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2567 commits

Author SHA1 Message Date
Miloslav Číž
497b33e403 small corrections 2017-11-10 14:28:09 +01:00
Miloslav Číž
9ab3a0c44b set cubemap width differently 2017-11-10 11:16:25 +01:00
Miloslav Číž
5baff05bac add cubemap mapping 2017-11-10 10:50:28 +01:00
Miloslav Číž
5a07d135ae add settings for cubemap size 2017-11-10 10:34:46 +01:00
Miloslav Číž
1b184d8716 correct player mask 2017-11-09 23:09:13 +01:00
Miloslav Číž
e54c0a90fa fix mirrored spherical screenshots 2017-11-09 21:14:02 +01:00
Miloslav Číž
d763e9fe46 add settings for spherical screenshots 2017-11-09 20:25:29 +01:00
Miloslav Číž
8f32114025 segfault fix 2017-11-09 18:26:27 +01:00
Miloslav Číž
d4fd08a63f save 360 screenshots in the configured directory 2017-11-09 16:49:46 +01:00
Miloslav Číž
f60840754f disable water effects for spherical screenshots 2017-11-09 14:44:42 +01:00
AnyOldName3
548c42b5fd Disable over-zealous shadows in the character preview. 2017-11-08 13:38:30 +00:00
AnyOldName3
64d5d0fd66 Prevent the local map from being considered to be shadowed. 2017-11-08 13:30:13 +00:00
Miloslav Číž
5698d70806 small planet mapping 2017-11-08 12:58:27 +01:00
Miloslav Číž
5f36518181 spherical mapping 2017-11-08 09:15:45 +01:00
AnyOldName3
e201e359a9 Move Shadow to Components 2017-11-08 01:44:49 +00:00
AnyOldName3
1a30a917af Merge upstream/master 2017-11-08 01:31:38 +00:00
AnyOldName3
2e7951c83f Remove unused mask 2017-11-08 01:28:10 +00:00
AnyOldName3
aa31cbba4f Attempt (and fail) to make the local map show without unwanted shadow 2017-11-08 01:20:52 +00:00
AnyOldName3
c3616ca78b Merge branch 'osgshadow-test-vdsm-sky-method-two' into osgshadow-test-vdsm 2017-11-08 00:35:54 +00:00
scrawl
95b3c1181a Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects (Fixes #4190) 2017-11-08 00:24:52 +00:00
Miloslav Číž
4761a3d98b dirty cylindrical projection 2017-11-07 22:13:05 +01:00
AnyOldName3
3403205231 Use three shadow maps per light 2017-11-07 20:34:48 +00:00
Miloslav Číž
3be9e2ee95 make spherical screenshot class 2017-11-07 19:47:36 +01:00
AnyOldName3
3106159721 Turn off all shadow texture units for the sky now it is possible for there to be more than one 2017-11-07 16:40:32 +00:00
AnyOldName3
09b02c307a Merge from base branch 2017-11-07 16:34:51 +00:00
Miloslav Číž
5afe02505b hide player in first person 360 screenshot 2017-11-07 16:12:31 +01:00
Miloslav Číž
ce55d7c2f5 basic cubemap rendering 2017-11-07 15:02:01 +01:00
Miloslav Číž
7feba7e498 basic setup for 360 screenshots 2017-11-07 13:07:11 +01:00
AnyOldName3
56fa33af66 Enable parallel split shadow maps 2017-11-07 00:32:04 +00:00
AnyOldName3
7a03ad6558 Switch to a tidier way of disabling the correct texture unit 2017-11-05 14:46:03 +00:00
AnyOldName3
26fe47b9a2 Merge branch 'osgshadow-test-vdsm' into osgshadow-test-vdsm-sky-method-two 2017-11-05 14:39:41 +00:00
AnyOldName3
3f63ebce77 Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch) 2017-11-05 14:37:36 +00:00
AnyOldName3
d0587a3ad5 Clean up the debug hud now it's working. 2017-11-03 14:33:06 +00:00
AnyOldName3
b0c0c88201 Merge branch 'osgshadow-test-vdsm' into osgshadow-test-vdsm-sky-method-two 2017-11-03 00:44:47 +00:00
AnyOldName3
ce0e937e8d Attempt to force the sky to not accept the default shadow shader or shadow texture. 2017-11-01 18:22:59 +00:00
scrawl
ceaf0ee409 Enable shadow casting for terrain
Add a check to TerrainDrawable to make sure shadows are only drawn once, not once per blending pass
2017-10-31 21:21:05 +01:00
scrawl
8141ee47d5 Fix shader compile error 2017-10-31 20:22:14 +01:00
scrawl
d0866d1b3c Revert change to node mask that appears to not serve any purpose 2017-10-31 20:21:54 +01:00
