Commit Graph

1319 Commits

Author SHA1 Message Date
Snowram
97ce50e5d4 Add troll variants and roc npcs 2021-06-15 09:49:13 +02:00
Snowram
76ca99ece4 Derive str from Material, better deserialization 2021-06-07 11:03:50 +02:00
jshipsey
4deeb42155 cave adjustments 2021-06-07 11:02:34 +02:00
jshipsey
9034d0f25d comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
jshipsey
7a573efab7 proper recipes, tanning racks, various fixes 2021-06-07 11:00:14 +02:00
jshipsey
754b60d810 crafting stations 2021-06-07 10:59:35 +02:00
Marcel
521e1eacf3 Merge branch 'aweinstock/add-models-20210603' into 'master'
Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty.

See merge request veloren/veloren!2371
2021-06-06 16:56:21 +00:00
Snowram
864f230a3c Yeti combat anims 2021-06-06 00:17:23 +02:00
Sam
93f90d514c Particles for ice spikes 2021-06-04 18:17:15 -05:00
Sam
81f7e690fd Snowball attack. 2021-06-04 18:17:15 -05:00
Sam
a82984b925 Added base ability set 2021-06-04 18:17:14 -05:00
jshipsey
ca43a0058a some animation 2021-06-03 21:39:17 -05:00
Sam
5bf99eac11 Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model. 2021-06-03 21:39:15 -05:00
Sam
c81e1534f7 First 3 abilities for tidal warrior functional. Added bubble particles. 2021-06-03 21:39:13 -05:00
Avi Weinstock
05c699878f Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty. 2021-06-03 19:24:34 -04:00
Imbris
2b8eaae572 Update wgpu, cleanup a bit of commented shader code, improve sprite LOD selection code 2021-06-03 00:10:06 -04:00
Imbris
8db11cce37 Use expect to document potential panic when starting a new frame recording, fix clippy warning 2021-06-03 00:10:06 -04:00
Imbris
01aa6af1fd Address various TODOs introduced in wgpu transition 2021-06-03 00:10:06 -04:00
Imbris
8403e4c483 address/remove TODOs, fix comment typos, enable wgpu/trace feature by default (So no recompile is needed to collect an API trace) 2021-06-03 00:10:06 -04:00
Joshua Yanovski
38d2d46165 Fix shadows for wgpu.
In the process, we also fix our n_e / f_e calculation to actually
compute plane intersections properly.
2021-06-03 00:10:06 -04:00
Avi Weinstock
a1326d0734 Address MR 2253 review comments. 2021-06-03 00:10:06 -04:00
Avi Weinstock
cf6717ac90 Show hitbox cylinders based on actual ECS data, and add a settings toggle in voxygen for it. 2021-06-03 00:10:06 -04:00
Avi Weinstock
7b04599a3b Implement a Debug pipeline for hitboxes and pathfinding lines.
- Implements mesh generation for cylinders and lines.
    - Implements an Id-allocator so that clients can mutate positions efficiently.
    - Is split into pipeline and scene modules.
    - Contains simple shaders that just pass through a position and color.
2021-06-03 00:10:06 -04:00
Imbris
2da58029b9 Make models require a non-zero amount of vertices 2021-06-03 00:10:06 -04:00
Imbris
9ec4fd5b4b Remove commented out sprite code, including the code for getting verts for sprites with a texture rather than a storage buffer 2021-06-03 00:10:06 -04:00
Imbris
d5f4a4443a Fix all clippy warnings 2021-06-03 00:10:05 -04:00
Imbris
9be424de53 Remove unused waves texture 2021-06-03 00:10:05 -04:00
Imbris
93ad05d237 Fix most of the cargo check warnings 2021-06-03 00:10:05 -04:00
Imbris
1830a591f6 Make Drawer work with background pipeline creation 2021-06-02 23:59:51 -04:00
Imbris
77689d1420 Comment out lod depth tweaks not designed for reverse depth, convert waves image to rgba before constructing a texture, misc fix after rebase 2021-06-02 23:59:50 -04:00
Imbris
ceaa20c668 Update wgpu 2021-06-02 23:59:50 -04:00
Imbris
0e0c8fbfc8 wgpu branch rebase fixes 2021-06-02 23:59:50 -04:00
Imbris
64398f6c0a Try out using storage buffer for sprite vertices 2021-06-02 23:59:50 -04:00
Imbris
b9931588e4 Fix bugs with sprite rendering 2021-06-02 23:59:50 -04:00
Imbris
a90373604e Fix sprite vertex lookup, normalize sprite
normals in vert shader
2021-06-02 23:59:50 -04:00
Imbris
