.. |
.gitignore
|
|
|
activatoranimation.cpp
|
Transparency should be evaluated per subentity, not per NIF
|
2013-03-04 16:57:00 +01:00 |
activatoranimation.hpp
|
|
|
actors.cpp
|
NPCs / creatures can now emit ripples
|
2013-02-27 09:20:42 +01:00 |
actors.hpp
|
NPCs / creatures can now emit ripples
|
2013-02-27 09:20:42 +01:00 |
animation.cpp
|
Avoid duplicating skeletons due to casing issues
|
2013-02-27 12:33:36 -08:00 |
animation.hpp
|
renamed high level NIF files...
|
2013-03-02 13:23:09 -08:00 |
cell.hpp
|
|
|
characterpreview.cpp
|
Fix NPC race height not being applied
|
2013-03-15 16:44:35 +01:00 |
characterpreview.hpp
|
Race selection preview: render only the head, and focus the camera on its node
|
2013-03-06 18:03:47 +01:00 |
compositors.cpp
|
|
|
compositors.hpp
|
|
|
creatureanimation.cpp
|
Transparency should be evaluated per subentity, not per NIF
|
2013-03-04 16:57:00 +01:00 |
creatureanimation.hpp
|
|
|
debugging.cpp
|
Removing some leftovers of mwRoot node
|
2013-02-26 14:01:10 +01:00 |
debugging.hpp
|
Removing some leftovers of mwRoot node
|
2013-02-26 14:01:10 +01:00 |
externalrendering.hpp
|
|
|
globalmap.cpp
|
|
|
globalmap.hpp
|
|
|
localmap.cpp
|
Fix wrong padding breaking local map for cells where the bounds center is far from the origin
|
2013-03-11 19:32:39 +01:00 |
localmap.hpp
|
Cleanup
|
2013-03-03 19:52:20 +01:00 |
npcanimation.cpp
|
Fix NPC race height not being applied
|
2013-03-15 16:44:35 +01:00 |
npcanimation.hpp
|
Race selection preview: render only the head, and focus the camera on its node
|
2013-03-06 18:03:47 +01:00 |
objects.cpp
|
Properly calculate light activation range
|
2013-03-29 20:21:37 +01:00 |
objects.hpp
|
Fallback system rewritten, added light fallbacks
|
2013-03-15 10:17:30 +01:00 |
occlusionquery.cpp
|
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
|
2013-03-08 23:46:25 +01:00 |
occlusionquery.hpp
|
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
|
2013-03-08 23:46:25 +01:00 |
player.cpp
|
Allow zooming camera in vanity or preview mode with the mousewheel
|
2013-03-08 00:12:56 +01:00 |
player.hpp
|
Allow zooming camera in vanity or preview mode with the mousewheel
|
2013-03-08 00:12:56 +01:00 |
refraction.cpp
|
Cleanup
|
2013-03-03 19:52:20 +01:00 |
refraction.hpp
|
Make sure render textures are inactive when in a cell without water
|
2013-03-03 15:11:45 +01:00 |
renderconst.hpp
|
Simpler, more lightweight underwater effect, changed colors to match vanilla better
|
2013-03-03 19:28:11 +01:00 |
renderinginterface.hpp
|
|
|
renderingmanager.cpp
|
Fix crash when moving npcs to an inactive cell
|
2013-04-04 16:51:22 +02:00 |
renderingmanager.hpp
|
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
|
2013-04-03 23:55:57 +02:00 |
ripplesimulation.cpp
|
NPCs / creatures can now emit ripples
|
2013-02-27 09:20:42 +01:00 |
ripplesimulation.hpp
|
NPCs / creatures can now emit ripples
|
2013-02-27 09:20:42 +01:00 |
shadows.cpp
|
|
|
shadows.hpp
|
|
|
sky.cpp
|
constness fixes
|
2013-03-18 08:29:40 +01:00 |
sky.hpp
|
Merge branch 'z-up' into graphics
|
2013-02-26 14:54:53 +01:00 |
terrain.cpp
|
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
|
2013-04-03 23:55:57 +02:00 |
terrain.hpp
|
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
|
2013-04-03 23:55:57 +02:00 |
terrainmaterial.cpp
|
Cleanup
|
2013-03-03 19:52:20 +01:00 |
terrainmaterial.hpp
|
|
|
videoplayer.cpp
|
Simpler, more lightweight underwater effect, changed colors to match vanilla better
|
2013-03-03 19:28:11 +01:00 |
videoplayer.hpp
|
|
|
water.cpp
|
Avoid manually updating render targets from within frameRenderingQueued
|
2013-03-05 14:24:29 +01:00 |
water.hpp
|
Avoid manually updating render targets from within frameRenderingQueued
|
2013-03-05 14:24:29 +01:00 |