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
434566ec80
Allow sharing via cv instead of camera
2020-12-19 15:55:47 +01:00
Mads Buvik Sandvei
d1faeed243
Merge remote-tracking branch 'remotes/origin/master' into shared_shadow_maps
2020-12-19 15:48:30 +01:00
Mads Buvik Sandvei
289a939d3b
Sharing shadow via cv instead
2020-12-19 15:47:16 +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
AnyOldName3
264539cd63
Merge branch 'WindowCrashCatcher' into 'master'
...
Handle Crashes on Windows
See merge request OpenMW/openmw!455
2020-12-18 13:41:18 +00:00
Alexei Dobrohotov
46ec40fa92
Make sure NIFLoader avoids working further with empty geometry
2020-12-18 01:22:34 +03:00
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
Alexei Dobrohotov
1e6156e04a
Turn all NIF records into structs
2020-12-16 01:54:31 +03:00
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
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
2020-12-15 13:51:49 +02:00
Nelsson Huotari
6c1f6169c0
Fix root movement glitch
2020-12-15 13:50:19 +02:00
Nelsson Huotari
3195716a2c
Don't force loop textkey
2020-12-15 13:49:25 +02:00
Alexei Dobrohotov
53e1e57eef
Formatting
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
085ea44af5
Add BSShaderLightingProperty abstraction
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
c0b9823372
Read BSShaderProperty and handle NiGeometry properties
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
42226533d8
Handle BSLODTriShape
...
Its levels of detail are currently not handled
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
8fd45d85ec
Unify NiGeometry/NiGeometryData handling
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
8ca324af0a
Handle emissive TexEnv creation in one place
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
5310dd6807
Clean up particle vertex handling
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
1c83e4936d
Read BSShaderTextureSet and NiColorInterpolator
...
Accept boolean-based and 4D vector-based NiInterpolators in ValueInterpolator constructor
2020-12-15 00:06:43 +03:00
CedricMocquillon
cc5c6fe3ad
Use data() method
2020-12-13 20:50:48 +01:00
CedricMocquillon
112437cf28
Change crash file to dmp on window to avoid renaming it
2020-12-13 14:13:07 +01:00
CedricMocquillon
adeb4fe02f
Handle case where the log path has more that MAX_PATH characters
2020-12-13 14:10:44 +01:00
CedricMocquillon
f400116bcd
Use 32767 characters for log path
2020-12-13 14:09:44 +01:00
CedricMocquillon
3eb2b32123
Fix typpo issue on arguments
2020-12-13 14:09:14 +01:00
CedricMocquillon
e2041de969
Use the incremental approach to handle long path
2020-12-12 21:47:50 +01:00
Nelsson Huotari
256aa5e71d
Use const auto&
2020-12-12 22:23:20 +02:00
CedricMocquillon
73afc55462
Fork the current process to monitor exe, generate minidump on crash
2020-12-12 20:17:26 +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
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
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
1bebe51c29
Make use of shared shadow maps in the brute force method
2020-12-08 21:37:27 +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
Mads Buvik Sandvei
059861f517
Merge remote-tracking branch 'remotes/origin/master' into shared_shadow_maps
2020-12-08 20:49:35 +01:00
CedricMocquillon
2d3d22025a
Avoid height for empty message in AutoSizedTextBox
2020-12-07 14:57:25 +01:00
Mads Buvik Sandvei
01cc9cb848
Update sdlgraphicswindow.cpp
2020-12-06 16:04:45 +00:00
Mads Buvik Sandvei
c870749c39
Merge remote-tracking branch 'remotes/origin/master' into multiview_test_branch
2020-12-06 15:24:12 +01:00
Mads Buvik Sandvei
85033bb647
Merge remote-tracking branch 'remotes/origin/master' into openxr_vr
2020-12-06 15:14:53 +01:00
Petr Mikheev
5734551ff3
Add time to logs. Redirect OSG log to OpenMW log.
2020-12-05 13:46:02 +01:00
AnyOldName3
48f397f168
Remove existing shader when no longer required
2020-12-03 21:06:02 +00:00
AnyOldName3
5ad297e6ff
Guarantee glow updater regenerates shaders on completion
...
