tess
ad7aff4cee
Minor fix in launcher's advanced settings tab
4 years ago
elsid
ec87b3f8f7
Remove redundant ChunkyTriMesh
...
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
Dobrohotov Alexei
ad5ee1aa1c
Don't flip NV PPL shader Y axis erroneously
4 years ago
glassmancody.info
c48eee4eee
Clamp vertex lighting before interpolation
...
Fixes a regression in which pass lighting was clamped after being passed
to fragment shader. For correct FFP emulation, we need to clamp the result
in vertex shader. When clamping after interpolation, negative lights in
particular have a much more drastic effect.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
AnyOldName3
87ce1a7351
Explain stomp constants
4 years ago
AnyOldName3
a81dfe9ccc
MGE XE-like stomping
4 years ago
AnyOldName3
1737f737df
Don't use a vec3 if only two components get read
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
d0883f9a0d
Merge branch 'light_settings_tweak' into 'master'
...
Lighting patch
Closes #5957 and #5959
See merge request OpenMW/openmw!752
4 years ago
glassmancody.info
16856d45c5
Lighting Patch
...
Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
4 years ago
Andrei Kortunov
33b8233887
Validate GUI scaling and place it to the launcher
4 years ago
psi29a
f1cfdafd4d
Merge branch 'why_are_the_christmas_lights_still_up' into 'master'
...
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
92033bca64
Fixed error in calculating viewspace sun dir, minor cleanup
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
eecb9886a9
Shader cleanup, fix indicies
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
3d713e8602
Fix incorrect minimum ambient
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
71f7f30c0b
Don't break NV shaders
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
08b5681284
Missed redundant formatting changes
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
24454a1698
Switch to integer, uint not reliable in GLSL 120
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
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
elsid
634556be9d
Add setting to allow following creatures to find path over water surface
4 years ago
psi29a
484c46cb58
Merge branch 'hrtf-setting' into 'master'
...
Add Audio settings to openmw-launcher
See merge request OpenMW/openmw!692
4 years ago
Simon Meulenbeek
75b4871bab
Add Audio settings to openmw-launcher
4 years ago
psi29a
fe2a97ee39
Merge branch 'wizard-link' into 'master'
...
Implement #3983 - Add page to the wizard with links to buy morrowind
Closes #3983
See merge request OpenMW/openmw!693
4 years ago
tess
6f7e8d9f59
Implement #3983 - Add page to the wizard with links to buy morrowind
4 years ago
Matjaž Lamut
2cb4b62b83
De-hardcode references to mesh files used by the sky.
4 years ago
psi29a
9aed0bbf16
Merge branch 'spdx-license' into 'master'
...
Return to CC0-licensed appdata metadata
See merge request OpenMW/openmw!707
4 years ago
Alexander Olofsson
db32b8de91
Return to CC0-licensed appdata metadata
4 years ago
Roman Siromakha
c9acac557a
Merge pull request #3059 from akortunov/master
...
Revert MR672
4 years ago
Alexander Olofsson
44bd81e8f0
Use the SPDX license identifier in appdata XML
4 years ago
Andrei Kortunov
1ab5a9f530
Revert "Merge branch 'refractiontest' into 'master'"
...
This reverts commit b31459cc00
, reversing
changes made to 369adf1583
.
4 years ago
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
4 years ago
wareya
2ea0bf91e6
try to estimate vertical water depth, not screen-direction water depth
4 years ago
wareya
56fe1a8c12
wobbly water
4 years ago
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
4 years ago
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
4 years ago
wareya
845e3944d6
make refraction more visible even at a distance
4 years ago
Andrei Kortunov
c68e047f19
Remove invalid MyGUI properties from layout files
4 years ago
AnyOldName3
34af58f53f
Use correct extension name.
...
Like 0068c7bb25
, but for other shaders, too
4 years ago
AnyOldName3
3103266406
Add correct preprocessor check when enabling extension
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
4ed67d8597
Improve A2C setting name
4 years ago
AnyOldName3
b8ee32e317
Support A2C for groundcover
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
psi29a
5566f2b06b
Merge branch 'optimise-groundcover-lighting' into 'master'
...
