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211 commits

Author SHA1 Message Date
AnyOldName3
54853380cd Enable multisampling in RTTs to support A2C 2020-12-28 22:39:09 +00:00
psi29a
6f0b90e606 documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709; documentation fixes 2020-12-02 23:03:10 +00:00
Andrei Kortunov
8ca3c3b123 Mark overrided methods by override keyword 2020-10-16 22:18:54 +04:00
Mads Buvik Sandvei
2d021430b8 force static data variance for water geometry 2020-09-05 11:52:52 +00:00
bzzt
ed20d869b4 waterculling for both terrain 2020-04-23 08:53:21 +02:00
Bret Curtis
8a8107e837 as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
Andrei Kortunov
84979fa8b7 Move VisMask to components 2020-02-16 16:03:35 +04:00
Andrei Kortunov
b21dc17538 Attempt to shut up CoverityScan warnings about tainted values 2019-11-14 18:28:38 +04:00
Andrei Kortunov
5c6ca82c45 Clamp fallback value from config 2019-11-13 15:10:19 +04:00
Alexei Dobrohotov
8ebecb7584 Merge branch '7' into 'master'
fixes pitch black ripples in shadow

See merge request OpenMW/openmw!123
2019-06-01 12:13:14 +00:00
bzzt
403171e083 fixes pitch black ripples in shadow 2019-05-29 13:37:00 +00:00
bzzt
6c310c64d2 stop making new reflacttetures at intext change 2019-05-24 13:37:00 +00:00
Alexei Dobrohotov
4a5e2d1d4e
Merge pull request #2281 from akortunov/shaders
Minor water shader fixes
2019-05-11 18:07:58 +03:00
Bret Curtis
f4e113e7c1
Merge pull request #2277 from akortunov/terrain
Camera-related fixes
2019-04-12 11:17:20 +02:00
bzzt
e908790584 Inherit the view point from main camera for water RTT cameras 2019-04-07 11:21:07 +04:00
Andrei Kortunov
a302ec9c65 Make fallback map static to simplify constructors 2019-03-29 15:30:49 +04:00
bzzt
d707eaac36 Use ICO for water shader 2019-03-23 15:44:03 +04:00
Andrei Kortunov
9398117ea7 Allow to do not reflect terrain 2019-03-02 14:26:14 +04:00
Andrei Kortunov
00ab552184 Add more settings to water reflections in exteriors (feature #4859) 2019-03-02 14:26:14 +04:00
AnyOldName3
eb44de3e6b Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors. 2018-10-30 22:34:53 +00:00
AnyOldName3
0124be5713 Merge upstream/master 2018-10-10 21:23:19 +01:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Andrei Kortunov
70ed8fd1a9 Use constants instead of widely used magic numbers (task #4645) 2018-09-17 19:22:50 +04:00
AnyOldName3
80082308f0 Merge upstream (shadermanager log system revamp) 2018-08-17 18:22:13 +01:00
Andrei Kortunov
5a4d0cec3a Use new logging system for game itself 2018-08-14 23:05:43 +04:00
AnyOldName3
553094669b Merge upstream/master (& fix merge conflicts) 2018-06-20 00:11:23 +01:00
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360 2018-06-13 21:16:28 +02:00
AnyOldName3
9093ab59f6 Restore water object refractions and reflections. 2018-05-21 23:57:38 +01:00
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
Miloslav Číž
db6107f12f
Merge branch 'master' into screenshot360 2018-02-25 11:25:19 +01:00
Miloslav Číž
3b741dc4b7 Revert "Add slider for refraction size in settings window"
This reverts commit ee40b41285.
2018-01-01 13:28:14 +01:00
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
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
1f49612ca3 enable water effects for 360 screenshots 2017-11-10 19:18:16 +01:00
Miloslav Číž
f60840754f disable water effects for spherical screenshots 2017-11-09 14:44:42 +01:00
Miloslav Číž
3731e20228 fix rain ripple regression 2017-10-24 14:12:41 +02:00
Miloslav Číž
a7cad65aab fix water shader switching bug 2017-10-17 10:00:01 +02:00
Miloslav Číž
da47653625 move rain intensity uniform to water node 2017-10-17 09:59:45 +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
2346c5338e increase water fudge to get rid of artifacts 2017-09-20 16:34:27 +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
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
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