Commit Graph

2947 Commits

Author SHA1 Message Date
juliancoffee
68aba856ec Cleaning 2021-09-27 23:21:57 +03:00
juliancoffee
7291d32209 Make ItemDrop component with Item again 2021-09-27 20:36:18 +03:00
juliancoffee
7576f632a8 Adress review
- Added comments on why Waypoint branch of NpcData is unreachable.
- Added comments on signature of get_adhoc_loadout.
2021-09-27 15:09:22 +03:00
juliancoffee
8af4cf1a37 Make Rtsim entity config work 2021-09-27 15:09:22 +03:00
Sam
27823ce8fa Rtsim now uses entity configs. 2021-09-27 15:09:22 +03:00
Sam
56b17e7141 Format fixes. 2021-09-27 15:09:22 +03:00
juliancoffee
2475b97918 Move loot tables to entity configs 2021-09-27 15:09:22 +03:00
Sam
09dd9b4813 Changed ItemDrop to use LootSpec 2021-09-27 15:09:22 +03:00
Marcel
cea927efb6 Merge branch 'xMAC94x/update-toolchain' into 'master'
update toolchain to `nightly-2021-09-24`

See merge request veloren/veloren!2862
2021-09-26 19:25:02 +00:00
Samuel Keiffer
ea2fa5f110 Merge branch 'sam/cr-weights' into 'master'
Changed weights of cr calculation and exp from cr formula.

See merge request veloren/veloren!2875
2021-09-26 18:21:56 +00:00
Sam
aa7c183862 Condense assignment of variables 2021-09-26 13:51:27 -04:00
Imbris
67e3b87717 Add note on a clippy suppression pointing to relevant clippy issue 2021-09-26 11:24:30 -04:00
Seth
d42d9166a1 Reduce duplication in glider asset identifiers 2021-09-26 13:49:49 +00:00
Sam
c62162c2d3 Changed weights of cr calculation and exp from cr formula. 2021-09-25 21:52:20 -04:00
Sam
942376f88c Made poise a float at interface of module. 2021-09-25 14:07:47 -04:00
Marcel Märtens
e36eef99c8 apply some clippy fixes that comes with the new toolchain version 2021-09-24 23:18:18 +02:00
Marcel Märtens
2a82405df2 update toolchain to nightly-2021-09-24 2021-09-24 23:18:07 +02:00
Sam
0e5e2b46f2 Changed energy to internally use an integer with a high resolution, and externally to use a float. 2021-09-23 14:11:09 -04:00
Snowram
76d41aa340 Removes flame wyvern from RTsim pool until proper introduction 2021-09-22 20:59:04 +02:00
Joshua Barretto
4e61e5a04f Revert "Merge branch 'ubruntu/trade-fix-part3' into 'master'"
This reverts merge request !2866
2021-09-22 11:45:54 +00:00
Samuel Keiffer
0b477ec9af Merge branch 'snowram/projectile-offsets' into 'master'
Set projectile offsets in states instead of globally

See merge request veloren/veloren!2855
2021-09-22 01:55:39 +00:00
Snowram
5838a84568 Consolidates projectile offsets into utils 2021-09-22 03:05:57 +02:00
ubruntu
33526afe5a Trade Fix III: Revolutions 2021-09-21 23:16:00 +00:00
Snowram
9c2ce83430 Set projectile offsets in states instead of globally 2021-09-22 01:07:09 +02:00
Samuel Keiffer
576f2a6e9f Merge branch 'wolfshaman/fixing_1328_set_waypoint_when_on_ground_and_not_going_down' into 'master'
fixing_1328_set_waypoint_when_on_ground_and_not_going_down

See merge request veloren/veloren!2832
2021-09-21 22:16:08 +00:00
Justin Shipsey
2c3640b527 Merge branch 'snowram/wyvern' into 'master'
Snowram/wyvern

See merge request veloren/veloren!2847
2021-09-21 14:20:33 +00:00
Marcel
daa93a6d16 Merge branch 'juliancoffee/aim_bombs' into 'master'
Aimed bombs

See merge request veloren/veloren!2865
2021-09-21 14:18:31 +00:00
Snowram
7a73e4240b Bird large beam offset hack 2021-09-21 15:31:43 +02:00
juliancoffee
6e2f9be13f Allow aiming bombs 2021-09-20 22:29:25 +03:00
Marcel Märtens
88685cc016 update crates 2021-09-20 14:39:01 +02:00
Ben Wallis
d665ce329d * Added new Admin Commands window to egui, including Give Items and Kits sections
* Added widgets.rs to egui for reusable widgets
* Added filterable_list egui widget
* Reworked DebugShapeAction to be a more generic EguiAction which now allows for ChatCommands (used by admin tools) as well as DebugShape drawing requests.
* Fixed egui event handling so that typing/clicking within egui windows now correctly doesn't pass these events onto the game itself
* Removed /give_item limit for stackable items
2021-09-18 16:17:42 +01:00
juliancoffee
f810af4eec Rename EntityInfo level field to health_scaling 2021-09-17 20:12:42 +03:00
juliancoffee
4e3fb87526 Adress review
- Rename Collider::get_radius to bounding_radius
- Check origin difference in CapsulePrism with EPSILON * 10.0 instead of
  magic 0.00001
- Add comments for closest_points, hardnened expression against NaNs
- Add comments to try_e2e_collision function, renamed to
  resolve_e2e_collision, make it return whether collision was triggered.
- Remove Collider::Box (it is Cylinder, which is subset of CapsulePrism
  with p0=p1=Vec2::zero())
2021-09-17 13:28:34 +03:00
juliancoffee
c069a3523d Fix beam offsets
- Introduce notion of min and max radius for Body instead of old
  `radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00
juliancoffee
eeb3bec8ad Refactor implementation of e2e collision
+ Add some hopefully helpful comments
+ Extract colliding tries to separate function
+ Move to Capsule + Cylinder collider combination instead of Capsule +
  Capsule.
2021-09-17 13:28:34 +03:00
juliancoffee
d86c9f2678 Remove body::Shape enum, make npc use CapsulePrism 2021-09-17 13:28:34 +03:00
juliancoffee
3b308a3f6f Add CapsulePrism collider variant
+ Add placeholder physics collision implementation as copy of cylinder
  Box collider.
+ Display it with debug hitboxes.
2021-09-17 13:28:34 +03:00
ubruntu
56f26dc3a8 Another trade fix 2021-09-16 22:06:30 +00:00
Sam
99981338bb Fixed exp fix mistake and fixed lava, campfire, and bomb damage. 2021-09-15 08:32:44 -04:00
Sam
c4c4318ac0 Fixed fall damage and sceptre regen. 2021-09-14 06:53:01 -04:00
ubruntu
8eb61192fd Fix trade/merchant bugs 2021-09-14 07:31:06 +00:00
wolfshaman
d321d1aad4 fixing_1328_set_waypoint_when_on_ground_and_not_going_down 2021-09-13 16:51:02 -04:00
Samuel Keiffer
73d3d3e4bb Merge branch 'sam/health-float' into 'master'
Turned Health into a Float

See merge request veloren/veloren!2824
2021-09-13 15:23:18 +00:00
Sam
85f4e66337 Addressed MR 2824 comments 2021-09-10 15:20:14 -04:00
Marcel Märtens
7913e6a9ba Change the version number to 0.11 2021-09-10 20:19:17 +02:00
Monty Marz
1d94adc2e1 0.11 Background images and more 2021-09-10 08:34:01 +00:00
Sam
42012fddcb Overhauled health component, making it a float to outer interfaces. 2021-09-09 00:10:17 -04:00
Joshua Barretto
78fce06b47 Allowed players to assist NPCs in fights without problems by tweaking aggro rules 2021-09-08 13:17:53 +01:00
Aleksandr Nariadchikov
3f31f07cc2 [#1251] Code style refactoring 2021-09-06 20:33:08 +03:00
Aleksandr Nariadchikov
c22104ea56 [#1251] Mutable variables are removed. For killing checking non players without alignments as well as with it. 2021-09-06 19:31:12 +03:00
Aleksandr Nariadchikov
75bbe619fd [#1251] /kill_npcs admin command does not kill player's pets now without additional argument "--also-pets" 2021-09-06 18:21:32 +03:00
Xeriab Nabil
c9e2293a6c Server: Fix character deletion mentioned in #1327 2021-09-06 16:02:41 +03:00
jshipsey
3c623c6801 address comments, boost village pop, lower raid chance 2021-09-06 00:01:26 -04:00
Khalid Ali
cbc6cdfad1 Use unreachable instead of panic 2021-09-05 18:13:20 -05:00
Khalid Ali
a0b78ffd16 Add RepeaterRanged and fix scaling ChargedRange 2021-09-05 18:03:54 -05:00
Khalid Ali
871a1ccbfc Set direction using character state 2021-09-05 17:07:09 -05:00
Sam
9675d2b45a Cultists no longer attack the starting town. 2021-09-05 11:36:40 -04:00
Joshua Barretto
896d9299e5 Merge branch 'ubruntu/fix-dungeon-loot-fallback' into 'master'
fix BipedSmall NPCs using fallback loot table

See merge request veloren/veloren!2809
2021-09-04 18:53:55 +00:00
Joshua Barretto
003b9f57ce Merge branch 'juliancoffee/pvp_command' into 'master'
Implement /battlemode command and more

See merge request veloren/veloren!2787
2021-09-04 18:37:01 +00:00
juliancoffee
670e29a286 Better formatting 2021-09-04 20:56:55 +03:00
juliancoffee
3cf9d0cdb0 Adress review:
- explanation of what pvp/pve means in /battlemode help
- check for radius from town instead of town in chunks (because it count
  plant fields, which is kinda meh)
- better error displaying
2021-09-04 20:38:53 +03:00
Bryant Deters
f8c54cbd05 added a bipedsmall variant to loot fallback 2021-09-04 12:11:09 -05:00
Sam
261fd562dc Raiders raid less often, raid for less time, and sit at their home for longer. 2021-09-04 12:42:42 -04:00
Sam
f65b3a094d Cultists now properly raid villages. 2021-09-04 12:25:04 -04:00
Sam
f198349f61 Attempt at getting raiders to wander around village once they get there. 2021-09-04 01:10:57 -04:00
Sam
e75156e052 Hacky raid mechanics for cultist raiders. 2021-09-04 00:34:30 -04:00
Sam
57ba9a0300 Cultist enemies are now spawned by rtsim. 2021-09-04 00:05:48 -04:00
Sam
311fb251c1 Allowed specifying that rtsim entities spawn at a particular site. 2021-09-03 23:34:24 -04:00
juliancoffee
43d40c4efc Workaround of bug with global Player component
* Set default value of battle_mode and last_battlemode_change explicitly
if isn't found in battlemode_buffer
2021-09-04 02:29:02 +03:00
juliancoffee
844e93e67b Improve UX of /battlemode 2021-09-04 01:41:48 +03:00
juliancoffee
1baa9e9879 Add in-memory persistence for battlemode changes 2021-09-04 01:41:48 +03:00
juliancoffee
fbe745fe1e Cooldowns
- Add last_battlemode_change to Player component
- check on last_battlemode_change in handle_battlemode
- set last_battlemode_change after setting battlemode
- still are not persisted in any way
2021-09-04 01:41:48 +03:00
juliancoffee
85e8c50d35 Fix town detection 2021-09-03 17:28:34 +03:00
juliancoffee
1838d151f5 Make it compile without feature(worldgen)
+ move settings check to toggling mode segment
2021-09-03 17:28:34 +03:00
juliancoffee
68a4b269d2 Allow changing mode only with enabled settings
- send warning in force mode
2021-09-03 17:28:34 +03:00
juliancoffee
3fd573f1ec Allow changing battle_mode only in towns 2021-09-03 17:28:34 +03:00
juliancoffee
338e81de10 Deduplicate pvp-checks 2021-09-03 17:28:34 +03:00
juliancoffee
2e79c61123 Implement /battlemode_force command
+ add placeholder for /battlemode command (currently can only show your
  battle mode)
2021-09-03 17:28:34 +03:00
juliancoffee
f01309dfc2 Add PerPlayer server flag for BattleMode 2021-09-03 17:28:34 +03:00
juliancoffee
6b0d016418 Don't forget about pets in PvP checks 2021-09-03 17:28:34 +03:00
Marcel
970d57f905 Merge branch 'juliancoffee/skill_boost_rework' into 'master'
ECS & Diary info synchronization

See merge request veloren/veloren!2771
2021-09-02 16:04:23 +00:00
ubruntu
bbc366e1b3 NPCs can drop nothing 2021-09-01 23:17:36 +00:00
Knightress Paladin
f49dc2191d Make parrying refund the block stamina cost and cancel the recover animation 2021-08-31 23:46:33 -07:00
Sam
156820cd5c Chest sprite interact kind changed to only check that sprite is a container rather than matching on every 'chest-like' sprite. 2021-08-31 13:57:17 -04:00
Sam
c66e1b3a56 Removed distance check from sprite colelction event handling as it is already checked when entering state. 2021-08-31 13:37:56 -04:00
Sam
44c3b0f153 Added attack hook event, attacks now cancel item use and sprite interaction. 2021-08-31 13:37:32 -04:00
Joshua Barretto
6f15233448 Fixed first-person zoom, added fixation to allow more precise mouse movement when zoomed 2021-08-31 13:31:52 +01:00
Joshua Barretto
0b1a820762 Make arrows 'bonk' hanging sprites 2021-08-31 13:31:27 +01:00
Joshua Barretto
643807e5ff Multiple color gradient options 2021-08-29 13:57:36 +01:00
juliancoffee
9211b4a00a Inline skills::Boost to voxygen code 2021-08-26 14:49:52 +03:00
juliancoffee
54cb990d52 Move to one SKILL_MODIFIERS constant 2021-08-26 14:49:52 +03:00
juliancoffee
b1bac83319 SkillTreeModifiers data structs 2021-08-26 14:49:52 +03:00
Joshua Barretto
f9580a576c Fix warning agents not switching aggro on attack 2021-08-24 23:17:52 +01:00
ubruntu
20e33f5575 Split up iteration of rtsim entities each tick 2021-08-23 21:49:32 +00:00
Marcel
30c446f8ee Merge branch 'ubruntu/npcs-ignore-when-busy' into 'master'
Prevent NPCs from being chat spammed

Closes #1301

See merge request veloren/veloren!2780
2021-08-23 07:48:34 +00:00
Bryant Deters
5983c87120 Check for existing target before initiating interaction 2021-08-21 22:28:26 -05:00
Ben Wallis
08d8b01a2a Merge branch 'xvar/fix-add-admin-message' into 'master'
Fixed the message shown when adding an admin or moderator to show the correct role

See merge request veloren/veloren!2777
2021-08-21 15:40:27 +00:00
Ben Wallis
0c55b7b4b3 Fixed the message shown when adding an admin or moderator to show the correct role 2021-08-21 15:43:33 +01:00
Samuel Keiffer
4d62b9b937 Merge branch 'ygor/combat-rating-all-stats' into 'master'
Use all armor stats to calculate combat rating

Closes #1285

See merge request veloren/veloren!2770
2021-08-20 21:16:05 +00:00
Marcel Märtens
fc98213996 simd must be last till we have a propper vek crate update 2021-08-20 12:44:46 +02:00
Ben Wallis
9e35f5ec33 Explosions no longer change block colours within the radius of a safe zone. Doubled the radius of the safe zone in the /home town. 2021-08-20 09:00:55 +01:00
Ygor Souza
54c3adf9af Use all armor stats to calculate combat rating
- Added terms to account for poise (stun resistance), max energy bonus,
  energy reward bonus, and crit power.
- The weights were chosen to yield roughly the same CR for each of the 3
  types of armor in the same tier.
- Weapon rating multiplied by a constant to keep in the same order of
  magnitude as the other terms.
2021-08-16 19:59:54 +02:00
juliancoffee
09e8ee2b3f Remove giants 2021-08-16 18:15:01 +03:00
juliancoffee
e24cd2598d Implement /make_npc 2021-08-16 17:27:59 +03:00
juliancoffee
5941d6731c Refactor supplement evaluation to use NpcData 2021-08-16 17:27:59 +03:00
juliancoffee
e9dde3ecec Add MakeNPC admin command 2021-08-16 16:45:36 +03:00
Imbris
1fd25c22dd Merge branch 'juliancoffee/explode_vines' into 'master'
Make Fireballs explode EnsnaringVines

See merge request veloren/veloren!2758
2021-08-14 19:09:05 +00:00
Joshua Barretto
87851293c2 Improved aggro system to reduce hyper-focused enemies 2021-08-14 11:09:33 +01:00
Joshua Barretto
c2498d81c7 Added feature flag for terrain persistence 2021-08-12 10:48:00 +01:00
Joshua Barretto
738e59965f Added experimental terrain persistence 2021-08-12 10:26:20 +01:00
juliancoffee
86b9e2d8e6 Make Fireballs explode EnsnaringVines 2021-08-12 01:25:55 +03:00
juliancoffee
3ac74a8259 Implement /kit all and a bit of refactoring
+ notifying about sucessful kit application
+ notifying about case with insufficient space
+ handle case where you don't have enough free slots
+ handle quantity of non-stackable items
+ add test for items in kit manifest
2021-08-10 13:28:38 +03:00
Ben Wallis
7039bf7a0c Fixed issue caused by Uid component being removed too soon on logout 2021-08-08 14:59:11 +01:00
juliancoffee
f16f8182cd Add FIXME about Staff flamethrower 2021-08-08 00:41:39 +03:00
juliancoffee
a7922336ea Expose beam_offsets to AI 2021-08-08 00:33:43 +03:00
juliancoffee
edd37ad491 Agent code TODO-s 2021-08-05 21:07:45 +03:00
Joshua Barretto
31a49d26a9 Added action timer system for agent code 2021-08-04 14:04:56 +01:00
Joshua Barretto
8822c6409e Fix pets without agency 2021-08-04 00:22:03 +01:00
juliancoffee
4766450258 Avoid negative bounds in harm checks
* disallow_harm -> allow_harm to avoid negative reasoning since it mostly
requires double negation in code
* allow_harm -> may_harm to specify side-effect free
2021-08-03 18:57:53 +03:00
juliancoffee
44916383c6 continue -> filter_map to handle new players 2021-08-03 16:43:56 +03:00
juliancoffee
d9e2d501cd Prettify server/sys/msg/register.rs 2021-08-03 16:43:56 +03:00
juliancoffee
497a94cd7a Post review refactoring
* inline `target_dodging` into struct declaration as they are named
anyway
* move `avoid_harm` check out of `Attack::apply_attack` so we don't need
to pass whole Player component.
* another cosmetic things
2021-08-03 16:43:55 +03:00
juliancoffee
9300353c98 Use emitter.emit() in server/sys/msg/register 2021-08-03 16:43:55 +03:00
juliancoffee
c7fdb640ac Cleaning 2021-08-03 16:42:58 +03:00
juliancoffee
7d4a8cbfa4 Add battle_mode server setting and player flag 2021-08-03 16:42:58 +03:00
Knightress Paladin
b338abd761 Fix up comments relating to AI logic 2021-08-02 22:38:16 -07:00
Knightress Paladin
8dd2202e1a Restyle logic in Staff AI 2021-08-02 16:22:40 -07:00
Knightress Paladin
a6acdbbfa7 Used adjusted_by_skills to correctly calculate ability values 2021-08-02 16:22:40 -07:00
Knightress Paladin
e87bfae5cd Allowed staff AI to queue shockwave if occupied by animation 2021-08-02 16:22:40 -07:00
Knightress Paladin
38432cc880 Restructured logic for staff AI 2021-08-02 16:22:40 -07:00
Joshua Barretto
45f94b0bce Better Agent API 2021-08-02 13:08:39 +01:00
Ludvig Böklin
400734cc0a Fix gliderwield downhill run jitter 2021-08-01 11:20:46 +00:00
Joshua Barretto
f51c4ed860 Merge branch 'zesterer/menacing' into 'master'
Added menacing, made agent code less hacky

See merge request veloren/veloren!2707
2021-08-01 00:27:02 +00:00
Joshua Barretto
da691cbf60 Merge branch 'imbris/small-fix' into 'master'
Fix typo in log message and remove prefixed '_' from a few used variables

See merge request veloren/veloren!2703
2021-07-31 21:54:25 +00:00
Joshua Barretto
422e1c30f4 Added menacing, made agent code less hacky 2021-07-31 20:33:28 +01:00
Imbris
119c72f5d8 Fix typo in log message and remove prefixed '_' from a few used variables 2021-07-30 22:10:12 -04:00
Monty Marz
14eb0f9aa2 Remove sceptre, add swords 2021-07-29 22:38:35 +00:00
Joshua Barretto
aa3ede79c1 Prevented mountable pets 2021-07-29 19:04:07 +00:00
Marcel
680492cea6 Merge branch 'juliancoffee/entity_refactor' into 'master'
Improve terms of EntityConfig and LoadoutBuilder

See merge request veloren/veloren!2688
2021-07-28 23:19:04 +00:00
Ben Wallis
01ca6911a9 * Pets are now saved on logout and spawned with the player on login
* Pets now teleport to their owner when they are too far away from them
* Limited the animals that can be tamed to `QuadrupedLow` and `QuadrupedSmall` to prevent players taming overly powerful creatures before the pet feature is further developed
* Added `Pet` component used to store pet information about an entity - currently only used to store the pet's database ID
* Added `pet` database table which stores a pet's `body_id` and `name`, alongside the `character_id` that it belongs to
* Replaced `HomeChunk` component with more flexible `Anchor` component which supports anchoring entities to other entities as well as chunks.
2021-07-28 22:36:41 +00:00
Tavo Annus
63be9297e7 Combine multiple inventory loading queries into single reccursive query 2021-07-28 21:11:57 +00:00
juliancoffee
14ac9a8b4e Improve terms of EntityConfig and LoadoutBuilder
* rename LoadoutBuilder::new to LoadoutBuilder::empty
* remove LoadoutBuilder::default as Default makes no sense here
* move comments from template.ron to EntityConfig struct
* add FIXME comments to split EntityConfig into EntityBase and
EntityExtension
2021-07-28 19:19:10 +03:00
Sam
f164d6036e Made swapping equipped weapons a server event instead of being called in common to prevent server-client desyncs. 2021-07-25 18:30:17 -05:00
Joshua Barretto
37077b5703 Merge branch 'Resolve-unused-clippy-supressions' into 'master'
Resolve unused clippy supressions

See merge request veloren/veloren!2673
2021-07-24 20:44:06 +00:00
Dr. Dystopia
70d0840e96 Resolve unused '#[allow(clippy::unnecessary_wraps)]' error supressions 2021-07-24 20:14:26 +02:00
Dr. Dystopia
1ac3d1b761 Resolve unused '#[allow(clippy::same_item_push)]' error supressions 2021-07-24 20:08:08 +02:00
Joshua Barretto
6fa3ac610b Merge branch 'aweinstock/fix-waypoint-2' into 'master'
Further improve handling of underground waypoints:

See merge request veloren/veloren!2665
2021-07-24 17:59:58 +00:00
Avi Weinstock
5dd56b724c Rename find_space_opt to try_find_space. 2021-07-24 13:09:10 -04:00
Joshua Barretto
c7f14d300f Merge branch 'zesterer/cmd' into 'master'
Properly fixed command parsing

See merge request veloren/veloren!2666
2021-07-24 15:15:58 +00:00
Joshua Barretto
4bfc92c65d Changed singleplayer map for a better default experience 2021-07-24 11:56:08 +01:00
Joshua Barretto
0cb524d8d6 Properly fixed command parsing 2021-07-23 17:33:31 +01:00
Samuel Keiffer
85b9f70469 Merge branch 'knightresspaladin/fix-circle-charge' into 'master'
Fixed CircleCharge and buffed Rugged Hide droppers

See merge request veloren/veloren!2613
2021-07-23 14:56:36 +00:00
Avi Weinstock
ca10d89068 Further improve handling of underground waypoints:
- Set the waypoint to the valid position after chunk load, so that respawns work.
- Search for the nearest valid surface before falling back to the top of the chunk, so that waypoints inside caves/buildings work.
2021-07-22 23:03:52 -04:00
Marcel
e9f6ae6b37 Merge branch 'xMAC94x/job_metrics' into 'master'
implement slowjob metrics to measuere time in queue and execution time

See merge request veloren/veloren!2654
2021-07-22 19:17:30 +00:00
Marcel Märtens
7d93d907f6 implement slowjob metrics to measuere time in queue and execution time 2021-07-22 19:31:21 +02:00
juliancoffee
a03992a236 Wake birds up
* give large rtsim birds their default main tool which allows them to
use AI tactics
* force entities to fly on critical failing velocities to avoid suicide
2021-07-22 18:00:22 +03:00
Knightress Paladin
a97546dbff Removed aimbot from ChargeMelee and cleaned up variable typing 2021-07-18 23:12:55 -07:00
Knightress Paladin
081c6e5362 Fixed CircleCharge and buffed Rugged Hide droppers 2021-07-18 23:12:55 -07:00
Imbris
c16c83063f Reduce duplicate storage fetching since it has overhead 2021-07-18 15:09:37 -04:00
Snowram
fafb344404 Adds a liveness check for mounting 2021-07-18 15:04:02 -04:00
Jonathan Berglin
b15f426ee5 Resolve all approved error supressions 2021-07-18 17:11:46 +00:00
Samuel Keiffer
37147e2a83 Merge branch 'juliancoffee/overworld_assetization' into 'master'
Wildlife assetization

See merge request veloren/veloren!2591
2021-07-18 13:43:32 +00:00
Imbris
251c201604 Merge branch 'revert-eb08b6a1' into 'master'
Revert "Resolve all '#[allow(clippy::approx_constant)]' error supressions" and re-address the lint using just the PI constant

See merge request veloren/veloren!2639
2021-07-18 08:00:43 +00:00
Imbris
9c72333741 Revert "Merge branch..."
This reverts merge request !2608
2021-07-17 22:04:59 +00:00
Dr. Dystopia
dd84c320a3 Resolve all '#[allow(clippy::needless_return)]' error supressions 2021-07-17 21:47:17 +02:00
Dr. Dystopia
a98edaace9 Resolve all '#[allow(clippy::useless_conversion)]' error supressions 2021-07-17 16:55:11 +02:00
juliancoffee
6654c9e372 Fix bug with ignoring second_tool in EntityInfo 2021-07-17 15:37:30 +03:00
Imbris
eb999b2821 Merge branch 'aweinstock/fix-waypoint' into 'master'
Spawn players aboveground when using `/site` or when their waypoint is underground.

