5251 Commits

Author SHA1 Message Date
Sam
06f1e5bdaa Initial implementation for beam attack. 2020-09-29 19:47:56 -05:00
Joshua Yanovski
e8fd108a5f Merge branch 'sharp/improve-chunk-memory' into 'master'
Reduce chunks / chonk by trimming the ends.

See merge request veloren/veloren!1416
2020-09-29 19:15:24 +00:00
Joshua Yanovski
6784d9ecf2 Reduce chunks / chonk by trimming the ends.
This improves the defragment operation for chonks by letting them remove
chunks at the top that match above, and bottom that match below.  This
reduces the chunks / chonk from around 5.9 to around 3.4 at origin. From
my investigations, adding something for water would probably get us a
full 50% reduction, if we could collapse intermediate chunks; block
types other than rock / air / water never appear to have full chunks of
the same block, so any additional optimization will require changes to
the subchunk compression format or changes to the actual chunks we
generate.
2020-09-29 19:08:45 +02:00
Forest Anderson
11578b5173 Merge branch 'xvar/add-clone-on-ref-ptr-clippy-lint' into 'master'
Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors

See merge request veloren/veloren!1411
2020-09-28 19:32:03 +00:00
Joshua Yanovski
4873a2c1dc Merge branch 'sharp/improve-chunk-memory' into 'master'
Improve chunk space consumption by a lot.

See merge request veloren/veloren!1415
2020-09-28 19:08:11 +00:00
Joshua Yanovski
92fa0a4d08 Fix hacky solution with proper defragmentation.
After generating a chonk, we now find the highest frequency block (in
terms of the number of groups that uniformly consist of that block) and
replace the chunk's default with that one.  We also resort the data in
the process to be in the same order as the original array index.  This
improves our memory savings from 3x to almost 7x, and brings us within a
factor of 3 or so of what I hope a true average will be.

The defragmentation is not totally optimal and can probably be improved
from a performance perspective, but given how much of a hard bottleneck
RAM is this seems worthwhile.  Also, this doesn't suffer from the issues
the previous solution did.
2020-09-28 16:56:26 +02:00
Joshua Yanovski
ec4ffe3022 Improve chunk space consumption by a lot.
3x - 5x depending on terrain.  We can do a lot better but this is a good
start.

Also, added chunk group count to metrics.  This correlates with memory
usage specifically by chunk voxel data in a much more direct way than
chonk or chunk count do, so this should provide extra useful information
(especially for our average overhead per chonk / chunk).
2020-09-28 13:35:49 +02:00
Imbris
a0bc7c8e6f Merge branch 'xvar/remove-option-from-characterloader-channels' into 'master'
Removed unnecessary Option around send and receive channels in character_loader.rs

See merge request veloren/veloren!1412
2020-09-27 22:30:25 +00:00
Ben Wallis
123b66e180 Removed unnecessary Option around send and receive channels in character_loader.rs 2020-09-27 22:12:41 +01:00
Imbris
36c43380a1 Merge branch 'xvar/fix-admin-loss-on-character-switch' into 'master'
Preserve admin component if present on return to character select screen

Closes #780

See merge request veloren/veloren!1413
2020-09-27 20:34:05 +00:00
Imbris
ee033e91b0 Merge branch 'update-pt_BR-and-translation-fixes' into 'master'
Update pt_BR.ron

See merge request veloren/veloren!1407
2020-09-27 20:34:03 +00:00
Ben Wallis
268331e86e Preserve admin component if present on return to character select screen 2020-09-27 20:25:00 +01:00
Joshua Yanovski
2399f8b8c2 Merge branch 'sharp/remove-spurious-vox' into 'master'
Remove spurious uses of Vox.

See merge request veloren/veloren!1406
2020-09-27 16:41:29 +00:00
Ben Wallis
06b4d3a489 Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors 2020-09-27 17:25:33 +01:00
Joshua Yanovski
cd435a76bc Address review comments. 2020-09-27 17:06:46 +02:00
Joshua Yanovski
a42f9f7d4b Merge branch 'xvar/crafting-item-def' into 'master'
Refactored crafting to use ItemDef instead of Item

See merge request veloren/veloren!1408
2020-09-27 15:03:45 +00:00
Joshua Yanovski
63f2952466 Merge branch 'xvar/add-missing-itemdefs-to-persistence-migration' into 'master'
Added several missing items to persistence migration

