Imbris
95cc5da1e4
Draw water
2021-05-30 11:49:40 -04:00
Imbris
2534e65d0e
Fix clouds
2021-05-30 11:49:40 -04:00
Imbris
ec0f4db3d9
Somewhat fix lod, prevent particles spamming new buffers when disabled
2021-05-30 11:49:40 -04:00
Imbris
362a14d749
No cube spam
2021-05-30 11:49:40 -04:00
Imbris
9aad14e06e
Start lod, update wgpu to fix viewport count validation error
2021-05-30 11:49:40 -04:00
Imbris
9da50b3f4d
Add skybox
2021-05-30 11:49:40 -04:00
Capucho
b486048d0c
Fix wrong color format in col light
2021-05-30 11:49:40 -04:00
Capucho
d6062dc854
Reenable terrain rendering
...
Refractor col lights
2021-05-30 11:49:40 -04:00
Capucho
cd60e70664
Fix the orientation of the rendering
...
Reenable the rendering of the player
2021-05-30 11:49:40 -04:00
Capucho
5f1e6b1e36
Pass format to particle pipeline
2021-05-30 11:49:40 -04:00
Capucho
f6300a6378
Renable the figure and terrain drawing code (not working yet)
2021-05-30 11:49:40 -04:00
Imbris
3039bae635
Fix culling of postprocess/cloud triangles
2021-05-30 11:49:40 -04:00
Imbris
0b9e1fdf6c
Particles compiles and runs (no visuals yet)
2021-05-30 11:49:40 -04:00
Capucho
b4df7e63e8
Remove the depth buffer from the Third drawer
2021-05-30 11:49:40 -04:00
Capucho
2856f2971b
Shader fixes
2021-05-30 11:49:40 -04:00
Capucho
d1222daa76
Update dependencies
2021-05-30 11:49:40 -04:00
Imbris
a6e8a47ada
Almost make clouds/postproccess run
2021-05-30 11:49:40 -04:00
Imbris
05bda00431
Render the UIs
2021-05-30 11:49:40 -04:00
Imbris
47a476d63e
Add generic Bound<T> type for grouping consts/other bindable things with bind groups
2021-05-30 11:49:40 -04:00
Imbris
617ae80d02
Render Ui
2021-05-30 11:49:40 -04:00
Imbris
9f399f9076
Color!
2021-05-30 11:49:40 -04:00
Imbris
2d418f3d69
fixed validation errors when creating pipelines
2021-05-30 11:49:40 -04:00
Imbris
f67fce54fe
No crash on startup
2021-05-30 11:49:40 -04:00
Imbris
3b9e89c085
Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
2021-05-30 11:49:40 -04:00
Imbris
c8be3d20f9
Improve shader errors by showing shader file name, reduce repetitive shader construction code
2021-05-30 11:49:40 -04:00
Imbris
fd0a9f67c9
migrate cloud pipeline, migrate iced renderer, rebase fixes
2021-05-30 11:49:40 -04:00
Imbris
08b787e049
Make compile through various changes, update wgpu to latest git
2021-05-30 11:49:40 -04:00
Capucho
3502699732
More fixes
2021-05-30 11:49:40 -04:00
Capucho
05d97e2f2f
Switched from zerocopy to bytemuck
...
Fixing errors
2021-05-30 11:49:40 -04:00
Capucho
7e3971949d
Made the layouts more compact
2021-05-30 11:49:40 -04:00
Capucho
8045b98867
Finished porting all pipelines
2021-05-30 11:49:40 -04:00
Capucho
5336fb9255
Began porting pipeline creation
2021-05-30 11:49:39 -04:00
Capucho
63e4579d70
ported all pipelines
2021-05-30 11:49:39 -04:00
Capucho
a8981aef67
Ported most of the textures and models related methods
2021-05-30 11:49:39 -04:00
Capucho
0a5ef49d05
Started the report of wgpu
2021-05-30 11:49:39 -04:00
Avi Weinstock
d6442dbd3b
Change the ChargedRanged zoom distance from 0.0 to 2.0, and add a delay after the mouse click before the zoom starts (i.e. hold to zoom, spam click will not zoom).
2021-05-26 11:51:29 -04:00
Avi Weinstock
7a97fbb5cf
Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards.
2021-05-26 09:34:08 -04:00
Avi Weinstock
4d7828ec94
Make the camera zoom as the bow (or any ChargedRanged attack) is charging.
2021-05-26 09:34:07 -04:00
Justin Shipsey
d7c7f6bf5d
Merge branch 'sam/rework-bow' into 'master'
...
Bow Rework
See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
jshipsey
ae43102a5b
anim
2021-05-26 00:04:15 -04:00
hqurve
854930bc1a
Item pickups are shown in separate window and "inventory-full" messages are shown above the item attempted to be picked up
2021-05-22 20:47:08 +00:00
Sam
1014ac45bf
Made new skills for reworked bow.
...
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Sam
3f16d15bbb
Reworked bow
2021-05-22 12:33:20 -05:00
Samuel Keiffer
a0599ac046
Merge branch 'sam/extra-equip-slots' into 'master'
...
Added Extra Loadout Slots
See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
Marcel
ee93803f4a
Merge branch 'lboklin/auto-glide' into 'master'
...
Implement auto-glide
See merge request veloren/veloren!2321
2021-05-21 09:02:59 +00:00
Ludvig Böklin
eacc49a961
Prevent auto-glide from pitching too high up
2021-05-20 17:20:49 +02:00
Ludvig Böklin
270f89db6b
Disable glider input until keys are pressed again after deploy
2021-05-20 12:13:59 +02:00
Ludvig Böklin
fe186fb44d
Code quality
2021-05-20 10:46:39 +02:00
Ludvig Böklin
8da59bb8e8
Implement auto-glide
2021-05-20 09:27:41 +02:00
Joshua Yanovski
d87225d908
Various improvements to chunk load latency.
...
Firstly, most importantly, improves the heuristic used for deciding
which chunks to mesh (which matters more even at low view distances
with meshing being so expensive now, but has an even more obvious
improvement at large view distances). Essentially, instead of always
prioritizing whatever chunk was fetched earliest from the server,
instead we prioritize chunks *closest* to the player first, then chunk
order.
This greatly improves the apparent latency for things like
picking up a sprite, as well as cases where the player moves out of the
loaded range but (due to slow loading from the server or a large VD
range) there are many remaining chunks left to be meshed still within
the VD but nowhere near the player. By properly priotizing chunks near
the player, we minimize the time / likelihood of a player being on or
very near an unmeshed chunk, and make high VDs and faster travel
speeds more viable.
We make a few other minor improvements as well:
Avoid duplicate meshing of neighbors when first inserting chunks, if
they are already in the todo list and the chunk being inserted was not
directly modified.
Also avoid remeshing neighbors if only a solid block's color changed,
which could sometimes be useful for non-sprite modifications (for
example flame-induced changes to non-destructible terrain color).
2021-05-18 17:10:29 -07:00