AnyOldName3
9ff31cc80d
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2018-05-22 00:14:07 +01:00
AnyOldName3
9093ab59f6
Restore water object refractions and reflections.
2018-05-21 23:57:38 +01:00
Andrei Kortunov
df459199dd
Avoid left shift of negative value
2018-05-16 12:59:05 +04:00
AnyOldName3
44b2cf2b7f
Merge upstream.
2018-05-11 19:15:04 +01:00
Andrei Kortunov
22fb1f3403
Play spellcasting effects from objects
2018-04-30 17:12:06 +04:00
scrawl
b995584ad2
Merge pull request #1688
2018-04-29 14:27:55 +00:00
Capostrophic
6b47f72959
Set character preview scene ambient to 0, 0, 0
2018-04-25 15:31:49 +03:00
scrawl
bdf1070852
Merge pull request #1688
2018-04-25 11:54:26 +00:00
Capostrophic
bfcdf660f2
Utilize inventory character preview lighting rotation fallback settings
2018-04-23 22:48:15 +03:00
Capostrophic
b69e812a52
Utilize inventory character preview lighting color fallback settings
2018-04-22 22:37:27 +03:00
scrawl
0982d2175a
Merge pull request #1473
2018-04-09 20:23:43 +00:00
bret curtis
4890ecd357
remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb
2018-03-27 20:20:40 +02:00
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
AnyOldName3
6d29375d5e
Turning on shadows will now force shaders on
2018-03-03 15:50:36 +00:00
AnyOldName3
e46bf28e5f
Add object shadows setting
2018-03-03 15:13:36 +00:00
AnyOldName3
d4b37ad6b1
Apply Scrawl's fix for the local map
2018-03-03 15:06:05 +00:00
AnyOldName3
d6a7aec971
Make RenderingManager::configureAmbient do what it was intended to.
2018-03-03 01:54:21 +00:00
scrawl
839196e4fa
Force normal polygon mode for the map camera ( Fixes #4235 )
2018-03-03 00:15:57 +00:00
AnyOldName3
cfad38b869
Make masks consecutive and ordered.
2018-03-01 17:32:45 +00:00
AnyOldName3
6f582f5411
Make indoor shadows do something meaningful.
2018-03-01 17:30:53 +00:00
AnyOldName3
3fe8dc6309
Remove leftover import
2018-02-27 16:05:11 +00:00
AnyOldName3
d1a2955fa1
Merge upstream
2018-02-27 14:29:14 +00:00
AnyOldName3
f9cf1ac94b
Separate indoor and outdoor shadow casting masks.
2018-02-27 00:13:51 +00:00
AnyOldName3
e233dae1cd
Hook up the new shadow technique
2018-02-26 22:27:09 +00:00
AnyOldName3
02d0ee3485
Rename old shadow class to shadow manager
2018-02-26 14:29:31 +00:00
Miloslav Číž
db6107f12f
Merge branch 'master' into screenshot360
2018-02-25 11:25:19 +01:00
scrawl
123f7b83d5
Make the CompositeMapRenderer use available time and add related setting
2018-02-13 00:40:41 +00:00
scrawl
899d464b0d
Cap the rain emitter's frame time ( Fixes #4314 )
2018-02-10 23:14:41 +00:00
AnyOldName3
c3d7c7de21
Prevent first-person meshes disappearing.
2018-01-23 20:13:37 +00:00
AnyOldName3
6ec893b618
Merge remote-tracking branch 'refs/remotes/upstream/master'
2018-01-22 15:54:13 +00:00
scrawl
dd5ebe225b
Merge pull request #1580
2018-01-11 01:54:28 +00:00
scrawl
bba9a8dd91
Don't update off-screen animations
...
Make flying creatures animate in-place when out of processing range
2018-01-11 01:49:35 +00:00
Miloslav Číž
3b741dc4b7
Revert "Add slider for refraction size in settings window"
...
This reverts commit ee40b41285
.
2018-01-01 13:28:14 +01:00
AnyOldName3
8d4b32166c
Remove outdated comments
2017-12-27 02:35:25 +00:00
AnyOldName3
c3e0398d1c
Add settings
2017-12-27 02:32:17 +00:00
AnyOldName3
f56a117bde
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-12-26 23:52:25 +00:00
AnyOldName3
4de3a361fb
Make shadow maps only cover regions where shadow receivers might be.
2017-12-26 23:18:50 +00:00
scrawl
b8c25e6bff
Use the correct priority of animation sources in getStartTime ( Fixes #4263 )
2017-12-21 14:49:09 +00:00
AnyOldName3
b08938485f
Make suspending viewer threads the responsibility of the caller, not the shader manager.
2017-12-17 23:55:19 +00:00
AnyOldName3
229cc9696f
Make updating global shader defines update shaders.
