Nelsson Huotari
256aa5e71d
Use const auto&
2020-12-12 22:23:20 +02:00
CedricMocquillon
73afc55462
Fork the current process to monitor exe, generate minidump on crash
2020-12-12 20:17:26 +01:00
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
2020-12-11 20:07:59 +03:00
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
...
Show more information about level on menu
See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00
Petr Mikheev
49c6e50c31
Print '--version' and '--help' messages without timestamps
2020-12-08 23:14:49 +01:00
CedricMocquillon
2d3d22025a
Avoid height for empty message in AutoSizedTextBox
2020-12-07 14:57:25 +01:00
Petr Mikheev
5734551ff3
Add time to logs. Redirect OSG log to OpenMW log.
2020-12-05 13:46:02 +01:00
AnyOldName3
48f397f168
Remove existing shader when no longer required
2020-12-03 21:06:02 +00:00
AnyOldName3
5ad297e6ff
Guarantee glow updater regenerates shaders on completion
...
Previously, it would edit the odd numbered stateset, then regenerate
shaders for the even-numbered one, then edit the even numbered one, and
regenerate shaders for the odd numbered one (or vice versa if it
finished during an even numbered frame). This would leave one of the
shader programs still trying to use the state that had been removed.
2020-12-03 18:41:32 +00:00
Alexei Dobrohotov
db9c174ca8
Make NIF particle node handling more generic
2020-11-30 12:33:18 +03:00
Andrei Kortunov
8084a336b5
Replace zeroes and nulls by nullptrs
2020-11-29 11:14:07 +04:00
AnyOldName3
86fad60c7d
Merge branch 'roots' into 'master'
...
Handle multiple root nodes (bug #5604 )
Closes #5604
See merge request OpenMW/openmw!428
2020-11-29 01:25:22 +00:00
psi29a
dc1bd8ec29
Merge branch 'osgAnimation_basics' into 'master'
...
Collada animation support
See merge request OpenMW/openmw!421
2020-11-28 16:55:26 +00:00
Nelsson Huotari
55dcc6582a
Don't duplicate getFileExtension, use OpenMW's namespaces
2020-11-28 15:03:10 +02:00
Alexei Dobrohotov
5b6377b061
Handle multiple root nodes (bug #5604 )
2020-11-28 13:25:39 +03:00
Andrei Kortunov
4acd910b37
Rework file error messages handling
2020-11-26 18:53:56 +04:00
Nelsson Huotari
08dcbe30b3
Earlier nullptr check
2020-11-20 19:46:08 +02:00
Nelsson Huotari
3232faa703
Use const ref instead of value
2020-11-20 19:41:01 +02:00
Nelsson Huotari
32d4344803
Don't copy osga-data in base class keyframecontroller, fix warnings.
2020-11-20 19:38:29 +02:00
psi29a
f95d2cf54c
Merge branch 'update_recastnavigation' into 'master'
...
Update recastnavigation
See merge request OpenMW/openmw!420
2020-11-19 06:44:46 +00:00
Nelsson Huotari
6e77ad1f6a
OSG-Collada animation support
2020-11-19 01:11:56 +02:00
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
2020-11-18 22:48:47 +02:00
AnyOldName3
37661bffea
Merge branch 'shadowdisable-fix' into 'master'
...
Make disableShadowsForStateSet a no-op when shadows are disabled
See merge request OpenMW/openmw!205
2020-11-18 18:56:36 +00:00
elsid
9b11b8a27b
Fix boundary check
2020-11-18 18:52:00 +01:00
AnyOldName3
7768556ce6
Set dummy state when disabling shadows indoors
...
As we don't reconfigure all shaders without shadows when we disable them
indoors (as it'd probably add a hitch to transitioning in and out) we
need to set up dummy state so the shaders don't do anything illegal.
This hadn't had symptoms for most objects as when indoors, nearly
everything would be drawn first in one of the water RTTs, which had
dummy state to disable shadows already. This wasn't true of the water
plane itself, though, yet somehow it took until just now for anyone to
report that.
This resolves vtastek's issue where the water would be invisible indoors
2020-11-16 21:01:20 +00:00
psi29a
6064d3e741
Merge branch 'boundingvolume' into 'master'
...
