscellaneous bugs.
2021-04-10 10:03:21 +02:00
Carl Marino
d2151ad76c fixed the Select a Language text on languages where it was broken 2021-04-09 18:39:53 +02:00
hqurve
be42cc60c4 Added search to crafting and social windows, added i18n support to crafting tabs, fixed social window offset when group open, removed tabs in social window 2021-04-07 20:24:22 +00:00
Vincent Foulon
5e23c164e6 Add missing translations + Add "enemy_killed" text for villagers 2021-04-07 13:26:15 +02:00
James Melkonian
16871208f2 Add topographic option to map 2021-04-06 09:16:17 -07:00
Marcel
187a85e056 Merge branch 'renamenorsk_norskbokmål' into 'master'
Rename Norsk to Norsk bokmål

See merge request veloren/veloren!2064
2021-04-06 11:37:54 +00:00
Kim André Moen Bjørkede
2380f9e8c2 Rename Norsk to Norsk bokmål 2021-04-06 11:37:51 +00:00
Marcel
2ed85a2dc0 Merge branch 'tonyvu0605/VietTranslation' into 'master'
Started Vietnamese Translation

See merge request veloren/veloren!2059
2021-04-06 10:48:03 +00:00
Joshua Barretto
de9ad0942f Merge branch 'zesterer/follow-cam' into 'master'
Added auto camera setting

See merge request veloren/veloren!2071
2021-04-06 04:23:40 +00:00
Samuel Keiffer
3c50321a80 Merge branch 'sam/consolidate-roll' into 'master'
Flattened roll progression.

See merge request veloren/veloren!2073
2021-04-06 03:31:46 +00:00
Samuel Keiffer
f79493f7d0 Merge branch 'sam/sceptre-nerfs' into 'master'
Sam/sceptre nerfs

See merge request veloren/veloren!2072
2021-04-06 02:41:56 +00:00
Joshua Barretto
60e2ed3e7d Added auto camera setting 2021-04-05 23:24:31 +01:00
Sam
ba0b6c309b Flattened roll progression. 2021-04-05 17:50:53 -04:00
Sam
a7e39bc8c9 Nerfs 2021-04-05 17:38:52 -04:00
theCow61
b99c02401d Change to auto walk/glide. 2021-04-05 16:07:17 -05:00
Marcel
88079cfd30 Merge branch 'japanese' into 'master'
Add Japanese message translation

See merge request veloren/veloren!2049
2021-04-05 13:38:30 +00:00
tonyvu0605
e0dbd5566d Started Vietnamese Translation 2021-04-03 22:17:57 -04:00
Snowram
9a3f6d8261 Substitutes DPS for CR in item tooltip 2021-04-03 00:10:31 -04:00
Jun NOGATA
129a3de2eb Add Japanese message translation 2021-04-03 01:50:10 +09:00
Vincent Foulon
dcde8df365 address review comments 2021-04-01 19:13:08 +02:00
Vincent Foulon
c2a8feada5 Add dialogue when the Merchant is busy and randomize some trading dialogues 2021-03-31 19:06:41 +02:00
Snowram
606dd64741 Fix a staff icon, some offset fixes, lower wolf spawn rate 2021-03-30 00:27:03 +02:00
Snowram
6adaac8106 Addresses comments 2021-03-29 18:35:12 +02:00
Snowram
b8ac90d049 Changelog, cleanup, clippy 2021-03-29 18:35:10 +02:00
Snowram
508e35ca17 Add several new i18n lines 2021-03-29 18:34:45 +02:00
Scott Williams
9ca0388561 Character Creation Randomization Fix 2021-03-27 15:58:34 +00:00
aljazerzen
0ea102dc9c refactor handling of duplicate login 2021-03-25 12:33:56 +01:00
Avi Weinstock
4ec6b43693 Add a vertical camera clamp option and toggle to voxygen. 2021-03-23 18:22:32 -04:00
Marcel
983523c463 Merge branch 'vfoulon80/climbing-skill' into 'master'
Add climbing speed and cost

See merge request veloren/veloren!1950
2021-03-21 18:35:44 +00:00
Vincent Foulon
e06870702f Add skill for swimming speed 2021-03-21 15:58:38 +01:00
Vincent Foulon
71d3bf5821 fix typo in sceptre aura skill 2021-03-20 22:12:43 +01:00
Vincent Foulon
8ef30dd2f3 fix one line from custist_alarm vector 2021-03-20 20:53:27 +01:00
Vincent Foulon
d4fbc78d06 Translate cultist_alarm in FR 2021-03-20 17:37:59 +01:00
Vincent Foulon
d0aa68a9d2 Add climbing speed and cost 2021-03-20 17:17:28 +01:00
Marcel
6e6878ca9e Merge branch 'tormeh/add-monologue-strings' into 'master'
Add monologue strings.

