scrawl
66d2d3522f
Race selection preview: render only the head, and focus the camera on its node
2013-03-06 18:03:47 +01:00
gus
d3bf3812a4
changing rotation order (fix some misoriented objects)
2013-03-05 20:16:57 +00:00
gus
8b6f0e0770
Correct orientation sign
2013-03-05 18:28:57 +00:00
scrawl
fe7b2732d8
Avoid manually updating render targets from within frameRenderingQueued
2013-03-05 14:24:29 +01:00
scrawl
2486ec6cb9
Material fixes (vertex colors, alpha)
2013-03-05 13:51:48 +01:00
scrawl
ca707aa65f
Transparency should be evaluated per subentity, not per NIF
2013-03-04 16:57:00 +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
scrawl
05bd94effb
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-03-03 15:14:20 +01:00
scrawl
002830e13b
Make sure render textures are inactive when in a cell without water
2013-03-03 15:11:45 +01:00
scrawl
867b22ce19
Fix a terrain glitch
2013-03-03 15:11:19 +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
0f6fd80294
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
apps/openmw/mwrender/npcanimation.cpp
files/mygui/openmw_settings_window.layout
2013-03-03 11:02:38 +01:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
Chris Robinson
e6b547b9ba
Merge remote-tracking branch 'zini/master' into transparency-fixes
2013-03-01 13:32:30 -08:00
Chris Robinson
238a8feb18
Fix transparency checks
2013-03-01 13:27:25 -08:00
scrawl
1d988676fe
Local map: the obtained bounding box wasn't exactly accurate, getWorldBoundingBox seems to solve this.
2013-02-28 22:56:29 +01:00
Chris Robinson
1168f15361
Don't disable depth writes when blending is enabled
2013-02-28 12:17:58 -08:00
scrawl
3efbb5e728
Don't try to render a map in empty cells
2013-02-28 20:27:35 +01:00
Chris Robinson
bfe80bb8dc
Avoid duplicating skeletons due to casing issues
...
Manually created resource names are apparently always case sensitive, causing
some skeletons to get loaded multiple times.
2013-02-27 12:33:36 -08:00
scrawl
369f881170
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-02-27 09:25:44 +01:00
scrawl
9b0ac4e299
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
Chris Robinson
ceafcc2ebb
Support float samples with ffmpeg
...
Requires the AL_EXT_FLOAT32 extension in OpenAL
2013-02-26 10:19:33 -08:00
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
Marc Zinnschlag
dc445844d2
Merge remote-tracking branch 'scrawl/z-up'
2013-02-26 14:37:50 +01:00
scrawl
cc9b72b9b1
Removing some leftovers of mwRoot node
2013-02-26 14:01:10 +01:00
scrawl
341f9b96e2
Local map: restore zHigh
2013-02-26 13:53:23 +01:00
scrawl
284ba58e1e
Z-up conversion: global map, shader fix
2013-02-26 13:52:01 +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
3cb3ec91c0
Z-up conversion: camera
2013-02-26 09:12:35 +01:00
scrawl
a5451eb9d9
Z-up conversion: terrain, objects
2013-02-26 08:30:06 +01:00
Chris Robinson
a576e9e430
Set the race selection character preview in a valid (idle) pose.
2013-02-25 16:40:08 -08:00
scrawl
8aff033a0c
Atmosphere no longer does "real" alpha blending to blend with the horizon, this is in preparation for proper underwater viewport BG / fog
2013-02-25 18:29:11 +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
Chris Robinson
74b8095fc7
Use default parameters where appropriate
2013-02-24 14:43:20 -08:00
Chris Robinson
5267d17408
Revert "forgot to destroy child scene nodes"
...
This reverts commit f1a3309392
.
Unneeded. The caller already calls this which destroys the children recursively
2013-02-24 14:14:08 -08:00
ChrisKCat
9e7b559b09
Merge pull request #6 from scrawl/lights
...
For light objects without an AttachLight bone, attach the light to the c...
2013-02-24 14:12:53 -08:00
scrawl
f1a3309392
forgot to destroy child scene nodes
2013-02-24 19:03:25 +01:00
scrawl
1ae2d3c6ab
For light objects without an AttachLight bone, attach the light to the center of the object instead of the origin.
2013-02-24 19:00:06 +01:00
greye
6a8c532244
fix and unify object cell change update in mwrender
2013-02-24 15:04:56 +04:00
Chris Robinson
8e59ea4941
Use a separate method to handle animation events
2013-02-23 14:39:01 -08:00
Chris Robinson
d77d035d3a
Handle the "sound" events in runAnimation
2013-02-23 14:15:11 -08:00
Chris Robinson
d208422ca7
Add a method to update an Animation's Ptr object
2013-02-23 10:12:36 -08:00
Chris Robinson
a2eaec7878
Avoiding holding the InventoryStore in the NpcAnimation class
2013-02-23 08:03:52 -08:00
Chris Robinson
0d0e75fe0b
Don't set animation sources for models that don't have a skeleton
2013-02-23 07:36:11 -08:00
Chris Robinson
0148db8ccf
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/npcanimation.hpp
2013-02-23 05:59:35 -08:00
scrawl
4b51184ec4
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-02-23 14:37:28 +01:00
Chris Robinson
e6da9dfae5
Specify the animation key to stop playing at
2013-02-23 05:15:10 -08:00
greye
ac7095537f
remove insertMesh() call on object cell change
2013-02-23 16:50:37 +04:00
greye
9659b4a95e
update NpcAnimation inventory reference on cell change
2013-02-23 16:45:55 +04:00
Chris Robinson
b8f5813609
Set all animation sources at once
2013-02-23 03:34:03 -08:00
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
scrawl
f17ea109ca
Fix light positions
2013-02-23 04:06:05 +01:00
Chris Robinson
b12c6a4c16
Fix character preview
2013-02-22 11:16:00 -08:00
Chris Robinson
ecbf1568a1
Fix NPC part attachment
2013-02-22 10:15:29 -08:00
Chris Robinson
9dee2a72cd
Use a separate method to calculate animation velocity
2013-02-22 09:22:06 -08:00
Chris Robinson
7ec73c29f2
Do not return the player's Animation object for non-players
2013-02-22 01:27:26 -08:00
Chris Robinson
617158afcd
Ensure updated skeleton bone placement matches in world space
...
