Merge pull request #394 from TES3MP/0.6.3 while resolving conflicts

Conflicts:
	apps/openmw-mp/Script/Functions/Settings.cpp
	apps/openmw-mp/Script/Functions/Settings.hpp
sol2-server-rewrite
David Cernat 7 years ago
commit 7ec08e125b

@ -41,6 +41,7 @@ Programmers
Cory F. Cohen (cfcohen)
Cris Mihalache (Mirceam)
crussell187
DanielVukelich
darkf
devnexen
Dieho

@ -303,25 +303,25 @@ if [ -z $SKIP_DOWNLOAD ]; then
# Boost
if [ -z $APPVEYOR ]; then
download "Boost 1.61.0" \
"http://sourceforge.net/projects/boost/files/boost-binaries/1.61.0/boost_1_61_0-msvc-${MSVC_VER}.0-${BITS}.exe" \
"https://sourceforge.net/projects/boost/files/boost-binaries/1.61.0/boost_1_61_0-msvc-${MSVC_VER}.0-${BITS}.exe" \
"boost-1.61.0-msvc${MSVC_YEAR}-win${BITS}.exe"
fi
# Bullet
download "Bullet 2.86" \
"http://www.lysator.liu.se/~ace/OpenMW/deps/Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z" \
"https://www.lysator.liu.se/~ace/OpenMW/deps/Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z" \
"Bullet-2.86-msvc${MSVC_YEAR}-win${BITS}.7z"
# FFmpeg
download "FFmpeg 3.2.4" \
"http://ffmpeg.zeranoe.com/builds/win${BITS}/shared/ffmpeg-3.2.4-win${BITS}-shared.zip" \
"https://ffmpeg.zeranoe.com/builds/win${BITS}/shared/ffmpeg-3.2.4-win${BITS}-shared.zip" \
"ffmpeg-3.2.4-win${BITS}.zip" \
"http://ffmpeg.zeranoe.com/builds/win${BITS}/dev/ffmpeg-3.2.4-win${BITS}-dev.zip" \
"https://ffmpeg.zeranoe.com/builds/win${BITS}/dev/ffmpeg-3.2.4-win${BITS}-dev.zip" \
"ffmpeg-3.2.4-dev-win${BITS}.zip"
# MyGUI
download "MyGUI 3.2.2" \
"http://www.lysator.liu.se/~ace/OpenMW/deps/MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z" \
"https://www.lysator.liu.se/~ace/OpenMW/deps/MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z" \
"MyGUI-3.2.2-msvc${MSVC_YEAR}-win${BITS}.7z"
# OpenAL
@ -331,7 +331,7 @@ if [ -z $SKIP_DOWNLOAD ]; then
# OSG
download "OpenSceneGraph 3.4.1-scrawl" \
"http://www.lysator.liu.se/~ace/OpenMW/deps/OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z" \
"https://www.lysator.liu.se/~ace/OpenMW/deps/OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z" \
"OSG-3.4.1-scrawl-msvc${MSVC_YEAR}-win${BITS}.7z"
# Qt
@ -343,9 +343,9 @@ if [ -z $SKIP_DOWNLOAD ]; then
fi
download "Qt 5.7.2" \
"http://download.qt.io/official_releases/qt/5.7/5.7.0/qt-opensource-windows-x86-msvc${MSVC_YEAR}${QT_SUFFIX}-5.7.0.exe" \
"https://download.qt.io/official_releases/qt/5.7/5.7.0/qt-opensource-windows-x86-msvc${MSVC_YEAR}${QT_SUFFIX}-5.7.0.exe" \
"qt-5.7.0-msvc${MSVC_YEAR}-win${BITS}.exe" \
"http://www.lysator.liu.se/~ace/OpenMW/deps/qt-5-install.qs" \
"https://www.lysator.liu.se/~ace/OpenMW/deps/qt-5-install.qs" \
"qt-5-install.qs"
fi

@ -557,8 +557,8 @@ if(WIN32)
SET(CPACK_PACKAGE_DESCRIPTION_FILE "${OpenMW_SOURCE_DIR}/README.md")
SET(CPACK_NSIS_EXECUTABLES_DIRECTORY ".")
SET(CPACK_NSIS_DISPLAY_NAME "OpenMW ${OPENMW_VERSION}")
SET(CPACK_NSIS_HELP_LINK "http:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_URL_INFO_ABOUT "http:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_HELP_LINK "https:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_URL_INFO_ABOUT "https:\\\\\\\\www.openmw.org")
SET(CPACK_NSIS_INSTALLED_ICON_NAME "openmw-launcher.exe")
SET(CPACK_NSIS_MUI_FINISHPAGE_RUN "openmw-launcher.exe")
SET(CPACK_NSIS_MUI_ICON "${OpenMW_SOURCE_DIR}/files/tes3mp/tes3mp.ico")

@ -3,7 +3,7 @@ How to contribute to OpenMW
Not sure what to do with all your free time? Pick out a task from here:
http://bugs.openmw.org/
https://bugs.openmw.org/
Currently, we are focused on completing the MW game experience and general polishing. Features out of this scope may be approved in some cases, but you should probably start a discussion first.

@ -1,7 +1,7 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
@ -645,7 +645,7 @@ the "copyright" line and a pointer to where the full notice is found.
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
@ -664,11 +664,11 @@ might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
<https://www.gnu.org/philosophy/why-not-lgpl.html>.

@ -36,7 +36,7 @@ Getting Started
---------------
* [Quickstart guide](https://github.com/TES3MP/openmw-tes3mp/wiki/Quickstart-guide)
* [Steam group](https://steamcommunity.com/groups/mwmulti) and its [detailed FAQ](http://steamcommunity.com/groups/mwmulti/discussions/1/353916184342480541/)
* [Steam group](https://steamcommunity.com/groups/mwmulti) and its [detailed FAQ](https://steamcommunity.com/groups/mwmulti/discussions/1/353916184342480541/)
* [TES3MP section on OpenMW forums](https://forum.openmw.org/viewforum.php?f=44)
* [Subreddit](https://www.reddit.com/r/tes3mp)
* [Known issues and bug reports](https://github.com/TES3MP/openmw-tes3mp/issues)

@ -20,7 +20,7 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show enchant chance", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
loadSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
@ -35,9 +35,11 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
// Other Settings
// Saves Settings
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
// Other Settings
QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString);
@ -56,7 +58,7 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show enchant chance", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
saveSettingBool(showProjectileDamageCheckBox, "show projectile damage", "Game");
@ -69,9 +71,14 @@ void Launcher::AdvancedPage::saveSettings()
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
// Other Settings
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves")) {
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
}
// Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
if (screenshotFormatString != mEngineSettings.getString("screenshot format", "General"))
mEngineSettings.setString("screenshot format", "General", screenshotFormatString);

@ -14,6 +14,7 @@ void GameSettings::Init(LuaState &lua)
{
lua.getState()->new_usertype<GameSettings>("Settings",
"setDifficulty", &GameSettings::setDifficulty,
"setPhysicsFramerate", &GameSettings::setPhysicsFramerate,
"setConsoleAllowed", &GameSettings::setConsoleAllowed,
"setBedRestAllowed", &GameSettings::setBedRestAllowed,
"setWildernessRestAllowed", &GameSettings::setWildernessRestAllowed,
@ -38,6 +39,12 @@ void GameSettings::setDifficulty(int difficulty)
setChanged();
}
void GameSettings::setPhysicsFramerate(double physicsFramerate)
{
player->physicsFramerate = physicsFramerate;
setChanged();
}
void GameSettings::setBedRestAllowed(bool state)
{
player->bedRestAllowed = state;

@ -22,6 +22,8 @@ public:
void setDifficulty(int difficulty);
void setPhysicsFramerate(double physicsFramerate);
void setBedRestAllowed(bool state);
void setWildernessRestAllowed(bool state);

@ -89,7 +89,7 @@ add_openmw_dir (mwmechanics
)
add_openmw_dir (mwstate
statemanagerimp charactermanager character
statemanagerimp charactermanager character quicksavemanager
)
add_openmw_dir (mwbase
@ -258,4 +258,3 @@ endif (MSVC)
if (WIN32)
INSTALL(TARGETS tes3mp RUNTIME DESTINATION ".")
endif (WIN32)

@ -318,6 +318,16 @@ namespace MWBase
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to set the physics framerate from elsewhere
*/
virtual void World::setPhysicsFramerate(float physFramerate) = 0;
/*
End of tes3mp addition
*/
virtual bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) = 0;
///< cast a Ray and return true if there is an object in the ray path.

@ -83,8 +83,9 @@ namespace MWClass
if (ptr.getCellRef().getSoul() != "")
{
const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().find(ref->mRef.getSoul());
value *= creature->mData.mSoul;
const ESM::Creature *creature = MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().search(ref->mRef.getSoul());
if (creature)
value *= creature->mData.mSoul;
}
return value;
@ -148,8 +149,9 @@ namespace MWClass
if (ref->mRef.getSoul() != "")
{
const ESM::Creature *creature = store.get<ESM::Creature>().find(ref->mRef.getSoul());
info.caption += " (" + creature->mName + ")";
const ESM::Creature *creature = store.get<ESM::Creature>().search(ref->mRef.getSoul());
if (creature)
info.caption += " (" + creature->mName + ")";
}
std::string text;
@ -210,7 +212,7 @@ namespace MWClass
std::shared_ptr<MWWorld::Action> Miscellaneous::use (const MWWorld::Ptr& ptr) const
{
if (ptr.getCellRef().getSoul().empty())
if (ptr.getCellRef().getSoul().empty() || !MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().search(ptr.getCellRef().getSoul()))
return std::shared_ptr<MWWorld::Action>(new MWWorld::NullAction());
else
return std::shared_ptr<MWWorld::Action>(new MWWorld::ActionSoulgem(ptr));

@ -421,7 +421,7 @@ namespace MWClass
// store
ptr.getRefData().setCustomData (data.release());
getInventoryStore(ptr).autoEquip(ptr);
getInventoryStore(ptr).autoEquip(ptr);
}
}

@ -101,8 +101,10 @@ namespace MWDialogue
if (i->mTopic == id && i->mInfoId == infoId)
{
if (getJournalIndex(id) < index)
{
setJournalIndex(id, index);
MWBase::Environment::get().getWindowManager()->messageBox ("#{sJournalEntry}");
MWBase::Environment::get().getWindowManager()->messageBox ("#{sJournalEntry}");
}
return;
}

@ -1,5 +1,7 @@
#include "companionwindow.hpp"
#include <cmath>
#include <MyGUI_InputManager.h>
#include "../mwbase/environment.hpp"
@ -129,7 +131,7 @@ void CompanionWindow::updateEncumbranceBar()
return;
float capacity = mPtr.getClass().getCapacity(mPtr);
float encumbrance = mPtr.getClass().getEncumbrance(mPtr);
mEncumbranceBar->setValue(static_cast<int>(encumbrance), static_cast<int>(capacity));
mEncumbranceBar->setValue(std::ceil(encumbrance), static_cast<int>(capacity));
if (mModel && mModel->hasProfit(mPtr))
{

@ -1,5 +1,6 @@
#include "inventorywindow.hpp"
#include <cmath>
#include <stdexcept>
#include <MyGUI_Window.h>
@ -612,7 +613,7 @@ namespace MWGui
float capacity = player.getClass().getCapacity(player);
float encumbrance = player.getClass().getEncumbrance(player);
mTradeModel->adjustEncumbrance(encumbrance);
mEncumbranceBar->setValue(static_cast<int>(encumbrance), static_cast<int>(capacity));
mEncumbranceBar->setValue(std::ceil(encumbrance), static_cast<int>(capacity));
}
void InventoryWindow::onFrame(float dt)

@ -16,8 +16,13 @@ namespace
{
if (count == 1)
return "";
if (count > 9999)
return MyGUI::utility::toString(int(count/1000.f)) + "k";
if (count > 999999999)
return MyGUI::utility::toString(count/1000000000) + "b";
else if (count > 999999)
return MyGUI::utility::toString(count/1000000) + "m";
else if (count > 9999)
return MyGUI::utility::toString(count/1000) + "k";
else
return MyGUI::utility::toString(count);
}

@ -112,6 +112,16 @@ namespace MWGui
MWWorld::Ptr player = MWMechanics::getPlayer();
/*
Start of tes3mp addition
Declare pointer to LocalPlayer for use in other additions
*/
mwmp::LocalPlayer* localPlayer = mwmp::Main::get().getLocalPlayer();
/*
End of tes3mp addition
*/
for (int i=0; i<mDays*24; ++i)
MWBase::Environment::get().getMechanicsManager()->rest(true);
MWBase::Environment::get().getWorld()->advanceTime(mDays * 24);
@ -129,7 +139,7 @@ namespace MWGui
Disable increases for Security and Sneak when using ignoreJailSkillIncreases
*/
if (mwmp::Main::get().getLocalPlayer()->ignoreJailSkillIncreases)
if (localPlayer->ignoreJailSkillIncreases)
value.setBase(std::max(0, value.getBase()-1));
else if (skill == ESM::Skill::Security || skill == ESM::Skill::Sneak)
/*
@ -153,7 +163,7 @@ namespace MWGui
If we've received a packet overriding the default jail end text, use the new text
*/
if (!mwmp::Main::get().getLocalPlayer()->jailEndText.empty())
if (!localPlayer->jailEndText.empty())
message = mwmp::Main::get().getLocalPlayer()->jailEndText;
/*
End of tes3mp addition
@ -176,7 +186,7 @@ namespace MWGui
Account for usage of ignoreJailSkillIncreases
*/
if (!mwmp::Main::get().getLocalPlayer()->ignoreJailSkillIncreases &&
if (!localPlayer->ignoreJailSkillIncreases &&
(*it == ESM::Skill::Sneak || *it == ESM::Skill::Security))
/*
End of tes3mp change (minor)
@ -195,10 +205,10 @@ namespace MWGui
Reset all PlayerJail-related overrides
*/
mwmp::Main::get().getLocalPlayer()->ignoreJailTeleportation = false;
mwmp::Main::get().getLocalPlayer()->ignoreJailSkillIncreases = false;
mwmp::Main::get().getLocalPlayer()->jailProgressText = "";
mwmp::Main::get().getLocalPlayer()->jailEndText = "";
localPlayer->ignoreJailTeleportation = false;
localPlayer->ignoreJailSkillIncreases = false;
localPlayer->jailProgressText = "";
localPlayer->jailEndText = "";
/*
End of tes3mp addition
*/

