madsbuvi
dd5901d351
Initial commit
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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
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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
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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
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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
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Load content files based on the engine config files. Generate navmesh per cell
for all cells and store into SQLite database.
3 years ago
elsid
01c712d5f1
Split navigator settings into subtypes
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Mostly to distinguish settings that affect properties of the generated navmesh.
3 years ago
uramer
4a976a8e23
Use a setting to enable Lua Action tracebacks
3 years ago
psi29a
68e7a4083e
Merge branch 'master' into 'master'
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Overhaul raindrop water ripple effect
Closes #6360
See merge request OpenMW/openmw!1316
3 years ago
glassmancody.info
4461366761
settings update and launcher option
3 years ago
wareya
e1378cd290
Replace uniform with define
3 years ago
wareya
226d3eac0d
Improve performance, add simpler ripples, add a setting, fix nighttime brightness
3 years ago
glassmancody.info
8c3b00164e
soft particles
3 years ago
elsid
144862aa35
Define default actor half extents in settings
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Player's half extents may change over time when wolfskin model is used for
example. Having it in settings is a more presistent approach.
3 years ago
Bo Svensson
d854e247b8
reword warning in settings-default.cfg ( #3124 )
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* reword warning in settings-default.cfg
The warning at the head of settings-default.cfg is somewhat confusing for users, overly verbose and lacking the most crucial piece of information in its first sentence. Hence, it is unsurprising some users fail to heed the warning, as observed through user support requests on Matrix.
* settings-default.cfg
3 years ago
Cédric Mocquillon
98a0819d52
Debug terrain chunks
3 years ago
Bo Svensson
9d661359a1
Groundcover consolidation ( #3096 )
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* 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]
3 years ago
Cédric Mocquillon
b0e30e4bb6
Change setting to clamp the local viewing distance to fix value (instead of coeff)
3 years ago
glassmancody.info
09e03fde2e
refactor and fix wobbly shores
3 years ago
glassmancody.info
cad0b151cb
enable shaders path and dehardcode depth formats
3 years ago
CedricMocquillon
8c87defddf
[Local map] Use the distance view in the local map
3 years ago
Cédric Mocquillon
3373afcc83
[Settings] Set values
3 years ago
fredzio
643a64cb2f
Change some settings for async physics:
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- 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
4 years ago
Petr Mikheev
403d31313c
New setting "lua num threads". Thread syncronization is changed from std: 🧵 :yield to std::condition_variable.
4 years ago
elsid
4259f7f230
Add setting to enable/disabled notification for saved screenshots
4 years ago
psi29a
4bc7012104
Merge branch 'pack-default-settings' into 'master'
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Pack default settings
Closes #5925
See merge request OpenMW/openmw!822
4 years ago
psi29a
fd89582e0c
Merge branch 'navmesh_wait' into 'master'
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Wait until navmesh is generated within given distance around player (#5500 )
Closes #5500
See merge request OpenMW/openmw!819
4 years ago
Andrei Kortunov
49a744b65a
Make groundcover to use rendering distance in units instead of cells
4 years ago
Andrei Kortunov
08f30e6f50
Temporary increase default near clip distance, until reverse-z depth buffer is implemented
4 years ago
AnyOldName3
92325976e9
Update documentation to refer to defaults.bin
4 years ago
elsid
7a51d0db18
Wait until navmesh is generated within given distance around player
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Add a setting to change this distance.
To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
4 years ago
elsid
ec87b3f8f7
Remove redundant ChunkyTriMesh
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This AABB tree required when need to filter out input mesh that has not
influence navmesh tile output. This filtering is already done before. Each
recast mesh corresponds to a single navmesh tile and has appropriate bounds.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
psi29a
4e3f338826
Now that the lighting issue has been fixed, we can now enable active grid by default (which is guarded by distant land).
4 years ago
psi29a
f1cfdafd4d
Merge branch 'why_are_the_christmas_lights_still_up' into 'master'
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Remove 8 light limit and add configurable lighting enhancements
See merge request OpenMW/openmw!618
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
582f7b52cf
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
3d713e8602
Fix incorrect minimum ambient
4 years ago
glassmancody.info
d195602a9d
Switch to shared layout, some rewording
4 years ago
glassmancody.info
cc31e1eea1
Ambient luminance threshold setting
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
ec27e60284
Cutoff conditional in light shader
4 years ago
glassmancody.info
05a5cee132
Brighter point lights and light fade
4 years ago