Bret Curtis
acf36344d4
Merge pull request #2946 from elsid/sound_update_water
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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
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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
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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
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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
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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
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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
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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
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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