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
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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
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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
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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
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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 )
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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
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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
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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 )
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Fix werewolf aggro distance
2019-08-02 18:11:48 +03:00
elsid
4ad04a28f9
Reset path after AiTravel is fast forwarded
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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
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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
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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
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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 )
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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
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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
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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
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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'
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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
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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
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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
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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
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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
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[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
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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
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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 )
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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
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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"
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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