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3024 commits

Author SHA1 Message Date
elsid
1e106013a0
Use navmesh to find wander destination outside pathgrid for ground based actors
Use dtNavMeshQuery::findRandomPointAroundCircle from recastnavigation
2020-01-21 00:01:06 +01:00
elsid
e323e6e7e6
Consider moved distance in direction to destination for obstacle check
Assume actor is stuck when it's not able to move in the destination
direction with maximum speed. Approach to check moved distance from the
previous point doesn't work good for slow and big actors. When they face
obstacle they're trying to move along with oscillation so check is
passing but they don't get any closer to the destination.
2020-01-20 23:46:58 +01:00
Andrei Kortunov
a384104f73 Rework greeting timeouts (bug #5249) 2020-01-11 21:47:08 +04:00
Andrei Kortunov
2bed25a5e8
Merge pull request #2659 from Capostrophic/aitravel
Handle out-of-range actors' travel packages (bug #5212)
2020-01-10 13:32:51 +04:00
capostrophic
fc0f813dcb Add and use 'always active' AI package flag
Update documentation
2020-01-10 12:07:57 +03:00
capostrophic
af2ea477d5 Don't use loops to detect absorb effects 2020-01-09 22:17:01 +03:00
capostrophic
42cc27194b Fix reported spellcasting discrepancies
Make ExplodeSpell behavior closer to Cast behavior (#5242)
Nullify on-self absorb spells in a different way (#5241)
Allow casting permanent spells through Cast/ExplodeSpell
2020-01-09 22:17:01 +03:00
capostrophic
2d87d287ba Handle out-of-range actors' travel packages (#5212) 2020-01-09 14:17:54 +03:00
capostrophic
29c6a8975a Don't combine sneak idle with scripted/wander idles (bug #4284) 2020-01-05 15:09:02 +03:00
Andrei Kortunov
71e1d576cd Allow to enchant multiple projectiles at once (feature #3517) 2019-12-31 21:31:49 +04:00
Andrei Kortunov
30a18c2a66
Merge pull request #2625 from Capostrophic/sneaking
[Regression] Attempt to fix idle state reset again
2019-12-20 14:32:22 +04:00
Andrei Kortunov
97ee4bc349 Improve equipment logic (bug #5223) 2019-12-14 22:30:27 +04:00
Capostrophic
483b37bb3f Disallow resting if the fall height hasn't been reset (bug #4802) 2019-12-12 15:26:02 +03:00
Andrei Kortunov
3d9c42e8ee Cap reputation values (bug #5226) 2019-12-11 08:47:46 +04:00
Capostrophic
86c8fe386b Fix idle state reset 2019-12-03 20:50:57 +03:00
Andrei Kortunov
d0643d266a Do not use fallthrough in switches 2019-11-19 16:10:18 +04:00
Andrei Kortunov
4118b20608 Allow ActionOpen and ActionTalk only for player (bug #5210 2019-11-18 12:41:11 +04:00
Andrei Kortunov
6861d9d5e5
Merge pull request #2510 from elsid/ai_open_door
Open door when it is on the way to a next path point (bug #5073)
2019-11-17 21:21:22 +04:00
Andrei Kortunov
6554130f6f
Merge pull request #2594 from Capostrophic/summonsummon
Minor summoned creature cleanup fixes
2019-11-17 10:47:07 +04:00
Andrei Kortunov
8dbbe42f21 Add missing isNpc() check (bug #5206) 2019-11-17 09:17:03 +04:00
Andrei Kortunov
af41e9acc1 Initialize variables to avoid undefined values 2019-11-13 14:47:29 +04:00
Capostrophic
1097c2cfc4 Minor summoned creature cleanup fixes 2019-11-12 17:50:06 +03:00
Capostrophic
9c78e8cc56 Make sure movement not controlled by animation has valid velocity
Fixes erroneously always normalized movement speed in first person
2019-11-12 17:33:44 +03:00
Andrei Kortunov
6eb8e0cf4d Display magic effects according to research page 2019-11-07 11:05:18 +04:00
Andrei Kortunov
61ab7f3c1e Implement actors movement deceleration (feature #4544) 2019-10-31 14:41:12 +04:00
Capostrophic
ee4fa93bd4 Rework prevent merchant equipping setting again 2019-10-28 01:58:23 +03:00
Andrei Kortunov
15cd305253 Reset idle animation only when play movement animation (bug #5196) 2019-10-27 12:33:28 +04:00
Andrei Kortunov
b27089f7be
