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17038 commits

Author SHA1 Message Date
madsbuvi
018e790ec0 Unite all viewer traversals. 2021-01-17 12:12:14 +01:00
madsbuvi
329a479f48 Refactoring and a comment reminding that this code is temporary. 2021-01-16 14:43:12 +01:00
madsbuvi
dea89d8168 Merge branch 'openmw-vr' of https://gitlab.com/madsbuvi/openmw into openmw-vr 2021-01-16 14:31:30 +01:00
madsbuvi
70d99fd6d0 Temporary gamma solution 2021-01-16 14:30:59 +01:00
Christoph Haag
981ed25dac call xrGetOpenGLGraphicsRequirementsKHR on linux too
This call is required per the spec.
2021-01-13 13:32:34 +01:00
Mads Buvik Sandvei
935351d9a0 Merge branch 'include_memory' into 'openxr_vr'
include <memory> for unique_ptr on gcc

See merge request madsbuvi/openmw!13

(cherry picked from commit 1d98299933344a233d532941a87a09d898d02fed)

f70b95ab include <memory> for unique_ptr on gcc
2021-01-13 11:05:21 +00:00
madsbuvi
2a593498de Save game crash. 2021-01-11 17:37:24 +01:00
madsbuvi
2b7f94aa5d GCC fixes 2021-01-10 17:26:38 +01:00
madsbuvi
81064043f7 Bad order of setting cull flags was masking out the sky. 2021-01-10 12:24:08 +01:00
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
61e8368e53 VR tab in the launcher. 2021-01-02 22:08:01 +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'
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'
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
Alexei Dobrohotov
8db2ba2b38
Merge pull request #3032 from akortunov/gtest
Mark mock methods as overrides (requires GTest 1.10)
2020-12-18 01:46:42 +03:00
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'
Fix projectiles friendly fire (#5744)

See merge request OpenMW/openmw!466
2020-12-15 15:45:43 +00:00
psi29a
78e85fe011 Merge branch 'this_is_nife' into 'master'
More NIF stuff

See merge request OpenMW/openmw!461
2020-12-15 15:43:12 +00:00
psi29a
bc6bcda58f Merge branch 'wizard' into 'master'
Wizard: fix "file is already opened" warning

See merge request OpenMW/openmw!465
2020-12-15 15:35:47 +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
8fd45d85ec Unify NiGeometry/NiGeometryData handling 2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
ab789e37e1 Wizard: fix "file is already opened" warning 2020-12-14 03:45:03 +03:00
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'
Show more information about level on menu

See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00