2017-12-17 01:57:53 +00:00
AnyOldName3
617473c7da
Force near plane out further for LiSpSM projection
2017-12-12 18:06:20 +00:00
Miloslav Číž
ee40b41285
Add slider for refraction size in settings window
2017-12-09 14:03:56 +01:00
Miloslav Číž
b69c16e682
Add setting option to scale water refractions
2017-12-06 20:39:09 +01:00
Miloslav Číž
37aa761283
Change spherical screenshot filtering to nearest
2017-12-01 21:47:26 +01:00
AnyOldName3
4612597877
Switch to insert_or_assign semantics when adding shadow defines to the global shader defines.
2017-11-22 20:54:39 +00:00
AnyOldName3
98cd9fc144
Add preliminary support for global shader defines.
2017-11-22 20:07:07 +00:00
AnyOldName3
0f6f097cf2
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-11-17 18:24:08 +00:00
Miloslav Číž
df61a30259
preincrement
2017-11-16 23:20:24 +01:00
Miloslav Číž
ddbf6c162f
use linear filtering for the cubemap
2017-11-16 22:43:41 +01:00
Miloslav Číž
fc507c66f7
remove no longer needed stuff
2017-11-16 22:17:00 +01:00
Miloslav Číž
3ae5310567
use loading screen to freeze the screen
2017-11-16 22:08:33 +01:00
Miloslav Číž
2b5f147545
allow non-power-of-2 sized cubemaps
2017-11-16 20:06:34 +01:00
Miloslav Číž
bccff768ff
select closest power of 2 resolution for the cubemap
2017-11-16 13:41:09 +01:00
Miloslav Číž
56c74fb96f
add scene switch node
2017-11-16 12:46:46 +01:00
Miloslav Číž
1a4f351e3d
move camera freeze code
2017-11-16 12:17:52 +01:00
Miloslav Číž
af38d3a47d
get rid of sphericalscreenshot class
2017-11-15 17:01:16 +01:00
Miloslav Číž
226fb9c26b
render cubemaps in OGL coordinates
2017-11-15 16:07:01 +01:00
Miloslav Číž
1c3d45f641
dirty 360 screenshot GPU setup
2017-11-15 15:20:59 +01:00
Miloslav Číž
823218bb61
freeze screen during screenshot taking
2017-11-14 18:23:12 +01:00
Miloslav Číž
511a5686da
planet mapping adjustment
2017-11-11 15:10:54 +01:00
Miloslav Číž
4fc532d873
reference screenshot settings only from one place
2017-11-11 14:32:28 +01:00
Miloslav Číž
d71d984cfa
more unused stuff cleanup
2017-11-11 14:14:24 +01:00
Miloslav Číž
525f8b4d8e
get rid of special key for 360 screenshot
2017-11-11 13:51:42 +01:00
scrawl
b06512a60d
Fix error message that referred to the wrong file (Bug #4159 )
2017-11-10 22:51:32 +00:00
Miloslav Číž
1f49612ca3
enable water effects for 360 screenshots
2017-11-10 19:18:16 +01:00
Miloslav Číž
319ed2f9b8
disable 360 screenshots in vanity/preview mode
2017-11-10 15:23:44 +01:00
Miloslav Číž
497b33e403
small corrections
2017-11-10 14:28:09 +01:00
Miloslav Číž
9ab3a0c44b
set cubemap width differently
2017-11-10 11:16:25 +01:00
Miloslav Číž
5baff05bac
add cubemap mapping
2017-11-10 10:50:28 +01:00
Miloslav Číž
5a07d135ae
add settings for cubemap size
2017-11-10 10:34:46 +01:00
Miloslav Číž
1b184d8716
correct player mask
2017-11-09 23:09:13 +01:00
Miloslav Číž
e54c0a90fa
fix mirrored spherical screenshots
2017-11-09 21:14:02 +01:00
Miloslav Číž
d763e9fe46
add settings for spherical screenshots
2017-11-09 20:25:29 +01:00
Miloslav Číž
8f32114025
segfault fix
2017-11-09 18:26:27 +01:00
Miloslav Číž
d4fd08a63f
save 360 screenshots in the configured directory
2017-11-09 16:49:46 +01:00
Miloslav Číž
f60840754f
disable water effects for spherical screenshots
2017-11-09 14:44:42 +01:00
AnyOldName3
548c42b5fd
Disable over-zealous shadows in the character preview.
2017-11-08 13:38:30 +00:00
AnyOldName3
64d5d0fd66
Prevent the local map from being considered to be shadowed.
