fredzio
4fa0972b2d
Tone down actor's skip simulation flag to an optional skip collision
...
detection flag.
4 years ago
Evil Eye
bd45449f9d
Allow activation of inventory items
4 years ago
jvoisin
998cc97a4f
And done!
4 years ago
jvoisin
be371ccd9f
An another pass
4 years ago
jvoisin
ee2446d5c4
Trim even more
4 years ago
jvoisin
04edb1c817
Trim down some internal includes
4 years ago
psi29a
16bb3919d1
Merge branch 'navmesh_cache_simplification' into 'master'
...
Simplify navmesh cache
See merge request OpenMW/openmw!691
4 years ago
Alexei Dobrohotov
e3bb45fd61
Merge branch 'minor_aicombat' into 'master'
...
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
...
This was done via PVS Studio ( https://pvs-studio.com ),
and should provide a super-duper-marginal performance boost \o/
4 years ago
elsid
e1d955d92b
Remove noexcept specifier from CreatureCustomData move ctor
...
C++17 doesn't allow to declare defaulted move ctor with not matching
exception specification to the calculated one:
/Users/eddie/Downloads/BUILD/openmw-master/apps/openmw/mwclass/creature.cpp:63:9: error:
exception specification of explicitly defaulted move constructor does not
match the calculated one
CreatureCustomData(CreatureCustomData&& other) noexcept = default;
^
http://wg21.link/p1286r2 makes this possible in C++20 and newer compilers
already have it working even with -std=c++17 but older onces give an error.
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
Andrei Kortunov
6d351b2bdd
Fix MSVC 4706 warnings
4 years ago
Simon Meulenbeek
cd419256ad
don't forget to close the audio device after you're done with it.
4 years ago
jvoisin
fb55207328
Remove some useless includes from the wizzard
4 years ago
Andrei Kortunov
faad18b7f9
Merge pull request #3072 from akortunov/warnfix
...
Fix node masks signed/unsigned mismatch
4 years ago
David Cernat
7690f3c90e
[Client] Don't apply spell effects unilaterally on DedicatedActors
4 years ago
Andrei Kortunov
b7b85bb713
Disable controllers for found sheath meshes (bug #5975 )
4 years ago
Andrei Kortunov
2d869ca9ff
Fix node masks signed/unsigned mismatch
4 years ago
Bret Curtis
50d6cd2a34
Merge pull request #3070 from akortunov/coverity
...
Fix an another portion of Coverity warnings
4 years ago
David Cernat
bf0a42fdad
[General] Implement ActorSpellsActive packet, part 1
...
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
7d5c5f8a24
Do not assign negative values to unsigned variables
4 years ago
Andrei Kortunov
651ad11ad8
Do not leave variables without initialization, even in execution paths where they are unused
4 years ago
Andrei Kortunov
9647b670e4
Do not declare unused variables
4 years ago
Andrei Kortunov
0cadc97fb3
Fix double -> float conversions
4 years ago
Bret Curtis
befa3f587f
Merge pull request #3068 from akortunov/master
...
Clean up MSVC warnings
4 years ago
psi29a
b645c1f4c0
Merge branch 'navmesh_ignore' into 'master'
...
Do not trigger NavMesh update when RecastMesh update should not change NavMesh (#4917 )
See merge request OpenMW/openmw!762
4 years ago
psi29a
f3354c509e
Merge branch 'stomp' into 'master'
...
Adjustable Stomp
See merge request OpenMW/openmw!575
4 years ago
elsid
3e67f5ffa5
Detect and ignore updates for oscillating objects
...
To avoid triggering NavMesh update when RecastMesh change should not change
NavMesh.
Based on the following assumption:
Given a set of transformations and a bounding shape for all these
tranformations, a new object transformation that does not change this
bounding shape also should not change navmesh if for all of this object
transformations resulting navmesh tiles are equivalent
The idea is to report back to RecastMeshManager all changes of NavMesh if there
are any assiciated with RecastMesh version. So we know the last time when
RecastMesh change resulted into the NavMesh change. When later report shows
that there was no NavMesh change for a new RecastMesh version we can assume
that any object transformation within the same bounding box should not change
NavMesh.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
psi29a
3423d3f882
Merge branch 'various_warn' into 'master'
...
Fix various warnings found by clang
See merge request OpenMW/openmw!758
4 years ago
Alexei Dobrohotov
b29e797b27
Merge branch 'seventh_time_is_the_charm' into 'master'
...
Unbreak again NPC teleport
See merge request OpenMW/openmw!760
4 years ago
Petr Mikheev
5fe10e8e7f
Merge branch 'fix-headtracking' into 'master'
...
Fix headtracking while invisible
See merge request OpenMW/openmw!743
4 years ago
Jacob Turnbull
f49b9e3806
Fix headtracking while invisible
4 years ago
fredzio
36bb2d5f15
An actor needs not be in active cell. As such we can't use
...
