David Cernat
a3f304107b
Add OpenMW commits up to 2 May 2021
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# Conflicts:
# components/CMakeLists.txt
4 years ago
jvoisin
be371ccd9f
An another pass
4 years ago
jvoisin
ee2446d5c4
Trim even more
4 years ago
Alexei Dobrohotov
e3bb45fd61
Merge branch 'minor_aicombat' into 'master'
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Minor optimization in aicombat.cpp
See merge request OpenMW/openmw!737
(cherry picked from commit f1d19035cccfff2523faad0d4e4d96cd3ddae2e6)
bbbfc520 Minor optimization in aicombat.cpp
237b34a6 Fix style
a14911cb Fix indentation
4 years ago
jvoisin
4c96644f8d
Use a char instead of a string in find() where possible
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This was done via PVS Studio ( https://pvs-studio.com ),
and should provide a super-duper-marginal performance boost \o/
4 years ago
elsid
ca7add0624
Add move constructor to MWMechanics::Spells
4 years ago
elsid
46e34c500c
Use algorithms to add/remove listener to SpellList
4 years ago
David Cernat
7690f3c90e
[Client] Don't apply spell effects unilaterally on DedicatedActors
4 years ago
David Cernat
bf0a42fdad
[General] Implement ActorSpellsActive packet, part 1
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The packet can now set the active spells of DedicatedActors.
4 years ago
Andrei Kortunov
d10399e083
Cast double constant to float explicitely
4 years ago
Andrei Kortunov
0cadc97fb3
Fix double -> float conversions
4 years ago
Bret Curtis
befa3f587f
Merge pull request #3068 from akortunov/master
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Clean up MSVC warnings
4 years ago
Jacob Turnbull
f49b9e3806
Fix headtracking while invisible
4 years ago
Andrei Kortunov
f308dde254
Clean up MSVC warnings
4 years ago
David Cernat
6766206a76
[Client] Add check for local player when sending active spell removal
4 years ago
David Cernat
cedf70f367
Add OpenMW commits up to 13 Apr 2021
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# Conflicts:
# .travis.yml
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/summoning.cpp
# apps/openmw/mwphysics/mtphysics.hpp
4 years ago
elsid
0fae6d9a0a
Add walk and swim flags when corresponding speed is positive
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This allows to avoid finding path over area that will should have infinite
cost (area_cost = area_cost_factor / area_speed).
4 years ago
elsid
3c4a9069ae
Do not use infinite area cost
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Division by zero causes float value to be infinite. When infinite cost is
multiplied by zero distance the result is NaN. After this pathfinding algorithm
state is broken.
4 years ago
elsid
28fc21792e
Allow water walking actors to find path over water surface
4 years ago
elsid
634556be9d
Add setting to allow following creatures to find path over water surface
4 years ago
Andrei Kortunov
f984e96b34
Use conventional names for atan2 arguments
4 years ago
Jonas Tobias Hopusch
799cf16f31
Attempt to fix #5942
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Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
4 years ago
Andrei Kortunov
59720aea9a
Restore old aiming for melee combat
4 years ago
Andrei Kortunov
50352daf90
Rework knockdown and knockout animations fallbacks
4 years ago
Andrei Kortunov
b61337643e
Merge branch 'issue-5680' into 'master'
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change aim calculation
See merge request OpenMW/openmw!685
4 years ago
Max
2cd96e56d5
create constant and use constant in other parts of the code base
4 years ago
elsid
453e94ea9f
Use half extents for destination distance tolerance in AiEscort
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For actors moving in water destination may be located at such z coordinate
that they can't reach.
4 years ago
elsid
f32e1790bc
Add half extents to AiEscord max distance
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For actors with big bounding box given constants may not work properly like
it's not possible to get close enough to actor from a given angle to make it
move.
4 years ago
elsid
39c0ce9ddf
Build limited path for far destinations
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When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
4 years ago
psi29a
415591b7ed
Merge branch 'ai_reaction_deviation' into 'master'
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Distribute AI reactions and engage combat calls over time
See merge request OpenMW/openmw!674
4 years ago
Evil Eye
8e9bd5c0bd
Don't throw an exception when equipping a bound item fails
4 years ago
Evil Eye
580fa78034
Don't purge summon effects with invalid creature ids
4 years ago
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
4 years ago
David Cernat
59cb31e0a7
Add OpenMW commits up to 20 Mar 2021
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# Conflicts:
# apps/openmw/CMakeLists.txt
# apps/openmw/mwmechanics/aipursue.cpp
# components/CMakeLists.txt
4 years ago
elsid
62c0ecbbd0
Separate engage combat timer for each actor
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Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
4 years ago
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
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This allows to distribute AI reaction calls over time.
Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.
Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
4 years ago
Evil Eye
c2580d60e9
Register copied Spells with SpellList
4 years ago
Petr Mikheev
447c3b9489
Fix 5846
4 years ago
Dobrohotov Alexei
fc329050b3
AIPursue: Pursue the player until LOS is established ( #5869 )
4 years ago
Evil Eye
e2fc5d87b3
Merge branch 'elemental_shields' into 'master'
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Don't let elemental shields harm the player in god mode
Closes #5875
See merge request OpenMW/openmw!631
4 years ago
Alexei Dobrohotov
023bc80f55
Don't let elemental shields harm the player in god mode
4 years ago
David Cernat
7e188f2dd6
Add OpenMW commits up to 14 Feb 2021
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# Conflicts:
# apps/openmw/mwclass/door.cpp
# apps/openmw/mwscript/aiextensions.cpp
4 years ago
elsid
8dba61f7ae
Use navmesh raycast to find reachable position around target
4 years ago
elsid
becccf3b5e
Make actor flee from a combat when cannot reach a target
4 years ago
psi29a
7a9eb34403
Merge branch 'master' into 'freeunrealestate'
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# Conflicts:
# CHANGELOG.md
4 years ago
Evil Eye
af0f94f03e
Play damage sound when hurt by elemental shields
4 years ago
Evil Eye
e4cd89643f
Merge branch 'master' of gitlab.com:OpenMW/openmw into freeunrealestate
4 years ago
Evil Eye
6aa75c287a
Don't check magicka when casting free spells
4 years ago
psi29a
e6607486f5
Merge branch 'jfmherokiller-master-patch-23743' into 'master'
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Fix the regression involving Cure
See merge request OpenMW/openmw!582
4 years ago
Noah Gooder
e42b67ee50
Modified actors.cpp and Authors.md
4 years ago
David Cernat
e1259fdc41
Add OpenMW commits up to 4 Feb 2021
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# Conflicts:
# apps/openmw/engine.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwrender/globalmap.cpp
4 years ago
Evil Eye
61e014a765
Allow negative values for ai stats
4 years ago
Jordan Francis Moran-Meyers
0d1c073cfa
Fix the regression involving Cure
4 years ago
Petr Mikheev
9590377f22
Don't ignore Z in path finding if actor can move by Z.
4 years ago
Petr Mikheev
642ca02e35
Shorten almost straight paths only if smooth movement is enabled; reduce angle limit for the shortening.
4 years ago
elsid
a3ab8dfbb4
Revert "Merge branch 'movement_fix2' into 'master'"
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This reverts merge request !496
4 years ago
Petr Mikheev
bc2cec86e9
Fix bug: NPCs doesn't move if the target is exactly above or exactly below.
4 years ago
psi29a
c6f14cde20
Merge branch 'Show-level-multipliers-in-levelup-tooltip' into 'master'
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Show level multipliers in levelup tooltip
Closes #5783
See merge request OpenMW/openmw!518
4 years ago
Cédric Mocquillon
3bb551a6f1
Show level multipliers in levelup tooltip
4 years ago
fredzio
1f4c85520f
Use convexSweepTest for projectile movement to solve any
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imprecision issue with projectile collision detection.
Simplify the mechanics: manage hits in one spot.
Give magic projectiles a collision shape similar in size to their visible
model.
Rename the 2 convex result callback to clearly state their purpose.
4 years ago
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
4 years ago
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
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Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
4 years ago
fredzio
3087ce9c70
Use saved fallheight to determine a character's jump state.
