Joshua Barretto
514281c837
Made lantern placement on paths more regular
2020-04-23 18:19:41 +01:00
Joshua Barretto
89f99dbcc9
Added lanterns to town streets
2020-04-23 18:19:41 +01:00
Joshua Barretto
628dc7c47e
Added waypoints outside of dungeons
2020-04-23 18:19:41 +01:00
Joshua Barretto
431e199731
Added correctly generating world paths, sub-voxel shader noise
2020-04-23 18:19:41 +01:00
Joshua Barretto
431b2ae07b
Fixed window mask layering, fmt
2020-04-23 18:19:41 +01:00
Joshua Barretto
77d0292e91
Added windows to buildings and scarecrows
2020-04-23 18:19:41 +01:00
Joshua Barretto
0329b355ef
Made civsim paths visible in-game
2020-04-23 18:19:41 +01:00
jshipsey
27dab981d2
town ground color
2020-04-23 18:19:41 +01:00
jshipsey
a89b28e117
adjusted run animation to allow villager walking
2020-04-23 18:19:41 +01:00
Pfauenauge90
9572c2eaad
spawn rates
2020-04-23 18:19:41 +01:00
Pfauenauge90
49d61b33c5
turnip
2020-04-23 18:19:41 +01:00
Pfauenauge90
98704a4753
turnip and window blocks
2020-04-23 18:19:41 +01:00
Joshua Barretto
c5efa43fa3
Reduced enemy spawn rate in dungeons, fixed spawning
2020-04-23 18:19:41 +01:00
Joshua Barretto
ca26efea47
Better town spawn rates
2020-04-23 18:19:41 +01:00
Joshua Barretto
4dbb6a631f
Reduced enemy spawn rate in dungeons, fixed spawning
2020-04-23 18:19:41 +01:00
Joshua Barretto
708f15915a
Agent adjustments, better dungeon stairwells
2020-04-23 18:19:41 +01:00
Joshua Barretto
cf986e75dc
Made civsim considerably more deterministic
2020-04-23 18:19:41 +01:00
Joshua Barretto
6448c17110
Fixed sprite AO, overhauled entity spawning, better enemy spawning in dungeons, made agents more skilled at combat
2020-04-23 18:19:41 +01:00
Joshua Barretto
d0641ecbe3
Unblocked tunnels
2020-04-23 18:19:41 +01:00
Joshua Barretto
aee7802d48
Reduced tunnel width
2020-04-23 18:19:41 +01:00
Joshua Barretto
2f96f3e0b9
Removed EntityKind for a second time because Pfau screwed up a rebase
2020-04-23 18:19:41 +01:00
Joshua Barretto
5229bcc8e2
Reduced crop densities
2020-04-23 18:19:41 +01:00
Monty Marz
0fb3a115da
Add more crops
2020-04-23 18:19:41 +01:00
Joshua Barretto
7d4443cbcd
Fixed screw-up
2020-04-23 18:19:41 +01:00
Joshua Barretto
3541305ff4
Narrower tunnels
2020-04-23 18:19:41 +01:00
Joshua Barretto
e3ebdc56b3
Fixed figure AO (still need to do sprite AO), added more control over NPC spawning, loot in dungeons
2020-04-23 18:19:41 +01:00
Joshua Barretto
3042a09dfd
Disabled warping in towns
2020-04-23 18:19:41 +01:00
Joshua Barretto
866fd1992e
Fixed bad AO quad flipping in dark places, bosses spawning in dungeon walls, large creatues being uncompromisingly pedantic when trying to path towards targets
2020-04-23 18:19:41 +01:00
Joshua Barretto
fd14223c33
Basic boss spawning in dungeons, better AO
2020-04-23 18:19:41 +01:00
Joshua Barretto
c4879e991d
Enabled AO in darkness, better light attenuation
2020-04-23 18:19:41 +01:00
Joshua Barretto
525cba5029
Added dungeon rooms, corridors, mazes
2020-04-23 18:19:41 +01:00
Joshua Barretto
3ffc5a7d87
Added simple dungeon impl
2020-04-23 18:19:41 +01:00
Joshua Barretto
568a8ab87c
Increased block rendering altitude range
2020-04-23 18:19:41 +01:00
Joshua Barretto
32d2274caf
Better fields
2020-04-23 18:19:41 +01:00
Joshua Barretto
f999edffaa
Fixed crop crash issues
2020-04-23 18:19:41 +01:00
Joshua Barretto
a4872c4e8d
Added crop terrain sprite generation
2020-04-23 18:19:41 +01:00
Pfauenauge90
4b72a07e22
sprites
2020-04-23 18:19:41 +01:00
Joshua Barretto
a51d214c21
Fixed path irregularities, better bridges
