Chris Robinson
01dbac7b15
Don't use a different setting for distant viewing distance
2018-03-04 11:37:57 -08:00
Chris Robinson
41669467ae
Make settings for distant fog parameters
2018-03-04 11:37:57 -08:00
Chris Robinson
154cc8c659
Use alternate fog parameters when distant land is enabled
...
This allows the distant land to actually be seen when the user enables it. The
values used are replicated from MGE XE's default settings and should probably
be exposed somewhere.
2018-03-04 11:37:57 -08:00
Chris Robinson
6d557fec8e
Increase the far clip plane when distant terrain is enabled
2018-03-04 11:37:57 -08:00
scrawl
123f7b83d5
Make the CompositeMapRenderer use available time and add related setting
2018-02-13 00:40:41 +00:00
Miloslav Číž
3731e20228
fix rain ripple regression
2017-10-24 14:12:41 +02:00
Miloslav Číž
8a1e0e74fd
update uniform from one place
2017-10-17 09:59:53 +02:00
Miloslav Číž
da47653625
move rain intensity uniform to water node
2017-10-17 09:59:45 +02:00
Miloslav Číž
af6eeddbe5
use operator instead of drawcallback
2017-10-15 00:04:14 +02:00
Miloslav Číž
8114126a62
make use of renderinfo
2017-10-14 21:41:59 +02:00
Miloslav Číž
b95c9ba483
rain independent from camera plus wrap-around
2017-10-14 21:40:28 +02:00
Miloslav Číž
4999c667b6
fix rain ripple bug
2017-09-29 19:56:16 +02:00
Miloslav Číž
8416feaf5b
link rain water ripple effect to actual rain
2017-09-28 19:04:31 +02:00
Miloslav Číž
cde2c13900
make water depth independent of view frustum
2017-09-26 14:14:28 +02:00
scrawl
00034192dc
Fix player Ptr in RenderingManager not being updated on cell changes
...
Noticed that 'setpos' wasn't working in the console with the player selected.
2017-09-17 23:07:17 +00:00
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
...
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
2017-07-19 13:11:44 +02:00
scrawl
9371100fde
Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently
2017-03-14 19:27:56 +01:00
scrawl
e7a0878c10
Add CompositeMapRenderer info to the stats panel
2017-03-14 19:27:56 +01:00
scrawl
1c15686353
Remove non required use of WorkQueue
2017-03-14 19:27:56 +01:00
scrawl
19d516cbda
Use the QuadTreeWorld based on distant terrain setting now that it sort of works.
2017-03-14 19:27:56 +01:00
scrawl
4dbd224249
Hide the terrain in non-exterior cells
2017-03-14 19:27:56 +01:00
scrawl
14225a42c6
Remove unused pointer to IncrementalCompileOperation
2017-03-14 19:27:55 +01:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
scrawl
e323b2fa7b
Use the SceneManager's ShaderManager
2017-03-14 19:27:55 +01:00
scrawl
051c17a184
Make reportStats const
2017-03-14 19:27:55 +01:00
scrawl
2c68ed4fb4
Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread
2017-03-14 19:27:55 +01:00
scrawl
35d53acc65
Factor out terrain chunk loading/caching into a new resource manager
2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
2017-03-14 19:27:55 +01:00
scrawl
ccfebdd2c3
Set the underwater fog relative to default view distance
2017-03-14 19:27:44 +01:00
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
2017-02-22 15:27:20 +01:00
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
2017-02-22 15:08:22 +01:00
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
2017-02-22 14:28:45 +01:00
scrawl
f10edb71cc
Add environment variable for disabling IncrementalCompileOperation
2017-02-15 21:01:25 +01:00
scrawl
026a05718f
Construct the WorkQueue in Engine
2017-02-14 07:58:16 +01:00
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
2017-02-09 03:32:40 +01:00
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
2017-02-08 18:51:07 +01:00
scrawl
884d306bf3
Throw exception when told to use 0 threads
2017-02-04 05:58:12 +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
scrawl
c5f8ff6e0e
Add names to several nodes for debugging purposes
2017-02-02 21:49:52 +01:00
scrawl
fcb4129aee
Add 'small feature culling pixel size' setting
2017-02-01 06:00:14 +01:00
scrawl
960d4a96c3
Reduce the number of osg::Material state by setting the default state on the graph root
2017-02-01 06:00:14 +01:00
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
2017-02-01 06:00:14 +01:00
Allofich
19db070fca
Don't update ripple simulation when paused
2016-10-31 01:19:38 +09:00
Allofich
01774c656c
Fix for blood effect texture overrides
2016-09-14 23:28:57 +09:00
scrawl
b2ae45f0eb
Remove unneeded setGraphicsContext() calls
2016-08-16 19:33:09 +02:00
scrawl
71f786ff84
Delete the WorkQueue first
...
Fixes a potential crash on exit.
2016-08-14 18:10:29 +02:00
scrawl
6f376bd499
Merge pull request #983 from Allofich/telekinesis
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Don't allow telekinesis on actors or teleport doors
2016-07-08 23:47:43 +02:00
Allofich
538209b0a2
Change variable to mRatio and initialize it
2016-07-07 21:54:29 +09:00
Allofich
64d53a2314
Avoid double raycasts when using getFacedObject
2016-07-04 16:06:04 +09:00
scrawl
252b27f0ef
Remove getEyePos()
2016-07-01 15:04:59 +02:00