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"
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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