Fix bug in LuaUi::Element::destroy() that sometimes leads to an infinite loop on UI cleanup
See merge request OpenMW/openmw!3033
(cherry picked from commit 364bc91f5b)
c6eed2a6 Fix bug in LuaUi::Element::destroy() that sometimes leads to an infinite loop on UI cleanup
If directory path is a symlink it should be showed and written to config files
as is. Between launcher runs the resulting canonical path may be different so
the resolved path becomes outdated.
Skipping the simulation, switching off collisions, and other approaches were not correct as they either broke some mods, or some core mechanics of the engine such as teleportation or waterwalking. As it turns out, the way to go is to simply do _nothing_ (modulo some gymnastics to account for the 1 frame difference in case of async).
Scripted movement and the unstucking logic tends to collide. Early out of unstuck in case the actor doesn't attempt to move. This means there is no AI package for NPC, which are the case for some boats and striders, or the player is content with their position.
Shaders, if deemed necessary, get attached to the node mentioned by the
top of the requirements stack. Previously an empty stack was incorrectly
assumed to mean no shaders were required, but we found out that was
wrong. We need to put shaders *somewhere*, and the root of the subgraph
we're modifying should be the best place.
std::shared_mutex in combination with std::condition_variable_any may
lead to a situation when notify_all does not wake up all waiting threads
on Windows. Use separate std::mutex and std::condition_variable to
notify about new job. Encapsulate all workers synchronization logic into
a separate type.
Limit max bullet supported threads by BT_MAX_THREAD_COUNT - 1
See merge request OpenMW/openmw!2797
(cherry picked from commit 31ae1cd339)
949b9191 Limit max bullet supported threads by BT_MAX_THREAD_COUNT - 1
Apply minor fixes to Lua documentation
See merge request OpenMW/openmw!2785
(cherry picked from commit 56c8c25a0e)
ccdd381f Minor fixes to Lua documentation
Fix executable for silicon builds
See merge request OpenMW/openmw!2767
(cherry picked from commit 3979d540b1)
f729a280 Fix executable for silicon builds
Round result of std::fmod(hours, 24) to the nearest float below 24 on double to
float conversion when it is not. Add special type and conversion function along
with tests to be used in all places where such conversion happens.
To avoid producing hours equal to 24 due to double to float precision loss.
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.
Add missing content=builtin.omwscripts if openmw is started via openmw-cs
Closes#7056
See merge request OpenMW/openmw!2496
(cherry picked from commit c2b495a187)
6025943f Add missing content=builtin.omwscripts if openmw is started via openmw-cs (fixes#7056)
Clear storage of setting groups on reloadlua
See merge request OpenMW/openmw!2497
(cherry picked from commit 523fabe1e8)
17891600 Clear storage of setting groups on reloadlua
Fix Lua settings UI not working after a save (#7005)
See merge request OpenMW/openmw!2495
(cherry picked from commit 084396f29e)
589d7e82 Fix Lua settings UI not working after a save (#7005)
Changed destination may create a situation when the distance actor moved between
2 update calls is less than initial distance because destination has been changed.
This forces actor to take evasive action when there is no actual obstacle.
bump sdl from 2.0.22 to 2.0.24 for windows
Closes#6924
See merge request OpenMW/openmw!2425
(cherry picked from commit 483f370b01)
4c5c449b bump sdl from 2.0.22 to 2.0.24 for windows
36b4e692 Update CI/before_script.msvc.sh
ef92281b Update CI/before_script.msvc.sh
3c173646 Update CI/before_script.msvc.sh
Re-sign Mac Applications before creating install package
See merge request OpenMW/openmw!2418
(cherry picked from commit 1dd392d33d)
52501b7b Re-sign Mac Applications before creating install package
e4f04390 Merge commit 'cd8b20439ec707574826679a8f851546c78e294e' into re-sign-mac-applications
71f6f950 Make Mac Plugins osgPlugins symlink relative
9f7e1324 Made CMake 3.19 requirement specific to macOS app packaging.