PhysicsSystem::getActor() to determine that a ptr is not actor.
4 years ago
Andrei Kortunov
987b231fdd
Fix an another portion of Coverity warnings
4 years ago
psi29a
50db75bd13
Merge branch 'settingstocs_csmprefs' into 'master'
...
Dehardcode animations in OpenMW-CS (CSMPrefs method)
See merge request OpenMW/openmw!742
4 years ago
jvoisin
38316cdaf8
Fix various warnings found by clang
...
- unused alias
- inefficient use of push_back
- exceptions not inheriting from std::exception
- weird use of a comma
- value compared against itself
4 years ago
Andrei Kortunov
f308dde254
Clean up MSVC warnings
4 years ago
Andrei Kortunov
57b501ad13
Merge pull request #3067 from akortunov/master
...
Limit pointers cache size to avoid possible bad_alloc errors
4 years ago
unelsson
06fda4c5a1
QLineEdit for setting base animation files
4 years ago
unelsson
95272e0f14
String setting to CSMPrefs, part of dehardcoding animation files
4 years ago
David Cernat
6766206a76
[Client] Add check for local player when sending active spell removal
4 years ago
psi29a
d0883f9a0d
Merge branch 'light_settings_tweak' into 'master'
...
Lighting patch
Closes #5957 and #5959
See merge request OpenMW/openmw!752
4 years ago
glassmancody.info
16856d45c5
Lighting Patch
...
Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
4 years ago
fredzio
f137b7341f
Another fallout from MR 722: objects were treated like actors by
...
accident. Net effect was that calls to Move/MoveWorld didn't update
position of collision object.
4 years ago
Andrei Kortunov
5de72c94ab
Limit pointers cache size to avoid possible bad_alloc errors
4 years ago
psi29a
af8bc7d120
Merge branch 'fixagainsetposforgoodthistimeitwillnotbreakanything' into 'master'
...
Fix #5961 : Follow up MR 722: do not apply mPositionOffset twice when we teleport.
Closes #5961
See merge request OpenMW/openmw!744
4 years ago
fredzio
e31cf7e6ac
Follow up MR 722: do not apply mPositionOffset twice when we teleport.
...
Previous MR change the meaning of mPositionOffset: it is now just a log
of relative movement that were already applied to allow the physics
simulation to catch up, instead of changes that needs to be applied. As
such, after a teleport we need to reset it. Also, since mWorldPosition
is already with the offset we should not update its value in
applyPositionOffset().
4 years ago
Andrei Kortunov
33b8233887
Validate GUI scaling and place it to the launcher
4 years ago
Andrei Kortunov
db1428de18
Move container unresolving to the separate method
4 years ago
Bret Curtis
4f72fa2615
Merge pull request #3063 from akortunov/master
...
Code cleanup, part 2
4 years ago
fredzio
9d8fcec642
Remove bogus warning. It is a normal situation for projectiles to be
...
in-flight after the caster is gone.
4 years ago
Andrei Kortunov
016a1d45df
Remove outdated field - remnant from earlier implementation
4 years ago
Andrei Kortunov
388573cf60
Fix uninitialized fields in the essimporter
4 years ago
David Cernat
cedf70f367
Add OpenMW commits up to 13 Apr 2021
...
# 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
...
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
...
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
psi29a
f1cfdafd4d
Merge branch 'why_are_the_christmas_lights_still_up' into 'master'
...
Remove 8 light limit and add configurable lighting enhancements
See merge request OpenMW/openmw!618
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
582f7b52cf
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
b7adb9d088
use true default settings
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
16f80ec6f3
Update settings when using fallback
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
3d713e8602
Fix incorrect minimum ambient
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
cc31e1eea1
Ambient luminance threshold setting
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
142c6d2993
Enable groundcover lighting for non FFP
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
c5ea966f24
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
psi29a
0a6ef9c1bd
Merge branch 'swim_when_follow' into 'master'
...
Allow actors to find path over water surface (#5943 )
See merge request OpenMW/openmw!731
4 years ago
Evil Eye
56ede535b5
Don't perform a hit test outside the page's bounds
4 years ago
psi29a
0818a10df2
Merge branch 'baby_dont_throw_me_no_more' into 'master'
...
Catch exceptions in ResolutionListener
Closes #5946
See merge request OpenMW/openmw!727
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
fredzio
32981bcd88
Constify a few things
4 years ago
fredzio
efb241f1de
Use override instead of virtual
4 years ago
fredzio
fda639eb57
Remove unused forward declarations
4 years ago
Evil Eye
b91be1e803
Catch exceptions in ResolutionListener
4 years ago
psi29a
301411c5c5
Merge branch 'esm_variant' into 'master'
...
Use std::variant for ESM::Variant implementation
See merge request OpenMW/openmw!719
4 years ago
psi29a
603e4206fd
Merge branch 'teleport_here_not_there' into 'master'
...