Objects attached to actors (shirts, robes, etc) do not require the same node
hierarchy as the character root. So to ensure proper placement, we need to set
the bone target's derived transformation using the source bone's derived
transformation (which in turn means we need to work up from the root, to ensure
the bone's parents are properly placed).
2013-02-20 02:41:46 -08:00
Chris Robinson
8196694c08
Avoid applying the animation when resetting it
2013-02-19 06:04:25 -08:00
Chris Robinson
f8349a04bf
Use the looping portion of the animation to calculate the velocity
2013-02-19 05:26:58 -08:00
Chris Robinson
1399a06c76
Update animation looping when setting the same state
2013-02-19 04:01:33 -08:00
scrawl
427152c518
Disabled ripples until we can properly trigger them from the new character controller.
2013-02-19 03:15:31 +01:00
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
32b837ebd4
Merge branch 'next' of https://github.com/zinnschlag/openmw into graphics
2013-02-19 00:15:54 +01:00
scrawl
42883ec64b
cleanup
2013-02-18 02:33:53 +01:00
scrawl
791d16bbdb
Use infinite AAB for sky meshes to fix them from disappearing from underwater refraction, while still taking advantage of CPU culling for other meshes
2013-02-17 18:12:38 +01:00
scrawl
7ffcfa3622
Water and clouds no longer depend on timescale.
2013-02-17 16:23:55 +01:00
Chris Robinson
ff0099fa6e
Scale the animation speed based on the animation velocity and movement speed
...
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
2013-02-15 02:15:39 -08:00
scrawl
6a49ea9b4f
Cleaning out some old bits
2013-02-13 18:39:36 +01:00
Chris Robinson
6a9755778e
Merge remote-tracking branch 'zini/next' into animation2
2013-02-12 18:14:46 -08:00
scrawl
de90b911c9
Near clip plane corrections
2013-02-12 20:56:00 +01:00
scrawl
d213ff680f
Disabled terrain LOD
2013-02-12 20:55:45 +01:00
Marc Zinnschlag
5e3529783d
Merge remote-tracking branch 'ace/win-fixes' into next
2013-02-12 15:42:45 +01:00
Alexander "Ace" Olofsson
bbb845824d
Added typedef for ssize_t in windows and fixed a use of __PRETTY_FUNCTION__
2013-02-12 13:59:24 +01:00
Chris Robinson
4ee5857bae
Filter accumulation axis for mLastPosition as needed
2013-02-09 19:09:56 -08:00
Chris Robinson
8d6f017f17
Remove an unneeded Animation field
2013-02-09 13:25:39 -08:00
Chris Robinson
34ddf69a31
Merge remote-tracking branch 'zini/next' into animation2
2013-02-09 09:46:57 -08:00
scrawl
d47090b312
Merge branch 'next' of https://github.com/zinnschlag/openmw into graphics
2013-02-09 16:40:10 +01:00
Mark Siewert
55bd9eef66
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
2013-02-09 13:03:35 +01:00
Chris Robinson
923d0d6eb4
Fix up some header includes
2013-02-06 21:47:09 -08:00
Chris Robinson
18b7008409
Better fix some scaling issues
2013-02-05 18:25:09 -08:00
Chris Robinson
535cd8360f
Load extra animations for NPCs
2013-02-05 18:09:43 -08:00
Chris Robinson
8b1e7b95ba
Attempt to load the skeleton source if it doesn't yet exist
2013-02-05 17:55:12 -08:00
Chris Robinson
c839502743
Setup base_anim.nif as an initial skeleton source for biped creatures
2013-02-05 17:16:45 -08:00
Chris Robinson
054ef3113a
Check existing skeleton sources if the current one has no animation root
2013-02-05 17:15:40 -08:00
Chris Robinson
16933e3926
Scale the accumulation root translation
2013-02-05 16:59:20 -08:00
Chris Robinson
600fe06f00
Use a vector of skeletons to handle animation sources
2013-02-05 16:29:51 -08:00
scrawl
608c112f34
Supply the new render window to mygui
2013-02-05 20:48:25 +01:00
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
499f3ac0d1
Slightly better ripple normal blending. Not physically accurate at all, but looks good.
