David Cernat
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2bd81c3de0
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[Client] Use mpNum for every WorldObject
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2017-04-04 11:07:16 +03:00 |
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David Cernat
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7647715dac
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Merge pull request #190 from OpenMW/master
Add OpenMW commits up to 27 Mar 2017
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2017-03-28 08:05:23 +03:00 |
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scrawl
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0a061d45b7
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Merge pull request #1239 from akortunov/projectilefix
Disable explosion effect for 0-range projectiles (bug #3730)
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2017-03-26 20:30:43 +02:00 |
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Andrei Kortunov
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860b556713
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Disables explosion effect for 0-range projectiles (fixes #3730)
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2017-03-25 19:53:24 +04:00 |
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David Cernat
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c10dd1b002
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Merge pull request #188 from OpenMW/master
Add OpenMW commits up to 24 Mar 2017
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2017-03-24 07:24:55 +02:00 |
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Allofich
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5282556ae0
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Show names on combat actors when RMB GUI is active
Fixes (#3797)
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2017-03-22 20:04:29 +09:00 |
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David Cernat
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60037e4081
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Merge pull request #185 from OpenMW/master
Add OpenMW commits up to 14 Mar 2017
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2017-03-15 11:20:06 +02:00 |
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scrawl
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c22fde2bcd
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Preload terrain while reading savegame
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2017-03-14 19:27:56 +01:00 |
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Koncord
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690211ad99
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[General] Extract BaseEvent & BasePlayer from packets to functions
Move Send and Read functions to BasePacket
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2017-03-06 18:40:07 +08:00 |
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Koncord
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cea1425db1
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[Client] Remove redundant newlines & keep ~120 columns
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2017-03-04 14:55:35 +08:00 |
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David Cernat
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a58601fb2b
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[Client] Delineate tes3mp-only code more clearly, part 1
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2017-02-26 16:59:53 +02:00 |
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David Cernat
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341ec28b1f
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[Client] Don't allow actors to cast spells that don't exist on client
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2017-02-26 15:34:15 +02:00 |
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David Cernat
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ff0d21ef38
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[Client] Spawn in 0,0 if Pelagiad doesn't exist (for other master files)
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2017-02-24 19:42:33 +02:00 |
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David Cernat
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ed2176c984
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[Client] Reuse 1 BaseEvent over and over instead of creating new ones
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2017-02-23 09:19:09 +02:00 |
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David Cernat
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38ccc2671c
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Merge pull request #164 from OpenMW/master while resolving conflicts
# Conflicts:
# apps/openmw/mwmechanics/spellcasting.cpp
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2017-02-23 00:52:53 +02:00 |
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scrawl
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a5247394dc
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(Re)set the inventory listener outside of the Animation class
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2017-02-22 15:08:22 +01:00 |
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scrawl
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a45335ffc3
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Do not reduce magicka in god mode
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2017-02-21 16:33:18 +01:00 |
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David Cernat
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a1988ac6ef
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Merge pull request #161 from OpenMW/master
Add OpenMW commits up to 21 Feb 2017
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2017-02-21 07:02:59 +02:00 |
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scrawl
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7e02bb7348
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Preload summoned creature models before the spell is cast
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2017-02-20 19:58:00 +01:00 |
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David Cernat
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c32c004516
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Merge pull request #151 from OpenMW/master
Add OpenMW commits up to 16 Feb 2017
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2017-02-16 11:53:02 +02:00 |
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scrawl
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57b585570a
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Preload magic effect visuals of the player's selected weapon/spell
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2017-02-15 21:01:25 +01:00 |
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David Cernat
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2ed9ae5739
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Merge pull request #149 from OpenMW/master
Add OpenMW commits up to 14 Feb 2017
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2017-02-14 10:27:53 +02:00 |
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scrawl
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026a05718f
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Construct the WorkQueue in Engine
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2017-02-14 07:58:16 +01:00 |
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David Cernat
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a5d7c5fd39
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Merge pull request #148 from OpenMW/master
Add OpenMW commits up to 13 Feb 2017
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2017-02-13 21:29:51 +02:00 |
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Allofich
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6b53541571
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Prevent AI actors from hitting unintended targets
(Fixes #3254)
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2017-02-12 19:51:19 +09:00 |
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David Cernat
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6763718412
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Merge pull request #146 from OpenMW/master while resolving conflicts
# Conflicts:
# apps/openmw/mwclass/npc.cpp
# apps/openmw/mwmechanics/actors.cpp
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2017-02-10 21:39:16 +02:00 |
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scrawl
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6ecc008813
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Fix an issue uncovered by the last commit related to changing actor position without properly moving the actor
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2017-02-10 02:43:49 +01:00 |
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David Cernat
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ae23c6d6a5
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Merge pull request #145 from OpenMW/master while resolving conflicts
# Conflicts:
# CMakeLists.txt
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2017-02-09 12:17:27 +02:00 |
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scrawl
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3f3d00ffc9
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Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game
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2017-02-09 04:03:38 +01:00 |
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scrawl
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0be86f69bc
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Write the player object first to increase the chance of preloading the player cells in time
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2017-02-09 03:55:10 +01:00 |
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scrawl
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1d8a9ff622
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Preload player cell as soon as the player is read from the savegame
Giving the worker thread something to do while the rest of the savegame is parsed.