Merge pull request #2560 from Capostrophic/geteffect
Fix GetEffect result when running on dead actors
2019-10-26 12:47:58 +04:00
Bret Curtis
afb218fe29
Merge pull request #2564 from Capostrophic/enchant
Remove on-strike enchantment support for ranged weapon types (bug #5190)
2019-10-23 15:11:36 +02:00
Bret Curtis
262d87846c
Merge pull request #2047 from akortunov/holstered_shield
Shields holstering support
2019-10-22 16:46:12 +02:00
Andrei Kortunov
d3a3b2f1f6 Shields holstering support (feature #5193) 2019-10-22 09:02:59 +04:00
Alexei Dobrohotov
5d5ec1cf63
Merge pull request #2550 from elsid/fix_path_rebuild
Fix rebuild path for walking actors (Bug #5181)
2019-10-20 16:05:29 +03:00
Capostrophic
fc7b4d73a8 Remove on-strike enchantment support for ranged weapon types (bug #5190) 2019-10-20 13:34:42 +03:00
Andrei Kortunov
dd781b3da2 Fix OnStrike bows charges (regression #5191) 2019-10-20 10:21:47 +04:00
elsid
e4d0af6a6d
Use z coordinate for path distance when diff by z is greater then actor height 2019-10-19 22:01:32 +02:00
elsid
81832f8e17
Reuse distance functions 2019-10-19 12:51:37 +02:00
Capostrophic
bc5d54a161 Fix GetEffect result when running on dead actors 2019-10-12 19:06:10 +03:00
Andrei Kortunov
31e78ed41f Rework 'prevent merchant equipping' feature 2019-10-12 14:17:03 +04:00
Capostrophic
ce943b4f9e Make enchantments affect all actors with an inventory (bug #5186) 2019-10-11 19:29:12 +03:00
Andrei Kortunov
67bef9a3a1
Merge pull request #2554 from Capostrophic/summon
Make sure summoned creatures are removed upon caster death (#5183)
2019-10-11 20:06:16 +04:00
Capostrophic
e9009f8d10 Make sure summoned creatures are removed upon caster death 2019-10-10 17:57:45 +03:00
Andrei Kortunov
69aceb5c1e Split greetings from AiWander (bug #4594) 2019-10-10 09:28:40 +04:00
Andrei Kortunov
c51aba0b13 Recharge items outside of player's inventory (bug #4077) 2019-10-07 22:59:43 +04:00
elsid
d1d6ba3ed0
Fix rebuild path for walking actors
Ignore z coordinate for not swimming nor flying actors to calculate
distance from actor destination to last path point. If walking actor
destination point is floating above the ground then a point on navmesh
may be too far away when z coordinate is included. In this case path
will be rebuild on each AI_REACTION_TIME.
2019-10-07 20:25:07 +02:00
Andrei Kortunov
2b2f63c919
Merge pull request #2538 from Capostrophic/animation
Use random attack strength if there's no wind up animation (bug #5059)
2019-10-02 08:23:13 +04:00
elsid
7fbc696d44
Change angle direction by rolling dice to avoid rotating door 2019-09-29 13:44:06 +02:00
Capostrophic
4d381d0804 Use random attack strength if there's no wind up anim (bug #5059) 2019-09-24 22:42:04 +03:00
Andrei Kortunov
48aba76ce9 Implement vanilla-style AiActivate (bug #4456) 2019-09-24 09:30:39 +04:00
Alexei Dobrohotov
ac5491b5c2
Merge pull request #2534 from akortunov/toggleview
Improve resurrection handling
2019-09-22 02:02:03 +03:00
Andrei Kortunov
6450d84473 Improve resurrection handling 2019-09-21 20:22:45 +04:00
Capostrophic
7c9a9d7de0 Fix chance none logic for nested levelled lists (bug #5169) 2019-09-21 14:30:38 +03:00
Evil Eye
32de86d114 merge master 2019-09-17 20:31:53 +02:00
Evil Eye
7c8b82f45c move locking behaviour to cellref 2019-09-17 20:30:37 +02:00
Andrei Kortunov
85bb4a76f6 Improve faction items handling (bug #5164) 2019-09-17 19:09:08 +04:00
Andrei Kortunov
4a6d2cbaff Do not allow player to take items from evidence chests (bug #3609) 2019-09-17 19:08:33 +04:00
elsid
209e33f5ce
Open door when it is on the way to a next path point 2019-09-15 21:16:00 +02:00
elsid
653a391084
Do not open doors when actor has no path
When actor is not going anywhere it doesn't require to go through doors
so there is no need to open them.
