Commit Graph

1048 Commits

Author SHA1 Message Date
Scott Williams
ef43d29627 Fix husk drops in miniboss rooms. 2021-03-28 10:39:20 +00:00
Marcel
519c01a888 Merge branch 'christof/item_price_fix' into 'master'
Fix the price category of the newly added items

See merge request veloren/veloren!2010
2021-03-28 09:25:52 +00:00
Christof Petig
66d0948d06 Fix the price category of the newly added items 2021-03-28 09:25:51 +00:00
Sam
0e3b0a9ee7 Repalced stone golems with 10 husks in T5 dungeon miniboss rooms. 2021-03-27 21:06:18 -04:00
Sam
1edf79d109 Moved all legendaries to mindflayer loot table. 2021-03-27 21:05:12 -04:00
Avi Weinstock
8d90548331 Get SitePricing information to clients, and use it to display coin-denominated prices in voxygen on tooltips during a trade. Also boost merchant spawn rate slightly. 2021-03-25 02:11:58 -04:00
Joshua Barretto
5b234a3d08 Merge branch 'christof/de_unwrap2' into 'master'
Replace unwrap in the economy code

See merge request veloren/veloren!1988
2021-03-24 22:22:02 +00:00
Christof Petig
71b91d589b fix the test 2021-03-24 22:37:01 +01:00
Joshua Barretto
5abdd0be8d Merge branch 'synis/primitives' into 'master'
Primitives

