Commit Graph

2629 Commits (0.7.1-build-fixes)

Author SHA1 Message Date
Capostrophic 85e99182ce Revise light source configuration (bug #4965)
Set up attenuation less awkwardly
Use global attenuation settings for magic light source
Use constant attenuation settings
6 years ago
bzzt 391f6faffb Remove unused defaultViewer / defaultViewPoint 6 years ago
bzzt e908790584 Inherit the view point from main camera for water RTT cameras 6 years ago
bzzt ed4ce4609b Do not re-render maps for all active cells during cell transitions 6 years ago
Andrei Kortunov a302ec9c65 Make fallback map static to simplify constructors 6 years ago
Chris Djali 1860d720bc
Merge pull request #2263 from akortunov/actor_culling
Do not recreate shaders to update transparency
6 years ago
Bret Curtis 1e9eac568f
Merge pull request #2249 from akortunov/cache
Implement generic caching system
6 years ago
Bret Curtis 354f904a24
Merge pull request #2279 from akortunov/map
Optimize map window update
6 years ago
bzzt 1143985bc7 Do not update map texture if it did not change 6 years ago
bzzt d707eaac36 Use ICO for water shader 6 years ago
bzzt c2176945bd Do not use the delayed map cells update 6 years ago
elsid fa7b304e78
Use auto for map value_type in range-based for loops
To avoid implicit call of copy constructor for
pair<const K, V> to pair<K, V> conversion.
6 years ago
Capostrophic 695cd5bb49 Minor NpcAnimation cleanup 6 years ago
Bret Curtis 7ccfec4d21
Merge pull request #2270 from akortunov/animfix
Fixes for werewolf animations
6 years ago
Andrei Kortunov e171d34192 Init NPC type properly in the NpcAnimation 6 years ago
elsid ccb325c663
Add override to fix warnings 6 years ago
Bret Curtis b819690e82
Merge pull request #2264 from akortunov/optimize_terrain
Delete composite map layers in the background thread
6 years ago
bzzt aa5a071aef Delete composite map layers in the background thread 6 years ago
Bret Curtis d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
Optimize terrain
6 years ago
bzzt 5ec28e09c9 Do not recreate shaders to update transparency 6 years ago
Andrei Kortunov c6cb91ce61 Limit maximum FOV value 6 years ago
bzzt 6029ed4ecc Reject empty quad tree nodes at the cell level without land data 6 years ago
Andrei Kortunov 2ed05a5195 Implement generic caching system 6 years ago
elsid 614d5243c3
Make NavMeshCacheItem consistent
Move all logic related to this type into its methods.
6 years ago
elsid ccc709a316
Store guarded navmesh cache item in shared_ptr
Remove useless SharedGuarded type.
6 years ago
Andrei Kortunov 08202f8185 Fix missing null check 6 years ago
Bret Curtis e3bde5ec91
Merge pull request #2226 from akortunov/projectilefix
Use relative animation time only for bows and crossbows
6 years ago
bzzt e0cf460ba3 Do not load terrain beyond the viewing distance 6 years ago
Andrei Kortunov 4c21776b94 Use relative animation time only for bows and crossbows (bug #3778) 6 years ago
Bret Curtis 1e4bbe8997
Merge pull request #2223 from Capostrophic/animation
Fix raki creatures in Skyrim: Home of the Nords (bug #4810)
6 years ago
Capostrophic b05531818c Fix raki creatures in Skyrim: Home of the Nords (bug #4810)
Make bip01 have higher priority than 'root node' node when determining the movement accumulation root
6 years ago
Bret Curtis c55141d18d
Merge pull request #2217 from Capostrophic/shader
Move forcePPL and clamp to global shader defines (task #4869)
6 years ago
Andrei Kortunov d23a0ce2ae Use C++11-style loops in the game world instead of iterators 6 years ago
Capostrophic 0cdc46dfd6 Move forcePPL and clamp to global shader defines (bug #4869) 6 years ago
Bret Curtis cb29dc7b85
Merge pull request #2209 from akortunov/effectfix
[Regression] Fix magic glow update for sheathing weapons
6 years ago
Andrei Kortunov bcf086d72d Fix magic glow update for sheathing weapons 6 years ago
elsid 84fbb486d3
Fix switch from invalid navmesh number to valid 6 years ago
Andrei Kortunov 9398117ea7 Allow to do not reflect terrain 6 years ago
Andrei Kortunov 00ab552184 Add more settings to water reflections in exteriors (feature #4859) 6 years ago
Andrei Kortunov 56fea4b062 Add setting to control composite geometry size 6 years ago
bzzt 9d44e18af6 Allow to configure terrain vertex LOD 6 years ago
bzzt fd94d7f7ff Make Distant Terrain more configurable (feature #4890) 6 years ago
bzzt bcbee08a1b Fix creature model instance preloading 6 years ago
Capostrophic e70cc10305 Some more de-boosting 6 years ago
Andrei Kortunov 3032b177a1 Remove redundant includes 6 years ago
Bret Curtis ba491a8af0
Merge pull request #2069 from Capostrophic/skeleton
Use the skeleton from the NPC's set model (bug #4747)
6 years ago
Bret Curtis 212f097b3c
Merge pull request #2172 from akortunov/pvs_fix
Fix some issues, found by PVS-Studio
6 years ago
Chris Djali cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
Shadows
6 years ago
Andrei Kortunov ad9412a117 Remove some redundant checks 6 years ago
elsid 1d3668cd22
Add Navigator interface 6 years ago
Bret Curtis f4313c02e1
Merge pull request #2153 from akortunov/glowing_windows
Native glowing windows support
6 years ago
Andrei Kortunov 57d8df1a05 Do not check if additional animation sources are supported for every animation object 6 years ago
Andrei Kortunov 9e4a339ad3 Daytime node switch support (feature #4836) 6 years ago
AnyOldName3 8482236a82 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 6 years ago
Capostrophic 6660f2f8e6 Use the skeleton from the NPC's set model (bug #4747) 6 years ago
AnyOldName3 9d84853903 Fix nodemask snafu 6 years ago
elsid 13e94ab194
Get navmesh to update osg node only if rendering is enabled 6 years ago
elsid 3572edab72
Update navmesh in a separate method 6 years ago
Andrei Kortunov 0937f02598 Get rid of unnecessary string streams 6 years ago
Bret Curtis 9d1c0d2b22
Merge pull request #2114 from Capostrophic/cleanup
Remove some redundant code
6 years ago
Andrei Kortunov 02a43d0b32 Do not scale player's model in the 1st-person view depending on race (bug #4383) 6 years ago
Capostrophic 624db99bf2 Remove some redundant code 6 years ago
AnyOldName3 642002b302 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 6 years ago
Andrei Kortunov 880ec3ce7b Fix visible sheaths for invisible actors 6 years ago
Andrei Kortunov 7438e20ee1 Fix shield displaying on inventory avatar (bug #4720) 6 years ago
Bret Curtis f6243fae83
Merge pull request #1615 from akortunov/holstered_weapons
Weapon sheathing
6 years ago
Stanislaw Halik 8fd71fe4ad fix rain delay when exiting water
When the particle system updates its internal state noting that it's
been culled, it stops emitting any further particles. Prevent it from
having that knowledge.