2019-09-15 21:12:33 +02:00
elsid
d4b7b3e999
Check for AiPackage type before find nearby door 2019-09-15 21:12:29 +02:00
Capostrophic
6b74630f6e Preparation work
Phase out canBeActivated() to unify activation checks
Use getName() for the name caption in tooltips
Always use tooltips for non-activator objects
Invert hasTooltip default value
2019-09-10 23:38:16 +03:00
Evil Eye
a86a8ecc0e Allow locking/picking just about everything 2019-09-10 21:53:26 +02:00
Evil Eye
56b6a7ada4 Fix #5155 2019-09-09 22:29:59 +02:00
Andrei Kortunov
d58f93f388 Use sayDone() only for scripting backward compatibility 2019-09-06 09:19:41 +04:00
Andrei Kortunov
c9deb1b325 Generate sCrimeMessageReport only once per frame (bug #5012) 2019-09-05 20:16:03 +04:00
Capostrophic
c89c14bb68 Rename objectOpened() to make its role more clear 2019-09-05 17:36:49 +03:00
Capostrophic
8317dc0709 Make sure failed pick/trap attempts are a crime (bug #5149) 2019-09-05 17:29:49 +03:00
Alexei Dobrohotov
2daecc633e
Revert Vampirism behavior upon death to 0.45.0-like state
Until we figure out the better way to handle vampire stuff tangled together with post-death animation magic effect reset.
2019-09-04 16:42:34 +03:00
Andrei Kortunov
b6044d231a Handle death event manually before disposing a corpse if a death animation was not finished yet (feature #5146) 2019-08-27 22:42:41 +04:00
elsid
16170131b7
Add enum type for door state 2019-08-25 15:21:00 +02:00
Andrei Kortunov
bd18655d23
Merge pull request #2439 from Capostrophic/jumping
Fix jumping mechanics framerate dependency (bug #4991)
2019-08-18 10:57:11 +04:00
Andrei Kortunov
ed8828d3bc
Merge pull request #2457 from Capostrophic/sneak
Sneaking consistency fixes (bug #5103)
2019-08-18 08:57:22 +04:00
elsid
ad05de44ae
Use 3d coordinates to detect stuck
To able water and flying creatures move to player going up or down.
2019-08-17 18:09:00 +02:00
elsid
7b94183d83
Revert "Take in account actor half extents for obstacle check"
This reverts commit 5434e92437.
2019-08-17 17:55:49 +02:00
Andrei Kortunov
f7917964a0
Merge pull request #2484 from Capostrophic/fallbackanim
Allow SwimRunForward state WalkForward fallback (bug #5126)
2019-08-17 12:45:25 +04:00
Andrei Kortunov
0afb142b8e [Regression] restore ammo inventory sounds 2019-08-16 21:56:14 +04:00
capostrophic
99710e8f55 Allow SwimRunForward state WalkForward fallback (bug #5126) 2019-08-16 20:46:22 +03:00
Andrei Kortunov
6019f6507d Corrections for extended weapon animations feature 2019-08-10 20:57:37 +04:00
Andrei Kortunov
b09f0f8c2d
Merge pull request #2458 from Capostrophic/jump
Don't "jump" with 0 vertical velocity in all cases (bug #5106)
2019-08-09 21:03:24 +04:00
Alexei Dobrohotov
307e9ba666
Merge pull request #2413 from akortunov/weapon
Refactor weapon types behaviour
2019-08-09 20:02:10 +03:00
capostrophic
a9c4b18d38 Make sure cast chance checks mana when necessary (bug #5112) 2019-08-09 19:27:25 +03:00
Andrei Kortunov
134631ad72
Merge pull request #2463 from Capostrophic/crit
Vanilla-friendly ranged crits (bug #5067)
2019-08-09 20:23:56 +04:00
Andrei Kortunov
fcd6e915d4 Fallback for long animation groups 2019-08-09 19:40:30 +04:00
Andrei Kortunov
123ca175c8 Fallback for short weapon groups 2019-08-09 19:40:30 +04:00
Andrei Kortunov
afaff8231d Use the Weapon Bone as fallback 2019-08-09 19:40:30 +04:00
Andrei Kortunov
f0cef772fa Refactor weapon types behaviour
1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
2019-08-09 19:40:27 +04:00
Andrei Kortunov
07cf93f4db Update weapon state when we cancel attack animation (bug #5124) 2019-08-09 09:17:36 +04:00
capostrophic
cac05ef826 Sneaking consistency fixes (bug #5103)
Correct pickpocketing behavior when not actually sneaking
Fix first person swimming animation regression when sneaking stance is on
Move typical sneaking use case checks into mechanics manager
Correct awareness checks
2019-08-05 20:22:03 +03:00
Andrei Kortunov
ad8b10c8db
Merge pull request #2464 from Capostrophic/enchant
Ignore on-strike enchanted projectile charge (#5104)
2019-08-05 11:32:16 +04:00
elsid
6c46d929c2
Build path to first pathgrid node by navmesh 2019-08-03 16:10:55 +02:00
elsid
f684c90932
Make angular velocity depending on actor speed
To avoid moving in circles for actors with high speed.
2019-08-03 16:06:04 +02:00
capostrophic
f8c07ca9dc Don't "jump" with 0 vertical velocity in all cases (bug #5106) 2019-08-02 18:16:47 +03:00
capostrophic
e9c71a3808 Ignore on-strike enchanted projectile charge (#5104) 2019-08-02 18:15:27 +03:00
capostrophic
ff133bd740 Don't clamp final actor fight rating to 0 (bug #5105)
Fix werewolf aggro distance
2019-08-02 18:11:48 +03:00
elsid
4ad04a28f9
Reset path after AiTravel is fast forwarded
Otherwise actor will keep going to the first path point that may be
unreachable.
