Commit Graph

21170 Commits (c5f33e451f7437921cf7efca300762867d4d34c4)
 

Author SHA1 Message Date
David Cernat c5f33e451f Merge pull request #418 from TES3MP/0.6.3 while resolving conflicts 7 years ago
David Cernat 7f00005f04 [Client] Fix GCC build
Based on 71040659ac39dc1236af654b5c3177d015e749e5
7 years ago
David Cernat 715012f087 [General] Implement sending of image data for map tiles in PlayerMap 7 years ago
David Cernat 980ddcb114 [Server] Add DoesFileExist() script function 7 years ago
David Cernat 4846497078 Merge pull request #415 from TES3MP/0.6.3 while resolving conflicts
Conflicts:
	apps/openmw-mp/Script/Functions/Positions.cpp
	apps/openmw-mp/Script/Functions/Positions.hpp
	apps/openmw-mp/Script/Functions/World.cpp
	apps/openmw-mp/Script/Functions/World.hpp
	apps/openmw-mp/Script/Script.hpp
	apps/openmw-mp/Script/ScriptFunctions.cpp
	components/openmw-mp/Base/BasePlayer.hpp
7 years ago
David Cernat 51fd937250 [Server] Remove hardcoded debug messages when using script callbacks 7 years ago
David Cernat df0f9b0f5e [Client] Require a certain Skill progress amount before sending packet 7 years ago
David Cernat 1b1e5e86d1 [Client] Avoid sending CellStates to server after initialization
Although b4e8560698 made players instantly able to see each other on minimalist servers that did not change their cells from the default, it created problems with the default CoreScripts where players need to be logged in before receipt of a CellStates packet from them is taken into account, with the result being that a player was recorded as having loaded their initial cells on the server's C++ side but not on the Lua side.

It may simply be best to expect servers to set player cells.
7 years ago
David Cernat 099f85be0a [General] Implement PlayerMomentum packet & associated script functions 7 years ago
David Cernat 273179fd5a
Merge pull request #414 from OpenMW/master
Add OpenMW commits up to 29 Apr 2018
7 years ago
David Cernat 4b501a39f4 [General] Implement DoorDestination packet & associated script functions 7 years ago
David Cernat d47b06fe7a [Server] Prevent SetGameMode() and SetHostname() from crashing server
Previously, turning off communication with the MasterServer from the server config and then attempting to use SetGameMode() or SetHostname() led to a server crash.
7 years ago
scrawl b995584ad2
Merge pull request #1688 7 years ago
scrawl f4cd7ff5b2
Merge pull request #1690 7 years ago
Andrei Kortunov 5afcc56860 Handle NiLookAtController (feature #4407) 7 years ago
David Cernat 502751cae0 Merge pull request #413 from TES3MP/0.6.3 while resolving conflicts
Conflicts:
	apps/openmw-mp/processors/player/ProcessorPlayerCellChange.hpp
	components/openmw-mp/Base/BasePlayer.hpp
	components/openmw-mp/Packets/Player/PacketPlayerEquipment.hpp
	components/openmw-mp/Packets/Player/PacketPlayerSkill.cpp
7 years ago
David Cernat 3b07dc4b42 [Client] Send equipment packets whenever an item charge or count changes
Since the beginnings of TES3MP, equipment packets have only been sent whenever an item has been replaced by an item with a different refId, with changes in an item's charge or count not sending a packet (but being included in the next packet sent as a result of a refId change). The reason for this was ostensibly the fact that every single equipment packet always included the details for all 19 equipment items (as per Koncord's original design decision), which would have led to massive packet spam if such a packet was sent every time you shot an arrow or lost a little bit of your armor's condition.

With minimalist equipment packets, it is now viable to send equipment packets whenever any item changes in some way, by having the equipment packet contain only that one item.
7 years ago
David Cernat 399e049d87 [Client] Fix logic for minimal size packets in LocalPlayer
Previously, the index changes were not cleared at the start of their corresponding update functions, which in turn meant that an Attribute/Skill/StatsDynamic/Equipment packet received by a player from the server made that player send back the same packet, as the index changes from it were retained.