Previously, it would edit the odd numbered stateset, then regenerate
shaders for the even-numbered one, then edit the even numbered one, and
regenerate shaders for the odd numbered one (or vice versa if it
finished during an even numbered frame). This would leave one of the
shader programs still trying to use the state that had been removed.
2020-12-03 18:41:32 +00:00
Mads Buvik Sandvei
b710fa5a75
Another attempt at fixing the pipelines via mygui3.2 compatibility. This time by injecting inheritance of layers to inject the setPick function.
2020-12-01 21:36:46 +01:00
Alexei Dobrohotov
db9c174ca8
Make NIF particle node handling more generic
2020-11-30 12:33:18 +03:00
Andrei Kortunov
8084a336b5
Replace zeroes and nulls by nullptrs
2020-11-29 11:14:07 +04:00
AnyOldName3
86fad60c7d
Merge branch 'roots' into 'master'
...
Handle multiple root nodes (bug #5604 )
Closes #5604
See merge request OpenMW/openmw!428
2020-11-29 01:25:22 +00:00
psi29a
dc1bd8ec29
Merge branch 'osgAnimation_basics' into 'master'
...
Collada animation support
See merge request OpenMW/openmw!421
2020-11-28 16:55:26 +00:00
Nelsson Huotari
55dcc6582a
Don't duplicate getFileExtension, use OpenMW's namespaces
2020-11-28 15:03:10 +02:00
Alexei Dobrohotov
5b6377b061
Handle multiple root nodes (bug #5604 )
2020-11-28 13:25:39 +03:00
Mads Buvik Sandvei
49e76fa077
Merge remote-tracking branch 'remotes/origin/master' into openxr_vr
2020-11-27 00:36:10 +01:00
Andrei Kortunov
4acd910b37
Rework file error messages handling
2020-11-26 18:53:56 +04:00
Mads Buvik Sandvei
77e18a7f4b
Gcc fixes
2020-11-24 20:02:17 +01:00
Nelsson Huotari
08dcbe30b3
Earlier nullptr check
2020-11-20 19:46:08 +02:00
Nelsson Huotari
3232faa703
Use const ref instead of value
2020-11-20 19:41:01 +02:00
Nelsson Huotari
32d4344803
Don't copy osga-data in base class keyframecontroller, fix warnings.
2020-11-20 19:38:29 +02:00
psi29a
f95d2cf54c
Merge branch 'update_recastnavigation' into 'master'
...
Update recastnavigation
See merge request OpenMW/openmw!420
2020-11-19 06:44:46 +00:00
Nelsson Huotari
6e77ad1f6a
OSG-Collada animation support
2020-11-19 01:11:56 +02:00
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
2020-11-18 22:48:47 +02:00
AnyOldName3
37661bffea
Merge branch 'shadowdisable-fix' into 'master'
...
Make disableShadowsForStateSet a no-op when shadows are disabled
See merge request OpenMW/openmw!205
2020-11-18 18:56:36 +00:00
elsid
9b11b8a27b
Fix boundary check
2020-11-18 18:52:00 +01:00
AnyOldName3
7768556ce6
Set dummy state when disabling shadows indoors
...
As we don't reconfigure all shaders without shadows when we disable them
indoors (as it'd probably add a hitch to transitioning in and out) we
need to set up dummy state so the shaders don't do anything illegal.
This hadn't had symptoms for most objects as when indoors, nearly
everything would be drawn first in one of the water RTTs, which had
dummy state to disable shadows already. This wasn't true of the water
plane itself, though, yet somehow it took until just now for anyone to
report that.
This resolves vtastek's issue where the water would be invisible indoors
2020-11-16 21:01:20 +00:00
Mads Buvik Sandvei
3e581571f4
QWERTY implementation of a virtual keyboard.
2020-11-14 19:20:36 +01:00
psi29a
6064d3e741
Merge branch 'boundingvolume' into 'master'
...
Read NIF bounding volume data correctly
See merge request OpenMW/openmw!407
2020-11-14 13:19:29 +00:00
Alexei Dobrohotov
df9667e923
Read NIF bounding volume data correctly
2020-11-14 14:16:29 +03:00
psi29a
37e81f0df8
Merge branch 'redirection-fix' into 'master'
...
Only reroute stdout etc. to new console if not already redirected
Closes #5650
See merge request OpenMW/openmw!408
2020-11-14 09:30:57 +00:00
AnyOldName3
89d73c5fc7
Only reroute stdout etc. to new console if not already redirected
...
