logzero
25a0219e4d
Use cosine of max slope angle for walkable slope checks in movement solver.
8 years ago
logzero
561e0cbbf9
Use squared length for distance checks in movement solver.
8 years ago
scrawl
6140768783
Enable waterCollision after moving the player above water ( Fixes #3672 )
8 years ago
scrawl
913a8fe1bd
Merge pull request #1160 from Aussiemon/actorupdatecollision
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[Do not merge yet] Added check before attempting to remove actor's collision object
8 years ago
Aussiemon
b794aa7c2f
Helper methods for updateCollisionMask(), prevent water collision being removed twice, remove Bullet 2.8.5 methods
8 years ago
Leon Krieg
739cd5ba45
Fixed more spelling mistakes
8 years ago
Aussiemon
7c2a088b34
Added check before removing water collision object from world
8 years ago
Aussiemon
e30dfb13d3
Added check before attempting to remove actor's collision object from world
8 years ago
scrawl
e0afd6d0f7
Movement solver: performance improvement for the minimum stepping distance check, no need to waste time doing a second stepMove if we did not hit a slope or the step was already large enough to begin with.
8 years ago
ShadowRadiance
354a89e3bc
Slowfall now reduces momentum based on magnitude when jumping
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(Allows Constant Effect Slowfall to work as in MW)
8 years ago
Allofich
0e429ae41d
Make water walking mechanics closer to original MW
8 years ago
Assumeru
05cc258ed3
Start trace from collision object origin
8 years ago
Assumeru
99bc4f733f
Trace up to waterlevel + halfextent
8 years ago
Assumeru
25d64989b3
Check if the actor still exists /first/
8 years ago
Assumeru
a72cd896ca
Move actors out of the water if there's room for them. Fixes #1138
8 years ago
scrawl
5ccbabc27d
Fix build against bullet with profiler disabled ( Fixes #3592 )
8 years ago
scrawl
0209c70583
Improve performance by skipping update if transform is unchanged
9 years ago
scrawl
4751e0e953
Improve performance of animateCollisionShapes by caching the node path
9 years ago
scrawl
8a4722cb84
Revert "animateCollisionShape checks if the shape is really animated"
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This reverts commit cbf344663f
.
Doesn't work correctly because the Animation delays the assignment of the UpdateCallbacks until the animation starts. The commit broke the animation of in_dagoth_bridge00
9 years ago
scrawl
693d3cea4a
Float to surface fix
9 years ago
Daniel Pettersson
943d9d97dc
Slowfall now stops momentum when jumping
9 years ago
scrawl
d487007167
Remove debug code
9 years ago
scrawl
e396e6f2ea
Adjust the eye level for line of sight checks ( Fixes #3407 )
9 years ago
scrawl
d840c7d5eb
Slightly tweak the spawn point heuristics
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Fixes an issue with hlaalu building exits
9 years ago
scrawl
5ea7446eeb
Change a dynamic_cast to static_cast
9 years ago
scrawl
c085e503c6
Pass the btCollisionObject as const
9 years ago
scrawl
910e41e3c4
Allow an Object to be specified as ignore parameter for castRay
9 years ago
scrawl
83a9a164bc
Raise the required bullet version to 2.83
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2.82 appears to have a bug that causes the player to be able to phase through certain objects (bug #1587 ).
9 years ago
scrawl
796a4a795a
Avoid the 'spiral of death'
9 years ago
scrawl
383524c688
Run physics in fixed timesteps, use the remainder to interpolate between current and previous state
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Based on http://gafferongames.com/game-physics/fix-your-timestep/
9 years ago
scrawl
1457a0de78
Use the UnrefQueue to delete BulletShapeInstances
9 years ago
scrawl
3552b3a82c
Don't create a BulletShapeInstance for actors
9 years ago
scrawl
246566cef4
Preload instances in BulletShapeManager
9 years ago
scrawl
6f9ca0f68f
Add basic cell preloader class
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Not properly in use yet, but seems to be working.
9 years ago
scrawl
df57d4bfba
Use a common base class for resource managers
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Implement updateCache to delete unreferenced cached objects when they have not been referenced for a while.
9 years ago
scrawl
dda4273349
Actors that start the game as dead do not float to the surface ( Fixes #3177 )
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This has a minor bug (can you spot it?) that affects the vanilla engine as well, unfortunately not so simple to fix.
9 years ago
scrawl
daa94cc50e
Fix cppcheck warnings
9 years ago
scrawl
5ac226f519
Another collision mask fix
9 years ago
scrawl
16e3699739
Fix collision mask in castSphere
9 years ago
scrawl
2c51e7345f
Use a separate collision type for doors ( Fixes #1962 )
9 years ago
scrawl
a0fb31e3b1
Accept a ConstPtr in getLOS
9 years ago
scrawl
388aed1748
Accept a ConstPtr in findContainer, collision script functions, getUnderwater functions
9 years ago
scrawl
6c505ca06f
Accept a ConstPtr in getHitContact
9 years ago
scrawl
0796f49c17
Accept a ConstPtr in various physics getters
9 years ago
scrawl
795032621c
Use a ConstPtr for the ActorMap and ObjectMap
9 years ago
scrawl
31c3324705
Don't assume the emitter node is a Group ( Fixes #3082 )
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This would be a correct assumption by default, but is no longer true when the NifLoader::optimize() function optimizes the graph.