2019-08-01 15:13:03 +02:00
Artem Nykolenko
610e87cb24 Fix Non-swimming enemies entering water if player is water walking (bug #5099) 2019-08-01 10:02:35 +00:00
capostrophic
e2496af5c5 Vanilla-friendly ranged crits (bug #5067) 2019-07-31 13:55:09 +03:00
Capostrophic
4e54ed86b3 Fix jumping mechanics framerate dependency (bug #4991) 2019-07-29 15:45:57 +03:00
Alexei Dobrohotov
facbb2e0db
[Regression] Make sure unloaded objects can be opened 2019-07-20 00:12:05 +03:00
Andrei Kortunov
69277b52d0
Merge pull request #2451 from Capostrophic/sounds
Fix combat sound inconsistencies (bugs #5092, #5093)
2019-07-19 08:03:33 +04:00
Alexei Dobrohotov
29ebfe709e
Play 'Hand To Hand Hit' only for fatigue damage (bug #5093) 2019-07-14 23:56:38 +03:00
Alexei Dobrohotov
65ee420ab9
Only play on-strike failure sound on the player (bug #5092) 2019-07-14 23:42:42 +03:00
Alexei Dobrohotov
366906ac51
Fix paralyzed actors' death animations 2019-07-12 12:31:10 +03:00
jeremy
962462c1c5 Removed unnecessary calls to stopSound3D
playSound3D (the one taking a ptr) already stops the sound if it's playing.
2019-07-04 22:54:39 +02:00
Alexei Dobrohotov
9dfee1dfe2
Fix invisibility/chameleon alpha (thanks Hrnchamd) 2019-06-30 16:13:11 +03:00
Capostrophic
b8afe14206 Disallow paralyzed actors to greet the player (bug #5074) 2019-06-29 13:31:36 +03:00
Andrei Kortunov
633b8e26ad
Merge pull request #2436 from Capostrophic/enchanting
Correct cast style behavior when there's no item picked (bug #5075)
2019-06-29 13:01:13 +04:00
Capostrophic
cbb22f0f63 Correct cast style behavior when there's no object (bug #5075) 2019-06-28 15:52:37 +03:00
Capostrophic
453068cc7d Disallow actors to start combat with themselves (bug #3550)
Allow creatures to play initial attack dialogue
Don't add combat package to dead actors
2019-06-27 19:50:54 +03:00
Alexei Dobrohotov
3cbe4ab85d
Fix idlestorm blend mask (bugs #4240, #5071) 2019-06-22 23:05:20 +03:00
Capostrophic
df89c6b6ce Make unarmed creature attacks affect shield condition again (bug #5069) 2019-06-20 20:45:52 +03:00
Alexander Perepechko
19b0b056e5 Remove spell FX and VFX after playing the death animation (bug #5060) 2019-06-13 21:42:25 +00:00
Capostrophic
25e52f7dfe Use 2D distance for fight rating of vertically moving actors (bug #4961) 2019-06-05 21:41:02 +03:00
Capostrophic
e7208bb80e Improve face shielding behavior in general case (bug #4240) 2019-05-30 12:16:25 +03:00
Capostrophic
40c1db32bd Apply analogue speed mult to fatigue loss 2019-05-24 12:50:16 +03:00
Andrei Kortunov
e679190f31 Introduce a custom format() function to get rid of boost::format() and hackish replace() 2019-05-20 09:20:01 +04:00
Capostrophic
3f73766304 Make enchanting make more sense (bug #5038) 2019-05-15 18:40:52 +03:00
Andrei Kortunov
7023e86d19
Merge pull request #2388 from Capostrophic/animation
Hardcode the correct first person sneaking anim speed (bug #4787)
2019-05-15 09:02:53 +04:00
Andrei Kortunov
316c79fecd
Merge pull request #2387 from Capostrophic/spells
Don't break GetSpellEffects execution if the spell doesn't exist
2019-05-15 08:55:54 +04:00
Capostrophic
1de984364a Hardcode the correct first person sneaking anim speed (bug #4787) 2019-05-15 01:46:55 +03:00
Capostrophic
5f7343ad7f Don't break GetSpellEffects execution if the spell doesn't exist 2019-05-14 21:24:03 +03:00
Andrei Kortunov
f775f7977b Fix RaiseRank/LowerRank script functions (feature #4316) 2019-05-14 21:43:19 +04:00
Alexei Dobrohotov
bb0c989f87
Clear expelled status when leaving faction 2019-05-13 10:22:03 +03:00
Capostrophic
555e43855d Allow scripted faction leaving using PCLowerRank (feature #5036) 2019-05-12 20:57:54 +03:00
Capostrophic
c67eb6d9db Drop bogus accounting for armor rating from weapon priority 2019-05-11 19:06:45 +03:00
Alexei Dobrohotov
0cea76c684
Merge pull request #2375 from akortunov/warnfix
Do not copy pointers during iteration
2019-05-11 14:10:01 +03:00
Andrei Kortunov
