Capostrophic
4ce35c6ad5
Fix fixme behavior in interiors
2018-10-24 01:43:38 +03:00
Andrei Kortunov
61e6e359c4
Allow creatures to use the autogenerated collision box (feature #2787 )
2018-10-22 15:48:23 +04:00
Capostrophic
9809eef18e
Utilize the default soundgen entries when necessary (bug #4689 )
2018-10-21 11:32:23 +03:00
Andrei Kortunov
229d1bb425
Backport loop from tinyxml 2.6 to avoid CVE
2018-10-19 19:43:19 +04:00
Andrei Kortunov
41e90bd56c
Unify random generator usage
2018-10-19 16:16:18 +04:00
Andrei Kortunov
46bf45a6e2
Remove redundant code
2018-10-19 16:16:18 +04:00
Marc Zinnschlag
85f9b0d004
Merge branch 'master' into coverity_scan
2018-10-19 09:51:15 +02:00
Bret Curtis
6c4116cc8b
Merge pull request #1972 from akortunov/equipfix
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Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack
2018-10-18 16:43:05 +02:00
Bret Curtis
a5fc4db2d7
Merge pull request #1973 from akortunov/soundfix
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Catch exceptions inside the loadVoice()
2018-10-18 16:40:01 +02:00
Andrei Kortunov
8fa0ffcfe4
Catch exceptions inside the loadVoice() (bug #4685 )
2018-10-18 15:02:23 +04:00
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
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Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
Bret Curtis
e99edfd954
Merge pull request #1971 from akortunov/meshfallback
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Try to use collisions from basic actor model if an animated one has no collisions
2018-10-16 21:45:48 +02:00
Andrei Kortunov
13bd81f896
Try to use collisions from basic actor model if an animated one has no collisions (feature #4682 )
2018-10-16 22:28:19 +04:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
elsid
dc2eb2e16b
Do not write to global log async navmesh updater exceptions
2018-10-15 22:47:07 +03:00
Bret Curtis
358a702869
Merge branch 'master' into 'master'
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Unified settings list and cfg file names. Added brief tutorial.
See merge request OpenMW/openmw!41
2018-10-15 12:48:25 +00:00
Bret Curtis
8cb407cfdf
Merge pull request #1969 from Capostrophic/soundgen
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Support soundgen calls for activators (feature #4285 )
2018-10-15 14:43:11 +02:00
Bret Curtis
f561ab547a
Merge pull request #1970 from Capostrophic/landing
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Re-enable handling soundgen land for creatures
2018-10-15 07:29:19 +02:00
Capostrophic
bf3f82b9d4
Cleanup
2018-10-14 21:28:43 +03:00
Capostrophic
6ef7be3fd3
Re-enable using soundgen land for creatures
2018-10-14 20:18:17 +03:00
Capostrophic
19fd404b7b
Support soundgen calls for activators (feature #4285 )
2018-10-14 15:36:07 +03:00
Bret Curtis
53ccce1867
Merge pull request #1966 from akortunov/logfix
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Allow apps without logging system to display log messages
2018-10-14 11:20:36 +02:00
Andrei Kortunov
ca07e3a364
Check for obstacle before back up (bug #4656 )
2018-10-14 12:22:43 +04:00
Andrei Kortunov
b5df385111
Allow apps without logging system to display log messages
2018-10-14 12:07:15 +04:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
0f6a64ad54
Split makeNavMeshTileData
2018-10-13 22:22:15 +03:00
elsid
fb655cb04f
Remove macroses to check recastnavigation functions result
2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
69b5834c64
Add doc for Navigator
2018-10-13 22:16:35 +03:00
elsid
ae7285e960
Use ScopeGuarded instead of raw mutex
2018-10-13 22:16:35 +03:00
elsid
cf4066751c
Add classes to encapsulate value guarded by mutex
2018-10-13 22:16:35 +03:00
elsid
1a27489904
Add special type for object id
2018-10-13 22:16:35 +03:00
elsid
7c80bb9411
Support multiple threads for async nav mesh updater
2018-10-13 22:16:34 +03:00
elsid
7c5bedc35a
Reset shorcutting if actor can't move by z-axis on reaction time
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If actor was shortcutting because it was swimming, then when it started
walking it still be shortcutting, but there will be no new path, because
shortcut path builds only for actor able moving by z-axis and pathfinder
path only for not shortcutting actor.
2018-10-13 22:16:34 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function
2018-10-13 22:16:34 +03:00
elsid
bbd82a743a
Use different tolerance for path point and destination
2018-10-13 22:16:34 +03:00
elsid
ab090108cb
Assign world to local variable once per function
2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f
2018-10-13 22:16:34 +03:00
elsid
ff478aba6d
Use actor half extent for interior cells
2018-10-13 22:16:33 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport
2018-10-13 22:16:33 +03:00
elsid
f8dbd5902f
Update doors objects in navigator
2018-10-13 22:16:33 +03:00
elsid
661da42bd2
Build path by navigator
2018-10-13 22:16:33 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk
2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
c95cea414c
Support water for NavMesh
2018-10-13 22:16:32 +03:00
elsid
72f211ef28
Add enums for area type and flags
2018-10-13 22:16:32 +03:00
elsid
fa23b590a4
Add unwalkable areas to NavMesh
2018-10-13 22:16:32 +03:00
elsid
c771986c56
Prioritise NavMesh jobs first to remove and last to add
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When player move fast enough, tiles update for specific area square
couldn't catch player move. Tiles to be removed are left in the queue
with lower priority then tiles to be added which are nearest to player.
This can lead to overflow for amount of tiles. So we try to do remove
first. But we detect change type approximately using mixed change type,
because even if we do it precise, change type could change while job
is in queue.
2018-10-13 22:16:31 +03:00
elsid
b33a291a67
Log thread id
2018-10-13 22:16:31 +03:00