scrawl
75677f03e7
Remove SceneManager::notifyAttached
8 years ago
scrawl
afa39d121f
Fix 'part has no parent' warning caused by destructing in the wrong order
8 years ago
scrawl
d163228199
Fix updatePtr
8 years ago
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
8 years ago
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
8 years ago
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
8 years ago
scrawl
0fbd29ccb8
Use additive alpha blending on the character preview
8 years ago
scrawl
e38221edc9
Set character preview's simulationTime to 0 to avoid flickering lights
8 years ago
Allofich
621d3e56cf
Fix Clang and OS X Travis CI warnings
8 years ago
scrawl
f10edb71cc
Add environment variable for disabling IncrementalCompileOperation
8 years ago
scrawl
72c6b11cf8
Move global map render to the worker thread
8 years ago
scrawl
026a05718f
Construct the WorkQueue in Engine
8 years ago
scrawl
ddd6605608
Move WNAM out of LandData to avoid redundant (de)allocations on startup
8 years ago
scrawl
325bf66653
Return const Land in ESMStore
8 years ago
scrawl
9fa8e88366
Revert "Don't create a CharacterController for objects with no animations"
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This reverts commit cce42b6e9d
.
8 years ago
scrawl
dd54887783
Fix node mask of CharacterPreview being reset
8 years ago
scrawl
67e4a7e37b
Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead
8 years ago
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
8 years ago
scrawl
d1e86d22ca
Check which local map textures actually need to be updated
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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.
8 years ago
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
8 years ago
scrawl
cce42b6e9d
Don't create a CharacterController for objects with no animations
8 years ago
scrawl
ee4073541c
Animation: cache getVelocity()
8 years ago
scrawl
884d306bf3
Throw exception when told to use 0 threads
8 years ago
scrawl
2db7292bcb
Add new setting for the number of preloading worker threads
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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.
8 years ago
scrawl
33e654f94d
Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls
8 years ago
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
8 years ago
scrawl
a76d693627
Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal()
8 years ago
scrawl
c5f8ff6e0e
Add names to several nodes for debugging purposes
8 years ago
scrawl
1808b8567e
Add 'small feature culling pixel size' setting specifically for water RTTs, by default set higher than the one in [Camera]
8 years ago
scrawl
fcb4129aee
Add 'small feature culling pixel size' setting
8 years ago
scrawl
960d4a96c3
Reduce the number of osg::Material state by setting the default state on the graph root
8 years ago
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
8 years ago
Martin-Kevin Neumann
5a8efa1649
added refactoring of shader handling from visvalda's fog shader
8 years ago
scrawl
80c008906b
Fix texture coordinates
8 years ago
scrawl
48a23d61b2
Mask out water in global map overlay
8 years ago
scrawl
dc1f788cff
Use osg::PI over M_PI
8 years ago
scrawl
cca75499ee
Clear the Skeleton's bone cache when a node is added/removed ( Fixes #3663 )
8 years ago
Leon Krieg
739cd5ba45
Fixed more spelling mistakes
8 years ago
Leon Krieg
c7b4b2cdd7
Fixed multiple spelling mistakes
8 years ago
scrawl
16a913c549
Add emission of water ripple particles for water-walking actors ( Fixes #3608 )
8 years ago
scrawl
f51e06bc47
Recreate shaders if necessary when the NpcAnimation is rebuilt
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This fixes certain equipment losing the 'invisibility' effect after a view-mode switch with shaders enabled. Because the initial build of shaders done by the resource manager is not aware of the override state in the NpcAnimation's object root, we have to build new shaders here.
8 years ago
scrawl
e823cbf018
Fix incorrect priority of animation sources (Bug #3626 )
8 years ago
scrawl
2368382ea5
Fix upside down rain particle texture
8 years ago
scrawl
cac8de0b29
Merge pull request #1116 from Allofich/paused
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Don't update ripple simulation when paused
8 years ago
Allofich
19db070fca
Don't update ripple simulation when paused
8 years ago
Allofich
125e94ef0e
Fix shadowing warnings
8 years ago
Allofich
1c54f54ab8
Fix shadowing warnings
8 years ago
MiroslavR
611d02ad43
Remove unused code
8 years ago
MiroslavR
1906d96064
Non-player actors emitting light from a non-portable light item should be illuminated ( Fixes #3588 )
8 years ago
scrawl
1893617ec9
Improvements to ignored light list setting
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The pointer to the LightListCallback is now stored in the Animation, which eliminates the need for dynamic_cast. Also, when the object root is recreated, the previously used LightListCallback will be reused, so we no longer need the objectRootReset() notifier.
Finally, there was a bug when saving and reloading the game, the getIgnoredLightSources() were not being set, as the ActorAnimation constructor completes before the NpcAnimation sets the ObjectRoot. This was solved by creating the LightListCallback in advance in the Animation constructor.
8 years ago