9ba6f5f36c Do not copy pointers during iteration 2019-05-11 09:44:30 +04:00
Capostrophic
9d191055bf Make offered price caps barter-specific (bug #5028) 2019-05-09 21:19:10 +03:00
Andrei Kortunov
7214f24f5c Ignore containers, when we search for owner 2019-05-06 23:06:13 +04:00
Andrei Kortunov
861d41f4a4 Native graphics herbalism support (feature #5010) 2019-05-02 23:03:47 +04:00
Andrei Kortunov
c610a58cf0 Improve reset of idle animations (bug #4847) 2019-04-28 22:28:24 +04:00
Andrei Kortunov
1832f1759d AI: use a consistent check if a target is hidden (bug #4920) 2019-04-28 16:41:10 +04:00
Capostrophic
8abe92fe41 Don't recover normalise speed setting every frame 2019-04-24 16:22:56 +03:00
Capostrophic
34ea9ea813 Add an option to restore MCP-like movement behavior 2019-04-24 16:21:12 +03:00
Capostrophic
f2638b58c1 Tweak object VFX scaling (bug #4989) 2019-04-22 21:27:33 +03:00
Andrei Kortunov
5508e67aad Apply looping particles when adding spell to existing actor (bug #4918) 2019-04-20 09:52:15 +04:00
Alexei Dobrohotov
89a0b2d2d4 Merge branch 'issue-4805' into 'master'
Bug #4805: NPC movement speed calculations do not take race Weight into account

See merge request OpenMW/openmw!89

(cherry picked from commit 98f52fa8ad8d8746786c529373db81f8602135df)

61682570 Bug #4805: NPC movement speed calculations do not take race Weight into account
0c8308bc Revert "Bug #4805: NPC movement speed calculations do not take race Weight into account"
4b43e91f Change to only affect movement speed and not animation speed
a66ae118 Use adjustScale() to adjust movement calculation instead of using race weight
6295eadc Make sure height is also factored into movement speed
fde0ca8b Remove height from movement calculation and factor in cell reference scale
2019-04-17 14:28:49 +00:00
Andrei Kortunov
e534153d00 Use friendly hits only for player's followers (bug #4984) 2019-04-16 17:12:37 +04:00
Andrei Kortunov
6b49ce965b Do not update drowning state for actors outside of AI distance (bug #4980) 2019-04-14 18:09:11 +04:00
Andrei Kortunov
4da21942af Do not use the actors processing range to determine a maximum range of AiTravel (bug #4979) 2019-04-14 17:51:12 +04:00
Alexei Dobrohotov
5b8fc5a151
Merge pull request #2314 from OpenMW/stdc++14
bump from C++11 to C++14
2019-04-12 17:34:18 +03:00
Andrei Kortunov
9b716a2f8d
Merge pull request #2311 from Capostrophic/random
Use dice rolls instead of chance for spell magnitude (bug #4945)
2019-04-12 07:59:38 +04:00
Bret Curtis
2ab7f903d7 make use of std::make_unique to test that MSVC2015 can handle that 2019-04-10 11:09:44 +02:00
Capostrophic
d4c1bd81b6 Use dice rolls instead of chance for spell magnitude (bug #4945) 2019-04-08 20:25:30 +03:00
Andrei Kortunov
14b756a692 Use a generic logging system for RecastNavigation 2019-04-08 20:31:21 +04:00
Alexei Dobrohotov
e9f6c11cc9
Merge pull request #2309 from akortunov/enchant_animations
Add an option to use casting animations for magic items
2019-04-08 18:54:07 +03:00
Andrei Kortunov
0079a6bf05 Correct the Enchant skill progress (bug #4963) 2019-04-08 16:15:19 +04:00
Andrei Kortunov
35facc5cde Add an option to use casting animations for magic items (feature #4962) 2019-04-08 15:41:29 +04:00
Capostrophic
80a65e81dd Only set attack type randomly if "best attack" is on (bug #4942) 2019-03-31 22:20:26 +03:00
Bret Curtis
886c77bced
Merge pull request #2145 from akortunov/rest
Update jail state once instead of for every single hour
2019-03-27 13:14:22 +01:00
elsid
5434e92437
Take in account actor half extents for obstacle check 2019-03-21 23:15:47 +03:00
elsid
1e8bf3846e
Remove unused argument 2019-03-21 23:15:47 +03:00
elsid
287433efa8
Stop walking for water and flying creatures after single stuck 2019-03-21 23:15:47 +03:00
elsid
a65f60e1f1
Build path only by navmesh for wandering near spawn 2019-03-21 23:15:47 +03:00
elsid
ff67a9e233
Build straight path for wandering flying and water creatures 2019-03-21 23:15:47 +03:00