See merge request veloren/veloren!1925
2021-03-17 08:45:27 +00:00
Marcel
684789c886 Merge branch 'vfoulon80/fr-skills' into 'master'
[FR] translate skills.ron + missing keys

See merge request veloren/veloren!1901
2021-03-17 01:25:12 +00:00
Vincent Foulon
6b0028907d [FR] translate skills.ron + missing keys 2021-03-17 01:25:11 +00:00
Tormod G. Hellen
f695b11171 Add monologue strings. 2021-03-17 01:58:12 +01:00
Monty Marz
e9cbac387e new loading bg, staff models
item images

fix paths

loot tables, adjustments

Update main.ron
2021-03-16 23:23:24 +00:00
James Melkonian
6ea43cfd75 Various RtSim and Agent Interaction Fixes 2021-03-16 01:30:35 +00:00
DaforLynx
f924e047ac Renamed 'Upscale Factor' to 'Internal Resolution' as per what was decided in #981 2021-03-14 12:18:29 -07:00
PersianKnight
b87514266d Bug fix debug info hotkey and axe skill tree text 2021-03-14 20:16:54 +03:30
DaforLynx
99261bf105 Many small changes to audio code, mainly sfx - changelog in MR 2021-03-12 15:00:09 -08:00
Marcel
93cab075f8 Merge branch 'xMAC94x/non_blocking_register' into 'master'
Auth requests are now done async, the register system is fetching it, via a PendingLogin component

See merge request veloren/veloren!1875
2021-03-11 21:51:55 +00:00
Joshua Barretto
a9bcaf0a37 Merge branch 'PersianKnight/Reset_to_Defaults_Buttons' into 'master'
Add Reset to Default Buttons for Interface, Gameplay and Sound Settings

See merge request veloren/veloren!1877
2021-03-11 21:29:11 +00:00
PersianKnight
3b3ffe30e9 Add Reset to Default Buttons for Interface, Gameplay and Sound Settings 2021-03-11 22:09:30 +03:30
Samuel Keiffer
9b198b5cda Merge branch 'sam/sceptre-overhaul' into 'master'
Overhaul sceptre

Closes #768

See merge request veloren/veloren!1845
2021-03-11 16:47:50 +00:00
Marcel Märtens
728bff610b Allow HTTP auth servers again.
only `localhost` are allowed in a release build.
 when debug assertions are on, others are also allowed.

This change undoes the changes to the settings, so compared to master, there is no effect
2021-03-11 17:24:52 +01:00
Marcel Märtens
a98e72c391 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
2021-03-11 17:05:02 +01:00
omm
ef7b215f07 File structure for lang es_ES aligned with EN 2021-03-11 12:08:37 +00:00
Sam
16222948a3 Sceptre skill tree and migration. 2021-03-09 18:02:07 -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
Marcel
ee0ab197da Merge branch 'updated_spanish_es_strings' into 'master'
Updated strings Added missing translations in Spanish es_ES and retrieving localized text

See merge request veloren/veloren!1866
2021-03-09 12:59:03 +00:00
tukilo
cea895ea24 Updated strings Added missing translations in Spanish es_ES and retrieving localized text 2021-03-09 12:30:53 +01:00
Adam Blanchet
16b66f9cd6 Add reset button to graphics settings 2021-03-08 18:48:38 +01:00
Joshua Barretto
0cbdc2b1b7 Better tree names 2021-03-07 14:25:07 +00:00
Joshua Barretto
db573f6b2d Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Snowram
e2d4799f7d Merge branch 'vfoulon80/convert-fr-translations' into 'master'
Split the french translation into multiple files

See merge request veloren/veloren!1672
2021-03-05 12:23:08 +00:00
Vincent Foulon
6e66cecce7 Split the french translation into multiple files 2021-03-05 12:23:08 +00:00
Vincent Foulon
fb953cc7f4 implement the new skilltree icons 2021-03-04 18:37:32 +00:00
Samuel Keiffer
0497a437a4 Merge branch 'sam/invulnerability-buff' into 'master'
Invulnerability Buff

Closes #965

See merge request veloren/veloren!1834
2021-03-01 05:46:46 +00:00
Samuel Keiffer
537efdd47e Merge branch 'aweinstock/trade-requestitem' into 'master'
During a trade, allow requesting items from the counterparty's inventory...

