Pfauenauge90
9572c2eaad
spawn rates
2020-04-23 18:19:41 +01:00
Pfauenauge90
49d61b33c5
turnip
2020-04-23 18:19:41 +01:00
Pfauenauge90
98704a4753
turnip and window blocks
2020-04-23 18:19:41 +01:00
Joshua Barretto
c5efa43fa3
Reduced enemy spawn rate in dungeons, fixed spawning
2020-04-23 18:19:41 +01:00
Joshua Barretto
ca26efea47
Better town spawn rates
2020-04-23 18:19:41 +01:00
Joshua Barretto
4dbb6a631f
Reduced enemy spawn rate in dungeons, fixed spawning
2020-04-23 18:19:41 +01:00
Joshua Barretto
708f15915a
Agent adjustments, better dungeon stairwells
2020-04-23 18:19:41 +01:00
Joshua Barretto
cf986e75dc
Made civsim considerably more deterministic
2020-04-23 18:19:41 +01:00
Joshua Barretto
6448c17110
Fixed sprite AO, overhauled entity spawning, better enemy spawning in dungeons, made agents more skilled at combat
2020-04-23 18:19:41 +01:00
Joshua Barretto
d0641ecbe3
Unblocked tunnels
2020-04-23 18:19:41 +01:00
Joshua Barretto
aee7802d48
Reduced tunnel width
2020-04-23 18:19:41 +01:00
Joshua Barretto
2f96f3e0b9
Removed EntityKind for a second time because Pfau screwed up a rebase
2020-04-23 18:19:41 +01:00
Joshua Barretto
5229bcc8e2
Reduced crop densities
2020-04-23 18:19:41 +01:00
Monty Marz
0fb3a115da
Add more crops
2020-04-23 18:19:41 +01:00
Joshua Barretto
7d4443cbcd
Fixed screw-up
2020-04-23 18:19:41 +01:00
Joshua Barretto
3541305ff4
Narrower tunnels
2020-04-23 18:19:41 +01:00
Joshua Barretto
e3ebdc56b3
Fixed figure AO (still need to do sprite AO), added more control over NPC spawning, loot in dungeons
2020-04-23 18:19:41 +01:00
Joshua Barretto
3042a09dfd
Disabled warping in towns
2020-04-23 18:19:41 +01:00
Joshua Barretto
866fd1992e
Fixed bad AO quad flipping in dark places, bosses spawning in dungeon walls, large creatues being uncompromisingly pedantic when trying to path towards targets
2020-04-23 18:19:41 +01:00
Joshua Barretto
fd14223c33
Basic boss spawning in dungeons, better AO
2020-04-23 18:19:41 +01:00
Joshua Barretto
c4879e991d
Enabled AO in darkness, better light attenuation
2020-04-23 18:19:41 +01:00
Joshua Barretto
525cba5029
Added dungeon rooms, corridors, mazes
2020-04-23 18:19:41 +01:00
Joshua Barretto
3ffc5a7d87
Added simple dungeon impl
2020-04-23 18:19:41 +01:00
Joshua Barretto
568a8ab87c
Increased block rendering altitude range
2020-04-23 18:19:41 +01:00
Joshua Barretto
32d2274caf
Better fields
2020-04-23 18:19:41 +01:00
Joshua Barretto
f999edffaa
Fixed crop crash issues
2020-04-23 18:19:41 +01:00
Joshua Barretto
a4872c4e8d
Added crop terrain sprite generation
2020-04-23 18:19:41 +01:00
Pfauenauge90
4b72a07e22
sprites
2020-04-23 18:19:41 +01:00
Joshua Barretto
a51d214c21
Fixed path irregularities, better bridges
2020-04-23 18:19:41 +01:00
Joshua Barretto
e352858c03
Fixed chimney blockage
2020-04-23 18:19:41 +01:00
Joshua Barretto
5146cc1981
More consistent bridge generation
2020-04-23 18:19:41 +01:00
Joshua Barretto
ea93353042
Fixed chimneys
2020-04-23 18:19:41 +01:00
Joshua Barretto
1b12ab0d29
Experimental house towers, wall/roof refactor
2020-04-23 18:19:41 +01:00
Joshua Barretto
a5ccfe3bc9
Significantly improved house variation
2020-04-23 18:19:41 +01:00
Joshua Barretto
c1945a1445
Added house overhangs, better per-wing generation options
2020-04-23 18:19:41 +01:00
Joshua Barretto
a754b34105
Temporarily removed fire
2020-04-23 18:19:41 +01:00
Joshua Barretto
31b2693b78
Fixed river width determination
2020-04-23 18:19:41 +01:00
Joshua Barretto
d3bf856c33
Improvements to town generation
2020-04-23 18:19:41 +01:00
Joshua Barretto
68c5612692
Innumerable minor improvements to towns, added bridges, better paths, more house variations, etc.