See merge request veloren/veloren!2612
2021-07-16 23:18:33 +00:00
Avi Weinstock
a4d6f0f3c1 Address MR 2612 review comments. 2021-07-16 17:46:48 -04:00
Samuel Keiffer
f38cde9d40 Merge branch 'knightresspaladin/healing-aura' into 'master'
Knightresspaladin/healing aura

See merge request veloren/veloren!2587
2021-07-16 21:32:03 +00:00
Avi Weinstock
c417e8c5b9 Defer repositioning until after chunks are generated normally, to reduce latency and avoid duplicate work. 2021-07-16 15:42:50 -04:00
Marcel
0492b8dc87 Merge branch 'savalige/ai_spacing' into 'master'
Issue #1153 - Improve combat AI spacing between Agents of the same Alignment

Closes #1153

See merge request veloren/veloren!2451
2021-07-16 16:40:27 +00:00
Avi Weinstock
7555be0e25 Spawn players aboveground when using /site or when their waypoint is underground. 2021-07-15 17:54:29 -04:00
Avi Weinstock
9e9cbd290b cargo fmt 2021-07-15 15:52:10 -04:00
Knightress Paladin
0ded44d635 Cleaned up chunk-relative block setting math 2021-07-15 12:36:00 -07:00
Knightress Paladin
9864344cfe Implemented setting blocks with the wiring system 2021-07-15 12:36:00 -07:00
Savalige
171113ea74 Added a spacing_radius method to body to make it possible to sett different spacing for different entities 2021-07-15 13:33:51 -04:00
Savalige
1e3cc3442f Made the spacing also take the radius of the entity into account per @zesterer suggestion and added a baias variable to change how much priority should be given to separation vs target(1.0 being only focus on separating and 0.0 being only focus on target) 2021-07-15 13:33:51 -04:00
Savalige
2a5d4fa826 fixing issue #1153 - Improve combat AI spacing between Agents of the same Alignment 2021-07-15 13:33:51 -04:00
Jonathan Berglin
c1c331d59e Resolve all '#[allow(clippy::approx_constant)]' error supressions 2021-07-15 16:56:55 +00:00
Dr. Dystopia
2ff74f5cc9 Resolve all '#[allow(clippy::useless_format)]' error supressions 2021-07-15 13:46:53 +02:00
juliancoffee
aae3a159b8 Make all Ships constanly flying, not only rtsim 2021-07-14 23:23:35 +03:00
juliancoffee
d42c7be141 Teach AI how to interact in this evil world 2021-07-14 19:26:12 +03:00
juliancoffee
b6460f6c61 Teach AI how to forgive 2021-07-14 19:26:11 +03:00
juliancoffee
325acc9daf Teach AI how to heal again 2021-07-14 19:26:11 +03:00
juliancoffee
06e0303e8a Cleaning 2021-07-14 19:26:11 +03:00
juliancoffee
00a34da48b Teach AI how to leap again
+ adjust hammer and axe AI timings
2021-07-14 19:25:55 +03:00
juliancoffee
56ab92fd05 Teach AI how to glide again 2021-07-14 15:24:15 +03:00
juliancoffee
59e9fc6530 Agent code refactoring
0) extracting code branches to closures
1) make RTSim remember target, even if they can't speak about it
2) make only RTSim Ships constantly flying (and not every flying RTSim)

You can tame RTSim Phoenix, yay
2021-07-14 14:55:50 +03:00
holychowders
f316f1da60 Make Guards Defend Villagers 2021-07-14 07:40:43 +00:00
Marcel Märtens
db8aedd363 fmt after applying clippy fixes after toolchain update 2021-07-12 12:09:27 +02:00
Marcel Märtens
9b3b21f368 fix clippy warnings 2021-07-12 12:09:09 +02:00
Sam
be8b12845a Added buff strength stat to weapons. 2021-07-11 12:50:38 -05:00
Knightress Paladin
42c3872528 Added healing aura duration skill to voxygen UI 2021-07-10 20:02:36 -07:00
Knightress Paladin
b96bb6fc5d Added combo scaling to healing aura and allowed cultists to use it 2021-07-10 20:02:36 -07:00
Knightress Paladin
d0bb7004ab Added check to prevent sceptre AI from canceling its own ward 2021-07-07 20:01:00 -07:00
Knightress Paladin
65d67ef781 Clean up sceptre ai code before merge 2021-07-07 20:00:35 -07:00
Knightress Paladin
63c5d9f7df Fixed formatting 2021-07-07 20:00:35 -07:00
Knightress Paladin
ba35aaaf90 Add check to see if cultist already has ward buff 2021-07-07 20:00:35 -07:00
Knightress Paladin
35242c71e1 Added sceptre tactic and sceptre cultists 2021-07-07 20:00:01 -07:00
Joshua Barretto
9333afc6f1 Merge branch 'DixieDev/569-fix-inventory-and-lantern-usage-while-dead' into 'master'
Fix players having inventory and lantern control while dead

Closes #569

See merge request veloren/veloren!2569
2021-07-07 18:44:01 +00:00
DixiE
76fe63ed9a Fix players having inventory and lantern control while dead 2021-07-07 13:18:24 +01:00
Avi Weinstock
1a60ebd5db Fix integral error calculations in PID controller, and change coefficients for airship and hot air balloon. 2021-07-06 16:52:12 -04:00
Knightress Paladin
2bcfa0df7a Formatted code to omit continue keyword 2021-07-05 19:41:25 -07:00
Knightress Paladin
5c5b8ed94e Added check for exploding lava and glowing blocks 2021-07-05 19:41:25 -07:00
Enrico Marconi
8106ac492a Actually check if entity is alive 2021-07-05 16:09:39 +02:00
Enrico Marconi
7e97b9e495 Check if entity is alive before applying a buff 2021-07-05 16:09:39 +02:00
AldanTanneo
3804c3d032 Implemented trading stackable items with a full inventory 2021-07-05 10:34:03 +00:00
juliancoffee
d4c61ae2f3 (voxygen) Better support for multibuff items
+ change `effect` field in ItemKind::Consumable to `effects`, as it's
set of effects and not single effect.
2021-07-05 10:56:29 +03:00
Samuel Keiffer
dcdf1c83a3 Merge branch 'swrup/fix_combo_decay_on_death' into 'master'
fix combo not reset at respawn

See merge request veloren/veloren!2553
2021-07-05 03:56:24 +00:00
Samuel Keiffer
d97db508ff Merge branch 'juliancoffee/yeti_nerf' into 'master'
Adjust Yeti difficulty

See merge request veloren/veloren!2550
2021-07-05 03:46:42 +00:00
Swrup
971dd9059c fix combo not reset at respawn 2021-07-04 17:28:11 +02:00
juliancoffee
303f03dd3a Adjust Yeti difficulty
Frost breath:
    - ori_rate reduced from 0.6 to 0.1
    - time of breath increased from 1 second to 2 seconds
    - buildup increased from 0.4 to 0.8
    - make it more gentle, with less damage per tick, but faster tick rate
    (50 * 1 to 10 * 5)
    - make Frozen debuff strength smoler, 1.5 to 0.5 and make it chance to
    apply debuff.
    - make him use it when closer range (10 and not 15)
Ice spikes:
    - increase recovery_duration from 0.3 to 1.0
    - make him slower while doing ice spikes, make ice spikes move
    slower
    - make him use it when closer range (15 and not 20)
Snowball:
    - increase recover_duration from 0.4 to 0.9
Strike:
    - increase buildup_duration fron 0.6 to 0.8
    - increase recover_duration from 0.5 to 1.0
    - increase knockback from 40.0 to 70.0
2021-07-04 03:44:17 +03:00
Avi Weinstock
836f10ae63 Remove allocation in SpriteKind::collectible_id. 2021-07-03 15:32:36 -04:00
DaforLynx
a757bf3dbd Sfx fixes and new test 2021-06-30 11:43:00 +00:00
Samuel Keiffer
0151e5aeed Merge branch 'potion-animations' into 'master'
Consumable Animations

See merge request veloren/veloren!2512
2021-06-29 16:36:41 +00:00
Sam
4cdf081a40 Removed potential for accessing OOB index and panicking in animations for combo melee.
Made only entities with a character state component emit a death outcome on death.
2021-06-29 06:20:26 -05:00
Sam
1978b590aa Destringified consumables 2021-06-29 05:59:02 -05:00
Snowram
3ec5306ed0 Adds an outcome to death with SFX and VFX 2021-06-29 00:14:05 +02:00
Ben Wallis
9865b354f9 Merge branch 'xvar/fix-plugin-build-warnings' into 'master'
Fixed build warnings for server-cli related to non-default plugin feature

See merge request veloren/veloren!2506
2021-06-26 21:35:54 +00:00
Ben Wallis
a50ed6b50a Fixed build warnings for server-cli related to non-default plugin feature 2021-06-26 21:56:03 +01:00
Avi Weinstock
af22f56f9e Rename remove_warlock_warlord migration so it actually triggers. 2021-06-26 16:28:49 -04:00
Daan Vanoverloop
0076b8379c Fixing #1169 - use strum macros for BlockKind conversion 2021-06-26 17:52:32 +02:00
Snowram
ef6d6563ea Ajust new npcs from feedback 2021-06-25 03:26:32 +02:00
Snowram
d7f25627ab Ajustments to new npcs 2021-06-24 19:31:21 +02:00
Snowram
8760b69345 Husk brute animations 2021-06-24 19:31:19 +02:00
Snowram
58b95d12d4 Adds alpaca and llama npcs 2021-06-24 19:30:15 +02:00
Snowram
fef0f407d3 Removes warlord and warlock armours 2021-06-24 19:30:11 +02:00
Sam
68c6a0a495 Balance tweaks for harvester. 2021-06-23 22:38:16 -05:00
Sam
c162827f97 Harvester AI 2021-06-23 22:38:16 -05:00
Sam
763461ebef Ensnaring vines now ensnare you. 2021-06-23 22:38:16 -05:00
Sam
ed503236d6 Slightly functional sprite summon. 2021-06-23 22:38:16 -05:00
Marcel
b0574b4ddc Merge branch 'imbris/tracy' into 'master'
Refactor Client message handling, improve use of tracy, increase coverage of profiling spans in voxygen

See merge request veloren/veloren!2479
2021-06-20 23:17:08 +00:00
Christof Petig
79d7e79776 Accelerate econsim using arrays instead of hashmaps 2021-06-20 16:00:37 +00:00
Imbris
659b42e813 Remove tracy features that are no longer needed now that macros have been fixed 2021-06-19 04:27:50 -04:00
juliancoffee
573607c32a Nerf golem laser dmg and ori_rate, make it fire
+ Make laser state duration lower
2021-06-19 10:47:45 +03:00
juliancoffee
36fa8bf4f7 Use Golem Shockwave only after loosing 30% health
+ Make shockwave buildup longer
2021-06-18 22:32:43 +03:00
Joshua Barretto
294b6e394a Renamed command event 2021-06-18 11:31:06 +01:00
Joshua Barretto
96cbf60c3f Made commands a distinct ClientMsg to avoid possible sanitisation problems for clients 2021-06-17 19:55:21 +01:00
DaforLynx
9a5b95bc16 Added npc hurt sfx 2021-06-17 05:49:09 +00:00
jshipsey
0941f03608 buffs to stretch progression 2021-06-16 20:50:46 -04:00
Joshua Barretto
b8749dc219 Added more cow noises, prepare for merge 2021-06-16 17:23:54 +01:00
Joshua Barretto
9510869870 Significantly more efficient sound effect processing, more NPC sounds 2021-06-16 17:23:22 +01:00
Joshua Barretto
e3c44ba7fe More voice kinds, more opportunities for sounds 2021-06-16 17:23:22 +01:00
Joshua Barretto
0ef29a6989 VoiceKind for better sound effect specs 2021-06-16 17:23:22 +01:00
Joshua Barretto
559311e1b0 Chasing sounds 2021-06-16 17:23:22 +01:00
Snowram
8351aab25d Addresses comments about roc AI 2021-06-15 09:50:23 +02:00
Snowram
f2c7836161 Makes summon range inclusive 2021-06-15 09:49:13 +02:00
Avi Weinstock
cb0566299a Make tornado (and empty models in general) work on WGPU. 2021-06-15 09:49:13 +02:00
Snowram
3ba0500b90 Tornado summoning attack 2021-06-15 09:49:13 +02:00
Snowram
97ce50e5d4 Add troll variants and roc npcs 2021-06-15 09:49:13 +02:00
Marcel
4cafdb3bfd Merge branch 'aweinstock/mining-skill-tree' into 'master'
Mining skill tree.

See merge request veloren/veloren!2406
2021-06-14 14:19:06 +00:00
Marcel
b0702d792a Merge branch 'juliancoffee/asset_entity' into 'master'
EntityInfo assetization.

See merge request veloren/veloren!2382
2021-06-14 12:56:28 +00:00
Monty Marz
45f79059d0 mining exp sct color and icon; add mining to skill_preset 2021-06-13 14:34:42 -04:00
Avi Weinstock
9d4a65e8ac Adjust mining xp numbers and add SkillGroupKind information to Outcome::ExpChange. 2021-06-13 14:34:42 -04:00
Monty Marz
01a04a80fa icons and naming 2021-06-13 14:34:42 -04:00
Avi Weinstock
0e394029de Mining skill tree. 2021-06-13 14:34:42 -04:00
Marcel Märtens
4167621f5d Change the version number to 0.10 2021-06-12 10:14:07 +02:00
Forest Anderson
f578c56db7 Merge branch 'juliancoffee/small_fixes' into 'master'
Ranged, Tidal Warrior, spears, assets

See merge request veloren/veloren!2416
2021-06-11 17:46:56 +00:00
juliancoffee
6c11aa80e0 adjust staff firebomb 2021-06-11 15:41:38 +03:00
juliancoffee
5084548b53 Add warnings about non-existent items in /kit 2021-06-11 01:33:47 +03:00
Marcel Märtens
005f528e25 fix tracy-server compilation via cargo tracy-server 2021-06-09 17:17:37 +02:00
juliancoffee
0c9f05b8d1 Load skillsets from assets
Done:
    support loading from assets in skillset_builder.rs
    entity_config field with skillset asset field
    move every SkillSet config to assets
    tests for skillset assets
    tests for assets in entity configs
2021-06-09 15:37:04 +03:00
juliancoffee
c3a120c551 Post refactoring 2021-06-09 15:37:04 +03:00
juliancoffee
5f3eaddb70 Split LodoutBuilder::build_loadout
LoadoutBuilder::build_loadout is a function which has four parameters
and 3 of them are Option<>, and although fourth (body) isn't Option<>,
it's optional too because it is used only in some combinations of
another arguments.

Because these combinations produces quirky code flow, it will be better
to split it to different methods.

So we did following changes to remove it and rewrite code that was using it
to use better methods.

* Introduce LoadoutPreset as new LoadoutConfig, currently it's only used
in Summon ability, because SummonInfo uses Copy and we can't specify
String for specifying asset path for loadout.
Everything else is rewritten to use asset path to create loadouts.

* More builder methods for LoadoutBuilder.
Namely:
    - from_default which is used in server/src/cmd.rs in "/spawn" command.
    - with_default_equipment, with_default_maintool to use default
    loadout for specific body
    - with_preset to use LoadoutPreset

* Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder`
to EntityInfo which allows to lazily construct loadout without
modifying LoadoutBuilder code

* Fix Merchants not having trade site
We had heuristic that if something has Merchant LoadoutConfig - it's
merchant, which can be false, especially if we create Merchant loadout
lazily
As side note, we do same check for Guards and it fails too.

Too fix it, we introduce new agent::Mark, which explicitly specifies
kind of agent for entity

* `LoadoutBuilder::build_loadout` was written in a such way that depending
on main_tool you will have different loadout. Turns out it was this
way only for Adlets though and this behaviour is reproduced by specifying
different loadouts directly in world code.
2021-06-09 15:37:04 +03:00
juliancoffee
aad65c6159 Move traveler loadout declaration to asset
* New loadout/world/traveler.ron file to specify traveler loadout
* LoadoutBuilder::with_asset_expect now can use passed rng to choose
items
2021-06-09 15:37:03 +03:00
Marcel
7e8bebdfa1 Merge branch 'xMAC94x/hashbrown' into 'master'
switch to hashbrown 0.11 and specs 0.16.2

See merge request veloren/veloren!2390
2021-06-07 14:31:58 +00:00
jshipsey
acf9111141 mig fix 2021-06-07 08:32:59 -04:00
Marcel Märtens
7185dcee68 switch to hashbrown 0.11 and specs 0.16.2 2021-06-07 13:01:01 +02:00
Marcel
f2eedf81f4 Merge branch 'imbris/648-cleanup' into 'master'
Make handling of shortcut keywords for commands clearer and revise a TODO...

Closes #648

See merge request veloren/veloren!2387
2021-06-07 10:27:54 +00:00
jshipsey
4deeb42155 cave adjustments 2021-06-07 11:02:34 +02:00
jshipsey
9034d0f25d comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
jshipsey
5fdb2ac01d migration 2021-06-07 11:01:04 +02:00
jshipsey
8acd3832e3 more loot tables, overworld ores, more items 2021-06-07 11:00:00 +02:00
jshipsey
1c17d8fe5e cave changes 2021-06-07 10:59:44 +02:00
Sam
6790b71d53 Energy recovery stat functional. 2021-06-07 10:58:32 +02:00
jshipsey
18e9b5b890 recipes, re-organization, cleanup 2021-06-07 10:58:05 +02:00
jshipsey
1b575a5a04 crafting item partial re-organization, armor recipes, some specific animal drops 2021-06-07 10:56:35 +02:00
jshipsey
ffc9a0ae22 more drops, armors 2021-06-07 10:56:16 +02:00
jshipsey
ca907f1b87 added some meat 2021-06-07 10:55:34 +02:00
Imbris
0b92c72096 Make handling of shortcut keywords for commands clearer and revise a TODO related to how chat messages are stored and renamed with alias changes 2021-06-06 23:45:51 -04:00
Marcel
521e1eacf3 Merge branch 'aweinstock/add-models-20210603' into 'master'
Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty.

See merge request veloren/veloren!2371
2021-06-06 16:56:21 +00:00
Sam
acf7ad27f1 Balance tweaks. 2021-06-05 17:15:04 -05:00
Sam
74b7039219 Yeti AI 2021-06-05 13:25:47 -05:00
Sam
81f7e690fd Snowball attack. 2021-06-04 18:17:15 -05:00
Sam
5bf99eac11 Added totem ability, totem ai, totem ability set, particles for totem abilities, and totem voxel model. 2021-06-03 21:39:15 -05:00
Sam
ac2f097d80 Tidal warrior AI. 2021-06-03 21:39:14 -05:00
Avi Weinstock
05c699878f Add Basilisk and Cyclops models by Gemu, and AirBalloon model by SarraKitty. 2021-06-03 19:24:34 -04:00
Samuel Keiffer
d235e98efe Merge branch 'aweinstock/agent-pid' into 'master'
Implement PID controllers and use them to stabilize Agent airship flight.

See merge request veloren/veloren!2356
2021-06-02 23:15:08 +00:00
Marcel
f988584337 Merge branch 'revert-c6e200a3' into 'master'
Add a configuration Option to opt-in Quic backend

See merge request veloren/veloren!2318
2021-06-02 14:27:13 +00:00
Imbris
23eca4c3f6 Re-disable incremental just for common-systems, small fix in plugin
crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Imbris
48ebb10d50 Update toolchain 2021-05-31 20:44:57 -04:00
Avi Weinstock
e09ae8ad83 Address MR 2356 comments. 2021-05-30 13:36:25 -04:00
Avi Weinstock
8b20175b6e Implement PID controllers and use them to stabilize Agent airship flight. 2021-05-30 13:36:25 -04:00
Sam
01f82314dc Fixed a few oddities with the AI 2021-05-26 21:34:21 -05:00
Sam
b826d5cb2b Fixed exp splitting in inactive equip slots. 2021-05-26 21:13:16 -05:00
Sam
42c8c08145 Fixed bow AI 2021-05-26 20:53:29 -05:00
Justin Shipsey
d7c7f6bf5d Merge branch 'sam/rework-bow' into 'master'
Bow Rework

See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
Jonathan Berglin
f5ed77184b Extract 'get_inviter_and_kind' method from 'handle_invite_decline' and... 2021-05-25 20:34:46 +00:00
Avi Weinstock
624f8796bd Fix mindflayer tactic to make it shoot purple fireballs again. 2021-05-22 20:35:21 -04:00
hqurve
854930bc1a Item pickups are shown in separate window and "inventory-full" messages are shown above the item attempted to be picked up 2021-05-22 20:47:08 +00:00
Ludvig Böklin
46d1bb5f18 Adjusted masses; less excessive knockbacks; prevent loot shooting off 2021-05-22 17:56:13 +00:00
Sam
f993f28eff Various tweaks. 2021-05-22 12:41:47 -05:00
juliancoffee
ca6266e780 Fix skill presets, add tests 2021-05-22 12:33:22 -05:00
Sam
1014ac45bf Made new skills for reworked bow.
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Samuel Keiffer
a0599ac046 Merge branch 'sam/extra-equip-slots' into 'master'
Added Extra Loadout Slots

See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
Marcel Märtens
cf3188b412 remove Protocol from Quic, cleanup code, fix some log spam 2021-05-21 10:41:19 +02:00
Marcel
99304ffddd Revert "Merge branch 'sharp/revert-quinn' into 'master'"
This reverts merge request !2315
2021-05-21 10:41:16 +02:00
James Melkonian
27885e00b2 Allow NPCs to path towards far away enemies 2021-05-21 03:14:45 +00:00
James Melkonian
b076fb7baa Small cockatrice AI fixes 2021-05-17 22:46:50 +00:00
Joshua Yanovski
3679cb75bc Revert "Merge branch 'xMAC94x/quic_enablement' into 'master'"
This reverts commit 04d8ddf25e, reversing
changes made to 9dcf7a9d26.
2021-05-17 08:32:12 -07:00
Marcel
04d8ddf25e Merge branch 'xMAC94x/quic_enablement' into 'master'
Add a configuration Option to opt-in Quic backend

See merge request veloren/veloren!2268
2021-05-17 12:02:55 +00:00
Sam
9173dca03f Added equip slots for other weapons. 2021-05-15 15:16:37 -05:00
holychowders
d5f3ba77d4 Make NPCs Aware of Sound - See Issue #913 2021-05-15 19:36:27 +00:00
Marcel
7d5ca0e7bf Revert "Merge branch 'snowram/hacky-mount' into 'master'"
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Snowram
e4f3064b8a Collar can make QuadMeds mountable, state + offsets 2021-05-14 00:11:15 +02:00
James Melkonian
4d4bc132f4 Campfires can set things on fire and water puts it out 2021-05-13 05:34:51 +00:00
Joshua Yanovski
3869cdf1d2 Don't remesh chunk vertex data on sprite update.
This results in an extremely visually noticeable improvement in latency
when adding or removing sprite data and makes the game feel more
responsive.