Fix #5919 (and another bug)
Closes #5919
See merge request OpenMW/openmw!722
4 years ago
Andrei Kortunov
f984e96b34
Use conventional names for atan2 arguments
4 years ago
Andrei Kortunov
1db369f418
Do not use unchecked value in calculations
4 years ago
Andrei Kortunov
903b89a0ff
Add bound for UI scale factor, as it specified in docs
4 years ago
Andrei Kortunov
c989fac67b
Add bound for pointers cache size, as it specified in docs
4 years ago
Andrei Kortunov
124a33d8a3
Fix uninitialized variables
4 years ago
Andrei Kortunov
b96929f3fc
Avoid division by zero
4 years ago
fredzio
8874a5be22
Change (again) the way SetPos behave.
...
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
4 years ago
fredzio
6e1c67a9ae
Account for waterwalking when updating position. Otherwise we might
...
trace down the actor at waterlevel at the wrong coordinate.
Triggered by multimark mod with waterwalking effect.
4 years ago
psi29a
484c46cb58
Merge branch 'hrtf-setting' into 'master'
...
Add Audio settings to openmw-launcher
See merge request OpenMW/openmw!692
4 years ago
Simon Meulenbeek
75b4871bab
Add Audio settings to openmw-launcher
4 years ago
Jonas Tobias Hopusch
799cf16f31
Attempt to fix #5942
...
Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
4 years ago
psi29a
fe2a97ee39
Merge branch 'wizard-link' into 'master'
...
Implement #3983 - Add page to the wizard with links to buy morrowind
Closes #3983
See merge request OpenMW/openmw!693
4 years ago
tess
6f7e8d9f59
Implement #3983 - Add page to the wizard with links to buy morrowind
4 years ago
psi29a
4f86eddc96
Merge branch 'CreateBsaAddFileToBsa' into 'master'
...
Create BSA, add file to existing BSA
See merge request OpenMW/openmw!718
4 years ago
elsid
8e1c92d9af
Use std::variant for ESM::Variant implementation
4 years ago
elsid
7f577f5f08
Do not compare hash in tests
...
Different std libraries have different implementation that produce different
results for the same values.
4 years ago
psi29a
a16387df61
Merge branch 'sky-dehardcode' into 'master'
...
De-hardcode references to mesh files used by the sky.
See merge request OpenMW/openmw!704
4 years ago
Matjaž Lamut
2cb4b62b83
De-hardcode references to mesh files used by the sky.
4 years ago
CedricMocquillon
d617d66a87
Add file to BSA
4 years ago
psi29a
8cb3681c12
Merge branch 'esm_variant_tests' into 'master'
...
Add tests for ESM::Variant
See merge request OpenMW/openmw!712
4 years ago
Jacob Turnbull
d9376ee08e
Trim down comment and change flag name
4 years ago
Evil Eye
44f2cb0923
Fix targeted scripts losing their targets when rearranging your load order
4 years ago
Andrei Kortunov
59720aea9a
Restore old aiming for melee combat
4 years ago
Jacob Turnbull
bc8db8b8f5
Fix for enchanted items being removed on item equip cycling when they are re-equipped
4 years ago
David Cernat
a7f517507c
[Client] Handle reenabling of harvested objects via Container packet
...
It is no longer necessary to send ObjectState packets when harvesting objects, as the Container packet will handle the refreshing of those objects' animations instead.
4 years ago
David Cernat
b2328b7063
[Client] Make it possible to check whether a class can be harvested
4 years ago
psi29a
9aa5aef2c6
Merge branch 'my_other_mr_is_larger' into 'master'
...
Make AddItem's quantity overflow on negative numbers
Closes #5934
See merge request OpenMW/openmw!713
4 years ago
elsid
bd33fa76b6
Use CRTP to define CustomData clone function
4 years ago
elsid
e380470558
Add move ctor and assignment operator to RefData
4 years ago
elsid
045bb7cbd7
Store CustomData and ContainerStore as unique_ptr
4 years ago
Evil Eye
ecde3932e2
Make AddItem's quantity overflow on negative numbers
4 years ago
elsid
dae3f022ba
Add tests for ESM::Variant
4 years ago
fredzio
9cae7882dd
Fix a bug that was triggered with multi mark mod.
...
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure
that the actor will not spawn under ground at x,y coordinates.
Now that change of coordinates are cumulated and applied all at once, we
need to account for the whole offset.
To this end move the terrain height check inside of Actor class.
4 years ago
David Cernat
860be0a4e7
[Client] Send Container & ObjectState packets when harvesting objects
4 years ago
fredzio
0fac172413
Remove wrong line that slipped in yesterday.
4 years ago
Andrei Kortunov
50352daf90
Rework knockdown and knockout animations fallbacks
4 years ago
Evil Eye
582f1503c1
Merge branch 'setpos' into 'master'
...
