Commit Graph

1664 Commits (b9dc05a158eeb5e59f8f92e2d628466894d40907)

Author SHA1 Message Date
psi29a d6a2838c8b Merge branch 'even-fixier-alpha' into 'master'
Correctly track added and removed state to fix various alpha testing issues

Closes #6119

See merge request OpenMW/openmw!989

(cherry picked from commit 94be4eba18d328391a2c2aea85bb029e80b32cee)

0e57622b Correctly track added and removed state
e42b3bf9 Adapt destination alpha factor for AMD
84a9face Disable coverage adjustment for blended objects
4 years ago
psi29a b31750a337 Merge branch 'object_paging_min_size_combo_box' into 'master'
Adding Object Paging Min Size combo box to Advanced -> Visuals

See merge request OpenMW/openmw!917

(cherry picked from commit f66196588c16a9a16211d8f400ce7812127f26c0)

9f2f5174 Adding Object Paging Min Size combo box to Advanced -> Visuals
89950e55 Preventing type conversion of double to float for objectPagingMinSize
4 years ago
psi29a 9058fa9f60 Merge branch 'fix_launcher_ui' into 'master'
Make launcher Advanced/Visuals tab look more like other

See merge request OpenMW/openmw!908
4 years ago
psi29a 05c5688e3a Merge branch 'slider' into 'master'
Make the light distance slider de/increment by 128

Closes #6052

See merge request OpenMW/openmw!904
4 years ago
Dobrohotov Alexei f12a52c603 Make the light distance slider de/increment by 128 4 years ago
Thunderforge 4a15868c0e Moving Lighting Method from Advanced -> Visuals to Graphics -> Lighting
The plan is to add additional options to this new tab, and since it's of similar status as the Shaders settings, it makes sense to put them next to them on the Graphics page.
4 years ago
psi29a 4bc7012104 Merge branch 'pack-default-settings' into 'master'
Pack default settings

Closes #5925

See merge request OpenMW/openmw!822
4 years ago
psi29a a8898a3d4c Merge branch 'remove_extra_box' into 'master'
[Launcher] Removing extra box surrounding all main content

See merge request OpenMW/openmw!832
4 years ago
psi29a fd89582e0c Merge branch 'navmesh_wait' into 'master'
Wait until navmesh is generated within given distance around player (#5500)

Closes #5500

See merge request OpenMW/openmw!819
4 years ago
Andrei Kortunov 49a744b65a Make groundcover to use rendering distance in units instead of cells 4 years ago
Andrei Kortunov 08f30e6f50 Temporary increase default near clip distance, until reverse-z depth buffer is implemented 4 years ago
Thunderforge ad6cc6e775 Grouping settings on Advanced -> Visuals
Since we'll be adding additional settings in the near future and the list is already getting very long, I figured I would group these like we do on the "Miscellaneous" tab.
4 years ago
AnyOldName3 92325976e9 Update documentation to refer to defaults.bin 4 years ago
Thunderforge b86356fe13 [Launcher] Removing extra box surrounding all main content
Previously, all main content was in a single box, separated from the bottom containing the version and Help/Close/Play buttons. For pages that already had boxes, that meant there were were boxes within boxes and this looked visually cluttered.

I've removed the box to reduce the amount of visual clutter and added a horizontal line so that the content is still separated from the bottom content.
4 years ago
elsid 7a51d0db18
Wait until navmesh is generated within given distance around player
Add a setting to change this distance.

To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
4 years ago
psi29a 9b0802f290 Merge branch 'launcher-tooltip-fix' into 'master'
Minor fix in launcher's advanced settings tab

See merge request OpenMW/openmw!754
4 years ago
tess ad7aff4cee Minor fix in launcher's advanced settings tab 4 years ago
elsid ec87b3f8f7
Remove redundant ChunkyTriMesh
This AABB tree required when need to filter out input mesh that has not
influence navmesh tile output. This filtering is already done before. Each
recast mesh corresponds to a single navmesh tile and has appropriate bounds.
4 years ago
Dobrohotov Alexei ad5ee1aa1c Don't flip NV PPL shader Y axis erroneously 4 years ago
glassmancody.info c48eee4eee Clamp vertex lighting before interpolation
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
4 years ago
AnyOldName3 ce3ed28403 Control stomping via settings. 4 years ago
AnyOldName3 87ce1a7351 Explain stomp constants 4 years ago
AnyOldName3 a81dfe9ccc MGE XE-like stomping 4 years ago
AnyOldName3 1737f737df Don't use a vec3 if only two components get read 4 years ago
psi29a 4e3f338826 Now that the lighting issue has been fixed, we can now enable active grid by default (which is guarded by distant land). 4 years ago
psi29a d0883f9a0d Merge branch 'light_settings_tweak' into 'master'
Lighting patch

Closes #5957 and #5959

See merge request OpenMW/openmw!752
4 years ago
glassmancody.info 16856d45c5 Lighting Patch
Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
4 years ago
Andrei Kortunov 33b8233887 Validate GUI scaling and place it to the launcher 4 years ago
psi29a f1cfdafd4d Merge branch 'why_are_the_christmas_lights_still_up' into 'master'
Remove 8 light limit and add configurable lighting enhancements

See merge request OpenMW/openmw!618
4 years ago
glassmancody.info 531a6e1979 Code review fixes, remove implicit GLSL casts 4 years ago
glassmancody.info 582f7b52cf Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 4 years ago
glassmancody.info 92033bca64 Fixed error in calculating viewspace sun dir, minor cleanup 4 years ago
glassmancody.info 9e80091aff clear up force shaders and make it less convoluted 4 years ago
glassmancody.info d4e7d25d14 Make life not suck for whoever wants to edit lighting shaders 4 years ago
glassmancody.info eecb9886a9 Shader cleanup, fix indicies 4 years ago
glassmancody.info 4ba473b684 Finalize settings, torch fix 4 years ago
glassmancody.info 71c30a31df in-game settings, some require restart 4 years ago
glassmancody.info 3d713e8602 Fix incorrect minimum ambient 4 years ago
glassmancody.info 280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 4 years ago
glassmancody.info 71f7f30c0b Don't break NV shaders 4 years ago
glassmancody.info d195602a9d Switch to shared layout, some rewording 4 years ago
glassmancody.info cc31e1eea1 Ambient luminance threshold setting 4 years ago
glassmancody.info 690995988b More formatting, OpenCS cells are unbroken 4 years ago
glassmancody.info 08b5681284 Missed redundant formatting changes 4 years ago
glassmancody.info 328ec85757 Code review cleanup, add setting documentation 4 years ago
glassmancody.info 24454a1698 Switch to integer, uint not reliable in GLSL 120 4 years ago
glassmancody.info ec27e60284 Cutoff conditional in light shader 4 years ago
glassmancody.info 05a5cee132 Brighter point lights and light fade 4 years ago
glassmancody.info 7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 4 years ago
glassmancody.info 43ac32921c Rewrite, support different lighting methods 4 years ago