David Cernat
76731f5def
[Client] Don't remove SummonKeys with actorIds of -1
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This prevents summon duplication caused by a SummonKey sometimes being deleted immediately after being created, before the server can send back an ObjectSpawn packet spawning a creature that can be attached to the SummonKey.
2018-07-05 01:11:45 +03:00
David Cernat
a236ffc4be
Merge pull request #456 from OpenMW/master while resolving conflicts
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# Conflicts:
# .travis.yml
# README.md
# apps/openmw/mwgui/quickkeysmenu.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/combat.cpp
2018-07-04 01:52:29 +03:00
Koncord
53346e2663
[Client] Return 0 if effect not found
2018-07-03 03:43:38 +08:00
David Cernat
8ce225b1cc
[Client] Use the casters of damage-dealing spells as death reasons
2018-07-02 00:42:32 +03:00
David Cernat
958b220835
[General] Send summon duration to server in ObjectSpawn packets
2018-07-01 00:43:29 +03:00
Capostrophic
bccba24c40
Make unarmed creature attacks not affect armor condition ( fixes #2455 )
2018-06-29 20:18:28 +03:00
Andrei Kortunov
5455490ad2
Avoid fall-through in spell selection
2018-06-28 11:12:48 +04:00
Andrei Kortunov
3c7ab976c3
Ignore movement from scripted animations (bug #4475 )
2018-06-27 08:22:45 +04:00
Andrei Kortunov
c9756cee4c
Fast-forward death animation to end if death animation was finished earlier (regression #4468 )
2018-06-20 12:37:58 +04:00
Capostrophic
6c23caadd7
Fix crash when a target in a different cell is (un)locked
2018-06-19 20:43:18 +03:00
Capostrophic
0c4fa55f16
Make Open spells casted by anything trigger player crime event ( fixes #4461 )
2018-06-19 17:04:38 +03:00
Andrei Kortunov
5fd3ec1035
Implement unlockable locks with 'lock 0' console command
2018-06-19 14:17:33 +04:00
Marc Zinnschlag
a8ad530db9
Merged pull request #1749
2018-06-19 11:33:08 +02:00
Marc Zinnschlag
2a52ade219
Merged pull request #1760
2018-06-19 11:26:41 +02:00
Andrei Kortunov
e08b0d3070
Ignore lights without CanCarry flags when NPC selects torch (bug #4457 )
2018-06-16 17:34:49 +04:00
Andrei Kortunov
9c3da41130
Add murder bounty when a player follower commits murder (bug #2852 )
2018-06-15 14:31:09 +04:00
Marc Zinnschlag
2b35c5efd7
Merge remote-tracking branch 'upstream/master'
2018-06-13 18:13:15 +02:00
Marc Zinnschlag
aea481eacb
Merged pull request #1753
2018-06-13 18:12:38 +02:00
Andrei Kortunov
61c968d550
Ignore broken items when search for replacement (bug #4453 )
2018-06-13 18:39:02 +04:00
Andrei Kortunov
81b78a82e8
AI: try to open doors every AI_REACTION_TIME seconds (bug #4454 )
2018-06-13 17:47:32 +04:00
Bret Curtis
3e4dc31e39
Merge branch 'master' into fatigue
2018-06-13 10:04:32 +02:00
Andrei Kortunov
9c45cc7e48
Use player reference instead of pointer
2018-06-12 22:05:00 +04:00
Andrei Kortunov
f299be8158
Play scripted animations even if SkipAnim is used
2018-06-12 16:07:36 +04:00
Andrei Kortunov
25bb7c1826
Make 'PlayGroup idle' to cancel scripted animations
2018-06-12 14:04:03 +04:00
Andrei Kortunov
0e441d48ac
Give scripted animations highest priority (bug #4286 )
2018-06-12 12:55:28 +04:00
Andrei Kortunov
0c92655250
Avoid code duplication in character manager
2018-06-12 11:51:54 +04:00
Andrei Kortunov
e3812f4075
Check creature stats only for actors
2018-06-12 11:27:18 +04:00
Andrei Kortunov
ebaa6fb5a2
Play death scream only once
2018-06-12 09:55:43 +04:00
Andrei Kortunov
427be928d0
Do not update animation state for dead actors
2018-06-11 23:17:54 +04:00
Andrei Kortunov
977a27ecb7
Do not clear corpses until end of death animation (bug #4307 )
2018-06-11 22:29:32 +04:00
Andrei Kortunov
a42c663fd7
Do not interrupt scripted animations by death animation (bug #4286 )
2018-06-11 18:53:25 +04:00
Andrei Kortunov
d0619cfb35
Play death animation for non-persisting actors with 0 health (bug #4291 )
2018-06-11 18:52:20 +04:00
Andrei Kortunov
6099735c60
Early out only when scripted animation is playing
2018-06-11 17:52:58 +04:00
Andrei Kortunov
e234dd2a36
Do not interrupt scripted animations
2018-06-11 17:18:51 +04:00
Andrei Kortunov
9fd2d57b86
Move previous items to player
2018-06-10 16:21:19 +04:00
Andrei Kortunov
f977c6876f
Bound items: store item ID instead of pointer
2018-06-10 16:21:19 +04:00
Andrei Kortunov
4de9d9fa77
Split adjustBoundItem()
2018-06-10 16:21:19 +04:00
Andrei Kortunov
d1b1cb748d
Reequip previous item only if the expired bound item was equipped
2018-06-10 16:21:19 +04:00
Andrei Kortunov
9b72a6ac69
Use the MWWorld::Ptr() instead of string ID
2018-06-10 16:21:19 +04:00
Andrei Kortunov
0375bedab2
Equip previous item after a bound item expires (bug #2326 )
2018-06-10 16:21:19 +04:00
Andrei Kortunov
ae87e0d3fc
Do not reset mUpperBodyState for weapon->weapon switch (regression #4446 )
2018-06-09 15:34:08 +04:00
Marc Zinnschlag
7d9de93fd3
Merged pull request #1477
2018-06-09 10:52:35 +02:00
Andrei Kortunov
6ed2773299
Do not stack return packages
2018-06-08 21:53:47 +04:00
Andrei Kortunov
74a2cbe696
AI: return back after pursuit
2018-06-08 21:53:47 +04:00
Andrei Kortunov
3d0631cfcc
Store last AI package in savegame
2018-06-08 21:53:47 +04:00
Andrei Kortunov
3a0ee78d2b
AiTravel: store mHidden flag in savegame
2018-06-08 21:53:47 +04:00
Andrei Kortunov
2f5beb8853
Remove unnecessary hack
2018-06-08 21:53:47 +04:00
Andrei Kortunov
57d686131e
Remove redundant condition
2018-06-08 21:53:47 +04:00
Andrei Kortunov
5105c67642
Add mHidden field to AiTravel
2018-06-08 21:53:47 +04:00
Andrei Kortunov
81f29d8dcd
AiWander: resume moving to destination after combat
2018-06-08 21:53:47 +04:00