7033 Commits

Author SHA1 Message Date
Joshua Barretto
a663818324 Fixed incorrect wall climb direction on airships 2021-03-14 23:17:28 -04:00
Joshua Barretto
b24c89050a Fewer precision issues by using player-relative coordinate space 2021-03-14 23:17:28 -04:00
Avi Weinstock
ee7f760e78 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
036e0c1f02 Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics. 2021-03-14 23:17:26 -04:00
Joshua Barretto
65141673c0 Relative velocity collisions 2021-03-14 23:14:26 -04:00
Joshua Barretto
1395462c27 More relative motion changes 2021-03-14 23:14:26 -04:00
Avi Weinstock
956b913a95 /airship angle command and RtSim airships. 2021-03-14 23:14:26 -04:00
Joshua Barretto
6dbf033c61 Mountable airships 2021-03-14 23:14:25 -04:00
Joshua Barretto
db7d5a7771 Fixed water collision bug 2021-03-14 23:14:25 -04:00
Joshua Barretto
3fe3e5f183 Made airship terrain hitboxes smaller 2021-03-14 23:14:25 -04:00
Joshua Barretto
1a850ae65f Smooth airship movement 2021-03-14 23:14:21 -04:00
Joshua Barretto
59594feb1d Made animations and friction ground-relative 2021-03-14 23:09:52 -04:00
Joshua Barretto
707549626b Fixed airship collisions under rotation, added position increment for velocity when on ground 2021-03-14 23:09:52 -04:00
Avi Weinstock
c191b66371 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
James Melkonian
acf8b1b5cd Allow spawned airships to move 2021-03-14 23:09:52 -04:00
Avi Weinstock
c5c9855ab8 Airship fixes: figure culling, player hitbox bounds w.r.t. airships, physics state unioning. 2021-03-14 23:09:51 -04:00
Avi Weinstock
711509d0c1 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
ff3f3d1271 Draft of airships (spawn command, visuals, some physics refactoring, no collision yet). 2021-03-14 23:09:49 -04:00
Marcel
5ac731254d Merge branch 'sam/yeet-inputs' into 'master'
Reworked Controller Inputs to use Control Actions

See merge request veloren/veloren!1900
2021-03-15 01:32:02 +00:00
Forest Anderson
7135c3b1fd Merge branch 'synis/fix-safezone-mass' into 'master'
Fix safezone entity mass

See merge request veloren/veloren!1902
2021-03-15 00:52:03 +00:00
Imbris
83c6a546d4 Merge branch 'snowram/new-npcs' into 'master'
Snowram/new npcs

See merge request veloren/veloren!1896
2021-03-15 00:10:46 +00:00
Imbris
f89413fb20 Merge branch 'imbris/ping-while-waiting-for-gamesync' into 'master'
Keep connection alive while waiting for initial sync

See merge request veloren/veloren!1898
2021-03-14 22:07:56 +00:00
Sam
ce5ee03000 Wielding now works again
Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
9733979565 Completely purged old method of inputs 2021-03-14 17:26:55 -04:00
Sam
9d2f1700e5 Inputs remain in queue while active, allowing interrupts and queued inputs to be more cleanly handled 2021-03-14 17:26:54 -04:00
Sam
98f82798f7 Secondary input now fully functional 2021-03-14 17:26:53 -04:00
Sam
37705fee6d Primary ability fully functional. 2021-03-14 17:26:53 -04:00
Sam
282e574909 Support for canceling an input. Boost state hooked up to system. 2021-03-14 17:26:52 -04:00
Sam
efa3cb499e Primary input now activated from control actions.
Moved a lot of key_state to a HashSet so that it is handled automatically.
2021-03-14 17:26:51 -04:00
Marcel
2b7d040b3a Merge branch 'DaforLynx/upscale-tweak' into 'master'
Renamed 'Upscale Factor' to 'Internal Resolution' as per what was decided in #981