This happens, for instance, when picking up a sprite like an apple or
flower from the environment.  We check to make sure that for items
with lighting (like Velorite) or changes that otherwise affect meshing
(like changing from fluid to nonfluid) this doesn't trigger.
2021-05-11 12:58:15 -07:00
James Melkonian
f76b61ac17 Make merchants /tell instead of /say 2021-05-11 17:26:22 +00:00
Sam
7f6c6c5603 Fixed offsets for laser and rocket attacks of clay golem. 2021-05-10 18:54:04 -05:00
Sam
0d53e790fd Made golem laser spawn based off of orientation rather than look_dir. Additional balance tweaks. 2021-05-10 18:54:00 -05:00
Sam
fca56be4c0 Balance tweaks 2021-05-10 18:53:52 -05:00
Sam
58e5b1fdf5 AI tweaks. 2021-05-10 18:53:49 -05:00
Snowram
47a2bf7de8 Adds haniwa sentry object 2021-05-10 18:53:48 -05:00
Sam
c67c56d194 Dungeon placement. Tweaks to melee. 2021-05-10 18:53:47 -05:00
Sam
9f8aeb91c0 Added armor, more ai tweaks. 2021-05-10 18:53:46 -05:00
Sam
1c8db241e2 Golem AI 2021-05-10 18:53:43 -05:00
Marcel Märtens
b443e4dd31 Add Quin support, as this is not yet very much tested it needs to be activated in the settings of SERVER and CLIENT.
Server:
 provide a certificate file and key file via the settings. When provided it will then listen on TCP and QUIC, if not provided it will be TCP only.
 The certificate must be known by the client, so you might get problems with self-signed certificates.
 ```ron
 quic_files: Some((
     cert: "/home/user/veloren_cert.pem",
     key: "/home/user/veloren_key.key",
 )),
 ```

Client:
 activate the voxygen settin `use_quic: true` to try to connect to the quic backend of a server.
2021-05-10 12:59:13 +02:00
Joshua Yanovski
0cf0f59fa7 Merge branch 'sharp/modtools' into 'master'
Added non-admin moderators and timed bans.

See merge request veloren/veloren!2276
2021-05-10 04:54:06 +00:00
Joshua Yanovski
e7587c4d9d Added non-admin moderators and timed bans.
The security model has been updated to reflect this change (for example,
moderators cannot revert a ban by an administrator).  Ban history is
also now recorded in the ban file, and much more information about the
ban is stored (whitelists and administrators also have extra
information).

To support the new information without losing important information,
this commit also introduces a new migration path for editable settings
(both from legacy to the new format, and between versions).  Examples
of how to do this correctly, and migrate to new versions of a settings
file, are in the settings/ subdirectory.

As part of this effort, editable settings have been revamped to
guarantee atomic saves (due to the increased amount of information in
each file), some latent bugs in networking were fixed, and server-cli
has been updated to go through StructOpt for both calls through TUI
and argv, greatly simplifying parsing logic.
2021-05-09 21:19:16 -07:00
Avi Weinstock
abcb6f34a3 Remove the dependency of the new mindflayer AI on action_state.timer. 2021-05-09 21:16:57 -04:00
Avi Weinstock
1ae105125d Change agent's condition field back to a bool (from bitflags) and add a separate int_counter field. 2021-05-09 18:09:53 -04:00
Avi Weinstock
1dfcdce1c0 Add a purple fireball to mindflayer and have it shoot it a few times before teleporting, and fix mindflayer AI's husk summons. 2021-05-09 18:09:31 -04:00
Illia Denysenko
1c22a2b3fd /skill_preset command 2021-05-08 15:47:09 +00:00
Samuel Keiffer
a2999ce96f Merge branch 'aweinstock/damage-types' into 'master'
Add `DamageKind`, and make piercing damage partially ignore damage resistence.

See merge request veloren/veloren!2262
2021-05-06 22:22:49 +00:00
Avi Weinstock
e4cda4309e Add DamageKind, and make piercing damage partially ignore damage resistence.
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
James Melkonian
346eb48a27 Move weapon tactics to functions and take target body into attack radius consideration 2021-05-06 21:17:05 +00:00
Daniel Mizerski
3197bcd12a (Wiring) Logic - make wiring turing complete 2021-05-06 19:53:12 +02:00
Marcel
91f76d3b00 Merge branch 'xMAC94x/fixDisconnectMetrics' into 'master'
instead of manually trying to sync disconnect metrics we now pass a Reason to...

See merge request veloren/veloren!2259
2021-05-06 11:32:37 +00:00
Marcel Märtens
8196fd8b35 instead of manually trying to sync disconnect metrics we now pass a Reason to the handle_disconnect.
There we make sure that the disconnect only happens once and decrease the respective Metrics.
Also added more reasons
2021-05-06 11:43:10 +02:00
Marcel
efed14ccf9 Merge branch 'duelsik/wiring-on-death' into 'master'
(Wiring) OnDeath

See merge request veloren/veloren!2256
2021-05-06 09:00:50 +00:00
Illia Denysenko
2c14f59a35 Don't drop Debug item with /dropall 2021-05-05 20:35:57 +00:00
Daniel Mizerski
b34704ea3f (Wiring) OnDeath 2021-05-05 19:08:18 +02:00
Daniel Mizerski
a2a0329440 (Wiring) Switch to using maybes 2021-05-05 16:59:17 +02:00
Marcel Märtens
6e3a74b476 rayon::join creates a global threadpool, which is only used in /world
instead just use the same threadpool for everything
helps with debugging problems with GDB
using threadpool.install() to also be used when `into_par_iter()` is called
2021-05-04 21:06:07 +02:00
Samuel Keiffer
fb940ad27a Merge branch 'sam/minotaur' into 'master'
Overhauled Minotaur

See merge request veloren/veloren!2193
2021-05-04 16:26:08 +00:00
Imbris
217502d516 Merge branch 'duelsik/wiring-sticky-trigger' into 'master'
(Wiring) Change Sticky to be handled by physics (but with disabled force on it)

See merge request veloren/veloren!2241
2021-05-04 16:15:19 +00:00
Daniel Mizerski
f1681f465f (Wiring) Change Sticky to be handled by physics (but with disabled force on it) 2021-05-04 17:33:42 +02:00
Sam
062c290e49 Made buff commands exhaustive 2021-05-04 09:54:28 -04:00
Sam
2652660a58 Addressed comments and more testing feedback. 2021-05-04 08:45:14 -04:00
Sam
240a8e577d Minor balancing tweaks. 2021-05-04 08:45:13 -04:00
Sam
5c241850f1 Added sfx. Addressed comments. 2021-05-04 08:45:12 -04:00
Sam
2290a22a15 Gave minotaur AI. 2021-05-04 08:45:09 -04:00
Sam
811f1fadb2 Replaced action_timer with action_state so there are additional fields. 2021-05-04 08:45:09 -04:00
Marcel
3c16966721 Merge branch 'xMAC94x/quic' into 'master'
Cleanup network, remove some unwraps, add experimental (disabled) Quic support

See merge request veloren/veloren!2221
2021-05-04 00:16:05 +00:00
juliancoffee
88ac70c8c7 fmt 2021-05-03 22:17:59 +03:00
juliancoffee
4ba6d438ff Implement 'all' command 2021-05-03 22:07:12 +03:00
juliancoffee
b81981f805 Draft implementation 2021-05-03 22:07:09 +03:00
Marcel
f5c7f99846 Merge branch 'xvar/persistence-fixes' into 'master'
Fixed a rare server crash when creating a character

See merge request veloren/veloren!2237
2021-05-03 18:09:59 +00:00
Samuel Keiffer
610c529c42 Merge branch 'sam/ability-sets' into 'master'
Allow Specification of Custom Ability Sets per Weapon

See merge request veloren/veloren!2231
2021-05-03 17:50:11 +00:00
Avi Weinstock
be39054767 Make terrain compression a checkbox instead of a bandwidth (throughput?) heuristic. 2021-05-03 00:09:44 -04:00
Avi Weinstock
b15913560b Optimize CompressedData with Vec::with_capacity, and move obsolete formats from common_net into the compression benchmark. 2021-05-03 00:09:24 -04:00
Avi Weinstock
c199d12f2d Address MR 2207 review comments.
- Add metrics for which branch of the compression heuristic was taken.
- Reduce the threshold for the heuristic.
- Deduplicate code for dealing with lazy messages.
- Make jpeg dependency only scoped to the compression benchmark.
- Remove commented code.
2021-05-03 00:09:24 -04:00
Avi Weinstock
30cae40b82 Add a bandwidth-based heuristic for chunk compression. 2021-05-03 00:09:24 -04:00
Avi Weinstock
cdc2eccda8 Improve quadpng by adding WidePacking, which makes a wider image, which is faster due to PNG compressing by row. Heuristically switch between quadpng and deflate based on chunk height to reduce variance. 2021-05-03 00:09:24 -04:00
Avi Weinstock
f81539cb00 Get PngPngPngJpeg terrain working in the actual game. 2021-05-03 00:09:24 -04:00
Daniel Mizerski
7faa0d3cd9 Add fundamentals for wiring system. 2021-05-02 22:38:44 +02:00
Ben Wallis
d7582efad0 Moved character creation to use character_updater instead of character_loader. Changed character_loader to use a read-only database connection. 2021-05-02 16:08:39 +01:00
Sam
d500a00414 Made naming of fields more explicit. 2021-05-01 09:25:56 -04:00
Sam
3cb0ee98c8 Removed all unique and simple tool kinds. 2021-05-01 09:25:51 -04:00
Sam
a35b8b4aad Removed ability set as field on items. 2021-05-01 09:25:49 -04:00
Joshua Barretto
b29e2b0017 Fixed admin physics check exemption 2021-04-30 14:06:07 +01:00
Samuel Keiffer
4f5f15979a Merge branch 'sam/deduplicate-items' into 'master'
Sam/deduplicate items

See merge request veloren/veloren!2225
2021-04-29 20:11:43 +00:00
Sam
7870109856 Deduplicated stuff in npc_armor. 2021-04-29 15:45:14 -04:00
Sam
91bb6392bb Removed old 2h variants of 1h weapons. 2021-04-29 13:18:04 -04:00
Ben Wallis
e2d6326615 Made admins exempt from the server-side position and velocity checks 2021-04-29 17:46:40 +01:00
Marcel Märtens
760c382ed9 protocoladdr change for listen and connect
(remove a loop in quic protocol which wasnt a actual loop)
2021-04-29 15:58:34 +02:00
Ben Wallis
c16bf51ab2 Merge branch 'xvar/reduce-timeofday-sync-frequency' into 'master'
Reduced frequency of TimeOfDay message being sent to clients

See merge request veloren/veloren!2218
2021-04-29 13:50:08 +00:00
Ben Wallis
3c20e8ed4e Reduced sync of TimeOfDay to once per 100 ticks 2021-04-29 12:34:27 +01:00
James Melkonian
2fafcded93 Set bird default to not flying and give non-strafing NPCs a larger attack angle 2021-04-28 02:31:51 +00:00
James Melkonian
24095187c7 Partially fixes wolf AI 2021-04-27 17:57:31 +00:00
Ludvig Böklin
34660462e9 Glider physics 2021-04-27 14:41:48 +00:00
Sam
1a7779beb3 Added angle check for new npcs. 2021-04-25 22:19:30 -04:00
Sam
9084e93f8b Added an angle check to all agent attacks. 2021-04-25 22:02:31 -04:00
Marcel
991ccf0033 Merge branch 'aweinstock/deflate-downgrade-20210425' into 'master'
Downgrade deflate from level 5 to level 1 in the terrain system to match LZ4's...

See merge request veloren/veloren!2199
2021-04-25 23:35:43 +00:00
Samuel Keiffer
add895764b Merge branch 'holychowders/fix_villagers_spamming_messages_in_safezones' into 'master'
Prevent safezoned villagers from spamming messages upon seeing an enemy

See merge request veloren/veloren!2190
2021-04-25 21:24:06 +00:00
holychowders
5488f9f525 Prevent safezoned villagers from spamming messages upon seeing an enemy 2021-04-25 21:24:06 +00:00
Marcel
35584d0344 Merge branch 'xMAC94x/reduce_deps' into 'master'
remove some unused deps Yuri found

See merge request veloren/veloren!2197
2021-04-25 20:22:31 +00:00
Avi Weinstock
57aee57d82 Downgrade deflate from level 5 to level 1 in the terrain system to match LZ4's worst-case encoding time. 2021-04-25 16:18:57 -04:00
Marcel
ecb176158c Merge branch 'tormeh/rtsim-first' into 'master'
Tormeh/rtsim first

See merge request veloren/veloren!2053
2021-04-25 18:53:39 +00:00
Marcel Märtens
1842b2d6eb remove some unused deps Yuri found 2021-04-25 20:18:20 +02:00
Sam
372eff2a02 Initial SCT implementation to display blocks. 2021-04-25 13:09:09 -04:00
Sam
288a6f3a82 Blocking now works if no weapon is equipped in main hand.
Added temp sfx for blocking and parrying.
Added temp particles for successful parry.
Tweaked values of default block ability.
2021-04-25 13:09:02 -04:00
Sam
91c6288213 Melee weapons can now block. 2021-04-25 13:08:42 -04:00
Snowram
8f54a0bf31 More phoenix AI work
More phoenix AI work
2021-04-25 04:07:12 +02:00
James Melkonian
0cf7e7114f Phoenix AI pass 2021-04-25 04:07:11 +02:00
Snowram
8cf8e51962 Phoenix npc + AI (WIP) 2021-04-25 04:07:11 +02:00
Snowram
bd84677906 Day period dependant wildlife spawns 2021-04-25 02:14:51 +02:00
Snowram
bc95484863 Swaps bird_small skeleton to a new bird_large 2021-04-25 02:14:49 +02:00
Avi Weinstock
95d32b40bb Remove redundant terrain message per MR 2166 comment. 2021-04-20 23:48:15 -04:00
Avi Weinstock
308ad4d81e Cleanup errors introduced in rebase. 2021-04-20 23:34:17 -04:00
Avi Weinstock
15e32e5655 Move terrain compression code to common_net and disable redundant LZ4 compression on the terrain stream. 2021-04-20 23:24:24 -04:00
Avi Weinstock
6d9de520f3 Compress terrain chunks with deflate. Includes a benchmark showing that this makes them around 70% smaller, and is the same speed as LZ4. 2021-04-20 23:23:53 -04:00
Imbris
e17477979f Remove extra chunk cloning and parallelize serialization in the server terrain sys 2021-04-20 15:25:05 -04:00
Imbris
9e0fbd392d Remove some of the spans in the agent system 2021-04-20 15:25:05 -04:00
Imbris
110165de3a Add more profiling spans to the agent system and add timing notes 2021-04-20 15:25:04 -04:00
Imbris
e750c9d570 Switch agent target search to use a spatial grid, add convience method for querying the aabr of a circle 2021-04-20 15:25:04 -04:00
Imbris
26222a0a2d Rename common-sys to common-systems and rearrange common-state slightly 2021-04-20 15:25:04 -04:00
Ludvig Böklin
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00
Joshua Barretto
36e95e0c03 Cleaned up client-side recipe handling 2021-04-20 12:33:22 +01:00
Monty
a1b4e0bdaf remove old craftsman hammer, add migration 2021-04-20 03:34:11 +02:00
Joshua Barretto
1a0f6f03ef Prevent crafting without station 2021-04-20 02:46:05 +02:00
Monty
a1fe7c12c3 fmt, add sprites 2021-04-20 02:46:04 +02:00
Joshua Barretto
5598d07944 Added crafting stations 2021-04-20 02:45:59 +02:00
Marcel Märtens
7348e399e0 only have 1 Fn passed to tick fn 2021-04-20 01:49:45 +02:00
Marcel Märtens
485a477503 include origin into system name 2021-04-20 01:30:27 +02:00
Marcel Märtens
425063e24e remove authc from common::net 2021-04-20 01:30:23 +02:00
Marcel Märtens
5862920f32 seperate sys/state 2021-04-20 01:30:17 +02:00
James Melkonian
ef38d9778f Fix bow AI 2021-04-19 12:17:31 -07:00
Joshua Barretto
cd0a65da81 Added minimum chunk unload distance to make chunk reload cheesing harder 2021-04-19 11:29:20 +01:00
Marcel
ba55a46db1 Merge branch 'UMR1352/fix#1077' into 'master'
fix issue #1077: show kill msg only to group members and nearby players if...

Closes #1077

See merge request veloren/veloren!2135
2021-04-18 20:46:17 +00:00
Enrico Marconi
a941833ff1 fix issue #1077: show kill msg only to group members and nearby players if... 2021-04-18 20:46:16 +00:00
Samuel Keiffer
60d38cc03b Merge branch 'aweinstock/dodgesplosion' into 'master'
Unlock dodge roll iframes and staff explosion by default.

See merge request veloren/veloren!2146
2021-04-18 20:46:15 +00:00
Avi Weinstock
0404250300 Unlock dodge roll iframes and staff explosion by default. 2021-04-18 16:16:06 -04:00
Samuel Keiffer
1892ec571d Merge branch 'sam/permanent-spawn-safezone' into 'master'
Safezone is now permanently in existence at spawn.

See merge request veloren/veloren!2144
2021-04-17 23:44:10 +00:00
Sam
c8d4c4ff84 Gated safe zone behind a server setting, removed unneeded function. 2021-04-17 17:54:11 -04:00
Sam
416fe5c2af Safezone is now permanently in existence at spawn. 2021-04-17 17:33:54 -04:00
Ben Wallis
a4cdb89987 Implemented inventory sorting 2021-04-17 22:04:08 +01:00
Avi Weinstock
af47c0dc21 Added /server_physics admin command. 2021-04-17 13:44:22 -04:00
Avi Weinstock
513c7ff068 Make physics anticheat less aggressive. 2021-04-16 18:07:54 -04:00
Imbris
85ee4c8cd1 Merge branch 'aweinstock/server-authoritative-physics' into 'master'
Aweinstock/server authoritative physics

See merge request veloren/veloren!2126
2021-04-15 22:24:00 +00:00
Avi Weinstock
2fb7575d60 Address MR 2126 comments. 2021-04-15 15:17:39 -04:00
Ben Wallis
95d7a3d761 Fixed cargo test-server. Removed -Z package-features from .cargo/config as it is no longer required 2021-04-15 19:07:46 +01:00
Avi Weinstock
bf6ac56eb0 Add teleport/speedhack mitigation. 2021-04-15 08:50:17 -04:00
Avi Weinstock
50d0314a75 Add a toggle to negotiate the use of server-authoritative physics. 2021-04-15 08:50:17 -04:00
Avi Weinstock
d6f4537d39 Minimal implementation of server-authoritative physics. 2021-04-15 08:26:15 -04:00
Ben Wallis
b6cd1f836e Merge branch 'xvar/rework-char-deletes' into 'master'
Character deletes are now processed by CharacterUpdater and clear any pending...

See merge request veloren/veloren!2128
2021-04-15 00:39:17 +00:00
Ben Wallis
378561598e Character deletes are now processed by CharacterUpdater and clear any pending logout updates for the deleted character 2021-04-14 22:30:53 +01:00
Monty
ed233efc53 Temporarily remove death messages 2021-04-14 20:31:34 +02:00
Samuel Keiffer
435b5d5912 Merge branch 'holychowders/resolve_issue_#978_extract_skillset_into_own_component' into 'master'
Resolve Issue #978 - Extract SkillSet Into Its Own Component

Closes #1065 and #978

See merge request veloren/veloren!2116
2021-04-14 15:35:35 +00:00
holychowders
568a8d9666 Resolve Issue #978 - Extract SkillSet Into Its Own Component 2021-04-14 15:35:34 +00:00
Ben Wallis
d6b3eb3784 Fixed initial creation of saves directory. Added path of old singleplayer saves directory to information logged when it is moved to the new userdata directory 2021-04-14 07:15:51 +01:00
Ben Wallis
1de94a9979 * Replaced diesel with rusqlite and refinery
* Added "migration of migrations" to transfer the data from the __diesel_schema_migrations table to the refinery_schema_history table
* Removed all down migrations as refinery does not support down migrations
* Changed all diesel up migrations to refinery naming format
* Added --sql-log-mode parameter to veloren-server-cli to allow SQL tracing and profiling
* Added /disconnect_all_players admin command
* Added disconnectall CLI command
* Fixes for several potential persistence-related race conditions
2021-04-13 22:05:47 +00:00
Samuel Keiffer
879b3e0133 Merge branch 'UMR1352/fix#1065' into 'master'
fix issue #1065: admin bag and other admin items inside a container doesn't disappear when dropped

Closes #1065

See merge request veloren/veloren!2114
2021-04-13 05:55:36 +00:00
Marcel
5b8842fac3 Merge branch 'deny-trade-on-exit' into 'master'
Denies any active trades on exit to char select.

See merge request veloren/veloren!2111
2021-04-12 23:00:38 +00:00
Rickey Chamblee
883977a42f Denies any active trades on exit to char select. 2021-04-12 23:00:38 +00:00
Vincent Foulon
a4bd47f340 Support quantity + use Enum for autocompletion + Address comments 2021-04-12 20:07:34 +02:00
Vincent Foulon
0692562533 New Command: "kit" + Removed Command: "debug"
Update CHANGELOG.md

Update CHANGELOG.md
2021-04-12 18:53:36 +02:00
Enrico Marconi
bfd23a9828 fix issue #1065: admin bag and other admin items inside a container doesn't disappear when dropped 2021-04-12 16:21:10 +02:00
Joshua Yanovski
dd1e06115e Inverted admin check. 2021-04-12 12:44:19 +02:00
Avi Weinstock
ddf6a26577 Give NPCs the ability to use potions. 2021-04-11 23:47:29 +00:00
Joshua Yanovski
90c3923119 Fix players being able to pick up other players. 2021-04-11 15:52:55 +02:00
Marcel
db8c167797 Merge branch 'UMR1352/fix#1059' into 'master'
fix issue #1059: Debug items should disappear when dropped

Closes #1059

See merge request veloren/veloren!2088
2021-04-10 17:41:43 +00:00
Joshua Yanovski
af94753ad9 Remove panics and unwraps, part 1.
Also fixes various other miscellaneous bugs.
2021-04-10 10:03:21 +02:00
Enrico Marconi
4c5de60d0d fix issue #1059: Debug items should disappear when dropped 2021-04-09 13:46:43 +02:00
Marcel Märtens
1a9425526b remove spamming of the logs 2021-04-08 23:55:13 +02:00
Imbris
0eecc61ddf Merge branch 'vfoulon80/behavior-component' into 'master'
New Component: Behavior

See merge request veloren/veloren!2033
2021-04-08 19:16:28 +00:00
Vincent Foulon
d80db38bc9 Remove TRADE capability, use trade_site attribute instead 2021-04-08 19:06:57 +02:00
Vincent Foulon
bc1797a240 Address comments 2021-04-08 18:33:00 +02:00
Louis Pearson
4c9eede9fd Document Travel enum 2021-04-08 05:40:56 -06:00
Louis Pearson
85de7d130c Use distance_squared to speed up calculations 2021-04-08 05:10:22 -06:00
Louis Pearson
5cbdf1850c Fix travellers stuck in town
There was an off by one error in the code that negates the progress
along paths that are reversed.
2021-04-08 05:10:04 -06:00
Louis Pearson
126b7efa92 Tries to implement npcs only travelling by paths
Unfortunately, there's a degenerate case where npcs can get stuck in a
town. Not sure why
2021-04-08 04:19:02 -06:00
Louis Pearson
29a3fda7ef Refine airship pathing 2021-04-08 04:19:02 -06:00
Louis Pearson
be67ba1e63 Add CustomPath to Travel enum
Defines a custom path to follow, instead of using one from the World.
Airships use this to slightly adjust their course to reduce collisions.
2021-04-08 04:19:02 -06:00
Louis Pearson
7f9ec9e19b Convert rtsim pathfinding logic to a FSM 2021-04-08 04:19:02 -06:00
Louis Pearson
99c6e57c1f Resolve comments 2021-04-08 04:19:02 -06:00
Louis Pearson
3c7898fe8e Expect instead of unwrap 2021-04-08 04:19:02 -06:00
Louis Pearson
58274db3e3 Make rtsim entities ensure sanity of track 2021-04-08 04:19:02 -06:00
Louis Pearson
c281fb32cc First pass at rtsim following paths 2021-04-08 04:19:02 -06:00
Vincent Foulon
dbee13f9be Finally Behavior isn't good enough as a component, Remove it from ECS and include it onto Agent directly 2021-04-07 22:02:57 +02:00
Vincent Foulon
45fb9f3211 Address comments
- make Behavior's capabilities and state private
 - Typo in a comment
 - add basic tests

Apply 1 suggestion(s) to 1 file(s)

