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283 commits

Author SHA1 Message Date
Lamoot
79c3b2e1a3 Cleanup and fix articles connected with the collada asset workflow. 2022-02-19 22:20:26 +01:00
psi29a
e42d3a2000 Merge branch 'anim-creature-docs' into 'master'
Documentation how to get an Animated creature in OpenMW

See merge request OpenMW/openmw!1190
2022-02-13 15:30:22 +00:00
Matjaž Lamut
2d4d28fb8e Documentation how to get an Animated creature in OpenMW 2022-02-13 15:30:21 +00:00
Alexei Dobrohotov
4502569660 Clarify stretch menu background documentation (#5880) 2022-02-12 18:33:18 +03:00
Abdu Sharif
60aa57c8d8 Update water.rst 2022-02-06 18:18:20 +00:00
uramer
40a2280261 Update documentation regarding gyroscope 2022-01-24 16:26:24 +01:00
Cody Glassman
8ec0a52605 Toggable day night switch (#5928) 2022-01-11 09:34:19 +00:00
psi29a
d8d7a3b372 Merge branch 'softparticles_patch' into 'master'
Shadervisitor adjustments and Mac OS fix for soft particles

See merge request OpenMW/openmw!1380
2022-01-06 13:13:52 +00:00
Petr Mikheev
0f246e7365 Use a separate instance of Lua i18n for every context 2022-01-02 09:58:51 +01:00
Matjaž Lamut
58697d98b2 Fix links in the collada documentation. Exporter now points to OpenMW's official repo and the example suite link now points to the actual place it needs to. 2021-12-24 18:16:34 +00:00
psi29a
ef60f2d191 Merge branch 'doc-static-models' into 'master'
Documentation: how to get a static model from Blender to OpenMW.

See merge request OpenMW/openmw!1496
2021-12-20 23:23:12 +00:00
Matjaž Lamut
c0d0972379 Some more tweaks and hook up the .rst file so it will show everything properly once on readthedocs. 2021-12-20 20:20:56 +00:00
Matjaž Lamut
02ef6c858d Tutorial on how to get a static model from Blender to OpenMW. The existing article on Blender-OpenMW pipeline via COLLADA will be split into more in-depth articles for static and animated models respectively. 2021-12-19 21:27:00 +00:00
elsid
96eb8d7be9
Write generated navmesh to navmeshdb
Perform all request to db in a single thread to avoid blocking navmesh
generator threads due to slow write operations.

Write to db navmesh for all changes except update as it done for memory cache.

Batch multiple db operations into a single transaction to speed up writing by
not executing fsync after each insert/update query. All reads are performed in
the same transaction so they see uncommited data.
2021-12-11 00:22:04 +01:00
elsid
c9b8ba7b46
Read navmesh tile data from database
When tile is not found in memory cache try to find it in the database.
2021-12-11 00:22:04 +01:00
elsid
953a4c5550
Add a binary to generate navmesh from content files
Load content files based on the engine config files. Generate navmesh per cell
for all cells and store into SQLite database.
2021-12-11 00:21:56 +01:00
elsid
01c712d5f1
Split navigator settings into subtypes
Mostly to distinguish settings that affect properties of the generated navmesh.
2021-12-10 23:55:03 +01:00
uramer
4a976a8e23 Use a setting to enable Lua Action tracebacks 2021-11-22 19:39:47 +00:00
glassmancody.info
9389cfaa42 mac os driver workaround and shadervisitor fixes 2021-11-20 18:39:20 -08:00
psi29a
68e7a4083e Merge branch 'master' into 'master'
Overhaul raindrop water ripple effect

Closes #6360

See merge request OpenMW/openmw!1316
2021-11-13 21:44:25 +00:00
Alexei Dobrohotov
b918135b4b Factor race weight into magic projectile speed (bug #6343) 2021-11-13 17:33:32 +03:00
psi29a
5836d0225f Merge branch 'leave_butter_to_soften' into 'master'
Soft Particles (#6128)

