Merge branch 'master' of https://github.com/OpenMW/openmw into config_writer_changes

openmw-38
cfcohen 9 years ago
commit 7605912ece

@ -27,6 +27,7 @@
Bug #2014: Antialiasing setting does nothing on Linux
Bug #2037: Some enemies attack the air when spotting the player
Bug #2052: NIF rotation matrices including scales are not supported
Bug #2062: Crank in Old Mournhold: Forgotten Sewer turns about the wrong axis
Bug #2111: Raindrops in front of fire look wrong
Bug #2140: [OpenGL] Water effects, flames and parts of creatures solid black when observed through brazier flame
Bug #2147: Trueflame and Hopesfire flame effects not properly aligned with blade
@ -176,6 +177,7 @@
Bug #2980: Editor: Attribute and Skill can be selected for spells that do not require these parameters, leading to non-functional spells
Bug #2990: Compiling a script with warning mode 2 and enabled error downgrading leads to infinite recursion
Bug #2992: [Mod: Great House Dagoth] Killing Dagoth Gares freezes the game
Bug #3007: PlaceItem takes radians instead of degrees + angle reliability
Feature #706: Editor: Script Editor enhancements
Feature #872: Editor: Colour values in tables
Feature #880: Editor: ID auto-complete

@ -746,9 +746,10 @@ if (APPLE)
set(ABSOLUTE_PLUGINS "")
set(USED_OSG_PLUGINS
osgdb_tga
osgdb_dds
osgdb_imageio
osgdb_jpeg
osgdb_png
osgdb_tga
)
foreach (PLUGIN_NAME ${USED_OSG_PLUGINS})

@ -471,16 +471,18 @@ namespace MWGui
MWBase::Environment::get().getScriptManager()->run (script, interpreterContext);
}
if (script.empty() || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 0)
mSkippedToEquip = MWWorld::Ptr();
if (ptr.getRefData().getCount()) // make sure the item is still there, the script might have removed it
{
boost::shared_ptr<MWWorld::Action> action = ptr.getClass().use(ptr);
action->execute (player);
if (script.empty() || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 0)
{
boost::shared_ptr<MWWorld::Action> action = ptr.getClass().use(ptr);
mSkippedToEquip = MWWorld::Ptr();
action->execute (player);
}
else
mSkippedToEquip = ptr;
}
else
mSkippedToEquip = ptr;
if (isVisible())
{

@ -52,7 +52,12 @@ namespace MWWorld
}
}
assert(it != invStore.end());
if (it == invStore.end())
{
std::stringstream error;
error << "ActionEquip can't find item " << object.getCellRef().getRefId();
throw std::runtime_error(error.str());
}
// equip the item in the first free slot
std::vector<int>::const_iterator slot=slots_.first.begin();

@ -164,7 +164,7 @@ namespace SceneUtil
mStateSetCache.clear();
}
void LightManager::addLight(LightSource* lightSource, osg::Matrixf worldMat)
void LightManager::addLight(LightSource* lightSource, const osg::Matrixf& worldMat)
{
LightSourceTransform l;
l.mLightSource = lightSource;

@ -77,7 +77,7 @@ namespace SceneUtil
void update();
// Called automatically by the LightSource's UpdateCallback
void addLight(LightSource* lightSource, osg::Matrixf worldMat);
void addLight(LightSource* lightSource, const osg::Matrixf& worldMat);
struct LightSourceTransform
{