2013-02-05 16:40:41 +01:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
Chris Robinson
786cb6e928
Merge remote-tracking branch 'zini/master' into animation2
2013-02-05 02:57:02 -08:00
Chris Robinson
bd4fdf47a3
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
apps/openmw/mwrender/sky.cpp
2013-02-05 02:27:57 -08:00
scrawl
a29919d02d
restored global map
2013-02-05 00:39:56 +01:00
scrawl
35b5fdab5d
Merge branch 'terrainfix' into graphics
2013-02-05 00:28:59 +01:00
scrawl
09180666b2
Merge branch 'master' of git://github.com/zinnschlag/openmw into terrainfix
2013-02-05 00:21:42 +01:00
scrawl
58cf182db2
better place for syncing
2013-02-05 00:21:29 +01:00
scrawl
bb1f23875d
Merge branch 'terrainfix' into graphics
2013-02-04 23:16:11 +01:00
scrawl
596628d339
Fix terrain derived data update (bug 534, bug 544)
2013-02-04 23:13:01 +01:00
scrawl
0f37c24d5f
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-02-04 21:55:41 +01:00
scrawl
bf037b7d29
Removed problematic ModVertexAlpha method, now done in shader
2013-02-04 18:03:03 +01:00
scrawl
fa07288b15
tweaked map light color
2013-02-03 20:29:50 +01:00
scrawl
5cc8af0f14
fix map positions
2013-02-03 20:06:03 +01:00
scrawl
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
979a874220
Fixed the custom near clip planes
2013-02-03 19:01:59 +01:00
scrawl
5334934612
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.
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
Chris Robinson
23acf4b130
Don't break right away when the animation time remaining is 0
2013-02-03 01:38:42 -08:00
Chris Robinson
60a75cb5ee
Make sure to keep the character preview animation updated
2013-02-03 00:54:50 -08:00
Chris Robinson
c23a96d606
Run an aniamtion update after "playing" the inventory idle
...
This is so all the NPC parts get updated correctly.
2013-02-02 06:08:03 -08:00
Chris Robinson
fc7590694d
Revert "Revert "Use a child scene node for the accumulation root""
...
This reverts commit 376dfed15b
.
I was wrong. It's needed at least for NPCs since they're attaching multiple
animated skeletons to an object, and they all need to be offset correctly.
Would be nice to use a Node, Bone, or TagPoint instead of a hefty SceneNode,
though.
2013-02-02 05:43:37 -08:00
Chris Robinson
7f87c1873b
Use an array to store the entity parts
2013-02-02 02:53:22 -08:00
scrawl
a461b282c1
water ripples (experimental)
2013-02-01 23:43:23 +01:00
Chris Robinson
376dfed15b
Revert "Use a child scene node for the accumulation root"
...
This reverts commit d6f923f274
.
We don't need it for any of the NIFs we're currently handling. As long as
there's no NIF files that would break it, we should require a stationary root
if an animation wants to accumulate. If we must, a better idea may be to inject
an extra bone into the skeleton instance and make that the accumulation root.
2013-02-01 08:50:32 -08:00
scrawl
3ec703e6af
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-02-01 16:25:54 +01:00
Chris Robinson
d6f923f274
Use a child scene node for the accumulation root
2013-01-30 22:28:18 -08:00
Chris Robinson
b6354c6282
Don't share skeleton instances between bounded parts on an NPC
...
However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
5c3a7f7d52
Avoid handling animation states
...
We don't need them anymore
2013-01-30 07:34:07 -08:00
Chris Robinson
360f7bfac8
Apply animations to bones manually
...
Couple reasons for this:
* This paves the way for allowing animations specified in other skeletons to
be applied to the character (NPCs and certain creatures can have multiple
animation sources, but Ogre is incredibly strict when it comes to sharing
animations between skeletons).
* It will allow for entities to be animated based on the character's skeleton,
without having to duplicate the mesh for each skeleton it can be used on.
This doesn't impact Ogre's ability to efficiently deform skinned meshes, nor
does it get in the way of hardware skinning.
2013-01-30 07:04:18 -08:00
Chris Robinson
600d3bf9eb
Make sure the player node's visibility cascades
2013-01-30 02:38:50 -08:00
Chris Robinson
99efe4e494
Remove an unnecessary class member
2013-01-29 01:02:55 -08:00
Chris Robinson
879359f39d
Set the animation state loop flag as appropriate
2013-01-29 00:50:52 -08:00
Chris Robinson
92d0c55f32
Add a flag to specify if an animation should be playing
2013-01-29 00:43:42 -08:00
Chris Robinson
7df4d0d19f
Remove an unnecessary cast
2013-01-28 21:41:51 -08:00
Chris Robinson
b1ffdf855f
Reset the initial state of animated nodes on the skeleton instances
...
This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
Mark Siewert
dca8dc4fdb
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
...
Conflicts:
apps/openmw/engine.cpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.hpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/esmreader.hpp
- Quick hack: OMW::Engine::prepareEngine only loads translation data for the first master file.
2013-01-25 18:22:01 +01:00
Chris Robinson
05f8b8c283
Specify the text key to reset animations to
2013-01-22 00:31:45 -08:00
Chris Robinson
37fe1bd3f0
Handle looping in the Animation object
2013-01-21 22:51:13 -08:00
Chris Robinson
536f8104e6
Do not create an 'all' animation.
2013-01-20 17:24:43 -08:00
Chris Robinson
e1e76bde76
Combine a loop into another where it's used
2013-01-20 15:39:43 -08:00
Mark Siewert
713d324eeb
- Minor code cleanup
2013-01-20 19:07:33 +01:00
Chris Robinson
85ca1e993f
Properly check if an animation exists before playing it
2013-01-19 21:55:04 -08:00
Chris Robinson
0b68953f0d
Scale animation speed using the direction length
...
The direction length doesn't currently give a good speed, but it's something.
2013-01-18 21:40:47 -08:00
Chris Robinson
1cdd64cd9b
Return the animation movement from the character controller.
...
Consequently, dead actors don't move anymore. The doPhysics call apparently
isn't moving them.
2013-01-18 17:05:58 -08:00
Chris Robinson
9123f4f2af
Return the movement vector from runAnimation
2013-01-18 16:21:29 -08:00
Chris Robinson
c7684cb979
Pass the key time to markerEvent
2013-01-18 14:50:55 -08:00
Chris Robinson
3e9b0a333c
Allow specifying the accumulation for animations
...
Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual).
2013-01-18 14:25:32 -08:00
Chris Robinson
00879ab20e
Fix player rendering
2013-01-17 15:48:09 -08:00
Chris Robinson
fef6284f15
Only reset the animation time if a new state was set
2013-01-17 15:47:25 -08:00
Chris Robinson
fc0f9e2159
The animation state tracks the animation time for us
2013-01-17 14:49:42 -08:00
Chris Robinson
7cce44290e
Handle the animation queue in mwmechanics
2013-01-17 13:18:40 -08:00
Chris Robinson
82d549e22f
Don't update the animation if time is the same
2013-01-16 21:39:14 -08:00
Chris Robinson
7ee389f3b2
Handle animation skipping in the character controller
2013-01-16 21:25:50 -08:00
Chris Robinson
852aa214cc
Store the available animation names in the character controller
2013-01-16 21:16:22 -08:00
Chris Robinson
4dd01b81c6
Update mTime when updating or reseting the animation, and refactor the animation loop
2013-01-16 20:14:49 -08:00
Chris Robinson
d2f5a886c7
Handle playgroup and skipanim through mwmechanics
2013-01-16 17:53:18 -08:00
Chris Robinson
46fc61a4c1
Run animations from the character controller
2013-01-16 16:31:09 -08:00
Chris Robinson
3c32385e17
Avoid trying to animate things that don't have animations
2013-01-16 15:00:06 -08:00
Chris Robinson
94b93227d3
Treat activators as actors for rendering and mechanics
...
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
2013-01-16 14:37:32 -08:00
Chris Robinson
d2fc3c7b33
Add a method to tell the character controller of new text keys
2013-01-16 13:09:21 -08:00
Chris Robinson
0a2f92f679
Keep track of the current text key in the animation
2013-01-16 11:57:08 -08:00
Chris Robinson
f46587c383
Store an character controller in the animation
2013-01-16 11:01:08 -08:00
Chris Robinson
63e685ea39
Add a method to get the Animation from a Ptr
2013-01-16 09:59:19 -08:00
Chris Robinson
1ce8eaf52c
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
apps/openmw/mwrender/actors.cpp
apps/openmw/mwrender/actors.hpp
2013-01-16 07:36:56 -08:00
scrawl
df602553d1
Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types.
2013-01-16 09:13:36 +01:00
Chris Robinson
8361192b64
Use typedefs for some maps and some cleanup
2013-01-15 11:10:41 -08:00
Jordan Milne
10a3caa504
more resizing fixes from scrawl, share an SDLWindow between the input wrapper and the engine
2013-01-13 23:38:46 -04:00
scrawl
e4f140841e
Make OpenMW work with Ogre 1.9
2013-01-12 08:23:15 +01:00
scrawl
2c3719a6f5
Disabling PSSM feature to make sure we can fit the max. amount of terrain textures in Morrowind.esm in a single pass.
2013-01-12 07:02:12 +01:00
scrawl
30136eb449
Update settings UI
2013-01-12 06:36:48 +01:00
Chris Robinson
97f8c73d91
Remove some useless parameters
...
SceneNode::setVisibility merely passes the value to its attached object, of
which there are none at the point it would be called. Additionally, the method
is always called with enabled=true anyway.
2013-01-10 11:09:33 -08:00
scrawl
6ef85c46fd
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-01-10 19:35:40 +01:00
Chris Robinson
e8ac3976b5
Fix some subentity assumptions
2013-01-10 06:35:06 -08:00
Chris Robinson
7f2d71554e
Use the correct offset when building static geometry from an entity
2013-01-10 04:16:18 -08:00
Chris Robinson
23ac1c2de5
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-01-09 20:52:12 -08:00
scrawl
d3c0851aa7
Changed light attenuation back to linear in all cases, this seems to be what MW does.
2013-01-09 22:08:42 +01:00
scrawl
b8c6f6640b
Fixing water <-> waterfall blending issues (Sort of... the second part will follow later)
2013-01-09 21:56:26 +01:00
eduard
2dc0064cc2
more string lowercase
2013-01-09 20:51:52 +01:00
Chris Robinson
a14132b5a0
Merge remote-tracking branch 'zini/master' into animation2
2013-01-09 11:12:26 -08:00
scrawl
bc73c5b1ec
enable directional lighting for character previews
2013-01-09 20:08:59 +01:00
Chris Robinson
c4c8295e0b
Rename NIFLoader to Loader, and update some comments
2013-01-09 09:10:59 -08:00
Chris Robinson
be74859f05
Avoid some unnecessary copying when calling addPartGroup
2013-01-09 08:03:28 -08:00
Chris Robinson
9fedaf18d6
Make some methods private
2013-01-09 07:55:55 -08:00
Chris Robinson
625a538f03
Combine part selection into a single loop
2013-01-09 07:43:10 -08:00
Chris Robinson
1e38e381a4
Use text keys for each animation
2013-01-09 03:30:55 -08:00
Chris Robinson
bb98542c5a
Build separate animations for each group
2013-01-09 01:40:38 -08:00
Chris Robinson
e44729cd43
Make the text keys lower-case when extracting them
...
I think it's safe to assume all text keys are treated in a case-insensitive
manner. So far the only known NiTextKeyExtraData records are for animation
keys, which effectively are.
2013-01-09 00:17:42 -08:00
Jordan Milne
857bb42297
Create a separate scenemanager for each CharacterPreview instance
2013-01-09 01:44:15 -04:00
Chris Robinson
9675a6d04a
Merge remote-tracking branch 'zini/master' into animation2
2013-01-08 02:25:37 -08:00
Marc Zinnschlag
c6ff58d5b5
Merge remote-tracking branch 'scrawl/videoplayback'
...