8d63446300 Almost implement instance merging for sprites (validation error), rebase
fix
2021-06-02 23:59:50 -04:00
João Capucho
f5dc871c59 Update to the most recent wgpu 2021-06-02 23:59:49 -04:00
Imbris
7a67ce87e7 Implement toggleable gpu profiling that saves the timings from a recent frame with the screenshot key, rebase fixes 2021-06-02 23:59:49 -04:00
Imbris
8c21023500 WIP gpu timer thing (not for squashing!) 2021-06-02 23:59:49 -04:00
Imbris
843529c7bb Update to latest wgpu git (around 0.7), temporarily disable shader validation due to naga bug, rebase fixes!! 2021-06-02 23:59:49 -04:00
Imbris
c532f50e64 Remove wgpu patch/update wgpu, rebase fixes, remove use of deprecated
vek functions for left, right, up, down, forward_rh, forward_lh
2021-06-02 23:59:49 -04:00
Imbris
fce14fbaa9 Avoid extra set_pipeline calls 2021-06-02 23:59:48 -04:00
Joshua Yanovski
93568754a0 Inverse depth planes.
Also added a function that has extensive details about what the
projection options mean, and set our near plane much closer (0.25 to
0.0625) and far plane much farther (100000.25 to 524288.0625).  In the
future we may completely remove the far plane (opting for an infinite
one) and may possibly improve accuracy elsewhere using analysis of other
floating point values.
2021-06-02 23:59:48 -04:00
Joshua Yanovski
adf3f83b4b Fix point shadows. 2021-06-02 23:59:48 -04:00
Joshua Yanovski
363c55c521 Fix directed shadows, mostly. 2021-06-02 23:59:48 -04:00
Joshua Yanovski
c97a42fdb7 Various fixes for shadows. 2021-06-02 23:59:48 -04:00
Capucho
23f1144fe2 Fix the shadow drawing code
Very poorly optimized
2021-06-02 23:59:48 -04:00
Capucho
7389f8893d Re enable the skybox rendering in char select 2021-06-02 23:59:48 -04:00
Capucho
b6c37be299 Re enable sprite rendering 2021-06-02 23:59:48 -04:00
Capucho
c22dc6697c Reenable non-player figure drawing 2021-06-02 23:59:48 -04:00
Imbris
fe6cf0396f Draw water 2021-06-02 23:59:48 -04:00
Imbris
bae0310cc7 Somewhat fix lod, prevent particles spamming new buffers when disabled 2021-06-02 23:59:48 -04:00
Imbris
aa17132f9d Start lod, update wgpu to fix viewport count validation error 2021-06-02 23:59:48 -04:00
Imbris
553c1c18a9 Add skybox 2021-06-02 23:59:48 -04:00
Capucho
14f683d403 Fix wrong color format in col light 2021-06-02 23:59:48 -04:00
Capucho
1083d04c73 Reenable terrain rendering
Refractor col lights
2021-06-02 23:59:48 -04:00
Capucho
0db2a35955 Fix the orientation of the rendering
Reenable the rendering of the player
2021-06-02 23:59:47 -04:00
Capucho
1668e834f8 Renable the figure and terrain drawing code (not working yet) 2021-06-02 23:59:47 -04:00
Imbris
b3ca2f6870 Particles compiles and runs (no visuals yet) 2021-06-02 23:59:47 -04:00
Imbris
da0423ab2a Almost make clouds/postproccess run 2021-06-02 23:59:47 -04:00
Imbris
1e2d956106 Render the UIs 2021-06-02 23:59:47 -04:00
Imbris
628d9391d3 Add generic Bound<T> type for grouping consts/other bindable things with bind groups 2021-06-02 23:59:47 -04:00
Imbris
124d69d7ad Render Ui 2021-06-02 23:59:45 -04:00
Imbris
fd0c4c166a migrate cloud pipeline, migrate iced renderer, rebase fixes 2021-06-02 23:56:43 -04:00
Imbris
d9c523ba0d Make compile through various changes, update wgpu to latest git 2021-06-02 23:56:43 -04:00
Capucho
8c3995298b More fixes 2021-06-02 23:56:43 -04:00
Capucho
8c6e43572f Switched from zerocopy to bytemuck
Fixing errors
2021-06-02 23:56:40 -04:00
Avi Weinstock
5aa98d18e3 Depend on crossbeam-utils and crossbeam-channel instead of crossbeam in voxygen. 2021-06-02 00:39:58 -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
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
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
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
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
jshipsey
770d07ac90 anims 2021-05-10 18:54:03 -05:00
Sam
5fa4358e74 Clay golem attacks done. 2021-05-10 18:53:01 -05:00
Joshua Barretto
