Here is a monster of a PR (terrain selection, transient editing, land shape editing)
https://github.com/OpenMW/openmw/pull/2167
edit: This needs feedback, I'm keeping the up-to-date info on the first comment of that PR.
Search found 223 matches
- 12 Feb 2019, 13:59
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 106110
- 09 Feb 2019, 11:33
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 106110
Re: Terrain Editing
Here is a proof-of-concept -style branch made for testing various things where stuff happens. For testing purposes, it pushes empty heights data to cell visual whenever terrain texture editing is done. While I feel the method is ugly, and there are plenty of debug comments and std::cout -lines, I'm ...
- 09 Feb 2019, 02:01
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 106110
Re: Terrain Editing
Editor transient change pondering again: By implementing second versions of four or some functions responsible for managing the terrain I'm able to pass alternate height data to cell building. Same method should work for any data type. This method duplicates many functions, for example TerrainGrid::...
- 06 Feb 2019, 14:33
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 106110
Re: Terrain Editing
So, the terrain texture selection -feature has it's basics done. PR: https://github.com/OpenMW/openmw/pull/1769 Video showing what it does: https://youtu.be/D7Ya1McDwVw These related issues (features) are still missing from the current PR. https://gitlab.com/OpenMW/openmw/issues/3873 https://gitlab....
- 06 Feb 2019, 12:24
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169216
Re: Shadows
I tested Shadows PR with the settings "enable shadows = false" and "enable shadows = true", and neither breaks the water for me. With shadows enabled, I can confirm the light artefacts below or at the base of the object, moving as the sun moves, likely the sun casting shadows thr...
- 27 Jan 2019, 11:08
- Forum: Editor Development
- Topic: Looking for small issue to pick up
- Replies: 1
- Views: 6717
Re: Looking for small issue to pick up
My guess is you need to get familiar with Qt's undostack, and how the updateCellCommand works, but other than that probably not too complicated issue. Good place to start I guess. I havent't browsed the issues for a while though.
- 15 Jan 2019, 01:14
- Forum: Organisation and Planning
- Topic: OpenMW 0.45.0
- Replies: 379
- Views: 264079
Re: OpenMW 0.45.0
I only found openmw-0.45.0-Linux-64BitRC1 to test, and it crashes with the following log. Also re-tested that 0.44 runs fine. *** Fatal Error *** (signal 6) Address: 0x3e800000fa5 System: Linux **** 4.9.149-1-MANJARO #1 SMP PREEMPT Wed Jan 9 16:27:24 UTC 2019 x86_64 Executing: gdb --quiet --batch --...
- 23 Nov 2018, 22:19
- Forum: General
- Topic: Recent Negativity Regarding OpenMW
- Replies: 83
- Views: 49404
Re: Recent Negativity Regarding OpenMW
OH! This was the thread to vent out frustrations on the project! Here we go! I want to create a game with OpenMW engine, but the engine keeps being unfinished! The game is actually, imho, lightyears ahead of original Morrowind, I believe I've never crashed a OpenMW release and everything can be play...
- 12 Nov 2018, 11:41
- Forum: Editor Development
- Topic: Unable to Delete Objects
- Replies: 2
- Views: 7904
Re: Unable to Delete Objects
Gitlab has a list of various issues (also at the bar on this site saying "Bugs" will lead here). https://gitlab.com/OpenMW/openmw/issues But.. Was this already implemented? I cannot find a key shortcut in Preferences -> Key Bindings, and there is nothing related to this feature in Preferen...
- 10 Oct 2018, 23:32
- Forum: News
- Topic: TES3MP 0.7.0 pre-released
- Replies: 2
- Views: 7917
Re: TES3MP 0.7.0 pre-released
Great job!