Andrei Kortunov
7f5f5458d4
Reset player attack animation when unequip weapon or tool
2017-09-01 18:03:23 +04:00
MiroslavR
d24286273b
Prevent respawned references from being added to the scene twice in certain cases ( Fixes #3864 )
2017-08-01 00:11:14 +02:00
scrawl
9bc24ab629
Fix character preview zNear/zFar not being autocomputed as intended (Bug #3955 )
2017-07-22 00:38:27 +02:00
scrawl
5c11266a46
Fix character preview item selection
2017-07-22 00:06:43 +02:00
scrawl
7f634514a8
Fix the viewport of the character preview being set a frame ahead due to a threading issue
2017-07-19 17:43:15 +02:00
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
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Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
2017-07-19 13:11:44 +02:00
Bret Curtis
c781d1f8ed
purge unnecessary imports
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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
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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
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
2017-06-09 16:49:25 +02:00
scrawl
0e37e71ea2
Merge pull request #1266 from akortunov/handsfallbackfix
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Improved hands bodyparts selection fallback
2017-04-23 00:36:48 +02:00
Andrei Kortunov
4544caf7f3
Improved bodypart select fallback ( fixes #2594 )
2017-04-22 22:23:10 +04:00
Allofich
ff3e307059
Pass parameters by const reference
2017-04-20 23:47:03 +09:00
Allofich
5a00b239ac
Reduce scope of variables
2017-04-20 01:22:30 +09:00
scrawl
3c9f3a0f7f
Merge pull request #1242 from Allofich/warnings
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Fix AppVeyor warnings
2017-03-29 07:28:00 +02:00
Allofich
db2f97f308
Fix shadowing warning
2017-03-27 20:22:20 +09:00
scrawl
b064dd29cc
Fix reset of blend function (Bug #3811 )
2017-03-27 02:51:23 +02:00
scrawl
9371100fde
Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently
2017-03-14 19:27:56 +01:00
scrawl
d055dc25bf
Add custom traversal for local map camera to avoid loading terrain nodes that are exactly outside the border to another cell
2017-03-14 19:27:56 +01:00
scrawl
28fd492711
Don't use terrain LOD for the map camera
2017-03-14 19:27:56 +01:00
scrawl
e7a0878c10
Add CompositeMapRenderer info to the stats panel
2017-03-14 19:27:56 +01:00
scrawl
ec0b743123
Revert "Change ordering of LocalMap nodes to make sure they are traversed before the CompositeMapRenderer."
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This reverts commit 7d72c70c93ee3c0cc3d00d37b22c339d0103cd19.
2017-03-14 19:27:56 +01:00
scrawl
1c15686353
Remove non required use of WorkQueue
2017-03-14 19:27:56 +01:00
scrawl
19d516cbda
Use the QuadTreeWorld based on distant terrain setting now that it sort of works.
2017-03-14 19:27:56 +01:00
scrawl
4dbd224249
Hide the terrain in non-exterior cells
2017-03-14 19:27:56 +01:00
scrawl
c684860e3b
Change ordering of LocalMap nodes to make sure they are traversed before the CompositeMapRenderer.
2017-03-14 19:27:55 +01:00
scrawl
2d549d088e
Get the world size from the ESM::Land store
2017-03-14 19:27:55 +01:00
scrawl
14225a42c6
Remove unused pointer to IncrementalCompileOperation
2017-03-14 19:27:55 +01:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
scrawl
e323b2fa7b
Use the SceneManager's ShaderManager
2017-03-14 19:27:55 +01:00
scrawl
051c17a184
Make reportStats const
2017-03-14 19:27:55 +01:00
scrawl
2c68ed4fb4
Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread
2017-03-14 19:27:55 +01:00
scrawl
35d53acc65
Factor out terrain chunk loading/caching into a new resource manager
2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
2017-03-14 19:27:55 +01:00
scrawl
5f76317807
Wait for completion of CreateMapItem on exit to avoid potential threading issue
2017-03-14 19:27:55 +01:00
scrawl
ccfebdd2c3
Set the underwater fog relative to default view distance
2017-03-14 19:27:44 +01:00
scrawl
fe439e7bbf
Add missing default material state for character preview
2017-03-14 05:02:31 +01:00
scrawl
37c71c15f2
Remove redundant state
2017-03-14 04:57:36 +01:00
scrawl
4c9bbce1e2
Fix node mask being reset
2017-03-14 01:01:50 +01:00
scrawl
42a04de37c
Fix a crash that occurred when a carried light fails to be attached.