AnyOldName3
ab669a434e Update the shadow frustrum bounds properly 2017-10-30 19:54:54 +00:00
AnyOldName3
ef8a7d1cb9 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 2017-10-26 23:40:05 +01:00
AnyOldName3
cf54b4a130 Prevent debug HUD geometry from being culled erroneously. 2017-10-26 20:38:36 +01:00
Miloslav Číž
3731e20228 fix rain ripple regression 2017-10-24 14:12:41 +02:00
AnyOldName3
2a90dff388 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 2017-10-19 15:06:49 +01:00
Miloslav Číž
a7cad65aab fix water shader switching bug 2017-10-17 10:00:01 +02:00
Miloslav Číž
8a1e0e74fd update uniform from one place 2017-10-17 09:59:53 +02:00
Miloslav Číž
797e407269 make snow create water ripples 2017-10-17 09:59:53 +02:00
Miloslav Číž
da47653625 move rain intensity uniform to water node 2017-10-17 09:59:45 +02:00
Miloslav Číž
af6eeddbe5 use operator instead of drawcallback 2017-10-15 00:04:14 +02:00
Miloslav Číž
65977b910e wrap weather around in all directions 2017-10-14 21:42:27 +02:00
Miloslav Číž
380a5799dd use bbox as wrap range & apply to all particle systems 2017-10-14 21:42:19 +02:00
Miloslav Číž
38bfa64100 transform weather particles to world space 2017-10-14 21:42:11 +02:00
Miloslav Číž
8114126a62 make use of renderinfo 2017-10-14 21:41:59 +02:00
Miloslav Číž
33a1459b11 search for particle system by class name 2017-10-14 21:41:47 +02:00
Miloslav Číž
b95c9ba483 rain independent from camera plus wrap-around 2017-10-14 21:40:28 +02:00
AnyOldName3
737563875a Remove superfluous - sign and switch to other debug shader 2017-10-14 01:13:45 +01:00
AnyOldName3
be50ed7387 Use a test image guaranteed to exist. 2017-10-13 18:27:32 +01:00
AnyOldName3
26a7b48d69 Attempt to make a VDSM work, and also to set up a debug HUD, but without success. 2017-10-13 18:19:29 +01:00
AnyOldName3
0568c93b39 Add specific shadow source files to MWRender 2017-10-03 03:40:23 +01:00
AnyOldName3
ba1e2cab2f Merge remote-tracking branch 'upstream/master' into osgshadow-test 2017-10-03 03:00:15 +01:00
Miloslav Číž
4999c667b6 fix rain ripple bug 2017-09-29 19:56:16 +02:00
Miloslav Číž
8416feaf5b link rain water ripple effect to actual rain 2017-09-28 19:04:31 +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
566fa6c118 Merge branch 'master' of git://github.com/OpenMW/openmw 2017-09-20 16:39:31 +02:00
Miloslav Číž
2346c5338e increase water fudge to get rid of artifacts 2017-09-20 16:34:27 +02:00
AnyOldName3
99f6a1b8e1 Switch to LispSM 2017-09-19 23:44:37 +01:00
Chris Robinson
917a3b5dff Avoid creating temp strings when looking for an animation stop key 2017-09-18 01:41:05 -07:00
Chris Robinson
b770c1493f Don't spam about missing animations 2017-09-18 01:28:40 -07:00
scrawl
00034192dc Fix player Ptr in RenderingManager not being updated on cell changes
Noticed that 'setpos' wasn't working in the console with the player selected.
2017-09-17 23:07:17 +00:00
Chris Robinson
780e82480d Make the PlayMode and PlayType enums scoped
Also shorten them by putting them in the MWSound namespace
2017-09-15 02:36:59 -07:00
AnyOldName3
a5397e5f2d Merge master 2017-09-11 22:26:46 +01:00
scrawl
7688696765 Merge pull request #1437 from Capostrophic/nodemapfix
Use constant nodeMap during part updating in creature animation
2017-09-10 18:15:20 +00:00
Capostrophic
9503d61866 Use const nodeMap in creature animation 2017-09-09 23:22:16 +03:00
scrawl
4c5992a0d5 Warn if removing a node fails 2017-09-01 21:42:35 +00:00
scrawl
132ac6001b Fix bug of Animation::mSkeleton not being assigned
This bug resulted in deactivating a Skeleton not working properly for creatures (that are out of processing range), therefore reduced performance.
