Andrei Kortunov
861d41f4a4
Native graphics herbalism support (feature #5010 )
2019-05-02 23:03:47 +04:00
Andrei Kortunov
c3fdccac1f
Do not use the xbase_anim.kf as a fallback for werewolves (bug #5004 )
2019-04-30 17:51:38 +04:00
Capostrophic
f2638b58c1
Tweak object VFX scaling (bug #4989 )
2019-04-22 21:27:33 +03:00
Capostrophic
0333cd2dd4
Fix frozen rain when water refractions are disabled
2019-04-12 16:43:18 +03:00
Bret Curtis
f4e113e7c1
Merge pull request #2277 from akortunov/terrain
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Camera-related fixes
2019-04-12 11:17:20 +02:00
Capostrophic
85e99182ce
Revise light source configuration (bug #4965 )
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Set up attenuation less awkwardly
Use global attenuation settings for magic light source
Use constant attenuation settings
2019-04-10 22:31:31 +03:00
bzzt
391f6faffb
Remove unused defaultViewer / defaultViewPoint
2019-04-07 11:21:09 +04:00
bzzt
e908790584
Inherit the view point from main camera for water RTT cameras
2019-04-07 11:21:07 +04:00
bzzt
ed4ce4609b
Do not re-render maps for all active cells during cell transitions
2019-03-30 09:10:48 +04:00
Andrei Kortunov
a302ec9c65
Make fallback map static to simplify constructors
2019-03-29 15:30:49 +04:00
Chris Djali
1860d720bc
Merge pull request #2263 from akortunov/actor_culling
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Do not recreate shaders to update transparency
2019-03-26 14:13:50 +00:00
Bret Curtis
1e9eac568f
Merge pull request #2249 from akortunov/cache
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Implement generic caching system
2019-03-25 13:32:23 +01:00
Bret Curtis
354f904a24
Merge pull request #2279 from akortunov/map
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Optimize map window update
2019-03-24 16:45:16 +01:00
bzzt
1143985bc7
Do not update map texture if it did not change
2019-03-23 16:22:57 +04:00
bzzt
d707eaac36
Use ICO for water shader
2019-03-23 15:44:03 +04:00
bzzt
c2176945bd
Do not use the delayed map cells update
2019-03-22 18:58:34 +04:00
elsid
fa7b304e78
Use auto for map value_type in range-based for loops
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To avoid implicit call of copy constructor for
pair<const K, V> to pair<K, V> conversion.
2019-03-21 23:09:42 +03:00
Capostrophic
695cd5bb49
Minor NpcAnimation cleanup
2019-03-20 16:11:21 +03:00
Bret Curtis
7ccfec4d21
Merge pull request #2270 from akortunov/animfix
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Fixes for werewolf animations
2019-03-20 12:32:11 +01:00
Andrei Kortunov
e171d34192
Init NPC type properly in the NpcAnimation
2019-03-20 12:28:03 +04:00
elsid
ccb325c663
Add override to fix warnings
2019-03-20 00:19:26 +03:00
Bret Curtis
b819690e82
Merge pull request #2264 from akortunov/optimize_terrain
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Delete composite map layers in the background thread
2019-03-18 13:52:17 +01:00
bzzt
aa5a071aef
Delete composite map layers in the background thread
2019-03-18 14:00:50 +04:00
Bret Curtis
d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
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Optimize terrain
2019-03-18 08:59:10 +01:00
bzzt
5ec28e09c9
Do not recreate shaders to update transparency
2019-03-18 10:37:53 +04:00
Andrei Kortunov
c6cb91ce61
Limit maximum FOV value
2019-03-18 10:27:30 +04:00
bzzt
6029ed4ecc
Reject empty quad tree nodes at the cell level without land data
2019-03-18 10:27:29 +04:00
Andrei Kortunov
2ed05a5195
Implement generic caching system
2019-03-14 09:10:19 +04:00
elsid
614d5243c3
Make NavMeshCacheItem consistent
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Move all logic related to this type into its methods.
2019-03-10 23:07:36 +03:00
elsid
ccc709a316
Store guarded navmesh cache item in shared_ptr
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Remove useless SharedGuarded type.
