Merge pull request #331 from OpenMW/master while resolving conflicts

pull/332/head
David Cernat 7 years ago
commit f2a6957e16

@ -129,6 +129,7 @@ Programmers
Radu-Marius Popovici (rpopovici)
Rafael Moura (dhustkoder)
rdimesio
rexelion
riothamus
Rob Cutmore (rcutmore)
Robert MacGregor (Ragora)

@ -27,16 +27,8 @@ if (USE_QT)
set_property(CACHE DESIRED_QT_VERSION PROPERTY STRINGS 4 5)
endif()
if (APPLE)
# OS X build process relies on this fix: https://github.com/Kitware/CMake/commit/3df5147043d83aa09acd5c9ce31d5c602efb99db
# set the minimum required version across the board
cmake_minimum_required(VERSION 3.1.0)
elseif (USE_QT AND DESIRED_QT_VERSION MATCHES 5)
# 2.8.11+ is required to make Qt5 happy and allow linking QtMain on Windows.
cmake_minimum_required(VERSION 2.8.11)
else()
# We probably support older versions than this.
cmake_minimum_required(VERSION 2.6)
endif()
project(OpenMW)
@ -439,7 +431,7 @@ IF(NOT WIN32 AND NOT APPLE)
#ENDIF(BUILD_MYGUI_PLUGIN)
# Install licenses
INSTALL(FILES "docs/license/DejaVu Font License.txt" DESTINATION "${LICDIR}" )
INSTALL(FILES "files/mygui/DejaVu Font License.txt" DESTINATION "${LICDIR}" )
# Install icon and desktop file
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.desktop" DESTINATION "${DATAROOTDIR}/applications" COMPONENT "openmw")
@ -482,9 +474,9 @@ if(WIN32)
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" DESTINATION "." RENAME "openmw.cfg")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/CHANGELOG.md" DESTINATION "." RENAME "CHANGELOG.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/README.md" DESTINATION "." RENAME "README.txt")
INSTALL(FILES "${OpenMW_SOURCE_DIR}/LICENSE" DESTINATION "." RENAME "LICENSE.txt")
INSTALL(FILES
"${OpenMW_SOURCE_DIR}/Docs/license/GPL3.txt"
"${OpenMW_SOURCE_DIR}/Docs/license/DejaVu Font License.txt"
"${OpenMW_SOURCE_DIR}/files/mygui/DejaVu Font License.txt"
"${OpenMW_BINARY_DIR}/settings-default.cfg"
"${OpenMW_BINARY_DIR}/tes3mp-client-default.cfg"
"${OpenMW_BINARY_DIR}/gamecontrollerdb.txt"

@ -631,8 +631,8 @@ to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
{one line to give the program's name and a brief idea of what it does.}
Copyright (C) {year} {name of author}
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@ -652,7 +652,7 @@ Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
{project} Copyright (C) {year} {fullname}
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.

@ -6,10 +6,10 @@ TES3MP
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".
* Version: 0.6.1
* License: GPLv3 (see docs/license/GPL3.txt for more information)
* License: GPLv3 (see [LICENSE](https://github.com/TES3MP/openmw-tes3mp/blob/master/LICENSE) for more information)
Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see docs/license/DejaVu Font License.txt for more information)
* 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)
Project Status
--------------

@ -672,6 +672,9 @@ namespace MWGui
MWWorld::Ptr player = MWMechanics::getPlayer();
MWBase::Environment::get().getWorld()->breakInvisibility(player);
if (!object.getRefData().activate())
return;
MWBase::Environment::get().getMechanicsManager()->itemTaken(player, object, MWWorld::Ptr(), count);
// add to player inventory

@ -96,6 +96,12 @@ namespace MWGui
return (!mTimeAdvancer.isRunning()); //Only exit if not currently waiting
}
void WaitDialog::clear()
{
mSleeping = false;
mTimeAdvancer.stop();
}
void WaitDialog::onOpen()
{
if (mTimeAdvancer.isRunning())

@ -33,6 +33,8 @@ namespace MWGui
virtual bool exit();
virtual void clear();
void onFrame(float dt);
bool getSleeping() { return mTimeAdvancer.isRunning() && mSleeping; }

@ -80,9 +80,13 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
//Set the target desition from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
ESM::Position aPos = actor.getRefData().getPosition();
float pathTolerance = 100.0;
if (pathTo(actor, dest, duration, 100)) {
if (pathTo(actor, dest, duration, pathTolerance) &&
abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
{
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
/*

