Commit Graph

630 Commits

Author SHA1 Message Date
jshipsey
ea9b871374 loot tables, clippy, animation tweaks 2021-04-13 20:18:59 -04:00
jshipsey
9a26024acb alpha attacks 2021-04-13 20:18:59 -04:00
jshipsey
b53e1653f6 initial wield testing 2021-04-13 20:18:58 -04:00
Monty Marz
6772e71aaa UI fixes and more 2021-04-11 03:49:47 +00:00
Samuel Keiffer
8d9f63404e Merge branch 'sam/combat-ratings' into 'master'
Tweaks to Combat Rating Calculation

See merge request veloren/veloren!2051
2021-04-03 17:33:34 +00:00
Sam
ca1a93ba21 Actually committed bone staff fix. 2021-04-03 10:26:32 -04:00
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
Snowram
606dd64741 Fix a staff icon, some offset fixes, lower wolf spawn rate 2021-03-30 00:27:03 +02:00
Sam
f6e4626887 Fix emerald sceptre. Remove duplicate asset. 2021-03-28 21:19:01 -04:00
Snowram
5295894105 Add new batch of starves and scepter (by Gemu) 2021-03-29 01:27:55 +02:00
jshipsey
558c82ee54 flayer anims 2021-03-27 21:05:16 -04:00
Sam
50e832b6d0 Mindflayer summons husks instead of dogs now 2021-03-27 21:05:10 -04:00
Snowram
39c8efe11f Adds husk npc 2021-03-27 21:05:09 -04:00
Lippy13
ff2583b3b9 Add missing seashells to the sprite manifest 2021-03-25 04:37:27 +00:00
Joshua Barretto
347e1022a0 Initial implementation of pickaxe 2021-03-21 16:09:16 +00:00
Snowram
cb3bf0c884 Fix a missing dwarf hairstyle 2021-03-19 12:45:08 +01:00
Snowram
e5afb2fcf7 Various visual fixes 2021-03-18 22:53:06 +01:00
Sarra
eaaf65127d cleaning up some tools 2021-03-18 22:52:50 +01:00
Sarra
d1e16a2a00 tweaking glow and shine 2021-03-18 22:52:40 +01:00
Monty Marz
e9cbac387e new loading bg, staff models
item images

fix paths

loot tables, adjustments

Update main.ron
2021-03-16 23:23:24 +00:00
Snowram
60dd47cdea Theropod charge attack 2021-03-14 18:10:40 +01:00
Snowram
9d7e8957bb Add new npcs 2021-03-14 14:24:35 +01:00
jshipsey
49f496e290 intitial values 2021-03-12 00:58:12 -05:00
Joshua Barretto
09e32cb952 Initial implementation of glow/shininess 2021-03-10 18:58:25 +00:00
Marcel
e29964ead1 Merge branch 'sarrakitty/fireworks' into 'master'
added a white firework