2017-11-08 13:30:13 +00:00
Miloslav Číž
5698d70806
small planet mapping
2017-11-08 12:58:27 +01:00
Miloslav Číž
5f36518181
spherical mapping
2017-11-08 09:15:45 +01:00
AnyOldName3
e201e359a9
Move Shadow to Components
2017-11-08 01:44:49 +00:00
AnyOldName3
1a30a917af
Merge upstream/master
2017-11-08 01:31:38 +00:00
AnyOldName3
2e7951c83f
Remove unused mask
2017-11-08 01:28:10 +00:00
AnyOldName3
aa31cbba4f
Attempt (and fail) to make the local map show without unwanted shadow
2017-11-08 01:20:52 +00:00
AnyOldName3
c3616ca78b
Merge branch 'osgshadow-test-vdsm-sky-method-two' into osgshadow-test-vdsm
2017-11-08 00:35:54 +00:00
scrawl
95b3c1181a
Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects ( Fixes #4190 )
2017-11-08 00:24:52 +00:00
Miloslav Číž
4761a3d98b
dirty cylindrical projection
2017-11-07 22:13:05 +01:00
AnyOldName3
3403205231
Use three shadow maps per light
2017-11-07 20:34:48 +00:00
Miloslav Číž
3be9e2ee95
make spherical screenshot class
2017-11-07 19:47:36 +01:00
AnyOldName3
3106159721
Turn off all shadow texture units for the sky now it is possible for there to be more than one
2017-11-07 16:40:32 +00:00
AnyOldName3
09b02c307a
Merge from base branch
2017-11-07 16:34:51 +00:00
Miloslav Číž
5afe02505b
hide player in first person 360 screenshot
2017-11-07 16:12:31 +01:00
Miloslav Číž
ce55d7c2f5
basic cubemap rendering
2017-11-07 15:02:01 +01:00
Miloslav Číž
7feba7e498
basic setup for 360 screenshots
2017-11-07 13:07:11 +01:00
AnyOldName3
56fa33af66
Enable parallel split shadow maps
2017-11-07 00:32:04 +00:00
AnyOldName3
7a03ad6558
Switch to a tidier way of disabling the correct texture unit
2017-11-05 14:46:03 +00:00
AnyOldName3
26fe47b9a2
Merge branch 'osgshadow-test-vdsm' into osgshadow-test-vdsm-sky-method-two
2017-11-05 14:39:41 +00:00
AnyOldName3
3f63ebce77
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
2017-11-05 14:37:36 +00:00
AnyOldName3
d0587a3ad5
Clean up the debug hud now it's working.
2017-11-03 14:33:06 +00:00
AnyOldName3
b0c0c88201
Merge branch 'osgshadow-test-vdsm' into osgshadow-test-vdsm-sky-method-two
2017-11-03 00:44:47 +00:00
AnyOldName3
ce0e937e8d
Attempt to force the sky to not accept the default shadow shader or shadow texture.
2017-11-01 18:22:59 +00:00
scrawl
ceaf0ee409
Enable shadow casting for terrain
...
Add a check to TerrainDrawable to make sure shadows are only drawn once, not once per blending pass
2017-10-31 21:21:05 +01:00
scrawl
8141ee47d5
Fix shader compile error
2017-10-31 20:22:14 +01:00
scrawl
d0866d1b3c
Revert change to node mask that appears to not serve any purpose
2017-10-31 20:21:54 +01:00
AnyOldName3
ab669a434e
Update the shadow frustrum bounds properly
2017-10-30 19:54:54 +00:00
AnyOldName3
ef8a7d1cb9
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-10-26 23:40:05 +01:00
AnyOldName3
cf54b4a130
Prevent debug HUD geometry from being culled erroneously.
2017-10-26 20:38:36 +01:00
Miloslav Číž
3731e20228
fix rain ripple regression
2017-10-24 14:12:41 +02:00
AnyOldName3
2a90dff388
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-10-19 15:06:49 +01:00
Miloslav Číž
a7cad65aab
fix water shader switching bug
2017-10-17 10:00:01 +02:00
Miloslav Číž
8a1e0e74fd
update uniform from one place
2017-10-17 09:59:53 +02:00
Miloslav Číž
797e407269
make snow create water ripples
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
65977b910e
wrap weather around in all directions
2017-10-14 21:42:27 +02:00
Miloslav Číž
380a5799dd
use bbox as wrap range & apply to all particle systems
2017-10-14 21:42:19 +02:00
Miloslav Číž
38bfa64100
transform weather particles to world space
2017-10-14 21:42:11 +02:00
Miloslav Číž
8114126a62
make use of renderinfo
2017-10-14 21:41:59 +02:00
Miloslav Číž
33a1459b11
search for particle system by class name
2017-10-14 21:41:47 +02:00
Miloslav Číž
b95c9ba483
rain independent from camera plus wrap-around
2017-10-14 21:40:28 +02:00
AnyOldName3
737563875a
Remove superfluous - sign and switch to other debug shader
2017-10-14 01:13:45 +01:00
AnyOldName3
be50ed7387
Use a test image guaranteed to exist.