Remove comments in agent.rs
2021-04-07 22:02:42 +02:00
Vincent Foulon
993ae8fff7 address mutability comment 2021-04-07 17:39:12 +02:00
Vincent Foulon
a0157ac5f5 use bitflags instead of HashSet 2021-04-07 17:37:21 +02:00
Vincent Foulon
211ab02897 Use Behavior::CanTrade instead of Agent::trade_for_site + addressed comments 2021-04-07 17:26:42 +02:00
Vincent Foulon
51ef3547a1 cleanup old code 2021-04-07 17:26:27 +02:00
Vincent Foulon
a483817fc2 Change check for trading NPC 2021-04-07 17:26:19 +02:00
Vincent Foulon
18694b30ad Use Behavior into Agent 2021-04-07 17:26:12 +02:00
Vincent Foulon
41314e9098 Create Behavior component 2021-04-07 17:21:53 +02:00
Vincent Foulon
5e23c164e6 Add missing translations + Add "enemy_killed" text for villagers 2021-04-07 13:26:15 +02:00
Tormod G. Hellen
083a1b054f Make randoms use green lantern. 2021-04-06 21:16:56 +02:00
Tormod G. Hellen
188096a20f Remove dead code. 2021-04-06 21:15:49 +02:00
Louis Pearson
f5bc6b43c9 Add default world build AABB 2021-04-05 07:39:09 -06:00
Marcel
69891f0b70 Merge branch 'login-trim-username' into 'master'
login trim username, improve validation, social ordering #1040

Closes #1040

See merge request veloren/veloren!2042
2021-04-04 22:09:16 +00:00
DaforLynx
6734198104 Adds on-hit combat sfx 2021-04-04 03:04:02 +00:00
Sam
27f178286d Removed all rng matches in code to determine loot tables, and moved to loot tables specific for each sprite, creature, or dungeon. 2021-04-02 23:24:55 -04:00
Sam
9ad5b0f6b7 Changelog. Fixed a few qualities. 2021-04-02 23:04:36 -04:00
Sam
a2906168a6 Moved materials into their own loot tables. 2021-04-02 23:04:33 -04:00
Sam
cb638180f8 Moved food items into their own loot tables. 2021-04-02 23:04:32 -04:00
Sam
31e69021cb Switched loot tables from declaring each weapon individually to just referencing a different loot table. 2021-04-02 23:04:31 -04:00
Sam
833f1f3309 Converted all armor in loot tables to reference armor set loot tables. 2021-04-02 23:04:28 -04:00
Sam
96b354c178 Consolidated loot tables by switching to CreatureMaterial where possible 2021-04-02 23:04:27 -04:00
Sam
ab2fca21cf Fixed trading 2021-04-02 23:04:26 -04:00
Sam
cbca2a66b6 Support for creature specific materails and materials having a quantity. 2021-04-02 23:04:25 -04:00
Sam
247004d180 Loot tables can now recursively specify loot tables. Mercahnts broken. 2021-04-02 23:04:25 -04:00
Marcel
3b7e3f8e74 Merge branch 'vfoulon80/trading-dialogues' into 'master'
Add dialogue when the Merchant is busy and randomize some trading dialogues

See merge request veloren/veloren!2038
2021-04-01 18:08:44 +00:00
Vincent Foulon
dcde8df365 address review comments 2021-04-01 19:13:08 +02:00
aljazerzen
08146f6a3a login trim username, improve validation, social ordering 2021-04-01 16:43:27 +02:00
aljazerzen
8ac879e4c1 after leaving group, issue warning instead of changing chat mode 2021-04-01 15:43:50 +02:00
aljazerzen
dae8515590 after leaving a group, set chat mode to world 2021-04-01 15:43:05 +02:00
Vincent Foulon
c2a8feada5 Add dialogue when the Merchant is busy and randomize some trading dialogues 2021-03-31 19:06:41 +02:00
Avi Weinstock
0122dca3c3 Allow fast stacking into and out of a trade with {ctrl,shift} click.
Shift click goes 1 at a time, Ctrl click automatically balances the trade w.r.t. that quantity.
2021-03-30 18:39:10 -04:00
Marcel
895de16dd6 Merge branch 'james/fix-merchant-wander' into 'master'
Fix merchant wandering

See merge request veloren/veloren!2035
2021-03-30 10:52:42 +00:00
Marcel
5ccbfba8fe Merge branch 'xMAC94x/terrainoptimisation' into 'master'
if more than 1 player is in the area of a newly created chunk, skip additional copies

See merge request veloren/veloren!2030
2021-03-30 08:27:13 +00:00
James Melkonian
8e522596a5 Fixed merchant wandering 2021-03-29 17:27:56 -07:00
Samuel Keiffer
12ec46c572 Merge branch 'sam/mindflayer-balancing' into 'master'
Mindflayer balance tweaks.

See merge request veloren/veloren!2031
2021-03-29 21:05:49 +00:00
Vincent Foulon
a35fa19409 Implement a basic dialogue system 2021-03-29 14:47:42 +00:00
Sam
71ba9b6a54 Mindflayer balance tweaks. 2021-03-29 10:44:46 -04:00
Marcel Märtens
fdd1eac6ed if more than 1 player is in the area of a newly created chunk, skip additional copies 2021-03-29 12:21:07 +02:00
Snowram
c8e191e138 Merge branch 'snowram/new-scepters-starves' into 'master'
Add new batch of starves and scepter (by Gemu)

See merge request veloren/veloren!2022
2021-03-29 00:08:19 +00:00
Snowram
5295894105 Add new batch of starves and scepter (by Gemu) 2021-03-29 01:27:55 +02:00
Marcel Märtens
6e77028605 make msg::terrain parallel via rayon, we parallelize over the number of clients, so this is a change servers with more than 1 player profit from. 2021-03-28 21:08:40 +02:00
Treeco
8c2a5559d3 Move common code out into function 2021-03-28 18:22:47 +01:00
Treeco
ab596d2ae8 New default world map, default continent scale doubled 2021-03-28 17:07:38 +01:00
Treeco
12cf8847c8 Added command to teleport to sites by name 2021-03-28 17:02:17 +01:00
Treeco
24763972ea Added spawn_town server setting 2021-03-28 17:02:17 +01:00
Joshua Barretto
d8117b3b3d Make caves and rtsim entities scale with map size, more cloud detail 2021-03-28 17:02:16 +01:00
Treeco
8f13750027 Temporarily disable humanoid rtsim entities until their pathfinding is fixed 2021-03-28 14:49:40 +01:00
Sam
f117a57083 Switched to using ForceUpdate to forcefully update the client position after a blink 2021-03-27 21:33:45 -04:00
Sam
b0b114a7f8 Balance tweaks 2021-03-27 21:05:15 -04:00
Sam
6c611d632a Mindflayer now only summons minions at set thresholds of health. 2021-03-27 21:05:11 -04:00
Sam
f9835e78da Pets no longer drop loot on death. Code to determine targeting of pets is less hacky and now takes into account alignment of their owner. 2021-03-27 21:05:07 -04:00
Sam
8e4aeff705 Improved mindflayer AI. Tweake some abilities. 2021-03-27 21:05:07 -04:00
Sam
720482d994 Gave mindflayer AI.
Fixed particles and made them sync across network.
2021-03-27 21:05:06 -04:00
Sam
a5b7477e96 Added summon minions ability to mindflayer 2021-03-27 21:05:05 -04:00
Sam
30da614e89 Added dimensional door ability for mindflayer 2021-03-27 21:05:05 -04:00
Marcel Märtens
c77446a014 fix some tracy only and no default features 2021-03-27 18:24:10 +01:00
Marcel Märtens
88b191dbbb track state tick in a historgram too 2021-03-27 18:24:10 +01:00
Louis Pearson
ad0396d9f4 Use made_valid instead of min/max 2021-03-27 08:17:26 -06:00
Louis Pearson
165065725e Add build_area_list command
* Reworks CanBuild to use HashSet
* Removes player argument from build permission, use sudo instead
2021-03-27 07:54:02 -06:00
Louis Pearson
21f794f84c Use Depot instead of Store for BuildArea 2021-03-27 07:54:02 -06:00
Louis Pearson
f08c4e6585 Add commands to manage build areas 2021-03-27 07:54:02 -06:00
Louis Pearson
77d48657c6 Store build areas outside of CanBuild component 2021-03-27 07:54:02 -06:00
Louis Pearson
120a0cd9a7 Limit build mode to bounding box 2021-03-27 07:54:02 -06:00
Louis Pearson
eade0540b2 Add permit_build command
This commit separates permission to build from building mode, allowing
build to become a NoAdmin command (since players will first need
permission from an Admin to enter build mode)
2021-03-27 07:54:02 -06:00
Marcel
da5c73c84b Merge branch 'refactor-login' into 'master'
refactor handling of duplicate login #1015

Closes #1015

See merge request veloren/veloren!1992
2021-03-27 13:49:09 +00:00
aljazerzen
0e71af92f1 cleanup login provider 2021-03-27 13:29:17 +01:00
aljazerzen
0c8448517e move already-logged-in check to register 2021-03-26 11:41:03 +01:00
Marcel Märtens
01c82b70ab network scheduler and rawmsg cleanup 2021-03-26 08:57:42 +01:00
aljazerzen
0ea102dc9c refactor handling of duplicate login 2021-03-25 12:33:56 +01:00
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
Marcel
28952f6d7b Merge branch 'aweinstock/agent-retargetting' into 'master'
In `agent::Sys`, perform target selection periodically to avoid agents going...

See merge request veloren/veloren!1985
2021-03-24 22:22:04 +00:00
Avi Weinstock
650d1709d0 Address MR 1987 review comments. 2021-03-24 16:09:12 -04:00
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
Avi Weinstock
ebc8e945d4 In agent::Sys, perform target selection periodically to avoid agents going after their target too singlemindedly. 2021-03-23 23:00:05 -04:00
Avi Weinstock
19ea0c3f21 Fix expect-panic on failed UID lookups in inventory_manip. 2021-03-23 19:04:21 -04:00
Avi Weinstock
75f1b0f5e0 Remove level from create_ship and CreateShip. 2021-03-23 10:44:42 +01:00
Avi Weinstock
deb9358c3a Add ServerEvent::CreateShip, and use it instead of CreateNpc for RtSim airships. 2021-03-23 10:44:37 +01:00
Avi Weinstock
49f39fb752 Make more systems work with an optional health component, to allow disabling health on rtsim airships (so that players can't hammer them out of the sky). 2021-03-23 10:44:32 +01:00
Avi Weinstock
e2a74c5e5c Enable RtSim airships. 2021-03-23 10:44:22 +01:00
Marcel
f895b95bbe Merge branch 'aweinstock/fix-agenttrade-acceptspam' into 'master'
Make merchants not virtually spamclick accept.

See merge request veloren/veloren!1976
2021-03-23 09:39:40 +00:00
Avi Weinstock
833ab7f1a8 Make merchants not virtually spamclick accept. 2021-03-22 22:53:53 -04:00
heydabop
0e3f7625a9 Fix #962 - kick old client and add new client on duplicate login 2021-03-22 19:15:24 -05:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Marcel
dc4570def5 Merge branch 'sharp/texture-atlases' into 'master'
Enable allocation of new textures on atlas allocation failure.

See merge request veloren/veloren!1949
2021-03-22 04:35:41 +00:00
Samuel Keiffer
1374900928 Merge branch 'sam/combat-fixes' into 'master'
Fixes gaining combo by shooting loot bag

See merge request veloren/veloren!1953
2021-03-22 02:01:22 +00:00
Joshua Barretto
7ae4230dc8 Merge branch 'zesterer/pick' into 'master'
Pickaxe

See merge request veloren/veloren!1959
2021-03-22 00:19:42 +00:00
Joshua Barretto
6ea5aa796b Faster pick, less vibrant block selection 2021-03-21 20:38:08 +00:00
Joshua Barretto
fb3980e273 Outcome for block destruction, take select_pos from ControllerInputs 2021-03-21 20:10:05 +00:00
Marcel
983523c463 Merge branch 'vfoulon80/climbing-skill' into 'master'
Add climbing speed and cost

See merge request veloren/veloren!1950
2021-03-21 18:35:44 +00:00
Joshua Barretto
b45df7fe10 Switched to BasicMelee 2021-03-21 17:45:01 +00:00
Joshua Barretto
347e1022a0 Initial implementation of pickaxe 2021-03-21 16:09:16 +00:00
Vincent Foulon
e06870702f Add skill for swimming speed 2021-03-21 15:58:38 +01:00
Avi Weinstock
1351b9515c Update fall damage calculations. 2021-03-20 18:46:34 -04:00
Vincent Foulon
8b01abde67 address comments 2021-03-20 22:56:54 +01:00
Sam
92c9e8c477 Fixed gaining combo by shooting loot bags 2021-03-20 16:26:10 -04:00
Vincent Foulon
d0aa68a9d2 Add climbing speed and cost 2021-03-20 17:17:28 +01:00
Joshua Yanovski
866cc79d2e Enable allocation of new textures on atlas allocation failure.
This solves the problem of not being able to set the view distance too
high, especially in pathological cases like giant trees.  For
simplicity, we just freeze any atlas where allocation failed and start
allocating to a new texture and atlas, letting reference counting
destroy the old one when there are no more references to it.  Because of
the spatial locality of chunk allocations, chunks allocated together
will virtually always have similar lifetimes, so the odds of this
causing significant fragmentation are very low, meaning this simple
solution should not do much worse than a much fancier one.
2021-03-20 16:21:41 +01:00
Marcel Märtens
2733ba2e27 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Marcel
eabddd7263 Merge branch 'christof/trading_fix2' into 'master'
fix merchant getting stuck in non-existant trade when declining after accepting

See merge request veloren/veloren!1941
2021-03-19 09:29:45 +00:00
Christof Petig
fb40cd93a9 fix merchant getting stuck in non-existant trade when declining after accepting 2021-03-19 00:43:23 +01:00
Avi Weinstock
a770ef0f4a Fix agent flight by enabling flight mode at the start of each tick of the agent system. 2021-03-18 18:54:23 -04:00
Joshua Barretto
e8b053a09f Reduced rubber-banding and interpolation jerk without significantly impacting upon network usage 2021-03-17 21:31:07 +00:00
Marcel
afa11d03e5 Merge branch 'james/fix-npc-chat-spam' into 'master'
Correct npc chat spam

See merge request veloren/veloren!1921
2021-03-16 23:22:48 +00:00
James Melkonian
ba196c4345 merchants no longer run away while trading
(this time without refactoring)
2021-03-16 23:22:48 +00:00
Marcel
cf29fba14b Merge branch 'ubruntu/issue983' into 'master'
scan_fmt -> 0.2.6

Closes #983

See merge request veloren/veloren!1911
2021-03-16 22:23:23 +00:00
Sam
18173caefe NPCs no longer target players inside safezones (and consider them to be defeated)
Warding aura no longer sometimes bypasses safezone invulnerability
2021-03-16 15:17:08 -04:00
Marcel
f4fa1e9cd3 Merge branch 'xMAC94x/slowjob' into 'master'
instead of using tokio::Threadpool for CPU bound long running tasks, use rayon, but drip feed and limit the tasks

See merge request veloren/veloren!1912
2021-03-16 15:28:28 +00:00
Joshua Barretto
ac20e57647 Prevent component inserts being immediately invalidated 2021-03-16 14:24:23 +00:00
Marcel Märtens
a286eb084a create a wrapper around rayon, slowjobpool, that spawns on rayon but drop feed it 2021-03-16 13:31:04 +01:00
Joshua Barretto
2d23a89509 Fixed missed component insert bug 2021-03-16 12:19:42 +00:00
Joshua Barretto
6f10a56589 Optimised entity sync code, increased animation throttling distance 2021-03-16 02:49:33 +00:00
Joshua Barretto
bf66886e7c Increased network throttling for reduced network bandwidth 2021-03-16 02:40:56 +00:00
James Melkonian
6ea43cfd75 Various RtSim and Agent Interaction Fixes 2021-03-16 01:30:35 +00:00
Bryant Deters
ff5b8e440d scan_fmt -> 0.2.6 2021-03-15 17:48:21 -05:00
Marcel
ad49318a63 Merge branch 'sam/explosion-fix' into 'master'
Explosions now take into account hitbox of entity.

See merge request veloren/veloren!1905
2021-03-15 22:26:28 +00:00
Sam
461ad6e339 Rebalanced explosion strengths 2021-03-15 00:36:07 -04:00
Sam
26f5d40bff Explosions now take into account hitbox of entity. 2021-03-14 23:45:55 -04:00
Avi Weinstock
9304ecab3d Address Imbris's MR 1888 comments, and add changelog entry.
- Use Ori::{new,to_quat} and make the field private.
- Update/capitalize/add various comments.
- Implicitly drop scope guards where applicable.
- Take !Copy colliders by reference instead of cloning.
- s/cylinder_voxel_collision/box_voxel_collision/
- Unindent some physics code with a continue.
2021-03-14 23:21:46 -04:00
Avi Weinstock
bbb11882e2 Add lerping of physics to extrapolated position, and enable sending updates for stopped entities. 2021-03-14 23:20:48 -04:00
Avi Weinstock
a32be4ac5a 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
aa56166c80 Fix fmt and clippy, and rename {psdr,psdw} to {read,write} in physics. 2021-03-14 23:17:26 -04:00
Joshua Barretto
3496c356e2 More relative motion changes 2021-03-14 23:14:26 -04:00
Avi Weinstock
5ff72a4a2e /airship angle command and RtSim airships. 2021-03-14 23:14:26 -04:00
Joshua Barretto
e59b68c262 Mountable airships 2021-03-14 23:14:25 -04:00
Joshua Barretto
f4b3d8145b Smooth airship movement 2021-03-14 23:14:21 -04:00
James Melkonian
6ff054099f Allow spawned airships to move 2021-03-14 23:09:52 -04:00
Avi Weinstock
bcd3799395 Airship fixes: figure culling, player hitbox bounds w.r.t. airships, physics state unioning. 2021-03-14 23:09:51 -04:00
Avi Weinstock
5d85775dcf 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
8b9e84972a Draft of airships (spawn command, visuals, some physics refactoring, no collision yet). 2021-03-14 23:09:49 -04:00
Marcel
5570b57282 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
8cec35a9af 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
Sam
ecff675cc4 Wielding now works again
Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
ac6e192db4 Completely purged old method of inputs 2021-03-14 17:26:55 -04:00
Sam
b5d501199d Secondary input now fully functional 2021-03-14 17:26:53 -04:00
Sam
21e6f4797c Primary ability fully functional. 2021-03-14 17:26:53 -04:00
Sam
19c81f1528 Support for canceling an input. Boost state hooked up to system. 2021-03-14 17:26:52 -04:00
Sam
c6d8daaae3 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
Synis
29d1dca067 Added mass to safezone entity 2021-03-14 22:04:56 +01:00
Snowram
60dd47cdea Theropod charge attack 2021-03-14 18:10:40 +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
fcdd7f1c8b 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
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
Imbris
3c4829bc4a Fix server panic 2021-03-13 03:57:06 -05:00
Imbris
2511b8959c Add tracy entity count plot, span tweaks 2021-03-13 02:59:58 -05:00
Imbris
8d0b776f18 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
Marcel Märtens
1cb6101326 lock on streams to allow parallel send 2021-03-12 09:25:12 +01:00
Marcel
5d32690fbf Merge branch 'xMAC94x/server_parallize' into 'master'
handle msg as part of the servers state for best parallelisation. also include agent there

See merge request veloren/veloren!1878
2021-03-11 21:52:18 +00:00
Marcel
93cab075f8 Merge branch 'xMAC94x/non_blocking_register' into 'master'
Auth requests are now done async, the register system is fetching it, via a PendingLogin component

See merge request veloren/veloren!1875
2021-03-11 21:51:55 +00:00
Joshua Barretto
235d657c97 Made /time relative to the current day for day-relative times 2021-03-11 19:13:19 +00:00
Marcel Märtens
a3e6cf3815 handle msg as part of the servers state for best parallelisation. also include agent there 2021-03-11 19:09:21 +01:00
Samuel Keiffer
9b198b5cda Merge branch 'sam/sceptre-overhaul' into 'master'
Overhaul sceptre

Closes #768

See merge request veloren/veloren!1845
2021-03-11 16:47:50 +00:00
Marcel Märtens
728bff610b Allow HTTP auth servers again.
only `localhost` are allowed in a release build.
 when debug assertions are on, others are also allowed.

This change undoes the changes to the settings, so compared to master, there is no effect
2021-03-11 17:24:52 +01:00
Marcel Märtens
381bb5eef0 fix tracy 2021-03-11 17:05:17 +01:00
Marcel Märtens
a98e72c391 Auth requests are now done async, the register system is fetching it, via a PendingLogin component
The auth server no longer allows the protocol to be specified. we enforce `https` for the auth server, so DO NOT provide a auth url with `https://` but without.
correct is now `auth.veloren.net`
incorrect is: `https://auth.veloren.net`
2021-03-11 17:05:02 +01:00
Marcel Märtens
f8b7d96066 git push -fTransport ChunkRequests and Chunkupdates in a own stream. ChunkUpdates are very big and having them in a own stream, helps slow clients to keep up with entity syncs and
lagging a bit behind on terrain. Which is fine. Block Places and Block Pickup are not handled in this stream, as they go through the standart route of event handling.
2021-03-11 14:50:46 +01:00
ccgauche
2cbbff7fb9 Fixed clippy 2021-03-10 21:10:08 +01:00
ccgauche
67b24294d6 Change Ecs access system to allow write accesses to be used + reintroduced get_player_name 2021-03-10 19:36:53 +01:00
Marcel Märtens
b151a246c3 update specs to get rid of old deps 2021-03-10 13:22:17 +01:00
Marcel
524ded586d Merge branch 'aweinstock/validate-char-create' into 'master'
Validate starting item and body type server-side.

See merge request veloren/veloren!1869
2021-03-10 01:42:42 +00:00
Marcel
81959c0a89 Merge branch 'ccgauche/move-back-register-to-system' into 'master'
Moved back register to a system

See merge request veloren/veloren!1868
2021-03-10 00:56:33 +00:00
Avi Weinstock
f64c29f09d Validate starting item and body type server-side. 2021-03-09 18:28:25 -05:00
Sam
d4bdacb2e7 Made migration more explicit in what skills it targeted, instead of using a LIKE query. 2021-03-09 18:03:12 -05:00
Sam
16222948a3 Sceptre skill tree and migration. 2021-03-09 18:02:07 -05:00
Sam
940b4b5de7 Combo counter now uses outcomes. 2021-03-09 17:59:42 -05:00
Sam
c6a222340e Particles for lifesteal beam. Changed how frontend recognized beams. 2021-03-09 17:59:39 -05:00
Sam
18edc1092b Basic beam now generates combo. Healing beam now consumes combo, and requires combo to heal. 2021-03-09 17:59:33 -05:00
Sam
a1bbc136fc New abilities for sceptre are done 2021-03-09 17:56:38 -05:00
ccgauche
10e5620642 Moved back register to a system 2021-03-09 21:16:23 +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
Marcel Märtens
77dea4980c get rid of a lazy_static and update agent multithreaded metrics 2021-03-09 11:52:57 +01:00
Marcel Märtens
4ebfbdde0f Move Specs code to own common_ecs create, put tracy and macros into common_base 2021-03-09 00:54:01 +01:00
Marcel Märtens
f353f14703 change Name from VSystem to System 2021-03-08 13:15:00 +01:00
Marcel Märtens
989d130692 update state to system name. This will break grafana boards and thus needs an adjustment 2021-03-08 11:51:18 +01:00
Marcel Märtens
ea94ca6656 switch server to the new Registry struct, this gets rid of RegistryFn pattern and simplyfies stuff, its a result of the Prometheus-tracy crate 2021-03-08 11:51:16 +01:00
Marcel Märtens
6b88545481 restructure server metrics
- get rid of old SysTimers for each system in favour of VSystem tracking
 - move metrics generation from lib.rs to own system
 - code cleanup
 - remove time tracking in common::sys
2021-03-08 11:51:13 +01:00
Marcel Märtens
c515fece28 Implement a VSystem trait that can be implemented by Systems.
It will autodo some things, like track start and time and export those in system metrics
Add a origin and implement it for all Systems in Veloren
2021-03-08 11:51:04 +01:00
ccgauche
89774980b4 First commit 2021-03-07 22:32:52 +01:00
Avi Weinstock
c4f7c9b951 Make the probabilities data to assert that the expected value is less than 1. 2021-03-06 15:11:19 -05:00
Avi Weinstock
22fcc6417c Make fireworks recursively shoot more fireworks (95% average replication). 2021-03-06 14:05:51 -05:00
Avi Weinstock
ae37b71ab6 Increase MAX_CHASE_DIST from 20 to 250, so enemies don't ignore you if you're fireballing them from a hallway. 2021-03-06 10:50:04 -05:00
ccgauche
077659be9d Fixed tracy 2021-03-05 19:02:33 +01:00
Joshua Yanovski
2dd7089e52 Bring vek up to date so we can bump rustc (hopefully). 2021-03-04 05:46:59 +01:00
Sam
ae856edb31 Fixed debug back armor. Removed leather_3 item. 2021-03-03 15:05:51 -05:00
Marcel
ef1ee4c4fa Merge branch 'xMAC94x/mpsc' into 'master'
Change the way Network is dropped.