2020-04-23 18:19:41 +01:00
Joshua Barretto
8499143f77
Basic town house generation
2020-04-23 18:19:40 +01:00
Pfauenauge90
fd3ffdf28b
pizza sprite
2020-04-23 18:19:40 +01:00
Pfauenauge
67f27ef970
ember sprite
2020-04-23 18:19:40 +01:00
Joshua Barretto
15971f0def
Refactored town generation code
2020-04-23 18:19:40 +01:00
Joshua Barretto
c3e5b3057f
Significantly better house generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
b0f9ef5f30
Added skeleton house generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
4830757bc9
Began adding building skeleton structure
2020-04-23 18:19:40 +01:00
Joshua Barretto
966f96c588
Start of layered settlement generation, better settlement terraingen
2020-04-23 18:19:40 +01:00
Joshua Barretto
9daf20e87e
Fixed value rationalisation
2020-04-23 18:19:40 +01:00
Joshua Barretto
71b8cde266
Added trading to new economic model
2020-04-23 18:19:40 +01:00
Joshua Barretto
b3c9122395
Overhauled domestic economy simulation, better debug information
2020-04-23 18:19:40 +01:00
Joshua Barretto
16a175abe0
Nicer water shaders
2020-04-23 18:19:40 +01:00
Joshua Barretto
a0dae82a2b
Added correctly allocated labours, fishing
2020-04-23 18:19:40 +01:00
Joshua Barretto
cee1b1f962
Basic trading simulation
2020-04-23 18:19:40 +01:00
Joshua Barretto
46190aa634
Began work on basic economic simulation
2020-04-23 18:19:40 +01:00
Joshua Barretto
348003fc1a
Better track routing for civsim
2020-04-23 18:19:40 +01:00
Joshua Barretto
c1514fc37b
Added initial civ generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
41b77a9b10
Removed old settlement code, removed zcache from dependency of site generators for forward compatibility
2020-04-23 18:19:40 +01:00
Joshua Barretto
1c6a6cd6cf
Moved settlement code to site directory, removed old town generation code
2020-04-23 18:19:40 +01:00
Joshua Barretto
9dc46c490e
Better town walls, made settlements avoid rivers
2020-04-23 18:19:40 +01:00
Joshua Barretto
5d5e8e3238
Added basic wall and tower rendering
2020-04-23 18:19:40 +01:00
Joshua Barretto
085a115e2b
Began work on post-generation town rendering, fixed overflow bug on large maps
2020-04-23 18:19:40 +01:00
Joshua Barretto
0021bd6452
Added new settlement generation to world, basic rendering
2020-04-23 18:19:40 +01:00
Joshua Barretto
48fb14116a
Town walls, wall towers
2020-04-23 18:19:40 +01:00
Joshua Barretto
20b16d229c
Added river obstacle example
2020-04-23 18:19:40 +01:00
Joshua Barretto
944a37b848
Initial settlement generation work
2020-04-23 18:19:40 +01:00
Joshua Yanovski
1015e60dee
More lighting changes.
2020-04-21 18:25:19 +02:00
Joshua Yanovski
80c264abd1
Lighting experiments.
2020-04-13 00:29:59 +02:00
Treeco
542491c48d
Fixed leaf lerp doing weird things
2020-04-09 21:03:17 +01:00
Joshua Yanovski
8414987e58
WIP -- lighting changes and soft shadows.
