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.gitignore
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actoranimation.cpp
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moved light common to its own file
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2023-02-07 16:29:17 +01:00 |
actoranimation.hpp
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actorspaths.cpp
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actorspaths.hpp
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animation.cpp
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moved light common to its own file
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2023-02-07 16:29:17 +01:00 |
animation.hpp
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moved light common to its own file
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2023-02-07 16:29:17 +01:00 |
bulletdebugdraw.cpp
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bulletdebugdraw.hpp
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camera.cpp
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Fix #7223
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2023-02-18 16:24:10 +01:00 |
camera.hpp
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cell.hpp
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characterpreview.cpp
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characterpreview.hpp
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creatureanimation.cpp
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Remember actor in the actor's InventoryStore instead passing the actor in every call
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2023-01-21 23:43:00 +01:00 |
creatureanimation.hpp
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Correct xnif use for creatures
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2023-01-14 04:55:12 +03:00 |
effectmanager.cpp
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effectmanager.hpp
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fogmanager.cpp
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Renamed esm3esm4bridge => esmbridge
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2023-01-27 18:40:15 +01:00 |
fogmanager.hpp
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implements std::visit for CellVariant, fixes struct vs class forward decl
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2023-01-29 11:28:39 +01:00 |
globalmap.cpp
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globalmap.hpp
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groundcover.cpp
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Use default initializers for ESM::RefNum members
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2023-01-10 00:44:51 +01:00 |
groundcover.hpp
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landmanager.cpp
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landmanager.hpp
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localmap.cpp
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localmap.hpp
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luminancecalculator.cpp
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shade refactor
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2023-02-25 11:03:39 -08:00 |
luminancecalculator.hpp
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po2 scaling for average luminance
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2023-02-05 12:30:38 -08:00 |
navmesh.cpp
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navmesh.hpp
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navmeshmode.cpp
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navmeshmode.hpp
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npcanimation.cpp
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Support not only StringRefId for checking first person body part
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2023-03-19 17:49:41 +01:00 |
npcanimation.hpp
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Support not only StringRefId for checking first person body part
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2023-03-19 17:49:41 +01:00 |
objectpaging.cpp
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Use default initializers for ESM::RefNum members
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2023-01-10 00:44:51 +01:00 |
objectpaging.hpp
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Use default initializers for ESM::RefNum members
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2023-01-10 00:44:51 +01:00 |
objects.cpp
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Remember actor in the actor's InventoryStore instead passing the actor in every call
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2023-01-21 23:43:00 +01:00 |
objects.hpp
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Don't use xkf if xnif is merely the base model (bug #5371)
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2023-01-14 04:55:12 +03:00 |
pathgrid.cpp
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Avoids a lot a special cases for ESM3 vs ESM4 cells.
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2023-02-04 23:25:06 +01:00 |
pathgrid.hpp
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pingpongcanvas.cpp
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shade refactor
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2023-02-25 11:03:39 -08:00 |
pingpongcanvas.hpp
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pingpongcull.cpp
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Cherry pick 'openmw-48-stereo-fixes' into 'master'
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2023-03-12 22:20:23 +01:00 |
pingpongcull.hpp
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postprocessor.cpp
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[Multiview] Fix transparent pass and vertex shader
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2023-04-01 20:27:07 +00:00 |
postprocessor.hpp
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precipitationocclusion.cpp
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shade refactor
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2023-02-25 11:03:39 -08:00 |
precipitationocclusion.hpp
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recastmesh.cpp
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recastmesh.hpp
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renderbin.hpp
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renderinginterface.hpp
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renderingmanager.cpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
renderingmanager.hpp
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Merge branch 'load-ESM4-Cell' into 'master'
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2023-02-06 08:56:23 +00:00 |
rendermode.hpp
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ripples.cpp
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Use GL_HALF_FLOAT because we use GL_RGBA16F
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2023-04-02 14:19:44 +04:00 |
ripples.hpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
ripplesimulation.cpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
ripplesimulation.hpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
rotatecontroller.cpp
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rotatecontroller.hpp
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screenshotmanager.cpp
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Move from std::atoi to std::from_char
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2023-03-18 09:30:48 +00:00 |
screenshotmanager.hpp
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sky.cpp
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Rotate blizzard particles
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2023-03-30 19:20:00 +02:00 |
sky.hpp
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expose more uniforms to postprocessing
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2023-01-20 17:43:54 -08:00 |
skyutil.cpp
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Cherry pick 'openmw-48-stereo-fixes' into 'master'
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2023-03-12 22:20:23 +01:00 |
skyutil.hpp
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terrainstorage.cpp
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terrainstorage.hpp
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transparentpass.cpp
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[Multiview] Fix transparent pass and vertex shader
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2023-04-01 20:27:07 +00:00 |
transparentpass.hpp
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[Multiview] Fix transparent pass and vertex shader
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2023-04-01 20:27:07 +00:00 |
util.cpp
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util.hpp
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vismask.hpp
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water.cpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
water.hpp
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Implement shader-based water ripples (feature 3537)
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2023-04-01 17:26:19 +04:00 |
weaponanimation.cpp
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Remember actor in the actor's InventoryStore instead passing the actor in every call
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2023-01-21 23:43:00 +01:00 |
weaponanimation.hpp
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