Max Yari
55ffb6d7d2
Animation blending implementation for NIF and osgAnimation through YAML files
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Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
2024-07-19 00:04:15 +01:00
Alexei Kotov
888abc0097
Remove time played setting
2024-07-05 07:13:45 +03:00
Alexei Kotov
348ef6ff2f
Update settings-default.cfg light bounds multiplier comment
2024-06-21 20:22:26 +03:00
Alexei Kotov
93d1c6d7e0
Drop 360-degree screenshot support ( #7720 )
2024-06-06 14:46:01 +03:00
Alexei Kotov
5aa67abe47
Remove some more remnants of 'allow shadow map overlap'
2024-05-09 00:31:11 +03:00
Alexei Kotov
f0e4793321
Remove allow shadow map overlap setting ( #7939 )
2024-04-26 13:50:03 +03:00
elsid
910c88325a
Add a setting to wait for all navmesh jobs on exit
2024-04-13 19:51:16 +02:00
elsid
a1438f65fe
Set proper max tiles on initializing navmesh settings
2024-04-13 19:48:58 +02:00
Alexei Kotov
76105cc2d1
Make sunlight scattering and wobbly shores optional
2024-03-29 10:41:04 +03:00
psi29a
097fad352f
Merge branch 'wtf-even-is-force-shaders' into 'master'
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Clarify shaders documentation
See merge request OpenMW/openmw!3860
2024-02-21 10:21:54 +00:00
AnyOldName3
9c959d9698
Make a long sentence more concise
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Thanks Bing Chat for doing a mediocre job of this that inspired me to do a competent job of it.
2024-02-16 01:33:52 +00:00
AnyOldName3
91e7eebefb
Clarify interaction between clamp lighting and terrain
2024-02-14 13:32:39 +00:00
Epoch
6486f3f2cf
Add option to use camera as sound listener
2024-02-13 09:18:18 +00:00
AnyOldName3
567d36240e
Clarify shaders documentation
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We know people get confused by it. Hopefully this should help.
2024-02-12 15:02:21 +00:00
Alexei Kotov
99024d3826
Revamp NIF debug logging
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Disabled by default
Extend it to supported files
Log more version info
Reduce noise
2023-11-28 21:46:29 +03:00
Mads Buvik Sandvei
f41de6b02d
Use accumulated movement whenever possible. Apply diagonal movement by rotating accumulated movement and sliding based on that, rather than ignoring accumulated movement.
2023-11-01 20:31:57 +01:00
elsid
dcd81d026f
Use settings values for Video settings
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* Convert window mode, vsync mode into enums, screenshot type into a struct.
* Add missing doc for screenshot type.
2023-10-27 14:31:23 +02:00
Abdu Sharif
ee80f889b7
Make Per-Pixel Lighting option description a bit more neutral
2023-10-23 12:35:57 +00:00
Cody Glassman
5fc46b166a
track debug window size and dimensions between sessions
2023-10-18 09:04:57 -07:00
elsid
bdb4808588
Remove unused local map hud widget size setting
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Unused since d1a3cc98ff
2023-07-27 22:53:51 +02:00
Petr Mikheev
718d5e4a71
Add setting "gmst overrides l10n"
2023-06-13 10:06:59 +02:00
elsid
7d11a18907
Allow any integer number >= 0 for antialiasing level
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There is wider support than just specific powers of two. The supported level
will be detected anyway.
2023-06-06 00:05:11 +02:00
Andrei Kortunov
be488649c3
Add support for non-adaptive VSync (feature 7129)
2023-02-26 15:19:19 +04:00
psi29a
b385f27f86
Merge branch 'console_history' into 'master'
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Remembering console commands between sessions
Closes #7125
See merge request OpenMW/openmw!2603
2023-02-10 11:54:45 +00:00
Kindi
044d82a842
Remembering console commands between sessions
2023-02-10 11:54:45 +00:00
elsid
2c43a8558a
Add option to disable debug log for unsupported nif files
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It becomes quite extensive and not very useful when loading oblivion content
files.
