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openmw-tes3mp/apps/openmw/mwrender
Chris Robinson 8e38dc410f Allow loading multiple animation sources
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.
2013-05-07 16:59:32 -07:00
..
.gitignore directory structure reorganisation (still missing the mangle stuff) 2010-06-25 22:28:59 +02:00
activatoranimation.cpp Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
activatoranimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
actors.cpp Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again 2013-04-17 17:06:30 +02:00
actors.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
animation.cpp Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
animation.hpp Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
camera.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
camera.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
cell.hpp implemented take action 2010-08-07 20:25:17 +02:00
characterpreview.cpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
characterpreview.hpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
compositors.cpp fix triangle / batch counts with compositors 2012-06-22 12:56:04 +02:00
compositors.hpp fix triangle / batch counts with compositors 2012-06-22 12:56:04 +02:00
creatureanimation.cpp Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
creatureanimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
debugging.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
debugging.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
externalrendering.hpp added support for out of world rendering 2012-09-14 21:12:16 +02:00
globalmap.cpp Z-up conversion: global map, shader fix 2013-02-26 13:52:01 +01:00
globalmap.hpp transparent overlay 2012-11-04 12:13:04 +01:00
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 Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
npcanimation.hpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
objects.cpp Rename EntityList to ObjectList 2013-04-07 01:52:35 -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
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 rotateObject() added, input system rewritten 2012-08-09 00:15:52 +04:00
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) 2013-05-03 13:55:57 +02:00
renderingmanager.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
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 Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
shadows.hpp basic shadows 2012-04-11 18:53:13 +02:00
sky.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
sky.hpp Merge branch 'z-up' into graphics 2013-02-26 14:54:53 +01:00
terrain.cpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrain.hpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrainmaterial.cpp init pointer value to prevent segfault 2013-05-03 10:51:42 +04:00
terrainmaterial.hpp Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
videoplayer.cpp Fix a gcc 4.8 warning 2013-04-17 20:57:22 +02:00
videoplayer.hpp support the allowSkipping extra parameter for playBink command. 2013-01-07 13:19:52 +01:00
water.cpp Avoid manually updating render targets from within frameRenderingQueued 2013-03-05 14:24:29 +01:00
water.hpp Initialize values 2013-05-02 22:43:21 +04:00