See merge request veloren/veloren!1937
2021-03-24 21:06:33 +00:00
Christof Petig
a897a5aa68 remove the remaining unwraps 2021-03-24 21:59:47 +01:00
Christof Petig
43dec7c103 replace another group of unwraps 2021-03-24 21:43:30 +01:00
Avi Weinstock
c4a6875133 Fix airships getting stuck in trees and campfires spawning too close to new-style dungeon stairs. 2021-03-24 15:42:37 -04:00
Christof Petig
3773b23836 remove I/O unwraps (code inactive by default) 2021-03-24 20:31:17 +01:00
Synis
d7aea52a8f Rotation uses matrix and some fixes for plane primitive 2021-03-24 18:21:01 +01:00
Synis
35ef2082e2 Rotation primitive and some minor fixes 2021-03-24 18:21:01 +01:00
Synis
187d7d4fe7 Added a bunch of primitives 2021-03-24 18:21:01 +01:00
Avi Weinstock
cfb55b4881 Add an additional kind of stairs to dungeons. 2021-03-23 18:17:00 -04:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Marcel Märtens
2733ba2e27 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Snowram
e5afb2fcf7 Various visual fixes 2021-03-18 22:53:06 +01:00
Joshua Barretto
fadf5ee1ec Reduced frequency of bee hives 2021-03-17 21:43:08 +00:00
Snowram
60dd47cdea Theropod charge attack 2021-03-14 18:10:40 +01:00
Snowram
9d7e8957bb Add new npcs 2021-03-14 14:24:35 +01:00
Christof Petig
15b11d9154 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
0127832172 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
Synis
9f9ed4b211 Addressed comments 2021-03-11 23:51:57 +01:00
Synis
631a591a68 Castle generation 2021-03-11 22:17:31 +01:00
Marcel Märtens
d7df741671 update dependencies, including removal of some tracy deps as they are get through common/tracy 2021-03-09 20:17:29 +01:00
Joshua Barretto
549f89f590 Addressed pine tree criticism by improving generation 2021-03-08 10:51:06 +00:00
Joshua Barretto
36d20e6990 Better docs, faster terrain meshing 2021-03-07 14:25:07 +00:00
Joshua Barretto
9910398917 Fixed snow biome trees 2021-03-07 14:25:07 +00:00
Joshua Barretto
911acdd9db Fixed clippy warnings and fmt 2021-03-07 14:25:07 +00:00
Synis
c35780d05b More work on castles 2021-03-07 14:25:07 +00:00
Synis
f7f7f12a38 Basic Castle Wall 2021-03-07 14:25:07 +00:00
Joshua Barretto
eff9fc5393 Better giant tree spawn rate 2021-03-07 14:25:07 +00:00
Joshua Barretto
db573f6b2d Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Joshua Barretto
0ede7d3899 Brick fill 2021-03-07 14:25:04 +00:00
Joshua Barretto
173a127d5e Better Fill type 2021-03-07 14:25:03 +00:00
Joshua Barretto
97141d12a6 Better paths 2021-03-07 14:25:03 +00:00
Joshua Barretto
e65e3b52f4 Fewer fields 2021-03-07 14:25:03 +00:00
Joshua Barretto
a568669526 Fixed plazas, buggy willow trees 2021-03-07 14:25:03 +00:00
Joshua Barretto
862cd5fe49 fmt 2021-03-07 14:25:03 +00:00
Joshua Barretto
02d86f0fb0 Switched to 6x6 tiles, more natural paths 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
fe8ffc8f87 Fixed more silly issues 2021-03-07 14:25:02 +00:00
Joshua Barretto
6e6e322e90 Fixed stupid generation bugs, made houses more interesting 2021-03-07 14:25:02 +00:00
Joshua Barretto
293d1f2d5e More plot generation work 2021-03-07 14:25:02 +00:00
Joshua Barretto
9e20d7390f Better house generation 2021-03-07 14:25:02 +00:00
Joshua Barretto
14bac81dc4 Added CSG house roofs 2021-03-07 14:25:02 +00:00
Joshua Barretto
9875e2c025 Began work on CSG-based primitive tree site structure generation system 2021-03-07 14:25:02 +00:00
Joshua Barretto
95af1536be Town hazards 2021-03-07 14:25:02 +00:00
Joshua Barretto
cd97a4b2fc Wider roads, better structure 2021-03-07 14:25:02 +00:00
Joshua Barretto
1dab08075e Fixed biasing bug 2021-03-07 14:25:02 +00:00
Joshua Barretto
7d94c3600f New town layouts, initial progress 2021-03-07 14:25:02 +00:00
Joshua Barretto
660b297dd0 Cliff height variety 2021-03-07 14:25:02 +00:00
Joshua Barretto
81b93b548e More varied cliff placement 2021-03-07 14:25:02 +00:00
Joshua Barretto
7ea9e32acf Better cliffs 2021-03-07 14:25:01 +00:00
Joshua Barretto
e5b02ff7da Better water/cave/cliff interaction 2021-03-07 14:25:01 +00:00
Joshua Barretto
466f3919d2 Removed the worst water/cliff interaction issues 2021-03-07 14:25:01 +00:00
Joshua Barretto
4ffdcd0fa1 Cliff overhangs 2021-03-07 14:25:01 +00:00
Joshua Barretto
740dcbb440 Stone layering 2021-03-07 14:25:01 +00:00
Joshua Barretto
9b5c9d1246 Cliff improvements 2021-03-07 14:25:01 +00:00
Joshua Barretto
620e2000d2 Experimental cliffs, use column alt for world map 2021-03-07 14:25:01 +00:00
Joshua Barretto
3aff271a05 Initial test site generation 2021-03-07 14:25:01 +00:00
Joshua Barretto
c7e82aea26 Began work integrating new sites into the world 2021-03-07 14:25:01 +00:00
Joshua Barretto
6af0e77efd Better stairs 2021-03-07 14:25:01 +00:00
Joshua Barretto
b07c942aef Added staircase to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
284d061068 Added staircases to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
0c302bb020 Lanterns in trees 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
Joshua Barretto
185b1c3053 Specialised giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
abd1eec815 Slightly smaller giant trees, more dispersed forests 2021-03-07 14:25:01 +00:00
Joshua Barretto
7d526da735 Experimental giant mother trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
e30c625d81 More tree variety, denser forests 2021-03-07 14:25:01 +00:00
Joshua Barretto
81206d5e13 New site work 2021-03-07 14:25:00 +00:00
Joshua Barretto
68b0aa5c50 sync 2021-03-07 14:25:00 +00:00
Joshua Barretto
9cf13ac3b2 Simple coral 2021-03-07 14:25:00 +00:00
Joshua Barretto
3766a77de1 Better tree parameterisation, improved pines 2021-03-07 14:25:00 +00:00
Joshua Barretto
953d8841b4 Procedural pines (first attempt), more tree parameters 2021-03-07 14:25:00 +00:00
Joshua Barretto
24773afe76 Better parameterisation of trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
5e7c231788 Switched to recursive tree generation and recursive culling algorithm for massive performance wins 2021-03-07 14:25:00 +00:00
Joshua Barretto
6f11c4c5c7 Added tree benchmarks 2021-03-07 14:25:00 +00:00
ccgauche
2f68a565d4 Fixed branch flattening 2021-03-07 14:25:00 +00:00
ccgauche
cf91358f40 Fixed canopy problem + Added iteration constant 2021-03-07 14:25:00 +00:00
ccgauche
0eaf8492a5 Removed unsafe from finvsqrt 2021-03-07 14:25:00 +00:00
ccgauche
454d9d0b75 Quite a lot of optimisations 2021-03-07 14:25:00 +00:00
ccgauche
37f9fba023 Simplified generation and fixed some tree cliping issues 2021-03-07 14:25:00 +00:00
ccgauche
bbc64b4ead New generation for trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
9d1a03504c Fixed clipping issues, faster generation 2021-03-07 14:25:00 +00:00
ccgauche
7f3ba0eaca New generation for trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
0745514174 Prevented trees from being too sparse 2021-03-07 14:25:00 +00:00
Joshua Barretto
4bcf9e7a63 More sparse, faster trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
6dd0f73c2d Fixed clipping issues, faster generation 2021-03-07 14:25:00 +00:00
Joshua Barretto
82a25e49ef Began integrating procgen trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
23f0dfb078 Began work on new sites 2021-03-07 14:25:00 +00:00
Joshua Barretto
272ca41b9e Reduced bridge artifacts 2021-03-07 14:25:00 +00:00
Joshua Yanovski
7146ff2676 Merge branch 'sharp/bump-vek' into 'master'
Bring vek up to date so we can bump rustc (hopefully).

