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25087 commits

Author SHA1 Message Date
psi29a
1af50b7e23 Merge branch 'sound_cleanup' into 'master'
Sound cleanup

See merge request OpenMW/openmw!567
2021-03-22 21:42:01 +00:00
psi29a
415591b7ed Merge branch 'ai_reaction_deviation' into 'master'
Distribute AI reactions and engage combat calls over time

See merge request OpenMW/openmw!674
2021-03-22 21:37:09 +00:00
Evil Eye
5e1960a76a Disallow inserting containers, creatures, and npcs from the save game not present in content files 2021-03-22 22:29:10 +01:00
psi29a
f8d32c0576 Merge branch 'upd-mygui' into 'master'
Update MyGUI

Closes #5897

See merge request OpenMW/openmw!650
2021-03-22 21:28:13 +00:00
Alexei Dobrohotov
75a967d743 Merge branch 'bound_branch' into 'master'
Bound branch

Closes #5912

See merge request OpenMW/openmw!682
2021-03-22 20:46:12 +00:00
Evil Eye
8e9bd5c0bd Don't throw an exception when equipping a bound item fails 2021-03-22 20:44:13 +01:00
Evil Eye
580fa78034 Don't purge summon effects with invalid creature ids 2021-03-22 20:43:34 +01:00
AnyOldName3
f089c94d34 Merge branch 'mod-install-doc-update' into 'master'
Clarify the requirements of a data folder

See merge request OpenMW/openmw!679
2021-03-22 15:23:30 +00:00
psi29a
dea638fa21 Merge branch 'bump-aqt' into 'master'
Bump aqt version

Closes #5805

See merge request OpenMW/openmw!680
2021-03-22 08:30:57 +00:00
Alexei Dobrohotov
2fdbe9b3f6 Handle BSShader[PP/No]LightingProperty 2021-03-22 01:55:58 +03:00
AnyOldName3
4862e8c8f4 Bump aqt version 2021-03-21 21:30:17 +00:00
psi29a
ded59c4858 Merge branch 'master' into 'master'
Prevent physics death spiral by falling back to true delta time when needed

Closes #5431 and #5910

See merge request OpenMW/openmw!669
2021-03-21 20:45:46 +00:00
wareya
63f01d8c5f Prevent physics death spiral by falling back to true delta time when needed 2021-03-21 20:45:46 +00:00
Hristos N. Triantafillou
209e7718a8
Clarify the requirements of a data folder
The current text could be interpreted to mean that a data folder
_must_ have a plugin, but this isn't the case.

This added text clarifies that a plugin or resources are needed.
2021-03-21 15:37:48 -05:00
psi29a
86bd173d69 Merge branch 'refactoring' into 'master'
"static const" -> "static constexpr" in headers

See merge request OpenMW/openmw!676
2021-03-21 15:43:47 +00:00
AnyOldName3
b31459cc00 Merge branch 'refractiontest' into 'master'
Make refraction mixing based on water depth instead of screen depth

See merge request OpenMW/openmw!672
2021-03-21 14:24:12 +00:00
Petr Mikheev
369adf1583 Merge branch 'smarterunstuck' into 'master'
Forgot to initialize these variables

See merge request OpenMW/openmw!677
2021-03-21 13:48:40 +00:00
Petr Mikheev
7bbbe40abe "static const" -> "static constexpr" in headers 2021-03-21 13:57:54 +01:00
wareya
e722c99e62 forgot to initialize these variables 2021-03-21 08:57:15 -04:00
psi29a
78894b6129 Merge branch 'smarterunstuck' into 'master'
Improve 'unstuck'ing code

See merge request OpenMW/openmw!675
2021-03-21 09:47:59 +00:00
wareya
40265bf118 make unstucking slightly smarter (can turn itself off, also acts like flat ground) 2021-03-20 21:14:56 -04:00
elsid
62c0ecbbd0
Separate engage combat timer for each actor
Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
2021-03-20 14:50:56 +01:00
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
This allows to distribute AI reaction calls over time.

Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.

Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00
wareya
1a4e9df707 add bit to suppress coastline artifacts at more of a distance 2021-03-19 20:12:40 -04:00
wareya
bf336e4cb4 make sun scattering color stop being an ugly radioactive green 2021-03-19 18:51:52 -04:00
AnyOldName3
d13d90a50d Merge branch 'msvc-fix-osg-src-build' into 'master'
MSVC: extern/ tweaks to make it build

See merge request OpenMW/openmw!663
2021-03-19 22:28:55 +00:00
wareya
845e3944d6 make refraction more visible even at a distance 2021-03-19 17:54:08 -04:00
Bret Curtis
8f996d0bce
Merge pull request #3056 from akortunov/master
Reset watched stats upon reload or new game start
2021-03-19 16:14:55 +01:00
Andrei Kortunov
54daa234bd Reset watched stats upon reload or new game start 2021-03-19 11:56:14 +04:00
Alexei Dobrohotov
6ba4a36dbd
Merge pull request #3054 from akortunov/master
Remove invalid MyGUI properties from layout files
2021-03-18 23:39:28 +03:00
AnyOldName3
7831ba3d5d Merge branch 'async_interp' into 'master'
Fix async physics interpolation