2017-10-13 18:27:32 +01:00
AnyOldName3
26a7b48d69
Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
2017-10-13 18:19:29 +01:00
AnyOldName3
0568c93b39
Add specific shadow source files to MWRender
2017-10-03 03:40:23 +01:00
AnyOldName3
ba1e2cab2f
Merge remote-tracking branch 'upstream/master' into osgshadow-test
2017-10-03 03:00:15 +01:00
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
Miloslav Číž
8df79625e8
fix water shader
2017-09-22 10:53:02 +02:00
Miloslav Číž
16d9773c6c
fix water shader artifacts at shores
2017-09-21 22:25:36 +02:00
Miloslav Číž
566fa6c118
Merge branch 'master' of git://github.com/OpenMW/openmw
2017-09-20 16:39:31 +02:00
Miloslav Číž
2346c5338e
increase water fudge to get rid of artifacts
2017-09-20 16:34:27 +02:00
AnyOldName3
99f6a1b8e1
Switch to LispSM
2017-09-19 23:44:37 +01:00
Chris Robinson
917a3b5dff
Avoid creating temp strings when looking for an animation stop key
2017-09-18 01:41:05 -07:00
Chris Robinson
b770c1493f
Don't spam about missing animations
2017-09-18 01:28:40 -07:00
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
Chris Robinson
780e82480d
Make the PlayMode and PlayType enums scoped
...
Also shorten them by putting them in the MWSound namespace
2017-09-15 02:36:59 -07:00
AnyOldName3
a5397e5f2d
Merge master
2017-09-11 22:26:46 +01:00
scrawl
7688696765
Merge pull request #1437 from Capostrophic/nodemapfix
...
Use constant nodeMap during part updating in creature animation
2017-09-10 18:15:20 +00:00
Capostrophic
9503d61866
Use const nodeMap in creature animation
2017-09-09 23:22:16 +03:00
scrawl
4c5992a0d5
Warn if removing a node fails
2017-09-01 21:42:35 +00:00
scrawl
132ac6001b
Fix bug of Animation::mSkeleton not being assigned
...
This bug resulted in deactivating a Skeleton not working properly for creatures (that are out of processing range), therefore reduced performance.
2017-09-01 21:42:34 +00:00
Andrei Kortunov
7f5f5458d4
Reset player attack animation when unequip weapon or tool
2017-09-01 18:03:23 +04:00
AnyOldName3
e2623d21ab
Merge remote-tracking branch 'upstream/master' into osgshadow-test
2017-08-23 13:33:22 +01:00
MiroslavR
d24286273b
Prevent respawned references from being added to the scene twice in certain cases ( Fixes #3864 )
2017-08-01 00:11:14 +02:00
scrawl
9bc24ab629
Fix character preview zNear/zFar not being autocomputed as intended (Bug #3955 )
2017-07-22 00:38:27 +02:00
scrawl
5c11266a46
Fix character preview item selection
2017-07-22 00:06:43 +02:00
scrawl
7f634514a8
Fix the viewport of the character preview being set a frame ahead due to a threading issue
2017-07-19 17:43:15 +02:00
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
Bret Curtis
c781d1f8ed
purge unnecessary imports
...
add fstream back
add fstream back
add fstream back
add fstream back
add fstream back
add fstream back
add fstream back
2017-06-09 19:08:53 +02:00
Bret Curtis
39185e6f8c
purge the rest of boost::shared and any other boost related things that no longer are required
...
put boost system back in, clean others up
revert Qt
add back boost fstream
2017-06-09 19:08:53 +02:00
Bret Curtis
07f75e1104
replace boost::shared_ptr in extern and components
2017-06-09 19:08:53 +02:00
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
2017-06-09 16:49:25 +02:00
scrawl
0e37e71ea2
Merge pull request #1266 from akortunov/handsfallbackfix
...
Improved hands bodyparts selection fallback
2017-04-23 00:36:48 +02:00
Andrei Kortunov
4544caf7f3
Improved bodypart select fallback ( fixes #2594 )
2017-04-22 22:23:10 +04:00
Allofich
ff3e307059
Pass parameters by const reference
2017-04-20 23:47:03 +09:00
Allofich
5a00b239ac
Reduce scope of variables
2017-04-20 01:22:30 +09:00
scrawl
532b26bf3c
osgShadow experiment
2017-04-14 15:35:41 +02:00
scrawl
3c9f3a0f7f
Merge pull request #1242 from Allofich/warnings
...
Fix AppVeyor warnings
2017-03-29 07:28:00 +02:00
Allofich
db2f97f308
Fix shadowing warning
2017-03-27 20:22:20 +09:00
scrawl
b064dd29cc
Fix reset of blend function (Bug #3811 )
2017-03-27 02:51:23 +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
d055dc25bf
Add custom traversal for local map camera to avoid loading terrain nodes that are exactly outside the border to another cell
2017-03-14 19:27:56 +01:00
scrawl
28fd492711
Don't use terrain LOD for the map camera
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
ec0b743123
Revert "Change ordering of LocalMap nodes to make sure they are traversed before the CompositeMapRenderer."
...
This reverts commit 7d72c70c93ee3c0cc3d00d37b22c339d0103cd19.