@ -270,6 +270,7 @@ void CharacterController::refreshHitRecoilAnims()
|| mPtr.getClass().getCreatureStats(mPtr).getFatigue().getBase() == 0)
&& mAnimation->hasAnimation("knockout"))
{
mTimeUntilWake = Misc::Rng::rollClosedProbability() * 2 + 1; // Wake up after 1 to 3 seconds
if (isSwimming && mAnimation->hasAnimation("swimknockout"))
{
mHitState = CharState_SwimKnockOut;
@ -354,7 +355,8 @@ void CharacterController::refreshHitRecoilAnims()
mPtr.getClass().getCreatureStats(mPtr).setBlock(false);
mHitState = CharState_None;
}
else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0)
else if (isKnockedOut() && mPtr.getClass().getCreatureStats(mPtr).getFatigue().getCurrent() > 0
&& mTimeUntilWake <= 0)
{
mHitState = isSwimming ? CharState_SwimKnockDown : CharState_KnockDown;
mAnimation->disable(mCurrentHit);
@ -388,21 +390,29 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState
}
}
if(mJumpState == JumpState_InAir)
if (!mCurrentJump.empty())
{
mAnimation->disable(mCurrentJump);
mCurrentJump = jumpAnimName;
if (mAnimation->hasAnimation("jump"))
mAnimation->play(mCurrentJump, Priority_Jump, jumpmask, false,
mCurrentJump.clear();
}
if(mJumpState == JumpState_InAir)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, false,
1.0f, (startAtLoop?"loop start":"start"), "stop", 0.0f, ~0ul);
mCurrentJump = jumpAnimName;
}
else
}
else if (mJumpState == JumpState_Landing)
{
if (mAnimation->hasAnimation(jumpAnimName))
{
mAnimation->disable(mCurrentJump);
mCurrentJump.clear();
if (mAnimation->hasAnimation("jump"))
mAnimation->play(jumpAnimName, Priority_Jump, jumpmask, true,
1.0f, "loop stop", "stop", 0.0f, 0);
mCurrentJump = jumpAnimName;
}
}
}
}
@ -789,6 +799,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
, mSecondsOfRunning(0)
, mTurnAnimationThreshold(0)
, mAttackingOrSpell(false)
, mTimeUntilWake(0.f)
{
if(!mAnimation)
return;
@ -1718,6 +1729,9 @@ void CharacterController::update(float duration)
updateMagicEffects();
if (isKnockedOut())
mTimeUntilWake -= duration;
bool godmode = mPtr == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if(!cls.isActor())
@ -1810,7 +1824,6 @@ void CharacterController::update(float duration)
mHasMovedInXY = std::abs(vec.x())+std::abs(vec.y()) > 0.0f;
isrunning = isrunning && mHasMovedInXY;
// advance athletics
if(mHasMovedInXY && mPtr == getPlayer())
{
@ -1965,7 +1978,8 @@ void CharacterController::update(float duration)
}
else
{
jumpstate = JumpState_None;
jumpstate = mAnimation->isPlaying(mCurrentJump) ? JumpState_Landing : JumpState_None;
vec.z() = 0.0f;
inJump = false;
@ -1995,9 +2009,15 @@ void CharacterController::update(float duration)
else if(rot.z() != 0.0f && !sneak && !(mPtr == getPlayer() && MWBase::Environment::get().getWorld()->isFirstPerson()))
{
if(rot.z() > 0.0f)
{
movestate = inwater ? CharState_SwimTurnRight : CharState_TurnRight;
mAnimation->disable(mCurrentJump);
}
else if(rot.z() < 0.0f)
{
movestate = inwater ? CharState_SwimTurnLeft : CharState_TurnLeft;
mAnimation->disable(mCurrentJump);
}
}
}

@ -196,6 +196,8 @@ class CharacterController : public MWRender::Animation::TextKeyListener
float mSecondsOfSwimming;
float mSecondsOfRunning;
float mTimeUntilWake;
MWWorld::ConstPtr mHeadTrackTarget;
float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning

@ -388,9 +388,6 @@ void NpcAnimation::rebuild()
{
updateNpcBase();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
}
@ -651,6 +648,9 @@ void NpcAnimation::updateParts()
if (wasArrowAttached)
attachArrow();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
@ -917,6 +917,8 @@ void NpcAnimation::showWeapons(bool showWeapon)
attachArrow();
}
}
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
{
@ -942,6 +944,8 @@ void NpcAnimation::showCarriedLeft(bool show)
if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
}
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
removeIndividualPart(ESM::PRT_Shield);

@ -806,7 +806,7 @@ void MWWorld::ContainerStore::readState (const ESM::InventoryState& inventory)
case ESM::REC_WEAP: readEquipmentState (getState (weapons, state), thisIndex, inventory); break;
case ESM::REC_LIGH: readEquipmentState (getState (lights, state), thisIndex, inventory); break;
case 0:
std::cerr << "Warning: Dropping reference to '" << state.mRef.mRefID << "' (object no longer exists)" << std::endl;
std::cerr << "Dropping inventory reference to '" << state.mRef.mRefID << "' (object no longer exists)" << std::endl;
break;
default:
std::cerr << "Warning: Invalid item type in inventory state, refid " << state.mRef.mRefID << std::endl;

@ -131,7 +131,11 @@ namespace Shader
{
std::string shaderSource = templateIt->second;
if (!parseDefines(shaderSource, defines))
{
// Add to the cache anyway to avoid logging the same error over and over.
mShaders.insert(std::make_pair(std::make_pair(shaderTemplate, defines), nullptr));
return NULL;
}
osg::ref_ptr<osg::Shader> shader (new osg::Shader(shaderType));
shader->setShaderSource(shaderSource);

@ -116,7 +116,10 @@ namespace Terrain
osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
if (!vertexShader || !fragmentShader)
throw std::runtime_error("Unable to create shader");
{
// Try again without shader. Error already logged by above
return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
}
stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
}

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