1478daecbc Prevented low FPS from limiting chunk loading performance 2021-05-10 14:23:37 +01:00
Avi Weinstock
1dfcdce1c0 Add a purple fireball to mindflayer and have it shoot it a few times before teleporting, and fix mindflayer AI's husk summons. 2021-05-09 18:09:31 -04:00
Sam
5c241850f1 Added sfx. Addressed comments. 2021-05-04 08:45:12 -04:00
Sam
164fd0de04 Particles for frenzy buff and ground cleave. 2021-05-04 08:45:10 -04:00
jshipsey
c886accaf1 anims 2021-05-04 08:45:08 -04:00
Sam
d500a00414 Made naming of fields more explicit. 2021-05-01 09:25:56 -04:00
Sam
914d78b4a9 Removed clone in animations. Added GATs to animations to do so. 2021-05-01 09:25:53 -04:00
Sam
3cb0ee98c8 Removed all unique and simple tool kinds. 2021-05-01 09:25:51 -04:00
DaforLynx
7334cce426 Poise (stun) SFX and fix for town music 2021-04-29 23:36:22 +00:00
Ludvig Böklin
34660462e9 Glider physics 2021-04-27 14:41:48 +00:00
Sam
372eff2a02 Initial SCT implementation to display blocks. 2021-04-25 13:09:09 -04:00
Sam
d2d8d43410 Addressed testing feedback.
Particles better.
2021-04-25 13:09:08 -04:00
Sam
288a6f3a82 Blocking now works if no weapon is equipped in main hand.
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
jshipsey
fad31bd7ab anim 2021-04-25 13:08:43 -04:00
Snowram
c16ec43938 Body specific beam offsets 2021-04-25 04:07:12 +02:00
Snowram
8f54a0bf31 More phoenix AI work
More phoenix AI work
2021-04-25 04:07:12 +02:00
Snowram
8cf8e51962 Phoenix npc + AI (WIP) 2021-04-25 04:07:11 +02:00
Snowram
ab26efa970 Improves bird_large anims 2021-04-25 04:07:09 +02:00
Snowram
fd177c9669 Breathe and stun anims 2021-04-25 02:14:50 +02:00
Snowram
eb98360183 Cockatrice bird_large conversion 2021-04-25 02:14:50 +02:00
Snowram
0f6b902924 Idle, run, vel/ori aware fly anims 2021-04-25 02:14:49 +02:00
Snowram
bc95484863 Swaps bird_small skeleton to a new bird_large 2021-04-25 02:14:49 +02:00
Monty Marz
b69eb61e7b Add handles to lanterns, fix cooking pot scale 2021-04-22 17:12:07 +00:00
jshipsey
2f523f5aa0 formatting 2021-04-22 00:04:39 -04:00
jshipsey
0962fe72f2 fix for 1h on back 2021-04-22 00:04:39 -04:00
jshipsey
9d82b20891 remove 0.8, add snow's mixed_vel idea for other bodies 2021-04-22 00:04:39 -04:00
Joshua Barretto
81ba200e48 Improve dynamic light reflection for hill climbing 2021-04-21 17:10:53 +01:00
Joshua Barretto
ed7cc12213 Made characters carry lanterns higher when possible 2021-04-21 15:59:29 +01:00
Ludvig Böklin
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00
Monty
a4d56e7843 more sprite stuff and crafting UI update
fix item images
fix CR display
2021-04-20 02:46:06 +02:00
Monty
a1fe7c12c3 fmt, add sprites 2021-04-20 02:46:04 +02:00
Joshua Barretto
5598d07944 Added crafting stations 2021-04-20 02:45:59 +02:00
Marcel Märtens
5862920f32 seperate sys/state 2021-04-20 01:30:17 +02:00
gGmMsS123
0d956610ec Added burning debuff for Staff M2 2021-04-15 23:34:28 +03:00
Sam
c88df846a7 Fixes animation parameters so a 2h weapon in the offhand slot doesn't look wonky. 2021-04-14 17:38:37 -04:00
jshipsey
808634aa75 addressing commments 2021-04-13 20:19:35 -04:00
jshipsey
a7f5b90f0e 2h/1h bug fix, staggers 2021-04-13 20:19:35 -04:00
jshipsey
ea9b871374 loot tables, clippy, animation tweaks 2021-04-13 20:18:59 -04:00
jshipsey
42460f7e65 spins, combos 2021-04-13 20:18:59 -04:00
jshipsey
529f8eb5a6 more setups. chargeswing/dash anims 2021-04-13 20:18:59 -04:00
jshipsey
9a26024acb alpha attacks 2021-04-13 20:18:59 -04:00
jshipsey
b53e1653f6 initial wield testing 2021-04-13 20:18:58 -04:00
Joshua Yanovski
1bdf3b13a8 Mesh sprites in the background.
This makes the delay afetr selecting a character before logging into the
game much shorter, in the common case.  It still doesn't handle things
perfectly (it blocks creating Terrain::new if it's not finished, and it
could be faster due to working in the background), but it's still a lot
better than it was before.

