Joshua Yanovski
6032dbd22a
Merge branch 'seachapel_fixes' into 'master'
...
seachapel_fixes
See merge request veloren/veloren!3572
2022-08-27 08:03:04 +00:00
flo666
1876d169c8
- Dagon, SeaCrocodile hitboxes
2022-08-27 08:06:33 +02:00
Imbris
4126194a5c
View distances small fixes and improvement:
...
* Properly set view_distance field in Client when sending it to the
server in request_character/request_spectator.
* Removed invalid check I had included in Client::set_view_distance
* ViewDistances::clamp now clamps min to 1 for both types of view distance.
2022-08-25 23:24:43 -04:00
Imbris
cc1de8334d
Clean up common/src/lib.rs to avoid repetitive wasm cfgs. Not many lines
...
actually removed but it looks a lot better IMO.
2022-08-25 23:24:43 -04:00
Imbris
334937568e
Add an entity view distance setting that allows limiting the distance
...
entities are synced from and displayed in.
NOTE: Syncing entities work at the granularity regions which are
multi-chunk squares but the display of entities in voxygen is limited in
a circle with the radiues of the supplied distance.
Additional details and changes:
* Added `ViewDistances` struct in `common` that contains separate
terrain and entity view distances (the entity view distance will be
clamped by the terrain view distance in uses of this).
* View distance requests from the client to the server now use this
type.
* When requesting the character or spectate state the client now passes
its desired view distances. This is exposed as a new parameter on
`Client::request_character`/`Client::request_spectate`. And the client
no longer needs to send a view distance request after entering these
states. This also allows us to avoid needing to initialize `Presence`
with a default view distance value on the server.
* Removed `DerefFlaggedStorage` from `Presence` and `RegionSubscription` since the
change tracking isn't used for these components.
* Add sliders in voxygen graphics and network tabs for this new setting.
Show the clamped value as well as the selected value next to the
slider.
* Rename existing "Entities View Distance" slider (which AFAIK controls
the distance at which different LOD levels apply to figures) to
"Entities Detail Distance" so we can use the former name for this new
slider.
2022-08-25 23:24:43 -04:00
flo
e882e62c08
seachapel
2022-08-24 21:50:53 +00:00
Joshua Barretto
51d90707b5
Relaxed automod somewhat
2022-08-23 10:03:06 +01:00
Imbris
275b17be57
Merge branch 'imbris/misc_fix' into 'master'
...
Trade canceling related tweaks, make kill_npcs not leave clutter (and actually remove entities in the first place), and misc tweaks
See merge request veloren/veloren!3555
2022-08-21 16:35:16 +00:00
DaforLynx
656727ecbd
Miscellaneous audio fixes
2022-08-21 05:32:02 +00:00
Imbris
ca66a9f79b
Fix bug in Health::kill that caused Destroy event to never be emitted by preemptively setting is_dead
to true
2022-08-20 18:47:09 -04:00
Marcel
3b87bf1e4a
Merge branch 'xMAC94x/slowjob_freeze_reproduction' into 'master'
...
Initial reproduction of the slowjob freezen with par_iter and slowjob,
See merge request veloren/veloren!3546
2022-08-20 20:44:07 +00:00
juliancoffee
69cea513ee
Make comments to be doc-comments
2022-08-20 22:30:25 +03:00
juliancoffee
6319dcfc22
Add more components in /body
...
* Add mass
* Add density
* Add collider.
This one is strange as always, I don't know what's wrong, but debug hitbox
changes only after death. Real one seems to work.
2022-08-20 17:02:08 +03:00
juliancoffee
a371aad05e
Add /body command that allows you to switch body
2022-08-20 15:20:27 +03:00
Marcel Märtens
3eac68000b
all tests shows there is currently no way to keep rayon from work-stealing over scopes and doing really really weird stuff between the ECS threadpool and the slowjob Threadpool. so even if i dont like to have multiple threads i think there is no other workaround than just creating a second threapool for background tasks
2022-08-19 09:50:00 +02:00
Marcel Märtens
8ca458188d
also those dispatcher tricks wont help the test, it still sporadically fails
2022-08-19 09:30:56 +02:00
Marcel Märtens
25d9e5b27e
workaround for https://github.com/rayon-rs/rayon/issues/969
...