elsid
ebdff5d96e
Check for height map when cast ray for AiWander path 2019-03-21 23:15:47 +03:00
elsid
e033b0c565
Avoid build path through the ground for flying wandering creatures 2019-03-21 23:15:46 +03:00
elsid
e82d65a2c7
Use if-continue to skip build path 2019-03-21 23:15:46 +03:00
Andrei Kortunov
be12d241da Reset current attack during force update (bug #4922) 2019-03-20 12:28:29 +04:00
Bret Curtis
1078708da0
Merge pull request #2235 from akortunov/aifix
[0.45 regression] Fix AI regressions
2019-03-10 11:48:48 +01:00
Andrei Kortunov
2a08b85998 Combat AI: normalize hit chance in the weapon priority calculation 2019-03-09 22:24:50 +04:00
Andrei Kortunov
5f0c8a4783 Combat AI: decrease priority multiplier for enchantments (bug #3830) 2019-03-09 22:05:24 +04:00
elsid
d3bdf912a4
Do not scale duration when timescale is zero 2019-03-09 17:14:07 +03:00
Bret Curtis
c20e69ef24
Merge pull request #2227 from elsid/fix_twitchy_massive_creatures
Fix twitchy movement for massive creatures (bug #4907)
2019-03-09 02:11:11 +01:00
elsid
ea80a81538
Drop path points while tolerance allows 2019-03-08 22:33:34 +03:00
elsid
b9f21ec81a
Use custom steps size to make smooth path depending on half extents 2019-03-08 22:33:34 +03:00
elsid
8fd6b37e34
Make path point tolerance depending on actor half extents 2019-03-08 22:33:33 +03:00
Andrei Kortunov
4c21776b94 Use relative animation time only for bows and crossbows (bug #3778) 2019-03-08 20:16:02 +04:00
Andrei Kortunov
dcec9df345 Fix MSVC warning about variable re-declaration 2019-03-07 08:08:13 +04:00
Bret Curtis
8bd7effae1
Merge pull request #2212 from elsid/navigator_log_spam
Do not build path by navigator for pure water and flying creatures
2019-03-06 21:37:41 +01:00
elsid
cf1e1d9f4b
Use min point tolerance to prevent face wrong direction (bug #4814)
When next path point is too close to actor and it has speed 0,
it can face direction not pointing to path target.
2019-03-05 23:18:55 +03:00
elsid
eb45f99880
Remove unused code 2019-03-05 23:18:55 +03:00
elsid
5405efd3b5
Do not build path by navigator for pure water and flying creatures
They don't need to move by surfaces and to open/close doors.
2019-03-05 22:45:05 +03:00
elsid
1218e4e15d
Use player half extents only to find path in exterior cells 2019-03-04 22:59:20 +03:00
Bret Curtis
14c93b3df0 Revert "Merge pull request #2204 from elsid/fix_navigator_update"
This reverts commit 26fb0e7a0f, reversing
changes made to 42b2391303.
2019-03-04 11:06:15 +01:00
elsid
a4f300f810
Use player half extents only to find path in exterior cells 2019-03-03 16:21:09 +03:00
Perry Hugh
313611b79d Analogue Joystick Movement 2019-03-02 23:46:48 +00:00
Grigory Latyshev
3872d7476b Move makeOsgVec3f() to settingsutils.hpp
Remove all other makeOsgVec3f() implementations
2019-02-28 20:03:42 +00:00
Capostrophic
8ecd0b82a4 Replace Boost format and replace_all where possible 2019-02-24 03:20:20 +03:00
Bret Curtis
d4564a9be7
Merge pull request #2180 from akortunov/includes
Remove redundant includes
2019-02-24 01:14:16 +01:00
Bret Curtis
df2de8a661
Merge pull request #2068 from Capostrophic/normalweapons
Make normal weapon resistance behavior closer to vanilla (bug #4384)
2019-02-23 08:38:30 +01:00
Andrei Kortunov
f5eacfcf63 Support for temporary stunted magicka effects 2019-02-23 09:17:06 +04:00
Andrei Kortunov
fcdb0c16bf Update jail state once instead of for every single hour 2019-02-23 09:17:06 +04:00
Andrei Kortunov
3032b177a1 Remove redundant includes 2019-02-23 08:02:12 +04:00
Capostrophic
4138e29ca4 Add option to restore the previous ammo behavior 2019-02-22 17:18:23 +03:00
Bret Curtis
cc214cf6b0
Merge pull request #2082 from Capostrophic/teleporting
Make magic teleportation attempts detectable even when teleportation is disabled (bug #3765)
2019-02-22 15:07:36 +01:00
Bret Curtis
c815a2cb42
Merge pull request #2107 from Capostrophic/idledialogue
Move idle dialogue playback from AiWander (bug #4594)
