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19684 commits

Author SHA1 Message Date
David Cernat
538ccf15cf [Client] Use higher interpolation distance for DedicatedPlayers
This makes up for the laggier-looking jumps since the changes to OpenMW's physics system.
2021-10-17 20:14:21 +02:00
David Cernat
20e37204d0 [Client] Ensure physics actor is valid in World::setOnGround()
Do the same in World::setInertialForce()
2021-10-17 18:20:52 +02:00
David Cernat
e010c61167 Add OpenMW 0.47 commits up to 10 Oct 2021 2021-10-16 06:49:12 +02:00
David Cernat
efc0b88058 [Client] Don't reload Ptr for DedicatedActor after adding active spells
This prevents non-continuous spell GFX from immediately vanishing.
2021-10-16 02:00:05 +02:00
David Cernat
3e582199fb [Client] Add createSpellGfx() method to MechanicsHelper
Use it to create spell GFX when adding active spells to dedicated players and actors.
2021-10-16 01:35:30 +02:00
David Cernat
eb005a5c33 [Client] Stop processing CastSpell::inflict() in more appropriate place
This preserves the functionality of Reflect effects, which relies on inflict() getting far enough for a dedicated player or actor, without also processing parts of inflict() that should be skipped for them.
2021-10-16 00:01:06 +02:00
David Cernat
7f017217c7 [Client] Fix position sync for falling actors 2021-10-15 17:11:03 +02:00
David Cernat
fb49b62753 [Client] Fix crash when receiving ActiveSpells for uninitialized players 2021-10-12 03:51:14 +02:00
David Cernat
63c956e1d2 [Client] Fix active spell sync using actor IDs tracked in ActiveSpells 2021-10-12 02:01:05 +02:00
David Cernat
e6a1f0889f [Client] Add isStackingSpell() method to MechanicsHelper 2021-10-12 01:26:12 +02:00
David Cernat
f03a87df3c [Client] Remove previous placeholders for tracking ActiveSpells actors 2021-10-12 01:20:38 +02:00
David Cernat
c027862609 [Client] Track actor IDs in ActiveSpells 2021-10-12 00:34:15 +02:00
David Cernat
3e81371e53 [General] Fix jump synchronization for players
This had been broken by fr3dz10's physics rewrites from the earlier part of the year that made it so dedicated players were always regarded by the movement solver as being on the ground.
2021-10-09 18:11:57 +02:00
Evil Eye
f902efbfcc Absorb spells per effect 2021-10-09 16:39:49 +02:00
David Cernat
7193d1dca5 [Server] Add stackingState arg to script functions adding active spells 2021-10-03 01:39:07 +02:00
psi29a
b81df8af9c Merge branch 'cursorspeedmerge' into 'master'
Updated: Change cursor speed with settings.cfg (#6312)

Closes #6312

See merge request OpenMW/openmw!1255

(cherry picked from commit 1d342f80ed1af25d3cf1f70759be7fba1c9237b2)

b5af1928 gamepad cursor speed fix
2021-10-01 11:24:15 +00:00
David Cernat
06451c13d5 [Client] Update 3rd person model of local player when setting character 2021-10-01 03:27:40 +02:00
David Cernat
1ba36076f3 [Client] Update 3rd person model of local player when unequipping
This had apparently been broken by the fact that I had made inventory listeners get run only for actors in active cells in 385ef55848. Strangely, the player Ptr passed to fireEquipmentChangedEvent() when unequipping items has as its cell the player's original spawn cell instead of the current cell, causing the active cell check to return false in most locations for the player.
2021-10-01 03:09:14 +02:00
David Cernat
de78b65eb0 [Server] Fix memory issues with script functions used for hashing 2021-09-29 14:15:12 +02:00
fredzio
32108adc31 Change projectile behaviour to be like in vanilla wrt. water plane:
- enchanted arrow explode upon hit the water plane
- non enchanted arrow disappear (or more accurately, they hit nothingness)
- enchanted arrow shot underwater explode immediately
- non enchanted arrow disappear immediately

Also, solve a bug that occured previously and could theoritically still happens where we use the last tested collision position for instead of the last registered hit:
Use the hit position as saved inside Projectile::hit() instead of the last position saved inside the callback.
If a projectile collides with several objects (bottom of the sea and water surface for instance), the last collision tested won't necessarily be the impact position as we have no control over the order in which the tests are performed.
2021-09-24 20:32:00 +02:00
David Cernat
a01c874613 Add OpenMW 0.47 commits up to 23 Sep 2021 2021-09-23 19:24:45 +02:00
psi29a
f0a77a48df Merge branch 'check_pathgrid' into 'master'
Make sure PathFinder::getClosestPoint is not called with failing precondition (#6294)

Closes #6294

See merge request OpenMW/openmw!1236

(cherry picked from commit baa33799de3cb27d9d3805e164b9d7ccea6a3e4d)

d36595e0 Make sure PathFinder::getClosestPoint is not called with failing precondition
2021-09-23 12:50:46 +00:00
elsid
56869ec296 Merge branch 'fix_6296' into 'master'
Ignore time to destination when giving way (#6296)