9 years ago
scrawl
1264651af7
Fix coverity defects
9 years ago
scrawl
3d12b2ca9d
Add NifFileManager to avoid duplicate parsing of the NIFFile in SceneManager and BulletShapeManager.
9 years ago
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
9 years ago
scrawl
43de13fa99
Do not allow resting on lava
9 years ago
scrawl
27617468c8
Fix the collision shape not updating when scaling an object via script
9 years ago
scrawl
cbf344663f
animateCollisionShape checks if the shape is really animated
9 years ago
scrawl
894477849a
Store animated collision objects in a separate container
9 years ago
scrawl
a49058721e
Use a contactTest for collision script functions
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The previous method didn't work for stationary actors. This change fixes the grinder in "Sotha Sil, Dome of Kasia" not registering collisions if the player stands still. (Fixes #1934 )
9 years ago
scrawl
9fce428929
ContactTestResultCallback: do not rely on col1 being the object tested against
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Unsure why, but in some cases col0 and col1 are swapped.
9 years ago
scrawl
3453353091
AiCombat distance check takes into account collision box ( Fixes #1699 )
9 years ago
scrawl
e62470d674
Auto-generate the collision shape for native mesh formats
9 years ago
scrawl
8cf57ef6ac
Move BulletShapeManager and BulletShape to resource/
9 years ago
scrawl
eb2f16d682
Support for loading .osg mesh format
9 years ago
scrawl
f0a1434578
Dead actors underwater will float to the surface
9 years ago
scrawl
66925be440
Partially revert 682f30ef9c
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This change made dead netch fall through the floor, because the animation moves the creature *below* its external collision box.
9 years ago
scrawl
682f30ef9c
Fix incorrect uses of PhysicsSystem::getHalfExtents
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Did not account for translation of collision box (mMeshTranslation in actor.cpp)
9 years ago
scrawl
a5f8ffb83d
aimToTarget: Fix the collision box translation not being taken into account
9 years ago
scrawl
bd9dc58560
Use the correct scale for actor swim height ( Fixes #2833 )
9 years ago
Marc Zinnschlag
96880b4dfe
Merge remote-tracking branch 'scrawl/tabs'
9 years ago
scrawl
c4b5a41ac3
Improve combat AI vertical aiming ( Fixes #1366 , Fixes #1330 )
9 years ago
scrawl
a47617c21f
Fix tab indentations in apps/ and components/
9 years ago
Marc Zinnschlag
a445683312
Merge branch 'mergetool'
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Conflicts:
apps/opencs/CMakeLists.txt
apps/opencs/model/tools/tools.cpp
9 years ago
Marc Zinnschlag
b3fdf92d2b
more const-ness fixes
9 years ago
dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
10 years ago
scrawl
a44be148d8
Fix door collisions
10 years ago
scrawl
712cef36b0
Minor cleanup
10 years ago
scrawl
f511cb08ff
Compatibility with bullet versions < 2.81
10 years ago
scrawl
16e080e252
Fix the physics debug drawer lagging a frame behind
10 years ago
scrawl
1fd48e6f81
Fix not being able to move during ashstorm
10 years ago
scrawl
4bb3cbf0fb
Remove last remains of Ogre
10 years ago
scrawl
de8e5f0db1
Restore projectiles
10 years ago
scrawl
bed31996c9
Camera raycast
10 years ago
scrawl
f88079fddd
Restore the isOnGround hack
10 years ago
scrawl
ccd95419e5
Restore various raycasting
10 years ago
scrawl
71bafcb52b
Restore head tracking
10 years ago
scrawl
cc3bfe2bb2
Restore collision tracker
10 years ago
scrawl
1f00174c02
Use a btCollisionWorld instead of btDiscreteDynamicsWorld
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Slightly improves performance, since we no longer need to stepSimulation(). We don't use any Dynamics (yet).
10 years ago
scrawl
fe439e53ff
Bullet include cleanup
10 years ago
scrawl
3dcb167066
Map rendering
10 years ago
scrawl
d84990be85
Restore getCollisions
10 years ago
scrawl
da24e298ee
Fix -Wreorder warnings
10 years ago
scrawl
85345e663a
Restore getHitContact
10 years ago
scrawl
cac7c1e535
Restore various physics features
10 years ago
scrawl
6031db7882
Character sliding fix
10 years ago
scrawl
7a3bc69df7
Readded sound listener
10 years ago
scrawl
2bc95df265
Actor collision object placement fix
10 years ago
scrawl
65f0195c71
Readded animated collision shape support
10 years ago
scrawl
19988d5e45
Remove RefData::getHandle
10 years ago
scrawl
47758c11cd
Readded collision objects and movement physics
10 years ago
scrawl
54c1f19c18
Readded height fields
10 years ago
scrawl
c31b416ba1
Move physicssystem to a new mwphysics module
10 years ago