3322 Commits

Author SHA1 Message Date
Marcel
35980f82a6 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
Avi Weinstock
9af2557f9c Address further MR 2301 comments. 2021-06-02 00:39:58 -04:00
Avi Weinstock
ebeeb7e3bf Address many of Imbris's comments on MR 2301. 2021-06-02 00:39:58 -04:00
Avi Weinstock
5834a9da4b Depend on crossbeam-utils and crossbeam-channel instead of crossbeam in voxygen. 2021-06-02 00:39:58 -04:00
Avi Weinstock
4b5688fa03 Use a single HashMap with the entry API and a KeyedJobTask enum for KeyedJobs. 2021-06-02 00:39:58 -04:00
Avi Weinstock
75cca1c02e Address MR 2301 review comments.
- Replace tabs with spaces in map-related i18n.
- Use `retain` in `remove_unloaded_chunks`.
2021-06-02 00:39:58 -04:00
Avi Weinstock
0fdd84dc9c Make the minimap UI not exposed via checkbox yet (still configurable via settings.ron). 2021-06-02 00:39:58 -04:00
Avi Weinstock
8a347c0978 Make the chunks above dungeons/caves default to black when the ceiling is below them. 2021-06-02 00:39:58 -04:00
Avi Weinstock
82a83b2944 Fix memory leak in KeyedJobs threadpool helper. 2021-06-02 00:39:58 -04:00
Avi Weinstock
64801eeb32 Performance and aesthetic improvements to the voxel minimap.
Performance:
- don't do anything when it's inactive
- only process chunks within minimap-VD
- remove chunks outside of VD
- higher thread pool fraction specified

Aesthetics:
- different water color
- wood and leaves no longer count as ceilings
2021-06-02 00:39:58 -04:00
Avi Weinstock
d637250501 Add toggle for minimap, fix scaling formula, reduce minimap VD for better performance, and add changelog entry. 2021-06-02 00:39:04 -04:00
Avi Weinstock
f86c4a52d4 Use a threadpool to speed up minimap chunk rendering. Also fix ceiling height calculations and color water blue. 2021-06-02 00:39:04 -04:00
Avi Weinstock
f1b6e0d3c2 Improve ceiling detection for the voxel minimap. 2021-06-02 00:39:04 -04:00
Avi Weinstock
c75ef514ed Composite the layers on chunk load, and try to add an overhead mode. 2021-06-02 00:39:04 -04:00
Avi Weinstock
4490737405 Improve the efficiency of the voxel minimap by only updating it when crossing a chunk boundary or changing z-level. Allows making the 9 chunks nearest to the player fancier by compositing multiple z levels. 2021-06-02 00:39:04 -04:00
Avi Weinstock
c366100a8c Make all the offsets for voxel minimap work properly for arbitrary sizes, and fix the memory leak. 2021-06-02 00:39:04 -04:00
Avi Weinstock
98b34a0340 Add a minimap overlay based on voxel data. 2021-06-02 00:39:04 -04:00
Imbris
5caf8b6b55 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
5985584c5c Update toolchain 2021-05-31 20:44:57 -04:00
Adam Whitehurst
fcde358b86 feat: BuffKind::Frozen 2021-05-30 08:51:47 -07:00
Adam Whitehurst
524bb4d7c7 feat: add frozen debuff icon, en strings 2021-05-30 08:49:32 -07:00
Avi Weinstock
e127067431 Change the ChargedRanged zoom distance from 0.0 to 2.0, and add a delay after the mouse click before the zoom starts (i.e. hold to zoom, spam click will not zoom). 2021-05-26 11:51:29 -04:00
Avi Weinstock
c0a9c4245b Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards. 2021-05-26 09:34:08 -04:00
Avi Weinstock
5652f68019 Make the camera zoom as the bow (or any ChargedRanged attack) is charging. 2021-05-26 09:34:07 -04:00
Justin Shipsey
285904a850 Merge branch 'sam/rework-bow' into 'master'
Bow Rework

See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
jshipsey
51383eee13 anim 2021-05-26 00:04:15 -04:00
hqurve
36aae8b34b 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
Sam
0bc059513e Made new skills for reworked bow.
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Sam
74f4556349 Reworked bow 2021-05-22 12:33:20 -05:00
Samuel Keiffer
083f67dbb2 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
77a7676d46 Merge branch 'lboklin/auto-glide' into 'master'
Implement auto-glide

