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https://gitlab.com/OpenMW/openmw.git
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docs - more restructuring
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parent
30b27c966f
commit
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@ -18,17 +18,15 @@
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}
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@media (prefers-color-scheme: dark) {
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body:not([data-theme="light"]) #luadoc pre.example,
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body:not([data-theme="light"]) #luadoc pre.example code {
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background-color: #2a3a49;
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#luadoc pre.example,
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#luadoc pre.example code {
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background-color: hsl(var(--muted));
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color: #ffffff;
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}
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}
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body[data-theme="dark"] #luadoc pre.example,
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body[data-theme="dark"] #luadoc pre.example code {
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background-color: #2a3a49;
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color: #ffffff;
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#luadoc > p:nth-child(1) {
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margin: 12px 0 12px 0;
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}
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#luadoc a:not(:link) {
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@ -46,9 +44,15 @@ body[data-theme="dark"] #luadoc pre.example code {
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.context-wrapper {
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display: flex;
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margin-top: 14px;
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gap: 4px;
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}
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#luadoc ul { list-style-type: disc; }
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#luadoc ul { list-style-type: disc; }
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#luadoc li {list-style: bullet;}
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table.docutils {
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width: 100%;
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}
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@ -8,6 +8,10 @@
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}
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}
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code {
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white-space: normal;
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}
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.md-sidebar--primary {
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width: 500px; /* default is 240px */
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}
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@ -136,7 +136,7 @@ exclude_patterns = []
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#show_authors = False
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# The name of the Pygments (syntax highlighting) style to use.
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pygments_style = 'sphinx'
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pygments_style = 'github-dark'
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# A list of ignored prefixes for module index sorting.
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#modindex_common_prefix = []
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@ -158,7 +158,8 @@ html_theme = 'sphinxawesome_theme'
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html_theme_options = asdict(ThemeOptions(
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show_breadcrumbs=False,
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main_nav_links= {
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"Lua API": "reference/lua-scripting/index",
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"Modding": "reference/modding/index",
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"Lua API": "reference/lua-scripting/overview",
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"Postprocessing": "reference/postprocessing/index",
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}
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))
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@ -2,8 +2,28 @@ Welcome to OpenMW's Documentation!
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==================================
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.. toctree::
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:caption: Table of Contents
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:maxdepth: 8
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:caption: Reference
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:hidden:
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:maxdepth: 4
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manuals/index
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reference/index
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reference/modding/index
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reference/postprocessing/index
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reference/documentationHowTo
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.. toctree::
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:caption: Lua
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:hidden:
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:maxdepth: 4
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reference/lua-scripting/overview
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reference/lua-scripting/api
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reference/lua-scripting/teal
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.. toctree::
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:caption: Help
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:hidden:
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:maxdepth: 4
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manuals/installation/index
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manuals/openmw-cs/index
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manuals/documentationHowTo
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@ -1,6 +1,6 @@
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#######################################
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So you want to help with documentation?
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#######################################
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###############
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Help with docs?
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###############
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Or a beginner's guide to writing docs without having to deal with more techie stuff than you have to.
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#####################################################################################################
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@ -1,8 +0,0 @@
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User Manuals
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============
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.. toctree::
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:maxdepth: 2
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openmw-cs/index
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installation/index
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@ -6,6 +6,7 @@ In order to use OpenMW, you must install both the engine and the game files for
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.. toctree::
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:maxdepth: 2
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:hidden:
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install-openmw
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install-game-files
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@ -2,8 +2,8 @@
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Install OpenMW
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==============
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The (easier) Binary Way
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=======================
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Direct Download
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===============
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If you're not sure what any of the different methods mean, you should probably stick to this one.
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Simply download the latest version for your operating system from
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@ -15,14 +15,14 @@ and run the install package once downloaded. It's now installed!
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as OpenMW automatically installs into a separate directory for each new version.
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Your saves and configuration are compatible and accessible between versions.
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The (bleeding edge) Source Way
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==============================
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From Source
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===========
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Visit the `Development Environment Setup <https://wiki.openmw.org/index.php?title=Development_Environment_Setup>`_
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section of the Wiki for detailed instructions on how to build the engine.