@ -39,6 +39,7 @@ void getKeyFocusWidgets(MyGUI::Widget* parent, std::vector<MyGUI::Widget*>& resu
KeyboardNavigation::KeyboardNavigation()
: mCurrentFocus(nullptr)
, mModalWindow(nullptr)
, mEnabled(true)
{
MyGUI::WidgetManager::getInstance().registerUnlinker(this);
}
@ -101,6 +102,9 @@ bool isRootParent(MyGUI::Widget* widget, MyGUI::Widget* root)
void KeyboardNavigation::onFrame()
{
if (!mEnabled)
return;
MyGUI::Widget* focus = MyGUI::InputManager::getInstance().getKeyFocusWidget();
if (focus == mCurrentFocus)
@ -150,6 +154,11 @@ void KeyboardNavigation::setModalWindow(MyGUI::Widget *window)
mModalWindow = window;
}
void KeyboardNavigation::setEnabled(bool enabled)
{
mEnabled = enabled;
}
enum Direction
{
D_Left,
@ -162,6 +171,9 @@ enum Direction
bool KeyboardNavigation::injectKeyPress(MyGUI::KeyCode key, unsigned int text)
{
if (!mEnabled)
return false;
switch (key.getValue())
{
case MyGUI::KeyCode::ArrowLeft:

@ -28,6 +28,8 @@ namespace MWGui
void setModalWindow(MyGUI::Widget* window);
void setEnabled(bool enabled);
private:
bool switchFocus(int direction, bool wrap);
@ -40,6 +42,8 @@ namespace MWGui
MyGUI::Widget* mCurrentFocus;
MyGUI::Widget* mModalWindow;
bool mEnabled;
};
}

@ -163,7 +163,6 @@ namespace MWGui
if (mViewer->getIncrementalCompileOperation())
{
mViewer->getIncrementalCompileOperation()->setMaximumNumOfObjectsToCompilePerFrame(100);
mViewer->getIncrementalCompileOperation()->setTargetFrameRate(getTargetFrameRate());
}
// Assign dummy bounding sphere callback to avoid the bounding sphere of the entire scene being recomputed after each frame of loading

@ -120,6 +120,21 @@ namespace MWGui
}
if (type == sliderType)
{
/*
Start of tes3mp addition
Hide difficulty widget because it has no use in multiplayer, with
the difficulty being set by the server instead
*/
if (getSettingName(current) == "difficulty")
{
widget->setEnabled(false);
widget->setVisible(false);
}
/*
End of tes3mp addition
*/
MyGUI::ScrollBar* scroll = current->castType<MyGUI::ScrollBar>();
std::string valueStr;
if (getSettingValueType(current) == "Float")

@ -208,7 +208,7 @@ namespace MWGui
if ((mFilter & Filter_OnlyEnchanted) && !(item.mFlags & ItemStack::Flag_Enchanted))
return false;
if ((mFilter & Filter_OnlyChargedSoulstones) && (base.getTypeName() != typeid(ESM::Miscellaneous).name()
|| base.getCellRef().getSoul() == ""))
|| base.getCellRef().getSoul() == "" || !MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().search(base.getCellRef().getSoul())))
return false;
if ((mFilter & Filter_OnlyRepairTools) && (base.getTypeName() != typeid(ESM::Repair).name()))
return false;

@ -249,7 +249,10 @@ namespace MWGui
MyGUI::FactoryManager::getInstance().registerFactory<ResourceImageSetPointerFix>("Resource", "ResourceImageSetPointer");
MyGUI::ResourceManager::getInstance().load("core.xml");
bool keyboardNav = Settings::Manager::getBool("keyboard navigation", "GUI");
mKeyboardNavigation.reset(new KeyboardNavigation());
mKeyboardNavigation->setEnabled(keyboardNav);
Gui::ImageButton::setDefaultNeedKeyFocus(keyboardNav);
mLoadingScreen = new LoadingScreen(mResourceSystem->getVFS(), mViewer);
mWindows.push_back(mLoadingScreen);

@ -64,10 +64,13 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
Because multiplayer does not pause the game, prevent infinite arrest loops by ignoring
players already engaged in dialogue
Additionally, do not arrest players who are currently jailed
*/
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue))
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue) ||
MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Jail))
{
return true;
}

@ -14,7 +14,7 @@
*
* You should have received a copy of the GNU General Public License
* version 3 along with this program. If not, see
* http://www.gnu.org/licenses/ .
* https://www.gnu.org/licenses/ .
*/
#include "character.hpp"

@ -242,8 +242,11 @@ namespace MWMechanics
return 0;
if(mSoulGemPtr.getCellRef().getSoul()=="")
return 0;
const ESM::Creature* soul = store.get<ESM::Creature>().find(mSoulGemPtr.getCellRef().getSoul());
return soul->mData.mSoul;
const ESM::Creature* soul = store.get<ESM::Creature>().search(mSoulGemPtr.getCellRef().getSoul());
if(soul)
return soul->mData.mSoul;
else
return 0;
}
int Enchanting::getMaxEnchantValue() const

@ -1144,8 +1144,11 @@ namespace MWMechanics
Misc::StringUtils::lowerCaseInPlace(owner.first);
if (!Misc::StringUtils::ciEqual(item.getCellRef().getRefId(), MWWorld::ContainerStore::sGoldId))
mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count;
{
const MWWorld::Ptr victimRef = MWBase::Environment::get().getWorld()->searchPtr(ownerCellRef->getOwner(), true);
if (victimRef.isEmpty() || !victimRef.getClass().getCreatureStats(victimRef).isDead())
mStolenItems[Misc::StringUtils::lowerCase(item.getCellRef().getRefId())][owner] += count;
}
if (alarm)
commitCrime(ptr, victim, OT_Theft, item.getClass().getValue(item) * count);
}

@ -8,7 +8,7 @@
namespace
{
// See http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
// See https://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html
//
// One of the smallest cost in Seyda Neen is between points 77 & 78:
// pt x y

@ -49,6 +49,7 @@ LocalPlayer::LocalPlayer()
charGenState.isFinished = false;
difficulty = 0;
physicsFramerate = 60.0;
consoleAllowed = false;
bedRestAllowed = true;
wildernessRestAllowed = true;
@ -69,9 +70,9 @@ LocalPlayer::LocalPlayer()
scale = 1;
isWerewolf = false;
diedSinceArrestAttempt = false;
isReceivingQuickKeys = false;
isPlayingAnimation = false;
diedSinceArrestAttempt = false;
}
LocalPlayer::~LocalPlayer()
@ -808,9 +809,11 @@ void LocalPlayer::resurrect()
// Record that the player has died since the last attempt was made to arrest them,
// used to make guards lenient enough to attempt an arrest again
diedSinceArrestAttempt = true;
LOG_APPEND(Log::LOG_INFO, "- diedSinceArrestAttempt is now true");
// Record that we are no longer a known werewolf, to avoid being attacked infinitely
MWBase::Environment::get().getWorld()->setGlobalInt("pcknownwerewolf", 0);
// Ensure we unequip any items with constant effects that can put us into an infinite
// death loop
MechanicsHelper::unequipItemsByEffect(ptrPlayer, ESM::Enchantment::ConstantEffect, ESM::MagicEffect::DrainHealth);

@ -2,6 +2,7 @@
#define OPENMW_PROCESSORGAMESETTINGS_HPP
#include "apps/openmw/mwbase/environment.hpp"
#include "apps/openmw/mwworld/worldimp.hpp"
#include "apps/openmw/mwgui/windowmanagerimp.hpp"
#include "../PlayerProcessor.hpp"
@ -28,6 +29,8 @@ namespace mwmp
(!player->bedRestAllowed || !player->wildernessRestAllowed || !player->waitAllowed))
MWBase::Environment::get().getWindowManager()->popGuiMode();
}
MWBase::Environment::get().getWorld()->setPhysicsFramerate(player->physicsFramerate);
}
}
};

@ -794,6 +794,28 @@ namespace MWPhysics
return true;
}
/*
Start of tes3mp addition
Make it possible to set the physics framerate from elsewhere
*/
void PhysicsSystem::setPhysicsFramerate(float physFramerate)
{
if (physFramerate > 0 && physFramerate < 100)
{
mPhysicsDt = 1.f / physFramerate;
std::cerr << "Warning: physics framerate was overridden (a new value is " << physFramerate << ")." << std::endl;
}
else
{
std::cerr << "Warning: attempted to override physics framerate with new value of " << physFramerate <<
", but it was outside accepted values." << std::endl;
}
}
/*
End of tes3mp addition
*/
class DeepestNotMeContactTestResultCallback : public btCollisionWorld::ContactResultCallback
{
const btCollisionObject* mMe;

@ -170,6 +170,16 @@ namespace MWPhysics
bool isOnSolidGround (const MWWorld::Ptr& actor) const;
/*
Start of tes3mp addition
Make it possible to set the physics framerate from elsewhere
*/
void setPhysicsFramerate(float physFramerate);
/*
End of tes3mp addition
*/
private:
void updateWater();

@ -8,6 +8,7 @@
#include <osg/Texture2D>
#include <osg/ComputeBoundsVisitor>
#include <osg/LightSource>
#include <osg/PolygonMode>
#include <osgDB/ReadFile>
@ -174,6 +175,7 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
camera->setNodeMask(Mask_RenderToTexture);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL), osg::StateAttribute::OVERRIDE);
// assign large value to effectively turn off fog
// shaders don't respect glDisable(GL_FOG)

@ -205,7 +205,10 @@ namespace MWRender
mObjects.reset(new Objects(mResourceSystem, sceneRoot, mUnrefQueue.get()));
if (getenv("OPENMW_DONT_PRECOMPILE") == NULL)
{
mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation);
mViewer->getIncrementalCompileOperation()->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
}
mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
@ -223,6 +226,7 @@ namespace MWRender
else
mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile));
mTerrain->setDefaultViewer(mViewer->getCamera());
mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
mCamera.reset(new Camera(mViewer->getCamera()));

@ -508,7 +508,13 @@ namespace MWScript
store.get<ESM::Creature>().find(creature); // This line throws an exception if it can't find the creature
MWWorld::Ptr item = *ptr.getClass().getContainerStore(ptr).add(gem, 1, ptr);
// Set the soul on just one of the gems, not the whole stack
item.getContainerStore()->unstack(item, ptr);
item.getCellRef().setSoul(creature);
// Restack the gem with other gems with the same soul
item.getContainerStore()->restack(item);
}
};

@ -15,7 +15,7 @@
* License along with this library; if not, write to the
* Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
* Or go to https://www.gnu.org/copyleft/lgpl.html
*/
#ifndef AL_ALEXT_H

@ -21,7 +21,7 @@ extern "C"
// From version 54.56 binkaudio encoding format changed from S16 to FLTP. See:
// https://gitorious.org/ffmpeg/ffmpeg/commit/7bfd1766d1c18f07b0a2dd042418a874d49ea60d
// http://ffmpeg.zeranoe.com/forum/viewtopic.php?f=15&t=872
// https://ffmpeg.zeranoe.com/forum/viewtopic.php?f=15&t=872
#include <libswresample/swresample.h>
}

@ -0,0 +1,38 @@
#include "quicksavemanager.hpp"
MWState::QuickSaveManager::QuickSaveManager(std::string &saveName, unsigned int maxSaves)
{
this->mSaveName = saveName;
this->mMaxSaves = maxSaves;
this->mOldestSlotVisited = NULL;
this->mSlotsVisited = 0;
}
void MWState::QuickSaveManager::visitSave(const Slot *saveSlot)
{
if(mSaveName == saveSlot->mProfile.mDescription)
{
++mSlotsVisited;
if(isOldestSave(saveSlot))
mOldestSlotVisited = saveSlot;
}
}
bool MWState::QuickSaveManager::isOldestSave(const Slot *compare)
{
if(mOldestSlotVisited == NULL)
return true;
return (compare->mTimeStamp <= mOldestSlotVisited->mTimeStamp);
}
bool MWState::QuickSaveManager::shouldCreateNewSlot()
{
return (mSlotsVisited < mMaxSaves);
}
const MWState::Slot *MWState::QuickSaveManager::getNextQuickSaveSlot()
{
if(shouldCreateNewSlot())
return NULL;
return mOldestSlotVisited;
}