Read NIF bounding volume data correctly
See merge request OpenMW/openmw!407
2020-11-14 13:19:29 +00:00
Alexei Dobrohotov
df9667e923
Read NIF bounding volume data correctly
2020-11-14 14:16:29 +03:00
psi29a
37e81f0df8
Merge branch 'redirection-fix' into 'master'
...
Only reroute stdout etc. to new console if not already redirected
Closes #5650
See merge request OpenMW/openmw!408
2020-11-14 09:30:57 +00:00
AnyOldName3
89d73c5fc7
Only reroute stdout etc. to new console if not already redirected
...
This should fix the issue where Windows Release builds (compiled as
/SUBSYSTEM:WINDOWS instead of /SUBSYSTEM:CONSOLE) can't have their
output redirected.
Basically, a console application creates a console if not given one, so
you get a console window behind OpenMW while it's running. It was
decided that this was ugly, so we set Release builds to be windows
applications, which don't get an automatic console and don't
automatically connect to a console if given one anyway.
Of course, we still wanted to actually be able to print to a console if
given one, so we manually attach to the parent process' console if it
exists, then reopen the standard streams connected to CON, the Windows
pseudo-file representing the current console.
This is a little like connecting a second wire into a dumb terminal in
that you're pumping characters into the display rather than onto a
pipeline, so output can't be redirected.
It turns out, though, that if a /SUBSYSTEM:WINDOWS application has its
standard streams redirected by the calling process, it still gets its
handles as normal, so everything starts off connected just how we want
it and we were clobbering this good setup with the straight-to-console
fix.
All we need to do to fix that is check if we've got valid standard
handles and that they go somewhere useful, and if so, avoid reopening
them once the console is attached. Simples.
2020-11-14 02:04:46 +00:00
Alexei Dobrohotov
117697ea22
Fix NiStringPalette loading
2020-11-14 01:12:32 +03:00
Alexei Dobrohotov
8a6d3d1b4f
Minor fixes
...
Fix extra semicolon
Disable collision avoidance if AI is disabled
2020-11-13 22:53:12 +03:00
AnyOldName3
981fffe590
Merge branch 'itsakindoftemplatemagic' into 'master'
...
Fix MSVC2017 builds
See merge request OpenMW/openmw!404
2020-11-13 17:22:22 +00:00
AnyOldName3
1e0df23d14
Merge branch 'shadows-bin' into 'master'
...
Use a custom renderbin to avoid pointless OpenGL state switches
See merge request OpenMW/openmw!402
2020-11-13 16:29:41 +00:00
Evil Eye
94c89e6d5e
check ValueTs
2020-11-13 16:41:45 +01:00
AnyOldName3
fcfd340c69
Actually copy alpha blended drawables to the new stategraph
2020-11-12 23:23:40 +00:00
Evil Eye
d8897c4509
remove inline and use enable_if_t
2020-11-12 20:46:45 +01:00
Evil Eye
d8d4351962
fix MSVC2017 builds
2020-11-12 19:45:32 +01:00
AnyOldName3
55f65752fd
Don't bind unnecessary colour buffer when drawing shadow maps
2020-11-12 17:55:10 +00:00
AnyOldName3
cdbf19a508
Tidy up run-on lines
2020-11-12 17:04:23 +00:00
AnyOldName3
296dce470a
Spelling fix
2020-11-12 16:58:29 +00:00
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
AnyOldName3
5d046bc95d
Mark override
2020-11-11 14:58:06 +00:00
Alexei Dobrohotov
a46699fb1e
Handle NiGeomMorpherController interpolator list
2020-11-10 23:23:11 +03:00
Alexei Dobrohotov
f3f5dcb016
Read a few more NIF types
...
NiFloatInterpolator, NiPoint3Interpolator, NiTransformInterpolator, NiBoolInterpolator
Update a few existing controller records
Update NiSkinInstance
2020-11-10 22:37:39 +03:00
psi29a
ed8342ebc9
Merge branch 'niffile' into 'master'
...
Remove NIFFile settings manager dependency
See merge request OpenMW/openmw!398
2020-11-10 09:03:10 +00:00
Alexei Dobrohotov
c857588ee9
Remove NIFFile settings manager dependency
2020-11-09 14:24:48 +03:00
Alexei Dobrohotov
b523574090
Remove shader visitor settings manager dependency
2020-11-09 13:59:59 +03:00
Alexei Dobrohotov
1d07361f08
Read a few more NIF types
...
