forked from teamnwah/openmw-tes3coop
Merge pull request #332 from TES3MP/master while resolving conflicts
This commit is contained in:
commit
4dbada69bf
15 changed files with 78 additions and 37 deletions
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@ -129,6 +129,7 @@ Programmers
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Radu-Marius Popovici (rpopovici)
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Rafael Moura (dhustkoder)
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rdimesio
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rexelion
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riothamus
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Rob Cutmore (rcutmore)
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Robert MacGregor (Ragora)
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@ -27,16 +27,8 @@ if (USE_QT)
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set_property(CACHE DESIRED_QT_VERSION PROPERTY STRINGS 4 5)
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endif()
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if (APPLE)
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# OS X build process relies on this fix: https://github.com/Kitware/CMake/commit/3df5147043d83aa09acd5c9ce31d5c602efb99db
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cmake_minimum_required(VERSION 3.1.0)
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elseif (USE_QT AND DESIRED_QT_VERSION MATCHES 5)
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# 2.8.11+ is required to make Qt5 happy and allow linking QtMain on Windows.
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cmake_minimum_required(VERSION 2.8.11)
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else()
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# We probably support older versions than this.
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cmake_minimum_required(VERSION 2.6)
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endif()
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# set the minimum required version across the board
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cmake_minimum_required(VERSION 3.1.0)
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project(OpenMW)
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@ -440,7 +432,7 @@ IF(NOT WIN32 AND NOT APPLE)
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#ENDIF(BUILD_MYGUI_PLUGIN)
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# Install licenses
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INSTALL(FILES "docs/license/DejaVu Font License.txt" DESTINATION "${LICDIR}" )
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INSTALL(FILES "files/mygui/DejaVu Font License.txt" DESTINATION "${LICDIR}" )
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# Install icon and desktop file
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INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.desktop" DESTINATION "${DATAROOTDIR}/applications" COMPONENT "openmw")
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@ -483,9 +475,9 @@ if(WIN32)
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INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" DESTINATION "." RENAME "openmw.cfg")
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INSTALL(FILES "${OpenMW_SOURCE_DIR}/CHANGELOG.md" DESTINATION "." RENAME "CHANGELOG.txt")
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INSTALL(FILES "${OpenMW_SOURCE_DIR}/README.md" DESTINATION "." RENAME "README.txt")
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INSTALL(FILES "${OpenMW_SOURCE_DIR}/LICENSE" DESTINATION "." RENAME "LICENSE.txt")
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INSTALL(FILES
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"${OpenMW_SOURCE_DIR}/Docs/license/GPL3.txt"
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"${OpenMW_SOURCE_DIR}/Docs/license/DejaVu Font License.txt"
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"${OpenMW_SOURCE_DIR}/files/mygui/DejaVu Font License.txt"
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"${OpenMW_BINARY_DIR}/settings-default.cfg"
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"${OpenMW_BINARY_DIR}/tes3mp-client-default.cfg"
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"${OpenMW_BINARY_DIR}/gamecontrollerdb.txt"
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@ -631,8 +631,8 @@ to attach them to the start of each source file to most effectively
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state the exclusion of warranty; and each file should have at least
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the "copyright" line and a pointer to where the full notice is found.
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<one line to give the program's name and a brief idea of what it does.>
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Copyright (C) <year> <name of author>
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{one line to give the program's name and a brief idea of what it does.}
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Copyright (C) {year} {name of author}
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@ -652,7 +652,7 @@ Also add information on how to contact you by electronic and paper mail.
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If the program does terminal interaction, make it output a short
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notice like this when it starts in an interactive mode:
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<program> Copyright (C) <year> <name of author>
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{project} Copyright (C) {year} {fullname}
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This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
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This is free software, and you are welcome to redistribute it
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under certain conditions; type `show c' for details.
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@ -6,10 +6,10 @@ TES3MP
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TES3MP is a project aiming to add multiplayer functionality to [OpenMW](https://github.com/OpenMW/openmw), a free and open source engine recreation of the popular Bethesda Softworks game "The Elder Scrolls III: Morrowind".
