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
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
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(Allows Constant Effect Slowfall to work as in MW)
2016-11-26 06:27:11 -05:00
Allofich
0e429ae41d
Make water walking mechanics closer to original MW
2016-11-20 22:21:33 +09:00
Assumeru
05cc258ed3
Start trace from collision object origin
2016-11-10 15:38:14 +01:00
Assumeru
99bc4f733f
Trace up to waterlevel + halfextent
2016-11-09 18:03:10 +01:00
Assumeru
25d64989b3
Check if the actor still exists /first/
2016-10-26 11:04:54 +02:00
Assumeru
a72cd896ca
Move actors out of the water if there's room for them. Fixes #1138
2016-10-25 19:26:17 +02:00
scrawl
5ccbabc27d
Fix build against bullet with profiler disabled ( Fixes #3592 )
2016-10-14 21:00:35 +02:00
scrawl
0209c70583
Improve performance by skipping update if transform is unchanged
2016-08-16 17:50:59 +02:00
scrawl
4751e0e953
Improve performance of animateCollisionShapes by caching the node path
2016-08-16 17:50:59 +02:00
scrawl
8a4722cb84
Revert "animateCollisionShape checks if the shape is really animated"
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This reverts commit cbf344663f
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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
2016-08-16 17:50:59 +02:00
scrawl
693d3cea4a
Float to surface fix
2016-06-15 19:38:04 +02:00
Daniel Pettersson
943d9d97dc
Slowfall now stops momentum when jumping
2016-06-10 15:22:12 +02:00
scrawl
d487007167
Remove debug code
2016-05-27 17:43:36 +02:00
scrawl
e396e6f2ea
Adjust the eye level for line of sight checks ( Fixes #3407 )
2016-05-27 17:42:17 +02:00
scrawl
d840c7d5eb
Slightly tweak the spawn point heuristics
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Fixes an issue with hlaalu building exits
2016-03-11 22:48:28 +01:00
scrawl
5ea7446eeb
Change a dynamic_cast to static_cast
2016-03-05 19:41:45 +01:00
scrawl
c085e503c6
Pass the btCollisionObject as const
2016-03-05 16:09:56 +01:00
scrawl
910e41e3c4
Allow an Object to be specified as ignore parameter for castRay
2016-03-05 15:56:19 +01:00
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 ).
2016-02-15 00:33:17 +01:00
scrawl
796a4a795a
Avoid the 'spiral of death'
2016-02-13 03:09:28 +01:00
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/
2016-02-13 03:03:34 +01:00
scrawl
1457a0de78
Use the UnrefQueue to delete BulletShapeInstances
2016-02-09 19:04:59 +01:00
scrawl
3552b3a82c
Don't create a BulletShapeInstance for actors
2016-02-09 18:51:17 +01:00
scrawl
246566cef4
Preload instances in BulletShapeManager
2016-02-09 18:48:49 +01:00
scrawl
6f9ca0f68f
Add basic cell preloader class
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Not properly in use yet, but seems to be working.
2016-02-07 00:14:13 +01:00
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.
2016-02-06 17:22:17 +01:00
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.
2016-02-01 23:18:18 +01:00
scrawl
daa94cc50e
Fix cppcheck warnings
2016-01-03 20:19:38 +01:00
scrawl
5ac226f519
Another collision mask fix
2015-12-19 17:02:57 +01:00
scrawl
16e3699739
Fix collision mask in castSphere
2015-12-19 16:18:12 +01:00
scrawl
2c51e7345f
Use a separate collision type for doors ( Fixes #1962 )
2015-12-18 18:32:42 +01:00
scrawl
a0fb31e3b1
Accept a ConstPtr in getLOS
2015-12-18 18:03:47 +01:00
scrawl
388aed1748
Accept a ConstPtr in findContainer, collision script functions, getUnderwater functions
2015-12-18 17:56:48 +01:00
scrawl
6c505ca06f
Accept a ConstPtr in getHitContact
2015-12-18 17:38:21 +01:00
scrawl
0796f49c17
Accept a ConstPtr in various physics getters
2015-12-18 17:36:14 +01:00
scrawl
795032621c
Use a ConstPtr for the ActorMap and ObjectMap
2015-12-18 17:30:39 +01:00
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.
2015-12-17 03:38:26 +01:00
scrawl
1264651af7
Fix coverity defects
2015-12-08 21:12:05 +01:00
scrawl
3d12b2ca9d
Add NifFileManager to avoid duplicate parsing of the NIFFile in SceneManager and BulletShapeManager.
2015-12-02 14:59:32 +01:00
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
2015-11-22 19:54:26 +01:00
scrawl
43de13fa99
Do not allow resting on lava
2015-11-20 19:22:31 +01:00
scrawl
27617468c8
Fix the collision shape not updating when scaling an object via script
2015-11-20 03:29:58 +01:00
scrawl
cbf344663f
animateCollisionShape checks if the shape is really animated
2015-11-20 00:17:07 +01:00
scrawl
894477849a
Store animated collision objects in a separate container
2015-11-19 23:33:08 +01:00
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 )
2015-11-18 21:20:12 +01:00
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.