See merge request veloren/veloren!1856
2021-03-07 18:37:35 +00:00
Joshua Barretto
0c302bb020 Lanterns in trees 2021-03-07 14:25:01 +00:00
Sarra
db3bc1b9bb added a white firework 2021-03-07 03:48:50 -05:00
Snowram
2b7b9f887b Fixes leather sets 2021-03-02 19:28:29 +01:00
jshipsey
308045cfc9 final asset corrections, fix glider anim 2021-03-01 17:37:47 -05:00
jshipsey
8944115f8e more asset organization 2021-02-28 22:18:43 -05:00
jshipsey
16720a6826 weapon/manifest tweaks 2021-02-27 10:44:55 -05:00
jshipsey
0a353576dc address comments 2021-02-27 01:42:47 -05:00
Snowram
17112926e7 Adds harvester npc 2021-02-27 01:42:47 -05:00
jshipsey
51bc74b2a5 visual weapon variation, adjust minotaur dash, keyframed golem quake 2021-02-27 01:42:47 -05:00
jshipsey
16a44cd532 minotaur moves, added claygolem 2021-02-27 01:42:47 -05:00
jshipsey
e06ebf3507 initial balance 2021-02-27 01:42:47 -05:00
Snowram
858fbe1a6c Adds yeti npc 2021-02-27 01:42:46 -05:00
Snowram
1b9815dc34 Adds 3 new npcs, tusk ram new design 2021-02-27 01:42:46 -05:00
jshipsey
ce3b2141e1 theropod retrofit, some more moves 2021-02-27 01:42:46 -05:00
jshipsey
5792faa992 some new moves, combine biped weapons into one file 2021-02-27 01:42:46 -05:00
jshipsey
57d5e90ddd full bipedsmall armor swaps 2021-02-27 01:42:46 -05:00
jshipsey
cb59c8017e anim tweaks, more loadout setup 2021-02-27 01:42:46 -05:00
jshipsey
aa4237b019 BL improvements, various fixes 2021-02-27 01:42:45 -05:00
jshipsey
0dc8b2e482 rendering 2021-02-27 01:42:45 -05:00
jshipsey
ca3248cc93 new dungeon setups, new npcs, weapon specific loadouts, anims 2021-02-27 01:42:45 -05:00
jshipsey
ac16a8900d bow 2021-02-27 01:42:45 -05:00
jshipsey
66664f3f89 the stabs 2021-02-27 01:42:45 -05:00
jshipsey
6a57dd25d0 wielding 2021-02-27 01:42:45 -05:00
jshipsey
31208e29ee run anim tweaks 2021-02-27 01:42:45 -05:00
unknown
559ece5ede More npcs work 2021-02-27 01:42:45 -05:00
unknown
6f18d16aa2 Add new quadmeds npcs with rough offsets 2021-02-27 01:42:44 -05:00
Snowram
f48fea57f4 Sahagin, Adlet npcs 2021-02-27 01:42:43 -05:00
jshipsey
7cf723bb9d gnome 2021-02-27 01:42:43 -05:00
jshipsey
266986626d biped_small setup 2021-02-27 01:42:43 -05:00
Snowram
1172c2f2c3 Merge branch 'Sarrakitty/OceanFlora' into 'master'
added coral reefs, kelp forests, and seagrass

See merge request veloren/veloren!1819
2021-02-27 01:52:33 +00:00
Sarra
02eb76416f tweaking coral models and seagrass spawns 2021-02-25 23:39:41 -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
Avi Weinstock
7d2e8f72eb Add a coin item and make amounts visible on dropped items. 2021-02-25 21:31:30 -05:00
Snowram
2bab3cdced Fixes weapons model and icon offsets 2021-02-26 02:37:59 +01:00
Sarra
f39f5ab5d3 added coral reefs, kelp forests, and seagrass 2021-02-25 05:33:18 -05:00
Sam
017e037e69 Weapon offsets in humanoid manifest 2021-02-24 21:52:32 -05:00
Sam
b0b4a07b9e Bows 2021-02-24 20:37:43 -05:00
Sam
84a5b3dcc5 Axes 2021-02-24 19:11:41 -05:00
Sam
ee5c9d78ca Swords 2021-02-24 18:54:06 -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
Imbris
f33d3873b4 Merge branch 'aweinstock/modular-weapon-rigging' into 'master'
Support modular weapon voxel meshes being made by assembling their components.