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The Ubuntu Way
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==============
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Ubuntu
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======
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A `Launchpad PPA <https://launchpad.net/~openmw/+archive/openmw>`_ is available.
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Add it and install OpenMW::
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@ -39,16 +39,16 @@ To install, simply run the following as root (or in sudo)::
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# pacman -S openmw
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The Void Linux Way
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==================
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Void Linux
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==========
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The binary package is available in the official Repository
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To install simply run the following as root (or in sudo)::
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# xbps-install openmw
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The Debian Way
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==============
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Debian
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======
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OpenMW is available from the unstable (sid) repository of Debian contrib
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and can be easily installed if you are using testing or unstable.
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@ -56,8 +56,8 @@ However, it depends on several packages which are not in stable,
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so it is not possible to install OpenMW in Wheezy without creating a FrankenDebian.
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This is not recommended or supported.
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The Flatpak Way
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===============
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Flatpak
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=======
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OpenMW is available as a flatpak. With flatpak installed, run the command below. It should show up on your desktop.
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::
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@ -15,6 +15,7 @@ few chapters to familiarise yourself with the new interface.
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.. toctree::
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:caption: Table of Contents
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:hidden:
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:maxdepth: 2
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foreword
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@ -1,11 +0,0 @@
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##################
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Reference Material
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##################
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.. toctree::
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:maxdepth: 2
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modding/index
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lua-scripting/index
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postprocessing/index
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documentationHowTo
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@ -1,6 +1,6 @@
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#################
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Lua API reference
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#################
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#############
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API Reference
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#############
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.. include:: version.rst
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@ -1,18 +0,0 @@
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#############
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Lua scripting
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#############
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.. note::
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OpenMW Lua is not compatible with MWSE.
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.. include:: version.rst
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.. toctree::
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:caption: Table of Contents
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:includehidden:
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:maxdepth: 2
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overview
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api
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teal
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@ -7,18 +7,18 @@ Interfaces
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.. toctree::
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:hidden:
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activation <interface_activation>
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ai <interface_ai>
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animation <interface_animation>
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camera <interface_camera>
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controls <interface_controls>
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gamepadcontrols <interface_gamepadcontrols>
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item_usage <interface_item_usage>
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mwui <interface_mwui>
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settings <interface_settings>
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skill_progression <interface_skill_progression>
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ui <interface_ui>
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crimes <interface_crimes>
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Activation <interface_activation>
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AI <interface_ai>
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Animation <interface_animation>
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Camera <interface_camera>
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Controls <interface_controls>
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GamepadControls <interface_gamepadcontrols>
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ItemUsage <interface_item_usage>
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MWUI <interface_mwui>
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Settings <interface_settings>
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Skill_progression <interface_skill_progression>
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UI <interface_ui>
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Crimes <interface_crimes>
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**Interfaces of built-in scripts**
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Overview of Lua scripting
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#########################
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Overview
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########
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.. include:: version.rst
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@ -641,7 +641,7 @@ Using IDE for Lua scripting
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Find the directory ``resources/lua_api`` in your installation of OpenMW.
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It describes OpenMW LuaAPI in
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`LDT Documentation Language <https://wiki.eclipse.org/LDT/User_Area/Documentation_Language>`__.
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It is the source from which the :ref:`API reference <Lua API reference>` is generated.
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It is the source from which the :ref:`API reference <API Reference>` is generated.
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If you write scripts using `Lua Development Tools <https://www.eclipse.org/ldt/>`__ (eclipse-based IDE),
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you can import these files to get code autocompletion and integrated OpenMW API reference. Here are the steps:
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@ -1,5 +1,5 @@
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Modding Reference
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#################
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Modding
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#######
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The following document is the complete reference guide to modifying, or
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modding, your OpenMW setup. It does not cover content creation itself,
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@ -14,7 +14,7 @@ about creating new content for OpenMW, please refer to
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not errors in the manual.
