scrawl
758d989a03
If multiple plugins have land data for the same cell, the last plugin should win
12 years ago
scrawl
ce5ea6d7d2
Use a proper node hierarchy; disconnect the root when entering interior
12 years ago
Chris Robinson
c855ab65cf
Non-colliding objects are considered flying
12 years ago
Chris Robinson
602be9bbe7
Avoid swimming into the air from underwater
12 years ago
Chris Robinson
9f09bb6f6f
Use separate inputs for swimming and flying
12 years ago
Chris Robinson
a546ace94d
Remove an unused method
12 years ago
vorenon
3bf3bd4b8c
Silenced some warnings
12 years ago
Chris Robinson
1a9672e31b
Don't update player physics more than 60 times a second
...
Bullet and/or our collision handling code doesn't like timesteps much
smaller than that. Ideally we should do physics in 60fps (or even 30fps)
steps and use prediction and interpolation to get more, but that's not
straight forward and needs a fixed timestep loop to lock physics and
logic together.
12 years ago
Chris Robinson
0e56b2facb
Merge remote-tracking branch 'zini/master' into physics
12 years ago
Chris Robinson
d9040df9d6
Increase the max number of physics iterations
...
Should help with highly tessellated collision meshes with high
framerates.
12 years ago
scrawl
ecf7786d11
terrain_num_lights was removed
12 years ago
scrawl
fa76d1631b
Some terrain fixes
12 years ago
scrawl
0545622f5a
Fix werewolf state not getting completely reset when starting a new game
12 years ago
Chris Robinson
a993af53e7
Merge remote-tracking branch 'zini/master' into physics
12 years ago
Chris Robinson
a17997a973
Continually add bits of input velocity to inertia when falling
12 years ago
scrawl
8c8653160d
Crash fix, material fix
12 years ago
scrawl
13afcc9324
Don't link to OgreTerrain
12 years ago
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
12 years ago
Chris Robinson
d727b15580
Fix tracing down
12 years ago
Chris Robinson
394fc75697
Clean up the trace struct
12 years ago
Chris Robinson
b351109649
Get rid of the old newtrace method
12 years ago
Chris Robinson
14acacf401
Use a better method to do actor physics traces
12 years ago
Chris Robinson
76b812f75f
Improve actor movement collision handling
12 years ago
Chris Robinson
584eec3743
Store the object class in the LiveCellRef
12 years ago
scrawl
e27437f8ed
New terrain renderer - improvements:
...
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
12 years ago
Chris Robinson
cf6e3ab933
Fix a potential divide-by-zero
12 years ago
Chris Robinson
dca599b8c5
Add NPC landing sounds for soundgen keys
12 years ago
Chris Robinson
2ec39f3622
Don't start the jump animation until after the actor is airborn
...
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
12 years ago
Chris Robinson
ac3d3df9fc
Implement jumping animations
12 years ago
Chris Robinson
48e594b7c4
Improve stepping down when starting on the ground
12 years ago
Chris Robinson
3ca4d54bf9
Better handle animations with a 0-length loop
12 years ago
Chris Robinson
1aa92067c2
Fix tracing down
12 years ago
Chris Robinson
6e9f15793d
Implement a jumping state
12 years ago
Chris Robinson
7770203dff
Some physics cleanup
...
Gets rid of some unneeded/unused variables, and halves the 'on ground'
offset.
12 years ago
Chris Robinson
b0f8045c72
Improve mid-air control
12 years ago
Chris Robinson
8c3564326e
Improve movement inertia
...
Handles all 3 axis. Incoming velocity is only added to inertia when
leaving the ground, and does not continually add to it.