See merge request veloren/veloren!1829
2021-03-01 02:39:36 +00:00
Sam
531c38c3ad Factored formatting of buff text out to a single function. 2021-02-28 16:04:33 -05:00
Imbris
b7bd0306e6 Merge branch 'Lerg/Issue_#976' into 'master'
Issue #976 Some inputs are missing the ability to be rebound

See merge request veloren/veloren!1832
2021-02-28 18:23:30 +00:00
Justin Shipsey
13df691f69 Merge branch 'heydabop/966-controller-y-invert' into 'master'
#966 - Setting to invert controller Y axis

See merge request veloren/veloren!1817
2021-02-28 18:02:04 +00:00
Lerg
94bd1f2605 Issue #976 Some inputs are missing the ability to be rebound because they are missing from the input iterator 2021-02-28 19:02:32 +03:00
Avi Weinstock
7e458ecd40 During a trade, allow requesting items from the counterparty's inventory (prequisite for NPC trading). 2021-02-28 10:13:49 -05:00
Monty Marz
e5273e3a8e reroute the F1 key to open the controls settings, removed loading screen tips about levels and the stats button 2021-02-27 19:02:26 +00:00
heydabop
d4e3a3f29f #966 - Add setting to invert controller camera Y axis 2021-02-24 10:39:44 -06:00
Snowram
914266c705 Merge branch 'nwildner/pt_BR_trade-updates' into 'master'
pt br trade updates

See merge request veloren/veloren!1810
2021-02-23 23:21:30 +00:00
Nícolas Wildner
e4f8a9ed6c pt br trade updates 2021-02-23 23:21:30 +00:00
Marcel
72bd0f42fc Merge branch 'xMAC94x/prot_improvements' into 'master'
xMAC94x/prot_improvements

See merge request veloren/veloren!1796
2021-02-22 22:47:43 +00:00
Marcel Märtens
3f5c64bec0 Client::new can now resolve DNS requests, better networking error messages 2021-02-22 17:35:19 +01:00
steanne
838a0d8928 Update _manifest.ron for minor typos in villager statements 2021-02-22 00:04:02 +00:00
Avi Weinstock
559ad7b7f5 Client-side trade improvements.
- Add item tooltips in trade.
- More localization support.
- Fix bindings (R for trade, B for bag).
2021-02-19 15:20:27 -05:00
Nícolas Wildner
7a29cc9eff creating char_selection.ron plus minor portuguese fixes for better formal language (like olhos - eyes and not olho) 2021-02-17 08:28:04 +00:00
TheThirdSpartan
f10f88081d Small chat message formatting changes and fixed missing player alias during admin entity possession 2021-02-17 02:15:45 +00:00
Avi Weinstock
abb5684883 Trade implementation progress.
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
2021-02-12 18:43:10 -05:00
Avi Weinstock
e2b55e0706 Implement enough of a trade UI that dragging & dropping items into it round-trips between clients. 2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement. 2021-02-12 18:43:09 -05:00
Avi Weinstock
250391656f Initial draft of trade UI (creates a placeholder window that acts like crafting in terms of bringing up the bag, defaulting to the "r" key). 2021-02-12 18:43:09 -05:00
Andrii Zymohliad
7be836318b Update Ukrainian translation 2021-02-03 16:18:49 +00:00
James Melkonian
23b1df3cdd Add basic NPC interaction and fix NPC chat spamming 2021-01-31 20:29:50 +00:00
DaforLynx
c6e262c4ce Small audio fixes; addresses #939 and #940 2021-01-29 11:37:10 +00:00
Sam
6dd740feaa Nerfed bow M1 and M2, slightly buffed bow skillbar ability. 2021-01-24 14:24:59 -05:00
Sam
5e4b6809ca Sceptre nerfs. 2021-01-22 22:46:18 -05:00
Acrimon
21ecb15571
build tip 2021-01-19 19:02:41 +01:00
Monty
5362000de4 adjusted potions, refined level up message animation
fixed incorrect translation used on axe double strike regen skill

Changed migration so that skills and skill groups foreign key to entity_id instead of character_id
2021-01-19 08:08:14 -05:00
Monty Marz
de5c5702b3 stats display
Addressed comments.