See merge request veloren/veloren!1806
2021-02-23 00:45:26 +00:00
Avi Weinstock
c3ac8a1b51 Support modular weapon voxel meshes being made by assembling their components. 2021-02-23 00:45:26 +00:00
Snowram
684961b15c Adds look_dir to anims, humanoid heads pivot fixes 2021-02-22 20:00:06 +01:00
Snowram
4078eeb877 Various fixes to object animation, cleanup 2021-02-21 19:56:46 +01:00
Snowram
775224983b Initial turret implementation 2021-02-21 18:23:54 +01:00
Sam
eaf3e02e39 Addressed comments
Fixed audio test
2021-02-19 19:55:23 -05:00
Sam
cfadd6da04 Added 1h swords. 2021-02-19 19:33:26 -05:00
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
411b4083b1 Added 1h hammers.
Fixed audio tests.
2021-02-19 17:30:24 -05:00
Sam
50cbe42b07 Added one-handed axes. 2021-02-19 17:30:23 -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
Sarra
8ac23ffcc2 fit models, adjusted drop rates 2021-02-11 09:29:26 -05:00
Sarra
7c23f97d89 tweaked a few things with the moth glider 2021-02-10 20:14:50 -05:00
Sarra
14b344469a basic gliders 2021-02-10 19:02:36 -05:00
Sarra
0511563e35 moth glider 2021-02-10 19:02:36 -05:00
Snowram
477bdfdfe7 Adresses some comments, various visual tweaks 2021-02-10 00:30:23 +01:00
Snowram
02f446fe4b Adds lights to dungeons 2021-02-10 00:30:23 +01:00
Scott Williams
be311f8ff2 Added gem models for item_manifest 2021-01-24 18:20:10 +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
Scott Williams
32bbdffc38 Added 6 gems, removed shiny gem from cave, replaced with diamond. 2021-01-24 14:00:49 +00:00
Monty
7cbf946a65 6 new sceptres, add DPS display to tooltips 2021-01-23 23:10:36 +01:00
Rotsuoy
994677a4d0 Rotsuoy/savanna grass 2021-01-23 07:46:54 +00:00
Sarra Kitty
e7d852835c Sarrakitty/rotsys item sprites 2021-01-19 18:23:44 +00:00
Monty Marz
de5c5702b3 stats display
Addressed comments.

Addressed comments.
2021-01-19 08:08:11 -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
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
Snowram
96ed008348 Puts objects offsets into a .ron file 2020-12-14 02:43:49 +01:00
Pfauenauge90
6d1bae67d0 adjust mindflayer strength, fix en translation, update es_la translation, fix undead eyes 2020-12-10 18:06:31 +01:00
Snowram
526d3bd035 Vacations are never over 2020-12-08 23:03:40 +01:00
Snowram
f94a4ec90d Improves fish_small, new npc 2020-12-08 23:03:39 +01:00
Snowram
72d73ecd38 Initial fish work 2020-12-08 23:03:38 +01:00
Joshua Barretto
b37be14b86 Added cave mushrooms 2020-12-05 18:00:29 +00:00
jshipsey
f411ff7e04 bunch of animations and more attacks 2020-11-24 17:48:51 -06:00
jshipsey
1f59ef92d8 species specific speeds, more animation 2020-11-24 17:48:48 -06:00
jshipsey
c07d8df58b assigning weapons, building animations
ability mapping
2020-11-24 17:48:43 -06:00
Monty Marz
d069eb9a57 street lamp particles, ground fire bowl, misc fixes 2020-11-23 10:58:21 +00:00
Snowram
0737c71749 Adds new cultist armors, defines loadouts for dungeons 2020-11-23 10:57:57 +00:00
Monty Marz
8e18b26031 Update street_lamp.vox 2020-11-23 10:57:57 +00:00
Monty Marz
f448212515 Update leather_blue-0.vox 2020-11-23 10:45:01 +00:00
Monty Marz
225756b011 npc armour 2020-11-23 10:45:01 +00:00
Snowram
d98bfa72ad Improves bipedlarge and theropod anims, balance tweaks 2020-11-19 00:56:50 +01:00
Snowram
b48de84f8c Adds 3 new npcs 2020-11-19 00:53:17 +01:00
Snowram
44fe398ba3 Adds 2 new npcs, some models tweaks 2020-11-19 00:53:13 +01:00
Snowram
42d2108c39 Adds mindflayer npc 2020-11-19 00:53:09 +01:00
Snowram
9bfccd42d3 Adds new animals 2020-11-19 00:53:02 +01:00
Sam
e90104ba0f Yeet 2020-11-10 19:59:55 -06:00
Monty Marz
0e072f72cc frost cleaver
velorite mage set

