Commit Graph

4716 Commits (9f81dcbd1afbd1904254e3c7a8f27a6bc22be8a8)

Author SHA1 Message Date
Alexei Dobrohotov 1e6156e04a Turn all NIF records into structs 4 years ago
psi29a 78e85fe011 Merge branch 'this_is_nife' into 'master'
More NIF stuff

See merge request OpenMW/openmw!461
4 years ago
Nelsson Huotari 8b2bf12e8f Use bip01 for root bone name 4 years ago
Nelsson Huotari 6c1f6169c0 Fix root movement glitch 4 years ago
Nelsson Huotari 3195716a2c Don't force loop textkey 4 years ago
Alexei Dobrohotov 53e1e57eef Formatting 4 years ago
Alexei Dobrohotov 085ea44af5 Add BSShaderLightingProperty abstraction 4 years ago
Alexei Dobrohotov c0b9823372 Read BSShaderProperty and handle NiGeometry properties 4 years ago
Alexei Dobrohotov 42226533d8 Handle BSLODTriShape
Its levels of detail are currently not handled
4 years ago
Alexei Dobrohotov 8fd45d85ec Unify NiGeometry/NiGeometryData handling 4 years ago
Alexei Dobrohotov 8ca324af0a Handle emissive TexEnv creation in one place 4 years ago
Alexei Dobrohotov 5310dd6807 Clean up particle vertex handling 4 years ago
Alexei Dobrohotov 1c83e4936d Read BSShaderTextureSet and NiColorInterpolator
Accept boolean-based and 4D vector-based NiInterpolators in ValueInterpolator constructor
4 years ago
Nelsson Huotari 256aa5e71d Use const auto& 4 years ago
Alexei Dobrohotov 15291f15d3 Make actor collision box components a struct 4 years ago
psi29a 11eff02a1d Merge branch 'Show-more-information-about-level-on-menu' into 'master'
Show more information about level on menu

See merge request OpenMW/openmw!437
4 years ago
Petr Mikheev 49c6e50c31 Print '--version' and '--help' messages without timestamps 4 years ago
CedricMocquillon 2d3d22025a Avoid height for empty message in AutoSizedTextBox 4 years ago
Petr Mikheev 5734551ff3 Add time to logs. Redirect OSG log to OpenMW log. 4 years ago
AnyOldName3 48f397f168 Remove existing shader when no longer required 4 years ago
AnyOldName3 5ad297e6ff Guarantee glow updater regenerates shaders on completion
Previously, it would edit the odd numbered stateset, then regenerate
shaders for the even-numbered one, then edit the even numbered one, and
regenerate shaders for the odd numbered one (or vice versa if it
finished during an even numbered frame). This would leave one of the
shader programs still trying to use the state that had been removed.
4 years ago
Alexei Dobrohotov db9c174ca8 Make NIF particle node handling more generic 4 years ago
Andrei Kortunov 8084a336b5 Replace zeroes and nulls by nullptrs 4 years ago
AnyOldName3 86fad60c7d Merge branch 'roots' into 'master'
Handle multiple root nodes (bug #5604)

Closes #5604

See merge request OpenMW/openmw!428
4 years ago
psi29a dc1bd8ec29 Merge branch 'osgAnimation_basics' into 'master'
Collada animation support

See merge request OpenMW/openmw!421
4 years ago
Nelsson Huotari 55dcc6582a Don't duplicate getFileExtension, use OpenMW's namespaces 4 years ago
Alexei Dobrohotov 5b6377b061 Handle multiple root nodes (bug #5604) 4 years ago
Andrei Kortunov 4acd910b37 Rework file error messages handling 4 years ago
Nelsson Huotari 08dcbe30b3 Earlier nullptr check 4 years ago
Nelsson Huotari 3232faa703 Use const ref instead of value 4 years ago
Nelsson Huotari 32d4344803 Don't copy osga-data in base class keyframecontroller, fix warnings. 4 years ago
psi29a f95d2cf54c Merge branch 'update_recastnavigation' into 'master'
Update recastnavigation