This should fix the issue where Windows Release builds (compiled as
/SUBSYSTEM:WINDOWS instead of /SUBSYSTEM:CONSOLE) can't have their
output redirected.
Basically, a console application creates a console if not given one, so
you get a console window behind OpenMW while it's running. It was
decided that this was ugly, so we set Release builds to be windows
applications, which don't get an automatic console and don't
automatically connect to a console if given one anyway.
Of course, we still wanted to actually be able to print to a console if
given one, so we manually attach to the parent process' console if it
exists, then reopen the standard streams connected to CON, the Windows
pseudo-file representing the current console.
This is a little like connecting a second wire into a dumb terminal in
that you're pumping characters into the display rather than onto a
pipeline, so output can't be redirected.
It turns out, though, that if a /SUBSYSTEM:WINDOWS application has its
standard streams redirected by the calling process, it still gets its
handles as normal, so everything starts off connected just how we want
it and we were clobbering this good setup with the straight-to-console
fix.
All we need to do to fix that is check if we've got valid standard
handles and that they go somewhere useful, and if so, avoid reopening
them once the console is attached. Simples.
2020-11-14 02:04:46 +00:00
Alexei Dobrohotov
117697ea22
Fix NiStringPalette loading
2020-11-14 01:12:32 +03:00
Alexei Dobrohotov
8a6d3d1b4f
Minor fixes
...
Fix extra semicolon
Disable collision avoidance if AI is disabled
2020-11-13 22:53:12 +03:00
AnyOldName3
981fffe590
Merge branch 'itsakindoftemplatemagic' into 'master'
...
Fix MSVC2017 builds
See merge request OpenMW/openmw!404
2020-11-13 17:22:22 +00:00
AnyOldName3
1e0df23d14
Merge branch 'shadows-bin' into 'master'
...
Use a custom renderbin to avoid pointless OpenGL state switches
See merge request OpenMW/openmw!402
2020-11-13 16:29:41 +00:00
Evil Eye
94c89e6d5e
check ValueTs
2020-11-13 16:41:45 +01:00
AnyOldName3
fcfd340c69
Actually copy alpha blended drawables to the new stategraph
2020-11-12 23:23:40 +00:00
Evil Eye
d8897c4509
remove inline and use enable_if_t
2020-11-12 20:46:45 +01:00
Evil Eye
d8d4351962
fix MSVC2017 builds
2020-11-12 19:45:32 +01:00
AnyOldName3
55f65752fd
Don't bind unnecessary colour buffer when drawing shadow maps
2020-11-12 17:55:10 +00:00
AnyOldName3
cdbf19a508
Tidy up run-on lines
2020-11-12 17:04:23 +00:00
AnyOldName3
296dce470a
Spelling fix
2020-11-12 16:58:29 +00:00
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
AnyOldName3
5d046bc95d
Mark override
2020-11-11 14:58:06 +00:00
Alexei Dobrohotov
a46699fb1e
Handle NiGeomMorpherController interpolator list
2020-11-10 23:23:11 +03:00
Alexei Dobrohotov
f3f5dcb016
Read a few more NIF types
...
NiFloatInterpolator, NiPoint3Interpolator, NiTransformInterpolator, NiBoolInterpolator
Update a few existing controller records
Update NiSkinInstance
2020-11-10 22:37:39 +03:00
psi29a
ed8342ebc9
Merge branch 'niffile' into 'master'
...
Remove NIFFile settings manager dependency
See merge request OpenMW/openmw!398
2020-11-10 09:03:10 +00:00
Alexei Dobrohotov
c857588ee9
Remove NIFFile settings manager dependency
2020-11-09 14:24:48 +03:00
Alexei Dobrohotov
b523574090
Remove shader visitor settings manager dependency
2020-11-09 13:59:59 +03:00
Alexei Dobrohotov
1d07361f08
Read a few more NIF types
...
BSXFlags, NiTransformData, BSBound, BSFadeNode, bhkBlendController
2020-11-09 00:19:35 +03:00
Alexei Dobrohotov
a38c629425
Read NiSkinPartition
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
afea11b70a
Read NiStringPalette and NiBoolData
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
c79f509652
Misc NIF loader improvements
...