Unfortuatly rayon has a bug that if you Threadpool.spawn from inside a parallel iterator from inside a Threadpool.install, that the parallel iterator will BLOCK till the Threadpool.spawn finished, which causes many many lag spikes.
I assume this might be the case for the pictures in the gantt chart where a system took unusual long or had a long pause that was unexplained.
I also raise the number of threads by 1, as this rayon thread will prob be useless in all cases and have no real work to do.
EDIT: it turns out the tests are sporadicly failing and this soluction doesnt work
2022-08-19 09:30:00 +02:00
Marcel Märtens
c968e5c748
Initial reproduction of the slowjob freezen with par_iter and slowjob,
...
See that we spawn 2 jobs in the first loop, the loop seems to NOT complete until those jobs are executed
Next step is to do everything with plain rayon coding
2022-08-18 12:38:17 +02:00
Tormod Gjeitnes Hellen
e306b3bfe3
Have the ambushers say something.
...
Very unsure about the way I did this...
2022-08-17 23:50:09 +02:00
Marcel
c6bcdd7a2c
Merge branch 'juliancoffee/i18n-tooling-fluent' into 'master'
...
Implement i18n-tooling
See merge request veloren/veloren!3536
2022-08-17 20:39:00 +00:00
juliancoffee
847ee1c1b1
Implement i18n-tooling
...
* Working csv export
* Working i18n-check
2022-08-17 22:46:48 +03:00
DaforLynx
daadf3abdb
Gnarling Fort music; more specific sites; fix music spacing; new sfx
2022-08-14 01:57:58 +00:00
Samuel Keiffer
a1b5f53d15
Merge branch 'craft-all' into 'master'
...
Craft all
See merge request veloren/veloren!3525
2022-08-12 00:47:48 +00:00
Julio Cezar Silva
9315482fc4
Craft all
2022-08-12 00:47:48 +00:00
Joshua Barretto
602de267b1
Perform validation on all kinds of chat message
2022-08-11 11:11:33 +01:00
Joshua Barretto
52bd7b2485
Added automod
2022-08-11 11:09:52 +01:00
IsseW
87821d5c1d
force update counter
2022-08-09 19:22:09 +02:00
Isse
0471e78f41
spectate mode :D
2022-08-09 18:43:13 +02:00
Imbris
d5b59c2bb7
Convert away from IdvStorage to mixture of VecStorage and DenseVecStorage
2022-08-08 00:38:20 -04:00
juliancoffee
f2df1adf27
Improve documentation
2022-08-07 16:21:58 +03:00
juliancoffee
8ba50e62d5
New i18n implementation based on Fluent
2022-08-06 21:45:23 +03:00
Samuel Keiffer
abf0a27323
Merge branch 'sam/remove-cr-ui' into 'master'
...
Removed weapon CR from UI.
See merge request veloren/veloren!3497
2022-07-30 16:22:29 +00:00
Sam
29dd9eac9b
Remvoed CR from UI. Changed all stats in tools and armor to be same size. Cleaned up item stats UI code.
2022-07-28 19:19:20 -04:00
Sam
28a4ce9be1
Various tweaks
2022-07-26 19:44:49 -04:00
Marcel Märtens
ffe7b2158d
put light_emitters in par_loop to improve the runtime of the campfire lit out loop
2022-07-18 20:56:28 +02:00
Forest Anderson
67534488b3
Merge branch 'tygyh/CleanUp' into 'master'
...
