..
.gitignore
activatoranimation.cpp
Transparency should be evaluated per subentity, not per NIF
2013-03-04 16:57:00 +01:00
activatoranimation.hpp
Return the movement vector from runAnimation
2013-01-18 16:21:29 -08:00
actors.cpp
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
actors.hpp
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
animation.cpp
Prepare for creating particles
2013-04-04 05:10:52 -07:00
animation.hpp
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
cell.hpp
characterpreview.cpp
Fix NPC race height not being applied
2013-03-15 16:44:35 +01:00
characterpreview.hpp
Race selection preview: render only the head, and focus the camera on its node
2013-03-06 18:03:47 +01:00
compositors.cpp
compositors.hpp
creatureanimation.cpp
Transparency should be evaluated per subentity, not per NIF
2013-03-04 16:57:00 +01:00
creatureanimation.hpp
Return the movement vector from runAnimation
2013-01-18 16:21:29 -08:00
debugging.cpp
Removing some leftovers of mwRoot node
2013-02-26 14:01:10 +01:00
debugging.hpp
Removing some leftovers of mwRoot node
2013-02-26 14:01:10 +01:00
externalrendering.hpp
globalmap.cpp
Z-up conversion: global map, shader fix
2013-02-26 13:52:01 +01:00
globalmap.hpp
localmap.cpp
Fix wrong padding breaking local map for cells where the bounds center is far from the origin
2013-03-11 19:32:39 +01:00
localmap.hpp
Cleanup
2013-03-03 19:52:20 +01:00
npcanimation.cpp
Prepare for creating particles
2013-04-04 05:10:52 -07:00
npcanimation.hpp
Race selection preview: render only the head, and focus the camera on its node
2013-03-06 18:03:47 +01:00
objects.cpp
Prepare for creating particles
2013-04-04 05:10:52 -07:00
objects.hpp
Fallback system rewritten, added light fallbacks
2013-03-15 10:17:30 +01:00
occlusionquery.cpp
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
2013-03-08 23:46:25 +01:00
occlusionquery.hpp
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
2013-03-08 23:46:25 +01:00
player.cpp
Allow zooming camera in vanity or preview mode with the mousewheel
2013-03-08 00:12:56 +01:00
player.hpp
Allow zooming camera in vanity or preview mode with the mousewheel
2013-03-08 00:12:56 +01:00
refraction.cpp
Cleanup
2013-03-03 19:52:20 +01:00
refraction.hpp
Make sure render textures are inactive when in a cell without water
2013-03-03 15:11:45 +01:00
renderconst.hpp
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
renderinginterface.hpp
renderingmanager.cpp
Avoid converting to and from quaternions
2013-03-30 17:31:16 -07:00
renderingmanager.hpp
Fallback system rewritten, added light fallbacks
2013-03-15 10:17:30 +01:00
ripplesimulation.cpp
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
ripplesimulation.hpp
NPCs / creatures can now emit ripples
2013-02-27 09:20:42 +01:00
shadows.cpp
Make OpenMW work with Ogre 1.9
2013-01-12 08:23:15 +01:00
shadows.hpp
sky.cpp
constness fixes
2013-03-18 08:29:40 +01:00
sky.hpp
Merge branch 'z-up' into graphics
2013-02-26 14:54:53 +01:00
terrain.cpp
Fix a terrain glitch
2013-03-03 15:11:19 +01:00
terrain.hpp
terrainmaterial.cpp
Cleanup
2013-03-03 19:52:20 +01:00
terrainmaterial.hpp
Make OpenMW work with Ogre 1.9
2013-01-12 08:23:15 +01:00
videoplayer.cpp
Simpler, more lightweight underwater effect, changed colors to match vanilla better
2013-03-03 19:28:11 +01:00
videoplayer.hpp
water.cpp
Avoid manually updating render targets from within frameRenderingQueued
2013-03-05 14:24:29 +01:00
water.hpp
Avoid manually updating render targets from within frameRenderingQueued
2013-03-05 14:24:29 +01:00