Closes #46

See merge request veloren/veloren!1846
2021-03-03 15:19:44 +00:00
Marcel Märtens
a55ec20c74 fix #46 🥳 2021-03-03 12:37:09 +01:00
Marcel Märtens
9028578bc8 Change the way Network is dropped.
Instead of keeping Runtime and manually spawn a task on `drop` this task is spawned at start and will wait to be triggered.
The `drop` methods then wait for completion, UNLESS they are in a async context, then they MUST NOT BLOCK (deadlock potential), so they defer it to the Runtime and HOPE for the runtime to exist long enough.
This get rid of the weird `block_in_place` which is only accessable with `rt-multi-threaded` and has some disadvantages.
We also wont requiere the runtime to be active all the time. Though its needed for a clean shutdown
2021-03-03 11:28:40 +01:00
James Melkonian
f9fc015680 Address comments 2021-03-02 19:55:28 -08:00
James Melkonian
8bdadc47b5 Initial behavior tree refactoring 2021-03-02 15:49:58 -08:00
Snowram
2b7b9f887b Fixes leather sets 2021-03-02 19:28:29 +01:00
ccgauche
7f4411ba1f Merge branch 'master' into 'ccgauche/plugin-player-join-event'
# Conflicts:
#   CHANGELOG.md
2021-03-02 09:45:15 +00:00
Sam
55b980a57c Migration for missed backpacks 2021-03-01 23:27:20 -05:00
Samuel Keiffer
f16c137635 Merge branch 'sam/item-use-as-action' into 'master'
Item use is now goes through a control action rather than a control event.

Closes #979

See merge request veloren/veloren!1839
2021-03-02 03:25:55 +00:00
Sam
3a88ab5bb3 Migration to fix sturdy red backpack 2021-03-01 21:37:14 -05:00
Sam
d02c61ad8a Item use is now goes through a control action rather than a control event. 2021-03-01 20:51:08 -05:00
Justin Shipsey
9ad8804b60 Merge branch 'armor-org' into 'master'
armor org

See merge request veloren/veloren!1835
2021-03-02 01:29:46 +00:00
Jesus Bracho
c0573cca44 Implement stacking and splitting 2021-03-02 00:08:46 +00:00
jshipsey
308045cfc9 final asset corrections, fix glider anim 2021-03-01 17:37:47 -05:00
ccgauche
e327b18c4a Fixed clippy warning 2021-03-01 22:44:18 +01:00
ccgauche
c28ac78e03 Separated the registration system into two files 2021-03-01 22:35:22 +01:00
ccgauche
db9991ce6d Adressed all comments 2021-03-01 22:24:02 +01:00
ccgauche
9628dfaf99 Fixed comments 2021-03-01 21:29:18 +01:00
ccgauche
4cffd2cadd Updated CI + Changelog 2021-03-01 19:28:27 +01:00
ccgauche
dbd4d70b79 Lots of improvement in pointer management (switched from i32 to u64) + New event implemented 2021-03-01 19:00:44 +01:00
Samuel Keiffer
0497a437a4 Merge branch 'sam/invulnerability-buff' into 'master'
Invulnerability Buff

Closes #965

See merge request veloren/veloren!1834
2021-03-01 05:46:46 +00:00
Sam
7e34f1225f Migration for armor re-organization. 2021-03-01 00:42:35 -05:00
jshipsey
8944115f8e more asset organization 2021-02-28 22:18:43 -05:00
Samuel Keiffer
537efdd47e Merge branch 'aweinstock/trade-requestitem' into 'master'
During a trade, allow requesting items from the counterparty's inventory...

See merge request veloren/veloren!1829
2021-03-01 02:39:36 +00:00
Sam
d09baadab2 Added command: '/safezone' 2021-02-28 18:14:59 -05:00
Sam
a88ad7b971 Added invulnerability debuff. Currently tied to campfire spawned with '/campfire' command. 2021-02-28 15:02:03 -05:00
Avi Weinstock
7e458ecd40 During a trade, allow requesting items from the counterparty's inventory (prequisite for NPC trading). 2021-02-28 10:13:49 -05:00
Sam
50c47ce84d Made changes to fix torvus 2021-02-27 22:42:11 -05:00
Sam
404c7f0905 Combo melee now checks combo 2021-02-27 18:24:28 -05:00
Sam
f24433c8cf Added combo component 2021-02-27 14:55:06 -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
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
Sam
53b0ba286a Ice particles for Wendigo 2021-02-27 01:42:46 -05:00
jshipsey
aa4237b019 BL improvements, various fixes 2021-02-27 01:42:45 -05:00
jshipsey
ac16a8900d bow 2021-02-27 01:42:45 -05:00
Sam
45dd36be07 Auras now apply a buff only once, instead of applying a buff every second.
Also supports for buffs persisting a period of time after leaving the aura.
Campfire regen slightly buffed.
2021-02-26 17:57:01 -05:00
Samuel Keiffer
8e07174c1d Merge branch 'aweinstock/coin-item' into 'master'
Add a coin item and make amounts visible on dropped items.

See merge request veloren/veloren!1821
2021-02-26 04:17:12 +00:00
Samuel Keiffer
6af9e58965 Merge branch 'add-gemu-models' into 'master'
Add sword and bow models from backlog

See merge request veloren/veloren!1818
2021-02-26 02:59:51 +00:00
Avi Weinstock
7d2e8f72eb Add a coin item and make amounts visible on dropped items. 2021-02-25 21:31:30 -05:00
Sam
b0b4a07b9e Bows 2021-02-24 20:37:43 -05:00
Sam
ee5c9d78ca Swords 2021-02-24 18:54:06 -05:00
Avi Weinstock
78014d7d3b Put material stats in their own manifest, and multiply a form's stats by the weighted average of the material multipliers. 2021-02-23 15:49:34 -05:00
Snowram
14c252d8b2 Merge branch 'snowram/turret' into 'master'
Object animation, beam fixes, turret implementation

See merge request veloren/veloren!1805
2021-02-23 20:16:56 +00:00
ccgauche
06aa7ab70c Retrieves added + New ECS memory layout for plugins 2021-02-22 23:59:32 +01:00
ccgauche
1597fcc79e Fixed the plugin compilation and added comments
TODO: Remove compilation errors on WASM side (while using common).
2021-02-22 23:59:25 +01:00
ccgauche
a067a20b69 added basic retreive 2021-02-22 23:59:11 +01:00
Marcel Märtens
3f5c64bec0 Client::new can now resolve DNS requests, better networking error messages 2021-02-22 17:35:19 +01:00
Marcel Märtens
1a7c179bbb share tokio Runtime between Client and Server, name rayon Threadpool 2021-02-22 17:35:06 +01:00
Marcel Märtens
514d5db038 Update Network Protocol
- now last digit version is compatible 0.6.0 will connect to 0.6.1
 - the TCP DATA Frames no longer contain START field, as it's not needed
 - the TCP OPENSTREAM Frames will now contain the BANDWIDTH field
 - MID is not Protocol internal

Update network
 - update API with Bandwidth

Update veloren
 - introduce better runtime and `async` things that are IO bound.
 - Remove `uvth` and instead use `tokio::runtime::Runtime::spawn_blocking`
 - remove futures_execute from client and server use tokio::runtime::Runtime instead
 - give threads a Name
2021-02-22 17:34:55 +01:00
Joshua Barretto
e2290783fc Merge branch 'humanoid_ai_glide_when_falling' into 'master'
FIX #956: Humanoid ai glide when falling

See merge request veloren/veloren!1772
2021-02-22 00:57:25 +00:00
Overblob
370259fe54 CI - Fix clippy errors
Fix trailing whitspace
2021-02-22 00:57:25 +00:00
Snowram
4078eeb877 Various fixes to object animation, cleanup 2021-02-21 19:56:46 +01:00
Sam
f5a74b4f33 Removed duplicate possess stick 2021-02-20 17:12:27 -05:00
Avi Weinstock
c489d095df Implement persistence for modular weapons.
This stores the components as children of the item that contains them via the DB's `parent_container_item_id` feature, and ensures that things are loaded in a good order with breadth-first search.

Squahed fixes:

- Fix some constraint violations that occurred when swapping inventory items.
- Comment out recipes for modular weapons.
- Make update_item_at_slot_using_persistence_key and is_modular more idiomatic.
- Add changelog entry.
- Document `defer_foreign_keys` usage.
2021-02-20 14:31:46 -05:00
Snowram
f78170704a Allows some species to be immune to specific buffs 2021-02-20 14:03:15 +00:00
Sam
d5ccc33abc Factored out duplicate code into closures, consolidated ability handling logic to a single function. 2021-02-19 18:45:48 -05:00
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
Marcel Märtens
03af9937cf Stabelize Network again:
- completly switch to Bytes, even in api. speed up TCP by fak 2
 - improve benchmarks
 - speed up mpsc metrics
 - gracefully handle shutdown by interpreting Ok(0) as tokio::tcpstream closed now.
 - fix hotloop in participants by adding `Some(n)` to fix endless handing.
 - fix closing bug by closing streams after `recv_mgr` is shutdown even if now shutdown is triggered locally.
 - fix prometheus
 - no longer throw when a `Stream` is dropped while participant still receives a msg for it.
 - fix the bandwith handling, TCP network send speed is up to 1.5GiB/s while recv is 150MiB/s
 - add documentation
 - tmp require rt-multi-threaded in client for tokio, to not fail cargo check

this is prob stable, i tested over 1 hour.
after that some optimisations in priomgr.
and impl. propper bandwith.
Speed is up to 2GB/s write and 150MB/s recv on a single core

sync add documentation
2021-02-17 19:37:48 +01:00
Marcel Märtens
ea8ab1ce7a Great improvements to the codebase:
- better logging in network
 - we now notify the send of what happened in recv in participant.
 - works with veloren master servers
 - works in singleplayer, using a actual mid.
 - add `mpsc` in whole stack incl tests
 - speed up internal read/write with `Bytes` crate
 - use `prometheus-hyper` for metrics
 - use a metrics cache
2021-02-17 16:15:00 +01:00
Marcel Märtens
9884019963 COMPLETE REDESIGN of network crate
- Implementing a async non-io protocol crate
    a) no tokio / no channels
    b) I/O is based on abstraction Sink/Drain
    c) different Protocols can have a different Drain Type
       This allow MPSC to send its content without splitting up messages at all!
       It allows UDP to have internal extra frames to care for security
       It allows better abstraction for tests
       Allows benchmarks on the mpsc variant
       Custom Handshakes to allow sth like Quic protocol easily
 - reduce the participant managers to 4: channel creations, send, recv and shutdown.
   keeping the `mut data` in one manager removes the need for all RwLocks.
   reducing complexity and parallel access problems
 - more strategic participant shutdown. first send. then wait for remote side to notice recv stop, then remote side will stop send, then local side can stop recv.
 - metrics are internally abstracted to fit protocol and network layer
 - in this commit network/protocol tests work and network tests work someway, veloren compiles but does not work
 - handshake compatible to async_std
2021-02-17 12:39:47 +01:00
Marcel Märtens
5aa1940ef8 get rid of async_std::channel
switch to `tokio` and `async_channel` crate.
I wanted to do tokio first, but it doesnt feature Sender::close(), thus i included async_channel
Got rid of `futures` and only need `futures_core` and `futures_util`.

Tokio does not support `Stream` and `StreamExt` so for now i need to use `tokio-stream`, i think this will go in `std` in the future

Created `b2b_close_stream_opened_sender_r` as the shutdown procedure does not need a copy of a Sender, it just need to stop it.

Various adjustments, e.g. for `select!` which now requieres a `&mut` for oneshots.

Future things to do:
 - Use some better signalling than oneshot<()> in some cases.
 - Use a Watch for the Prio propergation (impl. it ofc)
 - Use Bounded Channels in order to improve performance
 - adjust tests coding

bring tests to work
2021-02-17 12:38:53 +01:00
Marcel Märtens
1b77b6dc41 Initial switch to tokio for network, minimum working example. 2021-02-17 12:37:59 +01:00
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
TheThirdSpartan
f10f88081d Small chat message formatting changes and fixed missing player alias during admin entity possession 2021-02-17 02:15:45 +00:00
Joshua Barretto
4d19308612 Merge branch 'lboklin/quat-ori' into 'master'
Redefine Ori as a quaternion

See merge request veloren/veloren!1755
2021-02-16 22:39:11 +00:00
Quellus
8b4230db61 Limit character name length 2021-02-16 21:29:45 +00:00
Avi Weinstock
c984035976 MR 1775 review fixes.
- Separate `invite` machinery from `group_manip` into it's own thing (includes renaming `group_invite` to `invite` where applicable).
- Move some invite/trade machinery to `ControlEvent`.
- Make `TradePhase` a proper enum instead of a bunch of bools.
- Make `TradeId` a proper newtype.
- Remove trades from `Trades` on accept (previously was only on decline).
- Typo fixes/misc cleanup.
- Add bullet point for trading to the changelog.
2021-02-14 11:13:56 -05:00
Avi Weinstock
232ddb0860 Polish trading implementation and address review comments.
- Fix item swapping edge case
- Document more assumptions/edge cases
- fmt and clippy
- s/ServerGeneral::GroupInvite/ServerGeneral::Invite/
- Use `Client::current` in `Client::is_dead`
2021-02-14 11:11:35 -05:00
Avi Weinstock
f6db8bb7c4 Implement actual inventory-manipulation part of trading server side. 2021-02-12 18:43:10 -05:00
Avi Weinstock
abb5684883 Trade implementation progress.
- Accept/decline buttons that submit the proper messages
- A phase2 screen that renders the (item, quantity) pairs as text
- More checks in the trade state machine server-side.
2021-02-12 18:43:10 -05:00
Avi Weinstock
e2b55e0706 Implement enough of a trade UI that dragging & dropping items into it round-trips between clients. 2021-02-12 18:43:09 -05:00
Avi Weinstock
aeb2398fc6 Trade implementation progress.
- Server messages now bring up the trade window.
- When a trade is declined, it closes the window on both clients.
2021-02-12 18:43:09 -05:00
Avi Weinstock
ae528124fc Trade implementation progress.
- State machine for modifying trades.
- ServerGeneral/ClientGeneral messages.
2021-02-12 18:43:09 -05:00
Avi Weinstock
e9b811b62b Plumb trade requests through the group invite UI, such that they can be accepted/declined without impacting the counterparty's movement. 2021-02-12 18:43:09 -05:00
Quellus
63952875d9 Rebase !1447 Chat input color and icon reflect channel message is sent to. 2021-02-10 19:42:59 +00:00
Sam
e033fe6bee Inventory manipulations are now only for input from the client, and are no longer directly sent as a server event. Slot manipulations do that instead. 2021-02-08 13:55:50 -05:00
James Melkonian
1d8496ea21 Move agent system to server 2021-02-06 06:15:25 +00:00
Ludvig Böklin
a1ff9ab83f Redefine Ori as a quaternion 2021-02-05 09:33:14 +01:00
Imbris
b9f404c6f5 fix test server 2021-02-04 00:18:46 -05:00
Sam
d13302f256 Fixed bombs panicing the server. 2021-02-03 00:41:19 -05:00
Sam
be8df9aef6 Addressed comments. 2021-02-02 16:08:09 -05:00
Sam
80954f3ba4 Made attacker entity and uid optional to remove potential for attacks to not be applied and some unwraps. 2021-02-02 13:07:07 -05:00
Sam
17d1432be0 Outcomes now correctly read if an attack had any healing components. 2021-02-02 13:07:06 -05:00
Sam
5eec915c2e Added support for damage falloff with explosions. 2021-02-02 13:07:06 -05:00
Sam
5c16b0b532 Explosions now use attacks. 2021-02-02 13:07:06 -05:00
Sam
2b11ae6569 Attacks can now heal. 2021-02-02 13:07:04 -05:00
Sam
fdef168e82 Beams now use Attack, with limited functionality in some cases. 2021-02-02 13:07:03 -05:00
Sam
c3408c084c Critical hits are now functional. 2021-02-02 13:06:32 -05:00
James Melkonian
23b1df3cdd Add basic NPC interaction and fix NPC chat spamming 2021-01-31 20:29:50 +00:00
jiminycrick
a02444825d Address some comments
Eliminated extra stagger state

Responding to more comments

Move poise character state changes to character behavior system

Move poise out of JoinTuple/Data

Finish up comments (various fixes)
2021-01-28 17:31:05 -08:00
jiminycrick
46c8c744fa Add migration for starter gear 2021-01-28 17:22:39 -08:00
jiminycrick
152156d065 Fix rebase and scrub poise from UI 2021-01-28 17:22:39 -08:00
jiminycrick
661764f4aa Some preliminary balancing
Fix rebase
2021-01-28 17:22:39 -08:00
jshipsey
29732bb763 starting stun anim
stagger anim, mirroring, bettern walk anim

wielding with stuns/stagger

Knockback fix

Added Poise documentation/comments
2021-01-28 17:22:37 -08:00
jiminycrick
0f244bf84b Made stunned state invulnerable to poise damage
Fixing silly error for comp creation
2021-01-28 17:22:35 -08:00
jiminycrick
dd69b5f2bc Poise stats 2021-01-28 17:22:35 -08:00
jiminycrick
af076aa87f Add knockback to poise 2021-01-28 17:22:35 -08:00
jiminycrick
e3965ae0ab Very basic functioning stun 2021-01-28 17:22:35 -08:00
jiminycrick
c83296a4ec Initial broken implementation of poise
Character movement no longer broken.
2021-01-28 17:22:33 -08:00
jiminycrick
8b97199245 Update rand dependency 2021-01-26 20:35:08 -08:00
Scott Williams
e50bd4dc6f Changed some recipes to use other gems. Removed DELETE statements from migration. 2021-01-24 19:45:44 +00:00
Scott Williams
157e56d8ca Removed Shiny Gem, Added migration to change shiny gems to diamonds. Changed shiny gem recipes to diamonds 2021-01-24 16:40:22 +00:00
Sam
77312ccdd4 Move outcome vec from being defined in frontend and server to common. 2021-01-23 15:17:36 -05:00
Sam
4014b28d19 Removed body from stats component as there is already a body component. 2021-01-22 16:50:22 -05:00
Monty Marz
1eb7f78189 Revert "Added TR translations for deaths by debuffs."
This reverts commit 0817e45e13.
2021-01-20 11:20:06 +00:00
Sam
221dfc0ffa Players should no longer reward exp on being killed. 2021-01-19 15:27:56 -05:00
Sarra Kitty
e7d852835c Sarrakitty/rotsys item sprites 2021-01-19 18:23:44 +00:00
Samuel Keiffer
b04158c5f9 Merge branch 'sam/combat-skill-trees' into 'master'
Sam/combat skill trees

See merge request veloren/veloren!1680
2021-01-19 14:18:07 +00:00
Monty Marz
ac60bf5794 Better visuals for skill button labels, don't show "0 EXP" in the SCT
Made functions that were called every frame significantly cheaper.

Final UI fixes.
2021-01-19 08:08:29 -05:00
Sam
eaa41c7dea Skills are now factored into combat rating. New formula for exp scaling per SP.
Adjust lvl up msg fade

Add female humanoid names WIP

Changed text formatting when skill is max level. Added message to show you have 0 skill points available.

Addressed a lot of comments.

various changes to UI

- fix skillbar offset
- remove CR indicators for group members
- add CR indicators to group member frames
- use unified CR indicator icon

Exp reward tweaks.

Fixed flamethrower range skill description.
2021-01-19 08:08:26 -05:00
jshipsey
5d1993009f keyframed axe spin
Fixed error in converting FK to entity_id from character_id.

Giant match statements in persistence.

Tweaked roll.

Changed how skills and skill groups were assigned in the skillset builder so it's format more closely followed loadout builder.
2021-01-19 08:08:18 -05:00
Monty
5362000de4 adjusted potions, refined level up message animation
fixed incorrect translation used on axe double strike regen skill

Changed migration so that skills and skill groups foreign key to entity_id instead of character_id
2021-01-19 08:08:14 -05:00
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
83fdc8806d Added function to automatically generate a combat rating. Currently, it is used to calculate exp. 2021-01-19 08:07:54 -05:00
Sam
4f552a736e Added skill point costs to tooltips. 2021-01-19 08:07:53 -05:00
Sam
ae8c8b47f1 Added tooltips with numbers. Balancing on some skills.
Added experience scaling for tougher enemies.
2021-01-19 08:07:51 -05:00
Sam
89766b2b34 Added command to give yourself skill points.
adjusted social window

Changelog
2021-01-19 08:07:49 -05:00
Sam
cb3e44a811 Health can now be scaled for npcs again. 2021-01-19 08:07:40 -05:00
Sam
b6d2d48ead Exp floaters.
You load in with correct energy and health values now.
2021-01-19 08:07:36 -05:00
Monty Marz
30df603115 flashing buttons for available points, WIP lock/unlock indicator
Condensed UI code. Removed some hardcoding.

icons

squash later, WIP colouring for unavailable skills
2021-01-19 08:07:33 -05:00
Sam
51c0bd765f Database support for refunding skills.
Nonfunctional xp floaters, squash when working.

more icons, lock visuals
2021-01-19 08:07:29 -05:00
Monty Marz
48bd921d0a EXP bar and available points UI
fix overhead UI

Add WIP overhead difficulty indicator

readd commented out exp counter for later use

Wired skill information into UI.
2021-01-19 08:07:25 -05:00
Sam
c0c45a1996 Purged stats, including level and experience 2021-01-19 08:07:23 -05:00
Sam
48c98b11cf General combat skill tree.
UI for general skill tree
2021-01-19 08:07:20 -05:00
Sam
495a8eba1c Added migrations for skill trees. 2021-01-19 08:07:00 -05:00
Sam
69be3a3d93 Added persistence for skill trees. 2021-01-19 08:07:00 -05:00
Sam
cbfe064e4f You now gain skill points after a threshold of xp within a particular skill group.
Skills can now unlock skill groups. Temp method of using chat to unlock skills.
2021-01-19 08:06:52 -05:00
Jesus Bracho
42679201b0 Set up aura filtering 2021-01-18 22:58:56 +00:00
Sam
63eb71ed5b Exp is now awarded to specific skill groups. It's automatically split between a general pool and weapon pools based on if you have the weapon in your loadout and if you've unlocked the weapon pools. 2021-01-18 17:54:03 -05:00
Jesus Bracho
ec79890335 Provide buff information on killed entities 2021-01-18 05:46:53 +00:00
ubruntu
74d17ff4c8 Slightly better bird pathing 2021-01-15 00:42:57 +00:00
Ben Wallis
c785e75e60 Follow-up fixes from review of inventory MR 2021-01-10 11:27:09 +00:00
Monty Marz
06e7ac25c1 fix loot tables, enemy bar color change 2021-01-09 15:26:24 +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
Joshua Barretto
1604616768 Merge branch 'ccgauche/new-wasmer-backend' into 'master'
ccgauche/new wasmer backend

See merge request veloren/veloren!1644
2021-01-08 08:48:31 +00:00
ccgauche
06ffe61219 Added feature flag
changed field name to size
2021-01-08 08:48:30 +00:00
Joshua Barretto
a4b9230f03 fixed Cargo.lock conflict
Fixed `crossbeam-queue` being referenced  twice in the lockfile
2021-01-07 20:25:12 +00:00
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
Ben Wallis
5636083e27 * Fixed character load errors not being handled in Voxygen.
* Improved server error message for character load errors.
* Added server logging for item asset load errors during character load.
* Fixed character select error message dialog not supporting long messages.
2020-12-30 19:29:22 +00:00
Ben Wallis
c07844ba52 Fixed diesel schema namespace conflicts in persistence 2020-12-28 23:56:23 +00:00
Acrimon
e76474463a
update authc 2020-12-28 16:42:40 +01:00
Sarra Kitty
e8eb2b3a6c new gliders
added sandraptor glider

added sandraptor glider

stuff

working on other raptor gliders

adding file and placeholder model (copy of morpho) for monarch butterfly gliders

adding models for snow and wood raptor gliders

added a proper model for the monarch glider

adding crafting recipies for raptor gliders, and raptor feather item for the recipe. Made monarch and morpho rare drops in cave loot table

made raptors drop their feathers

fmt
2020-12-24 02:54:18 +00:00
Marcel
d2da8d671f Merge branch 'a1phyr/use_assets_manager' into 'master'
Use `assets_manager` to load assets