See merge request veloren/veloren!1409
2020-09-27 15:03:43 +00:00
Ben Wallis
306cd4312d Refactored crafting to use ItemDef instead of Item 2020-09-27 14:55:31 +01:00
Ben Wallis
f0041e8c02 Added several missing items that didn't exist in any inventories/loadoads on the production server to the item_persistence migration 2020-09-27 14:51:57 +01:00
Nícolas Wildner
67a5c8b8ac Update pt_BR.ron 2020-09-26 19:13:45 +00:00
Nícolas Wildner
a78ba49ea1 Update pt_BR.ron 2020-09-26 18:46:37 +00:00
Nícolas Wildner
f88be91042 Update pt_BR.ron 2020-09-26 18:20:59 +00:00
Nícolas Wildner
30b68b7c83 Update pt_BR.ron 2020-09-26 18:10:22 +00:00
Joshua Yanovski
9b3e182ab7 Fix collision detection in liquid. 2020-09-26 16:53:49 +02:00
Joshua Yanovski
27929bf9ae Remove spurious uses of Vox.
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Joshua Yanovski
750decd41d Merge branch 'sharp/fix-redundant-code' into 'master'
Removed redundant code missed in auth merge.

See merge request veloren/veloren!1404
2020-09-22 16:27:04 +00:00
Joshua Yanovski
aece193072 Removed redundant code missed in auth merge. 2020-09-22 18:21:31 +02:00
Marcel
0826ea06d8 Merge branch 'xMAC94x/versioning_scheme' into 'master'
switching veloren naming scheme, to either one of the following:

See merge request veloren/veloren!1386
2020-09-22 13:56:59 +00:00
Marcel Märtens
699e3e0934 switch version to pre-alpha-2020-09-22 vs pre-alpha-v0.7.0 2020-09-22 12:04:07 +02:00
Marcel Märtens
8fd5b2358f switching veloren naming scheme, to either one of the following:
`stable-0.7.0 (<hash>-<datetime>)` for release versions.
And
`nightly-<date> (<hash>)` for nightly and master versions

Reason is, many players only give information that they are running `0.x.0` but are not giving us the information which day, or commit they are running. So we should make master builds less confusing.
2020-09-22 11:47:18 +02:00
Justin Shipsey
b79b2e4533 Merge branch 'snowram/anim-fixes' into 'master'
Fixed various issues from better-things branch

See merge request veloren/veloren!1398
2020-09-22 05:14:04 +00:00
jshipsey
9401c305e1 small corrections 2020-09-21 23:57:10 -04:00
Snowram
7d96ad318d Fixed various issues from better-things branch 2020-09-21 23:57:10 -04:00
Joshua Barretto
3043b4a664 Merge branch 'zesterer/better-block-format' into 'master'
Stopped all blocks being explodable

See merge request veloren/veloren!1402
2020-09-22 00:26:06 +00:00
Samuel Keiffer
bb20f41045 Merge branch 'sam/sword-overhaul' into 'master'
Sword overhaul

Closes #763 and #761

See merge request veloren/veloren!1365
2020-09-21 23:55:49 +00:00
Sam
b9bd9ae94e Addressed comments 2020-09-21 17:55:29 -05:00
Joshua Barretto
9a78a21355 Stopped all blocks being explodable 2020-09-21 23:47:33 +01:00
Sam
3cddaf4ce8 Added icon for skillbar ability of sword. 2020-09-21 17:40:20 -05:00
jshipsey
803870e6a8 resolve minor anim hiccup 2020-09-21 17:40:19 -05:00
Sam
e92fdb79da Fixed pipeline errors. 2020-09-21 17:40:19 -05:00
Sam
d6b7d422c1 Made 3rd ability interruptible. Final balance tweaks. 2020-09-21 17:40:16 -05:00
jshipsey
a478979914 spin anim 2020-09-21 17:38:57 -05:00
Sam
92dba638da Modified how spin melee functions. 2020-09-21 17:38:56 -05:00
jshipsey
9db1638db6 dash animation 2020-09-21 17:38:55 -05:00
Sam
cb707fb6b2 Initial implementation of spin attack for sword. 2020-09-21 17:38:54 -05:00
jshipsey
7596fb2d9a slightly quicker alpha, improved anims 2020-09-21 17:38:54 -05:00
Sam
c44b02bf19 Addressed second round of feedback. 2020-09-21 17:38:53 -05:00
Sam
7c18663990 Addressed first round of feedback on sword overhaul. 2020-09-21 17:38:52 -05:00
Sam
36e7f3d9c1 Added swing duration to dash melee. Added framework for animation to be added. 2020-09-21 17:38:51 -05:00
Sam
f86f5131d2 Combo now only increases when landing a hit. 2020-09-21 17:38:51 -05:00