Bullet NIF loader cleanup
Collect all extra records of a node
Remove code duplication in geometry type detection in OSG-side NIF loader
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
7e63afdecf
Allow loading arbitrary NIF files
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
...
Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
AnyOldName3
449506fef1
Attempt to explain what shadowsbin is doing
2020-10-31 19:06:20 +00:00
Andrei Kortunov
64ba81ecf2
Fix some issues, found by CoverityScan
2020-10-28 18:02:31 +04:00
Andrei Kortunov
00503d86e1
Try to disable CoverityScan warning in code with explanation
2020-10-28 18:01:42 +04:00
AnyOldName3
5869ac71e3
Merge all composing variables, not just those in destination already
...
This resolves a regression where the local openmw.cfg doesn't exist, so
we fall back to the global openmw.cfg, but because we've not loaded
anything from the local openmw.cfg, there are no variables with which to
merge.
2020-10-28 00:36:49 +00:00
psi29a
3ccb424faf
Merge branch 'nifstuff' into 'master'
...
Try to fix macOS build
See merge request OpenMW/openmw!378
2020-10-26 13:32:19 +00:00
Alexei Dobrohotov
7e521788e9
Try to fix build
2020-10-26 15:09:31 +03:00
psi29a
fa9278e25b
Merge branch 'boost_min_ver' into 'master'
...
set minimal boost version; remove #ifdef boost version checks
See merge request OpenMW/openmw!376
2020-10-26 08:13:24 +00:00
psi29a
ff6f0413f0
Merge branch 'nifstuff' into 'master'
...
Minor NIF fixes and cleanup
See merge request OpenMW/openmw!377
2020-10-26 08:12:49 +00:00
Bret Curtis
175e29af00
Merge pull request #3022 from akortunov/shaders
...
Allow to assign custom shaders to nodes
2020-10-26 09:07:13 +01:00
Alexei Dobrohotov
4fc5e22e9e
NIF fixes and cleanup
...
Get rid of NodeIndexHolder
Use unsigned 32-bit type for NIF record index
Fix calculation of the number of UV sets
2020-10-26 02:51:25 +03:00
Bret Curtis
4032b754e4
set minimal boost version; remove #ifdef boost version checks
2020-10-25 22:43:10 +01:00
Alexei Dobrohotov
a78aa6b22c
Merge branch 'nipixeldata' into 'master'
...
Clean up palettized NiPixelData loading
See merge request OpenMW/openmw!374
2020-10-25 21:22:15 +00:00
Andrei Kortunov
660df19ff7
Allow to assign custom shaders to nodes
2020-10-25 18:22:16 +04:00
unknown
71e78c66cd
Re-add missing includes removed in 5a824d0333
2020-10-25 14:33:23 +01:00
Alexei Dobrohotov
71056c6014
Clean up palettized NiPixelData loading
2020-10-25 14:37:29 +03:00
Bret Curtis
0e0c091e15
add more optionals and casserts for windows
2020-10-25 01:34:04 +02:00
Bret Curtis
4a54d375cc
add cassert for windows
2020-10-25 01:31:05 +02:00
Bret Curtis
f6bead88a9
purge boost/optional.hpp headers
2020-10-25 00:58:44 +02:00
Bret Curtis
62b0781f7d
use std::optional instead of boost::optional
2020-10-25 00:33:41 +02:00
psi29a
957a1425d1
Merge branch 'cleanup_1' into 'master'
...
Cleanup 1
See merge request OpenMW/openmw!365
2020-10-24 18:43:03 +00:00
psi29a
fb63f8058f
Merge branch 'hash' into 'master'
...
Rewrite compressed BSA hash calculation again
See merge request OpenMW/openmw!368
2020-10-23 19:55:53 +00:00
Alexei Dobrohotov
45c155b054
Rewrite compressed BSA hash calculation again
2020-10-23 21:19:58 +03:00
AnyOldName3
f7dddb8857
Merge branch '3' of https://gitlab.com/bzzt/openmw into shadows-bin
...
This won't actually work.