See merge request veloren/veloren!1624
2020-12-17 12:25:29 +00:00
Marcel
37d6fbc3ce Merge branch 'entropicdrifter/refactor-attacker-name' into 'master'
Create and use get_attacker_name method

See merge request veloren/veloren!1529
2020-12-17 11:53:36 +00:00
Benoît du Garreau
0cf164f33a Use assets_manager to load assets 2020-12-17 12:06:07 +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
26918d10c9 update chrossbeam, tracy, prometheus (and reduce server deps to crossbeam-channel) 2020-12-16 00:51:07 +01:00
Joshua Barretto
494436be01 Hid plugins behind a feature flag to resolve Windows CI issue 2020-12-15 11:14:26 +00:00
Joshua Barretto
023888f560 Updated changelog, fmt and clippy fixes 2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Joshua Barretto
027842f832 Resolved plugin dependency cycle, allowing more interesting plugin API 2020-12-13 17:15:33 +00:00
Joshua Barretto
8e937a50ca Better plugin API 2020-12-13 17:15:33 +00:00
ccgauche
cae81e625e Added plugin command support 2020-12-13 17:15:33 +00:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Joshua Barretto
fe7f73bf62 Removed panic sources from server event handling 2020-12-07 12:28:29 +00:00
James Melkonian
71303fecfd Aura System and Campfire Health Regen 2020-12-04 22:24:56 +00:00
ubruntu
c975f811e7 Chat commands for group manipulation 2020-12-04 02:18:42 +00:00
Marcel Märtens
e398cca53c move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Marcel
e2fccd9694 Merge branch 'ubruntu/fix-home-fall-damage' into 'master'
Stop /home from causing fall damage

Closes #843

See merge request veloren/veloren!1552
2020-11-30 21:13:06 +00:00
ubruntu
1b27adaffd Stop /home from causing fall damage 2020-11-30 21:13:06 +00:00
Marcel Märtens
ca1601a980 Change the version number to 0.8 2020-11-28 11:25:58 +01:00
Sam
6a6260daa1 Weapon combat fixes:
- Modified energy and speed scaling of sword, axe, and hammer combo melees.
 - Nerfed bow basic attack knockback. Buffed bow damage and energy regen.
 - Corrected xp values for theropods. Removed unnecessary function for xp increase per level.
 - Guards no longer flee at low health.
 - Buffed sword spin.
 - Nerfed axe spin and sword dash moderately.
 - Dash now takes a little time to reach full speed. Sword M2 and hammer M1 damage values tweaked.
2020-11-26 09:15:45 +01:00
Imbris
c0a8422a43 Fix turning off worldgen feature 2020-11-24 23:55:44 -05:00
Sam
33e4448542 Replaced every unnecssary powf in the entire codebase with either powi or sqrt. 2020-11-24 18:28:24 -06:00
Sam
0abe02ca13 Restructures loadout builder function to better support weapons being passed in. 2020-11-23 18:22:24 -06:00
Joshua Barretto
d52b595240 Merge branch 'zesterer/worldsim' into 'master'
Rtsim, HDR rendering, various worldgen improvements, map improvements

See merge request veloren/veloren!1533
2020-11-23 16:59:31 +00:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Joshua Barretto
d023265212 Allow entities to despawn without a home chunk 2020-11-23 15:16:07 +00:00
Joshua Barretto
765a1ca17b Switched light map iteration order, fire bowls in dungeons 2020-11-23 10:58:21 +00:00
Joshua Barretto
8fd2e4537d Addressed review comments 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
Sam
0b86943e66 Added LoadoutConfig to better specify loadouts. 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
Joshua Barretto
42c6142ec6 Added occasional sky emission at night 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
29a8e8c359 Fixed rebase 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
c906764889 Better LoD 2020-11-23 10:45:01 +00:00
Joshua Barretto
450bc6c4ae Prevented rtsim entities always climbing 2020-11-23 10:45:01 +00:00
Monty Marz
225756b011 npc armour 2020-11-23 10:45:01 +00:00
Joshua Barretto
7359dc6e1f Removed giants, gave lanterns to rtsim NPCs 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
59bb0c433e Added simulation entity updating 2020-11-23 10:45:00 +00:00
Joshua Barretto
99a881f349 Added entity simulation to rtsim, reification, assimilation 2020-11-23 10:44:59 +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
Joshua Barretto
da9b23d4f6 Merge branch 'knarkzel/fix-npc-spawn' into 'master'
Fix bug that caused campfires and other stuff to duplicate

See merge request veloren/veloren!1543
2020-11-22 21:03:06 +00:00
Odd-Harald Lillestø Myhren
56e37a4846 Fix bug that caused campfires and other stuff to duplicate 2020-11-22 21:03:06 +00:00
Imbris
4e60d19762 Remove accidental leftover dbg 2020-11-22 02:58:44 -05:00
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
2b08e8b931 Make /debug_column pick current location as default 2020-11-21 14:33:34 +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
bb6ca9fcba Don't despawn entities so eagerly 2020-11-21 14:33:31 +01:00
Joshua Barretto
87edbf02ab Random orientation for spawned NPCs 2020-11-21 14:33:31 +01:00
Imbris
2e94a63246 Merge branch 'ubruntu/system-independent-itempaths' into 'master'
Ubruntu/system independent itempaths

See merge request veloren/veloren!1538
2020-11-21 04:08:12 +00:00
ubruntu
198c59d2df Ubruntu/system independent itempaths 2020-11-21 04:08:11 +00:00
Imbris
e72c69ca41 Merge branch 'imbris/fix-apple-bug' into 'master'
Fix issues with not being able to grab highlighted apples by unifying distance checking

Closes #820

See merge request veloren/veloren!1532
2020-11-21 02:55:09 +00:00
Imbris
ea275e320f Rename pos fields of Cube and Cylinder for enhanced clarity and added a few tests to the find_dist module 2020-11-20 20:51:44 -05:00
jiminycrick
b3aa454f8e Initial work to move combat sfx to outcomes 2020-11-18 13:31:12 -08:00
jiminycrick
77d624f640 Made level up sounds use outcomes instead of emitting an event 2020-11-18 13:31:12 -08:00
Imbris
7427367d96 Fix issues with not being able to grab highlighted apples by unifying distance checking 2020-11-17 23:06:02 -05:00
Snowram
950eb1976d Addressed more comments 2020-11-17 23:54:01 +01:00
Snowram
7af561263d Addressed comments 2020-11-17 23:27:13 +01:00
Snowram
93642428f2 Move eye sight and scale in body.rs, mounts tweaks 2020-11-17 23:27:13 +01:00
Ben Wallis
143ecd6e34 Moved waypoint persistence to new waypoint column on stats table 2020-11-17 07:51:50 +00:00
entropicdrifter
fae3cf2521 create and use get_attacker_name method 2020-11-15 21:49:54 -05:00
Imbris
cbb701f30d Temp fix for the home command 2020-11-15 20:40:12 -05:00
Sam
69bb54b4a2 Campfires can no longer be yeeted by arrows. 2020-11-15 11:13:03 -06:00
Joshua Barretto
d72c981808 Merge branch 'treeco/home-removes-waypoint' into 'master'
Made home command reset waypoint to world spawn

See merge request veloren/veloren!1520
2020-11-15 02:12:12 +00:00
Imbris
891e81cf58 Merge branch 'imbris/save-selected-char' into 'master'
Save the selected character, deselect character when deleting, auto select newly created character

See merge request veloren/veloren!1516
2020-11-15 01:40:44 +00:00
Treeco
48c9e9fb27 Made home command reset waypoint to world spawn 2020-11-15 01:06:27 +00:00
Imbris
4f2512f126 Save the selected character, deselect character when deleting, auto select newly created character 2020-11-14 19:17:42 -05:00
Imbris
2072929a5a Send ability map from the server to the client on connection instead of loading from the assets 2020-11-14 16:07:07 -05:00
Ben Wallis
40e9c4a3e2 Fixed character data not being persisted on character switch 2020-11-14 13:36:54 +00:00
Sam
b5f59f9cf3 Fixed tests. Addressed comments. 2020-11-13 10:41:34 -06:00
Sam
e2fe2fd532 Speed and power on weapons are now able to modify abilities after they are loaded from ron files. 2020-11-12 21:24:36 -06:00
Imbris
37e4ea4669 Remove ability map from top level functions 2020-11-12 21:24:35 -06:00
Sam
9b4fa4e961 Started moving loading of ability manifest to an ecs variable. 2020-11-12 21:24:34 -06:00
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
Christof Petig
b56919b123 Make waypoints persistent
Closes #549
2020-11-08 22:15:47 +01:00
Christof Petig
b11da85ff9 Patch for the position de-synchronization by imbris
See https://discordapp.com/channels/449602562165833758/449650240350453760/774724295452393522
2020-11-08 18:56:55 +01:00
AlKabir
4803ee5c81 changed to an or operand 2020-11-07 23:37:15 -06:00
AlKabir
6535deae9c added two meat assets for mobs to drop 2020-11-07 23:34:20 -06:00
AlKabir
289126d9c8 Make different mobs drop different assetts on death (not just lootbags) cargo fmt 2020-11-07 22:50:38 -06:00
AlKabir
134c481408 Make different mobs drop different assetts on death (not just lootbags) 2020-11-07 22:50:38 -06:00
Imbris
133ba82a9b Use item_definition_id for weapon asset mapping 2020-11-07 16:44:11 -06:00
Sam
ca65cdace1 Yeeted from manifest files. 2020-11-07 15:53:14 -06:00
AlKabir
77f3c7e3c5 Minor combat fixes (see issue 785) 2020-11-07 18:00:07 +00:00
Marcel Märtens
40f5afc2b0 ci cleanup, dependency update 2020-11-06 14:34:42 +01:00
Samuel Keiffer
44f676d90c Merge branch 'sam/make-roll-great-again' into 'master'
Roll overhaul

See merge request veloren/veloren!1484
2020-11-06 03:25:18 +00:00
Sam
37ecb165ef Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox. 2020-11-05 20:40:20 -06:00
Snowram
0d92f02deb Buff stonegolem, nerf giants, add missing sfxs 2020-11-06 01:08:33 +01:00
Snowram
ce96af4363 Allow for an arbitrary array of effects and buffs for consumables 2020-11-06 01:08:30 +01:00
Sam
4a1a3f3ecc Roll now gives i-frames. 2020-11-05 16:48:04 -06:00
Sam
55e75adec0 Created new fields in roll. Centralized generation of abilities. Added builder function for rolls since they are not yet tied to equipment. 2020-11-05 12:28:18 -06:00
Marcel
121364821a Merge branch 'xMAC94x/FeuerzeugBierflasche' into 'master'
xMAC94x/feuerzeugBierflasche

See merge request veloren/veloren!1478
2020-11-05 09:22:50 +00:00
Sam
f69f494524 Fixed crash from changes in explosion code. 2020-11-04 22:21:02 -06:00
Sam
a0af315930 Addressed comments. 2020-11-04 19:22:08 -06:00
Sam
bda7fefdc0 Removed Damages struct. Added GroupTarget enum. Changed RadiusEffect to use Effect instead of Daamges. Added Damage variant to Effect Eenum. 2020-11-04 19:22:07 -06:00
Sam
d38f1d319c Energy and health change server events now reference EcsEntity instead of Uid. Added TargetGroup to use to determine targets of effects/damage. Added Entity(TargetGroup, Effect) to RadiusEffect enum. 2020-11-04 19:22:06 -06:00
Sam
87bff41a66 Addressed comments. 2020-11-04 19:22:05 -06:00
Sam
c48c022f7e Separated out health from stats component. 2020-11-04 19:22:04 -06:00
Sam
f1f5c2b21b Added energy change server event. 2020-11-04 19:22:01 -06:00
Sam
e0cbbf52ed Changed explosions to take a vec of RadiusEffects. Changed Damage to a struct of DamageSource and value. Added interpolation function to damage. 2020-11-04 19:22:00 -06:00
Joshua Barretto
87ac4bd998 Merge branch 'christof/home_town' into 'master'
implement /home to return to home town

See merge request veloren/veloren!1481
2020-11-04 15:58:35 +00:00
Marcel Märtens
a7123c6e14 put cache in ECS to get rid of allocations 2020-11-04 14:19:28 +01:00
Marcel Märtens
ce3173ecdf add metrics for physics sys and implement concurrent physics 2020-11-04 11:53:13 +01:00
Marcel Märtens
bbe6e8be7c Improve Phyiscs speed of entity handling.
Before we had accessed velocities in a nested loop O(n²).
Now we copy it only once out of the ECS system and store it in a tmp Vec.
As we no longer need to hold a mut and imutable reference, we can iter of `&mut velocities` again in the outer loop.
Also improved many calculations called in the loop to make the check if 2 entities are to far apart as easy as possible
2020-11-04 11:53:09 +01:00
Marcel Märtens
094bb7c45a keep Presence when possesing 2020-11-04 11:49:05 +01:00
Christof Petig
ac92c8a6af implement /home to return to home town 2020-11-04 00:55:15 +01:00
Marcel Märtens
3d9c3e481e Undo one Componenet per Stream and instead use Client.
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373 extract a Presence Component, which is server only and has state of Player and Client. Presence is only valid for Clients that are in game 2020-11-03 08:56:02 +01:00
Marcel Märtens
084b60d7ec Fix an error that a failed initialization of a client lead to a Kill of the gameserver. Instead we just log a msg now. 2020-11-03 08:55:56 +01:00
Marcel Märtens
6bb74c9c6f Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly 2020-11-03 08:55:54 +01:00
Marcel Märtens
37d08e93ca review:
- fix wording in error msg
 - find better name for structs
 - unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
 - fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
9ba19a1cd9 implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants 2020-11-03 08:55:46 +01:00
Marcel Märtens
2290efd219 remove clippy warnings no longer needed 2020-11-03 08:55:44 +01:00
Marcel Märtens
e9be36c993 replace the single message system with 5 message systems. one per stream to handle less ECS systems PER msg system.
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
9459ccf61b working on implementing seperated msg system.
Does compile, but only reach connection till character screen.
Full play not yet possible
2020-11-03 08:55:36 +01:00
Marcel Märtens
dd966dd00e remote all streams from Client and put it directly in the ecs system.
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Imbris
cf06912b7b Merge branch 'bbenton91/add-mount-range-check' into 'master'
Fixes #814. Added range check to mounting

Closes #814

See merge request veloren/veloren!1466
2020-10-31 03:50:00 +00:00
Brad
95163a5a65 Added range check to mounting 2020-10-30 22:34:44 -04:00
Brad
a1baab1a5c Added range check to block pickup 2020-10-30 19:50:36 -04:00
Imbris
64def3cde4 Allow interacting with nearby blocks without pointing at them, unify selection of block/entity interactors so that only one is select at once, rearrange pickup and mount range consts 2020-10-29 18:40:11 -04:00
Imbris
47b06658b0 Log where the userdata folder is in binary crates, fix bug where the old
path was logged instead of the new path when renaming invalid settings
2020-10-29 18:30:49 -04:00
Sam
a7e3e55a12 Transitioned damage and healing from u32/i32s to enums. 2020-10-28 18:15:25 -05:00
Sam
5d0fd3d9bc Addressed more comments. Changed how buffs were sorted so that duration was also taken into account. 2020-10-26 19:30:18 -05:00
Adam Whitehurst
f759895d63 add maxhealthmodifier
oops variable
2020-10-26 19:30:18 -05:00
Sam
f60985d733 Transitioned buff storage from a vec to a hashmap. Addressed other comments. Only continuous buff effects are handled right now. 2020-10-26 19:30:17 -05:00
Sam
337cf6e137 Cleaned up UI code. Removed stuff added for testing. Added 10% for melee attacks to inflict a bleeding debuff. Renamed BuffId to BuffKind. Fixed memory leak. Set event emission to false when timer is decremented. 2020-10-26 19:30:10 -05:00
Sam
5a5d35fade Cleaned up logic used to handle buff addition. Old active buffs now get deleted if they had a smaller duration and weaker strength. 2020-10-26 19:28:26 -05:00
Monty Marz
8fa398954d Initial implementation of buffs UI
player buffs animation

more testing debuffs

sorting and display limit fix

overhead buffs

fix

WIP buff removal function

fmt

Update buffs.rs

Now with compiling: WIP group UI buffs

positioning

Update group.rs

Update group.rs

Small optimizations.

Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.

buff frame visuals

added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Sam
007d3c09ac Buffs now get removed on death by default. Buffs are now required to have either the 'Buff' or 'Debuff' tag. RemoveByCategory function now has support for blacklisting certain categories. Support for UI stuffs. 2020-10-26 19:28:23 -05:00
Samuel Keiffer
60a5346a0b Addressed comments. 2020-10-26 19:28:22 -05:00
Sam
0df061a38e Moved duration to inside BuffId enum to future-proof for when buffs are persisted. 2020-10-26 19:28:20 -05:00
Sam
1a1ceb54bc Server event used to deal damage/heal with buffs. Buff kills now award xp. 2020-10-26 19:28:20 -05:00
Sam
de7191b985 Added functionality to remove buffs by category. 2020-10-26 19:28:19 -05:00
Sam
ccad1fa0b8 Separated buffs into active and inactive buffs. There can only be 1 active buff at a time of a particular buff id. If a new buff is stronger than an active buff, it moves the active buff to inactive buffs. When active buffs are removed, it checks inactive buffs for any buffs of the same id and moves the strongest one to active buffs. 2020-10-26 19:28:18 -05:00
Sam
b8690473e4 When buffs expire from duration, now only they expire rather than ending all buffs of the same type. 2020-10-26 19:28:17 -05:00
Sam
125de0b46e Creatures and playrs now have buffs component, buffs that expire now only end their particular buff instead of every buff with the same type. 2020-10-26 19:28:16 -05:00
Sam
c50063ad0c Move addition/removal of buffs to server event. 2020-10-26 19:28:15 -05:00
BottledByte
7ab99a3bbf Initial WIP implementation of the Buff system 2020-10-26 19:28:14 -05:00
Marcel Märtens
1b47913835 fix clippy after toolchain update 2020-10-26 22:30:51 +01:00
Marcel
82d2859e92 Merge branch 'xMAC94x/fix-tarpaulin' into 'master'
xMAC94x/fixTarpaulin

See merge request veloren/veloren!1427
2020-10-26 16:54:37 +00:00
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
Brad
071ce08b69 Removed else branch and ran fmt and clippy 2020-10-25 16:43:07 -04:00
Brad
cfbdbf14aa Updated code to be more consistent with codebase 2020-10-25 15:54:08 -04:00
Brad
11f747cc5f Added is_dead check to item pickup 2020-10-25 03:40:34 -04:00
Imbris
2be87f6ea8 Fix crash with unicode characters 2020-10-24 16:03:53 -04:00
jshipsey
64d73abdec roshwalr fix 2020-10-19 16:20:59 +02:00
jiminycrick
50aac17d94 Added secondary skills to agent code (except bow) 2020-10-19 16:20:58 +02:00
Enrico Marconi
80b863da3b Fix #793 2020-10-18 11:03:02 +02:00
Sam
e6684009c2 Made ability key not hardcoded in tool.rs. 2020-10-15 20:05:58 -05:00
Sam
d869f7e430 Moved explsion struct from within comp to common. 2020-10-14 21:06:55 -05:00
Sam
14e4af7ab6 Addressed playtesting feedback. 2020-10-14 21:06:52 -05:00
Sam
1c21362bc3 Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles. 2020-10-14 20:56:23 -05:00
Sam
cbb72363af Reworked explosions. Tweaked staff fireball. 2020-10-14 20:56:21 -05:00
Marcel Märtens
f1c9b959f4 rename a file, fix error msg, dont spam persistence by default 2020-10-13 00:06:24 +02:00
Marcel Märtens
2a7378b4ae pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
55b59fbe07 various small fixes according to the MR 2020-10-12 11:25:20 +02:00
Marcel Märtens
00c66b5b9c remove a Mutex and AtomicBool 2020-10-11 23:02:39 +02:00
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
Marcel Märtens
e8452fafc6 fix naming, replace NotInGame with CharacterScreen 2020-10-11 22:55:38 +02:00
Marcel Märtens
8b40f81ee2 No longer block the main thread for client connections, new clients will be handled by server without waiting.
- Instread we have a dedicated thread that will async wait for new participants to connect and then notify the main thread
- registry no longer sends a view distance with it.
- remove ClientMsg::Command again as it's unused
2020-10-11 22:55:02 +02:00
Marcel Märtens
017e004309 Rename enums to allow a super enum in the future, but i am not yet sure if we want to introduce this yet
```
//This is a helper structure, containing all possible data send over
pub enum ClientMsg {
    Initial(ClientType),
    General(ClientGeneralMsg),
    InGame(ClientInGameMsg),
    NotInGame(ClientNotInGameMsg),
    Register(ClientRegisterMsg),
    Ping(PingMsg)
}
```
2020-10-11 22:49:25 +02:00
Marcel Märtens
b1db5ef488 Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
 - Ping Stream, for seperate PINGS
 - Register Stream, only used till the client is registered, then no longer used!
 - General Stream, used for msg that can occur always
 - NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
 - InGame Stream, used for all GAME data, players, terrain, entities, etc...

This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.

