- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
Removed references to CSVSettings::SamplePage class
Removed multiple QDebug references
Fixed custom LineEdits (window size user pref) would not accept data
libc++ doesn't ship tr1, but ships unordered_map as it is part of c++11.
Since this is the only tr1 header used in openmw, add a check for c++11
unordered_map and fallback to tr1 unordered_map if it's not found.
empty variable duplicates empty() method of std::string. Check for empty value should be replaced by assert since it does not makes much sense to call scanInt with null character.
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.