Addressed comments.
2021-01-19 08:08:11 -05:00
Sam
c809569f6b Added level up sound to skill point gain. Fixed tests.
Fixed duplicate roll description.
2021-01-19 08:08:08 -05:00
Noé
acbd965e65 implemented en translation for Hammer, Bow, Scepter and Staff skills
skill tree translation

Clamped earning SP to avoid u16 overflow.

translation fixes

Fixed exp scaling function

Fixed exp scaling function

remove debug combat rating display

Update overhead.rs

implemented en translation for Axe
2021-01-19 08:08:02 -05:00
Sam
a606313856 Added scaling exp costs per skill point.
Fix tooltip being red.

multiple fixes, started translation

change exp giving items
adjust loot tables
adjust combat rating indicators
fix group frame offsets
2021-01-19 08:07:57 -05:00
Sam
986c05621a Wired up skill UI to check for prerequisites being met and sufficient skill points.
available SP check in general HUD, more skill icons

Trimmed 2000 lines from a file.

UI tweaks
2021-01-19 08:07:45 -05:00
Sam
4b52574750 Skill point gains are displayed in hud.
level up message visuals and functionality

Handles simultaneous skill point gains in UI.
2021-01-19 08:07:41 -05:00
Monty Marz
3f436079e8 Skill-Tree UI
switchable tabs
rework icons, fix cursor toggle
auto slot placing

Bow leap skill changed to bow glide skill.
2021-01-19 08:07:06 -05:00
Jesus Bracho
ec79890335 Provide buff information on killed entities 2021-01-18 05:46:53 +00:00
Acrimon
c5e3828c64 Merge branch 'master' into 'master'
Update tr_TR to new multi file format.

See merge request veloren/veloren!1671
2021-01-14 12:25:22 +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
Tadabito
db9a6a4cec Update tr_TR to new multi file format. 2021-01-02 12:04:04 +03:00
Vincent Foulon
da81b2f0b2 Update i18n's README.md to correct grammar and formatting
Address the following reviews:
https://gitlab.com/veloren/veloren/-/merge_requests/1666#note_476145978
https://gitlab.com/veloren/veloren/-/merge_requests/1666#note_476145980
https://gitlab.com/veloren/veloren/-/merge_requests/1666#note_476145981
2020-12-31 12:32:22 +01:00
Vincent Foulon
7a4c3fa9a6 renamed _root.ron files to _manifest.ron 2020-12-31 12:32:21 +01:00
Vincent Foulon
b3758d12e4 rename a translation file to prevent it from being ignored by git 2020-12-31 12:32:20 +01:00
Vincent Foulon
7150e1f820 rename a translation file and clear some commented code 2020-12-31 12:32:19 +01:00
Vincent Foulon
bb7cc3d53b (temp?) fixed list_localization function + add sub_directories to other languages 2020-12-31 12:32:17 +01:00
Vincent Foulon
00140384f7 convert the other languages into folders 2020-12-31 12:32:16 +01:00
Vincent Foulon
3295ff2c58 created LocalizationFragment + load localization sub directories 2020-12-31 12:32:16 +01:00
Vincent Foulon
924c24fa78 (PoC)(WIP) Convert single translation file to a folder 2020-12-31 12:32:15 +01:00
Nícolas Wildner
dc46618b4c Update pt_BR.ron 2020-12-27 00:09:12 +00:00
Marcel
e54b4d5797 Merge branch 'DaforLynx/campfire-loading-tip' into 'master'
Loading screen tip for campfire healing

See merge request veloren/veloren!1601
2020-12-12 00:29:57 +00:00
DaforLynx
70814ee922 Loading screen tip for campfire healing 2020-12-12 00:29:57 +00:00
Marcel
9b1bc41f6e Merge branch 'jacki/german' into 'master'
Updated de_DE translation

