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.gitignore
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activatoranimation.cpp
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Keep track of the animation layers a given object list is animating on
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2013-04-23 02:48:11 -07:00 |
activatoranimation.hpp
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Return the movement vector from runAnimation
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2013-01-18 16:21:29 -08:00 |
actors.cpp
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Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again
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2013-04-17 17:06:30 +02:00 |
actors.hpp
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NPCs / creatures can now emit ripples
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2013-02-27 09:20:42 +01:00 |
animation.cpp
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Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
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2013-04-28 11:41:01 +01:00 |
animation.hpp
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Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
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2013-04-28 11:41:01 +01:00 |
camera.cpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
camera.hpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
cell.hpp
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characterpreview.cpp
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Show the equipped weapon in the inventory screen
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2013-04-29 12:08:43 -07:00 |
characterpreview.hpp
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Show the equipped weapon in the inventory screen
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2013-04-29 12:08:43 -07:00 |
compositors.cpp
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compositors.hpp
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creatureanimation.cpp
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Keep track of the animation layers a given object list is animating on
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2013-04-23 02:48:11 -07:00 |
creatureanimation.hpp
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Return the movement vector from runAnimation
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2013-01-18 16:21:29 -08:00 |
debugging.cpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
debugging.hpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
externalrendering.hpp
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globalmap.cpp
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Z-up conversion: global map, shader fix
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2013-02-26 13:52:01 +01:00 |
globalmap.hpp
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localmap.cpp
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Fix wrong padding breaking local map for cells where the bounds center is far from the origin
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2013-03-11 19:32:39 +01:00 |
localmap.hpp
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Cleanup
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2013-03-03 19:52:20 +01:00 |
npcanimation.cpp
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Make sure the weapon is in the proper group
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2013-04-29 11:43:37 -07:00 |
npcanimation.hpp
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Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
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2013-04-28 11:41:01 +01:00 |
objects.cpp
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Rename EntityList to ObjectList
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2013-04-07 01:52:35 -07:00 |
objects.hpp
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Fallback system rewritten, added light fallbacks
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2013-03-15 10:17:30 +01:00 |
occlusionquery.cpp
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Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
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2013-03-08 23:46:25 +01:00 |
occlusionquery.hpp
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Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
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2013-03-08 23:46:25 +01:00 |
refraction.cpp
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Cleanup
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2013-03-03 19:52:20 +01:00 |
refraction.hpp
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Make sure render textures are inactive when in a cell without water
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2013-03-03 15:11:45 +01:00 |
renderconst.hpp
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Simpler, more lightweight underwater effect, changed colors to match vanilla better
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2013-03-03 19:28:11 +01:00 |
renderinginterface.hpp
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renderingmanager.cpp
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Use sphere cast instead of ray for camera distance adjustment; use the box orientation value in newtrace
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2013-04-30 20:26:59 +02:00 |
renderingmanager.hpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
ripplesimulation.cpp
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NPCs / creatures can now emit ripples
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2013-02-27 09:20:42 +01:00 |
ripplesimulation.hpp
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NPCs / creatures can now emit ripples
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2013-02-27 09:20:42 +01:00 |
shadows.cpp
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Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
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2013-04-09 20:31:00 +02:00 |
shadows.hpp
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sky.cpp
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Rename MWRender's Player to Camera
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2013-04-29 05:50:40 -07:00 |
sky.hpp
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Merge branch 'z-up' into graphics
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2013-02-26 14:54:53 +01:00 |
terrain.cpp
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Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
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2013-04-03 23:55:57 +02:00 |
terrain.hpp
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Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
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2013-04-03 23:55:57 +02:00 |
terrainmaterial.cpp
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Fix terrain material leak, this should in theory allow the terrain to free its temporary resources
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2013-04-29 10:20:38 +02:00 |
terrainmaterial.hpp
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Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
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2013-04-09 20:31:00 +02:00 |
videoplayer.cpp
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Fix a gcc 4.8 warning
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2013-04-17 20:57:22 +02:00 |
videoplayer.hpp
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support the allowSkipping extra parameter for playBink command.
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2013-01-07 13:19:52 +01:00 |
water.cpp
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Avoid manually updating render targets from within frameRenderingQueued
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2013-03-05 14:24:29 +01:00 |
water.hpp
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Avoid manually updating render targets from within frameRenderingQueued
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2013-03-05 14:24:29 +01:00 |