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2017-02-09 03:47:36 +01:00 |
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scrawl
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066aa2e60e
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Always run preloadCommonAssets even when the menu is skipped
Move to before the content files are loaded so we can do preloading in parallel with content file loading
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2017-02-09 03:16:36 +01:00 |
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scrawl
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43d9f3d5c7
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Update bullet debug drawer even when the game is paused so the collision mesh will show instantly even when the console is up
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2017-02-08 18:53:24 +01:00 |
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scrawl
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206e2bf975
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Fix camera rotation not being set after save game load (regressed with 1eb3384043 )
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2017-02-08 04:42:15 +01:00 |
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David Cernat
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5038353792
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[General] Rename BaseEvent's state into doorState & adjust related funcs
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2017-02-06 23:09:50 +02:00 |
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David Cernat
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e703dd42aa
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[Client] Rename LocalEvent into WorldEvent
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2017-02-06 17:40:32 +02:00 |
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David Cernat
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958ff06ca8
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[General] Rename ID_DOOR_ACTIVATE into ID_DOOR_STATE
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2017-02-01 11:54:40 +02:00 |
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Koncord
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f78c749981
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[Client] Use "NULL" instead "nullptr"
nullptr keyword introduced in C++11
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2017-02-01 15:58:29 +08:00 |
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David Cernat
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9f8f62b765
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Merge pull request #137 from OpenMW/master
Add OpenMW commits up to 1 Feb
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2017-02-01 09:28:23 +02:00 |
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scrawl
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34deb6e7b1
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Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
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2017-02-01 06:00:14 +01:00 |
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David Cernat
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703f253712
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[Client] Delete new LocalEvents after sending them
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2017-01-31 09:48:37 +02:00 |
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David Cernat
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9f1e491a75
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[General] Make WorldEvents store information about multiple objects
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2017-01-28 12:34:45 +02:00 |
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David Cernat
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624b85347a
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[Client] Create LocalEvent class and use it instead of WorldEvent
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2017-01-27 20:57:47 +02:00 |
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David Cernat
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c77120df6d
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Merge pull request #129 from OpenMW/master while resolving conflicts
# Conflicts:
# apps/openmw/mwworld/actiontake.cpp
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2017-01-19 06:34:09 +02:00 |
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scrawl
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cc19b4bd8a
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Fix door rotation order in collision case (Bug #3707)
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2017-01-19 02:19:44 +01:00 |
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David Cernat
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fa8650f99a
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Merge pull request #128 from OpenMW/master while resolving conflicts
# Conflicts:
# apps/openmw/mwmechanics/combat.cpp
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2017-01-18 15:38:18 +02:00 |
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NeveHanter
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811e9ad9f3
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Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
Also allowed projectiles to fly through the dead bodies as in vanilla.
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2017-01-15 09:49:25 +01:00 |
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Koncord
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804259b2c9
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Change some printf to LOG_MESSAGE_SIMPLE
printf is not streamed to files
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2016-12-16 18:50:34 +08:00 |
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Koncord
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536715cf46
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Cleanup tes3mp headers
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2016-12-16 16:59:15 +08:00 |
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David Cernat
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1feec58ed2
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Merge pull request #108 from OpenMW/master
Add OpenMW changes up to 20 Nov, part 3
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2016-11-20 22:57:47 +02:00 |
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