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137 commits

Author SHA1 Message Date
Miloslav Číž
03401bb5df remove redundant condition 2017-10-27 20:19:20 +02:00
scrawl
03554b2f4b Fix some style issues flagged by cppcheck 2017-10-15 17:06:58 +02:00
scrawl
64d02f577e Fix missing null check 2017-10-15 17:06:58 +02:00
Andrei Kortunov
62177ebb30 Move physics framerate from setting to environment variable 2017-09-26 21:23:15 +04:00
Andrei Kortunov
6062cd4b9c Make physics framerate configurable 2017-09-26 17:15:58 +04:00
scrawl
fcb815f2c7 Move fall height reset into PhysicsSystem (Fixes #4049)
To avoid using onGround before it's actually set.
2017-09-17 23:06:51 +00:00
scrawl
a8005c33d9 Revert unintended change to mOnGround variable that was somehow introduced with 38a2de3c51 2017-08-31 21:58:12 +00:00
Ewan Higgs
38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 2017-06-09 16:49:25 +02:00
Allofich
ff3e307059 Pass parameters by const reference 2017-04-20 23:47:03 +09:00
Allofich
e87d2aa1af Remove unused function 2017-04-20 01:47:30 +09:00
Allofich
c655875584 Change mWaterEnabled from float to bool 2017-04-20 01:09:52 +09:00
scrawl
0fc465da59 Store the min/max height in LandData 2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4 Add resource manager for ESM::Land to allow data to be unloaded when no longer required 2017-03-14 19:27:55 +01:00
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.
2017-03-04 21:48:31 +01:00
scrawl
0772a03e98 Print the object ID that animateCollisionShapes did not find the node for 2017-02-27 00:41:27 +01:00
MiroslavR
498a3d450b Fix actors colliding with noclipping player 2017-02-26 04:28:28 +01:00
scrawl
a55604c549 Avoid unnecessary AABB update when actor position has not changed 2017-02-24 02:58:41 +01:00
scrawl
fb073e5c14 Avoid unnecessary AABB update for rotationally invariant collision shapes 2017-02-24 02:58:41 +01:00
scrawl
5198fc897d Fix collision glitch caused by Bullet AABB not being updated when an actor moves without turning 2017-02-24 02:58:41 +01:00
scrawl
b9740fd2a1 Fix btHeightFieldTerrainShape triangle layout to match rendering 2017-02-21 04:47:11 +01:00
Allofich
6b53541571 Prevent AI actors from hitting unintended targets
(Fixes #3254)
2017-02-12 19:51:19 +09:00
scrawl
f2d4f290cc traceDown fix 2017-02-11 17:53:11 +01:00
scrawl
6ecc008813 Fix an issue uncovered by the last commit related to changing actor position without properly moving the actor 2017-02-10 02:43:49 +01:00
scrawl
cf7b0098ed Slightly increase backoff value 2017-02-10 02:05:12 +01:00
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.
2017-02-10 02:00:52 +01:00
scrawl
35bb467c7a Fix inverted setting of variable 2017-02-07 05:28:06 +01:00
scrawl
91939c4687 Switch actors to capsule shapes now that the jumping bug is gone (Fixes #2116, Fixes #2909)
The culprit was - surprise, surprise - d39d4f2619
2017-02-06 05:40:49 +01:00
scrawl
03aa270551 Construct PhysicActor as on ground by default to avoid a jumping animation from playing in the first frame after a savegame load 2017-02-06 05:23:00 +01:00
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. 2017-02-06 04:52:41 +01:00
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.
2017-02-06 04:50:58 +01:00
scrawl
708009eac4 Merge pull request #1158 from logzero/move3
[RFC] Movement solver experiments
2017-01-01 20:44:41 +01:00
logzero
dbf0fa6766 Skip stepping if movement tracer hits actor. 2016-12-31 10:57:06 +01:00
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.
2016-12-25 15:34:43 +01:00
logzero
00f3bfba27 Use tracer hit height to skip stepping up in movement solver. 2016-12-24 23:07:44 +01:00
logzero
ab1724d3db Compare new velocity to the original velocity.
Using old velocity seems awkward,
probably a copypaste/refactoring bug.
2016-12-24 12:38:23 +01:00
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.
2016-12-24 12:29:09 +01:00
scrawl
cf496287f7 Silence static analysis warnings 2016-12-22 14:43:54 +01:00
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.
2016-12-21 19:02:42 +01:00
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.
2016-12-21 19:02:42 +01:00
logzero
0b08802910 Integrate MinStep move attempt into stepMove.
This can save 1 to 3 convex casts per iteration.
2016-12-21 19:02:41 +01:00
logzero
25a0219e4d Use cosine of max slope angle for walkable slope checks in movement solver. 2016-12-21 19:02:41 +01:00
logzero
561e0cbbf9 Use squared length for distance checks in movement solver. 2016-12-21 19:02:40 +01:00
scrawl
6140768783 Enable waterCollision after moving the player above water (Fixes #3672) 2016-12-17 23:21:33 +01:00
scrawl
913a8fe1bd Merge pull request #1160 from Aussiemon/actorupdatecollision
[Do not merge yet] Added check before attempting to remove actor's collision object
2016-12-16 20:46:00 +01:00
Aussiemon
b794aa7c2f Helper methods for updateCollisionMask(), prevent water collision being removed twice, remove Bullet 2.8.5 methods 2016-12-16 12:22:07 -07:00
Leon Krieg
739cd5ba45 Fixed more spelling mistakes 2016-12-15 13:09:40 +01:00
Aussiemon
7c2a088b34 Added check before removing water collision object from world 2016-12-14 20:13:23 -07:00
Aussiemon
e30dfb13d3 Added check before attempting to remove actor's collision object from world 2016-12-14 19:05:30 -07:00
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. 2016-12-02 02:25:05 +01:00
ShadowRadiance
354a89e3bc Slowfall now reduces momentum based on magnitude when jumping
(Allows Constant Effect Slowfall to work as in MW)
2016-11-26 06:27:11 -05:00