To improve sprite meshing performance, we also apply the terrain
flat_get optimizations to sprites.  Though I didn't initially know how
much of an impact it would have, it feels significantly faster to me,
though being able to parallelize it would be ideal.
2021-04-10 17:51:42 +02:00
Joshua Barretto
60e2ed3e7d Added auto camera setting 2021-04-05 23:24:31 +01:00
DaforLynx
6734198104 Adds on-hit combat sfx 2021-04-04 03:04:02 +00:00
Marcel
42463d1fe0 Revert "Merge branch 'animtweaks' into 'master'"
This reverts merge request !2039
2021-04-01 18:45:03 +00:00
jshipsey
030e14f333 small anim tweaks 2021-04-01 03:08:33 -04:00
Joshua Barretto
8f3233365d Improved hit particles 2021-03-29 21:52:05 +01:00
Joshua Barretto
b0acbda236 Improved archery with feedback sfx and particles 2021-03-29 21:52:04 +01:00
jshipsey
558c82ee54 flayer anims 2021-03-27 21:05:16 -04:00
Sam
91ddcaa155 Particles for summoned minions 2021-03-27 21:05:15 -04:00
Sam
4ec387af82 Added particles for lifesteal effect 2021-03-27 21:05:12 -04:00
Sam
71b847cabb Particles for blink 2021-03-27 21:05:09 -04:00
Sam
720482d994 Gave mindflayer AI.
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
f1156c9ce5 Added necrotic vortex attack to mindflayer 2021-03-27 21:05:03 -04:00
Sam
0d3795112c Added cursed flame attack to mindflayer 2021-03-27 21:05:03 -04:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Justin Shipsey
f57af6f776 Merge branch 'slipped/animtweaks' into 'master'
airship movement bits