BSXFlags, NiTransformData, BSBound, BSFadeNode, bhkBlendController
2020-11-09 00:19:35 +03:00
Alexei Dobrohotov
a38c629425
Read NiSkinPartition
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
afea11b70a
Read NiStringPalette and NiBoolData
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
c79f509652
Misc NIF loader improvements
...
Bullet NIF loader cleanup
Collect all extra records of a node
Remove code duplication in geometry type detection in OSG-side NIF loader
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
7e63afdecf
Allow loading arbitrary NIF files
2020-11-08 13:23:18 +03:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
...
Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
AnyOldName3
449506fef1
Attempt to explain what shadowsbin is doing
2020-10-31 19:06:20 +00:00
Andrei Kortunov
64ba81ecf2
Fix some issues, found by CoverityScan
2020-10-28 18:02:31 +04:00
Andrei Kortunov
00503d86e1
Try to disable CoverityScan warning in code with explanation
2020-10-28 18:01:42 +04:00
AnyOldName3
5869ac71e3
Merge all composing variables, not just those in destination already
...
This resolves a regression where the local openmw.cfg doesn't exist, so
we fall back to the global openmw.cfg, but because we've not loaded
anything from the local openmw.cfg, there are no variables with which to
merge.
2020-10-28 00:36:49 +00:00
psi29a
3ccb424faf
Merge branch 'nifstuff' into 'master'
...
Try to fix macOS build
See merge request OpenMW/openmw!378
2020-10-26 13:32:19 +00:00
Alexei Dobrohotov
7e521788e9
Try to fix build
2020-10-26 15:09:31 +03:00
psi29a
fa9278e25b
Merge branch 'boost_min_ver' into 'master'
...
set minimal boost version; remove #ifdef boost version checks
See merge request OpenMW/openmw!376
2020-10-26 08:13:24 +00:00
psi29a
ff6f0413f0
Merge branch 'nifstuff' into 'master'
...
Minor NIF fixes and cleanup
See merge request OpenMW/openmw!377
2020-10-26 08:12:49 +00:00
Bret Curtis
175e29af00
Merge pull request #3022 from akortunov/shaders
...
Allow to assign custom shaders to nodes
2020-10-26 09:07:13 +01:00
Alexei Dobrohotov
4fc5e22e9e
NIF fixes and cleanup
...
Get rid of NodeIndexHolder
Use unsigned 32-bit type for NIF record index
Fix calculation of the number of UV sets
2020-10-26 02:51:25 +03:00
Bret Curtis
4032b754e4
set minimal boost version; remove #ifdef boost version checks
2020-10-25 22:43:10 +01:00
Alexei Dobrohotov
a78aa6b22c
Merge branch 'nipixeldata' into 'master'
...
Clean up palettized NiPixelData loading
See merge request OpenMW/openmw!374
2020-10-25 21:22:15 +00:00
Andrei Kortunov
660df19ff7
Allow to assign custom shaders to nodes
2020-10-25 18:22:16 +04:00
unknown
71e78c66cd
Re-add missing includes removed in 5a824d0333
2020-10-25 14:33:23 +01:00
Alexei Dobrohotov
71056c6014
Clean up palettized NiPixelData loading
2020-10-25 14:37:29 +03:00
Bret Curtis
0e0c091e15
add more optionals and casserts for windows
2020-10-25 01:34:04 +02:00
Bret Curtis
4a54d375cc
add cassert for windows
2020-10-25 01:31:05 +02:00
Bret Curtis
f6bead88a9
purge boost/optional.hpp headers
2020-10-25 00:58:44 +02:00
Bret Curtis
62b0781f7d
use std::optional instead of boost::optional
2020-10-25 00:33:41 +02:00
psi29a
957a1425d1
Merge branch 'cleanup_1' into 'master'
...
Cleanup 1
See merge request OpenMW/openmw!365
2020-10-24 18:43:03 +00:00
psi29a
fb63f8058f
Merge branch 'hash' into 'master'
...
