scrawl
cad18969e3
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/aitravel.cpp
10 years ago
dteviot
cb8ca2f03a
Moved logic for building a Sync'ed path from AiCombat to PathFinding.
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Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
10 years ago
dteviot
6d7e6cd30c
AiTravel logic merged into AiPackage.
10 years ago
scrawl
4bb3cbf0fb
Remove last remains of Ogre
10 years ago
scrawl
7bacb9418d
Various math code ported to osg
10 years ago
dteviot
eb1090a1b6
Waypoint check only considers X & Y distance ( Fixes #2423 )
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When pathfinder checks if actor has reached a waypoint, ignore actor's altitude.
10 years ago
dteviot
ca8c8c6aa4
fixing MSVC 2013 warning C4244: & C4305
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conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
10 years ago
scrawl
f3d4b63aaf
Fix AI moving load doors and throw an exception when trying to do this ( Fixes #1907 )
10 years ago
scrawl
0077296c91
Take actor's speed into account in stuck check
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The Winged Twilight's walking animation was so slow that it incorrectly detects being stuck.
11 years ago
scrawl
a54ac579a5
Savegame: Store AiSequence
11 years ago
scrawl
039398c8ae
Basic RefData and CellRef change tracking
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Wrapped item charge handling in getItemHealth function
11 years ago
Thomas
d2aada95b4
Fixed AiPursue by fixing underlying issue is Pathto()
11 years ago
Thomas
cbcf0f6039
Changed AiEScort to use new PathTo function
11 years ago
Thomas
7cd4c93fa4
Changed getNearbyDoor to use MWWorld::Ptr
11 years ago
Thomas
58bf7624be
Made code a bit more efficient
11 years ago
Thomas
203ef580cf
Fixed moving activatable object being incorrectly activated.
11 years ago
Thomas
2db3c89a9e
Ensures destination is far enough to care about getting stuck
11 years ago
Thomas
cbfa282f8d
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
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Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
- Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
11 years ago
Thomas
2c74ea381e
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
11 years ago
Marc Zinnschlag
345eec1135
Issue #389 : added AI package base class and AI packages management class
13 years ago