Commit Graph

167 Commits

Author SHA1 Message Date
Ben Wallis
aef2637288 Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Benoît du Garreau
7b4aa6d4cc cargo fmt 2020-12-17 12:06:22 +01:00
Benoît du Garreau
0cf164f33a Use assets_manager to load assets 2020-12-17 12:06:07 +01:00
jiminycrick
60d5d62eef Switched to hashbrown everywhere 2020-12-17 10:31:35 +01:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Monty Marz
f2ba7cc297 add baobabs, fix map difficulty, make mushrooms lootable 2020-12-10 18:06:29 +01:00
Marcel Märtens
ccb01e1898 adjust fmt and clippy after toolchain upgrade 2020-12-10 14:53:01 +01:00
Joshua Barretto
b37be14b86 Added cave mushrooms 2020-12-05 18:00:29 +00:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Joshua Barretto
765a1ca17b Switched light map iteration order, fire bowls in dungeons 2020-11-23 10:58:21 +00:00
Monty Marz
d069eb9a57 street lamp particles, ground fire bowl, misc fixes 2020-11-23 10:58:21 +00:00
Joshua Barretto
e461fbd951 Make chimneys glow 2020-11-23 10:58:21 +00:00
Joshua Barretto
b539ecf438 More lights, minimised light and glow map data 2020-11-23 10:58:21 +00:00
Joshua Barretto
54989cf4a6 Switched to pure iterator space search 2020-11-23 10:57:57 +00:00
Joshua Barretto
8fd2e4537d Addressed review comments 2020-11-23 10:57:57 +00:00
Joshua Barretto
51d1a2ecff Added glow 2020-11-23 10:57:56 +00:00
Joshua Barretto
7850b0bcaf Added site names, dungeon difficulty, better explosions 2020-11-23 10:57:55 +00:00
Joshua Barretto
de685b00b2 Improved water pathfinding 2020-11-23 10:45:01 +00:00
Joshua Barretto
99a881f349 Added entity simulation to rtsim, reification, assimilation 2020-11-23 10:44:59 +00:00
Joshua Barretto
3ee4245652 Added test poles, minor improvements 2020-11-23 10:37:59 +00:00
jiminycrick
a9711eea01 Beginning to address comments 2020-11-18 13:31:12 -08:00
jiminycrick
a684bc90fd Quadraped footsteps and songs in biomes 2020-11-18 13:31:12 -08:00
jiminycrick
bc1059610b More clippy fixes 2020-11-18 13:31:12 -08:00
jiminycrick
c2a2361c22 Fix rebase 2020-11-18 13:31:12 -08:00
jiminycrick
ea1bc2941b Clippy fixes 2020-11-18 13:31:12 -08:00
jiminycrick
9b759efe41 Snow footsteps 2020-11-18 13:31:12 -08:00
jiminycrick
09a1974974 River water sfx 2020-11-18 13:31:12 -08:00
jiminycrick
c8d79b0b0e Dungeon and cave specific music 2020-11-18 13:31:12 -08:00
jiminycrick
46d3f6f6d2 Initial biome specific music and ambient sound channel 2020-11-18 13:31:11 -08:00
Monty Marz
0e072f72cc frost cleaver
velorite mage set

offsets
armor stats
2020-11-10 21:43:45 +00:00
Joshua Barretto
71718d9c98 Better humidity, better snow trees 2020-11-09 15:06:37 +00:00
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
Monty Marz
2b800a2b63 make clippy happy
Delete glider.ron
2020-10-07 02:23:20 +00:00
Joshua Yanovski
69f68ddf29 Reduce chunks / chonk by trimming the ends.
This improves the defragment operation for chonks by letting them remove
chunks at the top that match above, and bottom that match below.  This
reduces the chunks / chonk from around 5.9 to around 3.4 at origin. From
my investigations, adding something for water would probably get us a
full 50% reduction, if we could collapse intermediate chunks; block
types other than rock / air / water never appear to have full chunks of
the same block, so any additional optimization will require changes to
the subchunk compression format or changes to the actual chunks we
generate.
2020-09-29 19:08:45 +02:00
Joshua Yanovski
7d6aebb316 Fix hacky solution with proper defragmentation.
After generating a chonk, we now find the highest frequency block (in
terms of the number of groups that uniformly consist of that block) and
replace the chunk's default with that one.  We also resort the data in
the process to be in the same order as the original array index.  This
improves our memory savings from 3x to almost 7x, and brings us within a
factor of 3 or so of what I hope a true average will be.

The defragmentation is not totally optimal and can probably be improved
from a performance perspective, but given how much of a hard bottleneck
RAM is this seems worthwhile.  Also, this doesn't suffer from the issues
the previous solution did.
2020-09-28 16:56:26 +02:00
Joshua Yanovski
b9528da8f6 Improve chunk space consumption by a lot.
3x - 5x depending on terrain.  We can do a lot better but this is a good
start.

Also, added chunk group count to metrics.  This correlates with memory
usage specifically by chunk voxel data in a much more direct way than
chonk or chunk count do, so this should provide extra useful information
(especially for our average overhead per chonk / chunk).
2020-09-28 13:35:49 +02:00
Joshua Yanovski
5af5ceb1f9 Address review comments. 2020-09-27 17:06:46 +02:00
Joshua Yanovski
938039a56e Remove spurious uses of Vox.
In the process, also try to address a few edge cases related to block
detection, such as adding back previously solid sprites and removing
filters that may be vestiges of earlier logic.
2020-09-26 16:30:40 +02:00
Joshua Barretto
becb58e305 Stopped all blocks being explodable 2020-09-21 23:47:33 +01:00
Joshua Barretto
0ca42857fa Addressed review issues 2020-09-21 21:10:32 +01:00
Joshua Barretto
49d1b3df6d Improved docs 2020-09-20 11:46:12 +01:00
Joshua Barretto
ece4a01867 Improved representation of Block for better performance, more features, and better backwards-compatibility 2020-09-20 11:46:12 +01:00
Ben Wallis
712f2e9c97 * Moved migrations to beginning of server initialisation
* Added migrations for entity ID changes to existing tables
2020-09-17 23:02:14 +00:00
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
Joshua Yanovski
3a96b73b2c Move figure meshing to a background thread. 2020-08-28 05:25:31 +02:00
notoria
2be4202d01 Corrected some spelling errors 2020-08-25 12:21:25 +00:00
Monty Marz
ce929d2924 Address comments, clippy and minor adjustments
first bunch of comments addressed

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

campfire adjustments, reduced grass density due to FPS issues

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

address comments
happy clippy, happy life
clippy

clippy

more clippy
fmt

revert cargo.toml formatting
remove "allow unreachable pattern"
fmt
2020-08-21 22:37:08 +02:00
Monty Marz
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