offsets
armor stats
2020-11-10 21:43:45 +00:00
jshipsey
92aa6a1b12 axe basic 2020-11-08 18:51:35 -05:00
Sam
08a0926c40 Fixed sneaky admin sword. 2020-11-08 13:58:23 -06:00
AlKabir
aaac3dadcb improved the steak asset 2020-11-07 23:52:18 -06:00
AlKabir
6535deae9c added two meat assets for mobs to drop 2020-11-07 23:34:20 -06:00
Sam
b4296c3a2c Fixed stupid error. 2020-11-07 19:54:37 -06:00
Imbris
133ba82a9b Use item_definition_id for weapon asset mapping 2020-11-07 16:44:11 -06:00
Sam
8adee6ef20 Added Tool() around file paths in other manifest. 2020-11-07 15:53:19 -06:00
Sam
ca65cdace1 Yeeted from manifest files. 2020-11-07 15:53:14 -06:00
Monty Marz
ca932f6c15 easier to get minor potions
increase cost of a minor potion to 4 apples
2020-11-06 01:08:32 +01:00
Snowram
a6d5d87bbc Fix animations regressions for biped_large 2020-11-04 02:12:43 +01:00
jshipsey
fb1aae22dd manifests 2020-11-04 01:48:06 +01:00
jshipsey
f009492319 cleanup 4 2020-11-04 01:48:05 +01:00
unknown
14ec1b9f5f starting to wire in new wield setup for bipedlarge 2020-11-04 01:48:05 +01:00
jshipsey
28cde31bbb setup for staff, more anim conversions 2020-11-04 01:48:05 +01:00
Monty Marz
b31c6877b4 skillbar fixes, buff UI module
adjustments, fixes, assets, test buffs widgets
2020-10-26 19:28:23 -05:00
jshipsey
64d73abdec roshwalr fix 2020-10-19 16:20:59 +02:00
jshipsey
caa048b1d5 small fixes 2020-10-19 16:20:59 +02:00
Snowram
7a62ddfd3f Add BeastClaw npc weapontype 2020-10-19 16:20:59 +02:00
Snowram
f9383e4dd8 Add roshwalr npc 2020-10-19 16:20:59 +02:00
Snowram
c9985e14cb Rename Saurok, various anim fixes 2020-10-19 16:20:58 +02:00
jshipsey
65df398672 werewolf work 2020-10-19 16:20:58 +02:00
Snowram
6c54e6d8fe Add sand, snow and wood raptor npcs 2020-10-19 16:20:58 +02:00
Snowram
588f66a1ee Add treant npc 2020-10-19 16:20:58 +02:00
Snowram
58e2d3a4ad More bipedlarge anim work 2020-10-19 16:20:58 +02:00
unknown
94cbe3faf4 Better bipedlarge weild, charge and shoot anims 2020-10-19 16:20:58 +02:00
unknown
d2f91bc3a0 Assigns a ToolKind to bipedlarge weapons 2020-10-19 16:20:58 +02:00
jshipsey
0e628ef67f rebase fix 2020-10-19 16:20:58 +02:00
Snowram
0a9ec848a7 add lizardman npcs 2020-10-19 16:20:58 +02:00
Snowram
f4a068c422 Initial bipedlarge beast walk animation 2020-10-19 16:20:57 +02:00
Snowram
204fa50de9 Add werewolf npc 2020-10-19 16:20:57 +02:00
jshipsey
6a744eed82 anims 2020-10-14 21:06:32 -05:00
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Sam
3d6c26a3c7 Fully separated sceptres from staves. 2020-09-29 19:48:12 -05:00
Monty Marz
13d9b814ab separate sceptres from staffs, show values below 1.0 as decimals in the SCT, add starting sceptre
remove firebolt from starting sceptre
2020-09-29 19:48:07 -05:00
jshipsey
4f0faf4c56 small corrections 2020-09-21 23:57:10 -04:00
Joshua Barretto
1e900e8c6a Removed unused sprite manifests 2020-09-21 16:07:38 +01:00
Sam
819fb8ee77 Changed boss from cyclops to stone golem. Added ai specific for boss.
Tweaked shockwave.