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
c684860e3b
Change ordering of LocalMap nodes to make sure they are traversed before the CompositeMapRenderer.
2017-03-14 19:27:55 +01:00
scrawl
2d549d088e
Get the world size from the ESM::Land store
2017-03-14 19:27:55 +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
5f76317807
Wait for completion of CreateMapItem on exit to avoid potential threading issue
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
fe439e7bbf
Add missing default material state for character preview
2017-03-14 05:02:31 +01:00
scrawl
37c71c15f2
Remove redundant state
2017-03-14 04:57:36 +01:00
scrawl
4c9bbce1e2
Fix node mask being reset
2017-03-14 01:01:50 +01:00
scrawl
42a04de37c
Fix a crash that occurred when a carried light fails to be attached.
2017-03-04 21:48:31 +01:00
scrawl
29556a1802
More consistent wording of errors/warnings
...
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.
2017-03-04 21:48:31 +01:00
scrawl
1692b7f38e
Merge pull request #1209 from dhustkoder/master
...
Added ConstContainerStoreIterator (Task #3092 )
2017-03-02 18:36:21 +01:00
scrawl
2873c10284
Clean the object root of StateSets and hidden nodes
2017-03-01 03:09:32 +01:00
scrawl
4e0011bfc8
Improve NPC loading performance by caching the cleaned objectRoot
2017-03-01 03:00:49 +01:00
Rafael Moura
6c2ce2b2a1
Porting more ContainerStoreIterator usage to const version #4
...
removed const_cast revision
2017-02-28 19:11:00 +00:00
Rafael Moura
7fa2703715
Porting more ContainerStoreIterator usage to const version #3
2017-02-28 14:31:51 +00:00
scrawl
75677f03e7
Remove SceneManager::notifyAttached
2017-02-24 02:58:41 +01:00
scrawl
afa39d121f
Fix 'part has no parent' warning caused by destructing in the wrong order
2017-02-24 02:58:41 +01:00
scrawl
d163228199
Fix updatePtr
2017-02-22 21:02:34 +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
0fbd29ccb8
Use additive alpha blending on the character preview
2017-02-21 18:29:18 +01:00
scrawl
e38221edc9
Set character preview's simulationTime to 0 to avoid flickering lights
2017-02-21 18:25:25 +01:00
Rafael Moura
9963601484
Porting code to ConstContainerStoreIterator #1
2017-02-19 15:18:35 +00:00
Allofich
621d3e56cf
Fix Clang and OS X Travis CI warnings
2017-02-17 02:08:39 +09:00
scrawl
f10edb71cc
Add environment variable for disabling IncrementalCompileOperation
2017-02-15 21:01:25 +01:00
scrawl
72c6b11cf8
Move global map render to the worker thread
2017-02-14 07:58:16 +01:00
scrawl
026a05718f
Construct the WorkQueue in Engine
2017-02-14 07:58:16 +01:00
scrawl
ddd6605608
Move WNAM out of LandData to avoid redundant (de)allocations on startup
2017-02-14 07:58:16 +01:00
scrawl
325bf66653
Return const Land in ESMStore
2017-02-14 07:58:16 +01:00
scrawl
9fa8e88366
Revert "Don't create a CharacterController for objects with no animations"
...
This reverts commit cce42b6e9d
.
2017-02-12 10:22:11 +01:00
scrawl
dd54887783
Fix node mask of CharacterPreview being reset
2017-02-10 03:31:37 +01:00
scrawl
67e4a7e37b
Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead
2017-02-09 04:51:20 +01:00
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
2017-02-09 03:32:40 +01:00
scrawl
d1e86d22ca
Check which local map textures actually need to be updated
...
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.
2017-02-08 22:20:57 +01:00
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
2017-02-08 18:51:07 +01:00
scrawl
cce42b6e9d
Don't create a CharacterController for objects with no animations
2017-02-06 03:43:08 +01:00
scrawl
ee4073541c
Animation: cache getVelocity()
2017-02-05 02:26:28 +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
33e654f94d
Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls
2017-02-04 02:16:26 +01:00
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
2017-02-03 23:15:37 +01:00
scrawl
a76d693627
Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal()
2017-02-03 23:10:14 +01:00
scrawl
c5f8ff6e0e
Add names to several nodes for debugging purposes
2017-02-02 21:49:52 +01:00
scrawl
1808b8567e
Add 'small feature culling pixel size' setting specifically for water RTTs, by default set higher than the one in [Camera]
2017-02-01 06:00:14 +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
Martin-Kevin Neumann
5a8efa1649
added refactoring of shader handling from visvalda's fog shader
2017-01-15 14:17:22 +01:00
scrawl
80c008906b
Fix texture coordinates
2017-01-02 04:50:33 +01:00
scrawl
48a23d61b2
Mask out water in global map overlay
2017-01-02 04:01:04 +01:00
scrawl
dc1f788cff
Use osg::PI over M_PI
2016-12-21 16:49:37 +01:00
scrawl
cca75499ee
Clear the Skeleton's bone cache when a node is added/removed ( Fixes #3663 )
2016-12-16 20:09:20 +01:00
Leon Krieg
739cd5ba45
Fixed more spelling mistakes
2016-12-15 13:09:40 +01:00
Leon Krieg
c7b4b2cdd7
Fixed multiple spelling mistakes
2016-12-14 16:39:33 +01:00
scrawl
16a913c549
Add emission of water ripple particles for water-walking actors ( Fixes #3608 )
2016-11-20 18:47:12 +01:00
scrawl
f51e06bc47
Recreate shaders if necessary when the NpcAnimation is rebuilt
...