12 years ago
Chris Robinson
9d56e2d86d
Apply movement by queueing it to do later
12 years ago
Chris Robinson
96bab88da6
Add physics methods to queue and apply movements
12 years ago
Chris Robinson
0481e64b02
Fix tracing down
12 years ago
Chris Robinson
8bcce0fb55
Clean up the trace struct
12 years ago
Chris Robinson
62c7b3698d
Get rid of the old newtrace method
12 years ago
Chris Robinson
65ce3c6ba5
Use a better method to do actor physics traces
12 years ago
Chris Robinson
d82f54c771
Improve actor movement collision handling
12 years ago
Chris Robinson
21121d5ba5
Store the object class in the LiveCellRef
12 years ago
Chris Robinson
08d1d486a4
Merge remote-tracking branch 'zini/master' into ptr-improvements
12 years ago
Marc Zinnschlag
d122699b2f
and another fix for the same issue :(
12 years ago
Chris Robinson
58481ec7c3
Merge remote-tracking branch 'zini/master' into ptr-improvements
12 years ago
Marc Zinnschlag
7b4d8afde7
fix to previous commit
12 years ago
Chris Robinson
fdbf09ed40
Merge remote-tracking branch 'zini/master' into ptr-improvements
...
Conflicts:
apps/openmw/mwworld/containerstore.cpp
12 years ago
Marc Zinnschlag
e94fcce622
accessing references via their ID now also works for references in containers in active cells
12 years ago
Chris Robinson
2853b56ed5
Throw an exception when trying to get an empty Ptr's type
12 years ago
Chris Robinson
0f2b2ff1ce
Small header cleanup
12 years ago
Chris Robinson
86f2cd5848
Use dynamic_cast to get the LiveCellRef
12 years ago
Chris Robinson
48c07fbd98
Remove some unnecessary fields from Ptr
12 years ago
Chris Robinson
74f855e948
Move common LiveCellRef fields to the base class
12 years ago
Chris Robinson
11166a1a17
Don't store the type name string in the Ptr
...
This should get rid of all heap allocations caused by constructing or copying
Ptr objects.
12 years ago
Chris Robinson
b6d2888c48
Avoid using boost::any in MWWorld::Ptr
...
Reduces dependency on Boost, and should improve performance a bit when
copying or constructing Ptr objects.
12 years ago
Marc Zinnschlag
aee0336780
Merge remote-tracking branch 'kcat/script-functions'
12 years ago
Chris Robinson
73437dfdca
GetEffect can accept an effect ID string as well
12 years ago
Chris Robinson
c1dfa980bf
Combine ShowVarsImplicit and ShowVarsExplicit
...
Also removes an unnecessary else statement
12 years ago
Marc Zinnschlag
e2e76147c8
Merge remote-tracking branch 'potatoesmaster/magic'
12 years ago
Chris Robinson
30973352e8
Implement ShowVars (SV) console function
12 years ago
Chris Robinson
2353ac1739
Properly implement SetWerewolfAcrobatics
12 years ago
Emanuel Guevel
ad3646cb15
Fix spell icons displayed when effect ended
12 years ago
Emanuel Guevel
a47c76001c
Apply trap magic effects
12 years ago
Emanuel Guevel
37ea0f3fb9
Display refusal message when weapon/magic icons are clicked as werewolf
12 years ago
Emanuel Guevel
997f37700d
Display HUD icons for hidden windows
12 years ago
Emanuel Guevel
c27c33f542
Fix pinned windows hiding
...
They were always displayed in console mode and in game (even if they
were force hidden).
12 years ago
Chris Robinson
6fd4cdb5fb
Play randomized werewolf sounds
12 years ago
Chris Robinson
00d6690b4d
Ignore encumbrance in werewolf form
...
According to UESP, inventory weight is ignored. Not sure if this
includes feather and burden effects.
12 years ago
Chris Robinson
180f0d0fe9
Restart from the loop point if replaying the same animation
12 years ago
Chris Robinson
5968165de0
Merge remote-tracking branch 'zini/master' into werewolf
...
Conflicts:
apps/openmw/mwgui/windowmanagerimp.cpp
12 years ago
Chris Robinson
a28c36de17
Don't count as running if not actually moving along (local) X/Y
12 years ago
Chris Robinson
c2d8eb377f
Play some appropriate sounds in werewolf form
12 years ago
Chris Robinson
db1036e5e5
Handle SetWerewolfAcrobatics
12 years ago
Chris Robinson
ae183cb3e4
Handle werewolf stats
12 years ago
Chris Robinson
72a399054f
Don't assume only players activate doors
12 years ago
Chris Robinson
46bc7bd9c8
Some cleanup since NpcStats is now also CreatureStats
...