See merge request veloren/veloren!1967
2021-03-22 08:49:04 +00:00
Joshua Barretto
6690854687 Merge branch 'zesterer/better-particle-emission' into 'master'
Smoother particle emission for moving objects

See merge request veloren/veloren!1965
2021-03-22 06:15:20 +00:00
Marcel
dc4570def5 Merge branch 'sharp/texture-atlases' into 'master'
Enable allocation of new textures on atlas allocation failure.

See merge request veloren/veloren!1949
2021-03-22 04:35:41 +00:00
jshipsey
31747d8ff1 airship movement bits 2021-03-21 21:43:49 -04:00
Joshua Barretto
7b736640f5 Smoother particle emission for moving objects 2021-03-22 00:23:25 +00:00
Joshua Barretto
fb3980e273 Outcome for block destruction, take select_pos from ControllerInputs 2021-03-21 20:10:05 +00:00
Sam
f342be71a1 Fixed pick animation 2021-03-21 15:29:17 -04:00
Joshua Yanovski
866cc79d2e Enable allocation of new textures on atlas allocation failure.
This solves the problem of not being able to set the view distance too
high, especially in pathological cases like giant trees.  For
simplicity, we just freeze any atlas where allocation failed and start
allocating to a new texture and atlas, letting reference counting
destroy the old one when there are no more references to it.  Because of
the spatial locality of chunk allocations, chunks allocated together
will virtually always have similar lifetimes, so the odds of this
causing significant fragmentation are very low, meaning this simple
solution should not do much worse than a much fancier one.
2021-03-20 16:21:41 +01:00
Marcel Märtens
a286eb084a create a wrapper around rayon, slowjobpool, that spawns on rayon but drop feed it 2021-03-16 13:31:04 +01:00
Joshua Barretto
6f10a56589 Optimised entity sync code, increased animation throttling distance 2021-03-16 02:49:33 +00:00
Joshua Barretto
0312c06295 Fixed sliding when wielding 2021-03-15 14:18:56 +00:00
Avi Weinstock
a32be4ac5a Address MR 1888 review comments.
- Delete obsolete symbolic links.
- Add suggested comments.
- Remove dead code.
2021-03-14 23:17:28 -04:00
Avi Weinstock
aa56166c80 Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics. 2021-03-14 23:17:26 -04:00
Joshua Barretto
afd99788b2 Made animations and friction ground-relative 2021-03-14 23:09:52 -04:00
Avi Weinstock
e9aab63a04 Account for model translation in the physics. The voxel collider still needs to be north-aligned for now. 2021-03-14 23:09:52 -04:00
Avi Weinstock
bcd3799395 Airship fixes: figure culling, player hitbox bounds w.r.t. airships, physics state unioning. 2021-03-14 23:09:51 -04:00
Avi Weinstock
5d85775dcf Airship progress: now possessable, and physics kind of works (desyncs from the visuals by a shift + scale, and rotation isn't done at all yet, but the contours are correct). 2021-03-14 23:09:51 -04:00
Avi Weinstock
8b9e84972a Draft of airships (spawn command, visuals, some physics refactoring, no collision yet). 2021-03-14 23:09:49 -04:00
Snowram
60dd47cdea Theropod charge attack 2021-03-14 18:10:40 +01:00
jshipsey
49f496e290 intitial values 2021-03-12 00:58:12 -05:00
Sam
de5ef03ac4 Auras will now refresh buffs if a buff was already present that had a lesser duration.
Attack effects can now have multiple requirements.
Fix for sceptre heal not requiring energy.
Nerfed warding aura protection.
Added icon for warding aura.
Changelog.
2021-03-09 18:03:06 -05:00
Sam
c13e84aff5 Aura duration separated from cast duration in aura state
Healing beam now requires combo > 0 to enter character state
Removed last vestiges of old sceptre abilities
Combo extended to most other attacks
Cast aura state renamed to basic aura
2021-03-09 18:02:00 -05:00
Sam
d711c77468 Aura particles. 2021-03-09 17:59:45 -05:00
Sam
c5f74e528d Animation for cast aura, combo information passed to skillbar. 2021-03-09 17:59:40 -05:00
Sam
b6f4543a14 Fixed beam offsets, told healing beam to use beam animation. 2021-03-09 17:59:40 -05:00
Sam
c6a222340e Particles for lifesteal beam. Changed how frontend recognized beams. 2021-03-09 17:59:39 -05:00
Marcel Märtens
4ebfbdde0f Move Specs code to own common_ecs create, put tracy and macros into common_base 2021-03-09 00:54:01 +01:00
Marcel
e29964ead1 Merge branch 'sarrakitty/fireworks' into 'master'
added a white firework