Conflicts:
apps/openmw/mwscript/docs/vmformat.txt
2013-01-08 11:17:19 +01:00
Chris Robinson
2a9dc5ad94
Ensure mCurGroup always has valid iterators, and only get the animation state when animation keys exist
2013-01-07 21:00:21 -08:00
Chris Robinson
d8dbd5e206
Store text key iterators for the start and stop times
2013-01-07 05:56:03 -08:00
Chris Robinson
d3e949f5c6
Make the animation text keys lower case to help lookup
2013-01-07 05:23:44 -08:00
Chris Robinson
05dfafa777
Avoid an unnecessary lookup when moving the scene node
2013-01-07 05:09:15 -08:00
Chris Robinson
5f668976a8
Improve resetting the animation position
2013-01-07 04:48:59 -08:00
scrawl
c2b75e28e9
Merge branch 'videoplayback' of github.com:scrawl/openmw into videoplayback
2013-01-07 13:20:50 +01:00
scrawl
282601d6e9
support the allowSkipping extra parameter for playBink command.
2013-01-07 13:19:52 +01:00
Marc Zinnschlag
2557ef4d7d
post merge fixes and some misc clean up
2013-01-07 12:17:46 +01:00
Chris Robinson
648e3331f5
Don't try to move objects that aren't in a cell
2013-01-06 23:20:20 -08:00
Chris Robinson
5b3a20ef69
Update the object position as the animation moves
2013-01-06 21:18:48 -08:00
Chris Robinson
910619eb21
Store the NonAccum animation root from the skeleton instance
...
Currently this is assumed to be the node with the animation text keys.
2013-01-06 17:31:53 -08:00
Chris Robinson
b96a979719
Store an MWWorld::Ptr with the Animation
2013-01-06 17:05:48 -08:00
Nathan Jeffords
0f3712f284
change flickering light's brightness pattern
2013-01-06 14:29:22 -08:00
Chris Robinson
2b1fe7dc44
Add part info for weapons and shields
2013-01-06 05:39:39 -08:00
Chris Robinson
976b042cca
Use a list to reduce some repeating code
2013-01-06 02:14:19 -08:00
Chris Robinson
99769879e3
Fix some createEntities calls
2013-01-06 00:32:38 -08:00
Chris Robinson
efca5ded47
Clean up some header includes to reduce nesting
2013-01-05 21:12:08 -08:00
Chris Robinson
58d35dbfcf
Have createEntities' caller retrieve the text keys as needed
2013-01-05 04:01:11 -08:00
Chris Robinson
818a24cdd6
Hold on to the AnimationState being used for animating
2013-01-05 00:03:14 -08:00
Chris Robinson
6e84d4bcdd
Add a helper method to load entity objects
2013-01-04 23:19:48 -08:00
scrawl
ade4ec0453
fix texture edge bleeding due to wrong addressing mode
2012-12-28 19:01:47 +01:00
Chris Robinson
2f8daec379
Allow pausing only certain types of sounds
2012-12-18 04:19:35 -08:00
Chris Robinson
a5356e194e
Allow specifying a type for the playTrack method
2012-12-18 01:35:20 -08:00
Chris Robinson
67485d3454
Store the AVStream in the decoder for easy referencing
2012-12-17 07:15:53 -08:00
Chris Robinson
4373218746
Fix audio stream check
2012-12-17 06:56:30 -08:00
Chris Robinson
58ab3407b7
Constify a couple fields
2012-12-17 04:17:06 -08:00
Chris Robinson
9e842a0bbb
Fix for trying to play videos when not supported
2012-12-17 00:41:04 -08:00
Chris Robinson
26660110e5
Allow building the video player without ffmpeg (playVideo will always throw an exception)
2012-12-17 00:20:56 -08:00
Chris Robinson
06fd66e99d
Move some fields to the class they're used in
2012-12-16 11:49:46 -08:00
Chris Robinson
c92cde2be9
Properly flush packet queues when at EOF
...
Note: the previous flush method was renamed to clear. Flushing a queue allows
consumers to retrieve queued packets, but not expect any more to come in.
2012-12-16 05:50:20 -08:00
Chris Robinson
6bc526b74d
Avoid another loop for decoding audio
2012-12-16 05:30:38 -08:00
Chris Robinson
254a623319
Remove a redundant check
2012-12-16 03:09:24 -08:00
Chris Robinson
dd20db5dc2
Remove the stream indices from the VideoState
2012-12-16 03:05:44 -08:00
Chris Robinson
3f6d36c712
Avoid double-setting the material texture
2012-12-16 02:19:19 -08:00
Chris Robinson
0edc87825d
Move audio_clock to the decoder where it's used
2012-12-16 01:17:58 -08:00
Chris Robinson
4561c22e2b
More fixes for the audio clock
...
The audio_clock for the decoder represents the end of the current packet, so it
needs to be adjusted back to match the position that's actually going to be
read next.
2012-12-16 00:07:56 -08:00
Chris Robinson
c869444dcf
Don't leak the IO context if avformat_open_input fails
2012-12-15 11:31:50 -08:00
scrawl
63e86555b6
use sample_aspect_ratio if available
2012-12-15 19:40:59 +01:00
scrawl
5ed04ae53e
added black bars
2012-12-15 19:23:03 +01:00
Chris Robinson
e6d27cd6d0
Merge remote-tracking branch 'scrawl/videoplayback' into videoplayback
2012-12-15 09:15:47 -08:00
Chris Robinson
9b3cf5c159
Use a looping thread to trigger refreshes
2012-12-15 09:14:58 -08:00
Chris Robinson
fa1ad381da
Make sure packets are cleaned up properly
2012-12-15 08:42:54 -08:00
scrawl
7477345481
fixed video material
2012-12-15 17:10:21 +01:00
Chris Robinson
db23c8152e
Only duplicate AVPackets as needed
...