@ -0,0 +1,35 @@
#ifndef GAME_STATE_QUICKSAVEMANAGER_H
#define GAME_STATE_QUICKSAVEMANAGER_H
#include <string>
#include "character.hpp"
#include "../mwbase/statemanager.hpp"
namespace MWState{
class QuickSaveManager{
std::string mSaveName;
unsigned int mMaxSaves;
unsigned int mSlotsVisited;
const Slot *mOldestSlotVisited;
private:
bool shouldCreateNewSlot();
bool isOldestSave(const Slot *compare);
public:
QuickSaveManager(std::string &saveName, unsigned int maxSaves);
///< A utility class to manage multiple quicksave slots
///
/// \param saveName The name of the save ("QuickSave", "AutoSave", etc)
/// \param maxSaves The maximum number of save slots to create before recycling old ones
void visitSave(const Slot *saveSlot);
///< Visits the given \a slot \a
const Slot *getNextQuickSaveSlot();
///< Get the slot that the next quicksave should use.
///
///\return Either the oldest quicksave slot visited, or NULL if a new slot can be made
};
}
#endif

@ -37,6 +37,8 @@
#include "../mwscript/globalscripts.hpp"
#include "quicksavemanager.hpp"
void MWState::StateManager::cleanup (bool force)
{
if (mState!=State_NoGame || force)
@ -324,20 +326,25 @@ void MWState::StateManager::quickSave (std::string name)
return;
}
const Slot* slot = NULL;
int maxSaves = Settings::Manager::getInt("max quicksaves", "Saves");
if(maxSaves < 1)
maxSaves = 1;
Character* currentCharacter = getCurrentCharacter(); //Get current character
QuickSaveManager saveFinder = QuickSaveManager(name, maxSaves);
//Find quicksave slot
if (currentCharacter)
{
for (Character::SlotIterator it = currentCharacter->begin(); it != currentCharacter->end(); ++it)
{
if (it->mProfile.mDescription == name)
slot = &*it;
//Visiting slots allows the quicksave finder to find the oldest quicksave
saveFinder.visitSave(&*it);
}
}
saveGame(name, slot);
//Once all the saves have been visited, the save finder can tell us which
//one to replace (or create)
saveGame(name, saveFinder.getNextQuickSaveSlot());
}
void MWState::StateManager::loadGame(const std::string& filepath)

@ -48,6 +48,12 @@ void MWWorld::LiveCellRefBase::loadImp (const ESM::ObjectState& state)
}
mClass->readAdditionalState (ptr, state);
if (!mRef.getSoul().empty() && !MWBase::Environment::get().getWorld()->getStore().get<ESM::Creature>().search(mRef.getSoul()))
{
std::cerr << "Soul '" << mRef.getSoul() << "' not found, removing the soul from soul gem" << std::endl;
mRef.setSoul(std::string());
}
}
void MWWorld::LiveCellRefBase::saveImp (ESM::ObjectState& state) const

@ -592,7 +592,7 @@ namespace MWWorld
const ESM::Cell *ptr = search(id);
if (ptr == 0) {
std::ostringstream msg;
msg << "Interior cell '" << id << "' not found";
msg << "Cell '" << id << "' not found";
throw std::runtime_error(msg.str());
}
return ptr;
@ -607,6 +607,11 @@ namespace MWWorld
}
return ptr;
}
void Store<ESM::Cell>::clearDynamic()
{
setUp();
}
void Store<ESM::Cell>::setUp()
{
typedef DynamicExt::iterator ExtIterator;

@ -293,6 +293,7 @@ namespace MWWorld
const ESM::Cell *find(const std::string &id) const;
const ESM::Cell *find(int x, int y) const;
virtual void clearDynamic();
void setUp();
RecordId load(ESM::ESMReader &esm);

@ -330,7 +330,6 @@ namespace MWWorld
mWorldScene->clear();
mStore.clearDynamic();
mStore.setUp();
if (mPlayer)
{
@ -1525,6 +1524,19 @@ namespace MWWorld
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to set the physics framerate from elsewhere
*/
void World::setPhysicsFramerate(float physFramerate)
{
mPhysics->setPhysicsFramerate(physFramerate);
}
/*
End of tes3mp addition
*/
void World::doPhysics(float duration)
{
mPhysics->stepSimulation(duration);

@ -417,6 +417,16 @@ namespace MWWorld
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to set the physics framerate from elsewhere
*/
void World::setPhysicsFramerate(float physFramerate);
/*
End of tes3mp addition
*/
bool castRay (float x1, float y1, float z1, float x2, float y2, float z2) override;
///< cast a Ray and return true if there is an object in the ray path.

@ -1,7 +1,7 @@
#-------------------------------------------------------------------
# This file is part of the CMake build system for OGRE
# (Object-oriented Graphics Rendering Engine)
# For the latest info, see http://www.ogre3d.org/
# For the latest info, see https://www.ogre3d.org/
#
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.

@ -4,7 +4,7 @@
# LIBUNSHIELD_FOUND, if false, do not try to link to LibUnshield
# LIBUNSHIELD_INCLUDE_DIRS, where to find the headers
#
# Created by Tom Mason (wheybags) for OpenMW (http://openmw.org), based on FindMPG123.cmake
# Created by Tom Mason (wheybags) for OpenMW (https://openmw.org), based on FindMPG123.cmake
#
# Ripped off from other sources. In fact, this file is so generic (I
# just did a search and replace on another file) that I wonder why the

@ -1,7 +1,7 @@
#-------------------------------------------------------------------
# This file is part of the CMake build system for OGRE
# (Object-oriented Graphics Rendering Engine)
# For the latest info, see http://www.ogre3d.org/
# For the latest info, see https://www.ogre3d.org/
#
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (bsa_file.cpp) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (bsa_file.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (controlled.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (controller.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (data.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (effect.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (extra.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (nif_types.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (property.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -2,7 +2,7 @@
OpenMW - The completely unofficial reimplementation of Morrowind
Copyright (C) 2008-2010 Nicolay Korslund
Email: < korslund@gmail.com >
WWW: http://openmw.sourceforge.net/
WWW: https://openmw.org/
This file (record.h) is part of the OpenMW package.
@ -17,7 +17,7 @@
You should have received a copy of the GNU General Public License
version 3 along with this program. If not, see
http://www.gnu.org/licenses/ .
https://www.gnu.org/licenses/ .
*/

@ -245,11 +245,6 @@ void BulletNifLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags,
{
assert(shape != NULL);
// Interpret flags
bool hidden = (flags&Nif::NiNode::Flag_Hidden) != 0;
bool collide = (flags&Nif::NiNode::Flag_MeshCollision) != 0;
bool bbcollide = (flags&Nif::NiNode::Flag_BBoxCollision) != 0;
// If the object was marked "NCO" earlier, it shouldn't collide with
// anything. So don't do anything.
if ((flags & 0x800))
@ -257,11 +252,6 @@ void BulletNifLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags,
return;
}
if (!collide && !bbcollide && hidden)
// This mesh apparently isn't being used for anything, so don't
// bother setting it up.
return;
if (!shape->skin.empty())
isAnimated = false;

@ -303,6 +303,7 @@ namespace mwmp
} weather;
int difficulty;
float physicsFramerate;
bool consoleAllowed;
bool bedRestAllowed;
bool wildernessRestAllowed;

@ -14,6 +14,7 @@ void PacketGameSettings::Packet(RakNet::BitStream *bs, bool send)
PlayerPacket::Packet(bs, send);
RW(player->difficulty, send);
RW(player->physicsFramerate, send);
RW(player->consoleAllowed, send);
RW(player->bedRestAllowed, send);
RW(player->wildernessRestAllowed, send);

@ -292,7 +292,7 @@ public:
ostream << "# to its default, simply remove it from this file. For available" << std::endl;
ostream << "# settings, see the file 'settings-default.cfg' or the documentation at:" << std::endl;
ostream << "#" << std::endl;
ostream << "# http://openmw.readthedocs.io/en/master/reference/modding/settings/index.html" << std::endl;
ostream << "# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html" << std::endl;
}
// We still have one more thing to do before we're completely done writing the file.

@ -6,11 +6,14 @@
#include <osg/Texture2D>
#include <osg/RenderInfo>
#include <algorithm>
namespace Terrain
{
CompositeMapRenderer::CompositeMapRenderer()
: mTimeAvailable(0.0005)
: mTargetFrameRate(120)
, mMinimumTimeAvailable(0.0025)
{
setSupportsDisplayList(false);
setCullingActive(false);
@ -22,6 +25,14 @@ CompositeMapRenderer::CompositeMapRenderer()
void CompositeMapRenderer::drawImplementation(osg::RenderInfo &renderInfo) const
{
double dt = mTimer.time_s();
dt = std::min(dt, 0.2);
mTimer.setStartTick();
double targetFrameTime = 1.0/static_cast<double>(mTargetFrameRate);
double conservativeTimeRatio(0.75);
double availableTime = std::max((targetFrameTime - dt)*conservativeTimeRatio,
mMinimumTimeAvailable);
mCompiled.clear();
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mMutex);
@ -39,7 +50,7 @@ void CompositeMapRenderer::drawImplementation(osg::RenderInfo &renderInfo) const
mImmediateCompileSet.erase(mImmediateCompileSet.begin());
}
double timeLeft = mTimeAvailable;
double timeLeft = availableTime;
while (!mCompileSet.empty() && timeLeft > 0)
{
@ -53,6 +64,7 @@ void CompositeMapRenderer::drawImplementation(osg::RenderInfo &renderInfo) const
mCompileSet.erase(mCompileSet.begin());
}
}
mTimer.setStartTick();
}
void CompositeMapRenderer::compile(CompositeMap &compositeMap, osg::RenderInfo &renderInfo, double* timeLeft) const
@ -126,9 +138,14 @@ void CompositeMapRenderer::compile(CompositeMap &compositeMap, osg::RenderInfo &
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId);
}
void CompositeMapRenderer::setTimeAvailableForCompile(double time)
void CompositeMapRenderer::setMinimumTimeAvailableForCompile(double time)
{
mMinimumTimeAvailable = time;
}
void CompositeMapRenderer::setTargetFrameRate(float framerate)
{
mTimeAvailable = time;
mTargetFrameRate = framerate;
}
void CompositeMapRenderer::addCompositeMap(CompositeMap* compositeMap, bool immediate)

@ -40,7 +40,10 @@ namespace Terrain
void compile(CompositeMap& compositeMap, osg::RenderInfo& renderInfo, double* timeLeft) const;
/// Set the available time in seconds for compiling (non-immediate) composite maps each frame
void setTimeAvailableForCompile(double time);
void setMinimumTimeAvailableForCompile(double time);
/// If current frame rate is higher than this, the extra time will be set aside to do more compiling
void setTargetFrameRate(float framerate);
/// Add a composite map to be rendered
void addCompositeMap(CompositeMap* map, bool immediate=false);
@ -51,7 +54,9 @@ namespace Terrain
unsigned int getCompileSetSize() const;
private:
double mTimeAvailable;
float mTargetFrameRate;
double mMinimumTimeAvailable;
mutable osg::Timer mTimer;
typedef std::set<osg::ref_ptr<CompositeMap> > CompileSet;

@ -65,6 +65,11 @@ World::~World()
delete mStorage;
}
void World::setTargetFrameRate(float rate)
{
mCompositeMapRenderer->setTargetFrameRate(rate);
}
float World::getHeightAt(const osg::Vec3f &worldPos)
{
return mStorage->getHeightAt(worldPos);

@ -57,6 +57,9 @@ namespace Terrain
World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSystem* resourceSystem, Storage* storage, int nodeMask, int preCompileMask);
virtual ~World();
/// See CompositeMapRenderer::setTargetFrameRate
void setTargetFrameRate(float rate);
/// Apply the scene manager's texture filtering settings to all cached textures.
/// @note Thread safe.
void updateTextureFiltering();

@ -5,13 +5,20 @@
namespace Gui
{
bool ImageButton::sDefaultNeedKeyFocus = true;
ImageButton::ImageButton()
: Base()
, mMouseFocus(false)
, mMousePress(false)
, mKeyFocus(false)
{
setNeedKeyFocus(true);
setNeedKeyFocus(sDefaultNeedKeyFocus);
}
void ImageButton::setDefaultNeedKeyFocus(bool enabled)
{
sDefaultNeedKeyFocus = enabled;
}
void ImageButton::setPropertyOverride(const std::string &_key, const std::string &_value)

@ -18,12 +18,16 @@ namespace Gui
ImageButton();
static void setDefaultNeedKeyFocus(bool enabled);
/// Set mImageNormal, mImageHighlighted and mImagePushed based on file convention (image_idle.ext, image_over.ext and image_pressed.ext)
void setImage(const std::string& image);
private:
void updateImage();
static bool sDefaultNeedKeyFocus;
protected:
virtual void setPropertyOverride(const std::string& _key, const std::string& _value);
virtual void onMouseLostFocus(MyGUI::Widget* _new);