See merge request veloren/veloren!1856
2021-03-07 18:37:35 +00:00
Joshua Barretto
911acdd9db Fixed clippy warnings and fmt 2021-03-07 14:25:07 +00:00
Joshua Barretto
862cd5fe49 fmt 2021-03-07 14:25:03 +00:00
Joshua Barretto
a229d65932 Static light improvements, fixed lighting update bug 2021-03-07 14:25:02 +00:00
Joshua Barretto
120cb86c0d Switched back to simd repr 2021-03-07 14:25:02 +00:00
Joshua Barretto
427e0af73c Reverted to repr_c vek 2021-03-07 14:25:02 +00:00
Joshua Barretto
1d16f14dd5 Small fixes 2021-03-07 14:25:02 +00:00
Joshua Barretto
f537f82b17 Updated vek, fixed house wall bugs 2021-03-07 14:25:02 +00:00
Joshua Barretto
9e09c96a2a Fixed static light directionality 2021-03-07 14:25:01 +00:00
Joshua Barretto
31832e1245 Fixed wall leaking with dynamic light ambiance 2021-03-07 14:25:01 +00:00
Joshua Barretto
aabe1d7cfd Point light ambiance for less harsh shadows 2021-03-07 14:25:01 +00:00
Joshua Barretto
100cafa91b Directional baked lights for figures 2021-03-07 14:25:01 +00:00
Joshua Barretto
6fc7d2a906 Faster More interesting giant trees, better oaks, hives on branches 2021-03-07 14:25:01 +00:00
Sarra
db3bc1b9bb added a white firework 2021-03-07 03:48:50 -05:00
Joshua Yanovski
2dd7089e52 Bring vek up to date so we can bump rustc (hopefully). 2021-03-04 05:46:59 +01:00
Snowram
7f2276324e Reduces the instances of f64 in anims 2021-02-27 23:21:03 +01:00
jshipsey
b4627dfe19 look-based anims 2021-02-27 16:19:33 -05:00
Sam
238fcaf5f1 Particle rebase fixes 2021-02-27 01:42:47 -05:00
jshipsey
51bc74b2a5 visual weapon variation, adjust minotaur dash, keyframed golem quake 2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532 minotaur moves, added claygolem 2021-02-27 01:42:47 -05:00
jshipsey
417f4638ed balance pass 2 2021-02-27 01:42:47 -05:00
jshipsey
79ec9115f5 rebase, yeti in dungeon 2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507 initial balance 2021-02-27 01:42:47 -05:00
jshipsey
30af3a4493 dash, spin, jump changes 2021-02-27 01:42:46 -05:00
Sam
53b0ba286a Ice particles for Wendigo 2021-02-27 01:42:46 -05:00
jshipsey
ce3b2141e1 theropod retrofit, some more moves 2021-02-27 01:42:46 -05:00
jshipsey
5792faa992 some new moves, combine biped weapons into one file 2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd full bipedsmall armor swaps 2021-02-27 01:42:46 -05:00
Sam
df70976ff5 Fixed particles. 2021-02-27 01:42:46 -05:00
jshipsey
cb59c8017e anim tweaks, more loadout setup 2021-02-27 01:42:46 -05:00
jshipsey
130d51786a golem retrofit 2021-02-27 01:42:46 -05:00
Timo Kösters
a4513fe09d Improve particles 2021-02-27 01:42:46 -05:00
jshipsey
aa4237b019 BL improvements, various fixes 2021-02-27 01:42:45 -05:00
jshipsey
e4e25e20c9 rebase 2021-02-27 01:42:45 -05:00
jshipsey
0dc8b2e482 rendering 2021-02-27 01:42:45 -05:00
jshipsey
ca3248cc93 new dungeon setups, new npcs, weapon specific loadouts, anims 2021-02-27 01:42:45 -05:00
jshipsey
ac16a8900d bow 2021-02-27 01:42:45 -05:00
jshipsey
66664f3f89 the stabs 2021-02-27 01:42:45 -05:00
jshipsey
6a57dd25d0 wielding 2021-02-27 01:42:45 -05:00
jshipsey
7cf723bb9d gnome 2021-02-27 01:42:43 -05:00
jshipsey
266986626d biped_small setup 2021-02-27 01:42:43 -05:00
Snowram
14c252d8b2 Merge branch 'snowram/turret' into 'master'
Object animation, beam fixes, turret implementation

See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
Imbris
f33d3873b4 Merge branch 'aweinstock/modular-weapon-rigging' into 'master'
Support modular weapon voxel meshes being made by assembling their components.

See merge request veloren/veloren!1806
2021-02-23 00:45:26 +00:00
Avi Weinstock
c3ac8a1b51 Support modular weapon voxel meshes being made by assembling their components. 2021-02-23 00:45:26 +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
Snowram
684961b15c Adds look_dir to anims, humanoid heads pivot fixes 2021-02-22 20:00:06 +01:00
Marcel Märtens
1a7c179bbb share tokio Runtime between Client and Server, name rayon Threadpool 2021-02-22 17:35:06 +01:00
Marcel Märtens
514d5db038 Update Network Protocol
- now last digit version is compatible 0.6.0 will connect to 0.6.1
 - the TCP DATA Frames no longer contain START field, as it's not needed
 - the TCP OPENSTREAM Frames will now contain the BANDWIDTH field
 - MID is not Protocol internal

Update network
 - update API with Bandwidth

Update veloren
 - introduce better runtime and `async` things that are IO bound.
 - Remove `uvth` and instead use `tokio::runtime::Runtime::spawn_blocking`
 - remove futures_execute from client and server use tokio::runtime::Runtime instead
 - give threads a Name
2021-02-22 17:34:55 +01:00
Snowram
4078eeb877 Various fixes to object animation, cleanup 2021-02-21 19:56:46 +01:00
Snowram
f25b2b1500 Various fixes to beam, body based interp 2021-02-21 19:17:56 +01:00
Sam
11050a05ce Beam particles now determined from beam segment rather than character state. 2021-02-21 19:17:56 +01:00
Snowram
e7bbf3981d Object animation 2021-02-21 19:17:44 +01:00
Sam
d4f509b3d0 Added hands field onto weapons. 2021-02-19 17:30:20 -05:00
Joshua Barretto
4d19308612 Merge branch 'lboklin/quat-ori' into 'master'
Redefine Ori as a quaternion

