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244 commits

Author SHA1 Message Date
Miloslav Číž
db8aaa74d6 Start cell border debug drawing 2018-06-13 01:48:31 +02:00
Miloslav Číž
8a1e0e74fd update uniform from one place 2017-10-17 09:59:53 +02:00
Miloslav Číž
da47653625 move rain intensity uniform to water node 2017-10-17 09:59:45 +02:00
Miloslav Číž
4999c667b6 fix rain ripple bug 2017-09-29 19:56:16 +02:00
Miloslav Číž
8416feaf5b link rain water ripple effect to actual rain 2017-09-28 19:04:31 +02:00
Miloslav Číž
cde2c13900 make water depth independent of view frustum 2017-09-26 14:14:28 +02:00
Ewan Higgs
38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 2017-06-09 16:49:25 +02:00
scrawl
9371100fde Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently 2017-03-14 19:27:56 +01:00
scrawl
4dbd224249 Hide the terrain in non-exterior cells 2017-03-14 19:27:56 +01:00
scrawl
051c17a184 Make reportStats const 2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4 Add resource manager for ESM::Land to allow data to be unloaded when no longer required 2017-03-14 19:27:55 +01:00
scrawl
00d4fea91c Derive Animation from osg::Referenced to allow the UnrefQueue to delete it 2017-02-22 15:27:20 +01:00
scrawl
8f79fa3d72 Add resource statistics panel opened with F4 2017-02-22 14:28:45 +01:00
scrawl
026a05718f Construct the WorkQueue in Engine 2017-02-14 07:58:16 +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
Allofich
01774c656c Fix for blood effect texture overrides 2016-09-14 23:28:57 +09:00
scrawl
6f376bd499 Merge pull request #983 from Allofich/telekinesis
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
252b27f0ef Remove getEyePos() 2016-07-01 15:04:59 +02:00
scrawl
59cfcb38e2 Scale the sunlight specular color by weather's GlareView value (Fixes #3375) 2016-05-10 17:39:57 +02:00
scrawl
d3808580b0 Rename lightRoot to sceneRoot 2016-02-10 19:07:47 +01:00
scrawl
0865cea211 Preload terrain 2016-02-09 21:16:11 +01:00
scrawl
1457a0de78 Use the UnrefQueue to delete BulletShapeInstances 2016-02-09 19:04:59 +01:00
scrawl
d11c2864df Introduce UnrefQueue to handle the deleting of no longer needed objects in the background thread 2016-02-09 15:45:35 +01:00
scrawl
1cda2bf796 Preload sky & water from the main menu 2016-02-09 01:28:13 +01:00
scrawl
f9082502f8 Move construction of WorkQueue to RenderingManager 2016-02-09 01:02:40 +01:00
scrawl
d855a13b44 Clear the resource cache from the worker thread 2016-02-07 00:36:31 +01:00
scrawl
6ef848b7c5 Remove TextureManager::getTexture2D
Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.

This is closer to what the OSG serializer does.

Streamlines the TextureManager and will make it easier to multithread.
2016-02-05 23:01:11 +01:00
scrawl
6546c05428 Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
scrawl
ed101ad35a Remove redundant getPlayerAnimation function 2015-12-18 17:44:57 +01:00
scrawl
7a8a7e3dd6 Add const version of getAnimation 2015-12-18 17:21:51 +01:00
scrawl
e520d37c87 Override the field of view for first person meshes (Fixes #858, Fixes #3051) 2015-12-07 16:29:30 +01:00
scrawl
136a425cec Use the Werewolf field of view override (Fixes #3064)
Need to re-run the settings importer for the feature to work.
2015-12-07 16:11:47 +01:00
scrawl
67a6a8f5d4 Make projectiles receive lighting 2015-12-05 00:44:18 +01:00
scrawl
3f93af4181 Projectiles interact with the water surface (Fixes #2986) 2015-12-04 23:28:11 +01:00
scrawl
86881bcf39 In first person mode, attach sound listener to the camera 2015-12-03 15:16:20 +01:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
8da4530957 Use INI-imported underwater fog settings (Fixes #2907, Fixes #1511) 2015-11-01 22:09:27 +01:00
scrawl
e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
2015-10-29 00:25:23 +01:00
scrawl
dcb8fbc69c Accurate handling of fog depth/density (Fixes #2752) 2015-07-02 20:46:34 +02:00
scrawl
1c151f2f0a Re-enable some outcommented sky code 2015-06-16 20:56:48 +02:00
scrawl
3da8f6e62e Water ripples 2015-06-16 20:36:48 +02:00
scrawl
76bdf7a5b7 Add night-eye effect 2015-06-11 23:16:05 +02:00
scrawl
ddfed35d1c Object placement raycasts should use the rendering meshes 2015-06-05 02:26:16 +02:00
scrawl
2a85a22dba Write savegame screenshot 2015-06-03 16:40:16 +02:00
scrawl
cdd0623009 Terrain rendering 2015-06-03 01:35:41 +02:00
scrawl
01944c33f5 Basic water rendering 2015-06-02 16:35:35 +02:00
scrawl
bed31996c9 Camera raycast 2015-06-01 15:34:46 +02:00
scrawl
ccd95419e5 Restore various raycasting 2015-06-01 01:57:15 +02:00