scrawl
93c582064e
Remove item shadows for equipped weapon/spell indicators
2017-02-09 04:13:13 +01:00
scrawl
3f3d00ffc9
Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game
2017-02-09 04:03:38 +01:00
scrawl
0be86f69bc
Write the player object first to increase the chance of preloading the player cells in time
2017-02-09 03:55:10 +01:00
scrawl
1d8a9ff622
Preload player cell as soon as the player is read from the savegame
...
Giving the worker thread something to do while the rest of the savegame is parsed.
2017-02-09 03:47:36 +01:00
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
2017-02-09 03:32:40 +01:00
scrawl
066aa2e60e
Always run preloadCommonAssets even when the menu is skipped
...
Move to before the content files are loaded so we can do preloading in parallel with content file loading
2017-02-09 03:16:36 +01:00
scrawl
839928e210
Fix light data being reset for the wrong light
2017-02-09 02:46:30 +01:00
scrawl
c68f662c9a
Predict player movement when preloading cells to better handle moving at high speed
2017-02-09 01:34:42 +01:00
scrawl
a46593fa74
Add PreloadItem::abort() to avoid no longer required cells from blocking the work thread
2017-02-09 01:08:07 +01:00
scrawl
d62c4259bd
CellPreloader: load the terrain first to match the order in the main thread
2017-02-09 01:07:27 +01:00
scrawl
d3e1dbe920
Fix race conditions in terrain loader caused by static variables
2017-02-09 00:53:48 +01:00
scrawl
d1e86d22ca
Check which local map textures actually need to be updated
...
On a typical exterior cell transition, we'll save 3 of 9 map renders. When moving back and forth between 2 cells, we can even reuse 6 of 9.
2017-02-08 22:20:57 +01:00
scrawl
4d53ab6c32
nifloader: attempt to remove redundant root node when a Skeleton is added
2017-02-08 20:04:17 +01:00
scrawl
2a42c4781e
nifloader: override animflags instead of accumulating them
2017-02-08 19:53:02 +01:00
scrawl
0187f2ce4c
nifloader: combine animFlags and particleFlags (Bug #2100 )
2017-02-08 19:53:02 +01:00
scrawl
bccfd6cef8
nifloader: handle textures with no image that are later assigned in a FlipController
...
As found in vurt's trees (Bug #2100 )
2017-02-08 19:52:33 +01:00
scrawl
792f505b2a
Fix potential crash in ShaderVisitor for textures with no image assigned
2017-02-08 19:16:07 +01:00
scrawl
43d9f3d5c7
Update bullet debug drawer even when the game is paused so the collision mesh will show instantly even when the console is up
2017-02-08 18:53:24 +01:00
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
2017-02-08 18:51:07 +01:00
scrawl
45ae8d5ffa
Add support for GL_AMBIENT colorMode to shaders as required by particle systems
2017-02-08 18:39:24 +01:00
scrawl
206e2bf975
Fix camera rotation not being set after save game load (regressed with 1eb3384043
)
2017-02-08 04:42:15 +01:00
scrawl
c00532d82d
Add LightStateCache to avoid redundantly setting the same gl_Light
...
Normally, osg::State would do this for us (via lastAppliedAttribute), but since we're using a custom StateAttribute to apply all lights at once, we have to track ourselves.
Further reduction of GL calls in a typical scene by ~2%
2017-02-07 23:37:57 +01:00
scrawl
4d4dc1b9c1
Add specialized DisableLight state attribute for more efficient undoing of light state
...
Seems to reduce # of GL calls by 10-15% in a typical scene.
2017-02-07 23:01:36 +01:00
scrawl
cdca9b0488
Accept bullet 283 on appveyor as well
2017-02-07 20:40:07 +01:00
scrawl
dfa43af818
Update bullet dependency to 2.86
2017-02-07 18:05:24 +01:00
scrawl
35bb467c7a
Fix inverted setting of variable
2017-02-07 05:28:06 +01:00
Allofich
5d2090684a
Store mHitAttemptActorId in save files
2017-02-07 01:26:26 +09:00
Allofich
25c64dbb0f
Make combat engagement logic more like vanilla
...