Packets that don't have a destruct method are using static memory, which will
only be valid until the next av_read_frame call. Otherwise, it's already
dynamically allocated and will remain valid.
2012-12-15 07:47:03 -08:00
Chris Robinson
6008cf0d15
Remove unneeded video_current_pts field
2012-12-15 05:02:01 -08:00
Chris Robinson
da44141b95
Avoid creating extra texture unit states on the video material
2012-12-15 04:17:28 -08:00
Chris Robinson
d50698d7d1
Clean up the rectangle and scene node used for displaying the video
2012-12-15 04:01:52 -08:00
Chris Robinson
eb0e8d9e37
Simplify PacketQueue::get
2012-12-15 02:50:59 -08:00
Chris Robinson
b41a77648e
Avoid re-reading the source sample to duplicate, to avoid pointer aliasing
2012-12-15 02:33:59 -08:00
Chris Robinson
62a995d492
Calculate audio sync once per read
2012-12-15 00:18:42 -08:00
Chris Robinson
cbdf6ad595
Move more stuff to where it should be, and improve cleanup
2012-12-14 09:07:59 -08:00
Chris Robinson
71ff90aaee
Don't use sub-frame timing for the video clock
2012-12-14 08:42:37 -08:00
Chris Robinson
582efcdb9b
Always try to resync if the clock difference is large
2012-12-14 07:40:19 -08:00
Chris Robinson
f97eaec7ab
Consolidate some code
2012-12-14 07:29:58 -08:00
Chris Robinson
d66d8a3118
Don't assume we can write beyond the end of the sample buffer
2012-12-14 06:43:51 -08:00
Chris Robinson
7332ffb0f8
Let the wanted sample size go down to 0
2012-12-14 06:02:34 -08:00
Chris Robinson
05c6483257
Fix external clock
2012-12-14 04:35:57 -08:00
Chris Robinson
2f37d31108
Move some definitions into the source file they're used in
2012-12-14 04:12:34 -08:00
Chris Robinson
a6e627001a
Avoid a for(;;) construct
2012-12-14 03:23:04 -08:00
Chris Robinson
4d6c05f6cc
Tighten audio skew allowance
2012-12-14 03:19:32 -08:00
Chris Robinson
8db5d10f10
Avoid showing a video picture if we're late
...
Ideally we should skip decoding, or at least YUV->RGB conversion, too.
2012-12-14 03:11:59 -08:00
Chris Robinson
157cb10f56
Fix a 16-bit audio assumption
2012-12-14 02:39:46 -08:00
Chris Robinson
c2b711d195
Move some more methods to the class they're part of
2012-12-14 02:36:29 -08:00
Chris Robinson
26a09ee7ba
Move some methods into their respective class
2012-12-14 01:38:00 -08:00
Chris Robinson
5221298a7f
Move a couple packet queue methods into the struct
2012-12-14 01:14:14 -08:00
Chris Robinson
90294c589b
Use a volatile bool for the refresh
2012-12-13 18:24:57 -08:00
Chris Robinson
f555dc60eb
Reduce some indentation
2012-12-13 18:12:17 -08:00
Chris Robinson
6cedd64509
Fix audio sync correction sizes
2012-12-13 18:05:27 -08:00
Chris Robinson
e291d0943d
Merge remote-tracking branch 'scrawl/videoplayback' into videoplayback
2012-12-13 17:53:50 -08:00
Chris Robinson
606fb982a8
Update to use avcodec_decode_audio4
2012-12-13 17:53:22 -08:00
scrawl
82564e07c7
fix crash when video file doesn't exist
2012-12-14 01:44:00 +01:00
scrawl
27cd9ff732
Revert "Use the decoded frame pts when available"
...
This reverts commit cab68df257
.
2012-12-14 01:03:49 +01:00
scrawl
9d6f656822
fixed ogre resource functions
2012-12-14 00:10:54 +01:00
Chris Robinson
43481ad117
Use the external clock by default
2012-12-13 06:11:32 -08:00
Chris Robinson
0a5ab977b7
Use the decoder's sample offset for calculating the stream offset
2012-12-13 05:04:53 -08:00
Chris Robinson
cab68df257
Use the decoded frame pts when available
2012-12-13 04:25:41 -08:00
Chris Robinson
1ea1407707
Support quad, 5.1, and 7.1 with OpenAL and ffmpeg
...
The other decoders don't guarantee any channel ordering, which makes them
useless.
2012-12-13 04:10:19 -08:00
Chris Robinson
600494eed8
More cleanup of unused code
2012-12-13 03:37:04 -08:00
Chris Robinson
f7ff8b3374
A bit more cleanup
2012-12-13 03:13:44 -08:00
Chris Robinson
7e8b844b2e
Clean up some unused code
2012-12-13 03:05:37 -08:00
Chris Robinson
d2fbae9760
Init and deinit the VideoState synchronously, and re-enable audio playback
2012-12-13 02:52:37 -08:00
Chris Robinson
1ffaf6625a
Remove SDL for playing movie audio and prepare for using an audio track
...
This breaks audio playback on movies
2012-12-13 01:42:20 -08:00
Chris Robinson
1fb9eef27b
Detach the thread used for frame timing
2012-12-12 22:02:33 -08:00
scrawl
7fd9e1d212
Merge branch 'videoplayback' of https://github.com/ChrisKCat/openmw into videoplayback
...
