Commit Graph

97 Commits (master)

Author SHA1 Message Date
fredzio fda639eb57 Remove unused forward declarations 4 years ago
Andrei Kortunov 165af1c365 Revert "Some actors are supposed to spawn on a static object that belong to an adjacent cell."
This reverts commit f031a191b8.
4 years ago
fredzio f031a191b8 Some actors are supposed to spawn on a static object that belong to an adjacent cell.
Since actors can be active in 3x3 grid around the player, we need to
first load all statics in a 5x5 grid around the player.

Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and physics objects of static
class.
4 years ago
Andrei Kortunov d1a3cc98ff Get rid of ECLD and dependencies 5 years ago
bzzt lost a hitlab login b27b76e325 avoid pagerebuild when reloading a same save
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login 6fa12a6eb8 preload tweak
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login 340d626589 static moving support
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login c7fda6d280 activegrid paging = 2xfps
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login b4af2ac672 avoid blocking on pagerebuild
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login ffbed7ee38 loadingscreen
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
Capostrophic d44dcc3242 Revert infinite fall failsafe addition 5 years ago
Capostrophic 61b60c8a94 Add an infinite fall failsafe (feature 1415) 5 years ago
Andrei Kortunov 24ce242941 Implement TestCells (feature #5219) 5 years ago
Assumeru dfbe0021a5 Change rescaling to be more inline with vanilla (fixes #5214) (#2635)
* move rescaling to loadData

* clamp on save
5 years ago
elsid 3cfd5fca4e
Rotate door object using direct rotation order once
Instead of rotating using inverse and then applying the direct rotation.
To properly update object in navigator.
5 years ago
elsid 1d3668cd22
Add Navigator interface 6 years ago
elsid 346e9e3141
Add off mesh connections for doors without teleport 6 years ago
elsid c95cea414c
Support water for NavMesh 6 years ago
elsid 0c8db84962
Load cells in order from nearest to player to furthest 6 years ago
scrawl 20606a2aff Add 'prediction time' setting for cell/terrain pre-loading 8 years ago
Ewan Higgs 38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 8 years ago
scrawl c22fde2bcd Preload terrain while reading savegame 8 years ago
scrawl 59bf100907 Fill exteriorPositions in preloadFastTravel 8 years ago
scrawl 4549196b31 Use the new way of terrain preloading in CellPreloader/Scene 8 years ago
scrawl 7e02bb7348 Preload summoned creature models before the spell is cast 8 years ago
scrawl 57b585570a Preload magic effect visuals of the player's selected weapon/spell 8 years ago
scrawl 3f3d00ffc9 Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game 8 years ago
scrawl 1d8a9ff622 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.
8 years ago
scrawl c68f662c9a Predict player movement when preloading cells to better handle moving at high speed 8 years ago
scrawl 5bd8ef247d Do not adjust the player position when loading a savegame (Fixes #2089) 9 years ago
scrawl c3ef387208 Vanilla-compatible creature/NPC respawning (Fixes #2369, Fixes #2467) 9 years ago
scrawl 6806741d9b Add settings for disabling the individual preloading types 9 years ago
scrawl 10a3e270a3 Preload fast travel destinations 9 years ago
scrawl 5efaa9817c Add preloading settings 9 years ago
scrawl 610257cd3a Preload the exterior cell grid 9 years ago
scrawl 8592166eeb Preload surrounding cells when preloading an exterior cell destination 9 years ago
scrawl 023c87b215 Preload cell when the player goes near a teleport door. It works! 9 years ago
scrawl d855a13b44 Clear the resource cache from the worker thread 9 years ago
scrawl bd655c20fd Refactor local map updates
We don't need the delay any more because the rendering itself is part of the normal rendering traversal - so it's delayed anyway.

Don't request maps that we're not actually using (i.e. with cell grid sizes higher than the default 3, we were rendering more maps than the map window could show).
9 years ago
scrawl 3647af8d73 Rotations: use different rotation order when object is rotated via script (Fixes #2062) 9 years ago
scrawl 4bb3cbf0fb Remove last remains of Ogre 10 years ago
scrawl 19988d5e45 Remove RefData::getHandle 10 years ago
scrawl c31b416ba1 Move physicssystem to a new mwphysics module 10 years ago
scrawl a59940a2c7 Move MyGUI platform to components 10 years ago
scrawl 0ff7b2ff11 MechanicsManager, frame update 10 years ago
scrawl 9f12e53956 Scale NPCs by their Weight property (Fixes #814) 10 years ago
scrawl 1c0e3a6488 rotateObject, scaleObject 10 years ago
scrawl c92592493e OpenMW: create a window and render the starting cell(s) 10 years ago
scrawl 4e69e7cc0f OpenMW compiles and runs w/o render window 10 years ago