2020-10-23 17:55:15 +01:00
AnyOldName3
538314b03a
Make path settings have path type
2020-10-23 15:34:41 +01:00
AnyOldName3
f57851587d
Fix edge case where FallbackMap has no comma
2020-10-23 13:16:51 +01:00
AnyOldName3
ce0966b9b7
Improve validate implementation
2020-10-23 13:13:47 +01:00
AnyOldName3
350f6e61f7
Move FallbackMap validator implementation to source file
2020-10-23 13:03:36 +01:00
AnyOldName3
8b28b6e55e
Compose BSA, context and script blacklist lists
...
These would only take their value from the highest priority source, so
specifying `openmw --content anExtraEsp.esp` would override all the
content files in the user cfg file, and the user cfg file would override
any in the global/local one.
2020-10-23 01:58:43 +01:00
AnyOldName3
fca8634b74
Remove debugging lines
2020-10-23 01:46:49 +01:00
AnyOldName3
cf81f1bbb7
Make composing variables compose in the expected order
2020-10-23 01:41:28 +01:00
Bret Curtis
5aa053c53e
components/compiler/streamerrorhandler.cpp needs sstream for MacOS
2020-10-23 00:13:51 +02:00
Bret Curtis
e51ca542d4
components/config cleanup
2020-10-23 00:03:14 +02:00
Bret Curtis
5a824d0333
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
Bret Curtis
5475e696c8
components/bullethelpers cleanup; removed warnings by using override
2020-10-22 22:46:18 +02:00
Bret Curtis
d826fbdadf
components/bsa cleanup
2020-10-22 22:39:59 +02:00
AnyOldName3
6c311f4a3d
Partially revert 3a912485
...
While it solved the bug it was supposed to, it caused a regression where
the user config could no longer override the global config.
2020-10-22 21:38:22 +01:00
Mads Buvik Sandvei
4f8f0cc8ac
Merge branch 'master' of https://gitlab.com/madsbuvi/openmw into openxr_vr
2020-10-22 20:39:53 +02:00
fredzio
1357bba0a0
Use some C++17 where it makes the code more readable
...
Also replace boost::optional
2020-10-22 07:15:16 +02:00
Bret Curtis
82431b752d
removed unnessary bits that cmake should be doing for us; replace Misc::gcd with std::gcd
2020-10-20 23:38:05 +02:00
WW
d39aef3f5a
Changed LZ4F_dctx*
to LZ4F_decompressionContext_t
for better compatibility.
2020-10-20 15:15:29 +00:00
Alexei Dobrohotov
1492ba4a53
Link against LZ4::LZ4
2020-10-19 22:36:02 +03:00
Alexei Dobrohotov
66d2b9c195
Add Skyrim SE BSA version support
...
Fix embedded file name loading
2020-10-19 22:31:42 +03:00
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
2020-10-18 10:27:35 +04:00
Andrei Kortunov
d7fadc933f
Fix override warning with MyGUI 3.4
2020-10-18 10:02:25 +04:00
Bret Curtis
8050882baf
Merge pull request #3015 from akortunov/overrides
...
Mark overrided methods as overrides
2020-10-17 13:32:08 +02:00
AnyOldName3
df178ed97c
Merge branch 'container-regressions' into 'master'
...
Fix container regressions
See merge request OpenMW/openmw!346
(cherry picked from commit b0aee6f83d4cddb0116284b197913f9687dd9cee)
95e7a22d fix container regressions
2020-10-16 22:55:10 +00:00
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
psi29a
c16fa27407
Merge branch 'async-physics' into 'master'
...
Async physics
See merge request OpenMW/openmw!248
2020-10-15 08:34:26 +00:00
fredzio
3c2504b442
Process movement queue in one or several background threads
...
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.
The number of threads is controlled by the numeric setting
[Physics]
async num threads
In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)
[Physics]
defer aabb update
Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.
[Physics]
lineofsight keep inactive cache
Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
fredzio
4ea07639b8
Unbreak build with cmake < 3.12
...
This reverts commit 3cadc16f88
.
2020-10-14 06:15:23 +02:00
Assumeru
72549651e0
Rework container resolution ( #3006 )
...
* Rework container resolution
* add optional argument to getCount
* remove now-redundant changes
* undo worldimp changes
* move save-fixing code to InventoryState
* replace Rng instances with Seeds
2020-10-13 17:46:32 +02:00
Bret Curtis
c99be77a32
Merge pull request #3008 from akortunov/strings
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Rework fixed strings handling
2020-10-13 17:37:48 +02:00