@ -20,7 +20,7 @@
# This tag specifies the encoding used for all characters in the config file
# that follow. The default is UTF-8 which is also the encoding used for all text
# before the first occurrence of this tag. Doxygen uses libiconv (or the iconv
# built into libc) for the transcoding. See http://www.gnu.org/software/libiconv
# built into libc) for the transcoding. See https://www.gnu.org/software/libiconv
# for the list of possible encodings.
# The default value is: UTF-8.
@ -295,7 +295,7 @@ EXTENSION_MAPPING =
# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments
# according to the Markdown format, which allows for more readable
# documentation. See http://daringfireball.net/projects/markdown/ for details.
# documentation. See https://daringfireball.net/projects/markdown/ for details.
# The output of markdown processing is further processed by doxygen, so you can
# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in
# case of backward compatibilities issues.
@ -328,7 +328,7 @@ BUILTIN_STL_SUPPORT = YES
CPP_CLI_SUPPORT = NO
# Set the SIP_SUPPORT tag to YES if your project consists of sip (see:
# http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen
# https://riverbankcomputing.com/software/sip/intro) sources only. Doxygen
# will parse them like normal C++ but will assume all classes use public instead
# of private inheritance when no explicit protection keyword is present.
# The default value is: NO.
@ -687,7 +687,7 @@ LAYOUT_FILE =
# The CITE_BIB_FILES tag can be used to specify one or more bib files containing
# the reference definitions. This must be a list of .bib files. The .bib
# extension is automatically appended if omitted. This requires the bibtex tool
# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info.
# to be installed. See also https://en.wikipedia.org/wiki/BibTeX for more info.
# For LaTeX the style of the bibliography can be controlled using
# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the
# search path. Do not use file names with spaces, bibtex cannot handle them. See
@ -772,7 +772,7 @@ INPUT = @OpenMW_SOURCE_DIR@/apps \
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses
# libiconv (or the iconv built into libc) for the transcoding. See the libiconv
# documentation (see: http://www.gnu.org/software/libiconv) for the list of
# documentation (see: https://www.gnu.org/software/libiconv) for the list of
# possible encodings.
# The default value is: UTF-8.
@ -993,7 +993,7 @@ SOURCE_TOOLTIPS = YES
# If the USE_HTAGS tag is set to YES then the references to source code will
# point to the HTML generated by the htags(1) tool instead of doxygen built-in
# source browser. The htags tool is part of GNU's global source tagging system
# (see http://www.gnu.org/software/global/global.html). You will need version
# (see https://www.gnu.org/software/global/global.html). You will need version
# 4.8.6 or higher.
#
# To use it do the following:
@ -1136,7 +1136,7 @@ HTML_EXTRA_FILES =
# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
# will adjust the colors in the stylesheet and background images according to
# this color. Hue is specified as an angle on a colorwheel, see
# http://en.wikipedia.org/wiki/Hue for more information. For instance the value
# https://en.wikipedia.org/wiki/Hue for more information. For instance the value
# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300
# purple, and 360 is red again.
# Minimum value: 0, maximum value: 359, default value: 220.
@ -1194,7 +1194,7 @@ HTML_INDEX_NUM_ENTRIES = 100
# If the GENERATE_DOCSET tag is set to YES, additional index files will be
# generated that can be used as input for Apple's Xcode 3 integrated development
# environment (see: http://developer.apple.com/tools/xcode/), introduced with
# environment (see: https://developer.apple.com/xcode/), introduced with
# OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a
# Makefile in the HTML output directory. Running make will produce the docset in
# that directory and running make install will install the docset in
@ -1239,7 +1239,7 @@ DOCSET_PUBLISHER_NAME = OpenMW
# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three
# additional HTML index files: index.hhp, index.hhc, and index.hhk. The
# index.hhp is a project file that can be read by Microsoft's HTML Help Workshop
# (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on
# (see: https://www.microsoft.com/en-us/download/details.aspx?id=21138) on
# Windows.
#
# The HTML Help Workshop contains a compiler that can convert all HTML output
@ -1315,7 +1315,7 @@ QCH_FILE =
# The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help
# Project output. For more information please see Qt Help Project / Namespace
# (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace).
# (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace).
# The default value is: org.doxygen.Project.
# This tag requires that the tag GENERATE_QHP is set to YES.
@ -1323,8 +1323,7 @@ QHP_NAMESPACE = org.openmw
# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt
# Help Project output. For more information please see Qt Help Project / Virtual
# Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual-
# folders).
# Folders (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual-folders).
# The default value is: doc.
# This tag requires that the tag GENERATE_QHP is set to YES.
@ -1332,23 +1331,21 @@ QHP_VIRTUAL_FOLDER = doc
# If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom
# filter to add. For more information please see Qt Help Project / Custom
# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-
# filters).
# Filters (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters).
# This tag requires that the tag GENERATE_QHP is set to YES.
QHP_CUST_FILTER_NAME =
# The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the
# custom filter to add. For more information please see Qt Help Project / Custom
# Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom-
# filters).
# Filters (see: https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters).
# This tag requires that the tag GENERATE_QHP is set to YES.
QHP_CUST_FILTER_ATTRS =
# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this
# project's filter section matches. Qt Help Project / Filter Attributes (see:
# http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes).
# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#filter-attributes).
# This tag requires that the tag GENERATE_QHP is set to YES.
QHP_SECT_FILTER_ATTRS =
@ -1453,7 +1450,7 @@ FORMULA_FONTSIZE = 10
FORMULA_TRANSPARENT = YES
# Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see
# http://www.mathjax.org) which uses client side Javascript for the rendering
# https://www.mathjax.org) which uses client side Javascript for the rendering
# instead of using prerendered bitmaps. Use this if you do not have LaTeX
# installed or if you want to formulas look prettier in the HTML output. When
# enabled you may also need to install MathJax separately and configure the path
@ -1465,7 +1462,7 @@ USE_MATHJAX = YES
# When MathJax is enabled you can set the default output format to be used for
# the MathJax output. See the MathJax site (see:
# http://docs.mathjax.org/en/latest/output.html) for more details.
# https://docs.mathjax.org/en/latest/output.html) for more details.
# Possible values are: HTML-CSS (which is slower, but has the best
# compatibility), NativeMML (i.e. MathML) and SVG.
# The default value is: HTML-CSS.
@ -1480,11 +1477,11 @@ MATHJAX_FORMAT = HTML-CSS
# MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax
# Content Delivery Network so you can quickly see the result without installing
# MathJax. However, it is strongly recommended to install a local copy of
# MathJax from http://www.mathjax.org before deployment.
# The default value is: http://cdn.mathjax.org/mathjax/latest.
# MathJax from https://www.mathjax.org before deployment.
# The default value is: https://cdn.mathjax.org/mathjax/latest.
# This tag requires that the tag USE_MATHJAX is set to YES.
MATHJAX_RELPATH = http://cdn.mathjax.org/mathjax/latest
MATHJAX_RELPATH = https://cdn.mathjax.org/mathjax/latest
# The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax
# extension names that should be enabled during MathJax rendering. For example
@ -1495,7 +1492,7 @@ MATHJAX_EXTENSIONS =
# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces
# of code that will be used on startup of the MathJax code. See the MathJax site
# (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an
# (see: https://docs.mathjax.org/en/latest/output.html) for more details. For an
# example see the documentation.
# This tag requires that the tag USE_MATHJAX is set to YES.
@ -1542,7 +1539,7 @@ SERVER_BASED_SEARCH = NO
#
# Doxygen ships with an example indexer ( doxyindexer) and search engine
# (doxysearch.cgi) which are based on the open source search engine library
# Xapian (see: http://xapian.org/).
# Xapian (see: https://xapian.org/).
#
# See the section "External Indexing and Searching" for details.
# The default value is: NO.
@ -1555,7 +1552,7 @@ EXTERNAL_SEARCH = NO
#
# Doxygen ships with an example indexer ( doxyindexer) and search engine
# (doxysearch.cgi) which are based on the open source search engine library
# Xapian (see: http://xapian.org/). See the section "External Indexing and
# Xapian (see: https://xapian.org/). See the section "External Indexing and
# Searching" for details.
# This tag requires that the tag SEARCHENGINE is set to YES.
@ -1726,7 +1723,7 @@ LATEX_SOURCE_CODE = NO
# The LATEX_BIB_STYLE tag can be used to specify the style to use for the
# bibliography, e.g. plainnat, or ieeetr. See
# http://en.wikipedia.org/wiki/BibTeX and \cite for more info.
# https://en.wikipedia.org/wiki/BibTeX and \cite for more info.
# The default value is: plain.
# This tag requires that the tag GENERATE_LATEX is set to YES.
@ -1882,7 +1879,7 @@ DOCBOOK_OUTPUT = docbook
#---------------------------------------------------------------------------
# If the GENERATE_AUTOGEN_DEF tag is set to YES doxygen will generate an AutoGen
# Definitions (see http://autogen.sf.net) file that captures the structure of
# Definitions (see http://autogen.sourceforge.net) file that captures the structure of
# the code including all documentation. Note that this feature is still
# experimental and incomplete at the moment.
# The default value is: NO.
@ -2093,7 +2090,7 @@ HIDE_UNDOC_RELATIONS = NO
# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is
# available from the path. This tool is part of Graphviz (see:
# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent
# https://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent
# Bell Labs. The other options in this section have no effect if this option is
# set to NO
# The default value is: YES.

@ -18,7 +18,7 @@
# that follow. The default is UTF-8 which is also the encoding used for all
# text before the first occurrence of this tag. Doxygen uses libiconv (or the
# iconv built into libc) for the transcoding. See
# http://www.gnu.org/software/libiconv for the list of possible encodings.
# https://www.gnu.org/software/libiconv for the list of possible encodings.
DOXYFILE_ENCODING = UTF-8
@ -581,7 +581,7 @@ INPUT = @OpenMW_SOURCE_DIR@/apps \
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
# also the default input encoding. Doxygen uses libiconv (or the iconv built
# into libc) for the transcoding. See http://www.gnu.org/software/libiconv for
# into libc) for the transcoding. See https://www.gnu.org/software/libiconv for
# the list of possible encodings.
INPUT_ENCODING = UTF-8
@ -753,7 +753,7 @@ REFERENCES_LINK_SOURCE = YES
# If the USE_HTAGS tag is set to YES then the references to source code
# will point to the HTML generated by the htags(1) tool instead of doxygen
# built-in source browser. The htags tool is part of GNU's global source
# tagging system (see http://www.gnu.org/software/global/global.html). You
# tagging system (see https://www.gnu.org/software/global/global.html). You
# will need version 4.8.6 or higher.
USE_HTAGS = NO
@ -928,30 +928,30 @@ QCH_FILE =
# The QHP_NAMESPACE tag specifies the namespace to use when generating
# Qt Help Project output. For more information please see
# http://doc.trolltech.com/qthelpproject.html#namespace
# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#namespace
QHP_NAMESPACE =
# The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating
# Qt Help Project output. For more information please see
# http://doc.trolltech.com/qthelpproject.html#virtual-folders
# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#virtual-folders
QHP_VIRTUAL_FOLDER = doc
# If QHP_CUST_FILTER_NAME is set, it specifies the name of a custom filter to add.
# For more information please see
# http://doc.trolltech.com/qthelpproject.html#custom-filters
# https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters
QHP_CUST_FILTER_NAME =
# The QHP_CUST_FILT_ATTRS tag specifies the list of the attributes of the custom filter to add.For more information please see
# <a href="http://doc.trolltech.com/qthelpproject.html#custom-filters">Qt Help Project / Custom Filters</a>.
# <a href="https://doc.qt.io/archives/qt-4.8/qthelpproject.html#custom-filters">Qt Help Project / Custom Filters</a>.
QHP_CUST_FILTER_ATTRS =
# The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this project's
# filter section matches.
# <a href="http://doc.trolltech.com/qthelpproject.html#filter-attributes">Qt Help Project / Filter Attributes</a>.
# <a href="https://doc.qt.io/archives/qt-4.8/qthelpproject.html#filter-attributes">Qt Help Project / Filter Attributes</a>.
QHP_SECT_FILTER_ATTRS =

@ -60,16 +60,32 @@ copyright = u'2017, OpenMW Team'
# The short X.Y version.
# The full version, including alpha/beta/rc tags.
release = version = "UNRELEASED"
def get_openmw_version(haystack):
needle = 'OPENMW_VERSION_MAJOR'
line_counter = 0
for hay in haystack:
if needle in str(hay):
break
line_counter += 1
version = '.'.join([haystack[line_counter][1][1].contents,
haystack[line_counter+1][1][1].contents,
haystack[line_counter+2][1][1].contents])
return version
try:
from parse_cmake import parsing
cmake_raw = open(project_root+'/CMakeLists.txt', 'r').read()
cmake_data = parsing.parse(cmake_raw)
release = version = '.'.join([cmake_data[24][1][1].contents,
cmake_data[25][1][1].contents,
cmake_data[26][1][1].contents])
except ImportError:
release = "UNRELEASED"
print("WARNING: Unable to import parse_cmake, version will be set to: {0}.".format(release))
release = version = get_openmw_version(cmake_data)
except Exception as ex:
print("WARNING: Version will be set to '{0}' because: '{1}'.".format(release, str(ex)))
import traceback; traceback.print_exc()
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.