See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Ludvig Böklin
0f1227ca7d Use nlerp for interpolating rotations in animation 2021-02-15 11:01:59 +01:00
Ludvig Böklin
84990553e0 Use Ori for base rotation matrix 2021-02-13 11:02:50 +01:00
DaforLynx
ebbb06a400 Added crickets blocktype, added 3 new cricket sounds, made crickets chirp consistently, made frogs more sporadic 2021-02-12 00:54:42 +00:00
Snowram
477bdfdfe7 Adresses some comments, various visual tweaks 2021-02-10 00:30:23 +01:00
Ludvig Böklin
065e260e78 Code quality 2021-02-09 14:06:27 +01:00
Ludvig Böklin
fa78674840 Encourage migration towards using quaternion in animations 2021-02-09 13:52:44 +01:00
Ludvig Böklin
582ddfc3cd Ori: add tests, rename to_vec() => look_vec(); Dir: add methods, normalize on rot 2021-02-09 13:52:03 +01:00
Ludvig Böklin
a1ff9ab83f Redefine Ori as a quaternion 2021-02-05 09:33:14 +01:00
Pascal Fuhrmann
9f7637ab21 Converted combat states and other semi-combat-related to use float-values instead of integers to prevent more casts 2021-02-05 01:39:12 +00:00
Joshua Barretto
60c16e57b1 Added snow particles 2021-01-31 15:15:17 +00:00
jiminycrick
a02444825d Address some comments
Eliminated extra stagger state

Responding to more comments

Move poise character state changes to character behavior system

Move poise out of JoinTuple/Data

Finish up comments (various fixes)
2021-01-28 17:31:05 -08:00
jshipsey
d456271921 animal stuns
Fix rebase
2021-01-28 17:22:39 -08:00
jshipsey
29732bb763 starting stun anim
stagger anim, mirroring, bettern walk anim

wielding with stuns/stagger

Knockback fix

Added Poise documentation/comments
2021-01-28 17:22:37 -08:00
jiminycrick
8b97199245 Update rand dependency 2021-01-26 20:35:08 -08:00
Rotsuoy
994677a4d0 Rotsuoy/savanna grass 2021-01-23 07:46:54 +00:00
Snowram
8b06d844f7 Golem spinmelee anim 2021-01-21 01:23:10 +01:00
jshipsey
0b156542e4 roll keyframes
Changed roll to have non-fixed acceleration.
2021-01-19 08:08:21 -05:00
jshipsey
5d1993009f keyframed axe spin
Fixed error in converting FK to entity_id from character_id.

Giant match statements in persistence.

Tweaked roll.

Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
2021-01-19 08:08:18 -05:00
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
Joshua Barretto
a4b9230f03 fixed Cargo.lock conflict
Fixed `crossbeam-queue` being referenced  twice in the lockfile
2021-01-07 20:25:12 +00:00
Benoît du Garreau
7b4aa6d4cc cargo fmt 2020-12-17 12:06:22 +01:00
Benoît du Garreau
0cf164f33a Use assets_manager to load assets 2020-12-17 12:06:07 +01:00
Justin Shipsey
e7249210f6 accel based run 2020-12-16 08:07:38 +00:00
Snowram
96ed008348 Puts objects offsets into a .ron file 2020-12-14 02:43:49 +01:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Snowram
6713ac935f Addressed comments 2020-12-08 23:04:21 +01:00
Snowram
2e8ac0688c Adds accumulated velocity for animation 2020-12-08 23:03:41 +01:00
Snowram
f94a4ec90d Improves fish_small, new npc 2020-12-08 23:03:39 +01:00
Snowram
72d73ecd38 Initial fish work 2020-12-08 23:03:38 +01:00
Joshua Barretto
77a39d74d4 Removed public fields from Client, turned a character error into a frontend event 2020-12-05 11:20:25 +00:00
Joshua Barretto
e5ebbd31fa Began using Grid<T> for LoD data 2020-12-05 11:20:25 +00:00
Marcel Märtens
e398cca53c move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Samuel Keiffer
352917d9cb Graying out skills with insufficient energy no longer dependent on hard-coded values 2020-11-27 16:27:09 +00:00
Sam
33e4448542 Replaced every unnecssary powf in the entire codebase with either powi or sqrt. 2020-11-24 18:28:24 -06:00
jiminycrick
aad9734055 Agent tactic refactoring
Lower theropods spawns

clippy, changelog

review response
2020-11-24 17:49:00 -06:00
jshipsey
d10dd83e5f theropods in world, small tweaks 2020-11-24 17:48:51 -06:00
jshipsey
f411ff7e04 bunch of animations and more attacks 2020-11-24 17:48:51 -06:00
jshipsey
6f72e68ad6 hoof attack, tweaks 2020-11-24 17:48:50 -06:00
jshipsey
1f59ef92d8 species specific speeds, more animation 2020-11-24 17:48:48 -06:00
jshipsey
c07d8df58b assigning weapons, building animations
ability mapping
2020-11-24 17:48:43 -06:00
jshipsey
e3e513cc11 initial quadlow ranged work 2020-11-24 17:48:27 -06:00
jshipsey
ae06016e9a Wolf attacks and ai.
initial wolf dash testing

