Commit Graph

422 Commits (7cea0344b28125c5afbff74c234d4c942597f552)

Author SHA1 Message Date
elsid bdb4808588
Remove unused local map hud widget size setting
Unused since d1a3cc98ff
1 year ago
Petr Mikheev 718d5e4a71 Add setting "gmst overrides l10n" 2 years ago
elsid 7d11a18907
Allow any integer number >= 0 for antialiasing level
There is wider support than just specific powers of two. The supported level
will be detected anyway.
2 years ago
Andrei Kortunov be488649c3 Add support for non-adaptive VSync (feature 7129) 2 years ago
psi29a b385f27f86 Merge branch 'console_history' into 'master'
Remembering console commands between sessions

Closes #7125

See merge request OpenMW/openmw!2603
2 years ago
Kindi 044d82a842 Remembering console commands between sessions 2 years ago
elsid 2c43a8558a
Add option to disable debug log for unsupported nif files
It becomes quite extensive and not very useful when loading oblivion content
files.
2 years ago
glassmancody.info ee1acd6eb1 add sfc setting, only add to subgraph when enabled 2 years ago
glassmancody.info 9a4977d334 rain occlusion 2 years ago
Petr Mikheev 1869aeae5c Move some of player controls logic from C++ to Lua 2 years ago
AnyOldName3 66b8d4fb29 Add a setting to control coverage adjustment
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.
2 years ago
psi29a 1d55be8214 Merge branch 'lua_profiler' into 'master'
Lua profiler

See merge request OpenMW/openmw!2523
2 years ago
Petr Mikheev 7c36a7eb49 Run Lua GC in every frame 2 years ago
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) 2 years ago
Petr Mikheev 02a9069a0e Lua Profiler 2 years ago
Evil Eye a648e4cc11 Add option to restore non-MCP Calm spell behaviour 2 years ago
glassmancody.info 137baa4f75 remove deprecated setting 2 years ago
Andrei Kortunov 3037f190be Implement per-font resolution 2 years ago
psi29a 7bb1856b74 Merge branch 'font_fixes' into 'master'
Font fixes

See merge request OpenMW/openmw!2297
2 years ago
Andrei Kortunov c3d3f3140b Allow to change font settings in the launcher 2 years ago
Alexei Kotov 15f4b5515d Clarify object paging merge factor docs 2 years ago
elsid 8b8e4f78b6
Support cylinder and rotating box collision shape types for actors
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.
2 years ago
Ivan Beloborodov f960e30d01 Implement Add switch for armor degradation fix. #6888 2 years ago
glassmancody.info fd4966f77a temporary fix for auto exposure 2 years ago
elsid 1a12c453d6
Support different agent collision shape type for pathfinding
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.
3 years ago
Petr Mikheev 3bf18c601c Better fog 3 years ago
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. 3 years ago
Petr Mikheev 65efd6f1c2 Remove from settings.cfg camera settings that are controlled from Lua 3 years ago
psi29a b9b4f1c3c2 Merge branch 'console_log' into 'master'
In-game log viewer

See merge request OpenMW/openmw!1799
3 years ago
elsid 215b46503c
Support rendering for navmesh update frequency as a heatmap
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.
3 years ago
Petr Mikheev cf49b46d64 Show logs in the debug window
Some part of UI code is written by @andrew-app
3 years ago
cody glassman fee639a74f Correct default value 3 years ago
cody glassman 04843fed6d moddable post-processing pipeline 3 years ago
Cody Glassman de4a75821e Correct default window mode 3 years ago
cody glassman ad139f2f9a rename to windowed fullscreen 3 years ago
cody glassman 05901a2480 add borderless windows, deprecate fullscreen mode 3 years ago
psi29a 275bebb066 Merge branch 'Stereo-MR' into 'master'
Stereo

See merge request OpenMW/openmw!1757
3 years ago
Eris Caffee de291b0ec4 Issue-6706 Save the size of the Options window 3 years ago
madsbuvi dd5901d351 Initial commit
Multiview shaders.

Refactor Frustum management

Rewrite shared shadow map

cull mask should respect stereo

Stereo savegame screencap

LocalMap refactoring

use the vertex buffer hint instead of the display list patch to enable/disable display lists

Character preview fixes
3 years ago
Benjamin Winger 21ffbcc4b4 Lua i18n updates 3 years ago
Alexei Dobrohotov 98b2ddfd4c Make console and maximized window defaults mimic Morrowind 3 years ago
elsid 5b9dd10cbe
Limit max navmeshdb file size
Use "pragma max_page_count" to define max allowed file size in combination with
"pragma page_size" based on a new setting "max navmeshdb file size".

* Stop navmeshtool on the first db error.
* Disable writes to db in the engine on first "database or disk is full"
  SQLite3 error. There is no special error code for this error.
* Change default "write to navmeshdb" to true.
* Use time intervals for transaction duration instead of number of changes.
3 years ago
Abdu Sharif ebaee9d08c Update settings-default.cfg 3 years ago
uramer 4021d23cff Refactor sensor manager axis correction 3 years ago
Cody Glassman 8ec0a52605 Toggable day night switch (#5928) 3 years ago
Abdu Sharif cd1bea080f Update changelog and remove an unused setting from settings-default.cfg 3 years ago
Petr Mikheev 0f246e7365 Use a separate instance of Lua i18n for every context 3 years ago
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.
3 years ago
elsid c9b8ba7b46
Read navmesh tile data from database
When tile is not found in memory cache try to find it in the database.
3 years ago
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.
3 years ago