madsbuvi
1f76f93221
Fixed mirror texture blitting when back buffer is multisampled (maybe i should just force it to not be)
2021-01-09 23:39:10 +01:00
madsbuvi
84bf3756be
Merge remote-tracking branch 'remotes/origin/thumbstick_deadzones' into openxr_vr_geometryshader_feature_branch
2021-01-02 18:41:17 +01:00
madsbuvi
7be1b4a7da
fabsf -> fabs
2021-01-02 18:40:52 +01:00
madsbuvi
43f5e6c167
Merge remote-tracking branch 'remotes/origin/thumbstick_deadzones' into openxr_vr_geometryshader_feature_branch
2021-01-02 17:41:25 +01:00
madsbuvi
6d7748ce12
Implementation
2021-01-02 17:40:37 +01:00
madsbuvi
11a3961d65
Merge remote-tracking branch 'remotes/origin/directx_swapchains' into openxr_vr_geometryshader_feature_branch
2021-01-01 19:50:52 +01:00
madsbuvi
a9cea565f9
Proper handling of cull flags
2021-01-01 11:50:18 +01:00
madsbuvi
2b43e59c09
Fixing crashes
2021-01-01 10:38:36 +01:00
madsbuvi
6ed89f9141
Support for DirectX swapchains.
2020-12-31 21:08:24 +01:00
madsbuvi
ddc30fe6f4
rethrow exceptions during openxr initialization.
2020-12-30 11:02:12 +01:00
Mads Buvik Sandvei
1c94d5af27
BruteForce fixes (still incomplete)
2020-12-20 20:32:32 +01:00
Mads Buvik Sandvei
823bda139a
Merge remote-tracking branch 'remotes/origin/multiview_test_branch' into openxr_vr_geometryshader_feature_branch
2020-12-20 14:17:39 +01:00
Mads Buvik Sandvei
6ab159f4d3
Merge remote-tracking branch 'remotes/origin/shared_shadow_maps' into multiview_test_branch
2020-12-19 15:56:49 +01:00
Mads Buvik Sandvei
74806e4893
Better use of osg stereo, avoids redundant synchronization.
2020-12-19 15:15:58 +01:00
Mads Buvik Sandvei
3e82cae500
Merge remote-tracking branch 'remotes/origin/master' into openxr_vr_geometryshader_feature_branch
2020-12-18 20:50:58 +01:00
Mads Buvik Sandvei
eec2ba3623
Loading screen initialdrawcallback 4th time's the charm
2020-12-18 18:15:14 +00:00
fredzio
4e7c9b6696
Embed physics simulation results inside of actor class.
...
This gives finer control over reseting positions (switch off tcl is no
longer glitchy) and solve most of the erroneous usage of stale World::Ptr
indicated by:
"Error in frame: moveTo: object is not in this cell"
2020-12-18 12:54:02 +01:00
psi29a
d01d5745c6
Merge branch 'relative_move' into 'master'
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Relative translation for scripts
See merge request OpenMW/openmw!477
2020-12-18 09:23:18 +00:00
Mads Buvik Sandvei
ea8f98b339
Wait for initialDrawCallback to finish before removing it
2020-12-18 08:48:39 +00:00
fredzio
7bae6691b6
Introduce World::moveObjectBy() function to translate an object relatively to
...
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.
No user visible change, just a more robust mechanism.
2020-12-18 08:40:38 +01:00
psi29a
96a87b582c
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
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Fix for !472 for older versions of OSG
See merge request OpenMW/openmw!474
(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)
4447dd41 osg versions
06f4d63b Preserve callback in older osg version
2020-12-17 23:37:21 +00:00
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
2020-12-16 22:03:16 +01:00
Mads Buvik Sandvei
640420eaaa
No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks.
2020-12-16 21:46:52 +01:00
Mads Buvik Sandvei
1b193deeac
Misc new stereo integration fixes.
