Andrei Kortunov
bc82dbbd1b
Do not try to find missing animated collision shape again and again
7 years ago
Bret Curtis
61c969e970
Merge branch 'master' into hitboxfix
7 years ago
Andrei Kortunov
bde1d07d4e
Use hitboxes and focused object for touch spells (bug #3374 )
7 years ago
Andrei Kortunov
f5dc9f0162
Use hitbox cone only as fallback
7 years ago
scrawl
99ffaafe30
Revert "Merge pull request #1701 from akortunov/standfix"
...
This reverts commit da47fc79f5
, reversing
changes made to 7324bd368f
.
7 years ago
Andrei Kortunov
f8655d2425
Use actor's physics position as a ray origin in tracer
7 years ago
Capostrophic
e32f38b939
Allow jumping when you're stuck on a slope ( fixes #4221 )
7 years ago
Andrei Kortunov
3636cf2015
Do not apply queue movement for standing actors
7 years ago
elsid
26df0e6ebd
Remove duplicated include
7 years ago
Bret Curtis
c3c3fbc68e
overriden -> overridden
7 years ago
Miloslav Číž
03401bb5df
remove redundant condition
7 years ago
scrawl
03554b2f4b
Fix some style issues flagged by cppcheck
7 years ago
scrawl
64d02f577e
Fix missing null check
7 years ago
Andrei Kortunov
62177ebb30
Move physics framerate from setting to environment variable
7 years ago
Andrei Kortunov
6062cd4b9c
Make physics framerate configurable
7 years ago
scrawl
fcb815f2c7
Move fall height reset into PhysicsSystem ( Fixes #4049 )
...
To avoid using onGround before it's actually set.
7 years ago
scrawl
a8005c33d9
Revert unintended change to mOnGround variable that was somehow introduced with 38a2de3c51
7 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
Allofich
ff3e307059
Pass parameters by const reference
8 years ago
Allofich
e87d2aa1af
Remove unused function
8 years ago
Allofich
c655875584
Change mWaterEnabled from float to bool
8 years ago
scrawl
0fc465da59
Store the min/max height in LandData
8 years ago
scrawl
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
8 years ago
scrawl
29556a1802
More consistent wording of errors/warnings
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A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.
An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.
The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.
Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl
0772a03e98
Print the object ID that animateCollisionShapes did not find the node for
8 years ago
MiroslavR
498a3d450b
Fix actors colliding with noclipping player
8 years ago
scrawl
a55604c549
Avoid unnecessary AABB update when actor position has not changed
8 years ago
scrawl
fb073e5c14
Avoid unnecessary AABB update for rotationally invariant collision shapes
8 years ago
scrawl
5198fc897d
Fix collision glitch caused by Bullet AABB not being updated when an actor moves without turning
8 years ago
scrawl
b9740fd2a1
Fix btHeightFieldTerrainShape triangle layout to match rendering
8 years ago
Allofich
6b53541571
Prevent AI actors from hitting unintended targets
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(Fixes #3254 )
8 years ago
scrawl
f2d4f290cc
traceDown fix
8 years ago
scrawl
6ecc008813
Fix an issue uncovered by the last commit related to changing actor position without properly moving the actor
8 years ago
scrawl
cf7b0098ed
Slightly increase backoff value
8 years ago
scrawl
b3d5c2bd7f
Use the actor's collision shape in findGround()
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The cylinder base is no longer appropriate as of the change to capsules.
This also works around a bug when tracing a small cylinder/box shape apparently introduced with bullet 2.86.
8 years ago
scrawl
35bb467c7a
Fix inverted setting of variable
8 years ago
scrawl
91939c4687
Switch actors to capsule shapes now that the jumping bug is gone ( Fixes #2116 , Fixes #2909 )
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The culprit was - surprise, surprise - d39d4f2619
8 years ago
scrawl
03aa270551
Construct PhysicActor as on ground by default to avoid a jumping animation from playing in the first frame after a savegame load
8 years ago
scrawl
d39d4f2619
Revert a problematic and performance costly workaround that should never have been applied and is no longer required as of the last commit.
8 years ago
scrawl
541fbb4792
Movement solver: add usage of 'on slope' flag to improve handling of steep slopes
...
Previously we were handling 'on slope' synonymously with 'in air' which caused some odd effects.
Practical changes:
- Sliding down a slope no longer applies fall damage.
- Fixed a climbing exploit that would allow climbing steep slopes with repeated use of the Jump function.
8 years ago
scrawl
708009eac4
Merge pull request #1158 from logzero/move3
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[RFC] Movement solver experiments
8 years ago
logzero
dbf0fa6766
Skip stepping if movement tracer hits actor.
8 years ago
logzero
a5360483bb
Back off slightly when we are touching something.
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This can reduce the amount of movement solver failures significantly.
I've observed a drop of 8 iteration cases by almost factor of ten.
8 years ago
logzero
00f3bfba27
Use tracer hit height to skip stepping up in movement solver.
8 years ago
logzero
ab1724d3db
Compare new velocity to the original velocity.
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Using old velocity seems awkward,
probably a copypaste/refactoring bug.
8 years ago
logzero
e58de5e410
Remove superfluous velocity reflection in movement solver.
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The slide projection negates the reflection effect.
Just to be sure I've compared the resulting vectors
with and without reflection at runtime.
8 years ago
scrawl
cf496287f7
Silence static analysis warnings
8 years ago
logzero
50fd913058
Refactor stepMove function into a Stepper object
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to be able to reuse up stepper results
for successive movement solver iterations.
This can reduce the number of convex casts
almost by half in some cases.
8 years ago
logzero
4f6e65e481
Apply sliding upward check to new velocity.
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This helps to capture the case where new velocity
only differs in the z component (normal pointing up).
TODO: Find a better way to handle the normal pointing up case.
8 years ago
logzero
0b08802910
Integrate MinStep move attempt into stepMove.
...
This can save 1 to 3 convex casts per iteration.
8 years ago