See merge request OpenMW/openmw!980
2021-11-09 14:16:47 +00:00
wareya
6d98866be0 Merge remote-tracking branch 'upstream/master' 2021-11-06 11:44:12 -04:00
Petr Mikheev
ae84a0c9d5 Fix most of reStructuredText warnings 2021-11-04 23:21:58 +01:00
glassmancody.info
4461366761 settings update and launcher option 2021-11-01 09:26:50 -07:00
wareya
4f10d5d544 update docs 2021-10-31 16:15:25 -04:00
glassmancody.info
8c3b00164e soft particles 2021-10-30 12:19:31 -07:00
Petr Mikheev
dd96eba2b0 Update OpenMW Lua docs 2021-10-26 21:52:42 +02:00
elsid
144862aa35
Define default actor half extents in settings
Player's half extents may change over time when wolfskin model is used for
example. Having it in settings is a more presistent approach.
2021-10-11 19:41:43 +02:00
Hristos N. Triantafillou
bec04c6613
Unbreak the formatting broken by !1208 2021-09-29 11:13:54 -05:00
Cédric Mocquillon
080c909c28 Merge the 'debug chunks' and 'object paging debug batches' settings into a single one 2021-09-11 21:53:05 +02:00
Cédric Mocquillon
98a0819d52 Debug terrain chunks 2021-09-11 21:53:04 +02:00
Bo Svensson
9d661359a1
Groundcover consolidation (#3096)
* chunkmanager.hpp viewdistance

* chunkmanager.cpp viewdistance

* chunkmanager.hpp viewdistance

* quadtreeworld.cpp viewdistance

* quadtreeworld.cpp consolidate

* quadtreeworld.hpp consolidate

* renderingmanager.cpp groundcover consolidate

* renderingmanager.hpp groundcover consolidate

* renderingmanager.cpp updater move

* renderingmanager.hpp updater move

* groundcover.hpp activegrid consolidation

* groundcover.cpp activegrid consolidation

* settings-default.cfg dead settings remove

* viewdata.cpp revert

* wrong file paste mistake

* wrong file paste mistake

* wrong file paste mistake

* renderingmanager.cpp updatecallback fix

* renderingmanager.cpp namespace fix

* groundcover.hpp redefinition fix

* groundcover.cpp redefinition fix

* renderingmanager.cpp crash fix

* renderingmanager.cpp euclidean groundcover distance

* viewdata.hpp getreusedistance

* quadtreeworld.cpp reusedistance

* groundcover.rst [ci skip]
2021-09-09 23:10:22 +02:00
Hristos N. Triantafillou
dc623597b4
This is the right path for saves 2021-09-08 19:19:40 -05:00
Cédric Mocquillon
b0e30e4bb6 Change setting to clamp the local viewing distance to fix value (instead of coeff) 2021-08-09 19:43:34 +02:00
glassmancody.info
cad0b151cb enable shaders path and dehardcode depth formats 2021-08-04 17:39:11 -07:00
CedricMocquillon
8c87defddf [Local map] Use the distance view in the local map 2021-07-25 14:17:08 +02:00
Cédric Mocquillon
3373afcc83 [Settings] Set values 2021-07-25 14:17:07 +02:00
fredzio
643a64cb2f Change some settings for async physics:
- default to 1 thread
- default to always use defered aabb update, remove option
- always keep a cache of LOS request for at least the current frame.
This decreases number of raycast, especially when a lot of actors are
involved and "NPCs avoid collisions" is on
2021-07-11 17:07:39 +02:00
Petr Mikheev
403d31313c New setting "lua num threads". Thread syncronization is changed from std:🧵:yield to std::condition_variable. 2021-07-09 20:48:54 +02:00
Petr Mikheev
9746800eed Documentation for Lua scripting 2021-07-09 20:24:56 +02:00
elsid
4259f7f230
Add setting to enable/disabled notification for saved screenshots 2021-07-08 21:14:01 +02:00
Matjaž Lamut
a582013e95 Initial page to document the Template. Mainly deals with how to install it.... 2021-06-19 12:08:57 +00:00
psi29a
4bc7012104 Merge branch 'pack-default-settings' into 'master'
Pack default settings

Closes #5925

See merge request OpenMW/openmw!822
2021-05-18 08:11:13 +00:00
psi29a
fd89582e0c Merge branch 'navmesh_wait' into 'master'
Wait until navmesh is generated within given distance around player (#5500)

Closes #5500

See merge request OpenMW/openmw!819
2021-05-13 16:56:39 +00:00
Andrei Kortunov
49a744b65a Make groundcover to use rendering distance in units instead of cells 2021-05-12 09:29:25 +04:00
Andrei Kortunov
08f30e6f50 Temporary increase default near clip distance, until reverse-z depth buffer is implemented 2021-05-11 21:41:29 +04:00
AnyOldName3
92325976e9 Update documentation to refer to defaults.bin 2021-05-09 21:13:34 +01:00
Joakim Berg
60649792ba Add information about DX format being used in normal maps 2021-05-07 12:29:06 +00:00
elsid
7a51d0db18
Wait until navmesh is generated within given distance around player
Add a setting to change this distance.

To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
2021-05-05 19:44:16 +02:00