psi29a
9b017ef04d
Merge branch 'internal_includes_openmw' into 'master'
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Clean up some internal includes of the openmw component
See merge request OpenMW/openmw!796
4 years ago
jvoisin
d45184a730
Sprinkle some const-ref to avoid unnecessary copies
4 years ago
jvoisin
998cc97a4f
And done!
4 years ago
Andrei Kortunov
9647b670e4
Do not declare unused variables
4 years ago
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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Use emplace_back instead of push_back
4 years ago
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
4 years ago
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
4 years ago
bzzt lost a hitlab login
b27b76e325
avoid pagerebuild when reloading a same save
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
6fa12a6eb8
preload tweak
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
c7fda6d280
activegrid paging = 2xfps
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
b4af2ac672
avoid blocking on pagerebuild
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
ffbed7ee38
loadingscreen
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt
d684f1a78f
terrainbased objectpaging
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
Andrei Kortunov
2e7712a390
Fix C5204 warnings by adding default virtual destructors
5 years ago
Andrei Kortunov
489e5c6cce
Store preloaded terrain view in the main thread
6 years ago
bzzt
63ab7345be
Reuse traversal result for different traversal with same view point
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Rename eyePoint to viewPoint to match OSG conventions (eyePoint is the camera position, viewPoint is for LOD handling)
6 years ago
Andrei Kortunov
12f9184d00
Allow to interrupt terrain preloading
6 years ago
Andrei Kortunov
d23a0ce2ae
Use C++11-style loops in the game world instead of iterators
6 years ago
Andrei Kortunov
3032b177a1
Remove redundant includes
6 years ago
Capostrophic
a71cfca580
Get rid of some remaining instances of C limit macros
6 years ago
Ilya Zhuravlev
07e9ce84b3
Replace volatile bools with std::atomic<bool>
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
6 years ago
scrawl
e987fe85d0
Add abort flag to TerrainPreloadItem
8 years ago
scrawl
42e9891504
Fix issues caused by loading multiple views into the same terrain View
8 years ago
scrawl
97ed999097
Fix cleanup issue
8 years ago
scrawl
6ccb6009ee
Use the View-based preloading for TerrainGrid as well
8 years ago
scrawl
3c29e2dbeb
Refactor ownership of terrain views
8 years ago
scrawl
4549196b31
Use the new way of terrain preloading in CellPreloader/Scene
8 years ago
scrawl
35d53acc65
Factor out terrain chunk loading/caching into a new resource manager
8 years ago
scrawl
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
8 years ago
scrawl
b898315962
cellpreloader: abort all tasks first before waiting
8 years ago
scrawl
804f873649
terrain: factor out texture caching into a separate class
8 years ago
scrawl
29556a1802
More consistent wording of errors/warnings
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A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.
An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.
The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.
Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl
3f3d00ffc9
Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game
8 years ago
scrawl
a46593fa74
Add PreloadItem::abort() to avoid no longer required cells from blocking the work thread
8 years ago
scrawl
d62c4259bd
CellPreloader: load the terrain first to match the order in the main thread
8 years ago
scrawl
eaeba4138b
Move the deletion of PreloadItem to the worker thread
8 years ago
scrawl
0be811c519
Update the resource cache every second instead of every frame
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A dry run takes about ~1.5ms. Even though it's all done in the worker thread, the locks used can stall loading operations that are about to happen in other threads, and just in general this CPU load is unnecessary.
8 years ago
scrawl
e1dda9675d
Add "preload instances" setting, disabling this may help if you are low on memory.
9 years ago
scrawl
5cda89c15d
Don't attempt to preload more exterior cells than the cache can hold (Bug #3273 )
9 years ago
scrawl
83f1ab6d25
Add a time threshold to the removing of preloaded cells when the maximum cache size is reached (Bug #3273 )
9 years ago
scrawl
2f8be401cc
Add the unref work items to the front of the workqueue (Bug #3273 )
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Ensures that memory still gets freed even if the workqueue is overloaded.
9 years ago
scrawl
6fb0022b35
Update preloading settings
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Disable 'preload fast travel' by default.
Add 'min cache size' and 'max cache size' settings.
Split the 'cache expiry delay' into 'preload cell expiry delay' and 'cache expiry delay'.
9 years ago
scrawl
6bfeb118d7
Fix cleanup issue
9 years ago
scrawl
9f729667fb
Remove debug output
9 years ago
scrawl
0865cea211
Preload terrain
9 years ago
scrawl
246566cef4
Preload instances in BulletShapeManager
9 years ago
scrawl
e28dc3e72f
Preload instances in SceneManager
9 years ago
scrawl
f9082502f8
Move construction of WorkQueue to RenderingManager
9 years ago