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."
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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.
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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
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
6fa12a6eb8
preload tweak
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
340d626589
static moving support
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
c7fda6d280
activegrid paging = 2xfps
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
b4af2ac672
avoid blocking on pagerebuild
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login
ffbed7ee38
loadingscreen
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt
d684f1a78f
terrainbased objectpaging
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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 )
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* move rescaling to loadData
* clamp on save
5 years ago
elsid
3cfd5fca4e
Rotate door object using direct rotation order once
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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
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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
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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