See merge request veloren/veloren!1899
2021-03-14 21:26:42 +00:00
Synis
a4c0205369 Added mass to safezone entity 2021-03-14 22:04:56 +01:00
DaforLynx
ba7d33179e Renamed 'Upscale Factor' to 'Internal Resolution' as per what was decided in #981 2021-03-14 12:18:29 -07:00
Imbris
6ea64d4984 Merge branch 'PersianKnight/DebugInfoHotKey_AxeSkillTree' into 'master'
PersianKnight / Debug info hot key and axe skill tree

See merge request veloren/veloren!1897
2021-03-14 17:29:30 +00:00
Imbris
972fe469d9 to squash 2021-03-14 17:13:00 +00:00
Imbris
00cec7cf4d Keep connection alive while waiting for initial sync 2021-03-14 17:11:44 +00:00
Snowram
9c45f5c32d Theropod charge attack 2021-03-14 18:10:40 +01:00
PersianKnight
8daca45957 Bug fix debug info hotkey and axe skill tree text 2021-03-14 20:16:54 +03:30
Snowram
2b1adf1028 Add new npcs 2021-03-14 14:24:35 +01:00
Imbris
3da698bd29 Merge branch 'christof/trading_MVP' into 'master'
Economy rework, inter site trading, merchants in towns trading with players

See merge request veloren/veloren!1744
2021-03-14 03:18:32 +00:00
Christof Petig
4cdfab236a Implement /price_list (work in progress), stub for /buy and /sell
remove outdated economic simulation code

remove old values, document

add natural resources to economy

Remove NaturalResources from Place (now in Economy)

find closest site to each chunk

implement natural resources (the distance scale is wrong)

cargo fmt

working distance calculation

this collection of natural resources seem to make sense, too much Wheat though

use natural resources and controlled area to replenish goods

increase the amount of chunks controlled by one guard to 50

add new professions and goods to the list

implement multiple products per worker

remove the old code and rename the new code to the previous name

correctly determine which goods guards will give you access to

correctly estimate the amount of natural resources controlled

adapt to new server API

instrument tooltips

Now I just need to figure out how to store a (reference to) a closure

closures for tooltip content generation

pass site/cave id to the client

Add economic information to the client structure
(not yet exchanged with the server)

Send SiteId to the client, prepare messages for economy request
Make client::sites a HashMap

Specialize the Crafter into Brewer,Bladesmith and Blacksmith

working server request for economic info from within tooltip

fully operational economic tooltips
I need to fix the id clash between caves and towns though

fix overlapping ids between caves and sites

display stock amount

correctly handle invalid (cave) ids in the request

some initial balancing, turn off most info logging

less intrusive way of implementing the dynamic tool tips in map

further tooltip cleanup

further cleanup, dynamic tooltip not fully working as intended

correctly working tooltip visibility logic

cleanup, display labor value

separate economy info request in a separate translation unit

display values as well

nicer display format for economy

add last_exports and coin to the new economy

do not allocate natural resources to Dungeons (making town so much larger)

balancing attempt

print town size statistics

cargo fmt (dead code)

resource tweaks, csv debugging

output a more interesting town (and then all sites)

fix the labor value logic (now we have meaningful prices)

load professions from ron (WIP)

use assets manager in economy

loading professions works

use professions from ron file

fix Labor debug logic

count chunks per type separately
(preparing for better resource control)

better structured resource data

traders, more professions (WIP)

fix exception when starting the simulation

fix replenish function
TODO:
- use area_ratio for resource usage (chunks should be added to stock, ratio on usage?)
- fix trading

documentation clean up

fix merge artifact

Revise trader mechanic

start Coin with a reasonable default

remove the outdated economy code

preserve documentation from removed old structure

output neighboring sites (preparation)

pass list of neighbors to economy

add trade structures

trading stub

Description of purpose by zesterer on Discord

remember prices (needed for planning)

