Commit Graph

1090 Commits

Author SHA1 Message Date
Joshua Barretto
1d75f4815b Massively reduced 'popping' of LoD terrain sprites 2020-04-25 21:44:23 +01:00
Joshua Barretto
e498d78b6c Fixed boundary meshing issue for scaled terrain sprites 2020-04-25 21:44:23 +01:00
Joshua Barretto
59f4161f5c Properly fixed all gaps on positive bound for scaled volumes 2020-04-25 21:44:23 +01:00
Joshua Barretto
e84c2aa1db Fixed gaps in LoD sprites 2020-04-25 21:44:23 +01:00
Joshua Barretto
b2c8dc0806 Added terrain sprite LoD 2020-04-25 21:44:23 +01:00
Joshua Yanovski
44e4aad48d Merge remote-tracking branch 'origin/master' into sharp/small-fixes 2020-04-25 02:01:04 +02:00
Joshua Barretto
2a6a19f7ef fmt 2020-04-23 18:19:42 +01:00
Joshua Barretto
444f2ecb45 Made /waypoint admin-only, MR cleanup 2020-04-23 18:19:41 +01:00
Joshua Barretto
a7b5d6b270 Fix minor bugs with NPCs 2020-04-23 18:19:41 +01:00
Joshua Barretto
60bf396e4f Added doors to houses 2020-04-23 18:19:41 +01:00
Joshua Barretto
68732bebde Fixed block snapping for bizarre block heights 2020-04-23 18:19:41 +01:00
Monty Marz
44c5002db3 Pfau/crops 2020-04-23 18:19:41 +01:00
Joshua Barretto
431b2ae07b Fixed window mask layering, fmt 2020-04-23 18:19:41 +01:00
Joshua Barretto
781a3e1377 Patched but not fixed pathfinding for variable-sized blocks 2020-04-23 18:19:41 +01:00
Joshua Barretto
77d0292e91 Added windows to buildings and scarecrows 2020-04-23 18:19:41 +01:00
Joshua Barretto
0329b355ef Made civsim paths visible in-game 2020-04-23 18:19:41 +01:00
Pfauenauge90
db5311189d scarecrow 2020-04-23 18:19:41 +01:00
Pfauenauge90
43b4ae6e47 Update block.rs 2020-04-23 18:19:41 +01:00
jshipsey
a89b28e117 adjusted run animation to allow villager walking 2020-04-23 18:19:41 +01:00
Pfauenauge90
98704a4753 turnip and window blocks 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
d28f5f24fb Made agents cleverer 2020-04-23 18:19:41 +01:00
Joshua Barretto
8af3187df4 Made tomatoes taller 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
Monty Marz
0fb3a115da Add more crops 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
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
f999edffaa Fixed crop crash issues 2020-04-23 18:19:41 +01:00
Pfauenauge90
4b72a07e22 sprites 2020-04-23 18:19:41 +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
dde0319293 Lighting improvements, fixed NaN issue for agents 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
fe4418bc0d Added store 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
d91d66027a Fixed cloud bugs, made pets run into you less 2020-04-23 18:19:40 +01:00
Joshua Barretto
944a37b848 Initial settlement generation work 2020-04-23 18:19:40 +01:00
Songtronix
866cfa3a8f Merge branch 'ElXreno/proper-assets-path-finding' into 'master'
Find assets by using other environment variables

