Imbris
f540366676
Made shaders compile by adding locations and bindings and splitting textures and samplers out into two things and adding guards for double including shaders
2021-06-02 23:56:43 -04:00
Imbris
6a84109ece
Improve shader errors by showing shader file name, reduce repetitive shader construction code
2021-06-02 23:56:43 -04:00
Imbris
fd0c4c166a
migrate cloud pipeline, migrate iced renderer, rebase fixes
2021-06-02 23:56:43 -04:00
Imbris
d9c523ba0d
Make compile through various changes, update wgpu to latest git
2021-06-02 23:56:43 -04:00
Capucho
8c3995298b
More fixes
2021-06-02 23:56:43 -04:00
Capucho
8c6e43572f
Switched from zerocopy to bytemuck
...
Fixing errors
2021-06-02 23:56:40 -04:00
Capucho
89d09baab4
Made the layouts more compact
2021-06-02 23:55:59 -04:00
Capucho
9ee71d6369
Finished porting all pipelines
2021-06-02 23:55:59 -04:00
Capucho
c4bec2500f
Began porting pipeline creation
2021-06-02 23:55:59 -04:00
Capucho
1b5ae9c926
ported all pipelines
2021-06-02 23:55:59 -04:00
Capucho
121f001b17
Ported most of the textures and models related methods
2021-06-02 23:55:59 -04:00
Capucho
806f240eb5
Started the report of wgpu
2021-06-02 23:55:59 -04:00
Marcel
f988584337
Merge branch 'revert-c6e200a3' into 'master'
...
Add a configuration Option to opt-in Quic backend
See merge request veloren/veloren!2318
2021-06-02 14:27:13 +00:00
Avi Weinstock
42dc86788e
Address further MR 2301 comments.
2021-06-02 00:39:58 -04:00
Avi Weinstock
9c4453508e
Address many of Imbris's comments on MR 2301.
2021-06-02 00:39:58 -04:00
Avi Weinstock
5aa98d18e3
Depend on crossbeam-utils
and crossbeam-channel
instead of crossbeam
in voxygen.
2021-06-02 00:39:58 -04:00
Avi Weinstock
8b21ed540c
Use a single HashMap with the entry API and a KeyedJobTask
enum for KeyedJobs
.
2021-06-02 00:39:58 -04:00
Avi Weinstock
6d3dcc3835
Address MR 2301 review comments.
...
- Replace tabs with spaces in map-related i18n.
- Use `retain` in `remove_unloaded_chunks`.
2021-06-02 00:39:58 -04:00
Avi Weinstock
e509a4207b
Make the minimap UI not exposed via checkbox yet (still configurable via settings.ron
).
2021-06-02 00:39:58 -04:00
Avi Weinstock
9d60a7f533
Make the chunks above dungeons/caves default to black when the ceiling is below them.
2021-06-02 00:39:58 -04:00
Avi Weinstock
523bf2be58
Fix memory leak in KeyedJobs
threadpool helper.
2021-06-02 00:39:58 -04:00
Avi Weinstock
7115b1c899
Performance and aesthetic improvements to the voxel minimap.
...
Performance:
- don't do anything when it's inactive
- only process chunks within minimap-VD
- remove chunks outside of VD
- higher thread pool fraction specified
Aesthetics:
- different water color
- wood and leaves no longer count as ceilings
2021-06-02 00:39:58 -04:00
Avi Weinstock
cbe7521259
Add toggle for minimap, fix scaling formula, reduce minimap VD for better performance, and add changelog entry.
2021-06-02 00:39:04 -04:00
Avi Weinstock
1214715c21
Use a threadpool to speed up minimap chunk rendering. Also fix ceiling height calculations and color water blue.
2021-06-02 00:39:04 -04:00
Avi Weinstock
59e93d23c1
Improve ceiling detection for the voxel minimap.
2021-06-02 00:39:04 -04:00
Avi Weinstock
d878a2050a
Composite the layers on chunk load, and try to add an overhead mode.
2021-06-02 00:39:04 -04:00
Avi Weinstock
6df2e96d25
Improve the efficiency of the voxel minimap by only updating it when crossing a chunk boundary or changing z-level. Allows making the 9 chunks nearest to the player fancier by compositing multiple z levels.
2021-06-02 00:39:04 -04:00
Avi Weinstock
937815d8c3
Make all the offsets for voxel minimap work properly for arbitrary sizes, and fix the memory leak.