See merge request veloren/veloren!1572
2020-12-11 23:51:00 +00:00
Tobias Frisch
23e3964059 Updated de_DE translation
Signed-off-by: TheJackiMonster <thejackimonster@gmail.com>
2020-12-11 23:51:00 +00:00
Vincent Foulon
2503d79567 Update French Translation 2020-12-11 23:29:44 +00:00
Pfauenauge90
6d1bae67d0 adjust mindflayer strength, fix en translation, update es_la translation, fix undead eyes 2020-12-10 18:06:31 +01:00
James Melkonian
71303fecfd Aura System and Campfire Health Regen 2020-12-04 22:24:56 +00:00
Snowram
b316e9aa7c Updates ru_RU translation 2020-11-26 22:59:39 +01:00
Andrii Zymohliad
733a471090 Added Ukrainian translation 2020-11-25 17:21:32 +00:00
Yusuf Bera Ertan
3c887315ae
update Turkish translations 2020-11-25 15:46:56 +03:00
Christof Petig
a3db20c9d6 Show caves in map 2020-11-23 19:05:17 +01:00
Monty Marz
099dfc959f translations, fixes 2020-11-23 10:57:56 +00:00
Monty Marz
5b907ede9e fix hints 2020-11-23 10:57:55 +00:00
Joshua Barretto
bcc220804a Added exposure to settings 2020-11-23 10:57:55 +00:00
Joshua Barretto
49df604de0 Better scattering and scatter (of both varieties) 2020-11-23 10:45:02 +00:00
Knarkzel
7a917f87e1 added norwegian 2020-11-20 16:49:32 +01:00
Joshua Barretto
171ef1d7b9 Upscaling support 2020-11-15 22:18:35 +00:00
Imbris
03c96a7c7b Properly use localization specified fonts, fix swedish translation by adding other fonts to the font mapping list 2020-11-14 21:31:31 -05:00
Imbris
eec6d68585 Update changelog 2020-11-11 03:02:49 -05:00
Yusuf Bera Ertan
bae7f56393 add padding to language select and server select menu buttons so that the scrollbar doesn't overlap them 2020-11-11 03:02:22 -05:00
Yusuf Bera Ertan
52479fec2f add title to server select menu, don't use unneeded Container in language select menu 2020-11-11 03:02:22 -05:00
Yusuf Bera Ertan
5af6757de0 add language selection menu to main menu screen 2020-11-11 03:02:22 -05:00
Imbris
42c6550a0b Add more parts of the character selection screen, add mouse detector widget, misc tweaks 2020-11-11 03:02:22 -05:00
Imbris
de770694d8 Basic structure of character selection 2020-11-11 03:02:22 -05:00
Imbris
73982637b2 Add styling for Container, implement auth trust prompt, misc additions 2020-11-11 03:02:21 -05:00
Imbris
bc0792a57a Rename localization/font types (e.g. VoxygenLocalization -> Localization) 2020-11-11 03:02:21 -05:00
Marcel Märtens
d9f7a72139 adjust path to veloren account page 2020-11-09 09:21:14 +01:00
Monty Marz
642ad805a1 potion buff 2020-11-06 01:08:34 +01:00
Snowram
a52f83e92c Addresses some comments 2020-11-06 01:08:31 +01:00
Snowram
ce96af4363 Allow for an arbitrary array of effects and buffs for consumables 2020-11-06 01:08:30 +01:00
Sam
a0af315930 Addressed comments. 2020-11-04 19:22:08 -06:00
Marcel
7517991d73 Merge branch 'TR_translations' into 'master'
Updated translations

See merge request veloren/veloren!1473
2020-11-04 16:13:53 +00:00
TheBoredProgrammer64
3f7b007227 Updated translations 2020-11-04 16:13:53 +00:00
Joshua Barretto
6331ad9455 Implemented Flight 2020-11-03 22:46:07 +00:00
Tadabito
12d449f40f Added translation for place holder quest. 2020-10-28 20:36:19 +00:00
Tadabito
0e3980f656 Fixed the missing comma 2020-10-28 19:25:42 +00:00
Tadabito
e24addd87d Update tr_TR.ron 2020-10-28 18:44:34 +00:00
Monty Marz
900e654252 update german translation, add missing string to en file 2020-10-28 14:39:58 +01:00
Monty Marz
3f7b5a095b player buffs at minimap visuals
Update settings.rs
buff timers
2020-10-26 19:28:25 -05:00
Monty Marz
8fa398954d Initial implementation of buffs UI
player buffs animation

more testing debuffs

sorting and display limit fix

overhead buffs

fix

WIP buff removal function

fmt

Update buffs.rs

Now with compiling: WIP group UI buffs

positioning

Update group.rs

Update group.rs

Small optimizations.

Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.

buff frame visuals

added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Monty Marz
b31c6877b4 skillbar fixes, buff UI module
adjustments, fixes, assets, test buffs widgets
2020-10-26 19:28:23 -05:00
Sam
1a1ceb54bc Server event used to deal damage/heal with buffs. Buff kills now award xp. 2020-10-26 19:28:20 -05:00
Forest Anderson
14b5d01af3 Merge branch 'angel/add-dutch-translation' into 'master'
Added Dutch translation

See merge request veloren/veloren!1446
2020-10-22 18:09:52 +00:00
Joshua Barretto
2237500743 Clouds 2020-10-21 21:05:25 +00:00
Forest Anderson
709cef2665 More small fixes 2020-10-21 19:02:59 +00:00
Forest Anderson
4d22b93863 Some fixes by @Jurre 2020-10-21 18:45:00 +00:00
Forest Anderson
f79e13135e Added Dutch translation, created by @Namp007 2020-10-21 13:39:36 -04:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
pablo saavedra soler
90e795fd9f I have corrected many errors in Spanish grammar and dialect in Latin America 2020-10-04 06:41:35 +00:00
Sam
47abf49751 Addressed comments 2020-09-29 20:48:23 -05:00
Sam
de45784596 Addressed round of testing feedback. 2020-09-29 19:48:09 -05:00
Nícolas Wildner
5329b4c54b Update pt_BR.ron 2020-09-26 19:13:45 +00:00
Nícolas Wildner
55865dfb06 Update pt_BR.ron 2020-09-26 18:46:37 +00:00
Nícolas Wildner
855631feda Update pt_BR.ron 2020-09-26 18:20:59 +00:00
Nícolas Wildner
738688ea60 Update pt_BR.ron 2020-09-26 18:10:22 +00:00
Monty Marz
5fe79e1c6a new loading screen bgs (part 1)
Add a basic random feature to char creation

loading screen bg (part 2)

loading screen changes, random button graphics
Random appearance also pick a random npc name
2020-09-18 23:17:47 +00:00
tylerlowrey
30c3146682 Added main menu kick message with kick reason after player is kicked 2020-09-14 07:52:31 +02:00
tylerlowrey
fee79720ee Added ban message with reason when banned user attempts to login to server 2020-09-14 07:52:31 +02:00
TheThirdSpartan
7fd673ecb2 Added localization config options for new death messages 2020-09-09 20:26:20 +00:00
Raiyan Sayeed
906da2f0c7 added option for borderless fullscreen in setting -> graphics menu 2020-09-07 05:12:15 +00:00
TheThirdSpartan
6dbd1bc132 adding feature requested in issue #153 - displaying your alias in game as 'you' 2020-09-06 19:42:32 +00:00
law4x
87c8351890 update the Simplified Chinese translation 2020-09-02 08:07:27 +00:00
Marcel
62427cb01f Merge branch 'vzikl/add-zh-translation' into 'master'
Update to OpenSource Font - WQY-ZenHei & add zh_CN

See merge request veloren/veloren!1304
2020-08-30 20:40:01 +00:00
VZIKL
cc55e71a5d Update to OpenSource Font - WQY-ZenHei & add zh_CN 2020-08-30 20:40:01 +00:00
black silence
2587a38f6f fix several DE translations 2020-08-28 20:37:28 +02:00
Monty Marz
1d49186e31 various fixes
Balanced crafted weapon power

Adjusted tooltip color

Added tooltip showing account name to the social window
2020-08-24 01:16:53 +02:00
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
e3eb34085f craftable starting set
velorite staff update

ore_nature_longbow

model fix
humanoid colours

Update agent.rs

improve rng (according to zesterer)

slower fleeing

More adjustments

fix cult leader name

more loot tables

all kinds of adjustments

smöl adjustments
2020-08-21 19:36:21 +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
Monty Marz
7ab80ef367 sprite spawning rules 2020-08-21 19:36:16 +02:00
Monty Marz
b930c34d89 agent changes, sprite spawning changes, alignment changes 2020-08-21 19:36:16 +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
Monty Marz
3dc1f01580 Revert "Merge branch 'vzikl/add-zh-translation' into 'master'"
This reverts merge request !1241
2020-08-14 22:32:50 +00:00
Yusuf Bera Ertan
94a997f327 tr_TR localization: add missing keys and update some 2020-08-13 23:50:06 +00:00
Marcel
9871637656 Merge branch 'DoNeo/ru_translation' into 'master'
ru translations

