You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
scrawl
062ff189a2
Merge branch 'master' into memory
|
12 years ago |
.. |
.gitignore
|
directory structure reorganisation (still missing the mangle stuff)
|
15 years ago |
activatoranimation.cpp
|
Keep track of the animation layers a given object list is animating on
|
12 years ago |
activatoranimation.hpp
|
Return the movement vector from runAnimation
|
12 years ago |
actors.cpp
|
Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again
|
12 years ago |
actors.hpp
|
NPCs / creatures can now emit ripples
|
12 years ago |
animation.cpp
|
Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
|
12 years ago |
animation.hpp
|
Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
|
12 years ago |
camera.cpp
|
Rename MWRender's Player to Camera
|
12 years ago |
camera.hpp
|
Rename MWRender's Player to Camera
|
12 years ago |
cell.hpp
|
implemented take action
|
15 years ago |
characterpreview.cpp
|
Show the equipped weapon in the inventory screen
|
12 years ago |
characterpreview.hpp
|
Show the equipped weapon in the inventory screen
|
12 years ago |
compositors.cpp
|
fix triangle / batch counts with compositors
|
13 years ago |
compositors.hpp
|
fix triangle / batch counts with compositors
|
13 years ago |
creatureanimation.cpp
|
Keep track of the animation layers a given object list is animating on
|
12 years ago |
creatureanimation.hpp
|
Return the movement vector from runAnimation
|
12 years ago |
debugging.cpp
|
Rename MWRender's Player to Camera
|
12 years ago |
debugging.hpp
|
Rename MWRender's Player to Camera
|
12 years ago |
externalrendering.hpp
|
added support for out of world rendering
|
12 years ago |
globalmap.cpp
|
Z-up conversion: global map, shader fix
|
12 years ago |
globalmap.hpp
|
transparent overlay
|
12 years ago |
localmap.cpp
|
Fix wrong padding breaking local map for cells where the bounds center is far from the origin
|
12 years ago |
localmap.hpp
|
Cleanup
|
12 years ago |
npcanimation.cpp
|
Make sure the weapon is in the proper group
|
12 years ago |
npcanimation.hpp
|
Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
|
12 years ago |
objects.cpp
|
Rename EntityList to ObjectList
|
12 years ago |
objects.hpp
|
Fallback system rewritten, added light fallbacks
|
12 years ago |
occlusionquery.cpp
|
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
|
12 years ago |
occlusionquery.hpp
|
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
|
12 years ago |
refraction.cpp
|
Cleanup
|
12 years ago |
refraction.hpp
|
Make sure render textures are inactive when in a cell without water
|
12 years ago |
renderconst.hpp
|
Simpler, more lightweight underwater effect, changed colors to match vanilla better
|
12 years ago |
renderinginterface.hpp
|
rotateObject() added, input system rewritten
|
13 years ago |
renderingmanager.cpp
|
Sync extern/shiny, set memory budgets for texture and mesh managers (however this has no effect yet and depends on changes in Ogre being made)
|
12 years ago |
renderingmanager.hpp
|
Rename MWRender's Player to Camera
|
12 years ago |
ripplesimulation.cpp
|
NPCs / creatures can now emit ripples
|
12 years ago |
ripplesimulation.hpp
|
NPCs / creatures can now emit ripples
|
12 years ago |
shadows.cpp
|
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
|
12 years ago |
shadows.hpp
|
basic shadows
|
13 years ago |
sky.cpp
|
Rename MWRender's Player to Camera
|
12 years ago |
sky.hpp
|
Merge branch 'z-up' into graphics
|
12 years ago |
terrain.cpp
|
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
|
12 years ago |
terrain.hpp
|
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
|
12 years ago |
terrainmaterial.cpp
|
init pointer value to prevent segfault
|
12 years ago |
terrainmaterial.hpp
|
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
|
12 years ago |
videoplayer.cpp
|
Fix a gcc 4.8 warning
|
12 years ago |
videoplayer.hpp
|
support the allowSkipping extra parameter for playBink command.
|
12 years ago |
water.cpp
|
Avoid manually updating render targets from within frameRenderingQueued
|
12 years ago |
water.hpp
|
Initialize values
|
12 years ago |