Commit Graph

1357 Commits (7c2afc43f4cac1c55f149e37a33a68edae16e937)

Author SHA1 Message Date
Marc Zinnschlag ce8694c84e Merge remote-tracking branch 'scrawl/master' 11 years ago
scrawl fa264935ff We can apply vsync at runtime now that the Ogre bug is fixed. 11 years ago
Alex "rainChu" Haddad f1b4c2e400 Fixed first person offset to use world transform
It slipped my mind that some necks might not be perfectly vertical.
11 years ago
Alex "rainChu" Haddad ed0c31b485 Refactored, moved logic out of NpcAnimation
The logic is now handled by RenderingManager, and Camera sets its
animation's first person offset height. Due to how NpcAnimation seems to
be updated, it has to be the one to actually set its own nodes, in the
case of the hands. Otherwise, the hands would not move without a messier
hack.
11 years ago
Alex "rainChu" Haddad 0ddb5097fc Revert "Bug #840, First Person Sneaking Camera Height"
This reverts commit 296abfd48f.
11 years ago
Alex "rainChu" Haddad 296abfd48f Bug #840, First Person Sneaking Camera Height
Also, added comments to existing code in the area.
11 years ago
Marc Zinnschlag 7076ea9467 Merge remote-tracking branch 'scrawl/map' 12 years ago
scrawl 3ddeb075fb Fix a cell border seam on the map 12 years ago
scrawl f12d5b728a Ogre 1.9 compatibility changes 12 years ago
scrawl 839d251cc5 Renamed Terrain::Terrain to Terrain::World to make VC happy 12 years ago
scrawl d3d6dfbde8 Refactored loading screen
- Add loading progress for data files, global map, terrain
 - Refactored and improved cell loading progress
12 years ago
Marc Zinnschlag dcc55b60c3 Merge remote-tracking branch 'kcat/misc-cleanup' 12 years ago
Chris Robinson 0463dc0653 Use a smaller static geometry size for interior cells 12 years ago
Chris Robinson bd6dd071aa Use the non-accumulation root's parent as the accumulation root
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
12 years ago
scrawl 5af89a9e8f Fix an AABB assert for loading empty exterior cells 12 years ago
scrawl 1adce8afb3 Fix ambient light getting set from the cell data for non-interior cells 12 years ago
scrawl ce5ea6d7d2 Use a proper node hierarchy; disconnect the root when entering interior 12 years ago
Chris Robinson 0e56b2facb Merge remote-tracking branch 'zini/master' into physics 12 years ago
scrawl ecf7786d11 terrain_num_lights was removed 12 years ago
scrawl fa76d1631b Some terrain fixes 12 years ago
Chris Robinson a993af53e7 Merge remote-tracking branch 'zini/master' into physics 12 years ago
scrawl 8c8653160d Crash fix, material fix 12 years ago
scrawl ebf9debb80 Enabled terrain self shadows, implemented getHeightAt, some optimizations 12 years ago
scrawl e27437f8ed New terrain renderer - improvements:
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
 - Fixes several blending issues and cell border seams
 - Fix map render to use the terrain bounding box instead of an arbitrary height
 - Different LODs are now properly connected instead of using skirts
 - Support self shadowing
 - Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
 - Support a fixed function fallback (though the splatting shader usually performs better)
 - Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
12 years ago
Chris Robinson 3ca4d54bf9 Better handle animations with a 0-length loop 12 years ago
Chris Robinson 75131e6a48 Rebuild the actor after switching between werewolf forms 12 years ago
Chris Robinson d77d60cbc2 Remove an unneeded forceUpdate method 12 years ago
Chris Robinson 1f6055d54b Don't try to apply body skins for werewolves
They instead use a hidden WerewolfRobe object for their body
12 years ago
Chris Robinson 9694b18d1b Update part skeletons immediately when added 12 years ago
Chris Robinson f73578a832 Remove unnecessary mBodyPrefix field 12 years ago
Chris Robinson 5051544144 Remove some duplicate code 12 years ago
Chris Robinson ceed2e30b8 Handle NPCs being a werewolf in NpcAnimation
Note that the body mesh comes from having a WerewolfRobe force-equipped.
12 years ago
Chris Robinson 5ac82a50b7 Remove unused function 12 years ago
Chris Robinson 076e7d8e16 Make insertBegin internal 12 years ago
Chris Robinson 2b2101958d Destroy the scene node we create 12 years ago
Chris Robinson 0458fd5531 Remove unused/unneeded parameters 12 years ago
Marc Zinnschlag 932fffd1a7 Merge remote-tracking branch 'kcat/light-objects' 12 years ago
Chris Robinson b4b095ca72 Don't try to get the center of a null bounding box 12 years ago
Chris Robinson 80d271aeb1 Remove unused stuff 12 years ago
Chris Robinson 3555476dfd Use Animation-derived objects for generic objects 12 years ago
Chris Robinson a9dca21d05 Create the Animation SceneNode in the constructor 12 years ago
Chris Robinson 48784c7e2f Use for_each and functors to avoid some for loops 12 years ago
Chris Robinson de95926e9f Use controllers to animate lights in ObjectLists 12 years ago
Chris Robinson 8984d8f8ee Use a map to simplify NPC part referencing 12 years ago
Chris Robinson e976bb16c5 Add a light for torches 12 years ago
Chris Robinson 57fb065a86 Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
12 years ago
Chris Robinson 1f436f9886 Render torches 12 years ago
scrawl 3f7daa4884 Forgot to change initTerrainTextures 12 years ago
scrawl 76e538c22a Unused variable fix 12 years ago
scrawl 726c93c365 Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10 12 years ago