This isn't a thorough cleaning, so keep an eye out for more
12 years ago
Marc Zinnschlag
fb0b57efaa
Merge remote-tracking branch 'vorenon/bug876'
12 years ago
Chris Robinson
75b6515915
Inherit NpcStats from CreatureStats
12 years ago
Chris Robinson
89c7f5bc70
Handle object activation as a werewolf
12 years ago
Chris Robinson
6110a0ee3b
Don't allow resting as a werewolf
12 years ago
Chris Robinson
75131e6a48
Rebuild the actor after switching between werewolf forms
12 years ago
Chris Robinson
5fbfce6d1e
Don't show WerewolfRobe objects in the inventory
...
Pretty ugly hard-coding, but this is likely what vanilla does since it
has no option to mark clothes or armor as unplayable like Oblivion does.
12 years ago
Chris Robinson
d77d60cbc2
Remove an unneeded forceUpdate method
12 years ago
vorenon
a718a62ef5
Fix for bug 876
12 years ago
PLkolek
86020ad94d
Added underwater and drowning sounds.
12 years ago
Chris Robinson
e3d5a1b38d
Dialog function 72 is not player-specific
...
It's used to force any NPC in werewolf form to play the appropriate
growls for combat.
12 years ago
Chris Robinson
960ea3d96c
Add/remove a WerewolfRobe when werewolf form is toggled
12 years ago
Chris Robinson
3cff7b1e42
Don't assume icons have a period in their filename
12 years ago
Chris Robinson
1f6055d54b
Don't try to apply body skins for werewolves
...
They instead use a hidden WerewolfRobe object for their body
12 years ago
Chris Robinson
946ca7f931
Return the appropriate name for werewolf NPCs
12 years ago
Chris Robinson
dfdd2dc308
Handle swimleft and swimright soundgen keys
12 years ago
Chris Robinson
109df46590
Fix werewolf claw damage multiplier
12 years ago
Chris Robinson
9694b18d1b
Update part skeletons immediately when added
12 years ago
Chris Robinson
f73578a832
Remove unnecessary mBodyPrefix field
12 years ago
Chris Robinson
5051544144
Remove some duplicate code
12 years ago
Chris Robinson
ceed2e30b8
Handle NPCs being a werewolf in NpcAnimation
...
Note that the body mesh comes from having a WerewolfRobe force-equipped.
12 years ago
Chris Robinson
5ac82a50b7
Remove unused function
12 years ago
Marc Zinnschlag
e9521dc8f1
Merge remote-tracking branch 'potatoesmaster/pinning'
12 years ago
Emanuel Guevel
1cbfcc3910
Fix HUD weapon icon when turning from werewolf to normal
...
The werewolf hand icon remained until the inventory menu was opened.
12 years ago
Chris Robinson
2bac4566c0
Merge remote-tracking branch 'PotatoesMaster/werewolf' into werewolf
...
Conflicts:
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwscript/statsextensions.cpp
12 years ago
Chris Robinson
4985e17865
Fix werewolf claw damage multiplier
12 years ago
Chris Robinson
4641737fc4
Update part skeletons immediately when added
12 years ago
Chris Robinson
dc0360b1f6
Remove unnecessary mBodyPrefix field
12 years ago
Chris Robinson
0f52ed9a9b
Remove some duplicate code
12 years ago
Chris Robinson
deee14ccfd
Handle NPCs being a werewolf in NpcAnimation
...
Note that the body mesh comes from having a WerewolfRobe force-equipped.
12 years ago
Chris Robinson
ab44cd63a1
Remove unused function
12 years ago
Emanuel Guevel
b2e5e8dd0d
Saner inventory window pinning/hiding
...
Hide inventory window pin button in container, companion and barter mode.
Restore the pinned inventory window position when exiting these modes.
Allow toggling windows visibility in inventory mode only.
