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Commit Graph

18 Commits

Author SHA1 Message Date
Alexei Kotov
a5adb73900 Make idle emitters emit ripples every 1.5 seconds (bug #5883) 2022-11-08 12:48:24 +03:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
Andrei Kortunov
a302ec9c65 Make fallback map static to simplify constructors 2019-03-29 15:30:49 +04:00
scrawl
6546c05428 Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
scrawl
7a2ca5580a Accept a ConstPtr in RippleSimulation 2015-12-19 15:51:41 +01:00
scrawl
3f93af4181 Projectiles interact with the water surface (Fixes #2986) 2015-12-04 23:28:11 +01:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
24ae1d5ace Fix some issues found by coverity 2015-07-11 03:34:08 +02:00
scrawl
bf9c62fa42 Fix for some coverity scan defects 2015-07-02 20:46:34 +02:00
scrawl
3da8f6e62e Water ripples 2015-06-16 20:36:48 +02:00
scrawl
41cce5240f Delete remaining files that won't be of any use 2015-06-03 03:29:21 +02:00
scrawl
dbd4abd6fe Fix ripples for D3D - added simpler effect (Fixes #1649) 2015-02-09 19:30:11 +01:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
9b0ac4e299 NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
scrawl
01102f9c73 Don't emit if there wasn't enough movement 2013-02-23 05:53:20 +01:00
scrawl
499f3ac0d1 Slightly better ripple normal blending. Not physically accurate at all, but looks good. 2013-02-05 16:40:41 +01:00
scrawl
15e51b76de Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth 2013-02-03 15:46:23 +01:00
scrawl
a461b282c1 water ripples (experimental) 2013-02-01 23:43:23 +01:00