@ -145,7 +145,7 @@ and a place where OpenMW CS looks for already existing files.
Resource files
==============
.. TODO This paragraph sounds weird
.. TODO This paragraph sounds weird
Unless we are talking about a fully text based game, like Zork or Rogue, one
would expect that a video game is using some media files: 3D models with
@ -219,6 +219,6 @@ files for textures.
.. Hyperlink targets for the entire document
.. _FFmpeg: http://ffmpeg.org
.. _FFmpeg: https://ffmpeg.org
.. _Vorbis: http://www.vorbis.com
.. _Theora: http://www.theora.org
.. _Theora: https://www.theora.org

@ -3,7 +3,7 @@ A Tour through OpenMW CS: making a magic ring
In this first chapter we will create a mod that adds a new ring with a simple
enchantment to the game. The ring will give its wearer a permanent Night Vision
effect while being worn. You do not need previous Morrowind modding experience,
effect while being worn. You do not need previous Morrowind modding experience,
but you should be familiar with the game itself. There will be no
scripting necessary, we can achieve everything using just what the base game
offers out of the box. Before continuing make sure that OpenMW is properly
@ -133,7 +133,7 @@ the filter directly into the filter field rather than the name of an existing
filter. To signify that we are using an instant filter the have to use `!` as
the first character. Type the following into the field:
.. code::
.. code::
!string("id", ".*ring.*")
@ -217,20 +217,20 @@ actually modify the contents of the game.
Adding to an NPC
================
The simplest way is probably to add it to the inventory of a shopkeeper.
The simplest way is probably to add it to the inventory of a shopkeeper.
An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game
and he's easy to find in the CS as his name comes early alphabetically.
.. figure:: _static/images/chapter-1/Ring_to_Arrille.png
:alt: Putting the ring into Arrille's inventory
Open the CS and open the *Objects* table (*World**Objects*).
Open the CS and open the *Objects* table (*World**Objects*).
Scroll down to Arrille, or use a filter like !string("ID","arrille").
Open another pane to edit him - either right click and select edit or use the
Open another pane to edit him - either right click and select edit or use the
shortcut (default is shift double-click). Scroll down to the inventory section
and right click to add a new row. Type in the id of the ring (or find it in the
object pane, and drag and drop). Set the number of rings for him to stock - with
and right click to add a new row. Type in the id of the ring (or find it in the
object pane, and drag and drop). Set the number of rings for him to stock - with
a negative number indicating that he will restock again to maintain that level.
However, it's an attractive item, so he will probably wear it rather than sell it.
@ -241,7 +241,7 @@ Fargoth to give it to the player in exchange for his healing ring.
.. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png
:alt: Editing Fargoth to give ring to player
Open the *Topicinfo* Table (*Characters**Topic Infos*). Use a filter !string(Topic,ring)
and select the row with a response starting with "You found it!". Edit the record,
firstly by adding a bit more to the response, then by adding a line to the script
@ -297,7 +297,7 @@ Placing in plain sight
=====================
Let's hide the Ring of Night vision in the cabin of the [Ancient Shipwreck]
(http://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel
(https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel
southeast of Dagon Fel. Open the list of Cells (*World**Cells*) and find
"Ancient Shipwreck, Cabin".
@ -333,8 +333,8 @@ This is probably a suitable place to start talking about how navigation differs
in vanilla Morrowind.
There is advice in Scripting for Dummies, the definitive manual for Morrowind Scripting:
"If you give your scripts a common tag, that will make it easier to jump between the
different scripts of your project, e.g. start every script name with AA_Scriptname
"If you give your scripts a common tag, that will make it easier to jump between the
different scripts of your project, e.g. start every script name with AA_Scriptname
this will put them right at the beginning of the list and keep them neatly together."
This is valid for the rather poorer navigation facilities there, but it's not sensible for
@ -359,12 +359,12 @@ the base game.
"Modified" status will cover items from the base game which have been modified in this addon.
Click on the top of the column to toggle between ascending and descending order - thus between "Added"
and "Modified" at the top. Or put your desired modified status into a filter then sort alpabetically
Click on the top of the column to toggle between ascending and descending order - thus between "Added"
and "Modified" at the top. Or put your desired modified status into a filter then sort alpabetically
on a different column.
Checking your new addon
=======================
@ -372,4 +372,4 @@ Launch OpenMW and in the launcher under *Data Files* check your addon, if it's n
already checked. Load a game and make your way to Seyda Neen - or start a new game.
Check whether Arrille has one (or more) for sale, and whether Fargoth give you one
when you return his healing ring.
when you return his healing ring.

@ -20,7 +20,7 @@ General introduction to normal map conversion
:Authors: Joakim (Lysol) Berg
:Updated: 2016-11-11
This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW.
This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW.
*Note:* The conversion made in the `Converting Apel's Various Things - Sacks`_-part of this tutorial require the use of the application NifSkope. There are binaries available for Windows, but not for Mac or Linux. Reports say that NifSkope versions 1.X will compile on Linux as long as you have Qt packages installed, while the later 2.X versions will not compile.
@ -179,24 +179,24 @@ The sacks included in Apel's `Various Things - Sacks`_ come in two versions
#. Remove all these tags by selecting them one at a time and press right click>Block>Remove Branch. (Ctrl-Del)
#. Repeat this on all the affected models.
#. If you launch OpenMW now, you'll `no longer have shiny models`_. But one thing is missing. Can you see it? It's actually hard to spot on still pictures, but we have no normal maps here.
#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question.
#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question.
#. OpenMW detects normal maps if they have the same name as the base diffuse texture, but with a *_n.dds* suffix. In this mod, the normal maps has a suffix of *_nm.dds*. Change all the files that ends with *_nm.dds* to instead end with *_n.dds*.
#. Finally, `we are done`_!
Since these models have one or two textures applied to them, the fix was not that time-consuming. It gets worse when you have to fix a model that uses loads of textures. The principle is the same, it just requires more manual work which is annoying and takes time.
.. _`Netch Bump mapped`: http://www.nexusmods.com/morrowind/mods/42851/?
.. _`Hlaalu Bump mapped`: http://www.nexusmods.com/morrowind/mods/42396/?
.. _`Netch Bump mapped`: https://www.nexusmods.com/morrowind/mods/42851/?
.. _`Hlaalu Bump mapped`: https://www.nexusmods.com/morrowind/mods/42396/?
.. _`On the Rocks`: http://mw.modhistory.com/download-44-14107
.. _`texture modding`: https://wiki.openmw.org/index.php?title=TextureModding
.. _`MGE XE`: http://www.nexusmods.com/morrowind/mods/26348/?
.. _PeterBitt: http://www.nexusmods.com/morrowind/users/4381248/?
.. _`PBR Scamp Replacer`: http://www.nexusmods.com/morrowind/mods/44314/?
.. _`MGE XE`: https://www.nexusmods.com/morrowind/mods/26348/?
.. _PeterBitt: https://www.nexusmods.com/morrowind/users/4381248/?
.. _`PBR Scamp Replacer`: https://www.nexusmods.com/morrowind/mods/44314/?
.. _settings.cfg: https://wiki.openmw.org/index.php?title=Settings
.. _`Multiple data folders`: https://wiki.openmw.org/index.php?title=Mod_installation
.. _`Various Things - Sacks`: http://www.nexusmods.com/morrowind/mods/42558/?
.. _Lead: http://imgur.com/bwpcYlc
.. _`Various Things - Sacks`: https://www.nexusmods.com/morrowind/mods/42558/?
.. _Lead: https://imgur.com/bwpcYlc
.. _NifSkope: http://niftools.sourceforge.net/wiki/NifSkope
.. _Blocks: http://imgur.com/VmQC0WG
.. _`no longer have shiny models`: http://imgur.com/vu1k7n1
.. _`we are done`: http://imgur.com/yyZxlTw
.. _Blocks: https://imgur.com/VmQC0WG
.. _`no longer have shiny models`: https://imgur.com/vu1k7n1
.. _`we are done`: https://imgur.com/yyZxlTw

@ -15,7 +15,7 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th
- To replace the primary "Magic Cards" font:
#. Download `Pelagiad <http://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
#. Download `Pelagiad <https://isaskar.github.io/Pelagiad/>`_ by Isak Larborn (aka Isaskar).
#. Install the ``openmw_font.xml`` file into ``resources/mygui/openmw_font.xml`` in your OpenMW installation.
#. Copy ``Pelagiad.ttf`` into ``resources/mygui/`` as well.
#. If desired, you can now delete the original ``Magic_Cards.*`` files from your Data Files/Fonts directory.
@ -74,4 +74,4 @@ Unlike vanilla Morrowind, OpenMW directly supports TrueType (``.ttf``) fonts. Th
Bitmap fonts
------------
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.

@ -9,11 +9,7 @@ scaling factor
:Default: 1.0
This setting scales the GUI interface windows.
The value must be greater than 0.0. A value of 1.0 results in the normal scale.
Values much larger than 2.0 may result in user interface components being inaccessible.
Until a gamepad interface is created,
increasing this setting is helpful for simulating the larger interface used in console games.
A value of 1.0 results in the normal scale. Larger values are useful to increase the scale of the GUI for high resolution displays.
This setting can only be configured by editing the settings configuration file.
menu transparency
@ -24,7 +20,6 @@ menu transparency
:Default: 0.84
This setting controls the transparency of the GUI windows.
The value should be between 0.0 (transparent) and 1.0 (opaque).
This setting can be adjusted in game with the Menu Transparency slider in the Prefs panel of the Options menu.
tooltip delay
@ -36,7 +31,6 @@ tooltip delay
This value determines the number of seconds between when you begin hovering over an item and when its tooltip appears.
This setting only affects the tooltip delay for objects under the crosshair in GUI mode windows.
There does not appear to be a setting to control the tool tip delay in outside of GUI mode.
The tooltip displays context sensitive information on the selected GUI element,
such as weight, value, damage, armor rating, magical effects, and detailed description.
@ -82,7 +76,7 @@ This setting enables or disables the "red flash" overlay that provides a visual
If this setting is disabled, the player will "bleed" like NPCs do.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
werewolf overlay
----------------
@ -91,16 +85,16 @@ werewolf overlay
:Range: True/False
:Default: True
Enable or disable the werewolf overlay.
Enable or disable the werewolf visual effect in first-person mode.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
color background owned
----------------------
:Type: RGBA floating point
:Range: 0.0 to 1.0
:Default: 0.15 0.0 0.0 1.0
:Default: 0.15 0.0 0.0 1.0 (dark red)
The following two settings determine the background color of the tool tip and the crosshair
when hovering over an item owned by an NPC.
@ -108,7 +102,6 @@ The color definitions are composed of four floating point values between 0.0 and
representing the red, green, blue and alpha channels. The alpha value is currently ignored.
The crosshair color will have no effect if the crosshair setting in the HUD section is disabled.
The default value is "0.15 0.0 0.0 1.0", which is a dark red color.
This setting can only be configured by editing the settings configuration file.
This setting has no effect if the show owned setting in the Game Settings Section is false.
@ -117,13 +110,12 @@ color crosshair owned
:Type: RGBA floating point
:Range: 0.0 to 1.0
:Default: 1.0 0.15 0.15 1.0
:Default: 1.0 0.15 0.15 1.0 (bright red)
This setting sets the color of the crosshair when hovering over an item owned by an NPC.
The value is composed of four floating point values representing the red, green, blue and alpha channels.
The alpha value is currently ignored.
The default value is "1.0 0.15 0.15 1.0" which is a bright red color.
This setting can only be configured by editing the settings configuration file.
This setting has no effect if the crosshair setting in the HUD Settings Section is false.
This setting has no effect if the show owned setting in the Game Settings Section is false.

@ -8,9 +8,10 @@ crosshair
:Range: True/False
:Default: True
This setting determines whether the crosshair or reticle is displayed.
This setting determines whether the crosshair or reticle is displayed. Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
Some players perceive that disabling the crosshair provides a more immersive experience.
Another common use is to disable the crosshair for screen shots.
Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
As an alternative to this setting, the complete GUI, including the crosshair, may be toggled at runtime with the F11 key.
This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu.

@ -13,8 +13,7 @@ Values greater than approximately 18.0 will occasionally clip objects in the wor
Values greater than approximately 8.0 will clip the character's hands in first person view
and/or the back of their head in third person view.
The default value is 1.0. This setting can only be configured by editing the settings configuration file.
The value must be greater than 0.0, but it's unclear if the engine enforces this limitation.
This setting can only be configured by editing the settings configuration file.
small feature culling
---------------------
@ -28,7 +27,7 @@ It generally improves performance to enable this feature,
and by definition the culled objects will be very small on screen.
The size in pixels for an object to be considered 'small' is controlled by a separate setting.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
small feature culling pixel size
--------------------------------
@ -88,7 +87,6 @@ Enabling the distant terrain setting is an alternative to increasing exterior ce
Note that the distant land setting does not include rendering of distant static objects,
so the resulting visual effect is not the same.
The default value is 6666.0.
This setting can be adjusted in game from the ridiculously low value of 2000.0 to a maximum of 6666.0
using the View Distance slider in the Detail tab of the Video panel of the Options menu.
@ -105,8 +103,7 @@ while large values cause distortion at the edges of the screen.
The "field of view" setting interacts with aspect ratio of your video resolution in that more square aspect ratios
(e.g. 4:3) need a wider field of view to more resemble the same field of view on a widescreen (e.g. 16:9) monitor.
The default value is 55.0. This setting can be changed in game using the Field of View slider
from the Video tab of the Video panel of the Options menu.
This setting can be changed in game using the Field of View slider from the Video tab of the Video panel of the Options menu.
first person field of view
--------------------------
@ -120,4 +117,4 @@ It is not recommended to change this value from its default value
because the Bethesda provided Morrowind assets do not adapt well to large values,
while small values can result in the hands not being visible.
The default value is 55.0. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.

@ -9,8 +9,9 @@ exterior cell load distance
:Default: 1
This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering.
Values greater than 1 may significantly affect loading times when exiting interior spaces
or loading additional exterior cells. Caution is advised when increasing this setting.
.. Warning::
Values greater than 1 will significantly affect the frame rate and loading times. This setting is mainly intended for making screenshots of scenic vistas and not for real-time gameplay. Loading more cells can break certain scripts or quests in the game that expect cells to not be loaded until the player is there. These limitations will be addressed in a future version with a separate technique for rendering distant cells.
This setting interacts with viewing distance and field of view settings.
@ -178,6 +179,14 @@ cache expiry delay
The amount of time (in seconds) that a preloaded texture or object will stay in cache
after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
target framerate
----------------
:Type: floating point
:Range: >0
:Default: 60
Affects the time to be set aside each frame for graphics preloading operations. The game will distribute the preloading over several frames so as to not go under the specified framerate. For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around, you can try a lower value, although the framerate during loading will suffer a bit in that case.
pointers cache size
------------------
@ -185,4 +194,4 @@ pointers cache size
:Range: >0
:Default: 40
The count of object pointers, that will be saved for a faster search by object ID.
The count of object pointers that will be saved for a faster search by object ID. This is a temporary setting that can be used to mitigate scripting performance issues with certain game files. If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.