This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Imbris
fa45edb541 Fix clippy, minor fmt, add TODO comments 2020-10-10 03:01:30 -04:00
Imbris
39f78e9116 Remove saves dir env var and setting from server settings and just always use saves as the dir name 2020-10-10 02:15:54 -04:00
Imbris
71251ca6a6 Change admins from Vec<String> into Hashset<Uuid>, add commands to server-cli-bin for adding and removing admins 2020-10-10 02:10:32 -04:00
Imbris
ca2bf937e6 Apply saves dir override when loading settings, change whitelist to a HashSet, let admins login even if they are not on the whitelist to reflect the comments in login code 2020-10-10 02:10:32 -04:00
Imbris
83fb26c4f9 Group editable server settings into one struct that is stored in the ecs, don't expose DataDir, use Uuid in the whitelist instead of usernames, replace Banlist record tuple with new type with named fields, remove commented code 2020-10-10 02:10:32 -04:00
Imbris
fb2cf1a292 Fix clippy warnings 2020-10-10 02:10:32 -04:00
Imbris
308cca0dc9 Put server-cli specific settings in their own structure, serde_derive -> serde 2020-10-10 02:10:32 -04:00
Imbris
7c14a3f4a4 New userdata folder that holds voxygen settings and logs and server saves and settings, split up server settings file into parts that are persisted back to their files and parts that are read-only, misc fixes 2020-10-10 02:10:32 -04:00
Imbris
26d59a62fc Downgrade debug -> trace in persistence code 2020-10-10 02:10:32 -04:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Ben Wallis
51459c0733 Implemented graceful shutdown on SIGUSR1 signal. Added shutdown <seconds> TUI command. Added abortshutdown TUI command. Fixed a bug in TUI that caused a panic on quit in basic mode on windows. 2020-10-04 21:24:45 +01:00
Sam
47abf49751 Addressed comments 2020-09-29 20:48:23 -05:00
Sam
0b80257aa3 Add migration 2020-09-29 19:48:15 -05:00
Sam
a8f31cbe6f Beam tick rate now more responsive when aiming. 2020-09-29 19:48:14 -05:00
Sam
ffe456c703 Fixed what broke after rebasing. 2020-09-29 19:48:13 -05:00
Sam
de45784596 Addressed round of testing feedback. 2020-09-29 19:48:09 -05:00
Sam
18c2b850d3 Added healing healthsource logic to beam system. 2020-09-29 19:48:08 -05:00
Sam
46563e7008 Added beam system. Added collision code for spherical wedge/cylinder detection. 2020-09-29 19:48:04 -05:00
Sam
6b23af6e0b Tweaked particles. Added skill icons. 2020-09-29 19:47:58 -05:00
Sam
8b9202710f New sceptre M2 is functional. 2020-09-29 19:47:57 -05:00
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
b9528da8f6 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
c8d7bf3aad 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
9178327e09 Removed unnecessary Option around send and receive channels in character_loader.rs 2020-09-27 22:12:41 +01:00
Ben Wallis
1205820e8b Preserve admin component if present on return to character select screen 2020-09-27 20:25:00 +01:00
Joshua Yanovski
443f3287e4 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
b3dd8e8a02 Added #![deny(clippy::clone_on_ref_ptr)] to all crates and fixed resulting lint errors 2020-09-27 17:25:33 +01:00
Ben Wallis
099dfaae9c 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
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
Joshua Yanovski
103bda2230 Removed redundant code missed in auth merge. 2020-09-22 18:21:31 +02:00
Marcel Märtens
8eec46424f 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
Sam
b4018e7d42 Made 3rd ability interruptible. Final balance tweaks. 2020-09-21 17:40:16 -05:00
Sam
fe70b7fbce Addressed second round of feedback. 2020-09-21 17:38:53 -05:00
Sam
b06ab250cc Addressed first round of feedback on sword overhaul. 2020-09-21 17:38:52 -05:00
Joshua Barretto
0ca42857fa Addressed review issues 2020-09-21 21:10:32 +01:00
Joshua Barretto
388a899a7f Added make_sprite command 2020-09-21 16:39:20 +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
45fef87f32 Addressed comments 2020-09-19 14:40:21 -05:00
Sam
e39770d1d9 Golem now spawns in dungeon. 2020-09-19 14:40:20 -05:00
Sam
d0f068ba63 Fixed shockwave and melee crit damage bypassing infinite armor. Made knockback not be applied if infinite armor. 2020-09-19 14:40:18 -05:00
Sam
6327dd18b6 Moved knockback to a server event so that it would actually be applied to the player. 2020-09-19 14:40:17 -05:00
Sam
3e4615daea Loadouts are now generated with loadout_builder.rs. Creatures spawned naturally and via command are now spawned with the same mechanics. 2020-09-19 14:40:14 -05:00
Imbris
829d8a20d1 Add shockwave system to handle shockwaves colliding with other entities 2020-09-19 14:40:10 -05:00
Sam
717142d5ea Started to implement shockwave system. 2020-09-19 14:29:06 -05:00
Sam
68ecfba291 Projectile speed is no longer hard-coded. 2020-09-19 14:29:05 -05:00
Sam
66b0fee3c7 Separated knockback out from basicmelee. Added weapon for cyclops boss to use, and added 1 ability to it. 2020-09-19 14:29:04 -05:00
scott-c
2686598f1f Improve first-person projectile aiming 2020-09-19 19:14:23 +08:00
Snowram
f9fada87cf Addresses comments 2020-09-18 18:45:03 +02:00
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
jshipsey
ecae71c016 gliders as items. anim improvements 2020-09-17 22:32:09 -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
Marcel Märtens
cb6fa52eae fix client stats, difference client/player 2020-09-17 00:19:48 +02:00
Marcel Märtens
3c58b64689 add detailed information on state tick timings 2020-09-16 18:24:18 +02:00
Marcel Märtens
184d405f10 Better Metrics for Server
- Player online is now seperated into players connected and disconnected and is event driven
 - Metrics for ChunkGeneration: this is the server side for tracking actuall generation
 - Metrics for Chunk Network Requests
2020-09-16 18:14:04 +02:00
Joshua Yanovski
19485b6a00 Add a DisconnectReason enum. 2020-09-14 08:16:09 +02:00
tylerlowrey
bdff4bc04c Prevent client from ignoring Kicked event 2020-09-14 07:54:05 +02:00
tylerlowrey
9e7ec63800 Converted banlist to use Uuids as the key instead of the username 2020-09-14 07:54:05 +02:00
tylerlowrey
2c55afcfa9 Added username_to_uuid convenience function to LoginProvider 2020-09-14 07:54:05 +02:00
tylerlowrey
2b0c1e89f3 Refactored kicking the player into its own function + ran fmt on project 2020-09-14 07:54:05 +02:00
tylerlowrey
d57adc518e Removed unnecessary clone in ban handling function 2020-09-14 07:54:05 +02:00
tylerlowrey
4653eb63c4 Converted banlist from vector of tuples to HashMap 2020-09-14 07:54:05 +02:00
tylerlowrey
30c3146682 Added main menu kick message with kick reason after player is kicked 2020-09-14 07:52:31 +02:00
tylerlowrey
fee79720ee Added ban message with reason when banned user attempts to login to server 2020-09-14 07:52:31 +02:00
tylerlowrey
f171e4e870 Removed usage of AuthProvider as AuthProvider no longer exists 2020-09-14 07:52:31 +02:00
tylerlowrey
c3c4b88fe7 Added banlist check to try_login method 2020-09-14 07:52:31 +02:00
tylerlowrey
f402df2c56 Altered ban so that it kicks the player as well 2020-09-14 07:52:31 +02:00
tylerlowrey
e9348f2fb5 Fixed requiring a restart in order for banlist to take effect 2020-09-14 07:52:31 +02:00
tylerlowrey
ea4f9b9a36 Added unban command functionality 2020-09-14 07:52:31 +02:00
tylerlowrey
c2a7fc1586 Prevent multiple bans of same player 2020-09-14 07:52:31 +02:00
tylerlowrey
def21af02b Added ban command functionality 2020-09-14 07:52:31 +02:00
tylerlowrey
dadb1fbe12 Added kick command functionality 2020-09-14 07:52:31 +02:00
tylerlowrey
3bc57b4087 Added banlist to server settings and added default value 2020-09-14 07:52:31 +02:00
Imbris
c3ae641fbb Merge branch 'imbris/tracy' into 'master'
Add more tracing instrumentation and tracy support

See merge request veloren/veloren!1359
2020-09-10 05:07:51 +00:00
Matthew Martin
57c6160b72 * Set the KillType to Other for HealthSource::Healing
* Extend logic to projectiles and explosions
2020-09-09 23:34:10 +02:00
Matthew Martin
a9086b27a0 Do not make healing items deal damage 2020-09-09 23:22:49 +02:00
TheThirdSpartan
7fd673ecb2 Added localization config options for new death messages 2020-09-09 20:26:20 +00:00
Imbris
f39d1e9bb5 Use less verbose span names when the tracy feature is off 2020-09-07 00:59:16 -04:00
Imbris
0683a40741 Use finish_continuous_frame directly 2020-09-06 22:28:14 -04:00
Imbris
63d60c212c Add spans to server systems 2020-09-06 22:28:14 -04:00
Marcel Märtens
961b8a4d7c Implement the Player Timeout as config 2020-09-06 23:34:57 +02:00
TheThirdSpartan
6dbd1bc132 adding feature requested in issue #153 - displaying your alias in game as 'you' 2020-09-06 19:42:32 +00:00
Joshua Barretto
b87bbaff0b Merge branch 'xMAC94x/hotfix_increase_timeout' into 'master'
tmp increase TIMEOUT from 20s to 40s.

See merge request veloren/veloren!1352
2020-09-06 17:54:59 +00:00
Imbris
dc2fc11956 Merge branch 'bag' into 'master'
Dropping a bag instead of turning entity into one

Closes #747

See merge request veloren/veloren!1362
2020-09-05 20:33:13 +00:00
Joshua Barretto
49c713a071 Merge branch 'zesterer/rtsim' into 'master'
Beehives, Fireflies, and minor worldsim/lighting adjustments

See merge request veloren/veloren!1357
2020-09-05 17:16:08 +00:00
notoria
264b5ec1c5 Avoid destroying a deleted entity
Suggested by @Imbris.
2020-09-05 18:59:14 +02:00
notoria
23021f955f Dropping a bag instead of turning entity into one 2020-09-05 11:11:19 +02:00
Imbris
fb33a5e519 Merge branch 'termac/inventory_collect_when_full_fix' into 'master'
Fix bug collecting items into full inventory

See merge request veloren/veloren!1333
2020-09-05 06:51:22 +00:00
Joshua Barretto
0c0f150140 fmt 2020-09-04 11:48:57 +01:00
Joshua Barretto
57ccf4863e Moved scatter to dedicated file 2020-09-04 11:48:57 +01:00
Joshua Barretto
032ec9ef41 Added bee hives 2020-09-04 11:48:56 +01:00
Joshua Barretto
4405227ffb Made light attenuation nicer, fixed campfire light offset 2020-09-04 11:48:54 +01:00
Joshua Barretto
2a64a75a0f Made boulders avoid rivers 2020-09-04 11:41:56 +01:00
termac
f05c120fab Fix bug collecting items into full inventory
When the inventory is full and a player tries to reclaim an item from a
block, collecting always failed. If the item is stackable and already
present inside the inventory it should be collected though.
The collect case now behaves more like the pickup case, using
inventory's 'push' method to add the item and implicitly check for
available space.
2020-09-02 12:47:56 +02:00
Marcel Märtens
3ee7bb5a98 tmp increase TIMEOUT from 20s to 40s.
This will not solve the StreamClose, but make it less annoying for some.
2020-09-01 23:16:11 +02:00
Capucho
6a83da0dfd Force migration text trough tracing 2020-09-01 23:03:33 +02:00
Joshua Yanovski
3a96b73b2c Move figure meshing to a background thread. 2020-08-28 05:25:31 +02:00
Imbris
4790373ab3 Add State::read_component_copied 2020-08-26 20:47:41 -04:00
Imbris
dcce5641f7 Fix broken features and avoid panic if the client leaves before character data loads 2020-08-26 20:47:39 -04:00
Marcel
3a1b4fa516 Merge branch 'xMAC94x/compression' into 'master'
Propper Compression support of network.

See merge request veloren/veloren!1334
2020-08-25 22:21:05 +00:00
Marcel Märtens
144f88f811 Propper Compression support of network.
- Compression is no longer enabled always but can now be enabled per Stream.
   If a Stream is Compression enabled it will compress and decompress all msg (except for `raw` access) before handling them internally.
   You need to handle compression yourself for `raw` fn.
 - added a new feature to the network crate to enable or disable the compression
 - switched to `lz-fear` instead of `lz4-compression`
 - use `bitflags` to represent the `Promises` struct
2020-08-25 23:55:27 +02:00
Joshua Barretto
bf7afcf5c9 Merge branch 'zesterer/small-fixes' into 'master'
Better world colours, better projectiles, better aiming, many other small improvements

See merge request veloren/veloren!1332
2020-08-25 15:59:05 +00:00
notoria
2be4202d01 Corrected some spelling errors 2020-08-25 12:21:25 +00:00
Joshua Barretto
6a4c5a05d0 Fixed projectile collisions, hitboxes, better aiming 2020-08-24 18:24:44 +01:00
Monty Marz
ce929d2924 Address comments, clippy and minor adjustments
first bunch of comments addressed

change order or scatter, paths and caves being applied in worldgen to avoid floating scatter objects

campfire adjustments, reduced grass density due to FPS issues

readded item descriptions to the crafting window, item desc for craftable armour

address comments
happy clippy, happy life
clippy

clippy

more clippy
fmt

revert cargo.toml formatting
remove "allow unreachable pattern"
fmt
2020-08-21 22:37:08 +02:00
Monty Marz
e3eb34085f craftable starting set
velorite staff update

ore_nature_longbow

model fix
humanoid colours

Update agent.rs

improve rng (according to zesterer)

slower fleeing

More adjustments

fix cult leader name

more loot tables

all kinds of adjustments

smöl adjustments
2020-08-21 19:36:21 +02:00
Monty Marz
55d126861f fix tooltips in char selection, more balancing
fix talking animals

fix critter exp, stronger villagers

biped large balancing

more villager balancing, mushroom spawning rate

more balancing

fix rebase

multiple loottables

Add tarasque and bonerattler armour

Added loot tables for different groups of weapons and armor based off relative strength. Added loot table for cultist boss.

Added loot tables for consumables and food. Trimmed down default loot table.

remove male and female sign from char creation

chest loot tables

fix loot tables

lootable crates

lantern keybinding display

more loot tables

loot table changes

fixed loot tables

fix typo
more grass

rebase fix, better lantern

re-add sprite rotation for grass

crafting window alignment fix, new streetlamps, new shopsigns, new healing staff

height change
2020-08-21 19:36:19 +02:00
Sam
924d09e46c balancing
more specific stats

Update body.rs

more balancing

non hostile catoblepas and mouflons

quad low
more adjustments
Animals with enemy alignment now deal correct damage. Made health scaling species-specific.
2020-08-21 19:36:17 +02:00
Monty Marz
b930c34d89 agent changes, sprite spawning changes, alignment changes 2020-08-21 19:36:16 +02:00
Marcel Märtens
daffe8bee3 enable veloren_network metrics 2020-08-21 18:00:21 +02:00
Marcel Märtens
42141b3aa3 remove some trace! in network which a) was only spam and b) could be replaced by a metric way better.
added a span for disconnecting on the gameserver side. also added more debug! tracing there
Just keeping a trace! all 10000ms active to have a keep alive feeling.
2020-08-21 18:00:14 +02:00
Marcel Märtens
b59fc2ff0c improve tracing and spans in network crate 2020-08-21 18:00:00 +02:00
Forest Anderson
9315ac758a Merge branch 'spyros/empty-default-admins' into 'master'
Make the default admin list an empty vec

Closes #721

See merge request veloren/veloren!1316
2020-08-20 23:41:47 +00:00
Joshua Yanovski
2dfd3b13d1 (See sharp/lod-history) LOD, shadows, greedy meshing, new lighting, perf
---

Pretty much a Veloren fork at this point.  Here's a high level overview of the changes (will be added to CHANGELOG just before merge).

At a high level this MR incorporates roughly two groups of changes.

The first group consists of new game features: more flexible map sizes, level of detail terrain, shadow maps, and a new lighting
engine.  This is "feature work" that (mostly)  only adds new things to Veloren, and mostly shouldn't affect old stuff.

The second big group of changes are those addressing the fallout from all the new features.  These include performance fixes of
various sorts: the addition of multiple graphics options and optimization of the cheap ones to avoid work, switching all voxel
models to use some variant of greedy meshing, switching over much of our CPU-side vector math to exploit SIMD instructions
(coinciding with a fork of `vek`), and a rewrite of how the UI handles text rendering (coinciding with updates to our fork
of `conrod`).  Making Veloren's hardcoded colors appear correct under the new lighting engine also required considerably
changes (TODO: Fill in this section when it's complete).

The second category of changes often heavily touches code owned by other people, including frequently modified code "owned" by a
handful of people, so I recommend that this code be reviewed particularly carefully.

---

At a high level (each will be described in more detail below):
- The world map has been refactored.
  - The world size is no longer hardcoded (@zesterer).
  - The map generation code was made generic to allow using it outside of the `world` crate (@zesterer).
  - On world creation, we now compute *horizon maps* (@zesterer).
  - The way we pass the world from the server to the client has been updated (@xMAC94x).
  - Artifacts related to image rotation were fixed (@imbris).
  - Multiflow rivers were enabled (@zesterer).
  - In the process of making changes related to the world map, various incidental fixes and optimizations were required.
- The new *level of detail* feature was added (@zesterer wrote part of this and has checked out the rest).
  - A new LOD terrain rendering step was added to the pipeline.
  - The LOD terrain quality was made configurable via a graphics setting.
  - Horizon maps were used to cast shadows from LOD chunks on both LOD and non-LOD terrain.
  - A "voxelization" effect was incorporated into rendered LOD terrain to make it blend better into the world.
  - In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Veloren's lighting has been completely overhauled (@zesterer has already checked most of this out).
  - A semi-accurate index of refraction was assigned to our materials.
  - A new, more realistic, physically based approach to lighting was used using the *Ashikhmin Shirley* BRDF.
  - We emulate *atmospheric scattering* using equations designed for measuring solar panel light exposure.
  - We attempt to compute *realistic light attenuation* in water using its real material properties.
  - In the process of making changes related to LOD, various incidental fixes and optimizations were required.
- Point and directional lights now cast realistic shadows, using *shadow mapping.* (@imbris, @zesterer, @Treeco, @YuriMomo)
  - Point light shadow maps were added to the rendering pipeline, using geometry shaders and *seamless cube maps*.
  - Directional light shadows were added to the rendering pipeline, using LISPSM together with disabling *depth clamping*.
  - "Shadow-only" chunks and NPCs were added to prevent shadows from models behind you from disappearing.
  - In the process of making changes related to shadow maps, various incidental fixes and optimizations were required.

The addition of shadow maps, LOD terrain, and the new lighting all led to significant performance degradation, on top of other
changes happening in master.  Therefore, a large number of performance improvements were also needed:

- The graphics options were made much more flexible and configurable, and shaders were optimize.
  - New options were provided for how to render lights and shadows  (@Pfauenauge, @zesterer).
  - Graphic setting storage and configuration were overhauled to make adding new features easier (@Pfauenauge, @imbris).
  - Shaders were rewritten to utilize GLSL's preprocessor to avoid overhead (@zesterer, @YuriMomo).
  - In the process of making changes related to providing additional rendering options, various incidental fixes and optimizations were required.
- Voxel model creation was switched to use *greedy meshing.*
  - A new voxel meshing method, greedy meshing, was added (@imbris).
  - Uses of the older meshing methods were migrated to use greedy meshing (@imbris, @jshipsey, @Pfauenauge).
  - New restrictions were added to terrain, figure, and sprites to future proof them for further optimizations (@jshipsey, @Pfauenauge, @zesterer).
  - Most positions are now relative to either chunk or player position for better precision (@imbris, @zesterer, @scottc).
  - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- Animation and terrain math were switched to use SIMD where possible.
  - Fixes were made to vek to make its SIMD feature usable for us (@zesterer, @imbris).
  - The interface and types used in bone animation were changed in various ways (@jshipsey, @Snowram, @Pfauenauge).
  - Redundant code generation for body animation is now partly taken care of by a macro (@jshipsey, @Snowram, @Pfauenauge).
  - Animation code was modified to to use vek's SIMD representation where possible (@jshipsey, @Snowram, @Pfauenauge).
  - Terrain meshing code and shadow map math were also modified to use vek's SIMD representation (@imbris).
  - SIMD instruction generation was enabled (@YuriMomo, @jshipsey, @Snowram, @imbris, @Angelonfira, @xMAC94x).
  - In the process of making changes related to greedy meshing, various incidental fixes and optimizations were required.
- The way we cache glyphs was completely refactored, fixed, and optimized.
  - Our fork of `conrod` was optimized in various ways (@imbris).
  - Our fork of `conrod` now exposes whether a widget was updated during the current frame (@imbris).
  - Our use of the glyph cache was rewritten for correctness (@imbris).
  - A *text cache* was introduced that lets us skip remeshing glyphs that have not changed (@imbris).
  - Various changes were made to reduce pressure on the glyph cache, with more planned (@imbris, @Pfauenauge).
  - In the process of making changes related to the glyph cache, various incidental fixes and optimizations were required.
- Colors were changed to keep Veloren's look consistent with master.
  - Some older tree models were brought back (@Pfauenauge).
  - TODO(@Sharp): All hardcoded colors were extracted and made hotloadable.
  - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Hardcoded colors were fixed to conform to Veloren's style.
  - TODO(@Treeco, @Pfauenauge, @imbris, @jshipsey): Color models were fixed to conform to Veloren's style.

A detailed description of the involved changes follows.

---

- The world size is no longer hardcoded.  All functions dependent on world size now take a `WorldSizeLg`, which holds the base 2 logarithm of each actual world dimension and is guaranteed to maintain certain properties (outlined in `common/src/terrain/map.rs`).  Additionally, many utility functions that utilize the world size were moved into `common` as well (mostly `common/src/terrain/mod.rs`).  Finally, the world map format was updated in order to store its size explicitly, with a migration path from the old format that should work whenever the old formatted map was a square (practically always).  See `world/src/sim/mod.rs` for these changes.
- The map generation code was made generic to allow using it outside of the `world` crate.  The parts of the map generating code that do not need to query the world were moved over to `common/src/terrain/map.rs`, allowing them to be used from the client without creating a dependency on `world`.  The rest of it was turned into helper functions in `world/src/sim/map.rs`, which can be passed as closures to the generic map generation code to complete its construction.  This also means that colors are now passed in separately to the map generation function.  See <https://veloren.net/devblog-78/> for more details.
- On world creation, we now compute *horizon maps*.  See the function in `world/src/sim/util.rs`.

  Given a height map and a plane intersecting that height map, our horizon maps allow us to encode enough information to reconstruct shadows for each point on the height map using only the *horizon angle* (the angle at which the sun starts to become visible).  As Veloren's sun only covers one plane, this is sufficient for encoding sun shadows for LOD terrain, by encoding two angles per chunk (one for each 90 degrees the sun covers).  We can also use this for the moon, if we want, since the moon follows the same path.  Additionally, we store the *height* of the furthest occluder, to try to make the shadows volumetric; so this means 4 bytes in total for each chunk.

  Support for horizon maps has been merged into the map functionality in common as well.
- The way we pass the world from the server to the client has been updated.  Rather than passing the prerendered map, we instead pass three maps with values for each chunk; one with the color information, a second with altitude information, and a third with horizon map information.  We then reconstruct the map on the client, together with some additional information we send from the server (like the sea level and maximum height).  See `common/src/msg/server.rs` for a detailed description of the format of `WorldMapMsg`, and `server/src/libr.rs` and `client/src/lib.rs` for details of the map construction and parsing.
- Artifacts related to image rotation were fixed.  See the commit message for commit SHA `cf74d55f2e3d2ae7d25fd68d5c73b01a6afde86e` for a detailed explanation.  This involved changes to shaders, the addition of a new type of graphic (also reflected in the graphic cache) that allows specifying a border color (which automatically makes the associated texture immutable), and some related fixes.  I reproduce the first two paragraphs of the MR description as well:

 ```
 Fix map image artifacts and remove unneeded allocations.

 Specifically, we address three concerns (the image stretching during
 rotation, artifacts around the image due to clamping to the nearest
 border color when the image is drawn to a larger space than the image
 itself takes up, and potential artifacts around a rotated image which
 accidentally ended up in an atlas and didn't have enough extra space to
 guarantee the rotation would work).
 ```
- Multiflow rivers were enabled.
  This does not really need to be part of this MR, and would be easy to revert, but since it seemed to provide a nice improvement it's currently packaged with it.
  We already computed multiple outflows from each chunk for erosion purposes long before this MR.
  However, we never modified river rendering to be able to handle this case (just a single downhill river flow is complex enough!) so this was not exposed when deciding which chunks were rivers.
  Now that
- In the process of making changes related to the world map, various incidental fixes and optimizations were required.  Some examples of fixes include making sure terrain is never lowered to below sea level (to make the shadow maps report correct values), fixing map altitudes and colors to understand things like cliffs and "block level" coloring (that doesn'te xist on the column level), and fixing a crashbug when rendering images for the UI where source pixels are strongly rectangular.  Some examples of related performance fixes include avoiding allocating a fresh vector for all the maps (i.e. copying it over to change the format from `[u32; n]` to `DynamicImage` and then copying again to convert to `RgbaImage`), and instead using the `gfx::memory::slice` function to accomplish the same thing.  These sorts of changes are spread all arond the code.

This includes the additon of a new scene, `voxygen/src/scene/lod.rs`, a new pipeline `voxygen/src/render/pipeline/lod_terrain.rs`, and new shaders `assets/vxygen/shaders/lod-terrain-vert.glsl` and `assets/vxygen/shaders/lod-terrain-frag.glsl`, as well as associated changes to the renderer in `voxygen/src/render/renderer.rs`.

The main idea behind our initial approach to LOD was to take the world data we now get from the server (altitude, color, and horizon mapping).

  - Some previously computed values were turned into shader uniforms for better prediction on weak processors. (@zesterer)
  - Calls to power or trig functions were removed or replaced with multiplications, where possible.
  - After some deliberation
  - To properly handle sprite "waving" for nearby sprites,

We explicitly designed the greedy meshing system with figures and sprites in mind.
In both cases, we want to be able to *efficiently* pack many different models into the same texture, especially in cases where we know
we will either not be removing any of the grouped-together from the models from the texture, or will remove all of them at once (so
they can be packed into some specific subtexture).
For sprites, since we know every model in advance and never intend to deallocate them, we currently pack them all as efficiently as
possible into one giant tetxure atlas.  However, in the future we might opt to pack them slightly less efficiently in exchange for
shrinking the sprite vertex size.
For figures, we pack all the textures for each *model* into the same atlas.
is a global texture atlas used for every sprite, and for figures which is why we have the ability to mesh multiple
models to the same texture area (using the simple texture atlas allocator) without requiring intermediate vector allocations.
This is accomplished by delaying the time when we actually write the color and light data to the texture until *after* all the
model vertices have been meshed; then, we can just allocate the whole color/light array at once, making the atlas we use an
exact fit.  In computer science-y terms, we accomplish this delay by, after we perform the initial greedy meshing (without
texture information), not continuing to create the texture data, but instead constructing a *continuation*--that is, a function
that, when called, will execute the rest of the computation.  We push this continuation (which in Rust terms is a `FnOnce` closure
that takes the `ColLightsInfo` that it is supposed to write to as context) onto a

onto a vector

resizing.  To allow for suspended writes to texture data, Rust pointed out to me that the continuation that would eventually write the color and light data to the texture atlas (the one that is shared by all models sharing the same greedy mesher) would have to *own* whatever data it mshed.  Because we often generate the model data to mesh as a temporary in `voxygen/src/load.rs`, the

  - Matrix multiplications in the shader were reduced for figure data (@zesterer).
  - Vertex "waves" for fluid data were removed.
  - Terrain "bending" near edges was removed.
  - Scaling was fixed to make sure empty space was not introduced in a space previously occupied by a block.  It was also changed to take ownership of its voxel data,
    rather than sharing it, to let it be used with meshing.
  - Rust's nightly version was bumped in order to use the `array_map` function, which lets us reuse more code between the simple map and `FigureModelCache`.