Optimise groundcover lighting
See merge request OpenMW/openmw!600
4 years ago
AnyOldName3
f8f6d63d4c
Optimise groundcover lighting
4 years ago
Nelsson Huotari
382324173b
\ to /
4 years ago
Nelsson Huotari
2c67f34c6d
Update base_anim file settings
4 years ago
Nelsson Huotari
3194520dcd
Move base_anim settings to settings-default.cfg
4 years ago
Andrei Kortunov
e3490c8606
Remove dead code
4 years ago
Andrei Kortunov
8874e88ff1
Drop fading setting
4 years ago
Andrei Kortunov
36fc573375
Take in account Z direction for stomping
4 years ago
Andrei Kortunov
5124e81348
Use linear interpolation instead of abrupt transitions for groundcover lighting
4 years ago
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
4 years ago
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
4 years ago
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
4 years ago
AnyOldName3
0068c7bb25
Spec says GL_
4 years ago
AnyOldName3
4ed3252001
Check for EXT_gpu_shader4 CPU-side
...
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
4 years ago
AnyOldName3
d13459ecf9
Scale mipmap alpha to preserve coverage
4 years ago
AnyOldName3
69386df036
Correct alpha testing functions
4 years ago
AnyOldName3
9b99c76032
Clamp alpha reference to avoid degenerate case
4 years ago
Alexei Dobrohotov
e4e19bab1b
Make min and max view distance accurate to vanilla
4 years ago
Andrei Kortunov
66fee6dccb
Enhance level-up tooltip
4 years ago
AnyOldName3
54d465e3dc
Do all alpha testing early and only once
4 years ago
AnyOldName3
5e004356a2
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
AnyOldName3
8f4b856b44
Initial A2C implementation
4 years ago
Alexei Dobrohotov
09759c6620
Clean up shader lighting
4 years ago
AnyOldName3
a4f32a469e
Work around Nvidia driver bug
...
https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.1.20.pdf
Section 4.1.3 says that hexadecimal integer literals are supported, but
Nvidia have never read a specification since their founding, so their
engineers didn't know that hexadecimal integer literals are requires to
be supported to advertise support OpenGL versions with GLSL support.
4 years ago
AnyOldName3
ce2bcba5d4
Replace deprecated alpha test in shader visitor
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
Evil Eye
525292b184
Add graphic herbalism to the launcher
4 years ago
Evil Eye
275b9aea4d
rename setting
4 years ago
Evil Eye
e62fff5f2e
Add a setting to disable graphical herbalism
4 years ago
CedricMocquillon
6bfdf0e57f
Add more information on mouse over level
4 years ago
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
4 years ago
Alexei Dobrohotov
7e63afdecf
Allow loading arbitrary NIF files
4 years ago
Alexei Dobrohotov
9859565f8d
Improve grammar in [Physics] category of the default settings
4 years ago
Alexei Dobrohotov
f49bf028b9
Put a stretch menu background checkbox into the launcher ( #5672 )
4 years ago
Alexei Dobrohotov
de6d4ab44d
Make messageboxes overlap tooltips (bug #5639 )
4 years ago
psi29a
f513ee1f1d
Merge branch 'configurable_turning_delay' into 'master'
...
Makes the delay of turning while run configurable (part of "smooth movement")
See merge request OpenMW/openmw!349
4 years ago
psi29a
9d350ec824
Merge branch 'head_bobbing' into 'master'
...
Add head bobbing in first person mode
Closes #5043
See merge request OpenMW/openmw!320
4 years ago
Petr Mikheev
9ec6fce446
Makes the delay of turning while run configurable (part of "smooth movement").
4 years ago
fredzio
ae3306c019
Document async physics settings
...
Add an option to the launcher
Update changelog
4 years ago
fredzio
3c2504b442
Process movement queue in one or several background threads
...
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.
The number of threads is controlled by the numeric setting
[Physics]
async num threads
In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)
[Physics]
defer aabb update
Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.
[Physics]
lineofsight keep inactive cache
Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
4 years ago