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.. toctree::
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:caption: Table of Contents
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:hidden:
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:maxdepth: 2
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foreword
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@ -47,6 +47,7 @@ The ranges included with each setting are the physically possible ranges, not re
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.. toctree::
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:caption: Table of Contents
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:hidden:
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:maxdepth: 2
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camera
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@ -2,11 +2,58 @@
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Post Processing
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###############
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OpenMW supports a moddable post process framework for creating and
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controlling screenspace effects. This is integrated into OpenMW's Lua API, see
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`reference <../lua-scripting/openmw_postprocessing.html>`_ for details.
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Basic concepts
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==============
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Pass
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Describes a single shader invocation pass. Currently only pixel (also known
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as fragment) shaders are supported.
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Technique/Shader
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An ordered list of passes, techniques will encompass a single effect like
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bloom or SSAO. Technique is interchangeable with shader.
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Installing and Activating
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=========================
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Shaders are managed through the virtual file system, simply install the associated
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archive or folder as described in :ref:`mod-install<install>`. Shaders must be
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in the `Shaders` directory to be discoverable. A shader can be activated in one
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of two ways:
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1. Adding the shaders filename (without its extension) to the end of the
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:ref:`chain` list in ``settings.cfg``.
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2. Using the in game post processor HUD, which can be activated with the ``F2``
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key by default. This is the recommended method as manual editing can be error
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prone.
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Localization
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============
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Output text (e.g. shader description) can use the ``#{ContextName:Key}`` tags.
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In this case OpenMW replaces it for value of ``Key`` key from the
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``Data Files\L10n\ContextName\used_language.yaml`` file.
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Hot Reloading
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=============
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It is possible to modify a shader without restarting OpenMW, hot reloading
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can be enabled by using the lua command `debug.setShaderHotReloadEnabled(true)`.
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Whenever a file is modified and saved, the shader will automatically reload in game.
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This allows shaders to be written in a text editor you are comfortable with.
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The only restriction is that the VFS is not aware of new files or changes in non-shader files,
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so new shaders and localization strings can not be used.
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.. toctree::
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:caption: Table of Contents
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:includehidden:
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:hidden:
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:maxdepth: 2
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overview
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omwfx
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lua
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####################
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Connecting With Lua
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####################
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###############
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Lua Integration
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###############
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Overview
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########
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#########################
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OMWFX Language Reference
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#########################
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##############
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OMWFX Language
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##############
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Overview
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########
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#####################################
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Overview of Post Processing Framework
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#####################################
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Overview
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========
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OpenMW supports a moddable post process framework for creating and
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controlling screenspace effects. This is integrated into OpenMW's Lua API, see
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`reference <../lua-scripting/openmw_postprocessing.html>`_ for details.
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Basic concepts
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==============
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Pass
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Describes a single shader invocation pass. Currently only pixel (also known
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as fragment) shaders are supported.
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Technique/Shader
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An ordered list of passes, techniques will encompass a single effect like
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bloom or SSAO. Technique is interchangeable with shader.
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Installing and Activating
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=========================
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Shaders are managed through the virtual file system, simply install the associated
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archive or folder as described in :ref:`mod-install<install>`. Shaders must be
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in the `Shaders` directory to be discoverable. A shader can be activated in one
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of two ways:
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1. Adding the shaders filename (without its extension) to the end of the
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:ref:`chain` list in ``settings.cfg``.
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2. Using the in game post processor HUD, which can be activated with the ``F2``
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key by default. This is the recommended method as manual editing can be error
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prone.
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Localization
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============
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Output text (e.g. shader description) can use the ``#{ContextName:Key}`` tags.
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In this case OpenMW replaces it for value of ``Key`` key from the
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``Data Files\L10n\ContextName\used_language.yaml`` file.
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Hot Reloading
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=============
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It is possible to modify a shader without restarting OpenMW, hot reloading
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can be enabled by using the lua command `debug.setShaderHotReloadEnabled(true)`.
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Whenever a file is modified and saved, the shader will automatically reload in game.
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This allows shaders to be written in a text editor you are comfortable with.
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The only restriction is that the VFS is not aware of new files or changes in non-shader files,
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so new shaders and localization strings can not be used.
|
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