2019-03-10 17:06:19 +03:00
Andrei Kortunov
08202f8185
Fix missing null check
2019-03-10 11:03:51 +04:00
Bret Curtis
e3bde5ec91
Merge pull request #2226 from akortunov/projectilefix
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Use relative animation time only for bows and crossbows
2019-03-08 22:52:10 +01:00
bzzt
e0cf460ba3
Do not load terrain beyond the viewing distance
2019-03-08 22:15:27 +04:00
Andrei Kortunov
4c21776b94
Use relative animation time only for bows and crossbows (bug #3778 )
2019-03-08 20:16:02 +04:00
Bret Curtis
1e4bbe8997
Merge pull request #2223 from Capostrophic/animation
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Fix raki creatures in Skyrim: Home of the Nords (bug #4810 )
2019-03-08 15:25:45 +01:00
Capostrophic
b05531818c
Fix raki creatures in Skyrim: Home of the Nords (bug #4810 )
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Make bip01 have higher priority than 'root node' node when determining the movement accumulation root
2019-03-07 21:09:00 +03:00
Bret Curtis
c55141d18d
Merge pull request #2217 from Capostrophic/shader
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Move forcePPL and clamp to global shader defines (task #4869 )
2019-03-07 16:56:09 +01:00
Andrei Kortunov
d23a0ce2ae
Use C++11-style loops in the game world instead of iterators
2019-03-07 12:39:57 +04:00
Capostrophic
0cdc46dfd6
Move forcePPL and clamp to global shader defines (bug #4869 )
2019-03-05 23:36:08 +03:00
Bret Curtis
cb29dc7b85
Merge pull request #2209 from akortunov/effectfix
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[Regression] Fix magic glow update for sheathing weapons
2019-03-05 17:05:17 +01:00
Andrei Kortunov
bcf086d72d
Fix magic glow update for sheathing weapons
2019-03-05 11:51:56 +04:00
elsid
84fbb486d3
Fix switch from invalid navmesh number to valid
2019-03-04 22:59:47 +03:00
Andrei Kortunov
9398117ea7
Allow to do not reflect terrain
2019-03-02 14:26:14 +04:00
Andrei Kortunov
00ab552184
Add more settings to water reflections in exteriors (feature #4859 )
2019-03-02 14:26:14 +04:00
Andrei Kortunov
56fea4b062
Add setting to control composite geometry size
2019-03-01 18:02:40 +04:00
bzzt
9d44e18af6
Allow to configure terrain vertex LOD
2019-03-01 18:02:38 +04:00
bzzt
fd94d7f7ff
Make Distant Terrain more configurable (feature #4890 )
2019-03-01 14:51:13 +04:00
bzzt
bcbee08a1b
Fix creature model instance preloading
2019-02-27 00:15:39 +03:00
Capostrophic
e70cc10305
Some more de-boosting
2019-02-24 03:20:20 +03:00
Andrei Kortunov
3032b177a1
Remove redundant includes
2019-02-23 08:02:12 +04:00
Bret Curtis
ba491a8af0
Merge pull request #2069 from Capostrophic/skeleton
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Use the skeleton from the NPC's set model (bug #4747 )
2019-02-22 15:12:24 +01:00
Bret Curtis
212f097b3c
Merge pull request #2172 from akortunov/pvs_fix
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Fix some issues, found by PVS-Studio
2019-02-22 15:01:37 +01:00
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
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Shadows
2019-02-20 15:35:49 +00:00
Andrei Kortunov
ad9412a117
Remove some redundant checks
2019-02-17 14:29:36 +04:00
elsid
1d3668cd22
Add Navigator interface
2019-02-16 15:37:06 +03:00
Bret Curtis
f4313c02e1
Merge pull request #2153 from akortunov/glowing_windows
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Native glowing windows support
2019-02-04 14:50:13 +01:00
Andrei Kortunov
57d8df1a05
Do not check if additional animation sources are supported for every animation object
2019-02-03 11:27:48 +04:00
Andrei Kortunov
9e4a339ad3
Daytime node switch support (feature #4836 )
2019-02-02 10:50:15 +04:00
AnyOldName3
8482236a82
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2019-01-24 23:09:23 +00:00
Capostrophic
6660f2f8e6
Use the skeleton from the NPC's set model (bug #4747 )
2019-01-25 01:02:27 +03:00
AnyOldName3
9d84853903
Fix nodemask snafu
2019-01-24 18:56:10 +00:00
elsid
13e94ab194
Get navmesh to update osg node only if rendering is enabled
2019-01-20 21:09:06 +03:00