Tygyh/clean up
See merge request veloren/veloren!3480
2022-07-17 14:04:45 +00:00
Youssef Fahmy
91c85dea22
Humanoid Model Overhaul
2022-07-16 11:13:24 +00:00
tygyh
120ee6b6c0
Fix typos
2022-07-15 18:59:37 +02:00
tygyh
25e20b5fa0
Remove unecesssary lifetimes
2022-07-15 16:20:15 +02:00
tygyh
cbe4d9d807
Remove unused imports
2022-07-15 16:00:27 +02:00
tygyh
fefe745508
Reorder impl member order to match trait member order
2022-07-15 15:54:32 +02:00
tygyh
5e5698249b
Remove unnecessarily qualified paths
2022-07-15 14:49:46 +02:00
Christof Petig
2dce472d1f
Merge branch 'christof/modular-weapon-prices' into 'master'
...
Implement material (de-)composition for modular weapons, add tusk+crest+pincer to price list
See merge request veloren/veloren!3469
2022-07-14 18:24:21 +00:00
Isse
1e3b5383cf
Merge branch 'zesterer/better-rain' into 'master'
...
Better rain
See merge request veloren/veloren!3464
2022-07-13 23:25:33 +00:00
Christof Petig
bb952fe755
rustfmt the last cleanup
2022-07-13 23:38:11 +02:00
Christof Petig
edfe6d887e
final polish
2022-07-13 23:32:20 +02:00
Christof Petig
eab062450a
clippy helped to get rid of one level of indirection
2022-07-13 23:27:17 +02:00
Christof Petig
d2aa9028ec
clippy is right about this flat_map
2022-07-13 23:17:22 +02:00
Christof Petig
197f84a360
returning a vec creates much more readable code
2022-07-13 23:03:58 +02:00
Christof Petig
3bdeb77268
Full support for modular weapon in loot table read
2022-07-13 22:56:52 +02:00
Christof Petig
a0749ac9bc
test passes, not happy with implementation yet
2022-07-13 20:15:28 +02:00
Christof Petig
5bbb73bc17
changelog + remove dead code, but the test still fails
2022-07-13 20:15:28 +02:00
Christof Petig
5ee72f8a5e
fix test; add tusk, crest, pincer
2022-07-13 20:15:28 +02:00
Christof Petig
8c5901516e
clean up
2022-07-13 20:15:28 +02:00
Christof Petig
7a1218cf2f
make a recipe of all modular weapons
2022-07-13 20:15:28 +02:00
Christof Petig
3a7835c6d0
replace one Owned reference by the normal Reference type
2022-07-13 20:15:28 +02:00
Avi Weinstock
cea2550dde
Add Item::new_from_item_definition_id
.
2022-07-13 20:15:28 +02:00
Christof Petig
7e5ebada2d
still incomplete but looks surprisingly usable
2022-07-13 20:15:28 +02:00
Christof Petig
33a01a0dab
fix compilation of example
2022-07-13 20:15:28 +02:00
Christof Petig
2b2ac20403
use ItemDefintionId across trade_pricing
2022-07-13 20:15:27 +02:00
Avi Weinstock
27d2cdeb79
WIP modular weapon pricing.
2022-07-13 20:15:27 +02:00
Socksonme
3f0f1c423c
Small fixes
2022-07-12 21:01:47 +00:00
Joshua Barretto
836fe2b1c6
Proper lightning
2022-07-09 01:59:18 +01:00
Joshua Barretto
4531a4e3f9
Added lightning
2022-07-08 23:26:33 +01:00
Joshua Barretto
28bc9db198
Better cloud cover
2022-07-08 18:09:13 +01:00
Joshua Barretto
853d622e19
Better fall rate
2022-07-08 16:41:31 +01:00
Joshua Barretto
23aea72466
Fixed fall rate
2022-07-08 16:09:36 +01:00
Isse
c0f06dcb8a
Merge branch 'socksonme/fix_crushing_damage_crit' into 'master'
...
