diff --git a/apps/openmw/mwworld/class.hpp b/apps/openmw/mwworld/class.hpp index 6ab92319da..3c3b0e34be 100644 --- a/apps/openmw/mwworld/class.hpp +++ b/apps/openmw/mwworld/class.hpp @@ -21,7 +21,7 @@ namespace MWRender namespace MWMechanics { - struct CreatureStats; + class CreatureStats; class NpcStats; struct Movement; } diff --git a/apps/openmw/mwworld/inventorystore.hpp b/apps/openmw/mwworld/inventorystore.hpp index 45b3cab268..e55eca0ae7 100644 --- a/apps/openmw/mwworld/inventorystore.hpp +++ b/apps/openmw/mwworld/inventorystore.hpp @@ -7,7 +7,7 @@ namespace MWMechanics { - struct NpcStats; + class NpcStats; } namespace MWWorld diff --git a/credits.txt b/credits.txt index a0be853926..ca0ff7323b 100644 --- a/credits.txt +++ b/credits.txt @@ -61,6 +61,7 @@ spyboot - German News Writer Formula Research: +Epsilon fragonard Greendogo HiPhish @@ -101,3 +102,12 @@ used as the application icon and project logo. Thanks to Kevin Ryan, for creating the icon used for the Data Files tab of the OpenMW Launcher. + +Thanks to Georg Duffner, +for the open-source EB Garamond fontface. + +Thanks to Dongle, +for his Daedric fontface, see Daedric Font License.txt for his license terms. + +Thanks to Bitstream Inc. +for their Bitstream Vera fontface, see Bitstream Vera License.txt for their license terms. diff --git a/files/launcher.qss b/files/launcher.qss index 8be235f71b..1eb056d4d3 100644 --- a/files/launcher.qss +++ b/files/launcher.qss @@ -22,7 +22,8 @@ stop:0.9 rgba(0, 0, 0, 55), stop:1 rgba(0, 0, 0, 100)); - font: 26pt "EB Garamond"; + font-size: 26pt; + font-family: "EB Garamond", "EB Garamond 08"; color: black; border-right: 1px solid rgba(0, 0, 0, 155); @@ -54,7 +55,8 @@ } #ProfileLabel { - font: 18pt "EB Garamond"; + font-size: 18pt; + font-family: "EB Garamond", "EB Garamond 08"; } #ProfilesComboBox { @@ -82,7 +84,8 @@ padding-top: 3px; padding-left: 4px; - font: 12pt "EB Garamond"; + font-size: 12pt; + font-family: "EB Garamond", "EB Garamond 08"; } #ProfilesComboBox::drop-down { diff --git a/files/materials/water.shader b/files/materials/water.shader index 08a19ace93..8f46aed344 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -118,7 +118,6 @@ #define WAVE_CHOPPYNESS 0.15 // wave choppyness #define WAVE_SCALE 75 // overall wave scale - #define ABBERATION 0.001 // chromatic abberation amount #define BUMP 1.5 // overall water surface bumpiness #define REFL_BUMP 0.08 // reflection distortion amount #define REFR_BUMP 0.06 // refraction distortion amount @@ -256,11 +255,15 @@ // refraction float3 R = reflect(vVec, normal); + + // check the depth at the refracted coords, and don't do any normal distortion for the refraction if the object to refract + // is actually above the water (objectDepth < waterDepth) + // this solves silhouettes around objects above the water + float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xz*REFR_BUMP)).x * far - depthPassthrough; + float doRefraction = (refractDepth < 0) ? 0.f : 1.f; float3 refraction = float3(0,0,0); - refraction.r = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0).r; - refraction.g = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION)).g; - refraction.b = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION*2.0)).b; + refraction.rgb = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP * doRefraction))*1.0).rgb; // brighten up the refraction underwater refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction; diff --git a/files/mygui/EBGaramond-Regular.ttf b/files/mygui/EBGaramond-Regular.ttf index dde4869030..3f6f6c191d 100644 Binary files a/files/mygui/EBGaramond-Regular.ttf and b/files/mygui/EBGaramond-Regular.ttf differ