2021-06-02 00:39:04 -04:00
Avi Weinstock
7980230b7f
Add a minimap overlay based on voxel data.
2021-06-02 00:39:04 -04:00
Imbris
23eca4c3f6
Re-disable incremental just for common-systems, small fix in plugin
...
crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Imbris
48ebb10d50
Update toolchain
2021-05-31 20:44:57 -04:00
Adam Whitehurst
e06bd0eaa3
feat: BuffKind::Frozen
2021-05-30 08:51:47 -07:00
Adam Whitehurst
9eefa89f90
feat: add frozen debuff icon, en strings
2021-05-30 08:49:32 -07:00
Avi Weinstock
d6442dbd3b
Change the ChargedRanged zoom distance from 0.0 to 2.0, and add a delay after the mouse click before the zoom starts (i.e. hold to zoom, spam click will not zoom).
2021-05-26 11:51:29 -04:00
Avi Weinstock
7a97fbb5cf
Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards.
2021-05-26 09:34:08 -04:00
Avi Weinstock
4d7828ec94
Make the camera zoom as the bow (or any ChargedRanged attack) is charging.
2021-05-26 09:34:07 -04:00
Justin Shipsey
d7c7f6bf5d
Merge branch 'sam/rework-bow' into 'master'
...
Bow Rework
See merge request veloren/veloren!2310
2021-05-26 04:44:09 +00:00
jshipsey
ae43102a5b
anim
2021-05-26 00:04:15 -04:00
hqurve
854930bc1a
Item pickups are shown in separate window and "inventory-full" messages are shown above the item attempted to be picked up
2021-05-22 20:47:08 +00:00
Sam
1014ac45bf
Made new skills for reworked bow.
...
Created migration to reset bow skills.
2021-05-22 12:33:21 -05:00
Sam
3f16d15bbb
Reworked bow
2021-05-22 12:33:20 -05:00
Samuel Keiffer
a0599ac046
Merge branch 'sam/extra-equip-slots' into 'master'
...
Added Extra Loadout Slots
See merge request veloren/veloren!2295
2021-05-21 20:28:53 +00:00
Marcel
ee93803f4a
Merge branch 'lboklin/auto-glide' into 'master'
...
Implement auto-glide
See merge request veloren/veloren!2321
2021-05-21 09:02:59 +00:00
Marcel Märtens
cf3188b412
remove Protocol from Quic, cleanup code, fix some log spam
2021-05-21 10:41:19 +02:00
Marcel
99304ffddd
Revert "Merge branch 'sharp/revert-quinn' into 'master'"
...
This reverts merge request !2315
2021-05-21 10:41:16 +02:00
Ludvig Böklin
eacc49a961
Prevent auto-glide from pitching too high up
2021-05-20 17:20:49 +02:00
Ludvig Böklin
270f89db6b
Disable glider input until keys are pressed again after deploy
2021-05-20 12:13:59 +02:00
Ludvig Böklin
fe186fb44d
Code quality
2021-05-20 10:46:39 +02:00
Ludvig Böklin
8da59bb8e8
Implement auto-glide
2021-05-20 09:27:41 +02:00
Joshua Yanovski
d87225d908
Various improvements to chunk load latency.
...
Firstly, most importantly, improves the heuristic used for deciding
which chunks to mesh (which matters more even at low view distances
with meshing being so expensive now, but has an even more obvious
improvement at large view distances). Essentially, instead of always
prioritizing whatever chunk was fetched earliest from the server,
instead we prioritize chunks *closest* to the player first, then chunk
order.
This greatly improves the apparent latency for things like
picking up a sprite, as well as cases where the player moves out of the
loaded range but (due to slow loading from the server or a large VD
range) there are many remaining chunks left to be meshed still within
the VD but nowhere near the player. By properly priotizing chunks near
the player, we minimize the time / likelihood of a player being on or
very near an unmeshed chunk, and make high VDs and faster travel
speeds more viable.
We make a few other minor improvements as well:
Avoid duplicate meshing of neighbors when first inserting chunks, if
they are already in the todo list and the chunk being inserted was not
directly modified.
Also avoid remeshing neighbors if only a solid block's color changed,
which could sometimes be useful for non-sprite modifications (for
example flame-induced changes to non-destructible terrain color).
2021-05-18 17:10:29 -07:00