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497 commits

Author SHA1 Message Date
Andrei Kortunov
0c7ddd3938 Remove redundant qualifiers 2021-04-14 09:02:20 +04:00
Andrei Kortunov
bce6effe95 Fix uninitialized variables in the LightManager 2021-04-14 08:20:23 +04:00
glassmancody.info
531a6e1979 Code review fixes, remove implicit GLSL casts 2021-04-13 11:09:54 -07:00
glassmancody.info
92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 2021-04-13 11:09:49 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
8ce65232ff fix race condition with sun uniform 2021-04-13 11:09:49 -07:00
glassmancody.info
d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 2021-04-13 11:09:49 -07:00
glassmancody.info
eecb9886a9 Shader cleanup, fix indicies 2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info
3d713e8602 Fix incorrect minimum ambient 2021-04-13 11:09:49 -07:00
glassmancody.info
280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:35 -07:00
glassmancody.info
d195602a9d Switch to shared layout, some rewording 2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info
05a5cee132 Brighter point lights and light fade 2021-04-13 11:09:35 -07:00
glassmancody.info
43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
AnyOldName3
c6033b4de6 Fix #5904 2021-03-29 21:00:28 +00:00
AnyOldName3
0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 2021-03-13 01:23:30 +00:00
AnyOldName3
46a1715d8a Actually return something 2021-02-26 20:10:58 +00:00
AnyOldName3
f5a87ee46d Refactor out duplicated RTT setup code 2021-02-26 19:01:27 +00:00
AnyOldName3
153ab57ae3 Make assignment in while loop condition obviously intentional 2021-02-24 17:45:44 +00:00
AnyOldName3
4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 2021-02-14 22:42:55 +00:00
psi29a
c33b2e0100 Merge branch 'dehardcodebaseanim' into 'master'
Dehardcode Base_animation and improve Collada support

See merge request OpenMW/openmw!510
2021-02-10 16:29:47 +00:00
AnyOldName3
3e273a759a Clarify method name now we're using it differently 2021-02-06 16:41:46 +00:00
Nelsson Huotari
bae27e8199 dynamic_cast to static_cast 2021-02-02 21:52:15 +02:00
Nelsson Huotari
b28d8251aa Clone animation tracks 2021-02-02 21:52:08 +02:00
Nelsson Huotari
1221889cf7 Limit conversion of underscores to nodes origating from osgAnimation library 2021-02-02 21:41:17 +02:00
Nelsson Huotari
5b88d16a50 Clean-up 2021-02-02 21:09:50 +02:00
Nelsson Huotari
2162b97fef Handle case in osgAnimation bone names 2021-02-02 17:34:02 +02:00
Nelsson Huotari
7d3f2bc113 Convert underscores in bone names to whitespaces 2021-02-02 17:33:40 +02:00
madsbuvi
7edaa50195 another approach 2021-01-31 18:02:05 +01:00
Nelsson Huotari
3194520dcd Move base_anim settings to settings-default.cfg 2021-01-27 13:41:02 +02:00
Andrei Kortunov
f175beb304 Define template ref classes in components 2021-01-13 14:25:21 +04:00
Andrei Kortunov
801e2d6ad0 Avoid to use uninitialized variables 2021-01-09 13:36:40 +04:00
AnyOldName3
4ed3252001 Check for EXT_gpu_shader4 CPU-side
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
AnyOldName3
8f4b856b44 Initial A2C implementation 2020-12-26 22:45:53 +00:00
AnyOldName3
11b4af49ce Allow shadowsbin to optimise clockwise-wound meshes when face culling is off 2020-12-23 01:24:15 +00:00
AnyOldName3
a36ed5f129 Optimise out redundant call
We already had the results
2020-12-23 00:23:49 +00:00
AnyOldName3
657da50d99 Ensure GL_BLEND is disabled when drawing shadow maps 2020-12-20 01:36:34 +00:00
AnyOldName3
cc2ce9fa3e Explicitly default-construct array
The docs seem to imply this is automatic when the array contains a
class-type, which osg::ref_ptr is, but I got a crash log that doesn't
make sense if that's true.
2020-12-19 21:57:42 +00:00
AnyOldName3
0b5d5eab4c Move is faster 2020-12-18 02:11:51 +00:00
AnyOldName3
05ad44d0b1 Set correct array size 2020-12-18 01:44:46 +00:00
AnyOldName3
ce2bcba5d4 Replace deprecated alpha test in shader visitor 2020-12-17 14:57:43 +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
256aa5e71d Use const auto& 2020-12-12 22:23:20 +02:00
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