See merge request veloren/veloren!1848
2021-03-04 12:56:05 +00:00
Joshua Yanovski
2dd7089e52 Bring vek up to date so we can bump rustc (hopefully). 2021-03-04 05:46:59 +01:00
Marcel Märtens
c681992367 Changelog:
-Savanna grasses now only spawn in the savanna and no longer bleed into desert and temperate biomes
-Cacti now only spawn in the desert and density of large cacti has decreased
-Dead bushes are largely unchanged and still spawn in both the savanna and desert with some bleed into temperate biomes
2021-03-03 15:06:34 +01:00
jshipsey
16720a6826 weapon/manifest tweaks 2021-02-27 10:44:55 -05:00
Sam
238fcaf5f1 Particle rebase fixes 2021-02-27 01:42:47 -05:00
jshipsey
8d316aac8c feedback adjustments 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
Snowram
1b9815dc34 Adds 3 new npcs, tusk ram new design 2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd full bipedsmall armor swaps 2021-02-27 01:42:46 -05:00
jshipsey
952a77f94d speedier weapons initial testing 2021-02-27 01:42:45 -05:00
jshipsey
e4e25e20c9 rebase 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
unknown
559ece5ede More npcs work 2021-02-27 01:42:45 -05:00
unknown
6f18d16aa2 Add new quadmeds npcs with rough offsets 2021-02-27 01:42:44 -05:00
Snowram
1172c2f2c3 Merge branch 'Sarrakitty/OceanFlora' into 'master'
added coral reefs, kelp forests, and seagrass

See merge request veloren/veloren!1819
2021-02-27 01:52:33 +00:00
Sarra
fff194dfbf coral and kelp, cargo fmt 2021-02-25 23:47:38 -05:00
Sarra
02eb76416f tweaking coral models and seagrass spawns 2021-02-25 23:39:41 -05:00
Sarra
1d4b8d4d99 correcting formatting and removing commented out code that wasn't supposed to be there 2021-02-25 20:41:57 -05:00
Sarra
f39f5ab5d3 added coral reefs, kelp forests, and seagrass 2021-02-25 05:33:18 -05:00
Sam
b0b4a07b9e Bows 2021-02-24 20:37:43 -05:00
Sam
ee5c9d78ca Swords 2021-02-24 18:54:06 -05:00
Snowram
4078eeb877 Various fixes to object animation, cleanup 2021-02-21 19:56:46 +01:00
Snowram
775224983b Initial turret implementation 2021-02-21 18:23:54 +01:00
Sam
341affdae2 Added hands field to all ron files of weapons.
Removed weapons that were duplicated in weapons and npc_weapons from npc_weapons.
Added migration to convert npc_weapons that ended up in anyone's inventory to weapon version.
Consolidated debug boost and possess sticks into one debug_stick, and renamed the admin sword (with name cultist_purp_2h_boss-0) to admin_sword
2021-02-19 17:30:20 -05:00
Caelan
dda4931f46 Clean and update dependencies
* Remove tweak feature
 * Remove const-tweaker
 * Update tiny_http
 * Update bitvec to 0.21.0
 * Downgrade euc to avoid conflict with vek 0.12.0
 * Require exactly vek 0.12.0
 * Update all other dependencies automatically based on these changes
 * Update gilrs to latest at the request of Ada Lovegirls
 * Update meshing benchmarks to new criterion API
2021-02-17 01:27:06 -08:00
Synis
a29ce3c428 Waypoints are no longer placed underwater 2021-02-16 13:23:12 +01:00
Lippy13
b64fc5e822 Fix #689 - dungeon without stairs to boss floor 2021-02-16 00:54:44 +00:00
Joshua Barretto
8ece00d6c6 Merge branch 'snowram/fix-staicases-lights' into 'master'
Fixes lights positions and orientations in staircases