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.
2016-11-19 23:53:22 +01:00
scrawl
e823cbf018
Fix incorrect priority of animation sources (Bug #3626 )
2016-11-19 23:53:22 +01:00
scrawl
2368382ea5
Fix upside down rain particle texture
2016-11-17 17:52:20 +01:00
scrawl
cac8de0b29
Merge pull request #1116 from Allofich/paused
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Don't update ripple simulation when paused
2016-10-30 19:26:56 +01:00
Allofich
19db070fca
Don't update ripple simulation when paused
2016-10-31 01:19:38 +09:00
Allofich
125e94ef0e
Fix shadowing warnings
2016-10-31 00:39:31 +09:00
Allofich
1c54f54ab8
Fix shadowing warnings
2016-10-15 00:12:46 +09:00
MiroslavR
611d02ad43
Remove unused code
2016-10-11 22:16:17 +02:00
MiroslavR
1906d96064
Non-player actors emitting light from a non-portable light item should be illuminated ( Fixes #3588 )
2016-10-11 22:15:51 +02:00
scrawl
1893617ec9
Improvements to ignored light list setting
...
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.
2016-10-08 23:59:28 +02:00
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
2016-10-08 23:17:12 +02:00
scrawl
6615330430
Fix use of UnrefQueue in removeObject
2016-10-08 16:41:17 +02:00
sandstranger
5230bf6528
disable using shaders for gles1 and Android
2016-10-03 20:31:08 +04:00
scrawl
85c7d014d3
Use a shader to render the simple water, ensuring that fog is applied per pixel ( Fixes #2716 )
2016-09-28 21:10:44 +02:00
Allofich
a8e9f2df67
Cleanup
2016-09-19 05:20:04 +09:00
Allofich
5aad1d81f4
Remove no longer used parameter
2016-09-15 23:41:20 +09:00
Allofich
dc8ff5e49b
Play all sfx and use particle textures for permanent enchantments
2016-09-15 00:27:08 +09:00
Allofich
527bbd5243
Change size_t to int for consistency
2016-09-15 00:09:40 +09:00
Allofich
01774c656c
Fix for blood effect texture overrides
2016-09-14 23:28:57 +09:00
Allofich
a033ba3bd2
Override spell textures by NiTexturingProperty
2016-09-14 23:03:04 +09:00
Allofich
7db31ab58a
Correct telekinesis glow length
2016-08-24 01:21:15 +09:00
scrawl
0fd810707e
Remove unused stopLooping()
2016-08-22 23:33:26 +02:00
scrawl
0c9882956a
Add AnimState::shouldLoop()
2016-08-22 23:25:00 +02:00
scrawl
6450c9be27
Simplify condition
2016-08-22 23:22:58 +02:00
Allofich
bf9dc45b2b
Emulate vanilla animation loops more closely
2016-08-23 01:42:36 +09:00
scrawl
dda5bfbc9f
CharacterPreview no longer depends on osgViewer
2016-08-16 22:47:45 +02:00
scrawl
8bfcf259a3
LocalMap no longer depends on osgViewer
2016-08-16 22:37:44 +02:00
scrawl
b2ae45f0eb
Remove unneeded setGraphicsContext() calls
2016-08-16 19:33:09 +02:00
scrawl
641005b317
Remove Camera's children before removing the Camera
...
Should work around OSG race condition ( http://forum.openscenegraph.org/viewtopic.php?t=16077 )
2016-08-15 18:12:46 +02:00
scrawl
71f786ff84
Delete the WorkQueue first
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Fixes a potential crash on exit.