Update both instances of level detail text
See merge request OpenMW/openmw!2282
(cherry picked from commit 1d270e1683)
a4427235 Update both instances of level detail text
Use nv_default shader prefix for unhandled types
See merge request OpenMW/openmw!2419
(cherry picked from commit 92680ab9cf)
63b51ead Use nv_default shader prefix for unhandled types
Initialize reserved names once to avoid race condition (#7008)
Closes#7008
See merge request OpenMW/openmw!2409
(cherry picked from commit 16fd01a765)
8068d015 Initialize reserved names once to avoid race condition
From initial actor position.
findRandomPointAroundCircle may return a position outside given range. Use
raycast to choose a different reachable point within a radius but double check
and discard if it's still outside.
Use wander radius instead of wander distance for findRandomPointAroundCircle to
have better chance for a position to be inside wander distance.
Revert changes in the progress bars layout
See merge request OpenMW/openmw!2366
(cherry picked from commit 5815faecda)
cbe923ea Revert changes in the progress bars layout
Bloom shader (MR2313) french localisation
See merge request OpenMW/openmw!2347
(cherry picked from commit 2ee36c2d8f)
297952bb Add lines to be translated
b8d32986 Bloom shader translation, first pass
d911e992 Missing acute accents
d58f94e5 Other typos
Enlarge character selection widget
See merge request OpenMW/openmw!2350
(cherry picked from commit a0029cb512)
8bac073f Enlarge character selection menu to fit long character or class names
Only reflect spells that have a caster
Closes#6969
See merge request OpenMW/openmw!2349
(cherry picked from commit ca90b53c30)
7729ef2e Only reflect spells that have a caster
Fix incorrect scene lighting #6952
See merge request OpenMW/openmw!2335
(cherry picked from commit 1d177e2d71)
1f2d9f22 don't recycle statesets for light cullcallback for now
ActionManager::toggleMainMenu() should close PostProcessor HUD
See merge request OpenMW/openmw!2305
(cherry picked from commit bf0865d03d)
642d0ad6 ActionManager::toggleMainMenu() should close PostProcessor HUD.
Get build working on Apple Silicon
See merge request OpenMW/openmw!2286
(cherry picked from commit 36fbef1048)
1d7d3d57 Get build working on Apple Silicon
808a2e58 Merge commit '5ee4ce1232b0f334f29dd702f811c58dccf5c00d' into apple-silicon-arm-build
a61237f2 Cleaned up macOS FFmpeg framework linking
Show a message if player attempts to access postprocessor hud when postprocessing is disabled.
See merge request OpenMW/openmw!2306
(cherry picked from commit 0889635dc7)
5863790c Show a message if player attempts to access postprocessor hud when postprocessing is disabled
Clear the magic queue when unloading actors
Closes#6954
See merge request OpenMW/openmw!2317
(cherry picked from commit 7c899364af)
afcbb3cb Clear the magic queue when unloading actors
443420ea CI compare cells
[Multiview][Postprocessor] omw_GetWorldPosFromUV() should use omw_GetDepth()
See merge request OpenMW/openmw!2320
(cherry picked from commit 23e765954d)
70e1efdd omw_GetWorldPosFromUV() should use omw_GetDepth()
Add wareya's linear bloom shader
See merge request OpenMW/openmw!2313
(cherry picked from commit 537c6e96ab)
534f0377 Add wareya's linear bloom shader
84c72b1c Add dots at the end, and add the .ru translation
Preserve effect indices when applying AoE and targeted spells
Closes#6957
See merge request OpenMW/openmw!2315
(cherry picked from commit 5ed9764f3b)
a5476082 Preserve effect indices when applying AoE and targeted spells
Mark summon effects as applied if they have spawned a creature
Closes#6955
See merge request OpenMW/openmw!2316
(cherry picked from commit 8ec8e733a1)
8b02c17a Mark summon effects as applied if they have spawned a creature
Shaders: Hot reload, togglable by lua debug command
See merge request OpenMW/openmw!2238
(cherry picked from commit 4078f19c74)
8d194a16 Shaders: rudimentary hot reloader on shaders
4e7c1c5b Added break when the operation failed
6b38d622 Added lua bindings to toggle hot reload (disabled by default) or to trigger a reload
31d41252 forgot memory include
f78fa989 fixed include, cleaned comments and indentation
fc8838c7 Renamed lua binding, and use action to avoid concurrency issue
aa51d6de Missing chrono include ?
68d06989 Fixed cyclical included check
b6d7293a Removed weird lines that I thought were necessary to please the compiler
9a475b0c fixed blank lines and missing breaks
cdd95f78 replaced empty function body by default
a1c8dc9d C++17 compat ?