2019-02-22 15:06:39 +01:00
Bret Curtis
4d09c8bb50
Merge pull request #2126 from Capostrophic/sneaking
Account for running/sneaking stances while in air (bug #4797)
2019-02-22 15:04:55 +01:00
Bret Curtis
212f097b3c
Merge pull request #2172 from akortunov/pvs_fix
Fix some issues, found by PVS-Studio
2019-02-22 15:01:37 +01:00
Bret Curtis
55fc04e462
Merge pull request #2175 from Capostrophic/includes
Include cleanup
2019-02-22 14:56:20 +01:00
Capostrophic
b738cc0383 Make normal weapon resistance behavior closer to vanilla (bug #4384)
Check both the ranged weapon and the projectile before modifying the damage
Don't attempt to apply NPC-specific werewolf damage mult to damage to creatures
2019-02-22 00:01:21 +03:00
Capostrophic
64d5cd17d6 Move werewolf silver damage mult applying into a new function 2019-02-22 00:01:21 +03:00
Capostrophic
808b8ce8db Refactor normal weapon resistance 2019-02-22 00:01:21 +03:00
Capostrophic
7a7e390099 Make unsuccessful magic teleportation attempts detectable (bug #3765) 2019-02-21 18:38:09 +03:00
Andrei Kortunov
629a6be477 Handle initial actor's transparency (bug #4860) 2019-02-21 14:57:55 +04:00
Andrei Kortunov
097c649885 Use enumerable instead of magic number 2019-02-21 14:57:31 +04:00
Capostrophic
c03ed4cd50 Include cleanup 2019-02-19 18:40:33 +03:00
Andrei Kortunov
229bd8505e Init missing variables 2019-02-17 14:29:39 +04:00
Bret Curtis
d40f11bcb6
Merge pull request #2124 from Capostrophic/animation
[0.45.0 regressions] Revert poor animation decisions
2019-02-05 15:36:21 +01:00
Bret Curtis
a573efd30a
Merge pull request #2112 from Capostrophic/collision
[0.45.0 regression] Don't re-enable collision body for dead actors
2019-02-05 15:36:06 +01:00
Bret Curtis
a206f57f75
Merge pull request #2156 from Capostrophic/itemtaken
Fix redundant searchPtr call
2019-02-05 12:29:51 +01:00
Andrei Kortunov
6eb77e215b Remove looping particles from dead actors 2019-02-05 11:02:25 +04:00
Capostrophic
650cd47255 Fix redundant searchPtr call 2019-02-05 01:04:54 +03:00
Capostrophic
a584aa25ab Don't re-enable collision object for dead actors 2019-02-04 22:13:30 +03:00
Andrei Kortunov
dc3a17f1f6 Update magic effects VFX immediately after effects update (bug #4828) 2019-01-29 22:52:40 +04:00
Capostrophic
b33016d89f Allow creatures to play Attack voiceover 2019-01-26 17:05:33 +03:00
Capostrophic
cec55119ca Move idle dialogue playback from AiWander (bug #4594) 2019-01-26 16:36:48 +03:00
Bret Curtis
f405b1e247
Merge pull request #2143 from akortunov/optimize
Optimize HUD update
2019-01-25 20:55:19 +01:00
Andrei Kortunov
8580a58ba0 Optimize HUD update (do not do unnecessary work) 2019-01-25 21:15:29 +04:00
Capostrophic
67450a7046 Don't apply effects when spell absorption is successful (bug #4820) 2019-01-25 15:09:22 +03:00
Frederic Chardon
7ad93c1d3e Gmst typo in MWMechanics::NpcStats::increaseSkill 2019-01-24 13:33:18 +00:00
Capostrophic
f9a711d2fd Revert poor animation decisions
Start force-updated in-air animation from loop start
Make movement animations have higher priority than jump animations
Make jumping animations have higher priority than turning animations
Don't reset idle during landing animation
Don't play default landing sound if the character is not on ground
2019-01-22 23:21:33 +03:00
Andrei Kortunov
1e8b7f0f83 Fix -Wstring-plus-int warnings 2019-01-20 15:46:19 +04:00
Capostrophic
05d5d7d57b Account for stances when the player is in air (bug #4797)
Make GetPCRunning and GetPCSneaking return 1 if the player is in air while the stance is toggled
Make sneaking skill usage possible if sneaking stance is toggled while in air
2019-01-15 00:25:26 +03:00
Bret Curtis
9c795195d0
Merge pull request #2109 from Capostrophic/loops
Simplify some world loops
2019-01-10 11:44:41 +01:00
Andrei Kortunov
0937f02598 Get rid of unnecessary string streams 2019-01-07 21:08:16 +04:00
Capostrophic
624db99bf2 Remove some redundant code 2019-01-05 01:25:52 +03:00