2016-08-14 18:10:29 +02:00
scrawl
c65492193c
Use osg::clone
2016-08-14 16:41:44 +02:00
Allofich
83b715734f
Move part of addGlow() to addSpellCastGlow()
2016-08-10 02:52:43 +09:00
Allofich
1c76c93ed8
Use raw pointer to node in glowupdater
2016-08-10 01:35:22 +09:00
Allofich
67f31d948e
Add removeTexture method
2016-08-10 01:11:14 +09:00
Allofich
4b9aff7a03
Glowupdater fix when using shaders
2016-08-10 00:43:14 +09:00
Allofich
9b2cb2fb8c
Cleanups
2016-08-10 00:25:33 +09:00
Allofich
775162ccdf
Rewrite spell glow implementation
2016-08-09 22:56:53 +09:00
Allofich
cad41599cf
Fix travis build error and warnings
2016-08-09 22:56:53 +09:00
Allofich
1910128e9c
Don't remove uniform when spell glow ends
2016-08-09 22:56:53 +09:00
Allofich
35c14bb9bb
Minor rewrite, make "open" spells play glow effect
2016-08-09 22:56:53 +09:00
Allofich
e132b52a69
Handle spell glows within updatecallback
2016-08-09 22:56:53 +09:00
Allofich
57138b416e
Fix spell glows to only run one at a time
2016-08-09 22:56:53 +09:00
Allofich
3841a8fb40
Make non-actors glow when they cast spells
2016-08-09 22:56:53 +09:00
scrawl
0bbd715f65
Fix the cloned StateSet not being assigned
2016-08-09 01:13:19 +02:00
Marc Zinnschlag
aa1ed9b172
Merge remote-tracking branch 'aesylwinn/RenderWater'
2016-08-07 17:03:58 +02:00
Aesylwinn
5753f52b47
Move water mesh + simple state generation to components library.
2016-08-05 13:25:05 -04:00
MiroslavR
b65f379b7f
Save scripted animation state ( Fixes #1931 , #2150 , #3393 )
2016-08-03 03:52:35 +02:00
Internecine
90735d226d
Replaced Store::find usage with Store::search to remove exception handlers.
2016-08-02 11:43:41 +12:00
Internecine
14165352f6
Added exception handlers when trying to retreive enchantment and magic effect data.
2016-08-01 13:16:42 +12:00
MiroslavR
19a8800d4d
Fix camera distance not getting reset to max value ( Fixes #3473 )
2016-07-17 19:52:12 +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
8f62ea2e80
Fix for "RigGeometry rendering with no skeleton" errors
2016-07-02 20:19:55 +02:00
scrawl
252b27f0ef
Remove getEyePos()
2016-07-01 15:04:59 +02:00
scrawl
a00e4de5c3
Fix another bug related to vanity mode toggle
2016-06-10 01:44:32 +02:00
scrawl
c47a679ac9
Fix queueing of vanity mode toggle (Bug #3421 )
2016-06-10 01:39:37 +02:00
scrawl
ce91637cf9
Do not use/assign the camera distance in first person mode ( Fixes #3421 )
2016-06-10 01:05:43 +02:00
scrawl
8fb8c2bae5
Fix "part has no parents" warning message caused by nodes being destroyed in the incorrect order
2016-06-07 02:43:25 +02:00
scrawl
44dd67ee0f
Fix a potential crash for lights without a model that have "off by default" flag set
2016-05-19 22:35:25 +02:00
scrawl
a9561f738a
Move RemoveParticlesVisitor to animation.cpp
2016-05-19 22:35:17 +02:00
scrawl
0efbdb25ee
Improve const-correctness in Animation
2016-05-19 22:30:14 +02:00
scrawl
59cfcb38e2
Scale the sunlight specular color by weather's GlareView value ( Fixes #3375 )
2016-05-10 17:39:57 +02:00
Aesylwinn
14ae232938
Remove now unnecessary factory class.
...
It was originally used for storing normals, but that functionality
was removed.
2016-05-03 16:13:23 -04:00
Aesylwinn
5cac882123
Replace game version of pathgrid rendering with component.
2016-05-02 22:10:17 -04:00
Bret Curtis
2c90b0b78d
fix a few spelling mistakes
2016-04-07 11:55:49 +02:00
scrawl
157c11398d
Add terrain parallax mapping
2016-03-22 21:46:15 +01:00
scrawl
30402f75e3
Use xbase_anim_female as the base skeleton for female NPCs ( Fixes #3258 )
2016-03-18 00:24:38 +01:00
scrawl
2b38d10449
Always add xbase_anim
2016-03-18 00:17:05 +01:00
scrawl
85bd4f52f0
Improve occlusion query geometry rendering
2016-03-11 00:09:46 +01:00
scrawl
93ec289b1d
Improve setting of occlusion query state
2016-03-10 23:18:20 +01:00
scrawl
f898bf493f
Don't use Geodes
2016-03-10 13:17:01 +01:00
scrawl
137dde7cf8
Include cleanup
2016-03-10 12:59:17 +01:00
scrawl
0fc65db6bb
Remove parts before setting the new object root
2016-03-06 11:34:15 +01:00
scrawl
0df975a4d7
Properly detach nodes in CopyRigVisitor ( Fixes #3234 )
2016-03-06 11:33:07 +01:00
scrawl
67c8faec75
Infinite loop fix
2016-03-02 13:20:23 +01:00
scrawl
08f06c6c2d
Fix a crash that could occur with actors that define 'bip01 spine1' but do not define 'bip01 spine2' ( Fixes #3223 ).