Fix rebasing errors.
2020-09-19 14:40:16 -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
jshipsey
fff6a6fb0a finish odonto 2020-09-17 22:32:11 -04:00
jshipsey
5bb45a4861 spawn tweaks, improved odonto 2020-09-17 22:32:11 -04:00
Snowram
fecc40ad8e Better quadmed legs/feet ratio 2020-09-17 22:32:11 -04:00
jshipsey
8a43cba3b6 quadsmall manifest changes 2020-09-17 22:32:11 -04:00
Snowram
62f6a5799a Initial quadmed feed animation 2020-09-17 22:32:10 -04:00
jshipsey
03b7320b4b general housekeeping 2020-09-17 22:32:10 -04:00
jshipsey
06b39b9072 species specific improvement 2020-09-17 22:32:10 -04:00
Snowram
6a16268ff0 Quadmed run anim tweaks and deers offsets tweaks 2020-09-17 22:32:10 -04:00
jshipsey
2589c0cfc6 thropod manifest changes 2020-09-17 22:32:10 -04:00
Snowram
9308cabeb8 add deer, beaver and porcupine npcs 2020-09-17 22:32:10 -04:00
Snowram
ee95550355 Tweak offsets for theropods 2020-09-17 22:32:10 -04:00
jshipsey
cd6e1ad45f haul out the critter skele, add theropod 2020-09-17 22:32:10 -04:00
jshipsey
412495e5fc assets/manifests 2020-09-17 22:18:49 -04:00
Monty Marz
8a25ad91df reed models 2020-09-04 11:48:57 +01:00
Joshua Barretto
032ec9ef41 Added bee hives 2020-09-04 11:48:56 +01:00
Joshua Barretto
88add8456f Added fireflies, reeds near rivers 2020-09-04 11:48:56 +01:00
Joshua Yanovski
8be3648a4d Move sprite data to a config file. 2020-08-28 09:23:43 +02:00
Monty Marz
c9438c0947 Fixes
Fix Cave NPCs only spawning very deep inside caves

Increase twig density

Adjust armour values and ingredients for starter sword

fix healing rod using the wrong model

Hung up the lianas again
2020-08-22 23:37:45 +00:00
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
Monty Marz
b930c34d89 agent changes, sprite spawning changes, alignment changes 2020-08-21 19:36:16 +02:00
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
Justin Shipsey
165c328517 fixed jump anim bug and non-attack bug for bipedlarge 2020-08-14 10:50:08 +00:00
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
Monty Marz
c1b07465cf added grass sprites 2020-08-12 21:15:53 +01:00
Pfauenauge
ee83479748 drop gate parts 2020-08-12 21:15:53 +01:00
WelshPixie
568a3e375e fixed sprite rotations 2020-08-12 21:15:52 +01:00
Monty Marz
fcdd875bff UI fixes, assets update 2020-08-12 18:10:18 +00:00
Monty Marz
6789b7ae27 Add firework hues 2020-08-12 22:29:06 +08:00
Imbris
893da3622a Merge branch 'scott-c/particles' into 'master'
Particles