Rewrite compressed BSA hash calculation again
See merge request OpenMW/openmw!368
2020-10-23 19:55:53 +00:00
Alexei Dobrohotov
45c155b054
Rewrite compressed BSA hash calculation again
2020-10-23 21:19:58 +03:00
AnyOldName3
f7dddb8857
Merge branch '3' of https://gitlab.com/bzzt/openmw into shadows-bin
...
This won't actually work.
2020-10-23 17:55:15 +01:00
AnyOldName3
538314b03a
Make path settings have path type
2020-10-23 15:34:41 +01:00
AnyOldName3
f57851587d
Fix edge case where FallbackMap has no comma
2020-10-23 13:16:51 +01:00
AnyOldName3
ce0966b9b7
Improve validate implementation
2020-10-23 13:13:47 +01:00
AnyOldName3
350f6e61f7
Move FallbackMap validator implementation to source file
2020-10-23 13:03:36 +01:00
AnyOldName3
8b28b6e55e
Compose BSA, context and script blacklist lists
...
These would only take their value from the highest priority source, so
specifying `openmw --content anExtraEsp.esp` would override all the
content files in the user cfg file, and the user cfg file would override
any in the global/local one.
2020-10-23 01:58:43 +01:00
AnyOldName3
fca8634b74
Remove debugging lines
2020-10-23 01:46:49 +01:00
AnyOldName3
cf81f1bbb7
Make composing variables compose in the expected order
2020-10-23 01:41:28 +01:00
Bret Curtis
5aa053c53e
components/compiler/streamerrorhandler.cpp needs sstream for MacOS
2020-10-23 00:13:51 +02:00
Bret Curtis
e51ca542d4
components/config cleanup
2020-10-23 00:03:14 +02:00
Bret Curtis
5a824d0333
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
Bret Curtis
5475e696c8
components/bullethelpers cleanup; removed warnings by using override
2020-10-22 22:46:18 +02:00
Bret Curtis
d826fbdadf
components/bsa cleanup
2020-10-22 22:39:59 +02:00
AnyOldName3
6c311f4a3d
Partially revert 3a912485
...
While it solved the bug it was supposed to, it caused a regression where
the user config could no longer override the global config.
2020-10-22 21:38:22 +01:00
fredzio
1357bba0a0
Use some C++17 where it makes the code more readable
...
Also replace boost::optional
2020-10-22 07:15:16 +02:00
Bret Curtis
82431b752d
removed unnessary bits that cmake should be doing for us; replace Misc::gcd with std::gcd
2020-10-20 23:38:05 +02:00
WW
d39aef3f5a
Changed LZ4F_dctx*
to LZ4F_decompressionContext_t
for better compatibility.
2020-10-20 15:15:29 +00:00
Alexei Dobrohotov
1492ba4a53
Link against LZ4::LZ4
2020-10-19 22:36:02 +03:00
Alexei Dobrohotov
66d2b9c195
Add Skyrim SE BSA version support
...
Fix embedded file name loading
2020-10-19 22:31:42 +03:00
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
2020-10-18 10:27:35 +04:00
Andrei Kortunov
d7fadc933f
Fix override warning with MyGUI 3.4
2020-10-18 10:02:25 +04:00
Bret Curtis
8050882baf
Merge pull request #3015 from akortunov/overrides
...
Mark overrided methods as overrides
2020-10-17 13:32:08 +02:00
AnyOldName3
df178ed97c
Merge branch 'container-regressions' into 'master'
...
Fix container regressions
See merge request OpenMW/openmw!346
(cherry picked from commit b0aee6f83d4cddb0116284b197913f9687dd9cee)
95e7a22d fix container regressions
2020-10-16 22:55:10 +00:00
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
psi29a
c16fa27407
Merge branch 'async-physics' into 'master'
...
Async physics
See merge request OpenMW/openmw!248
2020-10-15 08:34:26 +00:00
fredzio
3c2504b442
Process movement queue in one or several background threads
...
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.
The number of threads is controlled by the numeric setting
[Physics]
async num threads
In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)
[Physics]
defer aabb update
Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.
[Physics]
lineofsight keep inactive cache
Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
fredzio
4ea07639b8
Unbreak build with cmake < 3.12
...
This reverts commit 3cadc16f88
.
2020-10-14 06:15:23 +02:00
Assumeru
72549651e0
Rework container resolution ( #3006 )
...