Conflicts:
apps/openmw/mwrender/videoplayer.cpp
2012-12-12 22:24:38 +01:00
scrawl
18d8c767bd
fix a bunch of warnings, improved error handling, initialize texture to black
2012-12-12 15:15:55 +01:00
Chris Robinson
2c1eceb9f0
Add methods to pause and stop all playing sounds (and music)
2012-12-12 02:33:12 -08:00
Chris Robinson
e82c4afd50
close SDL when closing the video, not after the video loop is finished
2012-12-12 00:36:52 -08:00
Chris Robinson
a62d5bbfe4
Sleep using the absolute time, so the thread creation doesn't add to the wait
2012-12-11 23:54:41 -08:00
Chris Robinson
2efdafecd9
Indentation fixes
2012-12-11 20:11:48 -08:00
Chris Robinson
277248cdcb
Fix some "comparison between signed and unsigned" warnings
2012-12-11 19:43:07 -08:00
Chris Robinson
3519934f27
Add a missing return value
2012-12-11 19:36:04 -08:00
Chris Robinson
9e2d4f8b7c
Avoid potential NULL dereference
2012-12-11 19:32:10 -08:00
scrawl
fe384a1600
pause 3d rendering while the video plays
2012-12-12 01:30:34 +01:00
scrawl
faad64b254
Esc cancels the video
2012-12-12 01:13:53 +01:00
scrawl
0ce5ade6d8
DataStreamPtr fix, indentation fixes
2012-12-11 23:06:06 +01:00
scrawl
c49966dd29
started over
2012-12-11 22:49:31 +01:00
scrawl
5f676f9c6b
Merge branch 'master' of https://github.com/zinnschlag/openmw into videoplayback
...
Conflicts:
apps/openmw/mwrender/renderingmanager.cpp
apps/openmw/mwscript/miscextensions.cpp
2012-12-11 22:28:23 +01:00
scrawl
3106db0379
commented out debug output
2012-12-03 17:41:38 +01:00
scrawl
bc90c75176
more clean up, video played with correct speed, videos without sound working too (mw_credits.bik)
2012-12-03 17:33:02 +01:00
scrawl
a77d910aaf
audio codec is opened, some cleanup
2012-12-03 16:44:41 +01:00
scrawl
c4facc233e
Merge branch 'master' into videoplayback
...
Conflicts:
apps/openmw/mwrender/renderingmanager.cpp
2012-12-01 11:30:51 +01:00
Mark Siewert
896ab44d1e
- Add some updated files missing from last commit.
...
- Move plugin dependency test from esmreader.cpp to esmstpre.cpp; fixes crash in omwlauncher.
2012-11-25 17:19:29 +01:00
Mark Siewert
8ea9f00e6f
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
...
Conflicts:
apps/openmw/mwrender/terrain.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/cellstore.hpp
apps/openmw/mwworld/containerstore.cpp
apps/openmw/mwworld/localscripts.cpp
apps/openmw/mwworld/scene.cpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm_store/reclists.hpp
components/esm_store/store.cpp
extern/shiny
- Re-implement some patches that were broken by the removal of reclists.hpp and store.cpp/.hpp.
- NOTE: Not everything works as before, I'll have to test some more stuff before we are back to where we were.
2012-11-25 14:12:44 +01:00
scrawl
064cb80c0a
fix wait dialog fading
2012-11-23 20:48:53 +01:00
scrawl
c8562d8442
toggleCollisionBoxes actually does something useful now
2012-11-20 02:20:54 +01:00
scrawl
f5355e3e92
512x512 map, slightly faster
2012-11-16 22:26:00 +01:00
scrawl
dc67a547b0
global map explored overlay
2012-11-16 19:34:09 +01:00
scrawl
aefde3f5bc
Merge branch 'master' into globalmap
2012-11-15 13:21:24 +01:00
scrawl
7c22690116
Merge branch 'next' into globalmap
2012-11-10 21:19:10 +01:00
greye
50867e8d87
fix gender selection update, main model visibility and couple of crashes
2012-11-10 19:57:50 +04:00
greye
235b565bb7
update main character model
2012-11-10 11:51:48 +04:00
greye
b1ef0026a9
race selection/inventory preview character model update
2012-11-10 11:41:12 +04:00
greye
c3f0dc0dfb
m prefix for NpcAnimation members
2012-11-08 23:11:43 +04:00
Marc Zinnschlag
918316168f
Merge remote-tracking branch 'greye/store' into next
...
Conflicts:
apps/openmw/mwclass/light.cpp
apps/openmw/mwworld/worldimp.cpp
2012-11-07 19:34:28 +01:00
Mark Siewert
64c08eada4
Merge remote-tracking branch 'upstream/next' into multiple_esm_esp
2012-11-06 20:37:29 +01:00
Marc Zinnschlag
6d5333be05
some code cleanup
2012-11-06 13:08:25 +01:00
greye
e74b2c060d
disable createRecord(), Land constness hack, various fixes with Store<T> interface
2012-11-06 13:14:03 +04:00
greye
932a9dc6f9
applying new interface vol.8, inconsistent
2012-11-06 11:53:00 +04:00
emoose
5c1b3fc043
Fixed: scene: adjust rotation/scale when creating objects
2012-11-05 20:45:04 +00:00
emoose
e8e3c211a4
Changed: MWRender::player: make camera rotation functions public; world: fix/clean scaleObject and rotateObject; rendering: add scaleObject code, fix rotateObject so it stores correct rotation
2012-11-05 19:56:20 +00:00
greye
d205723a17
resolving m prefix/ESMStore movement
2012-11-05 18:02:47 +04:00
greye
2057f5619e
move ESMStore to MWWorld
2012-11-05 17:18:01 +04:00
greye
3c2ce25f5f
m prefix for mwworld/cellstore.hpp
2012-11-05 16:07:59 +04:00
scrawl
38828acac9
transparent overlay
2012-11-04 12:13:04 +01:00
scrawl
b7aa7e4cef
pause all animations
2012-11-04 11:57:51 +01:00
emoose
cadc753216
Fixed: engine: Bug #437 Stop animations when paused better fix; scene: Bug #430 Teleporting and using loading doors linking within the same cell reloads the cell
...