2020-04-23 18:19:41 +01:00
Joshua Barretto
e352858c03
Fixed chimney blockage
2020-04-23 18:19:41 +01:00
Joshua Barretto
5146cc1981
More consistent bridge generation
2020-04-23 18:19:41 +01:00
Joshua Barretto
ea93353042
Fixed chimneys
2020-04-23 18:19:41 +01:00
Joshua Barretto
1b12ab0d29
Experimental house towers, wall/roof refactor
2020-04-23 18:19:41 +01:00
Joshua Barretto
a5ccfe3bc9
Significantly improved house variation
2020-04-23 18:19:41 +01:00
Joshua Barretto
c1945a1445
Added house overhangs, better per-wing generation options
2020-04-23 18:19:41 +01:00
Joshua Barretto
a754b34105
Temporarily removed fire
2020-04-23 18:19:41 +01:00
Joshua Barretto
31b2693b78
Fixed river width determination
2020-04-23 18:19:41 +01:00
Joshua Barretto
d3bf856c33
Improvements to town generation
2020-04-23 18:19:41 +01:00
Joshua Barretto
68c5612692
Innumerable minor improvements to towns, added bridges, better paths, more house variations, etc.
2020-04-23 18:19:41 +01:00
Joshua Barretto
8499143f77
Basic town house generation
2020-04-23 18:19:40 +01:00
Pfauenauge90
fd3ffdf28b
pizza sprite
2020-04-23 18:19:40 +01:00
Pfauenauge
67f27ef970
ember sprite
2020-04-23 18:19:40 +01:00
Joshua Barretto
15971f0def
Refactored town generation code
2020-04-23 18:19:40 +01:00
Joshua Barretto
c3e5b3057f
Significantly better house generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
b0f9ef5f30
Added skeleton house generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
4830757bc9
Began adding building skeleton structure
2020-04-23 18:19:40 +01:00
Joshua Barretto
966f96c588
Start of layered settlement generation, better settlement terraingen
2020-04-23 18:19:40 +01:00
Joshua Barretto
9daf20e87e
Fixed value rationalisation
2020-04-23 18:19:40 +01:00
Joshua Barretto
71b8cde266
Added trading to new economic model
2020-04-23 18:19:40 +01:00
Joshua Barretto
b3c9122395
Overhauled domestic economy simulation, better debug information
2020-04-23 18:19:40 +01:00
Joshua Barretto
16a175abe0
Nicer water shaders
2020-04-23 18:19:40 +01:00
Joshua Barretto
a0dae82a2b
Added correctly allocated labours, fishing
2020-04-23 18:19:40 +01:00
Joshua Barretto
cee1b1f962
Basic trading simulation
2020-04-23 18:19:40 +01:00
Joshua Barretto
46190aa634
Began work on basic economic simulation
2020-04-23 18:19:40 +01:00
Joshua Barretto
348003fc1a
Better track routing for civsim
2020-04-23 18:19:40 +01:00
Joshua Barretto
c1514fc37b
Added initial civ generation
2020-04-23 18:19:40 +01:00
Joshua Barretto
41b77a9b10
Removed old settlement code, removed zcache from dependency of site generators for forward compatibility
2020-04-23 18:19:40 +01:00
Joshua Barretto
1c6a6cd6cf
Moved settlement code to site directory, removed old town generation code
2020-04-23 18:19:40 +01:00
Joshua Barretto
9dc46c490e
Better town walls, made settlements avoid rivers
2020-04-23 18:19:40 +01:00
Joshua Barretto
5d5e8e3238
Added basic wall and tower rendering
2020-04-23 18:19:40 +01:00
Joshua Barretto
085a115e2b
Began work on post-generation town rendering, fixed overflow bug on large maps
2020-04-23 18:19:40 +01:00
Joshua Barretto
0021bd6452
Added new settlement generation to world, basic rendering
2020-04-23 18:19:40 +01:00
Joshua Barretto
48fb14116a
Town walls, wall towers
2020-04-23 18:19:40 +01:00
Joshua Barretto
20b16d229c
Added river obstacle example
2020-04-23 18:19:40 +01:00
Joshua Barretto
944a37b848
Initial settlement generation work
2020-04-23 18:19:40 +01:00
Joshua Yanovski
1015e60dee
More lighting changes.