2017-09-01 21:42:34 +00:00
Andrei Kortunov
7f5f5458d4 Reset player attack animation when unequip weapon or tool 2017-09-01 18:03:23 +04:00
AnyOldName3
e2623d21ab Merge remote-tracking branch 'upstream/master' into osgshadow-test 2017-08-23 13:33:22 +01:00
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
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
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
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
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
532b26bf3c osgShadow experiment 2017-04-14 15:35:41 +02:00
scrawl
3c9f3a0f7f Merge pull request #1242 from Allofich/warnings
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."
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
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
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
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"
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
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
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
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
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
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
scrawl
85c7d014d3 Use a shader to render the simple water, ensuring that fog is applied per pixel (Fixes #2716) 2016-09-28 21:10:44 +02:00
Allofich
a8e9f2df67 Cleanup 2016-09-19 05:20:04 +09:00
Allofich
5aad1d81f4 Remove no longer used parameter 2016-09-15 23:41:20 +09:00
Allofich
dc8ff5e49b Play all sfx and use particle textures for permanent enchantments 2016-09-15 00:27:08 +09:00
Allofich
527bbd5243 Change size_t to int for consistency 2016-09-15 00:09:40 +09:00
Allofich
01774c656c Fix for blood effect texture overrides 2016-09-14 23:28:57 +09:00
Allofich
a033ba3bd2 Override spell textures by NiTexturingProperty 2016-09-14 23:03:04 +09:00
Allofich
7db31ab58a Correct telekinesis glow length 2016-08-24 01:21:15 +09:00
scrawl
0fd810707e Remove unused stopLooping() 2016-08-22 23:33:26 +02:00
scrawl
0c9882956a Add AnimState::shouldLoop() 2016-08-22 23:25:00 +02:00
scrawl
6450c9be27 Simplify condition 2016-08-22 23:22:58 +02:00
Allofich
bf9dc45b2b Emulate vanilla animation loops more closely 2016-08-23 01:42:36 +09:00
scrawl
dda5bfbc9f CharacterPreview no longer depends on osgViewer 2016-08-16 22:47:45 +02:00
scrawl
8bfcf259a3 LocalMap no longer depends on osgViewer 2016-08-16 22:37:44 +02:00
scrawl
b2ae45f0eb Remove unneeded setGraphicsContext() calls 2016-08-16 19:33:09 +02:00
scrawl
641005b317 Remove Camera's children before removing the Camera
Should work around OSG race condition ( http://forum.openscenegraph.org/viewtopic.php?t=16077 )
2016-08-15 18:12:46 +02:00
scrawl
71f786ff84 Delete the WorkQueue first
Fixes a potential crash on exit.
2016-08-14 18:10:29 +02:00
scrawl
c65492193c Use osg::clone 2016-08-14 16:41:44 +02:00
Allofich
83b715734f Move part of addGlow() to addSpellCastGlow() 2016-08-10 02:52:43 +09:00
Allofich
1c76c93ed8 Use raw pointer to node in glowupdater 2016-08-10 01:35:22 +09:00
Allofich
67f31d948e Add removeTexture method 2016-08-10 01:11:14 +09:00
Allofich
4b9aff7a03 Glowupdater fix when using shaders 2016-08-10 00:43:14 +09:00
Allofich
9b2cb2fb8c Cleanups 2016-08-10 00:25:33 +09:00
Allofich
775162ccdf Rewrite spell glow implementation 2016-08-09 22:56:53 +09:00
Allofich
cad41599cf Fix travis build error and warnings 2016-08-09 22:56:53 +09:00
Allofich
1910128e9c Don't remove uniform when spell glow ends 2016-08-09 22:56:53 +09:00
Allofich
35c14bb9bb Minor rewrite, make "open" spells play glow effect 2016-08-09 22:56:53 +09:00
Allofich
e132b52a69 Handle spell glows within updatecallback 2016-08-09 22:56:53 +09:00
Allofich
57138b416e Fix spell glows to only run one at a time 2016-08-09 22:56:53 +09:00
Allofich
3841a8fb40 Make non-actors glow when they cast spells 2016-08-09 22:56:53 +09:00
scrawl
0bbd715f65 Fix the cloned StateSet not being assigned 2016-08-09 01:13:19 +02:00
Marc Zinnschlag
aa1ed9b172 Merge remote-tracking branch 'aesylwinn/RenderWater' 2016-08-07 17:03:58 +02:00