tool.rs

Wolf attack AI
2020-11-24 17:48:20 -06:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Monty Marz
d069eb9a57 street lamp particles, ground fire bowl, misc fixes 2020-11-23 10:58:21 +00:00
Joshua Barretto
b539ecf438 More lights, minimised light and glow map data 2020-11-23 10:58:21 +00:00
Joshua Barretto
df1b19ed64 Light/glow temporal interpolation hack 2020-11-23 10:57:57 +00:00
Joshua Barretto
d7bbceca2d Added light/glow map sample interpolation for entities 2020-11-23 10:57:56 +00:00
Joshua Barretto
27e7fd0727 Preserved light/glow maps to prevent sprites/entities being lit when they shouldn't be 2020-11-23 10:57:56 +00:00
Joshua Barretto
51d1a2ecff Added glow 2020-11-23 10:57:56 +00:00
Joshua Barretto
058908f603 Made flamethrower and healing staff emit light on use 2020-11-23 10:57:55 +00:00
Monty Marz
97934d1070 map fixes 2020-11-23 10:57:55 +00:00
Joshua Barretto
7eb437501d Fixed various particle issues 2020-11-23 10:57:55 +00:00
Joshua Barretto
bcc220804a Added exposure to settings 2020-11-23 10:57:55 +00:00
Monty Marz
1864f4626c map icons 2020-11-23 10:45:01 +00:00
Joshua Barretto
b352ef5d55 Terrain pop-in, fixed agent pathfinding in water 2020-11-23 10:45:01 +00:00
Joshua Barretto
fc26305ac8 Increases maximum sprite dimensions (if you suspect an issue, check this commit) 2020-11-23 10:37:59 +00:00
Monty Marz
dd338eb142 Update simple.rs 2020-11-20 17:56:26 +01:00
Joshua Barretto
8981dce4c9 Merge branch 'Awkor/rotate-camera-character-selection' into 'master'
Implement #334 - Enable camera rotation in character selection screen

Closes #334

See merge request veloren/veloren!1377
2020-11-20 16:32:39 +00:00
Snowram
d98bfa72ad Improves bipedlarge and theropod anims, balance tweaks 2020-11-19 00:56:50 +01:00
jiminycrick
3b47add55a Fully move sfx away from ECS event bus 2020-11-18 13:31:13 -08:00
jiminycrick
77d624f640 Made level up sounds use outcomes instead of emitting an event 2020-11-18 13:31:12 -08:00
jiminycrick
a9711eea01 Beginning to address comments 2020-11-18 13:31:12 -08:00
jiminycrick
c44a9092d3 Biome definition tweaks and more sfx 2020-11-18 13:31:12 -08:00
jiminycrick
d47e0bbb73 Getting merge ready minus device picker 2020-11-18 13:31:12 -08:00
jiminycrick
f182002e38 Underwater and cave reverb 2020-11-18 13:31:12 -08:00
jiminycrick
695cc7f5cb Broken wind implementation 2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974 River water sfx 2020-11-18 13:31:12 -08:00
jiminycrick
8f5a22671d Re-added device selector to settings with new rodio 2020-11-18 13:31:12 -08:00
jiminycrick
aa6b7cbb65 Bird calls from trees 2020-11-18 13:31:12 -08:00
jiminycrick
3473347742 Sfx from blocks 2020-11-18 13:31:12 -08:00
jiminycrick
46d3f6f6d2 Initial biome specific music and ambient sound channel 2020-11-18 13:31:11 -08:00
Snowram
950eb1976d Addressed more comments 2020-11-17 23:54:01 +01:00
Snowram
83b2640e02 Makes basic beam Y offset depend on body scale 2020-11-17 23:27:13 +01:00
Snowram
7af561263d Addressed comments 2020-11-17 23:27:13 +01:00
Snowram
93642428f2 Move eye sight and scale in body.rs, mounts tweaks 2020-11-17 23:27:13 +01:00
Joshua Barretto
171ef1d7b9 Upscaling support 2020-11-15 22:18:35 +00:00
Imbris
a044981fd7 Fix panic on minimizing window before the game starts up 2020-11-13 21:09:19 -05:00
Monty Marz
0e072f72cc frost cleaver
velorite mage set

offsets
armor stats
2020-11-10 21:43:45 +00:00