Capostrophic
8a266803eb Simplify some world loops 2018-12-30 15:36:42 +03:00
Bret Curtis
6d7aacab5e
Merge pull request #2053 from akortunov/animatedContainers
Native animated containers support
2018-12-17 10:00:07 +01:00
Andrei Kortunov
a53333c3d5 Native animated containers support (feature #4730) 2018-12-13 23:11:16 +04:00
Capostrophic
6083e5ed4b Don't interrupt sneak and swim idles in first person view (bug #4750) 2018-12-10 00:05:06 +03:00
Capostrophic
7b33838b33 Don't consider non-solid actors truly levitating (bug #4746) 2018-12-05 23:37:32 +03:00
Andrei Kortunov
671f2811d5 Fix regressions in the animation system (bug #4729) 2018-11-23 20:22:37 +04:00
Andrei Kortunov
4ee15ddcb9 Fix many Coverity Scan warnings 2018-11-14 11:21:49 +04:00
Capostrophic
6d48d9329e Avoid making string copies instead of references 2018-11-08 17:03:29 +03:00
Capostrophic
4cb4f82431 Don't use bitwise AND 2018-11-07 19:44:17 +03:00
Capostrophic
39f8637e95 Simplify some actor loops and avoid some redundant calculations 2018-11-06 17:56:53 +03:00
Andrei Kortunov
829faf7b2c Improve toggleactorspaths console command 2018-11-03 10:42:14 +04:00
Capostrophic
1de9674c81 AI package cleanup 2018-11-02 14:58:30 +03:00
Bret Curtis
5f5773f7df
Merge pull request #2009 from elsid/pathfinder_update_tolerance
Use default tolerance to drop last point from path
2018-11-02 00:21:08 +01:00
elsid
c52db75545 Use default tolerance to drop last point from path
Fixes AiEscort. Before actor tried to reach target with 0 tolerance.
Back to logic like it was before 4fe764c3a5 and bbd82a743 commits.
2018-11-02 01:12:41 +03:00
Capostrophic
a4eff1c871 Fix isWithinMaxRange function 2018-11-02 00:22:37 +03:00
Andrei Kortunov
f1eb702851 Mark virtual methods in the mechanicsmanagerimp.hpp as overrides 2018-10-31 10:09:32 +04:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
Use recastnavigation for pathfinding (#2229)
2018-10-30 20:44:13 +01:00
Bret Curtis
e65f254f7f
Merge pull request #1999 from akortunov/resurrect
[Regression] Make sure we reset current weapon animation when resurrect actor
2018-10-29 20:43:54 +01:00
Andrei Kortunov
f98fc8d7b4 Make sure we reset current weapon animation when resurrect actor (addition to bug #2626) 2018-10-29 22:47:04 +04:00
Capostrophic
77b0ff7a75 Use real thrown weapon damage in tooltips and weapon rating (feature #4697) 2018-10-28 19:46:46 +03:00
elsid
49d81241db Merge branch 'master' into pathfinder_detour 2018-10-28 17:08:09 +03:00
Bret Curtis
e7892361f6
Merge pull request #1994 from akortunov/actor_culling
Minor tweaks for actors processing range setting
2018-10-28 14:44:12 +01:00
Andrei Kortunov
06d226a1b7 Minor tweaks for actors processing range setting 2018-10-28 15:08:24 +04:00
Marc Zinnschlag
9dd0d641bc Merged pull request #1931 2018-10-28 11:02:33 +01:00
Capostrophic
abdf40e0d5 Avoid making expensive visitEffectSources calls if no spell absorption effect is active 2018-10-27 16:38:04 +03:00
Andrei Kortunov
bf9e8c4556 Make spell absorption multiplicative (bug #4684) 2018-10-26 12:36:58 +04:00
Andrei Kortunov
e7de6b974a Optimize actors processing
1. Do not update physics and animations for actors outside processing range (bug #4647)
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
2018-10-25 22:52:59 +04:00
Capostrophic
54bd7b2dcf Implement getItemNormalizedHealth() method and use it 2018-10-25 15:45:31 +03:00
Capostrophic
67de61e1fb Avoid item condition and charge zero divisions 2018-10-24 19:06:55 +03:00
Andrei Kortunov
d7d9050d4a Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646) 2018-10-18 11:42:03 +04:00
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message 2018-10-15 23:25:42 +03:00
Capostrophic
6ef7be3fd3 Re-enable using soundgen land for creatures 2018-10-14 20:18:17 +03:00
Andrei Kortunov
ca07e3a364 Check for obstacle before back up (bug #4656) 2018-10-14 12:22:43 +04:00
elsid
e57504ae7c
Lower log level 2018-10-13 22:22:15 +03:00