See merge request veloren/veloren!1776
2021-02-14 01:17:53 +00:00
Snowram
f1f6a12718 Fixes lights positions and orientations in staircases 2021-02-13 22:27:37 +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
6ac52daeae Refactor, addresses more comments 2021-02-10 00:34:37 +01:00
Snowram
477bdfdfe7 Adresses some comments, various visual tweaks 2021-02-10 00:30:23 +01:00
Snowram
02f446fe4b Adds lights to dungeons 2021-02-10 00:30:23 +01:00
Scott Williams
ae22a98167 Added a miniboss loot table for the stonework defender, made damaged bag, glider, and root of evil mindflayer exclusive drops. 2021-02-07 19:04:20 +00:00
jiminycrick
8b97199245 Update rand dependency 2021-01-26 20:35:08 -08:00
Joshua Barretto
58c69980b1 Merge branch 'synis/fix-cave-rng' into 'master'
Fixes #935 - deterministic sprite placement in caves

Closes #935

See merge request veloren/veloren!1721
2021-01-24 17:17:02 +00:00
Monty
7cbf946a65 6 new sceptres, add DPS display to tooltips 2021-01-23 23:10:36 +01:00
dryadee
f064033bb4 Fixes #935 - deterministic sprite placement in caves 2021-01-23 21:14:07 +01:00
Rotsuoy
994677a4d0 Rotsuoy/savanna grass 2021-01-23 07:46:54 +00:00
Sam
d2f3c1dd25 Restores difficulty to mindflayer fight. Made various tweaks to skillset builder functions. 2021-01-21 14:56:24 -05:00
Acrimon
9f16a946ee
update a few deps 2021-01-20 15:53:58 +01:00
Sarra Kitty
e7d852835c Sarrakitty/rotsys item sprites 2021-01-19 18:23:44 +00:00
jiminycrick
3d44ac2c35 Humanoid skill config and AI skill check
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00
Sam
6ce422748c Added SkillSetConfig to specify skill sets for npcs. 2021-01-19 08:07:55 -05:00
Sam
cb3e44a811 Health can now be scaled for npcs again. 2021-01-19 08:07:40 -05:00
Marcel Märtens
6390e758d4 fix clippy in all examples.
added a ignore for plugins, as we cannot remove the `Result<>` type, it is necessary
2021-01-13 15:06:04 +01:00
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
jiminycrick
aceac9e205 Upgrade noise eliminating old rand dependency 2021-01-05 10:10:47 -08:00
ubruntu
ae366e03c5 Reduced downward fall of birds, Humanoid travelers no longer visit dungeons, birds only travel between dungeons 2021-01-05 01:04:01 +00:00
Benoît du Garreau
989683d2d3 Improve world::Index 2020-12-17 12:08:04 +01:00
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
jiminycrick
60d5d62eef Switched to hashbrown everywhere 2020-12-17 10:31:35 +01:00
Marcel Märtens
e8003a44dd update specs 2020-12-16 14:31:16 +01:00
Marcel Märtens
e3307344ab get rid of some insecure dependencies 2020-12-16 10:42:36 +01:00
Marcel Märtens
107fd432f5 update further crates 2020-12-16 08:56:21 +01:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Joshua Barretto
316bddbf30 Prevented towns destroying trees, rocks, other towns, etc. 2020-12-11 16:53:21 +01:00
Monty Marz
f2ba7cc297 add baobabs, fix map difficulty, make mushrooms lootable 2020-12-10 18:06:29 +01:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Snowram
526d3bd035 Vacations are never over 2020-12-08 23:03:40 +01:00
Snowram
72d73ecd38 Initial fish work 2020-12-08 23:03:38 +01:00
Joshua Barretto
e5ebbd31fa Began using Grid<T> for LoD data 2020-12-05 11:20:25 +00:00
Marcel Märtens
ca1601a980 Change the version number to 0.8 2020-11-28 11:25:58 +01:00
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
Christof Petig
4563cb40ce use iter once.chain(once).flatten trick to deduplicate SiteInfo generation 2020-11-23 23:28:21 +01:00
Christof Petig
49d7c40bec Remove the last remnants of the site circle and cave map drawing code 2020-11-23 19:54:56 +01:00
Christof Petig
11f9d71fde fix clippy: One argument is no longer needed 2020-11-23 19:17:19 +01:00
Christof Petig
813f63a1e5 remove cave lines from the map, also remove remnants of the colored site circles 2020-11-23 19:07:11 +01:00