2015-11-18 20:41:49 +01:00
scrawl
3453353091
AiCombat distance check takes into account collision box ( Fixes #1699 )
2015-11-18 19:00:43 +01:00
scrawl
e62470d674
Auto-generate the collision shape for native mesh formats
2015-11-17 00:20:15 +01:00
scrawl
8cf57ef6ac
Move BulletShapeManager and BulletShape to resource/
2015-11-17 00:20:15 +01:00
scrawl
eb2f16d682
Support for loading .osg mesh format
2015-11-16 23:26:43 +01:00
scrawl
f0a1434578
Dead actors underwater will float to the surface
2015-11-08 20:58:00 +01:00
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.
2015-11-08 19:59:33 +01:00
scrawl
682f30ef9c
Fix incorrect uses of PhysicsSystem::getHalfExtents
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Did not account for translation of collision box (mMeshTranslation in actor.cpp)
2015-11-03 19:05:36 +01:00
scrawl
a5f8ffb83d
aimToTarget: Fix the collision box translation not being taken into account
2015-11-03 18:15:47 +01:00
scrawl
bd9dc58560
Use the correct scale for actor swim height ( Fixes #2833 )
2015-11-01 21:45:58 +01:00
Marc Zinnschlag
96880b4dfe
Merge remote-tracking branch 'scrawl/tabs'
2015-09-17 09:30:31 +02:00
scrawl
c4b5a41ac3
Improve combat AI vertical aiming ( Fixes #1366 , Fixes #1330 )
2015-09-17 03:41:15 +02:00
scrawl
a47617c21f
Fix tab indentations in apps/ and components/
2015-09-16 20:45:37 +02:00
Marc Zinnschlag
a445683312
Merge branch 'mergetool'
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Conflicts:
apps/opencs/CMakeLists.txt
apps/opencs/model/tools/tools.cpp
2015-09-11 13:22:15 +02:00
Marc Zinnschlag
b3fdf92d2b
more const-ness fixes
2015-08-31 16:08:19 +02:00
dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
2015-08-21 21:12:39 +12:00
scrawl
a44be148d8
Fix door collisions
2015-06-26 06:40:28 +02:00
scrawl
712cef36b0
Minor cleanup
2015-06-11 18:01:00 +02:00
scrawl
f511cb08ff
Compatibility with bullet versions < 2.81
2015-06-08 21:03:04 +02:00
scrawl
16e080e252
Fix the physics debug drawer lagging a frame behind
2015-06-07 17:00:00 +02:00
scrawl
1fd48e6f81
Fix not being able to move during ashstorm
2015-06-05 03:36:18 +02:00
scrawl
4bb3cbf0fb
Remove last remains of Ogre
2015-06-03 23:04:35 +02:00
scrawl
de8e5f0db1
Restore projectiles
2015-06-01 21:41:13 +02:00
scrawl
bed31996c9
Camera raycast
2015-06-01 15:34:46 +02:00
scrawl
f88079fddd
Restore the isOnGround hack
2015-06-01 02:40:42 +02:00
scrawl
ccd95419e5
Restore various raycasting
2015-06-01 01:57:15 +02:00
scrawl
71bafcb52b
Restore head tracking
2015-05-31 18:04:14 +02:00
scrawl
cc3bfe2bb2
Restore collision tracker
2015-05-30 01:32:00 +02:00
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).
2015-05-27 23:09:38 +02:00
scrawl
fe439e53ff
Bullet include cleanup
2015-05-27 22:32:11 +02:00
scrawl
3dcb167066
Map rendering
2015-05-26 16:40:44 +02:00
scrawl
d84990be85
Restore getCollisions
2015-05-24 03:59:22 +02:00
scrawl
da24e298ee
Fix -Wreorder warnings
2015-05-23 22:44:00 +02:00
scrawl
85345e663a
Restore getHitContact
2015-05-22 04:36:33 +02:00
scrawl
cac7c1e535
Restore various physics features
2015-05-22 04:36:33 +02:00
scrawl
6031db7882
Character sliding fix
2015-05-21 21:04:48 +02:00
scrawl
7a3bc69df7
Readded sound listener
2015-05-12 19:02:56 +02:00
scrawl
2bc95df265
Actor collision object placement fix
2015-05-12 16:49:28 +02:00
scrawl
65f0195c71
Readded animated collision shape support
2015-05-12 16:26:11 +02:00
scrawl
19988d5e45
Remove RefData::getHandle
2015-05-12 04:04:54 +02:00
scrawl
47758c11cd
Readded collision objects and movement physics
2015-05-12 03:02:15 +02:00
scrawl
54c1f19c18
Readded height fields
2015-05-10 02:08:25 +02:00
scrawl
c31b416ba1
Move physicssystem to a new mwphysics module
2015-05-10 01:09:00 +02:00