2020-04-21 18:25:19 +02:00
Joshua Yanovski
80c264abd1
Lighting experiments.
2020-04-13 00:29:59 +02:00
Treeco
542491c48d
Fixed leaf lerp doing weird things
2020-04-09 21:03:17 +01:00
Joshua Yanovski
8414987e58
WIP -- lighting changes and soft shadows.
2020-04-09 02:38:40 +02:00
Joshua Yanovski
13388ee6a4
Various fixes (to coloring and to soft shadows).
2020-04-02 20:30:08 +02:00
Joshua Yanovski
fbd084a94a
Merge branch 'master' of gitlab.com:veloren/veloren into sharp/map-colors
2020-04-02 18:50:38 +02:00
Songtronix
e64462ad2e
Merge branch 'imbris/security' into 'master'
...
Update deps with security issues
See merge request veloren/veloren!879
2020-04-02 05:47:50 +00:00
Joshua Yanovski
5a089863be
Making maps brighter.
...
This is probably not the right way to do it, but oh well!
2020-04-02 03:17:49 +02:00
Joshua Yanovski
32b2c99109
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.
2020-04-02 02:46:36 +02:00
Imbris
831d7c77a6
Make Asset impls avoid panics when parsing fails
2020-04-01 20:06:15 -04:00
Imbris
5ed77b5054
Fix security
2020-04-01 20:03:15 -04:00
Imbris
b3791a2b4e
Upgrade vek version so that it actually uses the patch
2020-03-30 19:44:51 -04:00
timokoesters
6fd3339b75
Make apples great again
2020-03-27 17:51:35 +01:00
Joshua Yanovski
f8926a5737
Merge remote-tracking branch 'origin/master' into sharp/map-colors
2020-03-13 13:32:42 +01:00
Imbris
a04c1b1d1d
Add uid to Player component
...
fix: world examples
2020-03-08 22:58:38 +01:00
Joshua Yanovski
a1aee931e7
Adding shadows.
2020-02-21 14:52:17 +01:00
Marcel Märtens
8f5e409ac4
update toolchain to
2020-02-09 22:58:01 +01:00
Monty Marz
93d7c67cdc
Hack to allow minimap rotation.
...
Currently it just always rotates towards the camera, but it wouldn't be
hard to create a config option that swaps out the rotation of the
indicator and the map.
2020-02-06 17:34:32 +00:00
Marcel Märtens
dae31ae5b6
apply new rustfmt - touching alot of files
2020-02-01 21:39:39 +01:00
Marcel Märtens
dd21235ff8
Apply prefixes to veloren source, espacially comments, so that reformating wont make it unreadable,
...
especially enumerations and other source code in errosions file
2020-02-01 21:37:36 +01:00
Marcel Märtens
e960c2233b
Change the version number to 0.5
2020-01-31 17:26:45 +01:00
Joshua Yanovski
6d5e42f10b
Better is_underwater() check.
...
Takes rivers into account somewhat, and doesn't take up extra space in
SimChunk.
2020-01-26 16:18:51 +01:00
Joshua Barretto
4f0d27690c
Patched waypoint spawning
2020-01-26 14:27:11 +00:00
Joshua Barretto
6e2784ba0e
Convert to chunk positions for downhill
2020-01-26 13:21:33 +00:00
Joshua Barretto
a4573f6fb2
Use .downhill for waypoint generation
2020-01-26 13:05:28 +00:00
Joshua Barretto
631124f3fc
Switched to _squared(), added comments, parallelised waypoint gen
2020-01-26 12:52:32 +00:00