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2208 commits

Author SHA1 Message Date
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
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
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