elsid
3572edab72
Update navmesh in a separate method
2019-01-20 19:28:23 +03:00
Andrei Kortunov
0937f02598
Get rid of unnecessary string streams
2019-01-07 21:08:16 +04:00
Bret Curtis
9d1c0d2b22
Merge pull request #2114 from Capostrophic/cleanup
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Remove some redundant code
2019-01-07 14:59:39 +01:00
Andrei Kortunov
02a43d0b32
Do not scale player's model in the 1st-person view depending on race (bug #4383 )
2019-01-07 12:58:47 +04:00
Capostrophic
624db99bf2
Remove some redundant code
2019-01-05 01:25:52 +03:00
AnyOldName3
642002b302
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2018-11-29 01:19:01 +00:00
Andrei Kortunov
880ec3ce7b
Fix visible sheaths for invisible actors
2018-11-24 14:57:41 +04:00
Andrei Kortunov
7438e20ee1
Fix shield displaying on inventory avatar (bug #4720 )
2018-11-17 22:42:29 +04:00
Bret Curtis
f6243fae83
Merge pull request #1615 from akortunov/holstered_weapons
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Weapon sheathing
2018-11-08 20:44:20 +01:00
Stanislaw Halik
8fd71fe4ad
fix rain delay when exiting water
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When the particle system updates its internal state noting that it's
been culled, it stops emitting any further particles. Prevent it from
having that knowledge.
v2: Fix off-by-one-frame error following review by @AnyOldName3
2018-11-07 20:55:45 +00:00
Andrei Kortunov
92e45507d8
Weapon sheathing support, including quivers and scabbards (feature #4673 )
2018-11-05 11:18:20 +04:00
AnyOldName3
3785ba6aa0
Merge upstream/master
2018-10-30 22:38:09 +00:00
AnyOldName3
eb44de3e6b
Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors.
2018-10-30 22:34:53 +00:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Marc Zinnschlag
9dd0d641bc
Merged pull request #1931
2018-10-28 11:02:33 +01:00
Capostrophic
b6f23cd366
Make constants usage more obvious
2018-10-27 13:27:25 +03:00
Capostrophic
4873d33642
Adjust magic light source linear attenuation (bug #3890 )
2018-10-27 01:27:05 +03:00
Andrei Kortunov
e7de6b974a
Optimize actors processing
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1. Do not update physics and animations for actors outside processing range (bug #4647 )
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
2018-10-25 22:52:59 +04:00
AnyOldName3
1e2bf9c447
Merge remote-tracking branch 'refs/remotes/upstream/master'
2018-10-24 20:13:13 +01:00
Andrei Kortunov
46bf45a6e2
Remove redundant code
2018-10-19 16:16:18 +04:00
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
2018-10-16 21:23:31 +01:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
ff478aba6d
Use actor half extent for interior cells
2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
dbb1d99bff
Add NavMeshItem generation to fix update NavMesh for render
2018-10-13 22:16:30 +03:00
elsid
faaf50446d
Option to initially enable NavMesh render
2018-10-13 22:16:28 +03:00
elsid
70a369f70e
Add command to enable NavMesh render
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togglenavmesh or tnm
2018-10-13 22:16:28 +03:00
AnyOldName3
0124be5713
Merge upstream/master
2018-10-10 21:23:19 +01:00
Capostrophic
47b1b0ac39
Re-fix water reflections while making a no-GUI screenshot
2018-10-10 22:44:26 +03:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Marc Zinnschlag
b410d87aae
Merged pull request #1952
2018-10-03 13:19:28 +02:00
Andrei Kortunov
3896a2eba6
Do not use a PartHolder for spell effect node
2018-10-01 20:18:20 +04:00
Andrei Kortunov
632045e145
Improve the 'part has no parents' warning
2018-10-01 20:18:19 +04:00
Andrei Kortunov
4dc424036f
Cleanup magic effects, when create a new ActorAnimation
2018-10-01 20:17:58 +04:00
Kyle Cooley
e2ac392a40
Move common stuff to scene util, fix errors with 1st person meshes
2018-09-27 13:14:59 +04:00
Kyle Cooley
8444ee9981
Start rendering npc's
2018-09-27 13:14:59 +04:00
Marc Zinnschlag
7be9f2ca45
Merged pull request #1891
2018-09-21 11:38:19 +02:00
Andrei Kortunov
bdd9eba2b8
Use C++ limits instead of C ones
2018-09-20 16:02:26 +04:00