Additionally, exchangeFullInfo was not set to false, thus sometimes leading to constant full exchanges of information.
7 years ago
David Cernat 66d5109509 [General] Fix information exchange for players sharing a cell
Previously, two players entering the same cell only sent and received their latest changes for dynamic stats, attributes, skills and equipment when they started sharing that cell.
7 years ago
David Cernat 7db74509e0 Merge pull request #412 from OpenMW/master while resolving conflicts
# Conflicts:
#	apps/openmw/mwscript/transformationextensions.cpp
7 years ago
Capostrophic 6b47f72959
Set character preview scene ambient to 0, 0, 0 7 years ago
scrawl bdf1070852
Merge pull request #1688 7 years ago
scrawl f0507e6b46
Merge pull request #1686 7 years ago
scrawl 4cc65239ff
Add section on dealing with regressions 7 years ago
Capostrophic bfcdf660f2 Utilize inventory character preview lighting rotation fallback settings 7 years ago
Capostrophic 9073e4d4ba Initialize playlist file list in playPlaylist (fixes #4134) 7 years ago
Capostrophic b69e812a52 Utilize inventory character preview lighting color fallback settings 7 years ago
scrawl 55a6344fb0
Revert log spam 7 years ago
scrawl d8d26f1de8
Merge pull request #1685 7 years ago
scrawl ec4e2f0064
Merge pull request #1684 7 years ago
scrawl 063c5b6fd6
Merge pull request #1687 7 years ago
Alexander Olofsson f0288282be Slight appdata cleanup and improvement 7 years ago
David Cernat 608dcbafe6 [Client] Fix skill updates for LocalPlayer partially broken by 78441c769a 7 years ago
Evgeny Kurnevsky c025b8f8f3
Remove useless comparison. 7 years ago
David Cernat 02eef933fd
Merge pull request #411 from OpenMW/master
Add OpenMW commits up to 19 Apr 2018
7 years ago
David Cernat d58efde3f1 Merge pull request #410 from TES3MP/0.6.3 while resolving conflicts
Conflicts:
	apps/openmw-mp/Script/Functions/Actors.cpp
	apps/openmw-mp/Script/Functions/Chat.cpp
	apps/openmw-mp/Script/Functions/GUI.hpp
	apps/openmw-mp/Script/Functions/Items.cpp
	apps/openmw-mp/Script/Functions/Stats.cpp
	apps/openmw-mp/Script/Functions/Stats.hpp
	apps/openmw-mp/Script/ScriptFunctions.cpp
	apps/openmw-mp/Script/ScriptFunctions.hpp
	apps/openmw-mp/processors/player/ProcessorPlayerCharGen.hpp
	apps/openmw/mwmp/Cell.cpp
	apps/openmw/mwmp/DedicatedActor.cpp
	apps/openmw/mwmp/DedicatedPlayer.cpp
	apps/openmw/mwmp/LocalActor.cpp
	apps/openmw/mwmp/LocalPlayer.cpp
	apps/openmw/mwmp/LocalPlayer.hpp
	apps/openmw/mwmp/Main.cpp
	components/openmw-mp/Base/BaseActor.hpp
	components/openmw-mp/Base/BasePlayer.hpp
	components/openmw-mp/Packets/Player/PacketPlayerAttribute.cpp
	components/openmw-mp/Packets/Player/PacketPlayerSkill.cpp
7 years ago
Evgeny Kurnevsky 48fb6bb9e8
Fix crash when rollDice is called with 0. 7 years ago
David Cernat a541d7df3c [General] Rework PlayerStatsDynamic packets so they are of minimal size
(cherry picked from commit fc5e883160)
7 years ago
David Cernat b9520c11da [General] Rework PlayerEquipment packets so they are of minimal size
Moreover, rename BaseNetCreature's equipedItems into equipmentItems.

(cherry picked from commit d1ad0c91f8)
7 years ago
Capostrophic 37dc3200d1 Inherit the calling object scale in PlaceAt (fixes #4308) 7 years ago
David Cernat c5b08d6109 [General] Simplify storing of attribute and skill index changes
(cherry picked from commit bd9e8bd10f)
7 years ago
David Cernat 2c77d5f498 [General] Set enforcedLogLevel to -1 when initializing BasePlayer 7 years ago
David Cernat 7b702bf8c2 [General] Add and use utility function for int value checks in vectors
(cherry picked from commit a796f81444)
7 years ago
David Cernat b6099024df [General] Rework PlayerAttribute packets so they are of minimal size
Previously, whenever a single attribute value changed for a player, that player then sent a PlayerAttribute packet with all values for all 8 attributes.

This did not cause anywhere as much packet spam as PlayerSkill used to, but there was no good reason not to fix it as well.

(cherry picked from commit b0965f094a)
7 years ago
scrawl 1f1f47431f
Merge pull request #1672 7 years ago
Capostrophic 48467814d4 Improve random number generation 7 years ago
David Cernat 78441c769a [General] Rework PlayerSkill packets so they are of minimal size
Previously, whenever a single skill value changed for a player, that player then sent a PlayerSkill packet with all values for all 27 skills, plus the player's progress towards the next level and the bonuses to each attribute on the next level up as the result of sklll increases thus far.

This commit makes PlayerSkill contain only the values of specific skills, moves the player's progress towards the next level to PlayerLevel packets, and moves the bonuses to each attribute on the next level up to PlayerAttribute packets.

Players now also send a PlayerSkill packet whenever their progress towards a new point in a skill changes. This was previously avoided so as to not have massive packet spam.

(cherry picked from commit ef79a98544)
7 years ago
scrawl 5d1b40c5ea
Merge pull request #1678 7 years ago
David Cernat af4fcb7261 [Client] Don't force skill update on cell change
Previously, an attempt by the server to simultaneously change a player's cell and skills (as you'd expect when a player file is loaded) led to:

1) The server sending the cell packet first and the skill packet afterwards

2) The player receiving the cell packet and sending their own skill packet as part of the client's forced skill update

3) The player receiving the skill packet from the server

4) The server receiving the skill packet from the player

The result was that, if the player then left the server without sending another skill packet, the server's memory retained the skills the player had sent instead of the skills it had sent to the player.

This is the first step in a solution to that situation and similar ones.

(cherry picked from commit cac4684986)

Note: In 0.6.x, this was only a problem if a player's cell was set by the server first and their skills were set next, i.e. this was not a problem in the default CoreScripts because the opposite order used there masked the problem. It was a more significant problem in 0.7 because all packets were queued for a player and sent in a specific hardcoded order.
7 years ago
David Cernat 57070b7f5c [Client] Disable automatic transition to other chargen menus from OpenMW
Previously, after finishing the TES3MP chargen once, mCreationStage was set to 4 in OpenMW, which in turn made it impossible to go through only specific chargen menus again as the result of the relevant TES3MP script function (tes3mp.SetCharGenStage(pid, startStage, endStage) in 0.6.3, player:setCharGenStages(startStage, endStage) in 0.7). In other words, trying to allow a player to just choose their class again made it so the player started at that menu and went through all the other subsequent menus as well, i.e. the player went through the class, birthsign and review menus.
7 years ago