Unbreak SetPos and the mods using it (#5919 )
See merge request OpenMW/openmw!696
4 years ago
fredzio
7a67492d81
Unbreak SetPos and the mods using it.
...
To make SetPos works with async physics, it was modified to register a
position offset that would be applied to the real position during the
simulation.
A common pattern to teleport NPC in scripts is a sequence of SetPos/Disable/Enable in the same frame.
Since Disable/Enable creates a new physics actor using last known
RefData::Position, the registered offset never get a chance to be applied.
Modify disable() to call moveObject with the offset applied, so that the newly created physics actor will have up-to-date position
4 years ago
fredzio
b58244ac26
Guard the Bullet drawing method with a read lock on the
...
btCollisionWorld. It closes a race on the collision shapes coordinates.
4 years ago
fredzio
dbd6e3bfee
Replace pointless usage of shared_ptr by unique_ptr / non-owning raw
...
pointer for btCollisionWorld.
4 years ago
fredzio
ccd3cbc69a
Use saved actor position instead of reading again RefData in unstuck. It
...
is a race condition to do so.
4 years ago
Andrei Kortunov
5fce5b12f4
Merge branch 'drop_the_bird' into 'master'
...
Disallow inserting containers, creatures, and npcs from the save game not present in content files
Closes #5884
See merge request OpenMW/openmw!683
4 years ago
Andrei Kortunov
b61337643e
Merge branch 'issue-5680' into 'master'
...
change aim calculation
See merge request OpenMW/openmw!685
4 years ago
elsid
f2ebad5115
Return cached element when set existing
4 years ago
elsid
b9a40bc5fc
Add NavMeshTilesCache benchmarks
4 years ago
David Cernat
0137772e64
[Client] Log PlayerCellChange packets about the local player
4 years ago
Max
2cd96e56d5
create constant and use constant in other parts of the code base
4 years ago
Max
e56efdd562
change aim calculation
4 years ago
elsid
453e94ea9f
Use half extents for destination distance tolerance in AiEscort
...
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
...
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
...
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
Evil Eye
cf5a93d712
Also run NPC validation for modified base records
4 years ago
Evil Eye
e79036f4e0
Don't erase the player
4 years ago
psi29a
1af50b7e23
Merge branch 'sound_cleanup' into 'master'
...
Sound cleanup
See merge request OpenMW/openmw!567
4 years ago
psi29a
415591b7ed
Merge branch 'ai_reaction_deviation' into 'master'
...
Distribute AI reactions and engage combat calls over time
See merge request OpenMW/openmw!674
4 years ago
Evil Eye
5e1960a76a
Disallow inserting containers, creatures, and npcs from the save game not present in content files
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
wareya
63f01d8c5f
Prevent physics death spiral by falling back to true delta time when needed
4 years ago
psi29a
86bd173d69
Merge branch 'refactoring' into 'master'
...
"static const" -> "static constexpr" in headers
See merge request OpenMW/openmw!676
4 years ago
David Cernat
b1fbab2d1c
[Server] Remove 'using namespace ESM'
4 years ago
David Cernat
2656569d31
[Server] Remove 'using namespace std'
4 years ago
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
4 years ago
wareya
e722c99e62
forgot to initialize these variables
4 years ago
wareya
40265bf118
make unstucking slightly smarter (can turn itself off, also acts like flat ground)
4 years ago
David Cernat
b3c40913f6
[Client] Remove 'using namespace std' from multiplayer-related code
...
This brings TES3MP in line with https://gitlab.com/OpenMW/openmw/-/merge_requests/664
4 years ago
David Cernat
59cb31e0a7
Add OpenMW commits up to 20 Mar 2021
...
# 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
...
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
...
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
Andrei Kortunov
54daa234bd
Reset watched stats upon reload or new game start
4 years ago
wareya
1471ef003a
fix async physics interpolation
4 years ago
AnyOldName3
162b25c180
Fix sunglare on Mesa
...
The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.
Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
4 years ago
Evil Eye
d1e8c6b223
Merge branch 'magical_rat' into 'master'
...
Register copied Spells with SpellList
See merge request OpenMW/openmw!662
4 years ago
AnyOldName3
ba74fbf30e
Fix MyGUI log
...
Also actually print an error to the regular log when the MyGUI log can't
be opened so we notice if we kill it again in under five years.
4 years ago
Bret Curtis
40c989d732
allman style
4 years ago
Evil Eye
c2580d60e9
Register copied Spells with SpellList
4 years ago
Bret Curtis
9fc0649fb6
a better check to avoid the mCell assertion, so compariing nullptr to current cell will refurn false anyway
4 years ago
Bret Curtis
49545e6d29
add comments as to why we need to check that the player is grounded or not; only run once during initial cell loading
4 years ago
Bret Curtis
fff1df9ee4
revert some blank lines
4 years ago
Bret Curtis
c067782814
proper fix that traces down the player when a cell is loaded; we also only run once if the current cell being loaded is the one that the player is in.