Aesylwinn
5753f52b47 Move water mesh + simple state generation to components library. 2016-08-05 13:25:05 -04:00
MiroslavR
b65f379b7f Save scripted animation state (Fixes #1931, #2150, #3393) 2016-08-03 03:52:35 +02:00
Internecine
90735d226d Replaced Store::find usage with Store::search to remove exception handlers. 2016-08-02 11:43:41 +12:00
Internecine
14165352f6 Added exception handlers when trying to retreive enchantment and magic effect data. 2016-08-01 13:16:42 +12:00
MiroslavR
19a8800d4d Fix camera distance not getting reset to max value (Fixes #3473) 2016-07-17 19:52:12 +02:00
scrawl
6f376bd499 Merge pull request #983 from Allofich/telekinesis
Don't allow telekinesis on actors or teleport doors
2016-07-08 23:47:43 +02:00
Allofich
538209b0a2 Change variable to mRatio and initialize it 2016-07-07 21:54:29 +09:00
Allofich
64d53a2314 Avoid double raycasts when using getFacedObject 2016-07-04 16:06:04 +09:00
scrawl
8f62ea2e80 Fix for "RigGeometry rendering with no skeleton" errors 2016-07-02 20:19:55 +02:00
scrawl
252b27f0ef Remove getEyePos() 2016-07-01 15:04:59 +02:00
scrawl
a00e4de5c3 Fix another bug related to vanity mode toggle 2016-06-10 01:44:32 +02:00
scrawl
c47a679ac9 Fix queueing of vanity mode toggle (Bug #3421) 2016-06-10 01:39:37 +02:00
scrawl
ce91637cf9 Do not use/assign the camera distance in first person mode (Fixes #3421) 2016-06-10 01:05:43 +02:00
scrawl
8fb8c2bae5 Fix "part has no parents" warning message caused by nodes being destroyed in the incorrect order 2016-06-07 02:43:25 +02:00
scrawl
44dd67ee0f Fix a potential crash for lights without a model that have "off by default" flag set 2016-05-19 22:35:25 +02:00
scrawl
a9561f738a Move RemoveParticlesVisitor to animation.cpp 2016-05-19 22:35:17 +02:00
scrawl
0efbdb25ee Improve const-correctness in Animation 2016-05-19 22:30:14 +02:00
scrawl
59cfcb38e2 Scale the sunlight specular color by weather's GlareView value (Fixes #3375) 2016-05-10 17:39:57 +02:00
Aesylwinn
14ae232938 Remove now unnecessary factory class.
It was originally used for storing normals, but that functionality
was removed.
2016-05-03 16:13:23 -04:00
Aesylwinn
5cac882123 Replace game version of pathgrid rendering with component. 2016-05-02 22:10:17 -04:00
Bret Curtis
2c90b0b78d fix a few spelling mistakes 2016-04-07 11:55:49 +02:00
scrawl
157c11398d Add terrain parallax mapping 2016-03-22 21:46:15 +01:00
scrawl
30402f75e3 Use xbase_anim_female as the base skeleton for female NPCs (Fixes #3258) 2016-03-18 00:24:38 +01:00
scrawl
2b38d10449 Always add xbase_anim 2016-03-18 00:17:05 +01:00
scrawl
85bd4f52f0 Improve occlusion query geometry rendering 2016-03-11 00:09:46 +01:00
scrawl
93ec289b1d Improve setting of occlusion query state 2016-03-10 23:18:20 +01:00
scrawl
f898bf493f Don't use Geodes 2016-03-10 13:17:01 +01:00
scrawl
137dde7cf8 Include cleanup 2016-03-10 12:59:17 +01:00
scrawl
0fc65db6bb Remove parts before setting the new object root 2016-03-06 11:34:15 +01:00
scrawl
0df975a4d7 Properly detach nodes in CopyRigVisitor (Fixes #3234) 2016-03-06 11:33:07 +01:00
scrawl
67c8faec75 Infinite loop fix 2016-03-02 13:20:23 +01:00
scrawl
08f06c6c2d Fix a crash that could occur with actors that define 'bip01 spine1' but do not define 'bip01 spine2' (Fixes #3223). 2016-03-01 16:58:39 +01:00
scrawl
87871d7d54 Don't add RotateController to an uncontrolled node 2016-02-29 20:23:19 +01:00
scrawl
84e9d346ef Remove duplicate include 2016-02-28 16:47:33 +01:00
scrawl
90a99991d1 Use empty() instead of !size() 2016-02-22 19:06:12 +01:00
scrawl
8bd16e4d5a Don't compute the world matrix multiple times 2016-02-22 18:58:19 +01:00
scrawl
8f81df2bd3 Cleanup 2016-02-20 20:34:56 +01:00
scrawl
0db7163363 Add specular mapping for terrain 2016-02-20 19:55:08 +01:00
scrawl
f01e8a6950 Add specular mapping for objects 2016-02-20 19:55:08 +01:00
scrawl
5cf2441b10 ShaderVisitor: support automatic recognition of normal maps based on file pattern
Introduce new settings 'auto use object normal maps', 'auto use terrain normal maps', 'normal map pattern'
2016-02-20 18:00:43 +01:00