Christof Petig
921022638c Display names for caves (identical on both ends) 2020-11-23 19:05:43 +01:00
Christof Petig
a3db20c9d6 Show caves in map 2020-11-23 19:05:17 +01:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Snowram
6215682619 Temp loot tables 2020-11-23 10:58:22 +00:00
Joshua Barretto
deda202b5a Prevent wildlife spawning in towns 2020-11-23 10:58:22 +00:00
Joshua Barretto
765a1ca17b Switched light map iteration order, fire bowls in dungeons 2020-11-23 10:58:21 +00:00
Snowram
b7a33c56cc Add basic guards to towns 2020-11-23 10:58:21 +00:00
Snowram
8885efd702 Adds (mini)bosses spawns 2020-11-23 10:58:21 +00:00
Joshua Barretto
55c6966ad9 Fewer trees near obstacles 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
Snowram
6e51967079 Dungeon tweaks 2020-11-23 10:58:21 +00:00
Snowram
0737c71749 Adds new cultist armors, defines loadouts for dungeons 2020-11-23 10:57:57 +00:00
Joshua Barretto
df1b19ed64 Light/glow temporal interpolation hack 2020-11-23 10:57:57 +00:00
Snowram
3bcffe1bf7 Assigns spawned npcs loadout with new method 2020-11-23 10:57:56 +00:00
Monty Marz
b950447bed added enum for different dungeon enemies 2020-11-23 10:57:56 +00:00
Monty Marz
95d300c0e2 remove level 6 dungeons 2020-11-23 10:57:56 +00:00
Joshua Barretto
b30dfd1539 sync 2020-11-23 10:57:56 +00:00
Joshua Barretto
93a86a951e Tweaked default graphics settings 2020-11-23 10:57:56 +00:00
Joshua Barretto
7850b0bcaf Added site names, dungeon difficulty, better explosions 2020-11-23 10:57:55 +00:00
Treeco
f78b165320 Replaced placeholder willow generating conditions 2020-11-23 10:57:16 +00:00
Joshua Barretto
579bdcf10e Forest soil undulation, better acadia placement 2020-11-23 10:57:15 +00:00
Monty Marz
99b3a4465a WIP map zooming and dragging 2020-11-23 10:57:15 +00:00
Joshua Barretto
28b0a00b44 Removed per-level dungeon waypoints 2020-11-23 10:57:14 +00:00
Joshua Barretto
49df604de0 Better scattering and scatter (of both varieties) 2020-11-23 10:45:02 +00:00
Monty Marz
1864f4626c map icons 2020-11-23 10:45:01 +00:00
Joshua Barretto
de685b00b2 Improved water pathfinding 2020-11-23 10:45:01 +00:00
Joshua Barretto
d4d4f17d3c Added world map size icons 2020-11-23 10:45:01 +00:00
Joshua Barretto
22fb71905b Added rtsim entities moving when unloaded, better generation 2020-11-23 10:45:01 +00:00
Joshua Barretto
25c50de347 Return of the cacti 2020-11-23 10:37:59 +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
Joshua Barretto
808d1873bd Began implementing rtsim 2020-11-23 10:37:59 +00:00
Joshua Barretto
3ee4245652 Added test poles, minor improvements 2020-11-23 10:37:59 +00:00
Monty Marz
8235e94aa4 Conversion to struct to please clippy 2020-11-21 15:42:43 +01:00
Snowram
a939eac30d Refines spawn values, add gradients to debug_column 2020-11-21 14:33:35 +01:00
Snowram
febe79e602 Added remaining creature spawns 2020-11-21 14:33:33 +01:00
Joshua Barretto
2ae51de7f0 Added more creature spawns 2020-11-21 14:33:32 +01:00
Joshua Barretto
97ec94fd3d Initial NPC region spawning work 2020-11-21 14:33:30 +01:00
Snowram
d98bfa72ad Improves bipedlarge and theropod anims, balance tweaks 2020-11-19 00:56:50 +01:00
Snowram
a773fd602a Makes mindflayers spawn in dungeons 2020-11-19 00:53:21 +01:00
Snowram
9bfccd42d3 Adds new animals 2020-11-19 00:53:02 +01:00
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
a684bc90fd Quadraped footsteps and songs in biomes 2020-11-18 13:31:12 -08:00
jiminycrick
bc1059610b More clippy fixes 2020-11-18 13:31:12 -08:00
jiminycrick
ea1bc2941b Clippy fixes 2020-11-18 13:31:12 -08:00
jiminycrick
9b759efe41 Snow footsteps 2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974 River water sfx 2020-11-18 13:31:12 -08:00
jiminycrick
c8d79b0b0e Dungeon and cave specific music 2020-11-18 13:31:12 -08:00
Monty Marz
0e072f72cc frost cleaver
velorite mage set