7b78bf4b Fix files with different defines weren't added to the hot reload manager
cc9d4364 includes now work when the same shader has different defines
15751c57 Lua debug api doc
3ab0a991 Hot reload done only once every 200 ms, no point in beeing faster
df69fc76 Post processing shaders now use the same lua commands, no more launcher option...
c71f3508 changed overview.rst of post processing
603b30e1 Added some variable names to make it clearer what their function was
baadc06e Merge branch 'master' into 'SHADER_HOT_RELOAD'
decfbc53 Fix threading issues
b14cc673 adds missing decleration
16a4b571 adds missing include
166717d6 Makes sure threads are only stopped once ,and that they will be re-started
25c1f0ca Renamed variable to fix case issue
Validate near and far clip distances
See merge request OpenMW/openmw!2311
(cherry picked from commit 510eac3fb4)
17c10537 Validate near and far clip distances
Font fixes
See merge request OpenMW/openmw!2297
(cherry picked from commit 7bb1856b74)
c3d3f314 Allow to change font settings in the launcher
2cd2b42e Improve handling of larger font size
2cae8bea Improve layout of Interface tab
3117a993 Fix documentation
[Postprocessing] Mitigate clashes with live reload and external saves on windows
See merge request OpenMW/openmw!2237
(cherry picked from commit 92f3b4ba82)
0f9a7594 wait a brief moment before reading a file marked as modified
Allow users to decide if they need to import bitmap fonts
See merge request OpenMW/openmw!2270
(cherry picked from commit 1e4dd46688)
43f552f4 Allow users to decide if they need to import bitmap fonts
Updated Swedish strings for built-in shaders
See merge request OpenMW/openmw!2284
(cherry picked from commit 2a892a2525)
b3b16284 Update BuiltInShaders/sv.yaml
Do not copy data when it is not needed
See merge request OpenMW/openmw!2277
(cherry picked from commit f42ab6a3e7)
e3ad30a5 Do not copy data when it is not needed
message(FATAL_ERROR"OpenSceneGraph version ${OPENSCENEGRAPH_VERSION} has critical regressions which cause crashes. Please upgrade to 3.6.5 or later. We strongly recommend using the tip of the official 'OpenSceneGraph-3.6' branch or the tip of '3.6' OpenMW/osg (OSGoS).")
message(FATAL_ERROR"macOS packaging is broken in early CMake 3.13 releases, see https://gitlab.com/OpenMW/openmw/issues/4767. Please use at least 3.13.4 or an older version like 3.12.4")
if(CMAKE_VERSIONVERSION_LESS 3.19)
message(FATAL_ERROR"macOS packaging requires CMake 3.19 or higher to sign macOS app bundles.")
@ -14,8 +14,8 @@ OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see [files/data/fonts/DejaVuFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/DejaVuFontLicense.txt) for more information)
* OMWAyembedt.ttf: SIL Open Font License (see [files/data/fonts/OMWAyembedtFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/OMWAyembedtFontLicense.txt) for more information)
* Pelagiad.ttf: SIL Open Font License (see [files/data/fonts/PelagiadFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/PelagiadFontLicense.txt) for more information)
* DemonicLetters.ttf: SIL Open Font License (see [files/data/fonts/DemonicLettersFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/DemonicLettersFontLicense.txt) for more information)
* MysticCards.ttf: SIL Open Font License (see [files/data/fonts/MysticCardsFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/MysticCardsFontLicense.txt) for more information)
// before OSG 3.6.4, the default font was a static object, and if it wasn't attached to the scene when a graphics context was destroyed, it's program wouldn't be released.
// 3.6.4 moved it into the object cache, which meant it usually got released, but not here.
// 3.6.5 improved cleanup with osgViewer::CompositeViewer::removeView so it more reliably released associated state for objects in the object cache.
MyGUI::Button*button=mTrainingOptions->createWidget<MyGUI::Button>(price<=playerGold?"SandTextButton":"SandTextButtonDisabled",// can't use setEnabled since that removes tooltip
/// @return either the number of thread as configured by the user, or 1 if Bullet doesn't support multithreading and user requested more than 1 background threads
unsignedcomputeNumThreads()
unsignedgetMaxBulletSupportedThreads()
{
intwantedThread=Settings::Manager::getInt("async num threads","Physics");