Commit Graph

3314 Commits

Author SHA1 Message Date
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
Joshua Yanovski
978b7232db Make meshing work properly for rapid changes.
The previous fix accidentally caused meshing to not perform an update if
a chunk was already actively meshing; this change fixes this behavior to
go back to the old behavior.  It also fixes a subtle bug where sprites
would be using old lighting if a chunk was being actively meshed on the
same tick that a sprite change happened (this should only affect things
in a handful of circumstances and could be avoided if, e.g., only color
was changing, but this can be addressed better at another time).
2021-05-18 12:43:38 -07:00
hqurve
6974ab9199 Added swap_equipped_weapons icon and resized inactive weapons 2021-05-17 15:35:27 -04:00
Joshua Yanovski
3679cb75bc Revert "Merge branch 'xMAC94x/quic_enablement' into 'master'"
This reverts commit 04d8ddf25e, reversing
changes made to 9dcf7a9d26.
2021-05-17 08:32:12 -07:00
Marcel
04d8ddf25e Merge branch 'xMAC94x/quic_enablement' into 'master'
Add a configuration Option to opt-in Quic backend

See merge request veloren/veloren!2268
2021-05-17 12:02:55 +00:00
Sam
93b5e674f6 Fixed comments and some functionality. 2021-05-16 21:35:17 -05:00
Ben Wallis
fcf4ab7619 main/offhand weapon swap check refactor 2021-05-16 21:07:36 -05:00
hqurve
a4384b81c7 Add offhand weapons to bag ui 2021-05-16 20:43:19 -04:00
Sam
6b153bcf47 Enforced certain invariants in how an item was equipped into the loadout:
- a 2h weapon can only be equipped in a mainhand slot if the offhand slot is empty
 - a 1h weapon can only be equipped in an offhand slot if the mainhand slot has a 1h weapon
 - 2h weapons can never be equipped in an offhand slot

Fixed some tests
2021-05-15 15:16:38 -05:00
Sam
9173dca03f Added equip slots for other weapons. 2021-05-15 15:16:37 -05:00
Marcel
7d5ca0e7bf Revert "Merge branch 'snowram/hacky-mount' into 'master'"
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Marcel
7fe0db2261 Merge branch 'snowram/hacky-mount' into 'master'
Allow for collars to make QuadMed npcs mountable

See merge request veloren/veloren!2219
2021-05-14 12:27:19 +00:00
hqurve
95a6e35a3a Added chat tabs 2021-05-14 12:27:15 +00:00
Snowram
8745fb803a Use Body to determine mountee offsets 2021-05-14 00:11:54 +02:00
Snowram
b063ec5a8f Clean unused mount offset 2021-05-14 00:11:46 +02:00
Snowram
486fbf940e Anims export a transform for mounts 2021-05-14 00:11:37 +02:00
Snowram
026ba616ff Expose the mounting bone to the mounter anims 2021-05-14 00:11:28 +02:00
Snowram
e4f3064b8a Collar can make QuadMeds mountable, state + offsets 2021-05-14 00:11:15 +02:00
Joshua Yanovski
3869cdf1d2 Don't remesh chunk vertex data on sprite update.
This results in an extremely visually noticeable improvement in latency
when adding or removing sprite data and makes the game feel more
responsive.

This happens, for instance, when picking up a sprite like an apple or
flower from the environment.  We check to make sure that for items
with lighting (like Velorite) or changes that otherwise affect meshing
(like changing from fluid to nonfluid) this doesn't trigger.
2021-05-11 12:58:15 -07:00
James Melkonian
f76b61ac17 Make merchants /tell instead of /say 2021-05-11 17:26:22 +00:00
jshipsey
770d07ac90 anims 2021-05-10 18:54:03 -05:00