scrawl
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75dcf52552
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Sync extern/shiny, set memory budgets for texture and mesh managers (however this has no effect yet and depends on changes in Ogre being made)
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2013-05-03 13:55:57 +02:00 |
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scrawl
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91c89e5db4
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Use sphere cast instead of ray for camera distance adjustment; use the box orientation value in newtrace
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2013-04-30 20:26:59 +02:00 |
|
Chris Robinson
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a15758ac85
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Fix preview and vanity cameras
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2013-04-29 08:48:45 -07:00 |
|
Chris Robinson
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d17e1e83d5
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
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Chris Robinson
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bb8277920b
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Manage the player's NpcAnimation object in the RenderingManager
It may be more appropriate to manage it in MWRender::Actors with the other
Animation-based objects, but that will need some (minor) interface changes.
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2013-04-29 03:31:46 -07:00 |
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Chris Robinson
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ba3a67f84b
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Don't store the player base node in MWRender::Player
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2013-04-28 23:44:44 -07:00 |
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Chris Robinson
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ce7bc20fa1
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Avoid special-casing player rotation
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2013-04-28 01:14:58 -07:00 |
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scrawl
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933f894148
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Added Blind and Night Eye effects
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2013-04-25 02:31:51 +02:00 |
|
Tom Mason
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6ca2b1af74
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fix for turning animations playing when in vanity mode
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2013-04-09 19:24:41 +01:00 |
|
scrawl
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2e7d5377f4
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Fix crash when moving npcs to an inactive cell
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2013-04-04 16:51:22 +02:00 |
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scrawl
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ebaf80d539
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Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
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2013-04-03 23:55:57 +02:00 |
|
Chris Robinson
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63af72c315
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Avoid converting to and from quaternions
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2013-03-30 17:31:16 -07:00 |
|
scrawl
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485b6c855a
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Fix NPC race height not being applied
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2013-03-15 16:44:35 +01:00 |
|
Glorf
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521bebd2f4
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Fallback system rewritten, added light fallbacks
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2013-03-15 10:17:30 +01:00 |
|
Marc Zinnschlag
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7e100c36b5
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Merge remote-tracking branch 'gus/AI'
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2013-03-06 19:05:55 +01:00 |
|
gus
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5938e19362
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Clean up
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2013-03-06 17:31:57 +00:00 |
|
gus
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d3bf3812a4
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changing rotation order (fix some misoriented objects)
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2013-03-05 20:16:57 +00:00 |
|
gus
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8b6f0e0770
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Correct orientation sign
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2013-03-05 18:28:57 +00:00 |
|
scrawl
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fe7b2732d8
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Avoid manually updating render targets from within frameRenderingQueued
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2013-03-05 14:24:29 +01:00 |
|
scrawl
|
2486ec6cb9
|
Material fixes (vertex colors, alpha)
|
2013-03-05 13:51:48 +01:00 |
|
scrawl
|
cab5315a8e
|
Disable mipmaps generation
|
2013-03-04 16:28:20 +01:00 |
|
scrawl
|
f1d35b73b8
|
Cleanup
|
2013-03-03 19:52:20 +01:00 |
|
scrawl
|
c9fefc7f5d
|
Simpler, more lightweight underwater effect, changed colors to match vanilla better
|
2013-03-03 19:28:11 +01:00 |
|
gus
|
e1882dce32
|
correcting a bug: player orientation wasn't stored correctly, and objects orientation wasn't properly retrived.
|
2013-03-03 13:02:41 +00:00 |
|
scrawl
|
9b0ac4e299
|
NPCs / creatures can now emit ripples
|
2013-02-27 09:20:42 +01:00 |
|
scrawl
|
d4264353a3
|
Merge branch 'z-up' into graphics
Conflicts:
apps/openmw/mwrender/localmap.cpp
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwrender/water.cpp
files/materials/water.shader
|
2013-02-26 14:54:53 +01:00 |
|
scrawl
|
cc9b72b9b1
|
Removing some leftovers of mwRoot node
|
2013-02-26 14:01:10 +01:00 |
|
scrawl
|
2e7bc1a368
|
Z-up conversion: local map, fix tcg
|
2013-02-26 13:39:10 +01:00 |
|
scrawl
|
3ef952172d
|
Z-up conversion: water, sky
|
2013-02-26 10:38:48 +01:00 |
|
scrawl
|
a5451eb9d9
|
Z-up conversion: terrain, objects
|
2013-02-26 08:30:06 +01:00 |
|
scrawl
|
b1fc68d44d
|
Merge branch 'master' into graphics
|
2013-02-25 17:36:33 +01:00 |
|
scrawl
|
355390429e
|
Fix World::isUnderwater to use dynamic waterlevel
|
2013-02-25 17:27:50 +01:00 |
|
scrawl
|
cacdb33b42
|
Merge branch 'master' into graphics
Conflicts:
apps/openmw/CMakeLists.txt
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/sky.cpp
|
2013-02-25 15:12:03 +01:00 |
|
greye
|
6a8c532244
|
fix and unify object cell change update in mwrender
|
2013-02-24 15:04:56 +04:00 |
|
scrawl
|
01102f9c73
|
Don't emit if there wasn't enough movement
|
2013-02-23 05:53:20 +01:00 |
|
scrawl
|
5b099393fa
|
Fix time factor
|
2013-02-23 04:43:51 +01:00 |
|
Chris Robinson
|
7ec73c29f2
|
Do not return the player's Animation object for non-players
|
2013-02-22 01:27:26 -08:00 |
|
scrawl
|
6cceb04adf
|
When a custom near clip plane is used, we need to fix up a second viewproj matrix manually to get proper depth values in the vertex shader. This fixes fog on reflections.
|
2013-02-19 03:08:00 +01:00 |
|
scrawl
|
42883ec64b
|
cleanup
|
2013-02-18 02:33:53 +01:00 |
|
scrawl
|
7ffcfa3622
|
Water and clouds no longer depend on timescale.
|
2013-02-17 16:23:55 +01:00 |
|
scrawl
|
6a49ea9b4f
|
Cleaning out some old bits
|
2013-02-13 18:39:36 +01:00 |
|
Chris Robinson
|
923d0d6eb4
|
Fix up some header includes
|
2013-02-06 21:47:09 -08:00 |
|
scrawl
|
31f760ccce
|
Fixing issues from last commit: restored input and occlusion queries
|
2013-02-05 20:26:13 +01:00 |
|
scrawl
|
c4d518132f
|
With the 1x1 background window trick, we can apply VSync without restart. Some issues left though.
|
2013-02-05 19:22:08 +01:00 |
|
scrawl
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3772cd9257
|
Refraction can be disabled separately now
|
2013-02-05 14:29:46 +01:00 |
|
scrawl
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a44dfcd2ac
|
Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.
|
2013-02-03 19:28:31 +01:00 |
|
scrawl
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5334934612
|
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.
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2013-02-03 18:03:09 +01:00 |
|
scrawl
|
15e51b76de
|
Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
|
2013-02-03 15:46:23 +01:00 |
|
scrawl
|
a461b282c1
|
water ripples (experimental)
|
2013-02-01 23:43:23 +01:00 |
|
Chris Robinson
|
00879ab20e
|
Fix player rendering
|
2013-01-17 15:48:09 -08:00 |
|