See merge request OpenMW/openmw!420
4 years ago
Nelsson Huotari 6e77ad1f6a OSG-Collada animation support 4 years ago
Nelsson Huotari f78a5d795c Separate keyframes logic to provide basis for osgAnimation integration. 4 years ago
AnyOldName3 37661bffea Merge branch 'shadowdisable-fix' into 'master'
Make disableShadowsForStateSet a no-op when shadows are disabled

See merge request OpenMW/openmw!205
4 years ago
elsid 9b11b8a27b
Fix boundary check 4 years ago
AnyOldName3 7768556ce6 Set dummy state when disabling shadows indoors
As we don't reconfigure all shaders without shadows when we disable them
indoors (as it'd probably add a hitch to transitioning in and out) we
need to set up dummy state so the shaders don't do anything illegal.

This hadn't had symptoms for most objects as when indoors, nearly
everything would be drawn first in one of the water RTTs, which had
dummy state to disable shadows already. This wasn't true of the water
plane itself, though, yet somehow it took until just now for anyone to
report that.

This resolves vtastek's issue where the water would be invisible indoors
4 years ago
psi29a 6064d3e741 Merge branch 'boundingvolume' into 'master'
Read NIF bounding volume data correctly

See merge request OpenMW/openmw!407
4 years ago
Alexei Dobrohotov df9667e923 Read NIF bounding volume data correctly 4 years ago
psi29a 37e81f0df8 Merge branch 'redirection-fix' into 'master'
Only reroute stdout etc. to new console if not already redirected

Closes #5650

See merge request OpenMW/openmw!408
4 years ago
AnyOldName3 89d73c5fc7 Only reroute stdout etc. to new console if not already redirected
This should fix the issue where Windows Release builds (compiled as
/SUBSYSTEM:WINDOWS instead of /SUBSYSTEM:CONSOLE) can't have their
output redirected.

Basically, a console application creates a console if not given one, so
you get a console window behind OpenMW while it's running. It was
decided that this was ugly, so we set Release builds to be windows
applications, which don't get an automatic console and don't
automatically connect to a console if given one anyway.

Of course, we still wanted to actually be able to print to a console if
given one, so we manually attach to the parent process' console if it
exists, then reopen the standard streams connected to CON, the Windows
pseudo-file representing the current console.

This is a little like connecting a second wire into a dumb terminal in
that you're pumping characters into the display rather than onto a
pipeline, so output can't be redirected.

It turns out, though, that if a /SUBSYSTEM:WINDOWS application has its
standard streams redirected by the calling process, it still gets its
handles as normal, so everything starts off connected just how we want
it and we were clobbering this good setup with the straight-to-console
fix.

All we need to do to fix that is check if we've got valid standard
handles and that they go somewhere useful, and if so, avoid reopening
them once the console is attached. Simples.
4 years ago
Alexei Dobrohotov 117697ea22 Fix NiStringPalette loading 4 years ago
Alexei Dobrohotov 8a6d3d1b4f Minor fixes
Fix extra semicolon
Disable collision avoidance if AI is disabled
4 years ago
AnyOldName3 981fffe590 Merge branch 'itsakindoftemplatemagic' into 'master'
Fix MSVC2017 builds

See merge request OpenMW/openmw!404
4 years ago
AnyOldName3 1e0df23d14 Merge branch 'shadows-bin' into 'master'
Use a custom renderbin to avoid pointless OpenGL state switches

See merge request OpenMW/openmw!402
4 years ago
Evil Eye 94c89e6d5e check ValueTs 4 years ago
AnyOldName3 fcfd340c69 Actually copy alpha blended drawables to the new stategraph 4 years ago
Evil Eye d8897c4509 remove inline and use enable_if_t 4 years ago
Evil Eye d8d4351962 fix MSVC2017 builds 4 years ago
AnyOldName3 55f65752fd Don't bind unnecessary colour buffer when drawing shadow maps 4 years ago