scrawl
f31a5490f3
Create shaders on first render in shader based MyGUI manager
2014-07-13 19:35:26 +02:00
scrawl
4a6dbe6f89
Use the actor's collision group/mask for traces
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Fixes dead bodies being lifted up when standing below them.
2014-06-25 18:15:56 +02:00
scrawl
1c157b86f6
Fix dead bodies blocking hits (again)
2014-06-24 18:14:27 +02:00
scrawl
1d46ac19ff
Fix being able to activate through terrain
2014-06-24 02:24:32 +02:00
scrawl
0b34d8d2fd
Add support for animated collision shapes ( Fixes #1549 )
2014-06-23 20:43:24 +02:00
scrawl
64a4c2785e
Fix water walking
2014-06-22 22:30:30 +02:00
scrawl
8df0effcf5
Remove unused string
2014-06-22 22:30:30 +02:00
scrawl
baf490a2b5
Change to btCylinderShape
2014-06-22 22:30:29 +02:00
scrawl
33ed11d8e6
Physics: Use capsule shapes for actors if possible ( Fixes #1437 )
2014-06-22 22:30:23 +02:00
scrawl
e002acdeae
Physics: Create actor shapes outside of BulletNifLoader
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This will allow to create a specialised shape instead, such as a capsule, which tends to work better for character controllers.
2014-06-21 23:37:16 +02:00
scrawl
16ceb382f4
Ignore raycasting shapes for weapon collision tests
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Fixes dead bodies being in the way when they shouldn't.
2014-06-02 20:40:06 +02:00
scrawl
2fe86f2b85
Consider hit normal for item drop test ( Fixes #995 )
2014-05-27 17:39:04 +02:00
greye
663d5c314e
be more verbose on change reasons
2014-05-22 16:35:57 +04:00
greye
46c32f6c47
OpenEngine MyGUI logging facility
2014-05-20 10:37:04 +04:00
greye
130349e0cd
open files in binary mode when necessary
2014-05-20 08:14:29 +04:00
greye
86a8966306
manual screenshot creation and uploading (scrawl)
2014-05-19 22:56:40 +04:00
scrawl
67e942e733
Bug #869 : Some fixes to the previous fix
2014-05-14 07:13:12 +02:00
scrawl
386604bc9d
Fixes #869 : Added methods to control external and internal collision modes separately
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When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.
Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
2014-05-13 01:43:52 +02:00
scrawl
f11079f1e4
Fix findGround (off by 2 units)
2014-05-12 23:10:11 +02:00
Sebastian Wick
512ee1204e
fixes a bug when resizing the window before a window listener is set
2014-03-29 15:49:48 +01:00
scrawl
ea357cfed0
Fix crash when resizing while company logo is playing
2014-03-27 20:39:56 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
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Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
Bret Curtis
ab224f93c9
remove our stdint.h version that uses boost and force usage of system stdint.h
2014-03-05 17:08:58 +01:00
cc9cii
5c11a94511
Fix 32bit Windows non-debug build with MSVC 11.0 crash during startup.
2014-02-28 00:29:57 +11:00
scrawl
d4aeb177f9
Remove unused btKinematicCharacterController
2014-01-15 14:53:29 +01:00
scrawl
aa855e9524
Include some required Ogre headers explicitely
2014-01-09 20:56:24 +01:00
scrawl
c004fb778f
Get rid of underscore defines. They are reserved by the standard.
2014-01-05 18:22:29 +01:00
Marc Zinnschlag
a6e6411686
Merge remote-tracking branch 'scrawl/master'
2014-01-02 12:12:52 +01:00
scrawl
5b0a4c9424
Get rid of unused file and some other cruft.
2014-01-02 01:44:09 +01:00
scrawl
9245faf2aa
Don't destroyRenderTarget with a NULL window
2014-01-01 22:19:02 +01:00
Lukasz Gromanowski
5c5f87445b
Fixes for "Conditional jump or move depends on uninitialised value(s)"
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and memleaks reported by valgrind.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-30 21:47:06 +01:00
scrawl
a3ff9e5be8
Change destruction order - fixes a shutdown crash discovered with mesa
2013-12-26 20:53:52 +01:00
Lukasz Gromanowski
bfd79bfbe6
Various fixes for CppCheck warnings.
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Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2013-12-06 07:36:16 +01:00
scrawl
f695deb29d
Remember window positions
2013-12-05 15:46:23 +01:00
scrawl
3a82f8c193
Fix incorrect log file name for launcherOgre.log
2013-12-03 15:56:00 +01:00
scrawl
636d399c7f
Refactored Ogre initialisation into a component
2013-10-30 14:04:33 +01:00
scrawl
4f35fd8184
Removed a workaround from Renderer, some cleanup
2013-10-30 13:05:28 +01:00
Alexander "Ace" Olofsson
5e42c73356
Better fix for unshield, comments on changes, no more commented out code.
2013-09-05 10:39:17 +02:00
Alexander "Ace" Olofsson
22a5f7198f
A few fixes to build on Windows
2013-09-04 23:25:47 +02:00
scrawl
f12d5b728a
Ogre 1.9 compatibility changes
2013-08-29 17:14:25 +02:00
scrawl
d3d6dfbde8
Refactored loading screen
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- Add loading progress for data files, global map, terrain
- Refactored and improved cell loading progress
2013-08-27 15:48:13 +02:00
Chris Robinson
3fa65f21dd
Use a proper cone shape with a contact test to check for melee hits
2013-08-23 12:27:40 -07:00
Chris Robinson
a993af53e7
Merge remote-tracking branch 'zini/master' into physics
2013-08-20 02:21:44 -07:00
Chris Robinson
394fc75697
Clean up the trace struct
2013-08-19 20:39:37 +02:00
Chris Robinson
b351109649
Get rid of the old newtrace method
2013-08-19 20:39:37 +02:00
Chris Robinson
14acacf401
Use a better method to do actor physics traces
2013-08-19 20:39:37 +02:00
scrawl
e27437f8ed
New terrain renderer - improvements:
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- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00
Chris Robinson
1aa92067c2
Fix tracing down
2013-08-19 04:56:02 -07:00
Chris Robinson
8c3564326e
Improve movement inertia
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Handles all 3 axis. Incoming velocity is only added to inertia when
leaving the ground, and does not continually add to it.
2013-08-18 05:38:50 -07:00