See merge request veloren/veloren!1156
2020-08-09 17:09:43 +00:00
nepo
bc1fabc41b nepo/new bones 2020-08-08 22:37:50 +00:00
scott-c
803677f0fb Add particle velocity and ability particle emitter 2020-08-08 19:25:00 +08:00
Monty Marz
28a8f847cc timeout visuals, various small fixes and two new items 2020-08-08 01:15:58 +02:00
Monty Marz
1eb671e1a6 Update CHANGELOG.md, german locale 2020-08-08 01:15:58 +02:00
nepo
cb65070aba nepo/dullahan 2020-08-07 03:56:59 +00:00
BottledByte
ab1c43be84 Dehardcoded LanternKind, Consumable and Ingredient, fixed Sceptre hotbar
Also fixed two wrong asset references and did some .ron formatting
2020-08-05 01:21:42 +02:00
BottledByte
a167ee98ee De-enumerized armor variants 2020-08-03 03:41:32 +00:00
BottledByte
dc91209a7b Removed fine-grained Item enums and replaced them with Strings
This change allows to introduce new weapons and pair them
with graphical assets without need to recompile.
2020-08-02 01:21:32 +00:00
Samuel Keiffer
f930f52df5 Allows for weapons to have different stats. Seperates healing staff out from staffs into its own weapon type: sceptre. Splits bow weapon type into shortbow and longbow. 2020-08-01 20:08:30 +00:00
jshipsey
bcc257f893 cleanup, last tweaks 2020-08-01 02:19:45 -04:00
jshipsey
aa3bdc42d7 arming the cyclops 2020-08-01 02:19:45 -04:00
Snowram
1421517f84 Add frog npc, tweak pig model 2020-08-01 02:19:45 -04:00
jshipsey
487131efb8 cyclops run anim 2020-08-01 02:19:45 -04:00
Snowram
990762ba76 Bonerattler tweaks 2020-08-01 02:19:45 -04:00
jshipsey
5d2be2240e maneater and feed anim 2020-08-01 02:19:45 -04:00
Snowram
90d7485c38 Add troll, truffler and wendigo npcs 2020-08-01 02:19:45 -04:00
jshipsey
8991b60929 catoblepas, bonerattler, rabbit, improved anims 2020-08-01 02:19:44 -04:00
jshipsey
baf67f303e new models, anim tweaks 2020-08-01 02:19:44 -04:00
Snowram
3524d644f5 Various changes to npcs animations
- Improved dragon run with tilting
- New run animation for quadsmall, added tilting
2020-08-01 02:19:43 -04:00
Monty Marz
31cfc05123 lots of things
animation fixes by slipped
new cultist item
settings option for loading screen tips
loot table adjustments
2020-07-23 12:10:13 +00:00
Joshua Barretto
8d6b442193 Crafting 2020-07-14 20:11:39 +00:00
Samuel Keiffer
fe47a14ba5 Spin attack for axe 2020-07-08 19:58:41 +00:00
jshipsey
62eb66173f tweaks and fixes 2020-07-05 09:39:55 -04:00
Snowram
1b778ca191 Various small improvements to anims and models 2020-07-05 09:38:15 -04:00
jshipsey
ca9ae13527 more latitude tilt, better attack anims, addressed aesthetic concerns, deleted dead assets 2020-07-05 09:38:15 -04:00
jshipsey
e689de3c8a better everything 2020-07-05 09:38:14 -04:00
Snowram
86b2272176 Salamander model fixes 2020-07-05 09:38:14 -04:00
jshipsey
9ef383ff03 simplify quadmed run, integrate dampener variable 2020-07-05 09:38:14 -04:00
Snowram
ce9cd29720 Add offset to quadmed legs + various fixes and improvements 2020-07-05 09:38:14 -04:00
jshipsey
94ab3665d5 pangolin and special pangolin variable 2020-07-05 09:38:14 -04:00
jshipsey
d8fff8833e quadlow spawn in world, continued adjustments 2020-07-05 09:38:14 -04:00
jshipsey
c5f7a60f3b more run animation work, adjusting pivots 2020-07-05 09:38:14 -04:00
jshipsey
03c1a97ba9 animation tweaks, fix some idle 2020-07-05 09:38:14 -04:00
jshipsey
db64972e42 starting on trot, removing some warnings 2020-07-05 09:38:14 -04:00
Snowram
648e140be3 Add wolf, frostfang and mouflon npcs 2020-07-05 09:38:14 -04:00
Snowram
4acdc24df9 Add tarasque and grolgar improvements 2020-07-05 09:38:14 -04:00
Snowram
b1f4e4b9c1 Add new tusk ram model 2020-07-05 09:38:13 -04:00
Snowram
c22d543dd2 Add rock snapper mob 2020-07-05 09:38:13 -04:00
Snowram
1be42a8f85 Add tortoise mob 2020-07-05 09:38:13 -04:00
Snowram
016b05cf38 Add new grolgar model 2020-07-05 09:38:13 -04:00
Snowram
c7df12d2ea Set new lion model offsets, fix some jaws 2020-07-05 09:38:13 -04:00
unknown
4b493b196c Add asp mob 2020-07-05 09:38:13 -04:00
jshipsey
59777ee688 more quadmed run work 2020-07-05 09:38:13 -04:00
jshipsey
7d7ee11eef manifest, vox files 2020-07-05 09:38:13 -04:00
Snowram
1ffefde739 Run anim progress 2020-07-05 09:38:12 -04:00
Snowram
1f5e0216c4 Tiger offsets, lion new model 2020-07-05 09:38:12 -04:00
Snowram
390f516e13 Homogenizes quadmed bones names 2020-07-05 09:38:12 -04:00
Snowram
9fec5f3d14 Add tiger mob 2020-07-05 09:38:12 -04:00
jshipsey
6d9356d269 starting run anim 2020-07-05 09:38:12 -04:00
jshipsey
ccf939b4fd manifests, skeleton, basic placement 2020-07-05 09:38:12 -04:00
Snowram
c527484597 Add alligator, salamander and monitor npcs 2020-07-05 09:38:12 -04:00
Snowram
00b3301d6a Remove quad_low mobs from quad_medium 2020-07-05 09:38:12 -04:00
Snowram
fe1656931c Add legs to quadruped_medium 2020-07-05 09:38:12 -04:00
Snowram
72eb03ceb5 Add quadruped_low skeleton 2020-07-05 09:38:11 -04:00
Forest Anderson
954a4857c4 Added proper training dummy model 2020-07-03 16:53:04 -04:00
scott-c
d53b51954b Added ability to use 2 x 1h weapons or shields 2020-07-01 17:51:06 +08:00
Delyth Williams
6644375764 Fix sprites w/o models 2020-06-27 21:08:21 +00:00
Delyth Williams
94164b7839 Welsh pixie/armour 2020-06-26 16:26:00 +00:00
Monty Marz
58bfa4f0ef Merge branch 'WelshPixie/FluffyBunnySlippers' into 'master'
Added fluffy jackalope slippers