@ -16,7 +16,7 @@ If the setting is 2, the crosshair is the color of the color crosshair owned set
If the setting is 3, both the tool tip background and the crosshair are colored.
The crosshair is not visible if crosshair is false.
The default value is 0 (no clues). This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show projectile damage
----------------------
@ -25,9 +25,9 @@ show projectile damage
:Range: True/False
:Default: False
If this setting is true, damage bonus of arrows and bolts will be showed on item tooltip.
If this setting is true, the damage bonus of arrows and bolts will show on their tooltip.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show melee info
---------------
@ -36,9 +36,9 @@ show melee info
:Range: True/False
:Default: False
If this setting is true, melee weapons reach and speed will be showed on item tooltip.
If this setting is true, the reach and speed of melee weapons will show on their tooltip.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show enchant chance
-------------------
@ -49,7 +49,7 @@ show enchant chance
Whether or not the chance of success will be displayed in the enchanting menu.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
best attack
-----------
@ -62,7 +62,6 @@ If this setting is true, the player character will always use the most powerful
(chop, slash or thrust). If this setting is false,
the type of attack is determined by the direction that the character is moving at the time the attack begins.
The default value is false.
This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
can loot during death animation
@ -79,7 +78,7 @@ This is how original Morrowind behaves.
If this setting is false, player has to wait until end of death animation in all cases.
This case is more safe, but makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
difficulty
----------
@ -107,7 +106,7 @@ show effect duration
Show the remaining duration of magic effects and lights if this setting is true.
The remaining duration is displayed in the tooltip by hovering over the magical effect.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
prevent merchant equipping
--------------------------
@ -118,6 +117,8 @@ prevent merchant equipping
Prevents merchants from equipping items that are sold to them.
This setting can only be configured by editing the settings configuration file.
followers attack on sight
-------------------------
@ -127,3 +128,6 @@ followers attack on sight
Makes player followers and escorters start combat with enemies who have started combat with them or the player.
Otherwise they wait for the enemies or the player to do an attack first.
Please note this setting has not been extensively tested and could have side effects with certain quests.
This setting can only be configured by editing the settings configuration file.

@ -75,7 +75,7 @@ camera sensitivity
This setting controls the overall camera/mouse sensitivity when not in GUI mode.
The default sensitivity is 1.0, with smaller values requiring more mouse movement,
and larger values requiring less. This setting is multiplicative in magnitude.
and larger values requiring less.
This setting does not affect mouse speed in GUI mode,
which is instead controlled by your operating system mouse speed setting.

@ -8,9 +8,7 @@ global
:Range: True/False
:Default: False
If this setting is true, a world map on a map window will be displayed, otherwise a local map will be displayed.
This setting can be toggled with the local/world map switch button on the map window.
If this value is true, the map window will display the world map, otherwise the local map. The setting updates automatically when pressing the local/world map switch button on the map window.
global map cell size
--------------------
@ -112,5 +110,4 @@ local map cell distance
:Range: >= 1
:Default: 1
Similar to "[Cells] exterior cell load distance", controls how many cells are rendered on the local map.
Values higher than the default may result in longer loading times.
Similar to "exterior cell load distance" in the Cells section, controls how many cells are rendered on the local map. Values higher than the default may result in longer loading times. Please note that only loaded cells can be rendered, so this setting must be lower or equal to "exterior cell load distance" to work properly.

@ -5,13 +5,10 @@ character
---------
:Type: string
:Range:
:Range:
:Default: ""
This setting contains the default character name for loading saved games.
The default value is the empty string, which results in no character being selected by default.
This setting is automatically updated from the Load menu when a different character is selected.
This contains the default character for the Load Game menu and is automatically updated when a different character is selected.
autosave
--------
@ -32,6 +29,17 @@ timeplayed
:Default: False
This setting determines whether the amount of the time the player has spent playing will be displayed
for each saved game in the Load menu.
for each saved game in the Load menu. Currently, the counter includes time spent in menus, including the pause menu, but does not include time spent with the game window minimized.
This setting can only be configured by editing the settings configuration file.
max quicksaves
----------
:Type: integer
:Range: >0
:Default: 1
This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.
This setting can only be configured by editing the settings configuration file.

@ -12,6 +12,8 @@ Force rendering with shaders. By default, only bump-mapped objects will use shad
Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
Otherwise, there should not be a visual difference.
Please note enabling shaders has a significant performance impact on most systems.
force per pixel lighting
------------------------
@ -21,7 +23,7 @@ force per pixel lighting
Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
Has no effect if the 'force shaders' option is false.
Enabling per-pixel lighting can result in visual differences to the original MW engine.
Enabling per-pixel lighting results in visual differences to the original MW engine.
It is not recommended to enable this option when using vanilla Morrowind files,
because certain lights in Morrowind rely on vertex lighting to look as intended.
@ -34,9 +36,10 @@ clamp lighting
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
Only affects objects that render with shaders (see 'force shaders' option).
Always affects terrain. Setting this option to 'true' results in fixed-function compatible lighting,
but the lighting may appear 'dull' and there might be color shifts.
Setting this option to 'false' results in more realistic lighting.
Always affects terrain.
Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
but the lighting may appear dull and there might be color shifts. Setting this option to 'false' results in more dynamic lighting.
auto use object normal maps
---------------------------
@ -119,4 +122,4 @@ terrain specular map pattern
:Range:
:Default: _diffusespec
The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')

@ -13,67 +13,62 @@ which should usually be sufficient, but if you need to explicitly specify a devi
The names of detected devices can be found in the openmw.log file in your configuration directory.
The default value is the empty string. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
master volume
-------------
:Type: floating point
:Range: 0.0 to 1.0
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 1.0
This setting controls the overall volume.
The master volume is multiplied with all other volume settings to determine the final volume.
The master volume is multiplied with specific volume settings to determine the final volume.
The default value is 1.0. Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Master slider from the Audio panel of the Options menu.
footsteps volume
----------------
:Type: floating point
:Range: 0.0 to 1.0
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 0.2
This setting controls the volume of footsteps from the character and other actors.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Footsteps slider from the Audio panel of the Options menu.
music volume
------------
:Type: floating point
:Range: 0.0 to 1.0
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 0.5
This setting controls the volume for music tracks.
The default value is 0.5. Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Music slider from the Audio panel of the Options menu.
sfx volume
----------
:Type: floating point
:Range: 0.0 to 1.0
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 1.0
This setting controls the volume for special sound effects such as combat noises.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Effects slider from the Audio panel of the Options menu.
voice volume
------------
:Type: floating point
:Range: 0.0 to 1.0
:Range: 0.0 (silent) to 1.0 (maximum volume)
:Default: 0.8
This setting controls the volume for spoken dialog from NPCs.
Valid values range from 0.0 (silent) to 1.0 (maximum volume).
This setting can be changed in game using the Voice slider from the Audio panel of the Options menu.
buffer cache min
@ -129,5 +124,5 @@ This setting specifies which HRTF profile to use when HRTF is enabled. Blank mea
This setting has no effect if HRTF is not enabled based on the hrtf enable setting.
Allowed values for this field are enumerated in openmw.log file is an HRTF enabled ausio system is installed.
The default value is the empty string, which uses the default profile.
The default value is empty, which uses the default profile.
This setting can only be configured by editing the settings configuration file.

@ -8,9 +8,11 @@ distant terrain
:Range: True/False
:Default: False
Controls whether the engine will use paging and LOD algorithms to render the terrain of the entire world at all times.
Otherwise, only the terrain of the loaded cells is displayed.
This setting is best used together with the 'viewing distance' setting in the camera section.
Controls whether the engine will use paging and LOD algorithms to load the terrain of the entire world at all times.
Otherwise, only the terrain of the surrounding cells is loaded.
.. note::
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so that you can actually see the additional terrain.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
regardless of the preloading settings in the 'Cells' section,

@ -10,7 +10,7 @@ resolution x
This setting determines the horizontal resolution of the OpenMW game window.
Larger values produce more detailed images within the constraints of your graphics hardware,
but also significantly reduce the frame rate.
but may reduce the frame rate.
The window resolution can be selected from a menu of common screen sizes
in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher.
@ -25,7 +25,7 @@ resolution y
This setting determines the vertical resolution of the OpenMW game window.
Larger values produce more detailed images within the constraints of your graphics hardware,
but also significantly reduce the frame rate.
but may reduce the frame rate.
The window resolution can be selected from a menu of common screen sizes
in the Video tab of the Video Panel of the Options menu, or in the Graphics tab of the OpenMW Launcher.
@ -128,9 +128,9 @@ vsync
This setting determines whether frame draws are synchronized with the vertical refresh rate of your monitor.
Enabling this setting can reduce screen tearing,
a visual defect caused by updating the image buffer in the middle of a screen draw.
Enabling this option typically implies limiting the framerate to 60 frames per second,
Enabling this option typically implies limiting the framerate to the refresh rate of your monitor,
but may also introduce additional delays caused by having to wait until the appropriate time
(the vertical blanking interval) to draw a frame.
(the vertical blanking interval) to draw a frame, and a loss in mouse responsiveness known as 'input lag'.
This setting can be adjusted in game using the VSync button in the Video tab of the Video panel in the Options menu.
It can also be changed by toggling the Vertical Sync check box in the Graphics tab of the OpenMW Launcher.
@ -170,8 +170,7 @@ contrast
This setting controls the contrast correction for all video in the game.
This setting can only be configured by editing the settings configuration file.
This setting does not currently work under Linux.
This setting can only be configured by editing the settings configuration file. It has been reported to not work on some Linux systems.
gamma
-----
@ -184,4 +183,4 @@ This setting controls the gamma correction for all video in the game.
Gamma is an exponent that makes colors brighter if greater than 1.0 and darker if less than 1.0.
This setting can be changed in the Detail tab of the Video panel of the Options menu.
This setting does not currently work under Linux, and the in-game setting in the Options menu has been disabled.
It has been reported to not work on some Linux systems, and therefore the in-game setting in the Options menu has been disabled on Linux systems.

@ -25,7 +25,7 @@ Hand editing the configuration file might result in some fine tuning for alignme
but the settings will be overwritten if a window is moved.
.. note::
To scale the windows, making the widgets proportionally larger, see the scaling factor setting instead.
To scale the windows, making the widgets proportionally larger, see the scaling factor setting in the GUI section instead.
:Type: boolean
:Range: True/False
@ -40,18 +40,15 @@ For example, to pin only the map window, the actual settings will be::
The pinnable window can be pinned/unpinned by clicking on a button in the right upper corner of the window.
.. note::
A world/local map switch button on the map window will be shown only in GUI mode.
stats
-----
:Default:
x = 0.0
x = 0.015
y = 0.0
y = 0.015
h = 0.375
h = 0.45
w = 0.4275
@ -64,13 +61,13 @@ spells
------
:Default:
x = 0.625
x = 0.63
y = 0.5725
y = 0.39
h = 0.375
h = 0.36
w = 0.4275
w = 0.51
pin = false
@ -81,13 +78,13 @@ map
---
:Default:
x = 0.625
x = 0.63
y = 0.0
y = 0.015
h = 0.375
h = 0.36
w = 0.5725
w = 0.37
pin = false
@ -98,13 +95,13 @@ inventory
---------
:Default:
x = 0.0
x = 0.015
y = 0.4275
y = 0.54
h = 0.6225
h = 0.45
w = 0.5725
w = 0.38
pin = false
@ -115,14 +112,13 @@ inventory container
-------------------
:Default:
x = 0.0
y = 0.4275
x = 0.015
h = 0.6225
y = 0.54
w = 0.5725
h = 0.45
w = 0.38
The player's inventory window while searching a container, showing the contents of the character's inventory.
Activated by clicking on a container. The same window is used for searching dead bodies, and pickpocketing people.
@ -131,13 +127,13 @@ inventory barter
----------------
:Default:
x = 0.0
x = 0.015
y = 0.4275
y = 0.54
h = 0.6225
h = 0.45
w = 0.5725
w = 0.38
The player's inventory window while bartering. It displays goods owned by the character while bartering.
Activated by clicking on the Barter choice in the dialog window for an NPC.
@ -146,13 +142,13 @@ inventory companion
-------------------
:Default:
x = 0.0
x = 0.015
y = 0.4275
y = 0.54
h = 0.6225
h = 0.45
w = 0.5725
w = 0.38
The player's inventory window while interacting with a companion.
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
@ -161,13 +157,13 @@ container
---------
:Default:
x = 0.25
x = 0.49
y = 0.0
y = 0.54
h = 0.75
h = 0.39
w = 0.375
w = 0.38
The container window, showing the contents of the container. Activated by clicking on a container.
The same window is used for searching dead bodies, and pickpocketing people.
@ -176,13 +172,13 @@ barter
------
:Default:
x = 0.25
x = 0.6
y = 0.0
y = 0.27
h = 0.75
h = 0.38
w = 0.375
w = 0.63
The NPC bartering window, displaying goods owned by the shopkeeper while bartering.
Activated by clicking on the Barter choice in the dialog window for an NPC.
@ -191,13 +187,13 @@ companion
---------
:Default:
x = 0.25
x = 0.6
y = 0.0
y = 0.27
h = 0.75
h = 0.38
w = 0.375
w = 0.63
The NPC's inventory window while interacting with a companion.
The companion windows were added in the Tribunal expansion, but are available everywhere in the OpenMW engine.
@ -206,13 +202,13 @@ dialogue
--------
:Default:
x = 0.095
x = 0.15
y = 0.095
y = 0.5
h = 0.810
h = 0.7
w = 0.810
w = 0.45
The dialog window, for talking with NPCs.
Activated by clicking on a NPC.
@ -237,9 +233,9 @@ console
-------
:Default:
x = 0.0
x = 0.015
y = 0.0
y = 0.015
h = 1.0