avoid growing the order vector unboundedly

into_iter doesn't clear the Vec, so clear it manually

use drain to process Vecs, avoid clone

fix the test server

implement a test stub (I need to get it faster than 30 seconds to be more useful)

enable info output in test

debug missing and extra goods

use the same logging extension as water, activate feature

update dependencies

determine good prices, good exchange goods

a working set of revisions

a cozy world which economy tests in 2s

first order planning version

fun with package version

buy according to value/priority, not missing amount

introduce min price constant, fix order priority

in depth debugging

with a correct sign the trading plans start to make sense

move the trade planning to a separate function

rename new function

reorganize code into subroutines (much cleaner)

each trading step now has its own function

cut down the number of debugging output

introduce RoadSecurity and Transportation

transport capacity bookkeeping

only plan to pay with valuable goods, you can no longer stockpile unused options
(which interestingly shows a huge impact, to be investigated)

Coin is now listed as a payment (although not used)

proper transportation estimation (although 0)

remove more left overs uncovered by viewing the code in a merge request

use the old default values, handle non-pileable stocks directly before increasing it
(as economy is based on last year's products)

don't order the missing good multiple times
also it uses coin to buy things!

fix warnings and use the transportation from stock again

cargo fmt

prepare evaluation of trade

don't count transportation multiple times

fix merge artifact

operational trade planning
trade itself is still misleading

make clippy happy

clean up

correct labor ratio of merchants (no need to multiply with amount produced)

incomplete merchant labor_value computation

correct last commit

make economy of scale more explicit

make clippy happy (and code cleaner)

more merchant tweaks (more pop=better)

beginning of real trading code

revert the update of dependencies

remove stale comments/unused code

trading implementation complete (but untested)

something is still strange ...

fix sign in trading

another sign fix

some bugfixes and plenty of debugging code

another bug fixed, more to go

fix another invariant (rounding will lead to very small negative value)

introduce Terrain and Territory

fix merge mistakes
2021-03-14 03:18:32 +00:00
Imbris
511ba7be40 Merge branch 'imbris/tracy-tweaks' into 'master'
Improvements for tracy server analysis and other misc tweaks

See merge request veloren/veloren!1891
2021-03-13 22:26:26 +00:00
Imbris
5d21fd448c Merge branch 'PersianKnight/ImprovedSettings' into 'master'
Persian knight/improved settings

See merge request veloren/veloren!1893
2021-03-13 19:45:36 +00:00
Imbris
aff3536ac9 Fix tracy not working in certain areas, add span to chunk gen, missing fmt, remove extra span, make voxygen use INFO level instead of TRACE in tracy mode 2021-03-13 13:30:20 -05:00
PersianKnight
7f750f0a8e Improve default value of windows_size in Graphics and Help Windows in Interface Settings. 2021-03-13 19:09:38 +03:30
PersianKnight
d81da5f453 The appearance of the reset buttons has improved. 2021-03-13 17:42:52 +03:30
PersianKnight
9f8d82ec39 Fixed Toggle Debug Info from Settings 2021-03-13 17:38:34 +03:30
Imbris
5a32a12f8e Merge branch 'imbris/fix-server' into 'master'
Fix server panic

See merge request veloren/veloren!1890
2021-03-13 08:58:06 +00:00
Imbris
7d3f0c34d5 Fix server panic 2021-03-13 03:57:06 -05:00
Imbris
26df88bcdb Add tracy entity count plot, span tweaks 2021-03-13 02:59:58 -05:00
Imbris
87a7d7afd1 Move server-cli commands to separate file, tracy profiling par_join improvements, misc improvements
- remove overwritten logging setting in server-cli
- add server-cli command to load a random area for testing without a client
- make admin add/remove commands modify ingame players instead of needing to reconnect
- add spans to par_join jobs
- added test command that loads up an area of the world
- add tracy-world-server alias
- set debug directives to info for logging
2021-03-13 02:28:59 -05:00