4 years ago
Bret Curtis
1479f98793
hacky solution with debug; seems that player is added before cell so tracing down will not find anything
4 years ago
Bret Curtis
19ad7d7f0c
Resolve #5895 by setting the initial mOnGround state to false; we do this because the movement solver runs one frame behind so when we run through the loop the first time we assume we are on the ground even though we may be 400 units in the air.
4 years ago
psi29a
514a55ed4c
Merge branch 'fix_5846' into 'master'
...
Fix #5846 (headtracking)
Closes #5846
See merge request OpenMW/openmw!652
4 years ago
glassmancody.info
6255b0492b
Resolve crashes on exit with visible MyGUI widgets
4 years ago
Petr Mikheev
447c3b9489
Fix 5846
4 years ago
elsid
9275dd2dcb
Avoid virtual dispatch in SoundManager dtor
4 years ago
elsid
b0311ce9f1
Remove DEFAULT_OUTPUT macros
4 years ago
elsid
e30a59772c
Remove DEFAULT_DECODER macros
4 years ago
Evil Eye
4db2f79a3c
Merge branch 'setpos' into 'master'
...
Use relative movement inside of SetPos
See merge request OpenMW/openmw!649
4 years ago
fredzio
cb39f8fb01
Use moveObjectBy in SetPos
4 years ago
fredzio
03b86c232b
Apply the position offset even if the simulation is not performed
...
because we're too fast.
4 years ago
psi29a
311b497491
Merge branch 'bullet-heightfield-floats' into 'master'
...
Avoid heightfield conversion in newer Bullet
See merge request OpenMW/openmw!647
4 years ago
psi29a
cc6f08930b
Merge branch 'alpha-meddling' into 'master'
...
Replace deprecated alpha test in shader visitor
Closes #4899
See merge request OpenMW/openmw!473
4 years ago
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
4 years ago
AnyOldName3
f09b0fc1bd
Put groundcover alphafunc where shader visitor can see it
...
I'd already made this change so don't know why it disappeared instead of
being included in b8ee32e3
4 years ago
Gleb Mazovetskiy
351d11449b
Avoid heightfield conversion in newer Bullet
...
Takes advantage of the direct `float` support implemented in
https://github.com/bulletphysics/bullet3/pull/3293
4 years ago
Andrei Kortunov
39b7260ab4
Fix a crash during new game
4 years ago
AnyOldName3
64ddb4c1b0
Fix linking on MacOS
4 years ago
psi29a
9f47190411
Merge branch 'now-it-blends' into 'master'
...
Convert blending factors properly for the character preview
See merge request OpenMW/openmw!644
4 years ago
AnyOldName3
cb2cbb4181
Convert blending factors properly for the character preview
4 years ago
Chris Djali
9bfe941d4b
Merge pull request #3050 from akortunov/master
...
Double-buffer shader water stateset
4 years ago
Andrei Kortunov
38679013fe
Give meaningful name to the mEffectFade
4 years ago
Gleb Mazovetskiy
1db7d2ec4e
Restore compatibility with FFMpeg < 57.80.100
...
This should fix macOS Travis build broken by 58d33aa95b
4 years ago
AnyOldName3
deb184cdce
Merge branch 'fix-build' into 'master'
...
Fix linking with `-DOPENMW_USE_SYSTEM_OSG=ON -DOSG_STATIC=ON`
See merge request OpenMW/openmw!640
4 years ago
psi29a
611a63acc6
Merge branch 'threesacharm' into 'master'
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Attempt to fix restocking items in old saves
Closes #5823
See merge request OpenMW/openmw!580
4 years ago
psi29a
194875dec1
Merge branch 'fix-video-arm' into 'master'
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osg-ffmpeg-videoplayer: Fix crash on ARM
Closes #5807
See merge request OpenMW/openmw!564
4 years ago
Andrei Kortunov
d805886de7
Double-buffer shader water stateset (bug #5026 )
4 years ago
Gleb Mazovetskiy
58d33aa95b
AV: Fix all memory leaks
...
The most substantial memory leak came from `PacketQueue::get`
not unreferencing its argument packet.
Other leaks came from using `av_free` instead of type-specific free
functions.
Also modifies `PacketQueue::put` for readability.
4 years ago
Chris Djali
213525c372
Merge pull request #3049 from akortunov/master
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Use correct mCursorActive flag initial value
4 years ago
Alexei Dobrohotov
e9aa161ffc
Merge branch 'reallyskipphysics' into 'master'
...
Close race that breaks scripted teleporting (#5873 )
See merge request OpenMW/openmw!639
4 years ago
Andrei Kortunov
482f04c836
Use correct mCursorActive flag initial value
4 years ago
Gleb Mazovetskiy
455be9dbbb
Fix linking with `-DOPENMW_USE_SYSTEM_OSG=ON -DOSG_STATIC=ON`
...