2020-04-09 02:38:40 +02:00
Joshua Yanovski
13388ee6a4
Various fixes (to coloring and to soft shadows).
2020-04-02 20:30:08 +02:00
Joshua Yanovski
fbd084a94a
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
2020-04-02 18:50:38 +02:00
Songtronix
e64462ad2e
Merge branch 'imbris/security' into 'master'
...
Update deps with security issues
See merge request veloren/veloren!879
2020-04-02 05:47:50 +00:00
Joshua Yanovski
5a089863be
Making maps brighter.
...
This is probably not the right way to do it, but oh well!
2020-04-02 03:17:49 +02:00
Joshua Yanovski
32b2c99109
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.
2020-04-02 02:46:36 +02:00
Imbris
831d7c77a6
Make Asset impls avoid panics when parsing fails
2020-04-01 20:06:15 -04:00
Imbris
5ed77b5054
Fix security
2020-04-01 20:03:15 -04:00
Imbris
b3791a2b4e
Upgrade vek version so that it actually uses the patch
2020-03-30 19:44:51 -04:00
timokoesters
6fd3339b75
Make apples great again
2020-03-27 17:51:35 +01:00
Joshua Yanovski
f8926a5737
Merge remote-tracking branch 'origin/master' into sharp/map-colors
2020-03-13 13:32:42 +01:00
Imbris
a04c1b1d1d
Add uid to Player component
...
fix: world examples
2020-03-08 22:58:38 +01:00
Joshua Yanovski
a1aee931e7
Adding shadows.
2020-02-21 14:52:17 +01:00
Marcel Märtens
8f5e409ac4
update toolchain to
2020-02-09 22:58:01 +01:00
Monty Marz
93d7c67cdc
Hack to allow minimap rotation.
...
Currently it just always rotates towards the camera, but it wouldn't be
hard to create a config option that swaps out the rotation of the
indicator and the map.
2020-02-06 17:34:32 +00:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
Marcel Märtens
dd21235ff8
Apply prefixes to veloren source, espacially comments, so that reformating wont make it unreadable,
...
especially enumerations and other source code in errosions file
2020-02-01 21:37:36 +01:00
Marcel Märtens
e960c2233b
Change the version number to 0.5
2020-01-31 17:26:45 +01:00
Joshua Yanovski
6d5e42f10b
Better is_underwater() check.
...
Takes rivers into account somewhat, and doesn't take up extra space in
SimChunk.
2020-01-26 16:18:51 +01:00
Joshua Barretto
4f0d27690c
Patched waypoint spawning
2020-01-26 14:27:11 +00:00
Joshua Barretto
6e2784ba0e
Convert to chunk positions for downhill
2020-01-26 13:21:33 +00:00
Joshua Barretto
a4573f6fb2
Use .downhill for waypoint generation
2020-01-26 13:05:28 +00:00
Joshua Barretto
631124f3fc
Switched to _squared(), added comments, parallelised waypoint gen
2020-01-26 12:52:32 +00:00
Joshua Barretto
723b578378
Improved pet aggression system, made waypoints rarer
2020-01-26 12:52:32 +00:00
Joshua Barretto
7437c18b99
Various bug fixes
2020-01-26 12:52:32 +00:00
Joshua Barretto
8c7e96e313
Improved waypoint spawn locations, scaled down pathfinding cost
2020-01-26 12:52:32 +00:00
Joshua Barretto
d04a595b3f
Made waypoints work, added waypoint spawning
2020-01-26 12:52:28 +00:00
Joshua Barretto
11193a692a
Better neutral AI, initial waypoint objects
2020-01-26 12:52:28 +00:00
Joshua Barretto
2d9aa21eef
Added test world, friendly NPC pathfinding
2020-01-26 12:52:07 +00:00
Justin Shipsey
64690279af
new mobs
...
alligators
2020-01-26 00:22:48 +00:00
Monty Marz
b583f60326
35 new ground sprites, UI fixes
2020-01-25 11:14:02 +00:00
Joshua Yanovski
02f9c9490b
Addressing MR comments.