2016-03-01 16:58:39 +01:00
scrawl
87871d7d54
Don't add RotateController to an uncontrolled node
2016-02-29 20:23:19 +01:00
scrawl
84e9d346ef
Remove duplicate include
2016-02-28 16:47:33 +01:00
scrawl
90a99991d1
Use empty() instead of !size()
2016-02-22 19:06:12 +01:00
scrawl
8bd16e4d5a
Don't compute the world matrix multiple times
2016-02-22 18:58:19 +01:00
scrawl
8f81df2bd3
Cleanup
2016-02-20 20:34:56 +01:00
scrawl
0db7163363
Add specular mapping for terrain
2016-02-20 19:55:08 +01:00
scrawl
f01e8a6950
Add specular mapping for objects
2016-02-20 19:55:08 +01:00
scrawl
5cf2441b10
ShaderVisitor: support automatic recognition of normal maps based on file pattern
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Introduce new settings 'auto use object normal maps', 'auto use terrain normal maps', 'normal map pattern'
2016-02-20 18:00:43 +01:00
scrawl
6a0ac824bd
Fix terrain error in OpenCS
2016-02-19 15:00:58 +01:00
scrawl
17c4dfdb62
Use the lowest unused texture unit for the enchanted item glow texture
2016-02-18 23:10:58 +01:00
scrawl
5e12a1b4ef
Add enchanted item glow to the shader
2016-02-18 23:05:44 +01:00
scrawl
268594dcf1
Recreate shader in NpcAnimation::setAlpha
2016-02-18 22:48:53 +01:00
scrawl
a73512afb7
Add shader settings to settings.cfg
2016-02-18 19:38:34 +01:00
scrawl
553408949a
Fix character preview
2016-02-18 19:37:57 +01:00
scrawl
bd279c63f7
Fix fog on water
2016-02-18 19:37:57 +01:00
scrawl
9376811213
Vertex lighting shader
2016-02-18 19:37:57 +01:00
scrawl
044e0a829a
Add fog
2016-02-18 19:37:57 +01:00
scrawl
41e1fd407d
Disable shaders for the sky
2016-02-18 19:37:56 +01:00
scrawl
a9ad1b09e2
Introduce ShaderManager & ShaderVisitor
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Actual shaders still to be written.
2016-02-18 19:37:56 +01:00
scrawl
e05d975020
Change the way that texture filtering settings are applied at runtime
2016-02-18 19:37:55 +01:00
scrawl
7f89bb273a
Add 'reflect actors' setting for the water shader, default off
2016-02-18 19:36:17 +01:00
scrawl
5824619a95
Clean up includes
2016-02-12 19:28:10 +01:00
scrawl
8b596dfcbe
Remove support for OSG 3.2
...
Since commit e8662bea31
, we're using OSG functionality that contains an unfixed crash bug in version 3.2. The bug is fixed in version 3.4 (OSG commit 6351e5020371b0b72b300088a5c6772f58379b84)
2016-02-12 14:46:45 +01:00
scrawl
d3808580b0
Rename lightRoot to sceneRoot
2016-02-10 19:07:47 +01:00
scrawl
5e876b1379
Add missing include
2016-02-10 15:34:06 +01:00
scrawl
0865cea211
Preload terrain
2016-02-09 21:16:11 +01:00
scrawl
596fe56bfd
Make Land::loadData thread safe
2016-02-09 20:21:56 +01:00
scrawl
1457a0de78
Use the UnrefQueue to delete BulletShapeInstances
2016-02-09 19:04:59 +01:00
scrawl
e28dc3e72f
Preload instances in SceneManager
2016-02-09 18:35:26 +01:00
scrawl
ce3cce24a5
Remove unneeded dynamic_cast
2016-02-09 16:39:05 +01:00
scrawl
8ece1885cd
Animation: don't create the NodeMap if we don't need it
2016-02-09 16:39:05 +01:00
scrawl
ae031b23d4
Do not detach NPC parts in destructor
2016-02-09 16:10:42 +01:00
scrawl
d11c2864df
Introduce UnrefQueue to handle the deleting of no longer needed objects in the background thread
2016-02-09 15:45:35 +01:00
scrawl
1cda2bf796
Preload sky & water from the main menu
2016-02-09 01:28:13 +01:00
scrawl
f9082502f8
Move construction of WorkQueue to RenderingManager
2016-02-09 01:02:40 +01:00
scrawl
1b8e82e929
Preload NPC body parts
2016-02-09 00:26:22 +01:00
scrawl
d855a13b44
Clear the resource cache from the worker thread
2016-02-07 00:36:31 +01:00
scrawl
df57d4bfba
Use a common base class for resource managers
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Implement updateCache to delete unreferenced cached objects when they have not been referenced for a while.
2016-02-06 17:22:17 +01:00
scrawl
499beda665
Clear terrain texture cache before applying filter settings
2016-02-05 23:20:13 +01:00