1. CMake's built-in OSG finder does not use pkgconfig, so we have to
manually ensure the order is correct for inter-library dependencies.
https://gitlab.kitware.com/cmake/cmake/-/issues/21701
2. OSG plugin pkgconfig files are missing dependencies on the underlying
libraries (e.g. freetype, png, jpeg), so we have to link them manually.
https://github.com/openscenegraph/OpenSceneGraph/issues/1052
4 years ago
fredzio
31d8ce266b
Close a race between main and physics threads when actor is positioned by scripts.
...
When a position is forced, the actor position in physics subsystem is
overriden. The background physics thread is not made aware of this,
its result are simply discarded.
There is a short window where this doesn't work (in this
example, actor is at A and script moves it to B)
1) actor position is set to B. (among others, Actor::mPosition is set to B)
2) physics thread reset Actor::mPosition with stale value (around A)
3) main thread read simulation result, reset Actor::mSkipSimulation flag => actor is at B
4) physics thread fetch latest Actor::mPosition value, which is around A
5) main thread read simulation result, actor is around A
To avoid this situation, do not perform 2) until after 3) occurs. This
way, at 4) starts the simulation with up-to-date Actor::mPosition
4 years ago
Alexei Dobrohotov
2bfee281fd
Merge branch 'restore_caster' into 'master'
...
Restore projectile caster from savegame (#5860 )
See merge request OpenMW/openmw!616
(cherry picked from commit d595c7adb0fb45eafed6d3d0403ad640a91411ed)
c5426bec In the savegame, projectile caster is identified by its actor id. When
4 years ago
Evil Eye
c9d3da498a
Merge branch 'pursue' into 'master'
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AIPursue: Pursue the player until LOS is established (#5869 )
Closes #5869
See merge request OpenMW/openmw!634
4 years ago
Evil Eye
8ae4ee291f
Attempt to fix restocking items in old saves
4 years ago
Dobrohotov Alexei
fc329050b3
AIPursue: Pursue the player until LOS is established ( #5869 )
4 years ago
Alexei Dobrohotov
5e91af230d
Reset effect icon transparency when they're hidden ( #5877 )
4 years ago
Gleb Mazovetskiy
4495b67d77
MyGUI HEAD compatibility
...
Makes OpenMW compatible with the current MyGUI HEAD at:
f93d4fb614
Refs #5806
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
psi29a
eb11e1fcdb
Merge branch 'build-accelerator' into 'master'
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heightfield: Only `buildAccelerator` on Bullet 2.89+
Closes #5874
See merge request OpenMW/openmw!630
4 years ago
Gleb Mazovetskiy
1fb442e701
heightfield: Only `buildAccelerator` on Bullet 2.89+
...
Fixes #5874
4 years ago
elsid
fac5759748
Set bounding min and max height for btHeightfieldTerrainShape
...
They must be set for proper AABB based filtering. Use
+-max(abs(min), abs(max)) to make sure bullet does not shift coordinates by z.
4 years ago
elsid
fdca76ce86
Remove unused includes
4 years ago
psi29a
28be5a259b
Merge branch 'russian_console' into 'master'
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Don't assume unmapped keycodes outside the extended ASCII range are unprintable
Closes #5871
See merge request OpenMW/openmw!622
4 years ago
psi29a
937549c99e
Merge branch 'fix_still_actors' into 'master'
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Make actor flee from a combat when cannot reach a target (#5851 )
See merge request OpenMW/openmw!601
4 years ago
psi29a
20e6db917b
Merge branch 'fix-osg-static' into 'master'
...
CMake: Fix support for OSG static lib paths
See merge request OpenMW/openmw!624
4 years ago
AnyOldName3
f5a87ee46d
Refactor out duplicated RTT setup code
4 years ago
Gleb Mazovetskiy
21a70b7d2b
heighfield: buildAccellerator()
...
This enables accelleration of heightfield collisions.
Unfortunately, `btHeightfieldTerrainShape::processAllTriangle` does not
yet use the accellerator data, so this change does not improve
performance yet but might do so in future bullet versions.
References:
* Accellerator introduced in:
https://github.com/bulletphysics/bullet3/pull/2062
* Feature request to use the accellerator in `processAllTriangle`:
https://github.com/bulletphysics/bullet3/issues/3276
4 years ago
Gleb Mazovetskiy
13c5b1b0c5
CMake: Fix support for OSG static lib paths
...
`$<TARGET_FILE:...>` fails if the argument is already a path (instead of
a library name). This happens when a static library is found via
`osg_find_library`.
If the argument contains `/` or `.`, do not use `$<TARGET_FILE:...>`
4 years ago
Alexei Dobrohotov
a292a31cb3
Merge branch 'you_and_i_code' into 'master'
...