2020-01-24 03:45:29 +01:00
Joshua Yanovski
2908843448
Erosion cleanup, part 3.
...
Covers world/src/sim/erosion.rs.
2020-01-23 18:18:18 +01:00
Joshua Yanovski
64d19a80e3
Make changing Alt/Compute to f32 work again.
2020-01-23 18:18:18 +01:00
Joshua Yanovski
756cc0aab4
Erosion cleanup, part 2.
...
Covers all remaining files touched by MR except
world/src/sim/erosion.rs.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
3383e991e7
Erosion cleanup, part 1.
...
Covers all files touched by MR that are not in world/src/sim.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
133ba29293
Fixing Cargo.lock after rebase.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
55a96bce09
Minor fix to map generation.
...
Also fixes some typos and makes formatting easier for changes needed to
produce large maps.
2020-01-23 18:18:17 +01:00
Joshua Yanovski
ba043b91a2
Screenshots with F4 in the map, that will have the full resolution of
...
the displayed map (hopefully).
2020-01-23 18:18:16 +01:00
Joshua Yanovski
49e7e55cd6
Fix warnings in examples and benchmarks.
2020-01-23 18:18:16 +01:00
Joshua Yanovski
1d6d0ea03d
Fix all warnings.
2020-01-23 18:18:16 +01:00
Joshua Yanovski
ccd85e8907
Fixes to enable loading (relatively) large maps.
...
With these changes, we can successfully open, map, and play maps thare
are 16x the size of a standard (1024 x 1024 chunk) map, 4x larger in
each direction.
2020-01-23 18:18:16 +01:00
Joshua Yanovski
d54f22c9fa
Add a default world map.
...
Also adds map versioning, proper scaling, and updates sediment
rendering. It also tones down warp.
2020-01-23 18:18:15 +01:00
Joshua Yanovski
1358f1dffa
Changes to worldgen, adding more sedmient etc.
2020-01-23 18:18:14 +01:00
Joshua Yanovski
ebe0d14eab
Send client 3D rendered map.
...
Also shares configurable rendering between map generator and server.
2020-01-23 18:18:14 +01:00
Joshua Yanovski
9ee0cd82d0
Code restructuring for performance.
...
Turned a lot of for loops into for_each loops, which should be easier
for LLVM to optimize currently. Also updated almost all the non-erosion
stuff in WorldGen to run in parallel (and take advantage of the cache,
in the case of TownGen), and hopefully improved performance somewhat for
chunk generation as well.
2020-01-23 18:18:14 +01:00
Joshua Yanovski
53ac7c0eb1
Weight flux twice as much as beforein humidity calculation.
2020-01-23 18:18:13 +01:00
Joshua Yanovski
597bb3c526
Adding many new types of geomorphic laws:
...
- soil production (currently disabled).
- debris flow erosion (combined with regular stream power law).
- flow computation using multiple receivers.
- filling strategy during drainage network calculations.
Also tweaks a variety of other aspects of erosion.
2020-01-23 18:18:12 +01:00
Joshua Yanovski
e91578ffdb
Cargo fmt most things (except erosion.rs).
2020-01-23 18:18:12 +01:00
Joshua Yanovski
5fd8b009a6
Gentler warp, especially for high chunk size.
2020-01-23 18:18:12 +01:00
Joshua Yanovski
8d5a5af2cb
Fix overflow issue with basement.
2020-01-23 18:18:12 +01:00
Joshua Yanovski
d0cfdb34aa
Fix colors on map being transferred to client.
2020-01-23 18:18:11 +01:00
Joshua Yanovski
2b38927345
Fixes for nonstandard chunk and map sizes.
...
Also fixes a longstanding map rendering issue.
2020-01-23 18:18:11 +01:00
Joshua Yanovski
bacc5271d4
Soil production should use ground, not basement, slope.
2020-01-23 18:18:11 +01:00
Joshua Yanovski
ee5d383c46
Map saving, soil production, speedup attempts.