12 years ago
Alex
b9579e085f
cleanup
12 years ago
Alex
a0931b01fe
Merge branch 'master' of https://github.com/zinnschlag/openmw into compiler-reorg
12 years ago
Alex
c3ca5b7c32
mild cleanup
12 years ago
PLkolek
8f4506f5b6
Implemented drowning.
...
Currently no visual effects on losing health, the breathing sound doesn't change (we don't have one),
the breath bar doesn't turn red when no breath left and it doesn't pulse from black to red.
12 years ago
Emanuel Guevel
48d2554ac3
Auto-equip when items are added to the inventory
...
We limit that to armor pieces and clothing items.
No auto-equiping for the player nor werewolves.
12 years ago
Emanuel Guevel
e0d0cdd18a
Do not auto-equip items continuously
...
This was called every couple of frames.
12 years ago
Chris Robinson
076e7d8e16
Make insertBegin internal
12 years ago
Chris Robinson
2b2101958d
Destroy the scene node we create
12 years ago
Chris Robinson
0458fd5531
Remove unused/unneeded parameters
12 years ago
Emanuel Guevel
fd0a159a64
MWScript: update first unused opcode number
12 years ago
Emanuel Guevel
47b8a31317
Fixes suggested by KittyCat
12 years ago
Marc Zinnschlag
932fffd1a7
Merge remote-tracking branch 'kcat/light-objects'
12 years ago
Chris Robinson
b4b095ca72
Don't try to get the center of a null bounding box
12 years ago
Chris Robinson
80d271aeb1
Remove unused stuff
12 years ago
Chris Robinson
3555476dfd
Use Animation-derived objects for generic objects
12 years ago
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
12 years ago
Chris Robinson
48784c7e2f
Use for_each and functors to avoid some for loops
12 years ago
Chris Robinson
de95926e9f
Use controllers to animate lights in ObjectLists
12 years ago
Chris Robinson
8984d8f8ee
Use a map to simplify NPC part referencing
12 years ago
Chris Robinson
e976bb16c5
Add a light for torches
12 years ago
Chris Robinson
57fb065a86
Add Ogre::Light objects to the object list
...
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
12 years ago
Chris Robinson
a9cc3a2844
Ensure a valid CellStore for Ptr::isInCell
12 years ago
Chris Robinson
1f436f9886
Render torches
12 years ago
Chris Robinson
8f69c51b24
Avoid some unnecessary references
12 years ago
Chris Robinson
2c03fec4bb
Use the fatigue term for jumping
12 years ago
Chris Robinson
eab4e09566
Handle the pick/probe in the character controller
12 years ago
scrawl
3f7daa4884
Forgot to change initTerrainTextures
12 years ago
Alex
de1f423bd7
initial move of script opcodes and registerExtensions functions to components/compiler
12 years ago
scrawl
76e538c22a
Unused variable fix
12 years ago
scrawl
726c93c365
Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10
12 years ago
Marc Zinnschlag
03af7175dd
Merge remote-tracking branch 'potatoesmaster/bug-839'
12 years ago
Emanuel Guevel
c59ad62c57
Fix UndoWerewolf script instruction
12 years ago
Emanuel Guevel
5188a1c2cd
Implement script instructions Become/UndoWerewolf
12 years ago
Emanuel Guevel
20d40c4368
Implement MWWorld::World::setWerewolf()
12 years ago
Emanuel Guevel
aa563e947e
Implement MWWorld::InventoryStore::unequipAll()
12 years ago
Emanuel Guevel
ddc92d1fbd
Set appropriate weapon icon when player is a werewolf
12 years ago
Emanuel Guevel
d054366460
Permit to force hiding GUI windows
12 years ago
scrawl
4caac0d859
Fix idle animations repeating
12 years ago
vorenon
76a1abe9fa
Don't allow the use of the "jump" key while sneaking - Update
12 years ago
vorenon
56cb36caf1
Don't allow the use of the "jump" key while sneaking
12 years ago
Emanuel Guevel
71da2f0a12
Do not allow magic/combat stance unless magic/inventory window are accessible
12 years ago