* Reorder unlock and notify_all calls to avoid notifying when not all worker
threads are waiting.
* Make sure main thread does not attempt to exclusively lock mSimulationMutex
while not all workers are done with previous frame.
* Replace mNewFrame flag by counter to avoid modification from multiple
threads.
Fix readthedocs config, second attempt.
See merge request OpenMW/openmw!1342
(cherry picked from commit 26ee2d284ecbad20247385805f8baeea2e3bfeb6)
20f851b3 Fix readthedocs config, second attempt.
- 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.
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
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)
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
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
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.
Actually increment iterators to be erased.
Closes#6163
See merge request OpenMW/openmw!1027
(cherry picked from commit 7c246b28e7cb8c514b22214309fc9fed7fc40edc)
5ec2ddb4 Actually increment iterators to be erased.
Don't put player in the air after going out of tcl
See merge request OpenMW/openmw!1009
(cherry picked from commit 6d08a1d7318ae076839738d173b884fcc7b1a348)
6ad2cf8e Skip simulation result after calling Actor::updatePosition(). Otherwise
Maybe fix#6071Closes#6071
See merge request OpenMW/openmw!1010
(cherry picked from commit 64750820957773a00d449d29551bb15fbf5fe08b)
1650dabe Assign the return value of weak_ptr::lock() to a variable, so that the
Fix black objects in object paging debug view
See merge request OpenMW/openmw!1011
(cherry picked from commit 5287c9627c92b77c25581dbb9ac9d0b0dc4c9698)
389b8300 fix black objects with OP batch debug due to unitialized uniform
LOD issue with object paging
See merge request OpenMW/openmw!1007
(cherry picked from commit 5688b7b4d8df93fbf28307d2259c57f8d878eeb8)
269cd310 Use same world coordinates to compute distances
Correctly track added and removed state to fix various alpha testing issues
Closes#6119
See merge request OpenMW/openmw!989
(cherry picked from commit 94be4eba18d328391a2c2aea85bb029e80b32cee)
0e57622b Correctly track added and removed state
e42b3bf9 Adapt destination alpha factor for AMD
84a9face Disable coverage adjustment for blended objects
Fix navmesh update on opening/closing door
See merge request OpenMW/openmw!995
(cherry picked from commit 9123db3a5954dd082f501151cba0a08bfe3ff908)
c7c0d11c Trigger navmesh update when any navigator object has been updated
Fix new game guard 3 (#6126)
Closes#6126
See merge request OpenMW/openmw!976
(cherry picked from commit 89ca56632c6bc37f07e430e7f5cd23d855610b19)
a3942a1e Remove redundant check for y coordinate in inRange function
cc08a45c Move include where it is needed
7e1630a7 Remove redundant getPolyHeight wrapper
793c30ab Check dtNavMeshQuery::getPolyHeight status
a54c4bc2 Check dtNavMeshQuery::findStraightPath status
94e460ba Use proper check for distance
5624fe19 Consider path not found when there is navmesh query error
Optimize off mesh connections
See merge request OpenMW/openmw!969
(cherry picked from commit 9dcea247d2cd7d25d719fabc142cef5360233e2a)
3e98db8d Fix styleguide
7f65a2c4 Remove unused code
81e569c3 Move OffMeshConnectionsManager implementation into cpp
a8ba9a0e Cleanup unused tile positions from OffMeshConnectionsManager
ff1af5e8 Use only off mesh connections starting or ending in a given tile
1552e7e3 Add pathgrid edges as one direction off mesh connection
Ensure original (removed) state overrides replacement state when recreating shaders
Closes#6108
See merge request OpenMW/openmw!966
(cherry picked from commit 07a7a903a7a034b661adc1b033af928a9cd68528)
8a1b4bde Ensure original (removed) state overrides replacement state when recreating shaders
0e122b1e Avoid copy and deep equality check
2147c18c Do not overwrite old removed state with old dummy state
Detach objects from the active grid when attempting to get their animation
Closes#6105
See merge request OpenMW/openmw!951
(cherry picked from commit 7d8949ec3fcd1919da59308deab06433136f6629)
692615fd Detach objects from the active grid when attempting to get their animation