2020-01-23 18:18:10 +01:00
Pfauenauge90
5fc34081bd
birches and "Acalok" Trees
2020-01-23 18:18:10 +01:00
Joshua Yanovski
c92ff34e15
Fix sediment transport, add hack for sediment.
2020-01-23 18:18:09 +01:00
Joshua Yanovski
e71f145b71
Sediment transport, plus many other things.
2020-01-23 18:18:09 +01:00
Joshua Yanovski
067429d13e
Use Worley noise for uplift.
2020-01-23 18:18:09 +01:00
Joshua Yanovski
72287f2041
Implement carving strategy for lake connections.
...
Also fix mapgen slopes and make a much more pleasing world.
2020-01-23 18:18:08 +01:00
Joshua Yanovski
e01bb8a8c9
Render sediment differently.
2020-01-23 18:18:08 +01:00
Joshua Yanovski
e289849c87
Map fixes.
2020-01-23 18:18:08 +01:00
Joshua Yanovski
cc58101540
Seed elements.
2020-01-23 18:18:08 +01:00
Joshua Yanovski
69a8d5039b
Adding hillslope diffusion.
2020-01-23 18:18:07 +01:00
Joshua Yanovski
825ba1b4f4
WIP fixes: more pleasing uplift generation.
...
Uses the exponential distribution now.
2020-01-23 18:18:07 +01:00
Joshua Yanovski
1b864887e7
Reverting changes except to humidity and temperature
...
noise.
2020-01-23 18:18:07 +01:00
flyingfryingpan
28d0afbfb6
wahtevermoresharp
2020-01-23 18:18:07 +01:00
flyingfryingpan
a98d4adc27
forsharp
2020-01-23 18:18:07 +01:00
Imbris
4b01c1b082
add: capability to disable blending for particular BlockKinds
2020-01-19 16:03:27 -05:00
Imbris
5666f18ded
Add terrain meshing benchmark
2020-01-19 16:02:12 -05:00
Monty Marz
a4274ef8aa
Charge Icon and flashing skillbar
2020-01-17 22:00:00 +00:00
Piotr Korgól
e1adf40856
Improvement: Replace all '..=b' with '..b + 1'
2020-01-12 15:46:53 +01:00
S Handley
5b65b16594
Prevent NPCs from spawnign underwater
...
This should be set until there are underwater NPC types.
2020-01-08 12:48:00 +00:00
Songtronix
0d919a9dc6
improve(log): adjust verbosity of some logging
...
fix: settings do not log due to logging being initialized to late
2019-12-20 15:45:30 +01:00
Marcel Märtens
72d8f95e8c
please ci toolchain
2019-12-11 15:13:46 +01:00
S Handley
56f9c5d35f
Fix the glider_close sfx event
...
This was failing to trigger since we now have a MovementState::Fall, but
the sfx mapper was still trying to work this out itself based on
velocity. We no longer need to track velocity as a result and can use
the MovementState.
Also silenced warnings resulting from unused vars when running tests.
2019-12-09 09:50:14 +00:00
soruh
6dfa146484
Mitgated RUSTSEC-2019-0014 by updating noise
and
...
disabling its default features, specifically `image`,
which had the vulnerability.
2019-11-05 11:14:39 +00:00
soruh
e3bd152d24
update toolchain to nightly-2019-11-04
2019-11-04 18:26:32 +01:00
Joshua Yanovski
8ae2692b6e
Allow canceling chunk generation.
...
Currently we only do this when no players are in range of the chunk. We
also send the first client who posted the chunk a message indicating
that it's canceled, the hope being that this will be a performance win
in single player mode since you don't have to wait three seconds to
realize that the server won't generate the chunk for you.
We now check an atomic flag for every column sample in a chunk. We
could probably do this less frequently, but since it's a relaxed load it
has essentially no performance impact on Intel architectures.
2019-10-16 11:39:41 +00:00
KyoZM
5390b1b36c
format code
2019-10-10 21:00:19 -03:00
KyoZM
83a4454be5
refactor code to be smaller and clearer
2019-10-10 20:53:13 -03:00
KyoZM
6b42b1c762
remove unecessary comments
2019-10-10 20:53:13 -03:00