Commit Graph

551 Commits (bd072b131bf62999a4614b535cb02925e03db7f9)

Author SHA1 Message Date
Thunderforge bd072b131b Moving controller file out of the controllers subdirectory 6 years ago
Thunderforge 3f7143556a Providing different mappings depending on the version of SDL installed 6 years ago
scrawl 36f4f0ef85 Don't increase simulationTime while the game is minimized (Fixes #4211) 7 years ago
scrawl f67dbc8aa0 Remove redundant update function 7 years ago
scrawl 8c6a8ca48d Respect the framelimit in all cases (Fixes #3531)
Affects loading screen, videos & modal dialogs. Also skips rendering if window is minimized.
7 years ago
spycrab 632d39ca76 Allow starting at an (unnamed) exterior cell using --start (Feature #3941) 7 years ago
scrawl a629d48df6 Update the facedObject after the camera is updated 7 years ago
Bret Curtis c781d1f8ed purge unnecessary imports
add fstream back

add fstream back

add fstream back

add fstream back

add fstream back

add fstream back

add fstream back
7 years ago
scrawl 1ffb9e1bf3 Remove renderWorldMap() 7 years ago
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
7 years ago
scrawl 8f79fa3d72 Add resource statistics panel opened with F4 7 years ago
scrawl b40ca9b60a Set the window rectangle on the Viewer's EventQueue 7 years ago
scrawl 3f27c8cc97 Always print context for script warnings to remove the need for verbose option
(Fixes #2813)
7 years ago
scrawl 481c440698 Print OSG version on startup 7 years ago
scrawl 72c6b11cf8 Move global map render to the worker thread 7 years ago
scrawl 026a05718f Construct the WorkQueue in Engine 7 years ago
scrawl 066aa2e60e Always run preloadCommonAssets even when the menu is skipped
Move to before the content files are loaded so we can do preloading in parallel with content file loading
7 years ago
scrawl 6d8c414071 Set osgViewer ReleaseContextAtEndOfFrameHint to false for better performance when in SingleThreaded mode
The flag is normally set to off by default when using Viewer::run() - however since we're using our own frame loop, we have to unset the flag ourselves
7 years ago
scrawl c5f8ff6e0e Add names to several nodes for debugging purposes 7 years ago
scrawl 34deb6e7b1 Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes 7 years ago
MiroslavR c34d85ffc2 Implement water sounds (Closes #451) 8 years ago
scrawl 9d2e0124dc Revert "Fix the cell changed flag no longer being reset after the player dies"
This reverts commit d7acec74fd.
8 years ago
scrawl d7acec74fd Fix the cell changed flag no longer being reset after the player dies 8 years ago
scrawl f99cd15f00 Vanilla-compatible activate / onActivate (Fixes #1629)
See https://forum.openmw.org/viewtopic.php?f=6&t=3074&p=34618#p34635
8 years ago
scrawl e05d975020 Change the way that texture filtering settings are applied at runtime 8 years ago
scrawl 1cda2bf796 Preload sky & water from the main menu 8 years ago
scrawl 9e5225bb6f Do not unref a Texture's image data after applying it 8 years ago
scrawl 5b972ee777 Move texture filtering settings to SceneManager
Practical benefits:

- Filter settings are now applied to native OSG format models. These models do not use TextureManager::getTexture2D since the model itself specifies a Texture.
- The GUI render manager will be able to use its own separate textures, making it easier to turn off filtering for them.
8 years ago
scrawl cc3563359e Refactor local script iteration (Fixes #2806, Fixes #3108)
This should be much safer. Don't use recursion. Don't fail if mIgnore happens to be in the list twice. Don't rely on preconditions / assertions.
8 years ago
scrawl 7f7e8c63bf Correct path to gamecontrollerdb.txt (Fixes #3112) 9 years ago
Chris Robinson f1faeeae3a Use separate config options for min and mag texture filters 9 years ago
Chris Robinson 5c0a847eaf Combine some duplicate code 9 years ago
Chris Robinson b830a413d3 Rename the texture filter options
To avoid compatibility issues with upgrading from or downgrading to older
builds.
9 years ago
Chris Robinson 646092ce3a Add warnings when loading unknown texture options 9 years ago
Chris Robinson 76bde5ee13 Separate and expand texture filtering options 9 years ago
scrawl 05f1fbf593 WindowManager: explicitely pass the ESMStore
Fixes potential crash when the loading screen layout tries to retrieve a GMST value via #{GMST} syntax before the World has been created.

Possibly related to Bug #2854.
9 years ago
scrawl d894d54e41 Improve path conversions 9 years ago
cfcohen 67c4b17581 Commit files that I thought wre in the previous commit. :-[ I'm
accustomed to the hg behavior of commiting all modified files by
default.
9 years ago
scrawl 05498ad592 Refactor: InputManager no longer depends on Engine 9 years ago
scrawl 13c7235b6b Remove old FPS setting code 9 years ago
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
9 years ago
scrawl 481f23d955 Implement framerate limit setting
The framerate limit can be used to reduce strain on the CPU and GPU, in a way similar to VSync, but without the increased input lag that is typical with VSync.
9 years ago
scrawl d11952c48a Stop rendering when the window is minimized 9 years ago
slothlife 4fd00a75d5 Merge advanceTime and advanceTimeByFrame 9 years ago
slothlife 54fa5273dc Refactor weather transitions to act more like MW
Fixed several issues:
* Waiting/jail time/training all now properly skip remaining transitions
* ChangeWeather no longer permanently sets the region's weather
* ChangeWeather being called during a transition now correctly queues up
another transition
* Corrected transition delta and factor calculations
* ModRegion settings are now saved
9 years ago
Marc Zinnschlag a52b947efe Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3' 9 years ago
scrawl af3b0cd883 Improve some error messages 9 years ago
dteviot ff5ef7055e extracted function CreatureStats::isParalyzed() 9 years ago
Jordan Ayers be7bd9529d Classes shouldn't use MWBase::Environment to access their own members. 9 years ago
scrawl b01abe4d19 Stop title music when the game starts (Fixes #2468) 9 years ago