See merge request veloren/veloren!1286
2020-08-12 18:42:46 +00:00
Monty Marz
fcdd875bff UI fixes, assets update 2020-08-12 18:10:18 +00:00
Marcel Märtens
86659244e0 ru translations 2020-08-12 19:59:02 +02:00
IBotDEU
6b707a1ab7 implemented ability to select bit depth and refresh rate and implemented seperate setting for fullscreen resolution 2020-08-09 20:30:22 +00:00
scott-c
5acfe44cbb Add toggle particles graphics setting 2020-08-08 19:25:01 +08:00
Monty Marz
142b386628 address comments 2020-08-08 00:13:00 -04:00
Monty Marz
14b0d9a7fe group leader colouring, offset fix when debug menu is open,
fixed social tab visuals

text width limit

group interaction wording, group window adjustments
2020-08-08 01:15:58 +02:00
Monty Marz
28a8f847cc timeout visuals, various small fixes and two new items 2020-08-08 01:15:58 +02:00
Monty Marz
1eb671e1a6 Update CHANGELOG.md, german locale 2020-08-08 01:15:58 +02:00
Monty Marz
58df00d80c Social window assets 2020-08-08 01:14:19 +02:00
Monty Marz
f2ed7efced group button and menu logic changes
group member panels

health bar text

text shadows and scaling

cleanup, don't show the player panel

social window assets
2020-08-08 01:14:19 +02:00
Imbris
3a22b3694d New group UI functions 2020-08-08 01:14:19 +02:00
Monty Marz
d9e3937a82 Basic UI
Basic ui for groups and group window
2020-08-08 01:12:35 +02:00
Imbris
6aba810517 Add key to select entities 2020-08-08 01:09:02 +02:00
Marcel
eaa5bac8d6 Merge branch 'french_translation' into 'master'
French translation improvements

See merge request veloren/veloren!1263
2020-08-07 21:05:47 +00:00
Varpie
54c08babac Fixing various obsolete texts and a few typos, uniform pronoun (tu->vous) and French style punctuation 2020-08-07 21:05:47 +00:00
Marcel Märtens
599a9a76fc add a translation test that verifys that all language RON files are parseable (without any git involved) 2020-08-07 21:31:34 +02:00
Judge Griesa
da70e59210 I did it from scratch to match other languages files. -Deleted some tabs and empty spaces. 2020-08-05 16:22:44 +00:00
Judge Griesa
5b35cb4618 -Added crafting commands missed in the file (Probably the reason why the file wasn't read by the game). Removed some weird whitespaces. Added some NPC lines while attacked. 2020-08-03 12:22:07 +00:00
Marcel
92115ec39d Merge branch 'patch-2' into 'master'
-Removed some white spaces. Added some lines about tips. Fixed some sections.

See merge request veloren/veloren!1251
2020-08-03 08:13:41 +00:00
Samuel Keiffer
f930f52df5 Allows for weapons to have different stats. Seperates healing staff out from staffs into its own weapon type: sceptre. Splits bow weapon type into shortbow and longbow. 2020-08-01 20:08:30 +00:00
Judge Griesa
a5930e9676 -Removed some white spaces. Added some lines about tips. Fixed some sections. 2020-07-31 13:36:43 +00:00
Marcel
0203854bd3 -Update on Latinamerican Spanish translation!
Some spell check and changed some words for others to have a better context.
2020-07-30 10:22:09 +00:00
VZIKL
4d157ece01 add some chinese language 2020-07-29 21:09:19 +08:00
VZIKL
e56434d443 add zh_CN support and add chinese ttf fonts 2020-07-28 21:39:51 +08:00
Marcel
598f14b258 Merge branch 'yusdacra/update-tr-translation' into 'master'
tr_TR localization: add missing and update some keys

