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'
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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'
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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
Alexei Dobrohotov
8db2ba2b38
Merge pull request #3032 from akortunov/gtest
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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'
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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'
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More NIF stuff
See merge request OpenMW/openmw!461
2020-12-15 15:43:12 +00:00
psi29a
bc6bcda58f
Merge branch 'wizard' into 'master'
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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'
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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