@ -2,23 +2,23 @@
www.sourceforge.net/projects/tinyxml
Original code (2.0 and earlier )copyright (c) 2000-2002 Lee Thomason (www.grinninglizard.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
3. This notice may not be removed or altered from any source
distribution.
*/
@ -39,8 +39,8 @@ distribution.
// Note tha "PutString" hardcodes the same list. This
// is less flexible than it appears. Changing the entries
// or order will break putstring.
TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] =
// or order will break putstring.
TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] =
{
{ "&amp;", 5, '&' },
{ "&lt;", 4, '<' },
@ -50,20 +50,20 @@ TiXmlBase::Entity TiXmlBase::entity[ NUM_ENTITY ] =
};
// Bunch of unicode info at:
// http://www.unicode.org/faq/utf_bom.html
// https://www.unicode.org/faq/utf_bom.html
// Including the basic of this table, which determines the #bytes in the
// sequence from the lead byte. 1 placed for invalid sequences --
// although the result will be junk, pass it through as much as possible.
// Beware of the non-characters in UTF-8:
// Beware of the non-characters in UTF-8:
// ef bb bf (Microsoft "lead bytes")
// ef bf be
// ef bf bf
// ef bf bf
const unsigned char TIXML_UTF_LEAD_0 = 0xefU;
const unsigned char TIXML_UTF_LEAD_1 = 0xbbU;
const unsigned char TIXML_UTF_LEAD_2 = 0xbfU;
const int TiXmlBase::utf8ByteTable[256] =
const int TiXmlBase::utf8ByteTable[256] =
{
// 0 1 2 3 4 5 6 7 8 9 a b c d e f
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x00
@ -75,9 +75,9 @@ const int TiXmlBase::utf8ByteTable[256] =
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x60
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x70 End of ASCII range
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x80 0x80 to 0xc1 invalid
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x90
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xa0
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xb0
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0x90
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xa0
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 0xb0
1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 0xc0 0xc2 to 0xdf 2 byte
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 0xd0
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, // 0xe0 0xe0 to 0xef 3 byte
@ -91,7 +91,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng
const unsigned long BYTE_MARK = 0x80;
const unsigned long FIRST_BYTE_MARK[7] = { 0x00, 0x00, 0xC0, 0xE0, 0xF0, 0xF8, 0xFC };
if (input < 0x80)
if (input < 0x80)
*length = 1;
else if ( input < 0x800 )
*length = 2;
@ -105,22 +105,22 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng
output += *length;
// Scary scary fall throughs.
switch (*length)
switch (*length)
{
case 4:
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
input >>= 6;
case 3:
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
input >>= 6;
case 2:
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
--output;
*output = (char)((input | BYTE_MARK) & BYTE_MASK);
input >>= 6;
case 1:
--output;
--output;
*output = (char)(input | FIRST_BYTE_MARK[*length]);
}
}
@ -130,7 +130,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng
{
// This will only work for low-ascii, everything else is assumed to be a valid
// letter. I'm not sure this is the best approach, but it is quite tricky trying
// to figure out alhabetical vs. not across encoding. So take a very
// to figure out alhabetical vs. not across encoding. So take a very
// conservative approach.
// if ( encoding == TIXML_ENCODING_UTF8 )
@ -151,7 +151,7 @@ void TiXmlBase::ConvertUTF32ToUTF8( unsigned long input, char* output, int* leng
{
// This will only work for low-ascii, everything else is assumed to be a valid
// letter. I'm not sure this is the best approach, but it is quite tricky trying
// to figure out alhabetical vs. not across encoding. So take a very
// to figure out alhabetical vs. not across encoding. So take a very
// conservative approach.
// if ( encoding == TIXML_ENCODING_UTF8 )
@ -224,7 +224,7 @@ void TiXmlParsingData::Stamp( const char* now, TiXmlEncoding encoding )
case '\r':
// bump down to the next line
++row;
col = 0;
col = 0;
// Eat the character
++p;
@ -266,11 +266,11 @@ void TiXmlParsingData::Stamp( const char* now, TiXmlEncoding encoding )
// In these cases, don't advance the column. These are
// 0-width spaces.
if ( *(pU+1)==TIXML_UTF_LEAD_1 && *(pU+2)==TIXML_UTF_LEAD_2 )
p += 3;
p += 3;
else if ( *(pU+1)==0xbfU && *(pU+2)==0xbeU )
p += 3;
p += 3;
else if ( *(pU+1)==0xbfU && *(pU+2)==0xbfU )
p += 3;
p += 3;
else
{ p +=3; ++col; } // A normal character.
}
@ -322,10 +322,10 @@ const char* TiXmlBase::SkipWhiteSpace( const char* p, TiXmlEncoding encoding )
while ( *p )
{
const unsigned char* pU = (const unsigned char*)p;
// Skip the stupid Microsoft UTF-8 Byte order marks
if ( *(pU+0)==TIXML_UTF_LEAD_0
&& *(pU+1)==TIXML_UTF_LEAD_1
&& *(pU+1)==TIXML_UTF_LEAD_1
&& *(pU+2)==TIXML_UTF_LEAD_2 )
{
p += 3;
@ -413,12 +413,12 @@ const char* TiXmlBase::ReadName( const char* p, TIXML_STRING * name, TiXmlEncodi
// After that, they can be letters, underscores, numbers,
// hyphens, or colons. (Colons are valid ony for namespaces,
// but tinyxml can't tell namespaces from names.)
if ( p && *p
if ( p && *p
&& ( IsAlpha( (unsigned char) *p, encoding ) || *p == '_' ) )
{
const char* start = p;
while( p && *p
&& ( IsAlphaNum( (unsigned char ) *p, encoding )
&& ( IsAlphaNum( (unsigned char ) *p, encoding )
|| *p == '_'
|| *p == '-'
|| *p == '.'
@ -469,7 +469,7 @@ const char* TiXmlBase::GetEntity( const char* p, char* value, int* length, TiXml
ucs += mult * (*q - 'a' + 10);
else if ( *q >= 'A' && *q <= 'F' )
ucs += mult * (*q - 'A' + 10 );
else
else
return 0;
mult *= 16;
--q;
@ -492,7 +492,7 @@ const char* TiXmlBase::GetEntity( const char* p, char* value, int* length, TiXml
{
if ( *q >= '0' && *q <= '9' )
ucs += mult * (*q - '0');
else
else
return 0;
mult *= 10;
--q;
@ -571,10 +571,10 @@ bool TiXmlBase::StringEqual( const char* p,
return false;
}
const char* TiXmlBase::ReadText( const char* p,
TIXML_STRING * text,
bool trimWhiteSpace,
const char* endTag,
const char* TiXmlBase::ReadText( const char* p,
TIXML_STRING * text,
bool trimWhiteSpace,
const char* endTag,
bool caseInsensitive,
TiXmlEncoding encoding )
{
@ -631,7 +631,7 @@ const char* TiXmlBase::ReadText( const char* p,
}
}
}
if ( p )
if ( p )
p += strlen( endTag );
return p;
}
@ -647,7 +647,7 @@ void TiXmlDocument::StreamIn( std::istream * in, TIXML_STRING * tag )
// This "pre-streaming" will never read the closing ">" so the
// sub-tag can orient itself.
if ( !StreamTo( in, '<', tag ) )
if ( !StreamTo( in, '<', tag ) )
{
SetError( TIXML_ERROR_PARSING_EMPTY, 0, 0, TIXML_ENCODING_UNKNOWN );
return;
@ -669,7 +669,7 @@ void TiXmlDocument::StreamIn( std::istream * in, TIXML_STRING * tag )
if ( in->good() )
{
// We now have something we presume to be a node of
// We now have something we presume to be a node of
// some sort. Identify it, and call the node to
// continue streaming.
TiXmlNode* node = Identify( tag->c_str() + tagIndex, TIXML_DEFAULT_ENCODING );
@ -778,7 +778,7 @@ const char* TiXmlDocument::Parse( const char* p, TiXmlParsingData* prevData, TiX
encoding = TIXML_ENCODING_UTF8;
else if ( StringEqual( enc, "UTF8", true, TIXML_ENCODING_UNKNOWN ) )
encoding = TIXML_ENCODING_UTF8; // incorrect, but be nice
else
else
encoding = TIXML_ENCODING_LEGACY;
}
@ -796,7 +796,7 @@ const char* TiXmlDocument::Parse( const char* p, TiXmlParsingData* prevData, TiX
}
void TiXmlDocument::SetError( int err, const char* pError, TiXmlParsingData* data, TiXmlEncoding encoding )
{
{
// The first error in a chain is more accurate - don't set again!
if ( error )
return;
@ -833,7 +833,7 @@ TiXmlNode* TiXmlNode::Identify( const char* p, TiXmlEncoding encoding )
return 0;
}
// What is this thing?
// What is this thing?
// - Elements start with a letter or underscore, but xml is reserved.
// - Comments: <!--
// - Decleration: <?xml
@ -921,7 +921,7 @@ void TiXmlElement::StreamIn (std::istream * in, TIXML_STRING * tag)
return;
}
(*tag) += (char) c ;
if ( c == '>' )
break;
}
@ -931,7 +931,7 @@ void TiXmlElement::StreamIn (std::istream * in, TIXML_STRING * tag)
// Okay...if we are a "/>" tag, then we're done. We've read a complete tag.
// If not, identify and stream.
if ( tag->at( tag->length() - 1 ) == '>'
if ( tag->at( tag->length() - 1 ) == '>'
&& tag->at( tag->length() - 2 ) == '/' )
{
// All good!
@ -949,7 +949,7 @@ void TiXmlElement::StreamIn (std::istream * in, TIXML_STRING * tag)
StreamWhiteSpace( in, tag );
// Do we have text?
if ( in->good() && in->peek() != '<' )
if ( in->good() && in->peek() != '<' )
{
// Yep, text.
TiXmlText text( "" );
@ -982,7 +982,7 @@ void TiXmlElement::StreamIn (std::istream * in, TIXML_STRING * tag)
document->SetError( TIXML_ERROR_EMBEDDED_NULL, 0, 0, TIXML_ENCODING_UNKNOWN );
return;
}
if ( c == '>' )
break;
@ -1102,7 +1102,7 @@ const char* TiXmlElement::Parse( const char* p, TiXmlParsingData* data, TiXmlEnc
// Empty tag.
if ( *p != '>' )
{
if ( document ) document->SetError( TIXML_ERROR_PARSING_EMPTY, p, data, encoding );
if ( document ) document->SetError( TIXML_ERROR_PARSING_EMPTY, p, data, encoding );
return 0;
}
return (p+1);
@ -1210,8 +1210,8 @@ const char* TiXmlElement::ReadValue( const char* p, TiXmlParsingData* data, TiXm
LinkEndChild( textNode );
else
delete textNode;
}
else
}
else
{
// We hit a '<'
// Have we hit a new element or an end tag? This could also be
@ -1227,7 +1227,7 @@ const char* TiXmlElement::ReadValue( const char* p, TiXmlParsingData* data, TiXm
{
p = node->Parse( p, data, encoding );
LinkEndChild( node );
}
}
else
{
return 0;
@ -1241,7 +1241,7 @@ const char* TiXmlElement::ReadValue( const char* p, TiXmlParsingData* data, TiXm
if ( !p )
{
if ( document ) document->SetError( TIXML_ERROR_READING_ELEMENT_VALUE, 0, 0, encoding );
}
}
return p;
}
@ -1251,7 +1251,7 @@ void TiXmlUnknown::StreamIn( std::istream * in, TIXML_STRING * tag )
{
while ( in->good() )
{
int c = in->get();
int c = in->get();
if ( c <= 0 )
{
TiXmlDocument* document = GetDocument();
@ -1264,7 +1264,7 @@ void TiXmlUnknown::StreamIn( std::istream * in, TIXML_STRING * tag )
if ( c == '>' )
{
// All is well.
return;
return;
}
}
}
@ -1309,7 +1309,7 @@ void TiXmlComment::StreamIn( std::istream * in, TIXML_STRING * tag )
{
while ( in->good() )
{
int c = in->get();
int c = in->get();
if ( c <= 0 )
{
TiXmlDocument* document = GetDocument();
@ -1320,12 +1320,12 @@ void TiXmlComment::StreamIn( std::istream * in, TIXML_STRING * tag )
(*tag) += (char) c;
if ( c == '>'
if ( c == '>'
&& tag->at( tag->length() - 2 ) == '-'
&& tag->at( tag->length() - 3 ) == '-' )
{
// All is well.
return;
return;
}
}
}
@ -1360,11 +1360,11 @@ const char* TiXmlComment::Parse( const char* p, TiXmlParsingData* data, TiXmlEnc
//
// from the XML spec:
/*
[Definition: Comments may appear anywhere in a document outside other markup; in addition,
they may appear within the document type declaration at places allowed by the grammar.
They are not part of the document's character data; an XML processor MAY, but need not,
make it possible for an application to retrieve the text of comments. For compatibility,
the string "--" (double-hyphen) MUST NOT occur within comments.] Parameter entity
[Definition: Comments may appear anywhere in a document outside other markup; in addition,
they may appear within the document type declaration at places allowed by the grammar.
They are not part of the document's character data; an XML processor MAY, but need not,
make it possible for an application to retrieve the text of comments. For compatibility,
the string "--" (double-hyphen) MUST NOT occur within comments.] Parameter entity
references MUST NOT be recognized within comments.
An example of a comment:
@ -1379,7 +1379,7 @@ const char* TiXmlComment::Parse( const char* p, TiXmlParsingData* data, TiXmlEnc
value.append( p, 1 );
++p;
}
if ( p )
if ( p )
p += strlen( endTag );
return p;
@ -1422,7 +1422,7 @@ const char* TiXmlAttribute::Parse( const char* p, TiXmlParsingData* data, TiXmlE
if ( document ) document->SetError( TIXML_ERROR_READING_ATTRIBUTES, p, data, encoding );
return 0;
}
const char* end;
const char SINGLE_QUOTE = '\'';
const char DOUBLE_QUOTE = '\"';
@ -1451,7 +1451,7 @@ const char* TiXmlAttribute::Parse( const char* p, TiXmlParsingData* data, TiXmlE
{
if ( *p == SINGLE_QUOTE || *p == DOUBLE_QUOTE ) {
// [ 1451649 ] Attribute values with trailing quotes not handled correctly
// We did not have an opening quote but seem to have a
// We did not have an opening quote but seem to have a
// closing one. Give up and throw an error.
if ( document ) document->SetError( TIXML_ERROR_READING_ATTRIBUTES, p, data, encoding );
return 0;
@ -1468,8 +1468,8 @@ void TiXmlText::StreamIn( std::istream * in, TIXML_STRING * tag )
{
while ( in->good() )
{
int c = in->peek();
if ( !cdata && (c == '<' ) )
int c = in->peek();
if ( !cdata && (c == '<' ) )
{
return;
}
@ -1490,7 +1490,7 @@ void TiXmlText::StreamIn( std::istream * in, TIXML_STRING * tag )
// terminator of cdata.
return;
}
}
}
}
}
#endif
@ -1529,7 +1529,7 @@ const char* TiXmlText::Parse( const char* p, TiXmlParsingData* data, TiXmlEncodi
++p;
}
TIXML_STRING dummy;
TIXML_STRING dummy;
p = ReadText( p, &dummy, false, endTag, false, encoding );
return p;
}
@ -1603,19 +1603,19 @@ const char* TiXmlDeclaration::Parse( const char* p, TiXmlParsingData* data, TiXm
if ( StringEqual( p, "version", true, _encoding ) )
{
TiXmlAttribute attrib;
p = attrib.Parse( p, data, _encoding );
p = attrib.Parse( p, data, _encoding );
version = attrib.Value();
}
else if ( StringEqual( p, "encoding", true, _encoding ) )
{
TiXmlAttribute attrib;
p = attrib.Parse( p, data, _encoding );
p = attrib.Parse( p, data, _encoding );
encoding = attrib.Value();
}
else if ( StringEqual( p, "standalone", true, _encoding ) )
{
TiXmlAttribute attrib;
p = attrib.Parse( p, data, _encoding );
p = attrib.Parse( p, data, _encoding );
standalone = attrib.Value();
}
else
@ -1635,4 +1635,3 @@ bool TiXmlText::Blank() const
return false;
return true;
}