See merge request veloren/veloren!1229
2020-07-27 08:16:20 +00:00
Yusuf Bera Ertan
a76d2d3746
tr_TR localization: add missing and update some keys 2020-07-26 12:59:40 +03:00
Snowram
20c2fd2c0b Loading tips and villagers attack speech 2020-07-23 20:31:47 +02:00
Monty Marz
31cfc05123 lots of things
animation fixes by slipped
new cultist item
settings option for loading screen tips
loot table adjustments
2020-07-23 12:10:13 +00:00
Samuel Keiffer
6cce09be85 Added protection stat to admin armor hidden in debug folder. Removed blue cultist armor set from drop table as it is an admin set. 2020-07-18 00:05:28 +00:00
Marcel
b4cf3297a4 Merge branch 'ismail.assaidi/fr' into 'master'
Ismail.assaidi/fr

See merge request veloren/veloren!1210
2020-07-16 11:34:38 +00:00
Marcel
d6411f478d Ismail.assaidi/fr 2020-07-16 11:34:37 +00:00
lausek
9a54031e15 de_DE: minor updates on the German translation 2020-07-15 20:56:16 +00:00
Marcel
fc30cad5fd Merge branch 'jackrubino/it_IT' into 'master'
Jackrubino/it it

See merge request veloren/veloren!1211
2020-07-15 18:29:28 +00:00
PatatasDelPapa
1cdab4b4e8 update es_la 2020-07-14 23:25:46 -04:00
Joshua Barretto
8d6b442193 Crafting 2020-07-14 20:11:39 +00:00
Forest Anderson
6510d38b8b Merge branch 'nwilder/improve-pt-br-translation' into 'master'
Nwilder/improve pt br translation

See merge request veloren/veloren!1199
2020-07-14 03:21:45 +00:00
Kai
8e523364ac Prevent GameInputs from being bound to multiple keys unless explicitly allowed. Add a Reset to Defaults button for controls. 2020-07-12 11:59:55 -07:00
Joshua Barretto
ddaa0a9246 Made char select handle client events 2020-07-06 17:11:19 +01:00
Jack Rubino
2ce92b88a9 Update it_IT.ron 2020-07-06 14:27:55 +00:00
Nícolas Wildner
9f7f9f96f9 Update pt_BR.ron 2020-07-06 01:57:34 +00:00
Nícolas Wildner
0654addb98 Updating pt_BR translation 2020-07-05 22:52:42 -03:00
Forest Anderson
c7ffe3dbeb Merge branch 'nancok/fix-es-translations' into 'master'
Update es_la.ron

See merge request veloren/veloren!1151
2020-07-04 03:54:55 +00:00
Monty Marz
89400264dc Loot ChatType, Update german translation, map zooming 2020-07-01 19:05:44 +00:00
Luciano
4a8443f743 Update es_la.ron 2020-06-29 14:19:12 +00:00
Forest Anderson
be6d139e26 Merge branch 'Swedneck/add-veloren-swedish-translation' into 'master'
Add swedish translation

See merge request veloren/veloren!824
2020-06-29 01:55:18 +00:00
Forest Anderson
c50a2c8ac2 Fixed Veloren spelling 2020-06-28 20:41:22 -04:00
Patro
4bfe195336 final tweaks in translation 2020-06-28 20:41:22 -04:00
Patro
b37ed5f3a4 Fixed some spelling errors and retranslated some sentences to make them sound better 2020-06-28 20:41:22 -04:00
Redo11
54babe6615 Change uncanny valley to wildness as merged in
6c4e3eb00a (be21cb369b4dfb9d7a565ddff0161533680a3583)
2020-06-28 20:41:22 -04:00
Redo11
ecca666521 Add translated comments and add back opensans as default font, as special characters still aren't supported. 2020-06-28 20:41:22 -04:00
Redo11
2c17ecbc99 Add waypoints 2020-06-28 20:41:22 -04:00
jshipsey
622fa88b41 polish 2020-06-28 20:41:22 -04:00
Tim Stahel
3b246dee42 add swedish translation 2020-06-28 20:37:27 -04:00
Forest Anderson
07298cdbeb Merge branch 'nwilder/add-brazilian-portugese-translation' into 'master'
Nwilder/add brazilian portugese translation

See merge request veloren/veloren!1128
2020-06-28 21:29:08 +00:00
Forest Anderson
985b0e2bfd Merge branch 'wusyong/tchinese' into 'master'
Add Traditional Chinese translation

See merge request veloren/veloren!885
2020-06-28 21:23:57 +00:00