See merge request veloren/veloren!2321
2021-05-21 09:02:59 +00:00
Marcel Märtens
c19c592586 remove Protocol from Quic, cleanup code, fix some log spam 2021-05-21 10:41:19 +02:00
Marcel
be56cd2a87 Revert "Merge branch 'sharp/revert-quinn' into 'master'"
This reverts merge request !2315
2021-05-21 10:41:16 +02:00
Ludvig Böklin
51c4b31132 Prevent auto-glide from pitching too high up 2021-05-20 17:20:49 +02:00
Ludvig Böklin
1012a22dfa Disable glider input until keys are pressed again after deploy 2021-05-20 12:13:59 +02:00
Ludvig Böklin
b1e1760bc5 Code quality 2021-05-20 10:46:39 +02:00
Ludvig Böklin
f6f075a82c Implement auto-glide 2021-05-20 09:27:41 +02:00
Joshua Yanovski
2fcf5c2b24 Various improvements to chunk load latency.
Firstly, most importantly, improves the heuristic used for deciding
which chunks to mesh (which matters more even at low view distances
with meshing being so expensive now, but has an even more obvious
improvement at large view distances).  Essentially, instead of always
prioritizing whatever chunk was fetched earliest from the server,
instead we prioritize chunks *closest* to the player first, then chunk
order.

This greatly improves the apparent latency for things like
picking up a sprite, as well as cases where the player moves out of the
loaded range but (due to slow loading from the server or a large VD
range) there are many remaining chunks left to be meshed still within
the VD but nowhere near the player.  By properly priotizing chunks near
the player, we minimize the time / likelihood of a player being on or
very near an unmeshed chunk, and make high VDs and faster travel
speeds more viable.

We make a few other minor improvements as well:

Avoid duplicate meshing of neighbors when first inserting chunks, if
they are already in the todo list and the chunk being inserted was not
directly modified.

Also avoid remeshing neighbors if only a solid block's color changed,
which could sometimes be useful for non-sprite modifications (for
example flame-induced changes to non-destructible terrain color).
2021-05-18 17:10:29 -07:00
Joshua Yanovski
b4479fe793 Make meshing work properly for rapid changes.
The previous fix accidentally caused meshing to not perform an update if
a chunk was already actively meshing; this change fixes this behavior to
go back to the old behavior.  It also fixes a subtle bug where sprites
would be using old lighting if a chunk was being actively meshed on the
same tick that a sprite change happened (this should only affect things
in a handful of circumstances and could be avoided if, e.g., only color
was changing, but this can be addressed better at another time).
2021-05-18 12:43:38 -07:00
hqurve
84eca4a7b8 Added swap_equipped_weapons icon and resized inactive weapons 2021-05-17 15:35:27 -04:00
Joshua Yanovski
20eccf597b Revert "Merge branch 'xMAC94x/quic_enablement' into 'master'"
This reverts commit 04d8ddf25ed6b1ae8dd97846c5c4b9af4ab399b8, reversing
changes made to 9dcf7a9d26f7d60020c5707fea3ed8ac5596d3dc.
2021-05-17 08:32:12 -07:00
Marcel
48208b711d 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
daafde048f Fixed comments and some functionality. 2021-05-16 21:35:17 -05:00
Ben Wallis
951b006e1c main/offhand weapon swap check refactor 2021-05-16 21:07:36 -05:00
hqurve
b83ba9c10f Add offhand weapons to bag ui 2021-05-16 20:43:19 -04:00
Sam
f81afa7fc9 Enforced certain invariants in how an item was equipped into the loadout:
- a 2h weapon can only be equipped in a mainhand slot if the offhand slot is empty
 - a 1h weapon can only be equipped in an offhand slot if the mainhand slot has a 1h weapon
 - 2h weapons can never be equipped in an offhand slot

Fixed some tests
2021-05-15 15:16:38 -05:00
Sam
6f00d556ad Added equip slots for other weapons. 2021-05-15 15:16:37 -05:00
Marcel
8218fdd329 Revert "Merge branch 'snowram/hacky-mount' into 'master'"
This reverts merge request !2219
2021-05-14 13:43:20 +00:00
Marcel
f377c9c8a8 Merge branch 'snowram/hacky-mount' into 'master'
Allow for collars to make QuadMed npcs mountable

See merge request veloren/veloren!2219
2021-05-14 12:27:19 +00:00
hqurve
9425f212ca Added chat tabs 2021-05-14 12:27:15 +00:00