offsets
armor stats
2020-11-10 21:43:45 +00:00
Joshua Barretto
bce6195479 Added birch forest 2020-11-09 22:59:41 +00:00
Joshua Barretto
b09148abee Updated changelog, removed old models 2020-11-09 17:19:29 +00:00
Joshua Barretto
962f0ec812 Better snow effects for non-trees 2020-11-09 17:09:33 +00:00
Joshua Barretto
b0f7cdfe66 Reduced oaks in desert 2020-11-09 16:28:57 +00:00
Joshua Barretto
d9550ddebd Better pine forests by shifting average oak temperature 2020-11-09 16:22:47 +00:00
Joshua Barretto
71718d9c98 Better humidity, better snow trees 2020-11-09 15:06:37 +00:00
Joshua Barretto
3f02aa5134 Removed more redundant code, desert dunes, better bridges 2020-11-09 10:20:22 +00:00
Joshua Barretto
1036ce8c7e Abandon tree generation when outside bounds 2020-11-09 10:20:22 +00:00
Joshua Barretto
9b233708e2 Turned tree generation into a post-processing layer, ripped out old tree generator for performance wins 2020-11-09 10:20:22 +00:00
Joshua Barretto
647dcb2fec Switched path generation to canvas 2020-11-09 10:20:22 +00:00
Marcel Märtens
40f5afc2b0 ci cleanup, dependency update 2020-11-06 14:34:42 +01:00
Monty Marz
ca932f6c15 easier to get minor potions
increase cost of a minor potion to 4 apples
2020-11-06 01:08:32 +01:00
Marcel Märtens
1b47913835 fix clippy after toolchain update 2020-10-26 22:30:51 +01:00
Marcel Märtens
153c6c3b13 Fixing Tarpaulin isn't easy.
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
 - need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
 - use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
 - update conrod to use modern copypasta 0.7
 - use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
 - adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
   It was called `convert_event`
 - make a `simd` feature which is default and introduce conditional compiling.
   AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
 - tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
2020-10-26 17:04:20 +01:00
Marcel Märtens
ff374eab59 create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition 2020-10-11 22:59:53 +02:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Forest Anderson
25ab132d73 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
7d6aebb316 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
Ben Wallis
b3dd8e8a02 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
5af5ceb1f9 Address review comments. 2020-09-27 17:06:46 +02:00
Joshua Yanovski
938039a56e 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
Snowram
fa2dd28587 Fixed various issues from better-things branch 2020-09-21 23:57:10 -04:00
Joshua Barretto
0ca42857fa Addressed review issues 2020-09-21 21:10:32 +01:00
Joshua Barretto
49d1b3df6d Improved docs 2020-09-20 11:46:12 +01:00
Joshua Barretto
ece4a01867 Improved representation of Block for better performance, more features, and better backwards-compatibility 2020-09-20 11:46:12 +01:00
Sam
e39770d1d9 Golem now spawns in dungeon. 2020-09-19 14:40:20 -05:00
jshipsey
5bb45a4861 spawn tweaks, improved odonto 2020-09-17 22:32:11 -04:00
jshipsey
cd6e1ad45f haul out the critter skele, add theropod 2020-09-17 22:32:10 -04:00
Ben Wallis
712f2e9c97 * Moved migrations to beginning of server initialisation
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
Joshua Barretto
0a29c6b6f4 Better grass density 2020-09-04 21:20:08 +01:00