Commit Graph

572 Commits (f639c62428657abb84f5d38388eed4476be1ea74)

Author SHA1 Message Date
Bret Curtis acf36344d4
Merge pull request #2946 from elsid/sound_update_water
Put logic to update water sound id and volume into a separate class
5 years ago
elsid 439891ef53
Put logic to update water sound id and volume into a separate class 5 years ago
Andrei Kortunov 27f1a3376c Add a separate stats watcher for GUI 5 years ago
elsid 0594b7d1a0
Put logic for the next region sound selection into a separate class 5 years ago
bzzt d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
elsid c4cd3b2c4f
Add pathgrid to navmesh as off mesh connection 5 years ago
Andrei Kortunov 4afc332a0c Add a FogManager 5 years ago
Bret Curtis 5d019c27ae
Merge pull request #2887 from akortunov/worldmanager
Introduce a separate class to control world date and time
5 years ago
Andrei Kortunov 81805b7263 Introduce a separate class to control world date and time 5 years ago
elsid d35ccc39c6
Fix build tests with double precision bullet 5 years ago
Andrei Kortunov 2ff04b4e73 Move TextColours initialization to the TextColours itself 5 years ago
Andrei Kortunov add42830d9 Add a flag to use double-precision functions from Bullet 5 years ago
Andrei Kortunov b33c4c920c Move all OICS handling to the separate file 5 years ago
Andrei Kortunov 8512133bb1 Move control switches to the separate file 5 years ago
Andrei Kortunov d3a9f893c8 Move keyboard-specific code to the separate file 5 years ago
Andrei Kortunov e353647d15 Move gamepads handling to the separate file 5 years ago
Andrei Kortunov ce40294124 Move input actions handling to the separate file 5 years ago
Andrei Kortunov fcac7d3ab7 Split mouse handling to the separate file 5 years ago
Andrei Kortunov 1560e71f4e Move SDL mappigs to the separate file 5 years ago
Andrei Kortunov 3c09d05615 Split actions enum to the separate file 5 years ago
Andrei Kortunov 15dc4d241d Split sensors handling so the separate file 5 years ago
Capostrophic 4c1c30db33 Address akortunov's concerns regarding spell refactoring
Separate linked effect handling into linked effects header
Separate spell absorption handling into spell absorption header
Make armor disintegration loop a range-based for loop
5 years ago
Capostrophic 8d22e075e6 Separate functions that don't belong to CastSpell class 5 years ago
Capostrophic db13984db0 Separate spell resistance 5 years ago
Bret Curtis 8a8107e837 as it says; revert vismask and uncomplicate openmw 5 years ago
Bret Curtis baf3c36a76
Merge pull request #2722 from akortunov/gyro
Rotate camera via gyroscope on mobile devices
5 years ago
Andrei Kortunov e63325ebff Support for camera rotation via gyroscope on Android (feature #5311) 5 years ago
Capostrophic 4f08f6e09b Separate ClosestNotMeConvexResultCallback 5 years ago
Capostrophic 19010ec045 Separate MovementSolver 5 years ago
Capostrophic ca6cce0c7e Separate Stepper 5 years ago
Capostrophic ce588fb39c Separate DeepestNotMeContactTestResultCallback 5 years ago
elsid 7ae7cb181d
Support recast mesh rendering 5 years ago
Andrei Kortunov 84979fa8b7 Move VisMask to components 5 years ago
Andrei Kortunov c51aba0b13 Recharge items outside of player's inventory (bug #4077) 5 years ago
Andrei Kortunov f0cef772fa Refactor weapon types behaviour
1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
5 years ago
Andrei Kortunov 861d41f4a4 Native graphics herbalism support (feature #5010) 6 years ago
Ilya Zhuravlev 16d2db8492 android: remove unused file 6 years ago
Ilya Zhuravlev 7865ffa1a7 android: Switch to C++ 6 years ago
Andrei Kortunov 31ddb0a482 Allow to calculate UI skin size based on texture resolution (feature #4968) 6 years ago
AnyOldName3 642002b302 Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 6 years ago
Stanislaw Halik 5e3e01cac0 fix resolution on HiDPI displays under Windows
The same Windows functionality as scaling user interface elements,
confuses fullscreen games unless they set a particular of metadata to
indicate that they perform the scaling by themselves.

What happened was treating 2160p as 1440p despite the former being
chosen. The same occured with other game title prior to introducing the
metadata bits.

Fortunately with CMake there's no need to invoke the mt.exe "manifest
tool" manually.

Note that the setting of "per-monitor DPI aware" still leaves openmw
confused, hence the choice of global-DPI-aware.
6 years ago
AnyOldName3 d0c254bc7e Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm 6 years ago
elsid 792a0585c0 Add recastnavigation as subdirectory 6 years ago
AnyOldName3 3785ba6aa0 Merge upstream/master 6 years ago
elsid dc09674362
Add command and settings option to enable actors paths render 6 years ago
elsid 70a369f70e
Add command to enable NavMesh render
togglenavmesh or tnm
6 years ago
elsid 3d97e96f55
Add dependency to recastnavigation 6 years ago
elsid c866fdff86
Move physics object, heightfield, ptrholder into separate files 6 years ago
AnyOldName3 cc23a968d1 Merge upstream/master 7 years ago
Andrei Kortunov 3d1daaebab Rework manual spellcasting (e.g. via scripts) 7 years ago