2020-12-16 21:00:21 +01:00
Mads Buvik Sandvei
4c9278522e
Misc practical fixes from integrating with vr. Reordered construction. Added more callbacks.
2020-12-16 20:59:10 +01:00
Mads Buvik Sandvei
5a25691435
Enable shader for the pointer geometry shader
2020-12-16 20:40:25 +01:00
fredzio
259d522800
When doing a ray cast to the next projectile position, ignore collisions
...
that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
2020-12-15 21:34:58 +01:00
psi29a
884b434ee0
Merge branch 'fixfriendlyfire' into 'master'
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Fix projectiles friendly fire (#5744 )
See merge request OpenMW/openmw!466
2020-12-15 15:45:43 +00:00
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
2020-12-15 13:51:49 +02:00
fredzio
b39437dfb6
Don't allow projectiles to stand still when they hit an ally.
...
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.
Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
2020-12-14 22:23:01 +01:00
Alexei Dobrohotov
201999c4a9
Make sure adjustPosition() is safe to call for any actor
2020-12-14 03:01:26 +03:00
fredzio
a314f196eb
Unconditionally call actor->resetPosition in adjustPosition.
...
Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
2020-12-12 18:17:26 +01:00
Mads Buvik Sandvei
d03f55bc2d
Basic functions in place. Still bad handling of GUI
2020-12-11 18:37:50 +01:00
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
2020-12-11 20:07:59 +03:00
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
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Show more information about level on menu
See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00
psi29a
9a35c5815e
Merge branch 'nofallfloor' into 'master'
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Update physics object position after spawning.
See merge request OpenMW/openmw!449
2020-12-11 11:28:29 +00:00
Frederic Chardon
460e5abb55
Update physics object position after spawning.
2020-12-11 08:57:08 +01:00
Frederic Chardon
899b8422fa
explicitely use a reference, auto can't infer it and make a copy
2020-12-11 08:56:54 +01:00
Mads Buvik Sandvei
d125464533
Uninitialized data bugs.
2020-12-10 21:30:54 +01:00
Mads Buvik Sandvei
76fc1a8f84
Stereo now initializes before anything is drawn. Added option to add initial/pre/post draw callbacks to stereo.
2020-12-10 21:29:56 +01:00
Mads Buvik Sandvei
d3d81a98e5
Make VRGUI use shaders
2020-12-10 21:28:20 +01:00
Mads Buvik Sandvei
7c9d2a8095
Fix bad check for frame number. Fixed accidentally duplicated stereo settings section.
2020-12-10 21:27:54 +01:00
Mads Buvik Sandvei
b98b4db4c1
Merge remote-tracking branch 'remotes/origin/multiview_test_branch' into openxr_vr_geometryshader_feature_branch
2020-12-09 21:11:53 +01:00
Mads Buvik Sandvei
c974e1dde3
Merge remote tracking branch multiview_test_branch
2020-12-09 19:42:15 +01:00
Petr Mikheev
49c6e50c31
Print '--version' and '--help' messages without timestamps
2020-12-08 23:14:49 +01:00
Mads Buvik Sandvei
5beb0bc799
Merge remote-tracking branch 'remotes/origin/shared_shadow_maps' into multiview_test_branch
2020-12-08 20:50:27 +01:00
psi29a
afaacedf67
Merge branch 'placeatmecrash' into 'master'
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Don't crash the game when placing a non-actor
See merge request OpenMW/openmw!443
2020-12-08 17:37:01 +00:00
Evil Eye
39ac0cbb4a
Don't crash the game when placing a non-actor
2020-12-08 17:47:25 +01:00
Chris Djali
21de3fa7e8
Merge pull request #3033 from akortunov/main_messages
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Use a logging system instead of cout for a couple of missing messages
2020-12-08 15:49:19 +00:00
psi29a
fd64aacf7d
Merge branch 'cliherbalism' into 'master'
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Add a setting to disable graphical herbalism
See merge request OpenMW/openmw!440
2020-12-08 10:02:15 +00:00