- PositionedGlyph::standalone.

---

I tried to cite sources in many cases[^realtime],[^lloyd],[^lispsm],[^pbrt],[^greedy],[^tjunctions]
where I needed features from elsewhere but I am particularly grateful for the following resources,
esepcially where they have accompanying source code.  I linked all of them that are accessible to the public (those that are not were
obtained through legal means).

[^realtime]: Eisemann, Elmar, Michael Schwarz, Ulf Assarsson, Michael Wimmer. Real-Time Shadows. A K Peters/CRC Press (T&F), 20160419.
[^lloyd]: Lloyd,B. 2007. [Logarithmic perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). PhD thesis, University of North Carolina.
[^lispsm]: Wimmer, M., Scherzer, D., and Purgathofer, W. 2004. [Light space perspective shadow maps](http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf). In Proceedings of Eurographics Symposium on Rendering 2004, pp. 143– 152.

[^pbrt]: Pharr, Matt, et al. [http://gamma.cs.unc.edu/papers/documents/dissertations/lloyd07.pdf](Physically Based Rendering: From Theory to Implementation). Third edition, Morgan Kaufmann Publishers/Elsevier, 2017.
[^greedy]: mikolalysenko. “Meshing in a Minecraft Game.” 0 FPS, 30 June 2012, <https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/>.
[^tjunctions]: blackflux. “Meshing in Voxel Engines – Part 1.” Blackflux.Com, 23 Feb. 2014, <https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/>.

I am also especially grateful to Khronos, Wikiepdia, and stackoverflow for answering many of my specific questions while writing the MR.

---

Squashed commit of the following:

commit 300505e730
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 18:46:25 2020 +0200

    Fixing cargo doc and typo in CHANGELOG.

commit ec0aeb18e8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 15:38:50 2020 +0200

    Hopefully final commit for the LOD branch.

commit 5e8ea0b1ea
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 10:14:26 2020 +0200

    Falling back to power as stopgap.

commit e44a1cbf46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 09:25:41 2020 +0200

    Address imbris feedback.

    Temporarily disables shiny water, lowers max VD.

    These restrictions will be lifted soon after merging.

commit 561e25778a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 08:31:13 2020 +0200

    Tweaking shaders a bit.

commit 7d19259078
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 07:59:43 2020 +0200

    Fix view example as well.

commit 051cd4934e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 07:29:06 2020 +0200

    Fix meshing benchmark.

commit c95e07db3b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 05:46:22 2020 +0200

    Address MR feedback, fix scene clouds.

commit 1bfb816cab
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:39:36 2020 +0200

    Incorporating Pfau's figure color changes.

    New eyes and new humanoid colors.

commit 3f9b89a3ac
Merge: e2f5162e4 62c53963a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:29:41 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit e2f5162e4f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 20 04:28:38 2020 +0200

    World colors are all hotloadable.

    They live in assets/world/style/colors.ron.

    Only a small handful of hardcoed colors remain in World; they are either
    part of the map, or difficult to disentangle from the rest of the
    computation.  Comments are made where appropriate.

commit 62c53963ab
Author: Marcel Märtens <marcel.cochem@googlemail.com>
Date:   Wed Aug 19 15:59:00 2020 +0200

    replace pretty_env_logger with tracing

commit 5b1625f99d
Merge: d71003acd 4942b5b39
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 19 05:15:56 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit d71003acda
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 19 05:14:34 2020 +0200

    Hotloading colors, part 1: colors in common.

    Currently, this just entails humanoid colors.  There are only three
    colors not handled; the light emitter colors in
    common/src/comp/inventory/item/tool.rs.  These don't seem important
    enough to me to warrant making hotloadable, at least not right now, but
    if it's needed later we can always add them to the file.

commit 63b5e0e553
Merge: c32b337a4 6d2c4b9c1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 13:05:37 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit c32b337a46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 05:52:04 2020 +0200

    Fixing LOD grid, for real.

commit a166ae0360
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 17 05:28:05 2020 +0200

    Addressing imbris's initial feedback.

    Fixes two minor bugs: explosion particles were no longer spawning
    randomly, and LOD grids were not perfectly even.

commit 4cbad004f4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 16 19:27:58 2020 +0200

    Bumping nightly per request.

commit 548680276a
Merge: acc098604 8f8b20c91
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 16 19:26:06 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit acc0986040
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 22:28:32 2020 +0200

    Lower resolution due to lying drivers.

commit d3b878de2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 22:15:38 2020 +0200

    Fix issues msh encountered with Intel 4600.

commit 10245e0c1b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 15 21:15:02 2020 +0200

    Merge more models into one mesh than we did previously.

commit 3155c31e66
Merge: 7204cc8a7 3c199280e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 22:35:22 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 7204cc8a7a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 22:34:43 2020 +0200

    Fix not yet done NPC animations.

    This forces them all to be the idle animation if not specified.

    This fixes issues where you'd have giant NPCs in water.

commit bc83360f2a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 19:36:37 2020 +0200

    Try to fix some bugs:

    - Z fighting with LOD terrain and water.
    - Audio SFX not playing.

commit 1fd104aa60
Merge: 862df3c99 7c2c392a3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 12:02:31 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 862df3c997
Merge: 0a4218ed9 75c1d4401
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 13 05:52:56 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 0a4218ed9d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 22:27:14 2020 +0200

    Fix particle depth.

commit f51dfdeb44
Merge: c6251a956 5e6dc0471
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 20:19:04 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit c6251a956a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 20:15:46 2020 +0200

    Cache figures more intelligently.

    Cache figures for longer, and don't cache character states for the
    player except where they actually affect the rendered model.

commit 0ed801d540
Merge: c11b9bdf0 eea64f78f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 16:32:24 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit c11b9bdf0a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Aug 12 11:47:15 2020 +0200

    Remove unneeded Clippy annotation.

commit 16aa9ef40a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Aug 8 00:53:02 2020 +0200

    Fix hotloading and Clippy.

commit 3dc973e0be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 23:50:27 2020 +0200

    Major speedups with SIMD.

commit fba64a7d93
Merge: 76429d00e d1e10b178
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 13:23:19 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 76429d00ee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 13:23:10 2020 +0200

    Add clippy.toml.

commit c79f512f84
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 11:55:20 2020 +0200

    Fix all clippy issues, clean up Rust code.

commit 6f90e010b3
Merge: 77a8c7c26 5929cfa5c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 06:47:30 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 77a8c7c267
Merge: b44e44232 44febaabd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Aug 7 06:47:10 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 5929cfa5c7
Author: jshipsey <jshipsey18@gmail.com>
Date:   Thu Aug 6 20:47:27 2020 -0400

    fixed in-hand arrow bug

commit b44e442325
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Aug 6 13:40:35 2020 +0200

    Miscellaneous performance improvements.

commit be37acf287
Merge: 125d7fc6c c11876547
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 3 05:49:27 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 125d7fc6c4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Aug 3 04:55:31 2020 +0200

    Abstract over simd vs. repr_c vectors.

    Also some minor improvements to Event size.

commit d4d4956e92
Merge: 5f3b7294a aced5f979
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:56:54 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 5f3b7294af
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:43:52 2020 +0200

    Fix formatting issues I missed before.

commit a428a3ebba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Aug 2 20:41:51 2020 +0200

    Fix clippy warnings, part 1.

    There aer still a bunch of type too complex and
    function takes too many arguments warnings that I'll fix later
    (or ignore, since in the one case I did fix a function takes too
    many arguments warning I think it made the code *less* readable).

commit ba54307540
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 30 13:22:42 2020 +0200

    Fix light animations so they are removed when the light turns off.

commit 7e0f4bcbf0
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 21:10:20 2020 +0200

    Fix crash in edge case for pixel art.

commit 56da06f7a3
Merge: cf74d55f2 9f53a4a19
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 18:56:52 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit cf74d55f2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 29 18:29:52 2020 +0200

    Fix map image artifacts and remove unneeded allocations.

    Specifically, we address three concerns (the image stretching during
    rotation, artifacts around the image due to clamping to the nearest
    border color when the image is drawn to a larger space than the image
    itself takes up, and potential artifacts around a rotated image which
    accidentally ended up in an atlas and didn't have enough extra space to
    guarantee the rotation would work).

    The first concern was addressed by fixing the dimensions of the map
    images drawn from the UI (so that we always use a square source
    rectangle, rather than a rectangular one according to the dimensions of
    the map).  We also fixed the way rotation was done in the fragment
    shader for north-facing sources to make it properly handle aspect ratio
    (this was already done for north-facing targets).  Together, these fix
    rendering issues peculiar to rectangular maps.

    The second and third concerns were jointly addressed by adding an
    optional border color to every 2D image drawn by the UI.  This turns
    out not to waste extra space even though we hold a full f32 color
    (to avoid an extra dependency on gfx's PackedColor), since voxel
    images already take up more space than Optiion<[f32; 4]> requires.
    This is then implemented automatically using the "border color"
    wrapping method in the attached sampler.

    Since this is implemented in graphics hardware, it only works (at
    least naively) if the actual image bounds match the texture bounds.
    Therefore, we altered the way the graphics cache stores images
    with a border color to guarantee that they are always in their own
    texture, whose size exactly matches their extent.  Since the easiest
    currently exposed way to set a border color is to do so for an
    immutable texture, we went a bit further and added a new "immutable"
    texture storage type used for these cases; currently, it is always
    and automatically used only when there is a specified border color,
    but in theory there's no reason we couldn't provide immutable-only
    images that use the default wrapping mdoe (though clamp to border
    is admittedly not a great default).

    To fix the maps case specifically, we set the border color to a
    translucent version of the ocean border color.  This may need
    tweaking going forward, which shouldn't be hard.

    As part of this process, we had to modify graphics replacement to
    make sure immutable images are *removed* when invalidated, rather
    than just having a validity flag unset (this is normally done by
    the UI to try to reuse allocations in place if images are updated
    in benign ways, since the texture atlases used for Ui do not
    support deallocation; currently this is only used for item images,
    so there should be no overlap with immutable image replacement,
    so this was purely precautionary).

    Since we were already touching the relevant code, we also updated
    the image dependency to a newer version that provides more ways
    to avoid allocations, and made a few other changes that should
    hopefully eliminate redundant most of the intermediate buffer
    allocations we were performing for what should be zero-cost
    conversions.  This may slightly improve performance in some
    cases.

commit ad18ce9399
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 13:21:09 2020 +0200

    Fix continent scale hack.

commit 36b1cb074f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 12:11:40 2020 +0200

    Enable loading different sized maps without a recompile.

    We may want to tweak the effects of the continent_scale_hack.

commit 13b6d4d534
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 28 10:55:48 2020 +0200

    Removing WORLD_SIZE, part 1.

    Erased almost every instance of WORLD_SIZE and replaced it with a local
    power of two, map_size_lg (which respects certain invariants; see
    common/src/terrain/map.rs for more details about MapSizeLg).  This also
    means we can avoid a dependency on the world crate from client, as
    desired.

    Now that the rest of the code is not expecting a fixed WORLD_SIZE, the
    next step is to arrange for maps to store their world size, and to use
    that world size as a basis prior to loading the map (as well, probably,
    as prior to configuring some of the noise functions).

commit 30b1d2c642
Merge: 7d56ba31b 1377b369f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Jul 27 13:16:58 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 7d56ba31b4
Merge: 2101113b4 598f14b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Jul 27 13:16:27 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 1377b369f6
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Sun Jul 19 23:25:38 2020 +0200

    more saturated pumpkins

commit ae8d50527f
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Sat Jul 18 20:29:56 2020 +0200

    acacia models

commit 2101113b46
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 18 18:55:25 2020 +0200

    Higher detail LOD.

commit add2cfae04
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 16 01:57:39 2020 +0200

    Revert some irrelevant stuff.

commit 2e2ab3dc1e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 15 13:30:49 2020 +0200

    Fixing various things about shadows.

    * Correcting optimal LISPSM parameter.
    * Figure shadows are cast when they're not visible.
    * Chunk shadows stay cast until you look away.
    * Seamless cubemaps for point lights.
    * Etc.

commit 6c31e6b562
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 19:50:26 2020 +0200

    Fix shadow creation.

commit 6332cbe006
Merge: be438657c 930e0028b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 18:47:00 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit be438657c3
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Jul 12 18:28:08 2020 +0200

    Tweaks to shadows.

    Added shadow map resolution configuration, added seamless cubemaps,
    documented all existing rendering options, and fixed a few Clippy
    errors.

commit 23b4058906
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 10:11:19 2020 +0200

    Fix moon, use nonlinear noise for terrain.

    Note that the latter has a bit of performance cost.

commit 7fbe5cbfbb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:23:02 2020 +0200

    Address lies about max texture size.

commit bcfc62b5e1
Merge: 75e3626a7 18a08e8fe
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:22:08 2020 +0200

    Merge remote-tracking branch 'origin/sharp/small-fixes' into sharp/small-fixes

commit 75e3626a78
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Jul 8 02:21:52 2020 +0200

    OpenGL 3.3 minimum.

commit 18a08e8fe2
Author: Monty Marz <m.marzouq@gmx.de>
Date:   Tue Jul 7 23:57:52 2020 +0200

    settings localization

commit 90c5d1ca36
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 21:11:48 2020 +0200

    Lower near distance.

commit 0e66f02b25
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 20:09:01 2020 +0200

    All sprites sway in the wind now.

commit db1401a691
Merge: 69e508d8c e8b4b29d7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 19:34:17 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 69e508d8c9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Jul 7 18:41:37 2020 +0200

    Make it easy to switch to SIMD for math.

commit ffe0f5928c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 21:21:12 2020 +0200

    Fix some issues with underwater rendering.

commit bfda6da42f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 19:17:59 2020 +0200

    Fix some minor display issues.

commit 0ed752e087
Merge: ccc6a06a8 518edcb85
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 18:14:21 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit ccc6a06a8d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 18:04:34 2020 +0200

    Some minor changes.

commit 4e02024670
Merge: 50a64d927 e05c9267a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 16:17:40 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 50a64d927e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Jul 4 13:07:03 2020 +0200

    Fix far plane.

commit 7dd06da34c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 2 22:25:35 2020 +0200

    Add shadows.glsl.

commit 618a18c998
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Jul 2 22:10:22 2020 +0200

    Adding shadows, greedy meshing, and more.

commit eaea83fe6a
Merge: 267018495 2f89b863e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 22:47:07 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 2670184954
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 21:20:01 2020 +0200

    Make civsim and sites deterministic.

    For anything in worldgen where you use a HashMap, *please* think
    carefully about which hasher you are going to use!  This is
    especially true if (for some reason) you are depending on hashmap
    iteration order remaining stable for some aspect of worldgen.

commit f8376fd5dc
Merge: 654f7e049 cdee191dd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu May 21 17:53:57 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 654f7e0492
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed May 20 21:22:30 2020 +0200

    Correct backface culling.

commit 560501df05
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue May 19 17:22:06 2020 +0200

    Greedy messhing for shadows.

commit a4d87e1875
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun May 17 05:59:00 2020 +0200

    Shadow maps work for lantern.

commit 243d0837b8
Merge: 04382dc28 71dd520cd
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 15 14:53:13 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 04382dc286
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 15 14:22:17 2020 +0200

    WIP: better graphics config, better LOD, shadow maps.

commit 22ddbad3eb
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat May 2 18:54:09 2020 +0200

    Minor shader fixes.

commit 746a10e8d0
Merge: 0f4a0e763 40ab94673
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat May 2 04:02:09 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 0f4a0e763d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 1 23:03:24 2020 +0200

    Switch back to pop-in terrain.

commit dd74fa7e4a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri May 1 22:58:55 2020 +0200

    LOD shading closer to voxel shading.

commit ef67bd58ba
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Apr 28 20:49:03 2020 +0200

    Experimental underwater lighting.

commit 2c5ad9d076
Merge: 748279835 303967a6f
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 22:35:24 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 7482798354
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 21:59:55 2020 +0200

    Replace discard in figure-frag.

commit d83b4ae69b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 18:45:57 2020 +0200

    Fix sprite lighting, HDR from focus_pos.

commit 0594238004
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 18:14:10 2020 +0200

    Proper HDR from point lights.

commit 48c93d2b41
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 14:01:43 2020 +0200

    Brighter ambiance, darker LOD shadows.

commit e0452e895c
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 13:13:23 2020 +0200

    More proper HDR.

commit 4c6da3ed16
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 27 00:13:10 2020 +0200

    Trying LOD noise.

commit 682a3d74c8
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Apr 26 23:11:08 2020 +0200

    Fix LOD heights in towns.

commit cc39e5734e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sun Apr 26 21:01:23 2020 +0200

    More LOD fixes.

commit 8116b21c2e
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 23:54:43 2020 +0200

    I like this coloring.

commit bc2560ea90
Merge: 14effdd5d e690efe71
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 23:48:33 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit 14effdd5db
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 22:24:35 2020 +0200

    Re-saturate.

commit 48a643955d
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 22:23:57 2020 +0200

    Various fixes.

commit f7b497a0c2
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 03:22:49 2020 +0200

    Render figures again.

commit 44e4aad48d
Merge: e6f0a5a98 9ec319a18
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 25 02:01:04 2020 +0200

    Merge remote-tracking branch 'origin/master' into sharp/small-fixes

commit e6f0a5a981
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 24 16:12:20 2020 +0200

    Add atmospheric scattering.

commit f2953087f6
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 23 00:01:20 2020 +0200

    Fix shadowing for specular reflections.

commit ddd4a67a97
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Wed Apr 22 22:56:12 2020 +0200

    HDR fixes.

commit 1015e60dee
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Tue Apr 21 18:25:19 2020 +0200

    More lighting changes.

commit 80c264abd1
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Mon Apr 13 00:29:59 2020 +0200

    Lighting experiments.

commit 8414987e58
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 9 02:38:40 2020 +0200

    WIP -- lighting changes and soft shadows.

commit 9cd2b3fb0d
Merge: c7ea687eb 8b149ad11
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:33:29 2020 +0200

    Merge branch 'sharp/new-lighting' into sharp/small-fixes

commit c7ea687ebb
Merge: 476441531 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:33:02 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

commit 8b149ad11a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Sat Apr 4 02:32:39 2020 +0200

    Trying out a new lighting model.

commit b0ac9f36f7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 07:56:11 2020 +0200

    Use bicubic interpolation for terrain.

commit f6fc9307a1
Merge: 33140a295 22f3319b4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 05:01:41 2020 +0200

    Merge remote-tracking branch 'origin/master' into zesterer/lod

commit 4764415312
Merge: ed2d0111d 13388ee6a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Apr 3 04:54:48 2020 +0200

    Merge branch 'sharp/map-colors' into sharp/small-fixes

commit 13388ee6a4
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 20:30:08 2020 +0200

    Various fixes (to coloring and to soft shadows).

commit fbd084a94a
Merge: 5a089863b 4fdf6896a
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 18:50:38 2020 +0200

    Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors

commit ed2d0111d9
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 06:49:27 2020 +0200

    Combining colors and LOD.

commit 88342640c6
Merge: 33140a295 5a089863b
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 04:49:20 2020 +0200

    Merge branch 'sharp/map-colors' into sharp/small-fixes

commit 33140a2951
Merge: 4c65a5aed f34d4b379
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 04:36:21 2020 +0200

    Merge remote-tracking branch 'origin/master' into zesterer/lod

commit 5a089863be
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 03:17:49 2020 +0200

    Making maps brighter.

    This is probably not the right way to do it, but oh well!

commit 32b2c99109
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Thu Apr 2 02:46:36 2020 +0200

    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.

commit f8926a5737
Merge: a1aee931e 875ae6ced
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Mar 13 13:32:42 2020 +0100

    Merge remote-tracking branch 'origin/master' into sharp/map-colors

commit 4c65a5aed3
Author: Treeco <5021038-Treeco@users.noreply.gitlab.com>
Date:   Mon Feb 24 16:48:05 2020 +0000

    Made LOD setting slider exponential

commit 2fa7b2d20d
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 17:49:53 2020 +0000

    Added mist to LoD

commit aab059a450
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 15:14:06 2020 +0000

    Added LoD slider

commit 779c36b538
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 12:54:55 2020 +0000

    Reduced cost of vertex pushing

commit 9fea150473
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 12:38:53 2020 +0000

    Fixed maths, improved LoD resolution

commit 5481df38fe
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Feb 24 11:22:50 2020 +0000

    Dynamically relocate LoD vertices to enhance details

commit a3e36a50ab
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 18:13:51 2020 +0000

    Simpler terrain spiral rendering

commit 255f450ae9
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 16:53:17 2020 +0000

    Better LoD precision

commit 3d027aebe8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 16:04:03 2020 +0000

    Better falloff

commit be775c9484
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Feb 23 15:30:45 2020 +0000

    Applied good ideas from experimental branch

commit 58587b6854
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 16:15:13 2020 +0000

    Minor fixes to LoD merging

commit 7b42aebd70
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 15:04:44 2020 +0000

    Capped LoD dragging

commit 8aafc559f8
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:54:37 2020 +0000

    Better blending between LoD and terrain border

commit edd3455d51
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:40:19 2020 +0000

    Fixed LoD z depth, added sea level offset

commit b9b0674462
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 14:27:43 2020 +0000

    Better LoD smoothing

commit a1aee931e7
Author: Joshua Yanovski <pythonesque@gmail.com>
Date:   Fri Feb 21 14:52:17 2020 +0100

    Adding shadows.

commit 2400786c13
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Feb 21 13:48:40 2020 +0000

    Use world map as LoD source

commit dbf650f504
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Mon Jan 20 00:48:14 2020 +0000

    Better clouds at distance

commit 5e6f81b86c
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Sun Jan 19 23:59:02 2020 +0000

    sync

commit 745e7540dd
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Nov 22 12:40:48 2019 +0000

    Improved cloud falloff mist, faster noise sampling

commit f6a200d0cb
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Fri Nov 22 10:09:00 2019 +0000

    Improved long-range depth precision, removed unnecessary LoD polygons

commit 63d1b2bb22
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Thu Nov 21 20:57:46 2019 +0000

    Working LoD shader

commit f13d98ee3e
Author: Joshua Barretto <joshua.s.barretto@gmail.com>
Date:   Thu Nov 21 11:03:40 2019 +0000

    LoD first attempt (stack overflow issue)
2020-08-20 20:34:59 +02:00
Spyros Roum
25ca7ad28d Make the default admin list an empty vec 2020-08-20 00:18:05 +03:00
Marcel Märtens
08e7063a36 no longer block when disconnecting a player 2020-08-17 16:34:02 +02:00
Marcel Märtens
1beea5967f investigate if participant mutex causes server hang 2020-08-17 14:21:52 +02:00
Marcel Märtens
8687740265 fix clippy warnings in new version 2020-08-17 11:10:18 +02:00
Marcel Märtens
ed68bff135 Change the version number to 0.7 2020-08-15 11:53:59 +02:00
Marcel Märtens
e618eeb386 Fix a isse that might occur when a participant is dropped while the remote wants to open a Stream and we get some bad time condition.
increase the slowlorris timeout. for some reason it seems to trigger alot more often since commit: `75c1d440` but i have no idea why.
My guess would be that the initial sync now sends way more data which slows down TCP to be > 10ms and trigger. Note: the fix might cause small lags when slow people try to connect to the server
2020-08-13 12:06:53 +02:00
Joshua Barretto
75c1d44010 Merge branch 'zesterer/worldsim' into 'master'
World simulation, generation, and pathfinding improvements (including castles and caves)

See merge request veloren/veloren!1282
2020-08-12 21:40:56 +00:00
Joshua Barretto
e3cab272c3 Fixed floating sprites in towns, clippy fixes 2020-08-12 21:16:14 +01:00
Joshua Barretto
50a85853e3 Fmt and clippy lints fixes 2020-08-12 21:16:14 +01:00
Joshua Barretto
6992194ad4 Better surface swimming, no underwater sprites 2020-08-12 21:15:53 +01:00
Joshua Barretto
9bb10a6d00 Various improvements to castles, dungeons and more 2020-08-12 21:15:53 +01:00
Joshua Barretto
41229b4665 Added large caves, cave scatter, removed old caves 2020-08-12 21:15:53 +01:00
Joshua Barretto
1763693f5f Added labour value to economy, castle improvements 2020-08-12 21:15:52 +01:00
Joshua Barretto
d6cdb0c433 Began adding castles 2020-08-12 21:15:52 +01:00