* Rework container resolution
* add optional argument to getCount
* remove now-redundant changes
* undo worldimp changes
* move save-fixing code to InventoryState
* replace Rng instances with Seeds
2020-10-13 17:46:32 +02:00
Bret Curtis
c99be77a32
Merge pull request #3008 from akortunov/strings
...
Rework fixed strings handling
2020-10-13 17:37:48 +02:00
psi29a
82736f013d
Merge branch 'objectlib' into 'master'
...
Convert components to an object library.
See merge request OpenMW/openmw!342
2020-10-13 13:32:43 +00:00
psi29a
9a912486f9
Merge branch 'deprecated-exception' into 'master'
...
Use C++11 exception specification
See merge request OpenMW/openmw!343
2020-10-13 13:31:48 +00:00
fredzio
3cadc16f88
Convert components to an OBJECT library. It saves space in the object
...
directory (about 1G on an optimized build on Windows and BSD).
Build should run somewhat fast as well.
2020-10-13 14:10:52 +02:00
Bret Curtis
11c938b176
Merge pull request #3011 from elsid/navmesh_fixes
...
Navmesh fixes
2020-10-12 11:22:26 +02:00
fredzio
460e69e92a
Get rid of warning: dynamic exception specifications are deprecated
2020-10-10 12:12:55 +02:00
Alexei Dobrohotov
05cd005b30
Fix NiTriStripsData loading
2020-10-09 19:37:54 +03:00
Alexei Dobrohotov
9f08dc9968
Revert "Merge branch 'skinning' into 'master'"
...
This reverts merge request !327
2020-10-08 23:24:28 +00:00
elsid
7591d45008
Use memcpy to create navmesh key
...
Implementation with memcpy is ~13 times faster.
2020-10-08 19:55:56 +02:00
elsid
f637dc38bd
Add cached flag to update navmesh status
2020-10-08 19:55:55 +02:00
elsid
eb140ed15f
Write unknown status numeric value
2020-10-08 19:55:55 +02:00
elsid
7d73e73cad
Consider tile as not removed when it is not found
2020-10-08 19:55:55 +02:00
Alexei Dobrohotov
6be808e301
RigGeometry: convert some pairs to structs
2020-10-08 03:05:59 +03:00
psi29a
ee22081ae1
Merge branch 'nifgobrrrr' into 'master'
...
More NIF stuff
See merge request OpenMW/openmw!324
2020-10-07 10:22:56 +00:00
psi29a
bca698d951
Merge branch 'shader_line_numbering' into 'master'
...
Correctly resetting line numbering during shader processing.
See merge request OpenMW/openmw!317
2020-10-07 07:16:45 +00:00
Alexei Dobrohotov
df1014303d
Add more generic extra data NIF types
2020-10-06 21:21:55 +03:00
Alexei Dobrohotov
302d8eed27
Clean up Roll- and FlipController implementation
2020-10-06 20:47:06 +03:00
Alexei Dobrohotov
0d02a3392a
Clean up
2020-10-06 20:36:10 +03:00
Alexei Dobrohotov
e7c37f21b7
Add NiFloatInterpController abstraction
2020-10-06 20:24:05 +03:00
Andrei Kortunov
822764d0fa
Rework fixed strings handling
2020-10-05 21:52:22 +04:00
Alexei Dobrohotov
29ccb09da5
Introduce some extended NIF definitions
2020-10-04 13:18:56 +03:00
Mads Buvik Sandvei
d5450a7d88
Correctly resetting line numbering during shader processing.
2020-10-03 14:22:34 +02:00
Alexei Dobrohotov
4e22c2687f
niffile.cpp cleanup
2020-10-02 21:50:54 +03:00
psi29a
4faaa86449
Merge branch 'cyclic_includes' into 'master'
...
More accurate detection of cyclic includes
See merge request OpenMW/openmw!281
2020-09-30 05:39:28 +00:00
AnyOldName3
a338e8c561
Actually set the uvSet value
...
This got lost when uvSet was made into a local variable.
2020-09-24 17:13:09 +01:00
AnyOldName3
390fb4f12e
Disable OpenGL Debug stuff when SDL doesn't provide the necessary definitions
2020-09-21 00:49:09 +01:00
psi29a
22c3588d0d
Merge branch '4771-and-4631' into 'master'
...