(Fixes #2678 , Fixes #3705 )
2017-02-07 01:25:12 +09:00
scrawl
5a939418fc
Add missing avcodec_close ( Fixes #3741 )
2017-02-06 15:49:13 +01:00
scrawl
91939c4687
Switch actors to capsule shapes now that the jumping bug is gone ( Fixes #2116 , Fixes #2909 )
...
The culprit was - surprise, surprise - d39d4f2619
2017-02-06 05:40:49 +01:00
scrawl
03aa270551
Construct PhysicActor as on ground by default to avoid a jumping animation from playing in the first frame after a savegame load
2017-02-06 05:23:00 +01:00
scrawl
bc29a99a53
Fix broken timer
2017-02-06 05:10:40 +01:00
scrawl
d39d4f2619
Revert a problematic and performance costly workaround that should never have been applied and is no longer required as of the last commit.
2017-02-06 04:52:41 +01:00
scrawl
541fbb4792
Movement solver: add usage of 'on slope' flag to improve handling of steep slopes
...
Previously we were handling 'on slope' synonymously with 'in air' which caused some odd effects.
Practical changes:
- Sliding down a slope no longer applies fall damage.
- Fixed a climbing exploit that would allow climbing steep slopes with repeated use of the Jump function.
2017-02-06 04:50:58 +01:00
scrawl
cce42b6e9d
Don't create a CharacterController for objects with no animations
2017-02-06 03:43:08 +01:00
scrawl
fe0cf5be05
StatsWindow: don't rebuild all skill widgets when one skill changes
2017-02-06 02:40:35 +01:00
scrawl
e7b6ea4e3f
Add cycle weapon/spell actions to the list of controller actions ( Fixes #3613 )
2017-02-05 20:23:49 +01:00
scrawl
3065600a86
Skip expensive visitEffectSources call if no summoned creatures or summon effects are active
2017-02-05 02:26:28 +01:00
scrawl
ee4073541c
Animation: cache getVelocity()
2017-02-05 02:26:28 +01:00
scrawl
a2cede8f34
Add timer for updateEquippedLight
2017-02-05 02:26:28 +01:00
scrawl
1eb3384043
Avoid rotating by zero in CharacterController
2017-02-05 02:26:28 +01:00
scrawl
7201cf5fe2
ItemWidget: skip setImageTexture if the icon has not changed
2017-02-05 02:26:27 +01:00
scrawl
5f2539adb6
Optimize scrollbar/progress skins by using one widget for the track instead of one widget per pixel
2017-02-04 16:05:22 +01:00
scrawl
1447bfa215
Improve scene loading performance by creating collision objects with the correct rotation right away instead of adjusting it later
2017-02-04 15:12:01 +01:00
scrawl
739a76f5fb
docs/settings: fix setting range
2017-02-04 06:18:23 +01:00
scrawl
76f6964583
docs/settings: add preload settings
2017-02-04 06:04:28 +01:00
scrawl
884d306bf3
Throw exception when told to use 0 threads
2017-02-04 05:58:12 +01:00
scrawl
209f271f5f
docs/settings: remove 'This setting was added in OpenMW version X.Y"
...
Most of these are ancient by now, plus we have the version selector on readthedocs.io
2017-02-04 04:58:42 +01:00
scrawl
0f9ec3f0c7
docs/settings: don't specify setting type redundantly
2017-02-04 04:55:13 +01:00
scrawl
2db7292bcb
Add new setting for the number of preloading worker threads
...
If you have CPU cores to spare, consider setting 2 or 3. Up to about 3 threads, preloading performance seems to increase in a linear fashion, but with 4 or more threads I/O bottlenecks and synchronization overhead starts to show.
2017-02-04 02:59:28 +01:00