See merge request veloren/veloren!912
2020-04-15 10:38:00 +00:00
Imbris
9ff816f006 Clarify todo comment 2020-04-12 15:35:43 -04:00
ElXreno
4cdc1300a1
Find assets by using other environment variables
By using HOME, XDG_DATA_HOME and XDG_DATA_DIRS we can
build potentially proper paths for finding assets folder.
2020-04-12 20:25:29 +03:00
Imbris
f52d66d721 Fix selecting and remove amount text when dragging 2020-04-12 18:41:06 +02:00
Imbris
c1c09dce1b Enable unequipping as well as equipping to specific slots 2020-04-12 18:41:06 +02:00
Pfauenauge90
eb7ded989f 7 dwarf accessories 2020-04-12 18:41:03 +02:00
Pfauenauge90
2263b9be95 starter chest, removed unused key commands 2020-04-12 18:41:02 +02:00
Pfauenauge90
85f9f80024 starter equip 2020-04-12 18:41:00 +02:00
Pfauenauge90
ca667fd02b tooltips 2020-04-12 18:40:58 +02:00
Pfauenauge90
156b554023 item types 2020-04-12 18:40:57 +02:00
Pfauenauge90
f5a768dccf more armour types 2020-04-12 18:40:56 +02:00
Pfauenauge90
7f97fbac0b cape item 2020-04-12 18:40:56 +02:00
Pfauenauge90
771baaaae5 cape item 2020-04-12 18:40:55 +02:00
Imbris
0b932ae99a Use new slot widget for armor slots 2020-04-12 18:40:53 +02:00
Piotr Korgól
84b1abdfcb Prevent projectiles from hitting their owners 2020-04-06 23:08:54 +02:00
Joshua Yanovski
4764415312 Merge branch 'sharp/map-colors' into sharp/small-fixes 2020-04-03 04:54:48 +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
Joshua Yanovski
88342640c6 Merge branch 'sharp/map-colors' into sharp/small-fixes 2020-04-02 04:49:20 +02:00
Joshua Yanovski
33140a2951 Merge remote-tracking branch 'origin/master' into zesterer/lod 2020-04-02 04:36:21 +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
4652ae2f03 Show errors loading individual files during glob asset loading 2020-04-01 20:37:23 -04:00
Imbris
831d7c77a6 Make Asset impls avoid panics when parsing fails 2020-04-01 20:06:15 -04:00
Imbris
97148cb6bb Merge branch 'master' into 'combat'
# Conflicts:
#   CHANGELOG.md
2020-04-01 20:42:27 +00:00
Imbris
83c7a944da fmt 2020-04-01 11:52:44 -04:00
AdamWhitehurst
1ea2abd247 better timing const name,
timing_delay 400 -> 350
2020-04-01 08:40:25 -07:00
AdamWhitehurst
2b10797db1 refactor transition logic (thx imbris) 2020-04-01 08:39:18 -07:00
Imbris
a73d010f7b Point to newly released vek, add todo to reconsider empty item, remove uneeded ori slerp, remove agent from character behavior, add todos to combat sys, check if entities still exist before possessing & if possessed entity has a loadout move the active item into the second item space 2020-04-01 11:15:14 -04:00
AdamWhitehurst
9ad9a24e22 Remove unused KnockUp LocalEvent (use ApplyForce) 2020-04-01 07:30:06 -07:00
AdamWhitehurst
0c4d428298 remove unnecessary line 2020-04-01 07:10:35 -07:00
AdamWhitehurst
e04fdd715e expose and use blocking consts 2020-04-01 07:07:10 -07:00
AdamWhitehurst
237393993f triple_strike combo timing window 600 -> 400 2020-04-01 06:43:28 -07:00
AdamWhitehurst
95bc486f7c Roll move_dir handling 1.5 -> 0.25 2020-04-01 06:42:56 -07:00
AdamWhitehurst
56fab6db09 Roll duration 500 -> 700ms 2020-04-01 06:24:02 -07:00
AdamWhitehurst
89f441ae2c Roll speed 15.0 -> 25.0 2020-04-01 06:23:26 -07:00
Imbris
b3791a2b4e Upgrade vek version so that it actually uses the patch 2020-03-30 19:44:51 -04:00
AdamWhitehurst
dcc9d44b1c remove unused timed_combo 2020-03-29 13:40:03 -07:00
AdamWhitehurst
86b0b8f644 triple_strike orientation 2020-03-28 13:50:42 -07:00
Imbris
d3b5b1e637 Remove None variant fromm armor types 2020-03-28 03:51:24 -04:00
Imbris
f551c4a2c5 Move armor types to a new location, use a const for the moving cutoff in voxygen anims 2020-03-28 01:52:12 -04:00
Imbris
ce0f54e9d6 Combine dir and force in KnockUp and ApplyForce events 2020-03-27 22:19:23 -04:00
Imbris
ba3fa16c33 Create Dir type for better enforcement of non NaN, normalized representations of directions 2020-03-27 22:02:07 -04:00
Imbris
df5a7ef0e3 split toggle events 2020-03-27 21:32:30 -04:00
AdamWhitehurst
1d51f8fc0f prevent transition if pressing too early & timed 2020-03-27 11:17:34 -07:00
AdamWhitehurst
e4f2bf7ebf prevent holding to time combo 2020-03-27 11:08:10 -07:00
AdamWhitehurst
02b29efbfc Undo mistake, axe ability corrected.
Axe m2 cost 0 -> 100
Axe m2 dmg 8 -> 12
2020-03-27 11:07:21 -07:00
AdamWhitehurst
233595737e Axe m2 dmg 10 -> 15
Axe m2 cost 0 -> 50
2020-03-27 11:03:07 -07:00
AdamWhitehurst
d774091fa4 Add triple_strike anims for axe and hammer 2020-03-27 11:00:58 -07:00
AdamWhitehurst
8eb233bdbc Add timing window duration to triple strike 2020-03-27 10:43:18 -07:00
AdamWhitehurst
01264ce167 Merge branch 'combat' of https://gitlab.com/veloren/veloren into combat 2020-03-27 10:40:19 -07:00
AdamWhitehurst
2ffac59aa3 add triple strike timing 2020-03-27 10:40:15 -07:00
timokoesters
c6e635c511 Increase movement speed, make npcs slower than players 2020-03-27 18:39:26 +01:00
Pfauenauge90
0b3fb2dd3c fire bolt visuals 2020-03-27 18:31:45 +01:00
timokoesters
6fe5c5724c Fix char selection not showing tools 2020-03-27 18:17:41 +01:00
timokoesters
ad0314b4f5 Projectile hits regenerate energy 2020-03-27 17:07:19 +01:00
AdamWhitehurst
4bfc934772 triples strike knockback 15.0 -> 16.0 2020-03-27 08:26:53 -07:00
AdamWhitehurst
31760d220a triple_strike knockback 20.0 -> 15.0 2020-03-27 08:17:17 -07:00
AdamWhitehurst
c1647e93f1 make triple strike continue without hits again 2020-03-27 07:03:26 -07:00
Marli Frost
3c36862f42
fix: connect to LOCALHOST address in tests
Windows doesn't allow us to connect to the Any (0.0.0.0) address,
instead returning the WSAEADDRNOTAVAIL error code.

https://docs.microsoft.com/en-us/windows/win32/winsock/windows-sockets-error-codes-2
2020-03-27 10:50:45 +00:00
Shane Handley
362771be4b SFX and unit test fixes. 2020-03-27 12:06:25 +11:00
timokoesters
7a9c7628db Fix triplestrike bug 2020-03-26 23:29:12 +01:00