Commit Graph

157 Commits (1f2349ef6e82b7b1b82e1de6db2776e2043fb18d)

Author SHA1 Message Date
David Cernat a6c6db89fc [Client] Send object packets when scripts use PlaceItem/PlaceItemCell 6 years ago
David Cernat d9bc1abf48 [Client] Don't send ObjectScale packets if not logged in 6 years ago
David Cernat d9dd7073cf [General] Send certain packets only when logged in
Previously, client mods adding packet-sending scripts to the spawn area made clients send the associated packets as soon as they inputted their character name when joining a server using those mods. This made the clients either get disconnected for not replying to a handshake first, or it made them get kicked for sending object packets that are disallowed for players who are not logged in.

To fix this, LocalPlayer's hasFinishedCharGen() has been replaced with isLoggedIn(), because the former was already returning true when players inputted their names.
6 years ago
David Cernat 36ac2d9de4 [Client] Set packetOrigin for all ObjectList packets sent 7 years ago
David Cernat 59a56ca35e [Client] Disallow clients from scaling their associated players
Additionally, display messages when trying to scale players.
7 years ago
David Cernat 8d9fde810e [Client] Disable clientside scaling of objects 7 years ago
David Cernat 2a3c74bfcc Merge pull request #447 from OpenMW/master while resolving conflicts
# Conflicts:
#	README.md
7 years ago
Andrei Kortunov 24863f620b RotateWorld: rotate around world axis (bug #4426) 7 years ago
David Cernat 78234f9071 [General] Rename Event into ObjectList & WorldObject into BaseObject 7 years ago
David Cernat 7db74509e0 Merge pull request #412 from OpenMW/master while resolving conflicts
# Conflicts:
#	apps/openmw/mwscript/transformationextensions.cpp
7 years ago
Capostrophic 37dc3200d1 Inherit the calling object scale in PlaceAt (fixes #4308) 7 years ago
David Cernat 029dfc56ba [General] Implement player scale as part of PlayerShapeshift 7 years ago
David Cernat 595bc5a152 [Client] Only send ObjectScale packets when scale actually changes 7 years ago
David Cernat ecb0ad0d77 Merge pull request #359 from OpenMW/master while resolving conflicts
# Conflicts:
#	.travis.yml
7 years ago
Andrei Kortunov ba46473038 Do not skip weather transitions from SetPos script command (bug #3603) 7 years ago
Andrei Kortunov c908ad2fba Do not allow to place actors underground via SetPos (bug #3783) 7 years ago
David Cernat 056d54e9f7 [Client] Only send ObjectScale packets for objects located in cells 7 years ago
David Cernat 4e5c8873e0 [General] Use ObjectSpawn instead of ObjectPlace for actors 8 years ago
David Cernat 97768be14b [Client] Send ObjectPlace packet for random creatures interrupting rest 8 years ago
David Cernat dcc61a095a [Client] Allow multiple WorldObjects to be added to a WorldEvent 8 years ago
David Cernat a82646a130 [Client] Delineate tes3mp-only code more clearly, part 2 8 years ago
David Cernat 9759764699 [Client] Clean up getting and resetting of WorldEvent 8 years ago
David Cernat 4abe295a80 [Client] Simplify sending of world packets by adding WorldEvent methods 8 years ago
David Cernat 8b8c01f389 [General] Make ID_OBJECT_PLACE take effect only when sent back by server 8 years ago
David Cernat 2bd81c3de0 [Client] Use mpNum for every WorldObject 8 years ago
David Cernat e5cf632e1d [Client] Stop creating new reference numbers for placed/spawned objects 8 years ago
Koncord 690211ad99 [General] Extract BaseEvent & BasePlayer from packets to functions
Move Send and Read functions to BasePacket
8 years ago
David Cernat df051a777a Merge pull request #181 from OpenMW/master
Add OpenMW commits up to 4 Mar 2017
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
Koncord cea1425db1 [Client] Remove redundant newlines & keep ~120 columns 8 years ago
David Cernat a58601fb2b [Client] Delineate tes3mp-only code more clearly, part 1 8 years ago
David Cernat ed2176c984 [Client] Reuse 1 BaseEvent over and over instead of creating new ones 8 years ago
David Cernat e703dd42aa [Client] Rename LocalEvent into WorldEvent 8 years ago
David Cernat ecc456fea9 [General] Include charge int in WorldObject & send it w/ ID_OBJECT_PLACE 8 years ago
Koncord f78c749981 [Client] Use "NULL" instead "nullptr"
nullptr keyword introduced in C++11
8 years ago
David Cernat 703f253712 [Client] Delete new LocalEvents after sending them 8 years ago
David Cernat 9f1e491a75 [General] Make WorldEvents store information about multiple objects 8 years ago
David Cernat 624b85347a [Client] Create LocalEvent class and use it instead of WorldEvent 8 years ago
Koncord 804259b2c9 Change some printf to LOG_MESSAGE_SIMPLE
printf is not streamed to files
8 years ago
Koncord 536715cf46 Cleanup tes3mp headers 8 years ago
David Cernat fa9d6e810e Use lowerCamelCase in tes3mp client function names like OpenMW does 8 years ago
David Cernat 41504bd02a Use more accurate position for ID_OBJECT_PLACE 8 years ago
David Cernat a4647de048 Break away from OpenMW by giving RefNum indexes to new created objects 8 years ago
David Cernat 180aa3f2f3 Send item count ID_WORLD_OBJECT_PLACE 8 years ago
David Cernat e7ebeb8eec Stop sending ID_OBJECT_MOVE and ID_OBJECT_ROTATE from scripts, because it clashes with syncing script variable values across players and makes movements and rotations happen twice 8 years ago
David Cernat cc40b85034 Don't send packets for floating objects 8 years ago
David Cernat b1051255e0 Send ID_OBJECT_ROTATE from ingame scripts 8 years ago
David Cernat 54ed9a7ab4 Implement ID_OBJECT_MOVE and send it from ingame scripts 8 years ago
David Cernat c25ebc34b3 Shorten WorldPacket IDs by removing WORLD from them 8 years ago
David Cernat 7264f13b8e Implement ID_WORLD_OBJECT_SCALE and send it from ingame scripts 8 years ago