Try lower MSAA level if the requested value isn't available
Closes #4471 and #4631
See merge request OpenMW/openmw!297
(cherry picked from commit b3db387512340a5e9a77427c2d7d9d88c2340056)
da0aef7a Retrieve SDL OpenGL attributes after context creation
a51e63b3 Try lower MSAA levels if OpenGL context doesn't have what we requested
c4e92a0a Update CHANGELOG.md
2020-09-20 12:35:26 +00:00
psi29a
87028e1640
Merge branch 'flipping-heck' into 'master'
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Make NiFlipControllers only affect base texture
Closes #2069
See merge request OpenMW/openmw!301
2020-09-20 12:20:18 +00:00
AnyOldName3
3f61ff3a44
Make OpenGL debugging optional
2020-09-19 23:30:34 +01:00
AnyOldName3
441c09578a
Merge remote-tracking branch 'origin/khr_debug' into khr_debug
2020-09-19 23:09:11 +01:00
AnyOldName3
b2cb98d30e
Fix NiFlipController
...
NiFlipControllers *always* affect the base texture, even if no base
texture is bound. When no base texture is bound, they default to UV set
zero and to having wrapped UV coordinates, instead of using the settings
for the disabled base texture.
2020-09-16 23:03:42 +01:00
AnyOldName3
85b5fdee35
Discard the alpha channel of 16-bit TGAs, just like Morrowind
2020-09-12 00:20:44 +01:00
Andrei Kortunov
9f1fbd56a3
Fix SummonKey comparison function
2020-09-04 13:45:38 +04:00
Andrei Kortunov
67eace1028
Use struct instead of tuple
2020-08-29 11:24:08 +04:00
Andrei Kortunov
924f634bda
Support for multiple summons with same ID in the single spell
2020-08-28 21:14:54 +04:00
psi29a
f90a049702
Merge branch 'movement_refactoring' into 'master'
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Refactoring related to "smooth movement"
See merge request OpenMW/openmw!285
(cherry picked from commit 6eaf0a389d5aed3b74ab1a7cf89574612f964bdf)
e847b4c8 Split getSpeed() to getMaxSpeed() and getCurrentSpeed()
a96c46bc Refactor calculation of movement.mSpeedFactor
03ee9090 Use getMaxSpeed instead of getCurrentSpeed where it makes sense.
a178af5c Create helper functions `normalizeAngle` and `rotateVec2f`
2020-08-27 11:54:30 +00:00
AnyOldName3
fd14dad789
const osg::ref_ptf reference should be faster than value as constructor and destructor are non-trivial
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I played around in GodBolt and got into an argument to determine this. The difference will be immeasurably small, but my curiosity has been satisfied.
2020-08-20 03:01:43 +01:00
AnyOldName3
707204133d
Double-buffer shadow uniforms that change each frame
2020-08-20 00:38:13 +01:00
AnyOldName3
ce98d7053b
Double buffer view-dependent data stateset
2020-08-19 22:55:41 +01:00
AnyOldName3
98b2d5d921
Make shadow debug HUD thread-safe
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* Double buffer the frustum uniforms.
* Don't mess with the debug geometry's StateSet.
* Change two-element vectors to arrays so the size is explicit.
2020-08-19 19:29:19 +01:00
Andrei Kortunov
215ddb9106
Do not print warnings for VisController
2020-08-12 11:16:37 +04:00
Bret Curtis
05a19f4f93
Merge pull request #2984 from Capostrophic/optimizer
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Avoid optimizing animated shapes once again (regression #5565 )
2020-08-07 22:09:02 +02:00
Bret Curtis
30b8e6eda9
Merge pull request #2987 from Capostrophic/bezier
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Add quadratic interpolation for scalars and vectors (part of #2379 )
2020-08-07 21:53:23 +02:00
Capostrophic
aa131262ea
Implement quadratic interpolation for scalars and vectors
2020-08-07 11:13:53 +03:00
Capostrophic
35de34c019
Don't clamp GeomMorpherController recovered weight value
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Seems that Morrowind doesn't do it.
2020-08-07 11:13:53 +03:00
Capostrophic
a211527b4b
Fix AppVeyor warnings
2020-08-07 09:59:16 +03:00
Mads Buvik Sandvei
0d6be9bd18
More accurate detection of cyclic includes
2020-08-06 01:16:19 +02:00