Fix Ctrl U/W behaviour to work with unicode text
See merge request OpenMW/openmw!621
4 years ago
Evil Eye
6e0f070cd1
Don't assume unmapped keycodes outside the extended ASCII range are unprintable
4 years ago
Evil Eye
a616af822e
Fix Ctrl U/W behaviour to work with unicode text
4 years ago
AnyOldName3
4ed67d8597
Improve A2C setting name
4 years ago
David Cernat
39dc6fc355
Add OpenMW commits up to 24 Feb 2021
...
# Conflicts:
# CI/before_script.linux.sh
# CMakeLists.txt
# apps/openmw/CMakeLists.txt
# components/CMakeLists.txt
4 years ago
AnyOldName3
c7ee5d21dc
Make the dummy texture for the character preview even more shadow-friendly
4 years ago
AnyOldName3
2b144ff3dd
Merge branch 'fix_frame_rate_limit' into 'master'
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Fix frame rate limit (#5686 )
See merge request OpenMW/openmw!603
4 years ago
AnyOldName3
9be258d260
Make it possible to reinstate FFP state easily
4 years ago
psi29a
5c0214142b
Merge branch 'static-build' into 'master'
...
Optional local source builds of OSG, MyGUI, Bullet
See merge request OpenMW/openmw!547
4 years ago
psi29a
bcbe144a1d
Merge branch 'weatheralpha' into 'master'
...
Fix weather particle fading
Closes #5455
See merge request OpenMW/openmw!506
4 years ago
psi29a
87d80b3d0a
Merge branch 'loading_screen_race_condition' into 'master'
...
Fix a race condition in loading screen.
See merge request OpenMW/openmw!568
4 years ago
psi29a
59e09cba5b
Merge branch 'boltsize' into 'master'
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Use projectile mesh size (#5829 )
See merge request OpenMW/openmw!587
4 years ago
elsid
561628087c
Merge branch 'profiler_fix' into 'master'
...
Fix profiler glitches (#5850 )
See merge request OpenMW/openmw!605
4 years ago
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
David Cernat
7e188f2dd6
Add OpenMW commits up to 14 Feb 2021
...
# Conflicts:
# apps/openmw/mwclass/door.cpp
# apps/openmw/mwscript/aiextensions.cpp
4 years ago
AnyOldName3
6291b9304b
Log when icon is missing and fallback is used
4 years ago
uramer
e7afbc74d8
Wizard: Only allow to select Morrowind.esm master files, display an error if Morrowind.bsa is missing
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
fredzio
9d90e250cf
Physics is not running while paused, so zero the stats for the async
...
thread instead of keeping whatever value was before the pause.
4 years ago
elsid
8ab5fd9b40
Fix frame rate limit
...
Measure time at the computation end but before sleep. This allows to adjust
sleep interval for the next frame in case sleep is not precise due to syscall
overhead or too low timer resolution.
Remove old frame limiting mechanism.
4 years ago
Evil Eye
2e73d2c145
Fallback to default cell name for door destination
4 years ago
psi29a
c33b2e0100
Merge branch 'dehardcodebaseanim' into 'master'
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Dehardcode Base_animation and improve Collada support
See merge request OpenMW/openmw!510
4 years ago
David Cernat
a379d12529
[General] Turn Utils::printVersion() into Utils::getVersionInfo()
4 years ago
Sergey Fukanchik
f3271cb66b
Add unit test for swapEndiannessInplace(). Part of Bug #5837
4 years ago
AnyOldName3
da6223fc4b
Use default icon.tga when inventory icon is missing
4 years ago
psi29a
7a9eb34403
Merge branch 'master' into 'freeunrealestate'
...
# Conflicts:
# CHANGELOG.md
4 years ago
psi29a
31f41836a1
Merge branch 'no_stuck_in_proj' into 'master'
...
Don't let projectiles push actors out of the world (#5802 )
See merge request OpenMW/openmw!595
4 years ago
fredzio
b78820de55
Ignore projectiles inside of MovementSolver::unstuck. It is normal for actors to be inside of a
...
projectile collision shape.
A side effect of moving actors outside of projectile collision shape is that if both the actor and the projectile are
near a wall, the actor could get moved outside of the world.
4 years ago
Evil Eye
af0f94f03e
Play damage sound when hurt by elemental shields
4 years ago
Evil Eye
f1caeea444
Don't return negative values from GetMagicka
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'
...
Fix the regression involving Cure
See merge request OpenMW/openmw!582
4 years ago
psi29a
f63af685c0
Merge branch 'bemorenegative' into 'master'
...
Allow negative values for ai stats
Closes #5835
See merge request OpenMW/openmw!586
4 years ago
fredzio
6e969ca3fa
Use mesh collision box instead of node bounding sphere for projectile
...
size. The bounding sphere is much bigger than the mesh.
4 years ago
Evil Eye
3007cb14a9
Also allow negative AI values in dialogue
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
...