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The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
4 years ago
Evil Eye
1ab4683dce
Tweak follow distance to be more like the original
4 years ago
Bret Curtis
a735bbe9a5
Merge pull request #3040 from akortunov/pvs
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Fix some issues, found by PVS Studio
4 years ago
Evil Eye
e737bd00fa
Merge branch 'unused_param' into 'master'
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Remove never used parameter from CharacterController::update()
See merge request OpenMW/openmw!523
4 years ago
fredzio
60f66f5e29
Remove never used parameter from CharacterController:update()
4 years ago
Andrei Kortunov
874348fb46
Remove redundant code
4 years ago
Andrei Kortunov
56666c60d4
Remove dead code
4 years ago
Andrei Kortunov
7fc4c9f3f6
Avoid dead code
4 years ago
Evil Eye
2a583e2337
consider empty paths as not constructed
4 years ago
David Cernat
da3316daf8
Add OpenMW commits up to 4 Jan 2021
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# Conflicts:
# CMakeLists.txt
# apps/openmw/main.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwphysics/actor.cpp
# apps/openmw/mwphysics/mtphysics.hpp
# components/CMakeLists.txt
4 years ago
Evil Eye
57c92673bc
Consider a path completed if it was non-empty
4 years ago
Evil Eye
e46472442a
Switch torches to shields for hostile NPCs
4 years ago
Andrei Kortunov
6a12c2b58b
Fix GCC build warnings
4 years ago
Alexei Dobrohotov
45f4e69a19
Merge branch 'skipanim' into 'master'
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Don't move characters if their animation can't move them
Closes #5593
See merge request OpenMW/openmw!490
4 years ago
psi29a
a094269c46
Merge branch 'guardsguards' into 'master'
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Don't consider a path completed unless we're close
Closes #5736
See merge request OpenMW/openmw!498
4 years ago
psi29a
3afa4e5869
Merge branch 'feels_good_guar' into 'master'
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Make followers keep a distance dependant on the fattest party member
Closes #5423
See merge request OpenMW/openmw!499
4 years ago
Evil Eye
7cac7fa870
Make followers keep a distance dependant on the fattest party member
4 years ago
Alexei Dobrohotov
ad41546648
Merge branch 'fix_swimming' into 'master'
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Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction
Closes #5743
See merge request OpenMW/openmw!494
4 years ago
Evil Eye
d2a28d915a
Don't consider a path completed unless we're close
4 years ago
Petr Mikheev
8b3088a9e5
Fix #5743
4 years ago
Petr Mikheev
51d63a4152
Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
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Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
4 years ago
Alexei Dobrohotov
32cc14981e
Don't move characters if their animation can't move them
4 years ago
psi29a
4f1361b5ea
Merge branch 'paralyze' into 'master'
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Fix paralyze for swimming and levitating actors
Closes #5758
See merge request OpenMW/openmw!488
4 years ago
Alexei Dobrohotov
22476281da
Fix paralyze for swimming actors
4 years ago
Alexei Dobrohotov
f5af09aed9
Fix AI sequence looping code (bug #5706 )
4 years ago
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
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Show more information about level on menu
See merge request OpenMW/openmw!437
4 years ago
CedricMocquillon
6bfdf0e57f
Add more information on mouse over level
4 years ago
Alexei Dobrohotov
84e1a29700
Make AI cast self-targeted spells at the ground (bug #5695 )
4 years ago
David Cernat
4620adc662
Add OpenMW commits up to 30 Nov 2020
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# Conflicts:
# CMakeLists.txt
# apps/openmw/mwphysics/actor.cpp
4 years ago
Andrei Kortunov
8084a336b5
Replace zeroes and nulls by nullptrs
4 years ago
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
4 years ago
David Cernat
b1ce90076e
[Client] Don't apply spell effects unilaterally on DedicatedPlayers
4 years ago
David Cernat
676481d061
Add OpenMW commits up to 14 Nov 2020
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# Conflicts:
# .travis.yml
# apps/openmw/mwmechanics/tickableeffects.cpp
4 years ago
Alexei Dobrohotov
8a6d3d1b4f
Minor fixes
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Fix extra semicolon
Disable collision avoidance if AI is disabled
4 years ago
Andrei Kortunov
0e971dccf0
Rework cure effects
4 years ago
Andrei Kortunov
c1d56d94c4
Do not remove active effects in loop (bug #3789 )
4 years ago
David Cernat
7f435ceeac
Add OpenMW commits up to 1 Nov 2020
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# Conflicts:
# CMakeLists.txt
# apps/openmw/main.cpp
# apps/openmw/mwclass/container.hpp
# apps/openmw/mwclass/creature.hpp
# apps/openmw/mwclass/npc.hpp
# apps/openmw/mwdialogue/dialoguemanagerimp.hpp
# apps/openmw/mwdialogue/journalimp.hpp
# apps/openmw/mwgui/container.cpp
# apps/openmw/mwgui/dialogue.hpp
# apps/openmw/mwgui/mainmenu.cpp
# apps/openmw/mwgui/windowmanagerimp.hpp
# apps/openmw/mwmechanics/aiactivate.hpp
# apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
# apps/openmw/mwscript/containerextensions.cpp
# apps/openmw/mwscript/interpretercontext.hpp
# components/CMakeLists.txt
4 years ago
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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Use emplace_back instead of push_back
4 years ago