Search found 338 matches
- 04 Mar 2019, 18:52
- Forum: General
- Topic: [PATCH] Inventory sort button
- Replies: 14
- Views: 7704
Re: [PATCH] Inventory sort button
Those policies can be overridden if the feature is sufficiently desirable, like important options UI additions.
- 03 Mar 2019, 15:19
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10699
Re: Odd/Incorrect Lighting on Meshes
Fundamental shading system changes would only fix the normal lighting problems, not this one. This one is some kind of obscure bug.
- 02 Mar 2019, 15:03
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10699
Re: Odd/Incorrect Lighting on Meshes
There's a pretty obvious/simple way to fix all the game's lighting problems (render every light on every object, into a framebuffer just containing lighting info if necessary) but it would slow the game down a lot. I wonder what OSG has for advanced lighting.
- 02 Mar 2019, 14:33
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10699
Re: Odd/Incorrect Lighting on Meshes
Okay, this seam lights properly during nighttime with a handheld light, so I have no suspicion that it's bad normals anymore.
PS: We have some serious terrain lighting problems because of lighting selection like in Sadith Mora, but vanilla has them too.
PS: We have some serious terrain lighting problems because of lighting selection like in Sadith Mora, but vanilla has them too.
- 01 Mar 2019, 19:48
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 102783
- 01 Mar 2019, 18:47
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 102783
Re: Terrain Editing
That might not work with the way that terrain collision is currently implemented, I'm not sure, but there shouldn't be anything preventing it in theory. Well, at least in vanilla, you get popped back up above ground if you go below it, but. The most common way for engines to support caves and overha...
- 28 Feb 2019, 22:16
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10699
Re: Odd/Incorrect Lighting on Meshes
Are the normals on these models normalized to a length of 1.0?
- 28 Feb 2019, 12:05
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 102783
Re: Terrain Editing
You could use most-common-neighbor filtering, breaking ties in a deterministic way. This will get rid of staircasing, like running the median filter in paint.net or gimp.
- 27 Feb 2019, 07:51
- Forum: Support
- Topic: [Solved/Known issue] Changing Gamma
- Replies: 1
- Views: 2568
Re: Changing Gamma
Gamma adjustment currently only works with true fullscreen. Once post-processing shaders are better supported it should be supported everywhere though I'm pretty sure.
- 24 Feb 2019, 06:15
- Forum: General Development
- Topic: Changelog policy again
- Replies: 6
- Views: 4001
Re: Changelog policy again
Why does removing changelog lines cause conflicts in the first place? Because it's single-spaced? Would having a double-spaced changelog make it stop conflicting?