1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-30 03:32:36 +00:00

478 Commits

Author SHA1 Message Date
elsid
22817dd6a1
Use normalized path for correctMeshPath 2024-11-16 12:49:11 +01:00
elsid
afa769408a
Use normalized path for correctActorModelPath 2024-11-03 13:50:17 +01:00
elsid
7e7cf51ade
Use normalized path in NpcAnimation 2024-10-06 11:32:53 +02:00
elsid
52ab136dd6
Remove redundant reference for ESM::RefId variables 2024-10-06 11:32:53 +02:00
Alexei Kotov
963b7ec742 Unify first/third-person animation choice logic (#8179)
Re-enable first-person female/beast-specific animations
Use dehardcoded argonian swim animation path
2024-09-28 13:30:04 +03:00
elsid
f1533c215d
Use normalized path in ActorAnimation::attach 2024-09-19 00:03:18 +02:00
elsid
d8189a5aa1
Use normalized path in SceneManager 2024-09-13 14:21:49 +02:00
elsid
9e36b3fc0b
Use normalized path for models settings 2024-08-30 20:50:59 +02:00
Alexei Kotov
195599c13c Don't update head animation if the animation is paused (#7980) 2024-05-15 01:38:32 +03:00
Sam Hellawell
7897ff7ac9 Fix weapon sheathing for non-nif meshes 2024-03-25 21:03:59 +00:00
Cody Glassman
a4dd9224df Restructure colormasks at higher level 2024-03-23 21:56:30 +00:00
psi29a
7793a6d0d9 Merge branch 'modelviewbutnocontroller' into 'master'
Collect string_views when deciding what to preload

See merge request OpenMW/openmw!3816
2024-02-06 09:06:57 +00:00
Andrei Kortunov
225e834b88 Fix some Coverity Scan complaints 2024-02-02 09:28:19 +04:00
Evil Eye
4ef68a8938 Split Class::getModel into Class::getCorrectedModel and Class::getModel so preloading can use string_view 2024-01-27 16:26:31 +01:00
Andrei Kortunov
9e55425b71 Use std::move() in /apps/openmw 2024-01-25 09:03:30 +04:00
Evil Eye
164b6309a7 Improve legibility 2024-01-08 18:08:17 +01:00
Evil Eye
6756b8613d Restore beast race animations 2024-01-08 17:18:08 +01:00
Evil Eye
ef4e5b45e3 Don't add custom anim source if it's a default animation but keep the skeleton 2024-01-01 15:06:32 +01:00
Evil Eye
03c791e61a Move animation handling to NpcAnimation 2024-01-01 13:58:55 +01:00
psi29a
2fde1ef3d8 Merge branch 'bodypartanimation' into 'master'
NpcAnimation: Assign parent animation time sources to body part controllers (bug #4822)

Closes #4822

See merge request OpenMW/openmw!3653
2023-12-29 13:09:56 +00:00
elsid
81a483fc7f
Remove unused vfs argument from correctMeshPath 2023-12-26 14:14:52 +01:00
Cody Glassman
187f63d3d3 support postprocess distortion 2023-12-21 10:56:38 -08:00
Alexei Kotov
2628b02b4e NpcAnimation: Assign parent animation time sources to body part controllers (bug #4822) 2023-12-14 00:48:40 +03:00
Mads Buvik Sandvei
f6a6c278dd More cleanup of scripted animations 2023-12-05 14:13:35 +00:00
Cody Glassman
7e9690e531 [renderer] render scene exclusively to fbo 2023-10-31 14:45:31 -07:00
elsid
1d94527a19
Avoid using settings in components to get actor model
Settings::Values are initialized only for engine. Accessing them from other
binaries leads to a crash.
2023-09-27 21:00:46 +02:00
elsid
ad509bb954
Use settings values for Models settings 2023-09-09 13:12:08 +02:00
Andrei Kortunov
35561450f1 Do not copy osg::ref_ptr when possible 2023-07-31 20:43:46 +04:00
elsid
6e8dcc16c6
Use settings values for Game settings 2023-07-01 00:59:35 +02:00
Mads Buvik Sandvei
410e8b100a Elsid comments 2023-05-23 19:30:29 +02:00
Petr Mikheev
f1beaa7b8c Put ESMStore to Environment 2023-04-20 21:45:49 +02:00
elsid
04d7781424
Support not only StringRefId for checking first person body part 2023-03-19 17:49:41 +01:00
elsid
dfcea389be
Add helper functions for string comparison to RefId 2023-03-03 00:39:55 +01:00
florent.teppe
486d15b19e moved light common to its own file
moved esm4light to it's own file
2023-02-07 16:29:17 +01:00
florent.teppe
dc961e3189 Adds the light into the scene.
Common struct for ESM3 and ESM4 light
2023-02-07 10:07:59 +01:00
glassmancody.info
27fe8d42ae fix pass normals 2023-01-19 09:28:51 -08:00
florent.teppe
30a020883e Avoids unecessary copies
Fixed issue with lowerCase

Oups fixed compialtion on openMW_test_suite
2022-12-27 19:15:57 +01:00
florent.teppe
65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00
fteppe
c8bb733360 removed clear() function, the only way to change the Id from the outside is from the assignment operator
replaced ciEqual with == operator
2022-12-27 19:15:55 +01:00
fteppe
125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00
elsid
843753da14
Remove unused includes 2022-10-09 16:44:18 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
florent.teppe
0dd529ab1d With the records include removed from store.hpp, need to include the relevant files accross the codebase.Lots of touched files, but very little done 2022-09-06 13:26:13 +02:00
Evil Eye
2222b47e3d Make Settings::Manager::getString return a reference 2022-08-28 16:38:11 +02:00
Evil Eye
0df45a90b3 Use string_view in the remaining Class methods and push string_views closer to the MyGUI boundary 2022-08-23 22:14:27 +02:00
unknown
206711876d Address feedback 2022-08-21 19:43:29 +02:00
unknown
827a2f0b77 Use string_view in animation code 2022-08-21 18:53:38 +02:00
Alexei Kotov
19dc4cda9b Avoid cosmetic view-mode dependent issues in shield sheathing 2022-08-04 05:33:54 +03:00
elsid
ce263af393
Use existing functions and objects to call correctMeshPath etc
Remove WindowManager wrappers.

It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00
Mads Buvik Sandvei
b0e4c7e76a [Postprocessing] Stereo integration 2022-06-21 15:55:06 +00:00