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12926 commits

Author SHA1 Message Date
glassmancody.info
582f7b52cf Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:52 -07:00
glassmancody.info
9e80091aff clear up force shaders and make it less convoluted 2021-04-13 11:09:49 -07:00
glassmancody.info
b7adb9d088 use true default settings 2021-04-13 11:09:49 -07:00
glassmancody.info
16f80ec6f3 Update settings when using fallback 2021-04-13 11:09:49 -07:00
glassmancody.info
4ba473b684 Finalize settings, torch fix 2021-04-13 11:09:49 -07:00
glassmancody.info
71c30a31df in-game settings, some require restart 2021-04-13 11:09:49 -07:00
glassmancody.info
3d713e8602 Fix incorrect minimum ambient 2021-04-13 11:09:49 -07:00
glassmancody.info
280fd2b162 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:35 -07:00
glassmancody.info
cc31e1eea1 Ambient luminance threshold setting 2021-04-13 11:09:35 -07:00
glassmancody.info
690995988b More formatting, OpenCS cells are unbroken 2021-04-13 11:09:35 -07:00
glassmancody.info
142c6d2993 Enable groundcover lighting for non FFP 2021-04-13 11:09:35 -07:00
glassmancody.info
328ec85757 Code review cleanup, add setting documentation 2021-04-13 11:09:35 -07:00
glassmancody.info
7370acdf54 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:09:19 -07:00
glassmancody.info
43ac32921c Rewrite, support different lighting methods 2021-04-13 11:09:19 -07:00
glassmancody.info
9d9074c244 Add shared UBO 2021-04-13 11:07:48 -07:00
glassmancody.info
c5ea966f24 Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up 2021-04-13 11:06:16 -07:00
glassmancody.info
dda735c54a initial commit 2021-04-13 11:06:16 -07:00
Evil Eye
56ede535b5 Don't perform a hit test outside the page's bounds 2021-04-12 08:31:45 +02:00
psi29a
0818a10df2 Merge branch 'baby_dont_throw_me_no_more' into 'master'
Catch exceptions in ResolutionListener

Closes #5946

See merge request OpenMW/openmw!727
2021-04-12 06:12:19 +00:00
fredzio
32981bcd88 Constify a few things 2021-04-11 14:46:51 +02:00
fredzio
efb241f1de Use override instead of virtual 2021-04-11 14:46:51 +02:00
fredzio
fda639eb57 Remove unused forward declarations 2021-04-11 14:46:51 +02:00
Evil Eye
b91be1e803 Catch exceptions in ResolutionListener 2021-04-11 14:12:31 +02:00
psi29a
603e4206fd Merge branch 'teleport_here_not_there' into 'master'
Fix  #5919 (and another bug)

Closes #5919

See merge request OpenMW/openmw!722
2021-04-10 12:51:42 +00:00
Andrei Kortunov
f984e96b34 Use conventional names for atan2 arguments 2021-04-10 12:23:03 +04:00
Andrei Kortunov
1db369f418 Do not use unchecked value in calculations 2021-04-10 11:26:54 +04:00
Andrei Kortunov
903b89a0ff Add bound for UI scale factor, as it specified in docs 2021-04-10 11:21:53 +04:00
Andrei Kortunov
c989fac67b Add bound for pointers cache size, as it specified in docs 2021-04-10 11:20:12 +04:00
Andrei Kortunov
124a33d8a3 Fix uninitialized variables 2021-04-10 10:58:00 +04:00
Andrei Kortunov
b96929f3fc Avoid division by zero 2021-04-10 09:52:46 +04:00
fredzio
8874a5be22 Change (again) the way SetPos behave.
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
2021-04-09 23:34:03 +02:00
fredzio
6e1c67a9ae Account for waterwalking when updating position. Otherwise we might
trace down the actor at waterlevel at the wrong coordinate.

Triggered by multimark mod with waterwalking effect.
2021-04-09 23:33:21 +02:00
Jonas Tobias Hopusch
799cf16f31
Attempt to fix #5942
Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
2021-04-09 18:16:05 +02:00
psi29a
a16387df61 Merge branch 'sky-dehardcode' into 'master'
De-hardcode references to mesh files used by the sky.

See merge request OpenMW/openmw!704
2021-04-08 16:32:39 +00:00
Matjaž Lamut
2cb4b62b83 De-hardcode references to mesh files used by the sky. 2021-04-08 16:32:38 +00:00
Evil Eye
44f2cb0923 Fix targeted scripts losing their targets when rearranging your load order 2021-04-07 17:30:21 +02:00
Andrei Kortunov
59720aea9a Restore old aiming for melee combat 2021-04-07 12:07:03 +04:00
psi29a
9aa5aef2c6 Merge branch 'my_other_mr_is_larger' into 'master'
Make AddItem's quantity overflow on negative numbers

Closes #5934

See merge request OpenMW/openmw!713
2021-04-05 11:45:31 +00:00
elsid
bd33fa76b6
Use CRTP to define CustomData clone function 2021-04-05 11:53:07 +02:00
elsid
e380470558
Add move ctor and assignment operator to RefData 2021-04-05 11:53:07 +02:00
elsid
045bb7cbd7
Store CustomData and ContainerStore as unique_ptr 2021-04-05 11:52:52 +02:00
Evil Eye
ecde3932e2 Make AddItem's quantity overflow on negative numbers 2021-04-05 09:43:37 +02:00
fredzio
9cae7882dd Fix a bug that was triggered with multi mark mod.
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure
that the actor will not spawn under ground at x,y coordinates.
Now that change of coordinates are cumulated and applied all at once, we
need to account for the whole offset.
To this end move the terrain height check inside of Actor class.
2021-03-31 19:34:06 +02:00
fredzio
0fac172413 Remove wrong line that slipped in yesterday. 2021-03-29 21:46:08 +02:00
Andrei Kortunov
50352daf90 Rework knockdown and knockout animations fallbacks 2021-03-29 14:45:07 +04:00
Evil Eye
582f1503c1 Merge branch 'setpos' into 'master'
Unbreak SetPos and the mods using it (#5919)

See merge request OpenMW/openmw!696
2021-03-28 20:14:17 +00:00
fredzio
7a67492d81 Unbreak SetPos and the mods using it.
To make SetPos works with async physics, it was modified to register a
position offset that would be applied to the real position during the
simulation.

A common pattern to teleport NPC in scripts is a sequence of SetPos/Disable/Enable in the same frame.
Since Disable/Enable creates a new physics actor using last known
RefData::Position, the registered offset never get a chance to be applied.

Modify disable() to call moveObject with the offset applied, so that the newly created physics actor will have up-to-date position
2021-03-28 21:19:14 +02:00
fredzio
b58244ac26 Guard the Bullet drawing method with a read lock on the
btCollisionWorld. It closes a race on the collision shapes coordinates.
2021-03-26 23:49:31 +01:00
fredzio
dbd6e3bfee Replace pointless usage of shared_ptr by unique_ptr / non-owning raw
pointer for btCollisionWorld.
2021-03-26 23:49:31 +01:00
fredzio
ccd3cbc69a Use saved actor position instead of reading again RefData in unstuck. It
is a race condition to do so.
2021-03-26 23:49:31 +01:00