2017-03-04 21:48:31 +01:00
scrawl
29556a1802
More consistent wording of errors/warnings
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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
1692b7f38e
Merge pull request #1209 from dhustkoder/master
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Added ConstContainerStoreIterator (Task #3092 )
2017-03-02 18:36:21 +01:00
scrawl
2873c10284
Clean the object root of StateSets and hidden nodes
2017-03-01 03:09:32 +01:00
scrawl
4e0011bfc8
Improve NPC loading performance by caching the cleaned objectRoot
2017-03-01 03:00:49 +01:00
Rafael Moura
6c2ce2b2a1
Porting more ContainerStoreIterator usage to const version #4
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removed const_cast revision
2017-02-28 19:11:00 +00:00
Rafael Moura
7fa2703715
Porting more ContainerStoreIterator usage to const version #3
2017-02-28 14:31:51 +00:00
scrawl
75677f03e7
Remove SceneManager::notifyAttached
2017-02-24 02:58:41 +01:00
scrawl
afa39d121f
Fix 'part has no parent' warning caused by destructing in the wrong order
2017-02-24 02:58:41 +01:00
scrawl
d163228199
Fix updatePtr
2017-02-22 21:02:34 +01:00
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
2017-02-22 15:27:20 +01:00
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
2017-02-22 15:08:22 +01:00
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
2017-02-22 14:28:45 +01:00
scrawl
0fbd29ccb8
Use additive alpha blending on the character preview
2017-02-21 18:29:18 +01:00
scrawl
e38221edc9
Set character preview's simulationTime to 0 to avoid flickering lights
2017-02-21 18:25:25 +01:00
Rafael Moura
9963601484
Porting code to ConstContainerStoreIterator #1
2017-02-19 15:18:35 +00:00
Allofich
621d3e56cf
Fix Clang and OS X Travis CI warnings
2017-02-17 02:08:39 +09:00
scrawl
f10edb71cc
Add environment variable for disabling IncrementalCompileOperation
2017-02-15 21:01:25 +01:00
scrawl
72c6b11cf8
Move global map render to the worker thread
2017-02-14 07:58:16 +01:00
scrawl
026a05718f
Construct the WorkQueue in Engine
2017-02-14 07:58:16 +01:00
scrawl
ddd6605608
Move WNAM out of LandData to avoid redundant (de)allocations on startup
2017-02-14 07:58:16 +01:00
scrawl
325bf66653
Return const Land in ESMStore
2017-02-14 07:58:16 +01:00
scrawl
9fa8e88366
Revert "Don't create a CharacterController for objects with no animations"
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This reverts commit cce42b6e9d
.
2017-02-12 10:22:11 +01:00
scrawl
dd54887783
Fix node mask of CharacterPreview being reset
2017-02-10 03:31:37 +01:00
scrawl
67e4a7e37b
Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead
2017-02-09 04:51:20 +01:00
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
2017-02-09 03:32:40 +01:00
scrawl
d1e86d22ca
Check which local map textures actually need to be updated
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On a typical exterior cell transition, we'll save 3 of 9 map renders. When moving back and forth between 2 cells, we can even reuse 6 of 9.
2017-02-08 22:20:57 +01:00
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
2017-02-08 18:51:07 +01:00
scrawl
cce42b6e9d
Don't create a CharacterController for objects with no animations
2017-02-06 03:43:08 +01:00
scrawl
ee4073541c
Animation: cache getVelocity()
2017-02-05 02:26:28 +01:00
scrawl
884d306bf3
Throw exception when told to use 0 threads
2017-02-04 05:58:12 +01:00
scrawl
2db7292bcb
Add new setting for the number of preloading worker threads
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If you have CPU cores to spare, consider setting 2 or 3. Up to about 3 threads, preloading performance seems to increase in a linear fashion, but with 4 or more threads I/O bottlenecks and synchronization overhead starts to show.
2017-02-04 02:59:28 +01:00
scrawl
33e654f94d
Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls
2017-02-04 02:16:26 +01:00
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
2017-02-03 23:15:37 +01:00
scrawl
a76d693627
Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal()
2017-02-03 23:10:14 +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
scrawl
fcb4129aee
Add 'small feature culling pixel size' setting
2017-02-01 06:00:14 +01:00
scrawl
960d4a96c3
Reduce the number of osg::Material state by setting the default state on the graph root
2017-02-01 06:00:14 +01:00
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
2017-02-01 06:00:14 +01:00
Martin-Kevin Neumann
5a8efa1649
added refactoring of shader handling from visvalda's fog shader
2017-01-15 14:17:22 +01:00
scrawl
80c008906b
Fix texture coordinates
2017-01-02 04:50:33 +01:00
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
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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
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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
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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