Group up extra damage from crushing attacks whenever they're crits
See merge request veloren/veloren!3461
2022-07-06 21:38:41 +00:00
Socksonme
e3b1d02fce
Group up extra damage from crushing attacks whenever they're crits
2022-07-06 22:59:58 +03:00
Marcel Märtens
e4909650e1
update hashbrown, specs, and tracy
2022-07-06 15:41:59 +02:00
IsseW
6d8cbe6f0f
remove relative rain direction and increase FALL_RATE
2022-07-04 18:18:43 +02:00
IsseW
a7c724a46d
Limit figures drawn for rain occlusion
2022-07-04 18:18:35 +02:00
IsseW
27ec6d7469
add weather_zone command
2022-07-04 18:18:33 +02:00
IsseW
9f26afb4a5
refactor rain_dir to rain_vel
2022-07-04 18:11:45 +02:00
IsseW
121cf3becc
Comment fixes
2022-07-04 18:11:44 +02:00
Treeco
0d21361e05
Add player-relative rain direction
2022-07-04 18:11:42 +02:00
IsseW
fd12c8abdb
Remove dead shader code, clean up weather.rs
2022-07-04 18:10:06 +02:00
IsseW
6215ccd522
Remove dead code
2022-07-04 18:07:24 +02:00
IsseW
3eabe24f12
base occlusion texture size of off voxels
2022-07-04 18:07:19 +02:00
IsseW
08b0989789
add slider for rain map resolution
2022-07-04 18:07:18 +02:00
IsseW
54f958acc7
more correct occlusion
2022-07-04 18:07:16 +02:00
DaforLynx
aafd13508d
Completely redoing ambient sound again.
2022-07-04 18:07:08 +02:00
DaforLynx
16ca1410be
Remove extraneous sfx code
2022-07-04 18:07:08 +02:00
DaforLynx
ca815f25a1
merging some UI sfx from a now-dead branch
...
Merge part 2
merge part 3
Merge part 4
merge part 5
2022-07-04 18:07:07 +02:00
IsseW
4fa2644507
Interpolate weather in voxygen
2022-07-04 18:07:04 +02:00
IsseW
78c1de19cf
More accurate weather sim
2022-07-04 18:04:39 +02:00
IsseW
6585ef1513
weather dependant music
2022-07-04 18:11:43 +02:00
IsseW
b7c0196129
Server weather sim
2022-07-04 18:11:41 +02:00
Socksonme
6a355c58f2
Remove instance from PoiseChange
2022-06-29 18:36:05 +03:00
Socksonme
2c5fd06d0b
Address review
...
- Change hp_pulse to not be framerate dependent
- Change some of the HpFloater checks to be inside the find() function
- Remove unnecessary join
- Add back option for showing incoming damage + add option for
experience accumulation
- Change `ExpFloater`s to not store the owner, as they are only shown
for the player (will have to see if the implementation is correct so
that it may be applied to the other floaters)
- Rename `Outcome::Damage` to `Outcome::HealthChange` and `DamageInfo`
to `HealthChangeInfo`
- Update some outdated comments/documentation
2022-06-29 17:31:58 +03:00
socksonme
eabbfe6a51
Remove damage batch option + crit_mult
2022-06-29 17:31:54 +03:00
socksonme
0e84794217
change font size formula to not use crit_mult + use ints for change by check
2022-06-29 17:31:43 +03:00
socksonme
3d2dcbf894
Revert some changes
2022-06-29 17:31:43 +03:00
socksonme
559d5ca804
Some changes to DamageSources + various code qual changes
2022-06-29 17:31:43 +03:00
socksonme
5360a7c93e
Tons of code quality changes, added damage rounding option
2022-06-29 17:31:37 +03:00
socksonme
64f0f05608
Fixed bug with healing above 5.0 and preparing for options
2022-06-29 17:31:10 +03:00
socksonme
db16e6147c
Instance inside projectile constructor is now a variable
2022-06-29 17:31:09 +03:00
socksonme
202d558246
Instance number generated inside projectile constructor, remove crit field
2022-06-29 17:31:07 +03:00
socksonme
6c75ad6ef8
Code quality changes and comments
2022-06-29 17:30:54 +03:00
socksonme
c0e78d869e
Instance numbers are now based on the AttackDamage struct
2022-06-29 17:30:53 +03:00