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Joshua Yanovski authored
--- 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...
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