# Conflicts:
# apps/openmw/engine.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwrender/globalmap.cpp
4 years ago
Alexei Dobrohotov
cc220861e3
Merge branch 'character-preview-opacity-without-shadows' into 'master'
...
Make the dummy texture for the character preview shadow-friendly
See merge request OpenMW/openmw!585
4 years ago
Evil Eye
61e014a765
Allow negative values for ai stats
4 years ago
elsid
489107c5ee
Count navmesh cache key once in item size
...
Key is stored only in NavMeshTilesCache::Item, TileMap uses KeyView with
a pointer to a vector.
4 years ago
Nelsson Huotari
e91d1a2b42
Fix earlier broken commit
4 years ago
AnyOldName3
0639f8b7c6
Make the dummy texture for the character preview shadow-friendly
4 years ago
Nelsson Huotari
384112746c
Add option for custom collision node with non-nif files
4 years ago
Jordan Francis Moran-Meyers
0d1c073cfa
Fix the regression involving Cure
4 years ago
Petr Mikheev
94e8855c8c
Merge branch 'fix_5821' into 'master'
...
Fix #5821 : NPCs from mods getting removed if mod order was changed
Closes #5821
See merge request OpenMW/openmw!577
4 years ago
Petr Mikheev
157b14cdaa
Fix #5821 : NPCs from mods getting removed if mod order was changed
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
Andrei Kortunov
b286397dd4
Merge pull request #3045 from akortunov/revert
...
Revert fix for 5379
4 years ago
Andrei Kortunov
7b727e4d70
Revert "Remove physics dependency on basenode"
...
This reverts commit 165c731492
.
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
Andrei Kortunov
f8e8496d36
Revert "Revert a wrong change introduced in MR 546"
...
This reverts commit 23137d0c54
.
4 years ago
Bret Curtis
9f168eab88
Merge pull request #3044 from akortunov/master
...
Avoid null dereference for objects without cells
4 years ago
uramer
ee2f0e7eb3
Fix inconsistent argument name
4 years ago
uramer
eca0d8b7ea
Fix typo in DropMode enum
4 years ago
uramer
edc6d5c3e7
Fix a typo in separate drop binds
4 years ago
uramer
36cd818155
Fix separate drop, refactor for code reuse
4 years ago
Andrei Kortunov
3b9f8b5fa2
Avoid null dereference for objects without cells
4 years ago
Andrei Kortunov
d984d13b1c
Merge branch 'animate_animated_objects' into 'master'
...
Unbreak animated objects (regression from !546 )
See merge request OpenMW/openmw!570
4 years ago
Andrei Kortunov
5382d38b9b
Merge branch 'hit_target_object' into 'master'
...
Unbreak targetted spell on objects (#5811 )
See merge request OpenMW/openmw!569
4 years ago
elsid
a3ab8dfbb4
Revert "Merge branch 'movement_fix2' into 'master'"
...
This reverts merge request !496
4 years ago
fredzio
23137d0c54
Revert a wrong change introduced in MR 546
...
A prerequisite to create physics objects for statics was to remove the
dependency on base node (since it doesn't yet exists) for object
position. It is still necessary for animation though.
Restore the basenode (and the associated FIXME) so that animated objects works properly.
4 years ago
Nelsson Huotari
83ee1cc582
fix xbase to baseanim
4 years ago
Nelsson Huotari
3194520dcd
Move base_anim settings to settings-default.cfg
4 years ago
Bret Curtis
b164f1aa17
Merge pull request #3023 from akortunov/grass_intsancing
...
Grass instancing
4 years ago
psi29a
699bd257ef
Merge branch 'camera_stats' into 'master'
...
Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to a valid file.
See merge request OpenMW/openmw!526
4 years ago
Frederic Chardon
7cd7fa2f08
Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to
...
a valid file.
4 years ago
fredzio
64475ebedb
Remove a brainfart from precise projectile handling: all non-actor
...
non-projectile objects were treated as ground.
4 years ago
Gleb Mazovetskiy
8737453498
cmake: Compiler-specific whole-archive macro
4 years ago
Gleb Mazovetskiy
99ba45a308
Optional static builds of OSG, MyGUI, Bullet
4 years ago
Andrei Kortunov
f40e227686
Remove redundant formatting changes
4 years ago
Andrei Kortunov
b975f16e6b
Remove redundant check - groundcover is not present in the CellStore
4 years ago
Andrei Kortunov
d12a0fdcb3
Mark only instances from groundcover files as groundcover objects
4 years ago
Andrei Kortunov
8874e88ff1
Drop fading setting
4 years ago
Andrei Kortunov
1a6c06f7b5
Do not allow to set distance to non-positive values
4 years ago
Andrei Kortunov
859cd0fd0c
Do not use display lists for instanced meshes
4 years ago
Andrei Kortunov
a09f03c850
Drop groundcover materials - they are not used
4 years ago