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https://gitlab.com/OpenMW/openmw.git
synced 2025-02-21 09:39:56 +00:00
Remove from settings.cfg camera settings that are controlled from Lua
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parent
c548708a27
commit
65efd6f1c2
@ -180,20 +180,6 @@ bool Launcher::AdvancedPage::loadSettings()
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}
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}
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// Camera
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{
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loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
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connect(viewOverShoulderCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotViewOverShoulderToggled(bool)));
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viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
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loadSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
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loadSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
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loadSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
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loadSettingBool(headBobbingCheckBox, "head bobbing", "Camera");
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defaultShoulderComboBox->setCurrentIndex(
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Settings::Manager::getVector2("view over shoulder offset", "Camera").x() >= 0 ? 0 : 1);
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}
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// Interface Changes
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{
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loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
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@ -350,25 +336,6 @@ void Launcher::AdvancedPage::saveSettings()
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}
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}
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// Camera
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{
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saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
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saveSettingBool(autoSwitchShoulderCheckBox, "auto switch shoulder", "Camera");
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saveSettingBool(previewIfStandStillCheckBox, "preview if stand still", "Camera");
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saveSettingBool(deferredPreviewRotationCheckBox, "deferred preview rotation", "Camera");
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saveSettingBool(headBobbingCheckBox, "head bobbing", "Camera");
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osg::Vec2f shoulderOffset = Settings::Manager::getVector2("view over shoulder offset", "Camera");
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if (defaultShoulderComboBox->currentIndex() != (shoulderOffset.x() >= 0 ? 0 : 1))
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{
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if (defaultShoulderComboBox->currentIndex() == 0)
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shoulderOffset.x() = std::abs(shoulderOffset.x());
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else
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shoulderOffset.x() = -std::abs(shoulderOffset.x());
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Settings::Manager::setVector2("view over shoulder offset", "Camera", shoulderOffset);
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}
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}
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// Interface Changes
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{
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saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
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@ -479,11 +446,6 @@ void Launcher::AdvancedPage::slotAnimSourcesToggled(bool checked)
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}
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}
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void Launcher::AdvancedPage::slotViewOverShoulderToggled(bool checked)
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{
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viewOverShoulderVerticalLayout->setEnabled(viewOverShoulderCheckBox->checkState());
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}
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void Launcher::AdvancedPage::slotPostProcessToggled(bool checked)
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{
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postprocessLiveReloadCheckBox->setEnabled(checked);
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@ -29,7 +29,6 @@ namespace Launcher
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void on_skipMenuCheckBox_stateChanged(int state);
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void on_runScriptAfterStartupBrowseButton_clicked();
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void slotAnimSourcesToggled(bool checked);
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void slotViewOverShoulderToggled(bool checked);
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void slotPostProcessToggled(bool checked);
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private:
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@ -1,6 +1,9 @@
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Camera Settings
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###############
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.. note::
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Some camera settings are available only in the in-game settings menu. See the tab "Scripts/OpenMW Camera".
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near clip
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---------
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@ -103,138 +106,6 @@ while small values can result in the hands not being visible.
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This setting can only be configured by editing the settings configuration file.
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third person camera distance
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----------------------------
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:Type: floating point
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:Range: 30-800
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:Default: 192.0
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Distance from the camera to the character in third person mode.
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This setting can be changed in game using "Zoom In" / "Zoom Out" controls.
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view over shoulder
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------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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This setting controls third person view mode.
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False: View is centered on the character's head. Crosshair is hidden.
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True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
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This setting can be controlled in Advanced tab of the launcher.
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view over shoulder offset
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-------------------------
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:Type: 2D vector floating point
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:Range: Any
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:Default: 30 -10
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This setting makes sense only if 'view over shoulder' is enabled. Controls horizontal (first number) and vertical (second number) offset of the camera in third person mode.
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Recommened values: 30 -10 for the right shoulder, -30 -10 for the left shoulder.
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This setting can only be configured by editing the settings configuration file.
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auto switch shoulder
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--------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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This setting makes difference only in third person mode if 'view over shoulder' is enabled.
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When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.
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This setting can be controlled in Advanced tab of the launcher.
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zoom out when move coef
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-----------------------
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:Type: floating point
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:Range: Any
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:Default: 20
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This setting makes difference only in third person mode if 'view over shoulder' is enabled.
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Slightly pulls camera away (or closer in case of negative value) when the character moves. To disable set it to zero.
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This setting can only be configured by editing the settings configuration file.
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preview if stand still
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----------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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Makes difference only in third person mode.
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If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.
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This setting can be controlled in Advanced tab of the launcher.
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deferred preview rotation
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-------------------------
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:Type: boolean
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:Range: True/False
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:Default: True
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Makes difference only in third person mode.
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If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode.
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If disabled then the camera rotates rather than the character.
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This setting can be controlled in Advanced tab of the launcher.
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head bobbing
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------------
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:Type: boolean
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:Range: True/False
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:Default: False
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Enables head bobbing when move in first person mode.
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This setting can be controlled in Advanced tab of the launcher.
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head bobbing step
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-----------------
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:Type: floating point
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:Range: >0
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:Default: 90.0
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Makes diffence only in first person mode if 'head bobbing' is enabled.
