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Merge branch 'master' of https://github.com/zinnschlag/openmw into inputsystem
This commit is contained in:
commit
132da92391
@ -21,7 +21,7 @@ namespace MWRender
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namespace MWMechanics
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{
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struct CreatureStats;
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class CreatureStats;
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class NpcStats;
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struct Movement;
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}
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@ -7,7 +7,7 @@
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namespace MWMechanics
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{
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struct NpcStats;
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class NpcStats;
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}
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namespace MWWorld
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10
credits.txt
10
credits.txt
@ -61,6 +61,7 @@ spyboot - German News Writer
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Formula Research:
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Epsilon
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fragonard
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Greendogo
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HiPhish
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@ -101,3 +102,12 @@ used as the application icon and project logo.
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Thanks to Kevin Ryan,
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for creating the icon used for the Data Files tab of the OpenMW Launcher.
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Thanks to Georg Duffner,
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for the open-source EB Garamond fontface.
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Thanks to Dongle,
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for his Daedric fontface, see Daedric Font License.txt for his license terms.
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Thanks to Bitstream Inc.
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for their Bitstream Vera fontface, see Bitstream Vera License.txt for their license terms.
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@ -22,7 +22,8 @@
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stop:0.9 rgba(0, 0, 0, 55),
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stop:1 rgba(0, 0, 0, 100));
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font: 26pt "EB Garamond";
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font-size: 26pt;
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font-family: "EB Garamond", "EB Garamond 08";
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color: black;
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border-right: 1px solid rgba(0, 0, 0, 155);
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@ -54,7 +55,8 @@
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}
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#ProfileLabel {
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font: 18pt "EB Garamond";
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font-size: 18pt;
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font-family: "EB Garamond", "EB Garamond 08";
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}
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#ProfilesComboBox {
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@ -82,7 +84,8 @@
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padding-top: 3px;
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padding-left: 4px;
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font: 12pt "EB Garamond";
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font-size: 12pt;
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font-family: "EB Garamond", "EB Garamond 08";
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}
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#ProfilesComboBox::drop-down {
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@ -118,7 +118,6 @@
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#define WAVE_CHOPPYNESS 0.15 // wave choppyness
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#define WAVE_SCALE 75 // overall wave scale
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#define ABBERATION 0.001 // chromatic abberation amount
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#define BUMP 1.5 // overall water surface bumpiness
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#define REFL_BUMP 0.08 // reflection distortion amount
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#define REFR_BUMP 0.06 // refraction distortion amount
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@ -256,11 +255,15 @@
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// refraction
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float3 R = reflect(vVec, normal);
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// check the depth at the refracted coords, and don't do any normal distortion for the refraction if the object to refract
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// is actually above the water (objectDepth < waterDepth)
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// this solves silhouettes around objects above the water
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float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xz*REFR_BUMP)).x * far - depthPassthrough;
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float doRefraction = (refractDepth < 0) ? 0.f : 1.f;
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float3 refraction = float3(0,0,0);
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refraction.r = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0).r;
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refraction.g = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION)).g;
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refraction.b = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION*2.0)).b;
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refraction.rgb = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP * doRefraction))*1.0).rgb;
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// brighten up the refraction underwater
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refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction;
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