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* Version: 0.7-alpha
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* License: GPLv3 (see docs/license/GPL3.txt for more information)
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* License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information)
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Font Licenses:
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* DejaVuLGCSansMono.ttf: custom (see docs/license/DejaVu Font License.txt for more information)
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* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVu Font License.txt](https://github.com/TES3MP/openmw-tes3mp/blob/master/files/mygui/DejaVu%20Font%20License.txt) for more information)
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Project Status
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--------------
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@ -671,6 +671,9 @@ namespace MWGui
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MWWorld::Ptr player = MWMechanics::getPlayer();
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MWBase::Environment::get().getWorld()->breakInvisibility(player);
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if (!object.getRefData().activate())
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return;
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MWBase::Environment::get().getMechanicsManager()->itemTaken(player, object, MWWorld::Ptr(), count);
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@ -96,6 +96,12 @@ namespace MWGui
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return (!mTimeAdvancer.isRunning()); //Only exit if not currently waiting
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}
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void WaitDialog::clear()
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{
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mSleeping = false;
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mTimeAdvancer.stop();
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}
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void WaitDialog::onOpen()
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{
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if (mTimeAdvancer.isRunning())
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@ -33,6 +33,8 @@ namespace MWGui
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virtual bool exit();
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virtual void clear();
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void onFrame(float dt);
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bool getSleeping() { return mTimeAdvancer.isRunning() && mSleeping; }
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@ -80,9 +80,13 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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ESM::Position aPos = actor.getRefData().getPosition();
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float pathTolerance = 100.0;
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if (pathTo(actor, dest, duration, 100)) {
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if (pathTo(actor, dest, duration, pathTolerance) &&
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abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
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{
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
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/*
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@ -270,6 +270,7 @@ void CharacterController::refreshHitRecoilAnims()
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|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
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&& mAnimation->hasAnimation("knockout"))
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{
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mTimeUntilWake = Misc::Rng::rollClosedProbability() * 2 + 1; // Wake up after 1 to 3 seconds
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if (isSwimming && mAnimation->hasAnimation("swimknockout"))
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{
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mHitState = CharState_SwimKnockOut;
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@ -354,7 +355,8 @@ void CharacterController::refreshHitRecoilAnims()
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mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
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mHitState = CharState_None;
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}
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
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else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
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&& mTimeUntilWake <= 0)
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{
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mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
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mAnimation->disable(mCurrentHit);
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@ -388,21 +390,29 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
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}
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}
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if(mJumpState == JumpState_InAir)
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump = jumpAnimName;
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if (mAnimation->hasAnimation("jump"))
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mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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}
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else
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if (!mCurrentJump.empty())
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{
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mAnimation->disable(mCurrentJump);
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mCurrentJump.clear();
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if (mAnimation->hasAnimation("jump"))
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}
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if(mJumpState == JumpState_InAir)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
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1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
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mCurrentJump = jumpAnimName;
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}
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}
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else if (mJumpState == JumpState_Landing)
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{
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if (mAnimation->hasAnimation(jumpAnimName))
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{
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mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
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1.0f, "loop stop", "stop", 0.0f, 0);
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mCurrentJump = jumpAnimName;
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}
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}
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}
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}
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@ -789,6 +799,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
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, mSecondsOfRunning(0)
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, mTurnAnimationThreshold(0)
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, mAttackingOrSpell(false)
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, mTimeUntilWake(0.f)
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{
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if(!mAnimation)
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return;
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@ -1717,6 +1728,9 @@ void CharacterController::update(float duration)
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float speed = 0.f;
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updateMagicEffects();
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if (isKnockedOut())
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mTimeUntilWake -= duration;
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bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
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mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
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isrunning = isrunning && mHasMovedInXY;
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// advance athletics
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if(mHasMovedInXY && mPtr == getPlayer())
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{
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}
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else
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{
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jumpstate = JumpState_None;
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jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
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vec.z() = 0.0f;
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inJump = false;
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@ -1995,9 +2009,15 @@ void CharacterController::update(float duration)
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else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
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{
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if(rot.z() > 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
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mAnimation->disable(mCurrentJump);
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}
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else if(rot.z() < 0.0f)
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{
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movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
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mAnimation->disable(mCurrentJump);
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}
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}
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}
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@ -196,6 +196,8 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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float mTimeUntilWake;
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MWWorld::ConstPtr mHeadTrackTarget;
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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@ -388,9 +388,6 @@ void NpcAnimation::rebuild()
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{
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updateNpcBase();
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
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}
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@ -651,6 +648,9 @@ void NpcAnimation::updateParts()
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if (wasArrowAttached)
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attachArrow();
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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@ -917,6 +917,8 @@ void NpcAnimation::showWeapons(bool showWeapon)
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attachArrow();
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}
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}
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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{
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@ -942,6 +944,8 @@ void NpcAnimation::showCarriedLeft(bool show)
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if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
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}
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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removeIndividualPart(ESM::PRT_Shield);
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@ -806,7 +806,7 @@ void MWWorld::ContainerStore::readState (const ESM::InventoryState& inventory)
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case ESM::REC_WEAP: readEquipmentState (getState (weapons, state), thisIndex, inventory); break;
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case ESM::REC_LIGH: readEquipmentState (getState (lights, state), thisIndex, inventory); break;
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case 0:
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std::cerr << "Warning: Dropping reference to '" << state.mRef.mRefID << "' (object no longer exists)" << std::endl;
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std::cerr << "Dropping inventory reference to '" << state.mRef.mRefID << "' (object no longer exists)" << std::endl;
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break;
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default:
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std::cerr << "Warning: Invalid item type in inventory state, refid " << state.mRef.mRefID << std::endl;
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@ -131,7 +131,11 @@ namespace Shader
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{
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std::string shaderSource = templateIt->second;
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if (!parseDefines(shaderSource, defines))
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{
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// Add to the cache anyway to avoid logging the same error over and over.
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mShaders.insert(std::make_pair(std::make_pair(shaderTemplate, defines), nullptr));
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return NULL;
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}
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osg::ref_ptr<osg::Shader> shader (new osg::Shader(shaderType));
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shader->setShaderSource(shaderSource);
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@ -116,7 +116,10 @@ namespace Terrain
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osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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if (!vertexShader || !fragmentShader)
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throw std::runtime_error("Unable to create shader");
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{
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// Try again without shader. Error already logged by above
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return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
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}
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stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
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}
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