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Length of each step.
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This setting can only be configured by editing the settings configuration file.
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head bobbing height
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-------------------
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:Type: floating point
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:Range: Any
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:Default: 3.0
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Makes diffence only in first person mode if 'head bobbing' is enabled.
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Amplitude of the head bobbing.
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This setting can only be configured by editing the settings configuration file.
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head bobbing roll
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-----------------
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:Type: floating point
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:Range: 0-90
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:Default: 0.2
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Makes diffence only in first person mode if 'head bobbing' is enabled.
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Maximum roll angle in degrees.
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This setting can only be configured by editing the settings configuration file.
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reverse z
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---------
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@ -26,39 +26,6 @@ field of view = 60.0
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# Best to leave this at the default since vanilla assets are not complete enough to adapt to high FoV's. Too low FoV would clip the hands off screen.
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first person field of view = 60.0
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# Distance from the camera to the character in third person mode.
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third person camera distance = 192
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# If enabled then third person camera is positioned above character's shoulder and crosshair is visible.
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view over shoulder = false
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# Makes sense only if 'view over shoulder' is true. First number is horizontal offset (negative value means offset to the left), second number is vertical offset.
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view over shoulder offset = 30 -10
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# Switch shoulder automatically when player is close to an obstacle.
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auto switch shoulder = true
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# Slightly pulls camera away when the character moves. Works only in 'view over shoulder' mode. Set to 0 to disable.
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zoom out when move coef = 20
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# Automatically enable preview mode when player doesn't move.
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preview if stand still = false
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# Rotate the character to the view direction after exiting preview mode.
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deferred preview rotation = true
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# Enables head bobbing in first person mode
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head bobbing = false
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# Length of each step
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head bobbing step = 90.0
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# Amplitude of the bobbing effect
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head bobbing height = 3.0
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# Maximum camera roll angle (degrees)
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head bobbing roll = 0.2
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# Reverse the depth range, reduces z-fighting of distant objects and terrain
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reverse z = true
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@ -827,147 +827,6 @@
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</item>
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</layout>
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</widget>
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<widget class="QWidget" name="cameraSettings">
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<attribute name="title">
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<string>Camera</string>
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</attribute>
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<layout class="QVBoxLayout">
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<item>
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<widget class="QCheckBox" name="viewOverShoulderCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>This setting controls third person view mode.</p><p>False: View is centered on the character's head. Crosshair is hidden.
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True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
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</p></body></html></string>
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</property>
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<property name="text">
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<string>View over the shoulder</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="autoSwitchShoulderCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>When player is close to an obstacle, automatically switches camera to the shoulder that is farther away from the obstacle.</p></body></html></string>
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</property>
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<property name="text">
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<string>Auto switch shoulder</string>
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</property>
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</widget>
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</item>
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<item>
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<layout class="QVBoxLayout" name="viewOverShoulderVerticalLayout">
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<property name="leftMargin">
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<number>20</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<layout class="QHBoxLayout" name="defaultShoulderHorizontalLayout">
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<property name="leftMargin">
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<number>0</number>
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</property>
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<property name="topMargin">
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<number>0</number>
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</property>
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<property name="rightMargin">
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<number>0</number>
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</property>
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<property name="bottomMargin">
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<number>0</number>
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</property>
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<item>
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<widget class="QLabel" name="defaultShoulderLabel">
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<property name="text">
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<string>Default shoulder:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QComboBox" name="defaultShoulderComboBox">
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<property name="currentIndex">
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<number>0</number>
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</property>
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<item>
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<property name="text">
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<string>Right</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Left</string>
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</property>
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</item>
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</widget>
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</item>
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<item>
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<spacer name="horizontalSpacer_3">
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<property name="orientation">
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<enum>Qt::Horizontal</enum>
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</property>
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<property name="sizeHint" stdset="0">
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<size>
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<width>40</width>
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<height>20</height>
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</size>
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</property>
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</spacer>
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</item>
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</layout>
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</item>
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</layout>
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</item>
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<item>
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<widget class="QCheckBox" name="previewIfStandStillCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>If enabled then the character rotation is not synchonized with the camera rotation while the character doesn't move and not in combat mode.</p></body></html></string>
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</property>
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<property name="text">
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<string>Preview if stand still</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="deferredPreviewRotationCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>If enabled then the character smoothly rotates to the view direction after exiting preview or vanity mode. If disabled then the camera rotates rather than the character.</p></body></html></string>
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</property>
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<property name="text">
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<string>Deferred preview rotation</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QCheckBox" name="headBobbingCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>Enables head bobbing when move in first person mode.</p></body></html></string>
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</property>
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<property name="text">
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<string>Head bobbing in 1st person mode</string>
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</property>
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</widget>
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</item>
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<item>
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<spacer>
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<property name="orientation">
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<enum>Qt::Vertical</enum>
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</property>
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<property name="sizeHint" stdset="0">
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<size>
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<width>0</width>
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<height>0</height>
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</size>
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</property>
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</spacer>
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</item>
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</layout>
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</widget>
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<widget class="QWidget" name="Interface">
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<attribute name="title">
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<string>Interface</string>
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