AnyOldName3
8f4b856b44
Initial A2C implementation
4 years ago
AnyOldName3
8c3a786e54
Unconditionally disable alpha testing when shaders are used
4 years ago
AnyOldName3
11b4af49ce
Allow shadowsbin to optimise clockwise-wound meshes when face culling is off
4 years ago
AnyOldName3
a36ed5f129
Optimise out redundant call
...
We already had the results
4 years ago
AnyOldName3
7e045cff75
#include <memory>
4 years ago
AnyOldName3
657da50d99
Ensure GL_BLEND is disabled when drawing shadow maps
4 years ago
AnyOldName3
0e4e8eb0f3
Add glDebugGroup support
4 years ago
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.
4 years ago
AnyOldName3
2ecd00b6db
Don't accidentally enable alpha testing for all shadow casting
4 years ago
AnyOldName3
0b5d5eab4c
Move is faster
4 years ago
AnyOldName3
05ad44d0b1
Set correct array size
4 years ago
AnyOldName3
a4f32a469e
Work around Nvidia driver bug
...
https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.20.pdf
Section 4.1.3 says that hexadecimal integer literals are supported, but
Nvidia have never read a specification since their founding, so their
engineers didn't know that hexadecimal integer literals are requires to
be supported to advertise support OpenGL versions with GLSL support.
4 years ago
AnyOldName3
a080071588
Set default state sensibly
4 years ago
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
4 years ago
AnyOldName3
70bd9d395d
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
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Clean up use of initial draw callback in loadingscreen
See merge request OpenMW/openmw!472
4 years ago
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
4 years ago
Mads Buvik Sandvei
640420eaaa
No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks.
4 years ago
psi29a
9f81dcbd1a
Per request via PM:
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"I would like to request that my name is removed from the teams page as my contributions has all been replaced by better solutions years ago." by vorenon, Manuel Edelmann
4 years ago
psi29a
14a80d7d9e
Merge branch 'niffix' into 'master'
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Turn all NIF records into structs
See merge request OpenMW/openmw!470
4 years ago
Alexei Dobrohotov
1e6156e04a
Turn all NIF records into structs
4 years ago
Alexei Dobrohotov
4490f89a3d
Merge branch 'dontcollidewithowncollisionbox' into 'master'
...
Don't explode spell mid-air (#5745 )
See merge request OpenMW/openmw!468
4 years ago
fredzio
259d522800
When doing a ray cast to the next projectile position, ignore collisions
...
that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
4 years ago
psi29a
884b434ee0
Merge branch 'fixfriendlyfire' into 'master'
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Fix projectiles friendly fire (#5744 )
See merge request OpenMW/openmw!466
4 years ago
psi29a
78e85fe011
Merge branch 'this_is_nife' into 'master'
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More NIF stuff
See merge request OpenMW/openmw!461
4 years ago
psi29a
bc6bcda58f
Merge branch 'wizard' into 'master'
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Wizard: fix "file is already opened" warning
See merge request OpenMW/openmw!465
4 years ago
psi29a
ecdd5f1437
Merge branch 'fixosga' into 'master'
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Fix collada animation issues
See merge request OpenMW/openmw!467
4 years ago
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
4 years ago
Nelsson Huotari
6c1f6169c0
Fix root movement glitch
4 years ago
Nelsson Huotari
3195716a2c
Don't force loop textkey
4 years ago
fredzio
b39437dfb6
Don't allow projectiles to stand still when they hit an ally.
...
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.
Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
4 years ago
Alexei Dobrohotov
53e1e57eef
Formatting
4 years ago
Alexei Dobrohotov
085ea44af5
Add BSShaderLightingProperty abstraction
4 years ago
Alexei Dobrohotov
c0b9823372
Read BSShaderProperty and handle NiGeometry properties
4 years ago
Alexei Dobrohotov
42226533d8
Handle BSLODTriShape
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Its levels of detail are currently not handled
4 years ago
Alexei Dobrohotov
8fd45d85ec
Unify NiGeometry/NiGeometryData handling
4 years ago
Alexei Dobrohotov
8ca324af0a
Handle emissive TexEnv creation in one place
4 years ago
Alexei Dobrohotov
5310dd6807
Clean up particle vertex handling
4 years ago
Alexei Dobrohotov
1c83e4936d
Read BSShaderTextureSet and NiColorInterpolator
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Accept boolean-based and 4D vector-based NiInterpolators in ValueInterpolator constructor
4 years ago
Frederic Chardon
2373f07168
Merge branch 'destination_nullptr' into 'master'
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Make sure adjustPosition() is safe to call for any actor
Closes #5742
See merge request OpenMW/openmw!464
4 years ago
Alexei Dobrohotov
ab789e37e1
Wizard: fix "file is already opened" warning
4 years ago
Alexei Dobrohotov
201999c4a9
Make sure adjustPosition() is safe to call for any actor
4 years ago
AnyOldName3
3a10c6ae91
Merge branch 'optimizeosgaloops' into 'master'
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Optimize osganimation for-loops
See merge request OpenMW/openmw!460
4 years ago
Nelsson Huotari
256aa5e71d
Use const auto&
4 years ago
Alexei Dobrohotov
c8d85dcf30
Merge branch 'changelogcs' into 'master'
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Editor changelog additions
See merge request OpenMW/openmw!458
4 years ago
Nelsson Huotari
28c79227df
Editor changelog additions
4 years ago
Alexei Dobrohotov
264a6e0269
Merge branch 'unbreak_actors_loading' into 'master'
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Unbreak floating corpses and spawn
Closes #5735
See merge request OpenMW/openmw!457
4 years ago
fredzio
a314f196eb
Unconditionally call actor->resetPosition in adjustPosition.
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Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
4 years ago
psi29a
daf6c9f88f
Merge branch 'collisionbox' into 'master'
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Make actor collision box components a struct
See merge request OpenMW/openmw!454
4 years ago
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
4 years ago
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
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Show more information about level on menu
See merge request OpenMW/openmw!437
4 years ago