See merge request OpenMW/openmw!1234

(cherry picked from commit 14516b9fd603bf603ca2ae366bc0884106fd368c)

5893b884 Ignore time to destination when giving way (#6296)
2021-09-23 08:09:59 +00:00
David Cernat
6e95604627 [Client] Remove credits check on Windows client 2021-09-20 05:55:51 +02:00
David Cernat
7393e3def6 [General] Add and use getShortDescription() for ESM::Cell
ESM::Cell's getDescription() method was modified by aa5161f99e despite being used heavily by TES3MP. All instances of it in the TES3MP code have now been changed into the newly added getShortDescription() that is identical to the previous getDescription().
2021-09-17 19:14:55 +02:00
psi29a
ad703d7470 Merge branch 'fix_pathgrid_path' into 'master'
Use pathgrid path when destination is closer to different graph component node

See merge request OpenMW/openmw!1155

(cherry picked from commit 4bf22f3ca0e5e5776c09cb8d5ad9793986373975)

9112c65a Use pathgrid path when destination is closer to different graph component node
2021-09-08 09:56:37 +00:00
David Cernat
2f98f31af2 [General] Use model variable already included in PlayerBaseInfo packets
The variable has been included since TES3MP's earliest proof of concept, but never used for anything. It is now possible to get and set it, due to semi-popular demand.
2021-09-02 15:44:11 +02:00
David Cernat
a59a37dd66 [Server] Add script functions that get casters of actors' active spells 2021-08-26 02:08:45 +02:00
unelsson
08f7c73e02 Fix text 2021-08-22 20:11:02 +03:00
unelsson
4b14818035 Restucture code 2021-08-22 20:09:21 +03:00
unelsson
cb42b5287d Remove friend, make getEditMode public to allow editmode testing. 2021-08-22 19:14:51 +03:00
unelsson
d62ddc002e Use QPointer to detect object existence, less verbose debug messages 2021-08-22 19:04:16 +03:00
unelsson
b84e41bd27 Avoid storing ref, dynamic cast worldspacewidget for safety 2021-08-22 15:33:40 +03:00
David Cernat
61a61d627e [Server] Add GetActorSpellsActiveStackingState() script function 2021-08-17 19:22:08 +02:00
David Cernat
bf17bfe1d9 [Server] Add script functions that get casters of players' active spells 2021-08-09 05:13:42 +02:00
David Cernat
26033ff7e7 Add OpenMW 0.47 commits up to 4 Aug 2021 2021-08-04 22:02:39 +02:00
elsid
08b026e907
Store copies of ref_ptr for btCollisionShape wrappers in Navigator
To keep btCollisionShape lifetime.
2021-08-04 13:16:31 +02:00
elsid
668788a5a2
Use RecastMeshBuilder once to create RecastMesh
This allows to move all data out of the object instead of copying.
2021-08-04 09:25:19 +02:00
psi29a
10b799653b Merge branch 'opt-out-compose' into 'master'
Make it possible to opt out of composing variables

Closes #6186

See merge request OpenMW/openmw!1076

(cherry picked from commit 15d278de554818fef6fecf300456800523e91adf)

4727ae4b Make it possible to opt out of composing variables
04e9b6d2 Abort on duplicate content file
2021-08-01 08:54:11 +00:00
David Cernat
6bdc2b2b06 [Client] Fix rotation sync 2021-07-26 08:50:19 +02:00
David Cernat
0567dc1fd4 Add OpenMW 0.47 commits up to 25 Jul 2021 2021-07-25 22:29:47 +02:00
David Cernat
6baee12bc4 [Client] Don't print unilateral message about targets resisting spells 2021-07-25 19:49:23 +02:00
fredzio
9d17cece3a Set mCanWaterWalk and mOnGround when adding Actor to the scene.
mCanWaterWalk was set to false and updated during next frame's simulation
mOnGround is set to true but then was updated as part of the scene
loading logic.
2021-07-24 15:04:17 +02:00
fredzio
744cfc6a51 Do not store a btTransform into Projectile class: reduce its size by 112 bytes 2021-07-23 19:40:42 +02:00
fredzio
20aefb5f5f Do not store btTransform into Object class: reduce its size by 104 bytes 2021-07-23 19:40:42 +02:00
fredzio
8861d53809 Do not store a btTransform into Actor class: reduce its size by 128 bytes 2021-07-23 18:10:23 +02:00
David Cernat
3f3fe66fde [General] Track casters of spells in SpellsActive packets
Also simplify sending of SpellsActive packets slightly.
2021-07-21 18:14:31 +02:00
David Cernat
4492a7a768 [Client] Add MechanicsHelper method to get actorId of an mwmp::Target
Also clean up MechanicsHelper::getPlayerPtr() slightly.
2021-07-21 14:57:55 +02:00
David Cernat
a78a88ed6d [Client] Make World::searchPtrViaActorId() also find DedicatedPlayers 2021-07-20 03:43:25 +02:00
David Cernat
9817d3a563 [Client] Add method to PlayerList for getting players by their actorId 2021-07-20 03:22:16 +02:00