@ -1,242 +1,341 @@
# WARNING: Editing this file might have no effect, as these
# settings are overwritten by your user settings file.
# WARNING: If this file is named settings-default.cfg, then editing
# this file might have no effect, as these settings may be overwritten
# by your user settings.cfg file (see documentation for its location).
#
# This file provides minimal documentation for each setting, and
# ranges of recommended values. For detailed explanations of the
# significance of each setting, interaction with other settings, hard
# limits on value ranges and more information in general, please read
# the detailed documentation at the OpenMW Wiki page:
#
# https://wiki.openmw.org/index.php?title=Settings
#
[Video]
resolution x = 800
resolution y = 600
[Camera]
fullscreen = false
window border = true
screen = 0
# Near clipping plane (>0.0, e.g. 0.01 to 18.0).
near clip = 5.0
# Minimize the window if it loses key focus?
minimize on focus loss = true
# Cull objects smaller than one pixel.
small feature culling = true
# Valid values: 0 for no antialiasing, or any power of two
antialiasing = 0
# Maximum visible distance (e.g. 2000.0 to 6666.0). Caution: this setting
# can dramatically affect performance, see documentation for details.
viewing distance = 6666.0
vsync = false
[Cells]
gamma = 1.00
contrast = 1.00
# Adjacent exterior cells loaded (>0). Caution: this setting can
# dramatically affect performance, see documentation for details.
exterior cell load distance = 1
# Maximum framerate in frames per second, 0 = unlimited
framerate limit = 0
[Map]
# Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
# Warning: affects explored areas in save files, see documentation.
global map cell size = 18
# Zoom level in pixels for HUD map widget. 64 is one cell, 128 is 1/4
# cell, 256 is 1/8 cell. See documentation for details. (e.g. 64 to 256).
local map hud widget size = 256
# Resolution of local map in GUI window in pixels. See documentation
# for details which may affect cell load performance. (e.g. 128 to 1024).
local map resolution = 256
# Size of local map in GUI window in pixels. (e.g. 256 to 1024).
local map widget size = 512
[GUI]
# Scales GUI window and widget size. (<1.0 is smaller, >1.0 is larger).
scaling factor = 1.0
# 1 is fully opaque
# Transparency of GUI windows (0.0 to 1.0, transparent to opaque).
menu transparency = 0.84
# 0 - instantly, 1 - max. delay
tooltip delay = 0
# Time until tool tip appears when hovering over an object (0.0 is
# instantly, 1.0 is the maximum delay of about 1.5 seconds).
tooltip delay = 0.0
# Stretch menus, load screens, etc. to the window aspect ratio.
stretch menu background = false
# Subtitles for NPC spoken dialog and some sound effects.
subtitles = false
# Red flash visually showing player damage.
hit fader = true
# Werewolf overlay border around screen or window.
werewolf overlay = true
stretch menu background = false
# Color for tool tips and crosshair when owned by an NPC (R G B A).
color background owned = 0.15 0.0 0.0 1.0
color crosshair owned = 1.0 0.15 0.15 1.0
# colour definitions (red green blue alpha)
color background owned = 0.15 0 0 1
color crosshair owned = 1 0.15 0.15 1
[HUD]
[General]
# Camera field of view
field of view = 55
# Displays the crosshair or reticle when not in GUI mode.
crosshair = true
[Game]
# Color crosshair and tool tip when object is owned by an NPC. (O is
# no color, 1 is tool tip only, 2 is crosshair only, and 3 is both).
show owned = 0
# Texture filtering mode. valid values:
# bilinear
# trilinear
texture filtering =
# Always use the best mode of attack: e.g. chop, slash or thrust.
best attack = false
# Difficulty. Expressed as damage dealt and received. (e.g. -100 to 100).
difficulty = 0
# Show duration of magic effect and lights in the spells window.
show effect duration = false
[General]
# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
anisotropy = 4
# Camera field of view in degrees (e.g. 30.0 to 110.0).
field of view = 55.0
# File format for screenshots. (jpg, png, tga, and possibly more).
screenshot format = png
[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Isotropic texture filtering. (bilinear or trilinear).
texture filtering = trilinear
# Split the shadow maps, allows for a larger shadow distance
split = false
[Input]
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Capture control of the cursor prevent movement outside the window.
grab cursor = true
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Key controlling sneak toggles setting instead of being held down.
toggle sneak = false
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
terrain shadows = true
# Player is running by default.
always run = false
# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
# Zoom in and out from player in third person view with mouse wheel.
allow third person zoom = false
debug = false
# Camera sensitivity when not in GUI mode. (>0.0, e.g. 0.1 to 5.0).
camera sensitivity = 1.0
[HUD]
crosshair = true
# Vertical camera sensitivity multiplier when not in GUI mode.
# (>0.0, Because it's a multiplier values should be near 1.0)
camera y multiplier = 1.0
[Objects]
shaders = true
# Invert the vertical axis while not in GUI mode.
invert y axis = false
[Map]
# Adjusts the scale of the global map
global map cell size = 18
[Saves]
local map resolution = 256
# Name of last character played, and default for loading save files.
character =
local map widget size = 512
local map hud widget size = 256
# Automatically save the game whenever the player rests.
autosave = true
[Cells]
exterior cell load distance = 1
# Display the time played on each save file in the load menu.
timeplayed = false
[Camera]
near clip = 5
[Sound]
# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)
# viewing distance * view frustum factor <= cell size (8192) - loading threshold (1024)
# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.