Closes #5908

See merge request OpenMW/openmw!670
2021-03-18 19:51:09 +00:00
wareya
1471ef003a fix async physics interpolation 2021-03-18 13:53:00 -04:00
Bret Curtis
68c1adec0f
Merge pull request #3055 from akortunov/keyinit
Init animation key struct before usage
2021-03-18 12:28:10 +01:00
psi29a
a4719ffdf3 Merge branch 'fix-windows-theme' into 'master'
Deploy Qt style DLL

Closes #5907

See merge request OpenMW/openmw!667
2021-03-18 08:27:52 +00:00
Andrei Kortunov
a22f6b24d5 Init animation key struct before usage 2021-03-18 11:47:06 +04:00
psi29a
9c1bda5408 Merge branch 'robuster-vswhere' into 'master'
Ensure vswhere finds us a single suitable MSVC installation

See merge request OpenMW/openmw!668
2021-03-18 06:43:02 +00:00
AnyOldName3
b38a817600 Ensure vswhere finds us a single suitable MSVC installation
Also document the numerous arguments to achieve this.
2021-03-17 23:29:48 +00:00
AnyOldName3
1c296a1a78 Deploy Qt style DLL 2021-03-17 18:11:36 +00:00
Alexei Dobrohotov
7acebbd6e8 Merge branch 'no-using-namespace-std' into 'master'
Minor cleanup: Remove `using namespace std`

See merge request OpenMW/openmw!664
2021-03-17 16:49:32 +00:00
psi29a
cac7461324 Merge branch 'fix-mesa-sunglare' into 'master'
Fix sunglare on Mesa

Closes #5906

See merge request OpenMW/openmw!665
2021-03-17 09:27:25 +00:00
AnyOldName3
3ad1040271 Update changelog 2021-03-17 02:00:21 +00:00
AnyOldName3
162b25c180 Fix sunglare on Mesa
The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.

Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
2021-03-17 01:46:04 +00:00
Gleb Mazovetskiy
b9c2f6ea1a Minor cleanup: Remove using namespace std
I came across these while trying to figure why MSVC build triggers
https://developercommunity.visualstudio.com/t/error-c2872-byte-ambiguous-symbol/93889

In the end, the issue was not in openmw but in OSG, but it's good to
clean up here anyway.
2021-03-16 19:58:02 +00:00
Gleb Mazovetskiy
493659d4f9 MSVC: extern/ tweaks to make it build
Not everything is supported but it does build with the following CMakeSettings.json
variables and dependencies from vcpkg:

      "variables": [
        { "name": "OPENMW_USE_SYSTEM_BULLET", "value": "False", "type": "BOOL" },
        { "name": "OPENMW_USE_SYSTEM_MYGUI", "value": "False", "type": "BOOL" },
        { "name": "OPENMW_USE_SYSTEM_OSG", "value": "False", "type": "BOOL" },
        { "name": "BULLET_STATIC", "value": "True", "type": "BOOL" },
        { "name": "OSG_STATIC", "value": "False", "type": "BOOL" },
        { "name": "MYGUI_STATIC", "value": "False", "type": "BOOL" }
      ],

What works: it builds

What does not work: Not all DLLs are copied into the output directory with this set up
(SDL2, MyGUI, Bullet, OSG, are not copied).
2021-03-16 19:52:10 +00:00
Evil Eye
d1e8c6b223 Merge branch 'magical_rat' into 'master'
Register copied Spells with SpellList

See merge request OpenMW/openmw!662
2021-03-16 19:50:15 +00:00
Andrei Kortunov
c68e047f19 Remove invalid MyGUI properties from layout files 2021-03-16 13:21:35 +04:00
psi29a
49ec7c2053 Merge branch 'fix-mygui-log' into 'master'
Fix MyGUI log

Closes #5900

See merge request OpenMW/openmw!660
2021-03-16 08:43:45 +00:00
AnyOldName3
70f48d9b26 Merge branch 'fix-boost-zlib-vcpkg' into 'master'
MSVC: Fix build with vcpkg's boost

See merge request OpenMW/openmw!661
2021-03-16 02:34:20 +00:00
Gleb Mazovetskiy
f460ab2152 MSVC: Fix build with vcpkg's boost
boost-zlib is not present (nor needed) in vcpkg version of boost
There, it is part of boost-iostreams instead.

This was previously reported in:
https://gitlab.com/OpenMW/openmw/-/merge_requests/213#note_348625016
2021-03-16 01:36:07 +00:00
AnyOldName3
ba74fbf30e Fix MyGUI log
Also actually print an error to the regular log when the MyGUI log can't
be opened so we notice if we kill it again in under five years.
2021-03-15 22:35:13 +00:00