Bug #437 fix only pauses the RenderingManager, and still updates the mOcclusionQuery
Bug #430 fix is only tested in interiors (ToddTest)
2012-11-03 19:29:55 +00:00
greye
9f923e7963
fix crashing if /home/greye/.cache not exist
2012-10-25 15:14:34 +04:00
Marc Zinnschlag
e05e683da3
Merge remote-tracking branch 'scrawl/spellcreation'
2012-10-12 17:19:30 +02:00
Marc Zinnschlag
35d099a638
disabling gcc extensions
2012-10-09 17:10:25 +02:00
Mark Siewert
1f961d575e
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
...
Conflicts:
apps/openmw/mwrender/terrain.cpp
components/esm/loadland.hpp
components/esm_store/reclists.hpp
2012-10-07 20:35:54 +02:00
Mark Siewert
28d4d7ea3f
Manually convert last changes in branch to upstream/master. Regular merge attempt resulted in everything being overwritten by fast-forward merging.
...
- Remove check for 255 master/plugin files.
2012-10-07 20:00:55 +02:00
scrawl
21493c2dbd
added magic effect flags from Research wiki page
2012-10-01 23:33:07 +02:00
scrawl
dc33dee22e
Merge branch 'master' into videoplayback
...
Conflicts:
apps/openmw/mwscript/docs/vmformat.txt
apps/openmw/mwscript/miscextensions.cpp
2012-10-01 20:25:23 +02:00
scrawl
fa358ab196
change the inventory preview to "inventoryhandtohand" animation pose
2012-10-01 18:04:21 +02:00
Marc Zinnschlag
35d7b5e5b0
Merge remote-tracking branch 'greye/record_saving'
2012-10-01 09:50:20 +02:00
Marc Zinnschlag
29633bd02f
Merge remote-tracking branch 'greye/master'
2012-10-01 09:46:20 +02:00
greye
f907a6a86f
updateListener() every frame
2012-10-01 11:24:44 +04:00
Chris Robinson
6942fa97da
Specify a proper up vector for the listener
2012-09-30 17:23:05 -07:00
greye
2fa4ac177a
initial resolving
2012-10-01 00:23:49 +04:00
Marc Zinnschlag
20a263738a
Merge remote-tracking branch 'chris/animation'
2012-09-29 12:39:56 +02:00
Chris Robinson
41f80908d9
Simplify getting the stop time when playing all animation groups
2012-09-29 01:10:49 -07:00
Chris Robinson
cd8515396a
Use a multimap to store the text keys
2012-09-28 23:20:15 -07:00
scrawl
044ab3d2b6
fix error in framelistener with tcg enabled
2012-09-28 17:02:18 +02:00
scrawl
359824d614
oops
2012-09-25 21:49:34 +02:00
scrawl
4453459378
re-use the texture across preview instances
2012-09-25 21:49:34 +02:00
scrawl
e2b1329620
fix the race selection escape crash
2012-09-25 21:49:34 +02:00
scrawl
05eb307bfb
added video timing
2012-09-25 02:54:29 +02:00
scrawl
73c69e8eda
video playback
2012-09-25 02:35:50 +02:00
Marc Zinnschlag
5bdc7bcacf
Merge branch 'master' into next
2012-09-24 10:14:09 +02:00
scrawl
02e7b3df4f
oops
2012-09-24 01:07:33 +02:00
scrawl
f8a18d58a6
re-use the texture across preview instances
2012-09-24 01:06:17 +02:00
scrawl
dd5c083124
fix the race selection escape crash
2012-09-24 00:42:05 +02:00
scrawl
9f2668b45b
Task #400 Review GMST access
2012-09-22 21:35:57 +02:00
scrawl
78b2d51cfc
fix a map crash
2012-09-22 16:52:31 +02:00
scrawl
47d9fae89f
don't use cache
2012-09-21 20:35:50 +02:00
scrawl
f49401bb53
center map on the player, dynamic map size
2012-09-21 16:26:04 +02:00
scrawl
9106e5307c
moved global map from RenderingManager to gui and removed world method
2012-09-21 14:11:01 +02:00
greye
18cc435aa1
resolving conflicts
2012-09-21 13:13:11 +04:00
greye
2d5ddd104b
Land::loadData rework
2012-09-21 12:12:16 +04:00
scrawl
a161b34c67
remove useless member, fix map rendering crash
2012-09-20 18:23:27 +02:00
scrawl
8214966d44
Merge branch 'next' of https://github.com/zinnschlag/openmw into globalmap
2012-09-20 17:41:14 +02:00
scrawl
5f014f7411
oops, left in a testing assertion
2012-09-20 14:04:29 +02:00
scrawl
86cfc91ef3
global map rendering
2012-09-20 13:56:37 +02:00
Marc Zinnschlag
87a9373a56
Merge remote-tracking branch 'scrawl/gamma' into next
2012-09-20 09:01:58 +02:00