Commit Graph

147 Commits (1cfc1f9bdb32618d46acbd72f26f138f7a7473c0)

Author SHA1 Message Date
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
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
(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()
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)
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
[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.
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.
Using old velocity seems awkward,
probably a copypaste/refactoring bug.
8 years ago
logzero e58de5e410 Remove superfluous velocity reflection in movement solver.
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
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.
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