v2: Fix off-by-one-frame error following review by @AnyOldName3
6 years ago
Andrei Kortunov 92e45507d8 Weapon sheathing support, including quivers and scabbards (feature #4673) 6 years ago
AnyOldName3 3785ba6aa0 Merge upstream/master 6 years ago
AnyOldName3 eb44de3e6b Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors. 6 years ago
elsid 49d81241db Merge branch 'master' into pathfinder_detour 6 years ago
Marc Zinnschlag 9dd0d641bc Merged pull request #1931 6 years ago
Capostrophic b6f23cd366 Make constants usage more obvious 6 years ago
Capostrophic 4873d33642 Adjust magic light source linear attenuation (bug #3890) 6 years ago
Andrei Kortunov e7de6b974a Optimize actors processing
1. Do not update physics and animations for actors outside processing range (bug #4647)
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
6 years ago
AnyOldName3 1e2bf9c447 Merge remote-tracking branch 'refs/remotes/upstream/master' 6 years ago
Andrei Kortunov 46bf45a6e2 Remove redundant code 6 years ago
AnyOldName3 474770eca8 Switch shadow map rendering to a specialised, simplified shader. 6 years ago
elsid ed73d130f9
Cache navmesh tiles
Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.

Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
6 years ago
elsid ff478aba6d
Use actor half extent for interior cells 6 years ago
elsid dc09674362
Add command and settings option to enable actors paths render 6 years ago
elsid dbb1d99bff
Add NavMeshItem generation to fix update NavMesh for render 6 years ago
elsid faaf50446d
Option to initially enable NavMesh render 6 years ago
elsid 70a369f70e
Add command to enable NavMesh render
togglenavmesh or tnm
6 years ago
AnyOldName3 0124be5713 Merge upstream/master 6 years ago
Capostrophic 47b1b0ac39 Re-fix water reflections while making a no-GUI screenshot 6 years ago
Andrei Kortunov e06f0b797a Replace all NULLs to nullptr 6 years ago
Marc Zinnschlag b410d87aae Merged pull request #1952 6 years ago
Andrei Kortunov 3896a2eba6 Do not use a PartHolder for spell effect node 6 years ago
Andrei Kortunov 632045e145 Improve the 'part has no parents' warning 6 years ago
Andrei Kortunov 4dc424036f Cleanup magic effects, when create a new ActorAnimation 6 years ago
Kyle Cooley e2ac392a40 Move common stuff to scene util, fix errors with 1st person meshes 6 years ago
Kyle Cooley 8444ee9981 Start rendering npc's 6 years ago
David Cernat 995d20348f [General] Always use correct ranged weapon & ammo for ranged attack sync
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.

Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
6 years ago
Marc Zinnschlag 7be9f2ca45 Merged pull request #1891 6 years ago
Andrei Kortunov bdd9eba2b8 Use C++ limits instead of C ones 6 years ago
David Cernat b5f46ada73 [General] Synchronize projectile speed for ranged attacks
This is done by including the final attackStrength used for ranged attacks in packets and then applying it in WeaponAnimation::releaseArrow() on other clients.
6 years ago
Andrei Kortunov 70ed8fd1a9 Use constants instead of widely used magic numbers (task #4645) 6 years ago
Andrei Kortunov adbaeb7cca Improve GUI scaling (bug #3288) 6 years ago
Andrei Kortunov e5a81b1f99 Fix some issues, found by Coverity Scan 6 years ago