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "https://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleIconFile</key>

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "https://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>

@ -23,15 +23,15 @@ Copyright 2017 Bret Curtis <psi29a@gmail.com>
<screenshots>
<screenshot type="default">
<image>http://wiki.openmw.org/images/b/b2/Openmw_0.11.1_launcher_1.png</image>
<image>https://wiki.openmw.org/images/b/b2/Openmw_0.11.1_launcher_1.png</image>
<caption>The OpenMW launcher</caption>
</screenshot>
<screenshot>
<image>http://wiki.openmw.org/images/f/f1/Screenshot_mournhold_plaza_0.35.png</image>
<image>https://wiki.openmw.org/images/f/f1/Screenshot_mournhold_plaza_0.35.png</image>
<caption>The Mournhold's plaza on OpenMW</caption>
</screenshot>
<screenshot>
<image>http://wiki.openmw.org/images/5/5b/Screenshot_Vivec_seen_from_Ebonheart_0.35.png</image>
<image>https://wiki.openmw.org/images/5/5b/Screenshot_Vivec_seen_from_Ebonheart_0.35.png</image>
<caption>Vivec seen from Ebonheart on OpenMW</caption>
</screenshot>
</screenshots>

@ -7,8 +7,8 @@
# significance of each setting, interaction with other settings, hard
# limits on value ranges and more information in general, please read
# the detailed documentation at:
#
# http://openmw.readthedocs.io/en/master/reference/modding/settings/index.html
#
# https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html
#
[Camera]
@ -79,6 +79,9 @@ prediction time = 1
# How long to keep models/textures/collision shapes in cache after they're no longer referenced/required (in seconds)
cache expiry delay = 5
# Affects the time to be set aside each frame for graphics preloading operations
target framerate = 60
# The count of pointers, that will be saved for a faster search by object ID.
pointers cache size = 40
@ -144,6 +147,9 @@ werewolf overlay = true
color background owned = 0.15 0.0 0.0 1.0
color crosshair owned = 1.0 0.15 0.15 1.0
# Controls whether Arrow keys, Movement keys, Tab/Shift-Tab and Spacebar/Enter/Activate may be used to navigate GUI buttons.
keyboard navigation = true
[HUD]
# Displays the crosshair or reticle when not in GUI mode.
@ -288,6 +294,10 @@ autosave = true
# Display the time played on each save file in the load menu.
timeplayed = false
# The maximum number of quick (or auto) save slots to have.
# If all slots are used, the oldest save is reused
max quicksaves = 1
[Sound]
# Name of audio device file. Blank means use the default device.
@ -376,7 +386,7 @@ reflect actors = false
# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
small feature culling pixel size = 20.0
# By what factor water downscales objects. Only works with water shader and refractions on.
# By what factor water downscales objects. Only works with water shader and refractions on.
refraction scale = 1.0
[Windows]
@ -385,34 +395,34 @@ refraction scale = 1.0
# screen size. (0.0 to 1.0). X & Y, Width & Height.
# Stats window displaying level, race, class, skills and stats.
stats x = 0.0
stats y = 0.0
stats w = 0.375
stats h = 0.4275
stats x = 0.015
stats y = 0.015
stats w = 0.4275
stats h = 0.45
# Stats window pin status
stats pin = false
# Spells window displaying powers, spells, and magical items.
spells x = 0.625
spells y = 0.5725
spells w = 0.375
spells h = 0.4275
spells x = 0.63
spells y = 0.39
spells w = 0.36
spells h = 0.51
# Spells window pin status
spells pin = false
# Local and world map window.
map x = 0.625
map y = 0.0
map w = 0.375
map h = 0.5725
map x = 0.63
map y = 0.015
map w = 0.36
map h = 0.37
# Map window pin status
map pin = false
# Dialog window for talking with NPCs.
dialogue x = 0.095
dialogue y = 0.095
dialogue w = 0.810
dialogue h = 0.810
dialogue x = 0.15
dialogue y = 0.5
dialogue w = 0.7
dialogue h = 0.45
# Alchemy window for crafting potions.
alchemy x = 0.25
@ -421,51 +431,51 @@ alchemy w = 0.5
alchemy h = 0.5
# Console command window for debugging commands.
console x = 0.0
console y = 0.0
console x = 0.015
console y = 0.015
console w = 1.0
console h = 0.5
# Player inventory window when explicitly opened.
inventory x = 0.0
inventory y = 0.4275
inventory w = 0.6225
inventory h = 0.5725
inventory x = 0.015
inventory y = 0.54
inventory w = 0.45
inventory h = 0.38
# Inventory window pin status
inventory pin = false
# Player inventory window when searching a container.
inventory container x = 0.0
inventory container y = 0.4275
inventory container w = 0.6225
inventory container h = 0.5725
inventory container x = 0.015
inventory container y = 0.54
inventory container w = 0.45
inventory container h = 0.38
# Player inventory window when bartering with a shopkeeper.
inventory barter x = 0.0
inventory barter y = 0.4275
inventory barter w = 0.6225
inventory barter h = 0.5725
inventory barter x = 0.015
inventory barter y = 0.54
inventory barter w = 0.45
inventory barter h = 0.38
# Player inventory window when trading with a companion.
inventory companion x = 0.0
inventory companion y = 0.4275
inventory companion w = 0.6225
inventory companion h = 0.5725
inventory companion x = 0.015
inventory companion y = 0.54
inventory companion w = 0.45
inventory companion h = 0.38
# Container inventory when searching a container.
container x = 0.25
container y = 0.0
container w = 0.75
container h = 0.375
container x = 0.49
container y = 0.54
container w = 0.39
container h = 0.38
# NPC inventory window when bartering with a shopkeeper.
barter x = 0.25
barter y = 0.0
barter w = 0.75
barter h = 0.375
barter x = 0.6
barter y = 0.27
barter w = 0.38
barter h = 0.63
# NPC inventory window when trading with a companion.
companion x = 0.25
companion y = 0.0
companion w = 0.75
companion h = 0.375
companion x = 0.6
companion y = 0.27
companion w = 0.38
companion h = 0.63

@ -2,7 +2,7 @@
#define REFRACTION @refraction_enabled
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
// Inspired by Blender GLSL Water by martinsh ( https://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
@ -67,16 +67,16 @@ vec4 circle(vec2 coords, vec2 i_part, float phase)
float d = length(toCenter);
float r = RAIN_RIPPLE_RADIUS * phase;
if (d > r)
return vec4(0.0,0.0,1.0,0.0);
float sinValue = (sin(d / r * 1.2) + 0.7) / 2.0;
float height = (1.0 - abs(phase)) * pow(sinValue,3.0);
vec3 normal = normalize(mix(vec3(0.0,0.0,1.0),vec3(normalize(toCenter),0.0),height));
return vec4(normal,height);
}
@ -93,7 +93,7 @@ vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and r
rain(uv,time) +
rain(uv + vec2(10.5,5.7),time) +
rain(uv * 0.75 + vec2(3.7,18.9),time) +
rain(uv * 0.9 + vec2(5.7,30.1),time) +
rain(uv * 0.9 + vec2(5.7,30.1),time) +
rain(uv * 0.8 + vec2(1.2,3.0),time);
}
@ -120,7 +120,7 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
vec2 normalCoords(vec2 uv, float scale, float speed, float time, float timer1, float timer2, vec3 previousNormal)
{
return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2);
}
}
varying vec3 screenCoordsPassthrough;
varying vec4 position;
@ -133,7 +133,7 @@ uniform sampler2D reflectionMap;
uniform sampler2D refractionMap;
uniform sampler2D refractionDepthMap;
#endif
uniform float osg_SimulationTime;
uniform float near;
@ -167,7 +167,7 @@ void main(void)
#define waterTimer osg_SimulationTime
vec3 normal0 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.05, 0.04, waterTimer, -0.015, -0.005, vec3(0.0,0.0,0.0))).rgb - 1.0;
vec3 normal0 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.05, 0.04, waterTimer, -0.015, -0.005, vec3(0.0,0.0,0.0))).rgb - 1.0;
vec3 normal1 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.1, 0.08, waterTimer, 0.02, 0.015, normal0)).rgb - 1.0;
vec3 normal2 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.25, 0.07, waterTimer, -0.04, -0.03, normal1)).rgb - 1.0;
vec3 normal3 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.5, 0.09, waterTimer, 0.03, 0.04, normal2)).rgb - 1.0;
@ -180,7 +180,7 @@ void main(void)
rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0);
else
rainRipple = vec4(0.0,0.0,0.0,0.0);
vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;
vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
@ -231,7 +231,7 @@ void main(void)
float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * normalization;
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-(normal.xy*REFR_BUMP)).x) * normalization;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * normalization;
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
float shore = clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
#else
float shore = 1.0;

@ -6,7 +6,7 @@
<rect>
<x>0</x>
<y>0</y>
<width>434</width>
<width>671</width>
<height>373</height>
</rect>
</property>
@ -27,9 +27,9 @@
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>393</width>
<height>437</height>
<y>-187</y>
<width>630</width>
<height>510</height>
</rect>
</property>
<layout class="QVBoxLayout" name="scrollAreaVerticalLayout">
@ -139,6 +139,9 @@
</item>
<item>
<widget class="QComboBox" name="showOwnedComboBox">
<property name="currentIndex">
<number>1</number>
</property>
<item>
<property name="text">
<string>Off</string>
@ -207,11 +210,11 @@
</widget>
</item>
<item>
<widget class="QGroupBox" name="otherGroup">
<widget class="QGroupBox" name="savesGroup">
<property name="title">
<string>Other</string>
<string>Saves</string>
</property>
<layout class="QVBoxLayout" name="otherGroupVerticalLayout">
<layout class="QVBoxLayout" name="savesGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="timePlayedCheckbox">
<property name="toolTip">
@ -222,12 +225,59 @@
</property>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="maximumQuicksavesGroup" native="true">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
<property name="spacing">
<number>-1</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="maximumQuicksavesLabel">
<property name="text">
<string>Maximum Quicksaves</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="maximumQuicksavesComboBox">
<property name="minimum">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="otherGroup">
<property name="title">
<string>Other</string>
</property>
<layout class="QVBoxLayout" name="otherGroupVerticalLayout">
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="screenshotFormatGroup" native="true">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_2">
<layout class="QHBoxLayout" name="screenshotFormatLayout">
<property name="spacing">
<number>-1</number>
</property>

Loading…
Cancel
Save