# exact factor would depend on FOV
viewing distance = 6666
# Name of audio device file. Blank means use the default device.
device =
# Culling of objects smaller than a pixel
small feature culling = true
# Volumes are 0.0 for silent and 1.0 for the maximum volume.
[Terrain]
distant land = false
# Master volume. Controls all other volumes.
master volume = 1.0
shader = true
# Footsteps volume.
footsteps volume = 0.2
# Music tracks volume.
music volume = 0.5
# Sound effects volume.
sfx volume = 1.0
# Voice dialog volume.
voice volume = 0.8
[Video]
# Resolution of the OpenMW window or screen.
resolution x = 800
resolution y = 600
# OpenMW takes complete control of the screen.
fullscreen = false
# Determines which screen OpenMW is on. (>=0).
screen = 0
# Minimize OpenMW if it loses cursor or keyboard focus.
minimize on focus loss = true
# An operating system border is drawn around the OpenMW window.
window border = true
# Anti-aliasing reduces texture distortion. (0, 2, 4, 8, 16).
antialiasing = 0
# Enable vertical syncing to reduce tearing defects.
vsync = false
# Maximum frames per second. 0.0 is unlimited, or >0.0 to limit.
framerate limit = 0.0
# Game video contrast. (>0.0). No effect in Linux.
contrast = 1.0
# Video gamma setting. (>0.0). No effect in Linux.
gamma = 1.0
[Water]
# Enable water shader with reflections and optionally refraction.
shader = false
# Reflection and refraction texture size in pixels. (512, 1024, 2048).
rtt size = 512
# Enable refraction which affects visibility through water plane.
refraction = false
rtt size = 512
[Objects]
[Sound]
# Device name. Blank means default
device =
# Enable shaders for objects other than water. Unused.
shaders = true
# Volumes. master volume affects all other volumes.
master volume = 1.0
sfx volume = 1.0
music volume = 0.5
footsteps volume = 0.2
voice volume = 0.8
[Terrain]
# Use shaders for terrain? Unused.
shader = true
[Input]
# Distant land is rendered? Unused.
distant land = false
grab cursor = true
[Shadows]
invert y axis = false
# Enable shadows. Other shadow settings disabled if false. Unused.
enabled = false
camera sensitivity = 1.0
# Size of the shadow textures in pixels. Unused. (e.g. 256 to 2048).
texture size = 1024
camera y multiplier = 1.0
# Actors cast shadows. Unused.
actor shadows = true
always run = false
# Static objects cast shadows. Unused.
statics shadows = true
allow third person zoom = false
# Terrain cast shadows. Unused.
terrain shadows = true
toggle sneak = false
# Miscellaneous objects cast shadows. Unused.
misc shadows = true
[Game]
# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)
best attack = false
# Debugging of shadows. Unused.
debug = false
difficulty = 0
# Fraction of distance after which shadow starts to fade out. Unused.
fade start = 0.8
# Change crosshair/toolTip color when pointing on owned object
#0: nothing changed
#1: tint toolTip
#2: tint crosshair
#3: both
show owned = 0
# Show the remaining duration of magic effects and lights
show effect duration = false
# Split shadow maps, allowing for a larger shadow distance. Unused.
split = false
[Saves]
character =
# Save when resting
autosave = true
# display time played
timeplayed = false
# Distance for shadows if not split. Smaller is poorer. Unused.
shadow distance = 1300
# Distance for shadows if split. Unused.
split shadow distance = 14000
[Windows]
inventory x = 0
# Location and sizes of windows as a fraction of the OpenMW window or
# screen size. (0.0 to 1.0). X & Y, Width & Height.
# Stats window displaying level, race, class, skills and stats.
stats x = 0.0
stats y = 0.0
stats w = 0.375
stats h = 0.4275
# Spells window displaying powers, spells, and magical items.
spells x = 0.625
spells y = 0.5725
spells w = 0.375
spells h = 0.4275
# Local and world map window.
map x = 0.625
map y = 0.0
map w = 0.375
map h = 0.5725
# Dialog window for talking with NPCs.
dialogue x = 0.095
dialogue y = 0.095
dialogue w = 0.810
dialogue h = 0.810
# Alchemy window for crafting potions.
alchemy x = 0.25
alchemy y = 0.25
alchemy w = 0.5
alchemy h = 0.5
# Console command window for debugging commands.
console x = 0.0
console y = 0.0
console w = 1.0
console h = 0.5
# Player inventory window when explicitly opened.
inventory x = 0.0
inventory y = 0.4275
inventory w = 0.6225
inventory h = 0.5725
inventory container x = 0
# Player inventory window when searching a container.
inventory container x = 0.0
inventory container y = 0.4275
inventory container w = 0.6225
inventory container h = 0.5725
inventory barter x = 0
# Player inventory window when bartering with a shopkeeper.
inventory barter x = 0.0
inventory barter y = 0.4275
inventory barter w = 0.6225
inventory barter h = 0.5725
inventory companion x = 0
# Player inventory window when trading with a companion.
inventory companion x = 0.0
inventory companion y = 0.4275
inventory companion w = 0.6225
inventory companion h = 0.5725
# Container inventory when searching a container.
container x = 0.25
container y = 0
container y = 0.0
container w = 0.75
container h = 0.375
companion x = 0.25
companion y = 0
companion w = 0.75
companion h = 0.375
map x = 0.625
map y = 0
map w = 0.375
map h = 0.5725
# NPC inventory window when bartering with a shopkeeper.
barter x = 0.25
barter y = 0
barter y = 0.0
barter w = 0.75
barter h = 0.375
alchemy x = 0.25
alchemy y = 0.25
alchemy w = 0.5
alchemy h = 0.5
stats x = 0
stats y = 0
stats w = 0.375
stats h = 0.4275
spells x = 0.625
spells y = 0.5725
spells w = 0.375
spells h = 0.4275
console x = 0
console y = 0
console w = 1
console h = 0.5
dialogue h = 0.810
dialogue w = 0.810
dialogue x = 0.095
dialogue y = 0.095
# NPC inventory window when trading with a companion.
companion x = 0.25
companion y = 0.0
companion w = 0.75
companion h = 0.375

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