Assign a default shader to the scene root, otherwise objects without an assigned shader will use the FFP. An example of this is a trishape with no material, resulting in an empty stateset on the drawable level.
With it on, which was always the case before this setting was added,
vanilla content and poorly-made mods will look acceptable, but well-made
mods will have alpha-tested meshes appear to grow and potentially gain a
weird outline as they get further away.
With it off, which replicates the 0.46 behaviour, well-made mods will
look really good, but vanilla content and poorly-made mods will have
alpha-tested meshes shrink as they get further away.
It's been bugging me that this was forced on since 0.47 released, and
I'd hoped to figure out a solution for automatic detection at some point
before 0.48 branched off, but I didn't, so now this is what we're
getting to have Tamriel Rebuilt look right.
NIFFile might not always be created from a file or stream containing NIF data.
Basically there are 2 different responsibilities for this class:
1. Read NIF file
2. Provide input for nifosg and bulletnifloader.
Remove no longer needed NIFFileMock since the state of NIFFfile can be
initialized independently from reading NIF file.
remove debug draw shader, now that debug and debugdraw serve the same function
remove debug draw code from actors to clean
replaced int uniforms with bool for better readability
clang format
cleanup, remove unused func, and mistake whitespace
fix namespace
added more colors
fixed missing whitespace
Moved debug draw to components, fixed some whitespace issues, added include guard
fixed uniform name, removed old files
Fixes some more whitespace weirdness
Arbitrarly draw cubes at certain position with a certain color
Adds exemple of how it looks in the actor update code.
draws a green cube if alive, red else
every frame we poll the files and check if they are older or newer than the last test, if they are newer we find all the shader that included that file and update them
Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.
* Add agent bounds to navmesh tile db cache key. This is required to distinguish
tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.