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685 commits

Author SHA1 Message Date
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
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00
AnyOldName3
8482236a82 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 2019-01-24 23:09:23 +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
AnyOldName3
3785ba6aa0 Merge upstream/master 2018-10-30 22:38:09 +00:00
AnyOldName3
1e2bf9c447 Merge remote-tracking branch 'refs/remotes/upstream/master' 2018-10-24 20:13:13 +01:00
AnyOldName3
474770eca8 Switch shadow map rendering to a specialised, simplified shader. 2018-10-16 21:23:31 +01:00
elsid
ed73d130f9
Cache navmesh tiles
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
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
AnyOldName3
25e92481f4 Merge remote-tracking branch 'refs/remotes/upstream/master' 2018-08-21 14:00:58 +01:00
AnyOldName3
80082308f0 Merge upstream (shadermanager log system revamp) 2018-08-17 18:22:13 +01:00
Andrei Kortunov
8516aee6e0 Implement getHalfExtents() for non-actor objects 2018-08-17 12:40:01 +04:00
Andrei Kortunov
5a4d0cec3a Use new logging system for game itself 2018-08-14 23:05:43 +04:00
AnyOldName3
1e48114492 Use JDGBOLT's indoor 'sun' direction. 2018-08-08 23:30:33 +01:00
AnyOldName3
a2b54714d4 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 2018-08-08 23:28:06 +01:00
Andrei Kortunov
b7859b3fa9 Cap underwater view distance (bug #4565) 2018-08-08 13:22:40 +04:00
Andrei Kortunov
12144de8ed Initialize missing variables 2018-08-01 20:18:37 +04:00
Andrei Kortunov
770d86f9bd Initialize cubeSize variable for 360 degrees screenshots correctly 2018-08-01 19:36:55 +04:00
AnyOldName3
553094669b Merge upstream/master (& fix merge conflicts) 2018-06-20 00:11:23 +01:00
Miloslav Číž
477e1437d2 Resolve conflicts 2018-06-14 15:30:28 +02:00
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360 2018-06-13 21:16:28 +02:00
Miloslav Číž
c3d7ee5a9e Resolve merge conflicts 2018-06-13 08:22:37 +02:00
Miloslav Číž
db8aaa74d6 Start cell border debug drawing 2018-06-13 01:48:31 +02:00
scrawl
cfdf99f601
Revert "Merged pull request #1573"
This reverts commit 7324bd368f, reversing
changes made to 810e4416f6.
2018-05-26 11:39:30 +00:00
AnyOldName3
44b2cf2b7f Merge upstream. 2018-05-11 19:15:04 +01:00
Andrei Kortunov
22fb1f3403 Play spellcasting effects from objects 2018-04-30 17:12:06 +04:00
Chris Robinson
01dbac7b15 Don't use a different setting for distant viewing distance 2018-03-04 11:37:57 -08:00
Chris Robinson
41669467ae Make settings for distant fog parameters 2018-03-04 11:37:57 -08:00
Chris Robinson
154cc8c659 Use alternate fog parameters when distant land is enabled
This allows the distant land to actually be seen when the user enables it. The
values used are replicated from MGE XE's default settings and should probably
be exposed somewhere.
2018-03-04 11:37:57 -08:00
Chris Robinson
6d557fec8e Increase the far clip plane when distant terrain is enabled 2018-03-04 11:37:57 -08:00
AnyOldName3
6d29375d5e Turning on shadows will now force shaders on 2018-03-03 15:50:36 +00:00
AnyOldName3
e46bf28e5f Add object shadows setting 2018-03-03 15:13:36 +00:00
AnyOldName3
d6a7aec971 Make RenderingManager::configureAmbient do what it was intended to. 2018-03-03 01:54:21 +00:00
AnyOldName3
6f582f5411 Make indoor shadows do something meaningful. 2018-03-01 17:30:53 +00:00
AnyOldName3
3fe8dc6309 Remove leftover import 2018-02-27 16:05:11 +00:00
AnyOldName3
d1a2955fa1 Merge upstream 2018-02-27 14:29:14 +00:00
AnyOldName3
f9cf1ac94b Separate indoor and outdoor shadow casting masks. 2018-02-27 00:13:51 +00:00
AnyOldName3
e233dae1cd Hook up the new shadow technique 2018-02-26 22:27:09 +00:00
AnyOldName3
02d0ee3485 Rename old shadow class to shadow manager 2018-02-26 14:29:31 +00:00