@dcl/protocol 1.0.0-16751971069.commit-16c6dee → 1.0.0-16800835851.commit-2ec49fe

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@dcl/protocol",
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- "version": "1.0.0-16751971069.commit-16c6dee",
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+ "version": "1.0.0-16800835851.commit-2ec49fe",
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  "description": "",
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  "repository": "decentraland/protocol.git",
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  "homepage": "https://github.com/decentraland/protocol#readme",
@@ -13,7 +13,7 @@
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  "test": "./scripts/check-proto-compabitility.sh"
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  },
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  "devDependencies": {
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- "@protobuf-ts/protoc": "^2.11.0",
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+ "@protobuf-ts/protoc": "^2.8.1",
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  "proto-compatibility-tool": "^1.1.2-20220925163655.commit-25bd040",
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  "typescript": "^5.0.4"
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  },
@@ -30,5 +30,5 @@
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  "out-js",
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  "public"
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  ],
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- "commit": "16c6dee28cfd6e6eb5d01c0c5f41986567daa0e9"
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+ "commit": "2ec49fe0b4036e3494ccf0bebdb3c529660661e9"
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  }
@@ -55,11 +55,10 @@ message Movement {
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  bool is_long_jump = 12;
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  bool is_long_fall = 13;
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  bool is_falling = 14;
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+
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  bool is_stunned = 15;
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+
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  float rotation_y = 16;
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- // interpolation
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- bool is_instant = 17;
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- bool is_emoting = 18;
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  }
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  message MovementCompressed {
@@ -68,7 +67,7 @@ message MovementCompressed {
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  }
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  message PlayerEmote {
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- float timestamp = 1;
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+ uint32 incremental_id = 1;
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  string urn = 2;
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  }
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@@ -102,10 +101,6 @@ message ProfileResponse {
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  message Chat {
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  string message = 1;
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  double timestamp = 2;
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-
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- // Extension: optional forwarded_from to identify the original sender when
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- // messages are forwarded through an SFU
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- optional string forwarded_from = 3;
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  }
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  message Scene {
@@ -6,12 +6,12 @@ import "decentraland/common/texture.proto";
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  option (common.ecs_component_id) = 1079;
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  message PBLightSource {
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- optional bool active = 1; // default = true, whether the lightSource is active or not.
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- optional decentraland.common.Color3 color = 2; // default = Color.white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
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- optional float intensity = 3; // default = 250, ranges from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot.
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- optional float range = 4; // default = 0, how far the light travels, expressed in meters. If left at 0 will be computed automatically
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- optional bool shadow = 5; // default = false, whether the light casts shadows or not.
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- optional decentraland.common.TextureUnion shadow_mask_texture = 6; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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+ optional bool active = 1; // default = true, whether the lightSource is active or not.
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+ optional decentraland.common.Color3 color = 2; // default = white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
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+ optional float intensity = 3; // default = 16000, light intensity expressed in candels (lumens/m^2 at 1 m distance, or lumens divided by 4*pi)
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+ optional float range = 4; // default = -1, how far the light travels, expressed in meters. If negative will be computed automatically as pow(intensity, 0.25)
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+ optional bool shadow = 5; // default = false, whether the light casts shadows or not.
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+ optional decentraland.common.TextureUnion shadow_mask_texture = 6; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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  oneof type {
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  Point point = 7;
@@ -10,9 +10,7 @@ option (common.ecs_component_id) = 1076;
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  // an 'instant' transition (like using speed/time = 0)
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  // * The lookAtEntity defines to which entity the Camera has to look at constantly (independent from
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  // the holding entity transform).
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- // * The fov defines the Field of View of the virtual camera
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  message PBVirtualCamera {
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  optional common.CameraTransition default_transition = 1;
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  optional uint32 look_at_entity = 2;
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- optional float fov = 3; // default: 60
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  }