See merge request veloren/veloren!1114
2020-06-25 22:07:47 +00:00
Monty Marz
c025b93501 Merge branch 'WelshPixie/grassets' into 'master'
Welsh pixie/grassets

See merge request veloren/veloren!1106
2020-06-25 21:12:31 +00:00
Delyth Williams
9a79101f57 Welsh pixie/grassets 2020-06-25 21:12:31 +00:00
WelshPixie
2825b08bee Added fluffy jackalope slippers 2020-06-25 22:47:17 +02:00
WelshPixie
9887e5d45d added seven new shoulder armour types 2020-06-25 18:36:24 +02:00
Delyth Williams
b73da5507e added new flora 2020-06-15 16:39:21 +00:00
S Handley
e0633a238e Update CHANGELOG and a TODO, fix safer deserialisation for inventory
data.
2020-06-04 11:44:33 +00:00
Monty Marz
b34da9b07b More item drops 2020-06-03 17:59:09 +00:00
Justin Shipsey
3877efec50 optimization and tails 2020-06-01 00:33:24 +00:00
Monty Marz
f7d6f76a04 Added 36 Swords
I added 36 sword models to the code.
2020-05-29 18:23:00 +00:00
Justin Shipsey
ea07d744a7 orientation animation 2020-05-27 06:41:55 +00:00
Justin Shipsey
9e5c0ce601 Merge branch 'silentium/arms-and-armor' into 'master'
Added 2 sets of armour.

See merge request veloren/veloren!951
2020-05-17 19:03:00 +00:00