2023-02-08 22:59:29 +01:00
glassmancody.info
ee1acd6eb1
add sfc setting, only add to subgraph when enabled
2023-01-08 11:55:33 -08:00
glassmancody.info
9a4977d334
rain occlusion
2023-01-06 22:23:03 -08:00
Petr Mikheev
1869aeae5c
Move some of player controls logic from C++ to Lua
2022-12-28 22:04:19 +01:00
AnyOldName3
66b8d4fb29
Add a setting to control coverage adjustment
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With it on, which was always the case before this setting was added,
vanilla content and poorly-made mods will look acceptable, but well-made
mods will have alpha-tested meshes appear to grow and potentially gain a
weird outline as they get further away.
With it off, which replicates the 0.46 behaviour, well-made mods will
look really good, but vanilla content and poorly-made mods will have
alpha-tested meshes shrink as they get further away.
It's been bugging me that this was forced on since 0.47 released, and
I'd hoped to figure out a solution for automatic detection at some point
before 0.48 branched off, but I didn't, so now this is what we're
getting to have Tamriel Rebuilt look right.
2022-12-09 00:22:08 +00:00
psi29a
1d55be8214
Merge branch 'lua_profiler' into 'master'
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Lua profiler
See merge request OpenMW/openmw!2523
2022-12-07 10:53:47 +00:00
Petr Mikheev
7c36a7eb49
Run Lua GC in every frame
2022-12-03 17:09:11 +01:00
Petr Mikheev
55db95d4cf
Update Lua profiler; add ability to run OpenMW with old LuaJit that doesn't allow custom allocator (Lua profiler will be disabled in this case)
2022-12-03 16:58:03 +01:00
Petr Mikheev
02a9069a0e
Lua Profiler
2022-11-30 00:06:14 +01:00
Evil Eye
a648e4cc11
Add option to restore non-MCP Calm spell behaviour
2022-11-23 20:59:37 +01:00
glassmancody.info
137baa4f75
remove deprecated setting
2022-09-07 19:17:47 -07:00
Andrei Kortunov
3037f190be
Implement per-font resolution
2022-08-30 12:16:30 +04:00
psi29a
7bb1856b74
Merge branch 'font_fixes' into 'master'
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Font fixes
See merge request OpenMW/openmw!2297
2022-08-18 12:53:37 +00:00
Andrei Kortunov
c3d3f3140b
Allow to change font settings in the launcher
2022-08-18 13:29:12 +04:00
Alexei Kotov
15f4b5515d
Clarify object paging merge factor docs
2022-08-18 05:55:17 +03:00
elsid
8b8e4f78b6
Support cylinder and rotating box collision shape types for actors
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Cylinder collision shape should give the best consistency between physics
simulation and pathfinding. Rotating box is already used by some actors, so
add it to have the same collision shape type for all actors.
2022-07-30 14:28:21 +02:00
Ivan Beloborodov
f960e30d01
Implement Add switch for armor degradation fix. #6888
2022-07-29 13:24:16 +00:00
glassmancody.info
fd4966f77a
temporary fix for auto exposure
2022-07-22 20:41:08 -07:00
elsid
1a12c453d6
Support different agent collision shape type for pathfinding
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Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.
* Add agent bounds to navmesh tile db cache key. This is required to distinguish
tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.
2022-06-21 12:57:32 +02:00
Petr Mikheev
3bf18c601c
Better fog
2022-06-21 02:21:20 +02:00
Petr Mikheev
3fb470dcce
Increase the size of the settings menu; reduce the size of Lua settings "number" in order to make camera settings look good with the default size of the settings menu.
2022-06-12 00:09:13 +02:00
Petr Mikheev
65efd6f1c2
Remove from settings.cfg camera settings that are controlled from Lua
2022-06-12 00:06:39 +02:00
psi29a
b9b4f1c3c2
Merge branch 'console_log' into 'master'
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In-game log viewer
See merge request OpenMW/openmw!1799
2022-05-18 07:57:59 +00:00
elsid
215b46503c
Support rendering for navmesh update frequency as a heatmap
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Useful when need to find tiles with high number of updates.
Add debug Lua package with new functions to toggle render mode and set navmesh
render mode.
2022-05-17 01:54:20 +02:00
Petr Mikheev
cf49b46d64
Show logs in the debug window
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Some part of UI code is written by @andrew-app
2022-05-16 20:50:44 +02:00