Evil Eye
a2171875a0
Prevent nullptr access
4 years ago
fredzio
f031a191b8
Some actors are supposed to spawn on a static object that belong to an adjacent cell.
...
Since actors can be active in 3x3 grid around the player, we need to
first load all statics in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and physics objects of static
class.
4 years ago
fredzio
165c731492
Remove physics dependency on basenode
...
Necessary to be able to load physics objects from inactive cells.
4 years ago
psi29a
b28adafee4
Merge branch 'navcrash' into 'master'
...
Fix #5798
Closes #5798
See merge request OpenMW/openmw!554
4 years ago
Evil Eye
a401c517bf
Always unload height fields
...
loadCell always adds a height field, but unloadCell only removed it for
cells with height data. Reloading a cell overwrote the height field
added earlier (leading to its destruction) while the navigator retained
a reference to the now deleted collision shape, leading to a crash.
4 years ago
psi29a
0ec953380f
Merge branch 'opaque-character-preview-preprocessor' into 'master'
...
Always write opaque fragments instead of relying on blending being off for translucent RTT II: Daggerfall
Closes #5391
See merge request OpenMW/openmw!552
4 years ago
psi29a
d2c5de5211
Merge branch 'projectile_physics' into 'master'
...
Precise projectile physics (closes #4201 )
Closes #4201
See merge request OpenMW/openmw!550
4 years ago
fredzio
1f4c85520f
Use convexSweepTest for projectile movement to solve any
...
imprecision issue with projectile collision detection.
Simplify the mechanics: manage hits in one spot.
Give magic projectiles a collision shape similar in size to their visible
model.
Rename the 2 convex result callback to clearly state their purpose.
4 years ago
elsid
cc24f13b39
Remove duplicated sound_buffer entry
4 years ago
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
4 years ago
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
4 years ago
Alexei Dobrohotov
6d70a3f308
Merge branch 'jumpy' into 'master'
...
Don't run unstuck if there is no simulation running in async case (#5799 )
See merge request OpenMW/openmw!548
4 years ago
Nelsson Huotari
9f0f3eaeb2
Add collada to supported formats
4 years ago
Nelsson Huotari
54ea8eb5c7
Fix string corruption with Qt on linux-systems
4 years ago
fredzio
e37e5d4d16
Don't run unstuck if there is no simulation running in async case.
...
In this case, the actor mPreviousPosition is not updated, so the actor
position is interpolated between an old (stucked) position and the new
(unstucked) position. The new position is most likely "stucked", so the
unstuck code strikes again, making the actor "vibrates".
That's exactly what the sync code path does, and it doesn't exhibit this
behavior.
4 years ago
David Cernat
0eb01591e8
[Client] Move overrideRecord() method for Sound records to right spot
4 years ago
psi29a
9eba086c34
Merge branch 'sound_buffer_pool_2' into 'master'
...
Separate sound buffer pool from sound manager
See merge request OpenMW/openmw!520
4 years ago
Bret Curtis
e68651e9a6
Merge pull request #3042 from akortunov/helpers
...
Refactoring pre-requisites for groundcover
4 years ago
Nelsson Huotari
f2fc02cdff
Support filtered tables (mapToSource for indexes)
4 years ago
Nelsson Huotari
16e03c151a
Implement basic move algorithm, connect it to drag&drop
4 years ago
Andrei Kortunov
0418e8e7a6
Add an API to get base wind speed (which is from openmw.cfg)
4 years ago
Andrei Kortunov
f175beb304
Define template ref classes in components
4 years ago
psi29a
fd602e2c31
Merge branch 'viewdist' into 'master'
...
Downgrade FOV-dependent view distance factor to a recommendation
See merge request OpenMW/openmw!531
4 years ago
Bret Curtis
d944f703e8
Merge branch 'master' of gitlab.com:OpenMW/openmw
4 years ago
Bret Curtis
73740013a3
mResourceSystem initialization reorder
4 years ago
psi29a
abdc4cde95
Merge branch 'float' into 'master'
...
Allow all creatures to float to the water surface (#5790 , #5758 )
Closes #5758 and #5790
See merge request OpenMW/openmw!534
4 years ago
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
4 years ago
psi29a
3903142152
Update apps/openmw/mwbase/environment.cpp
4 years ago
psi29a
654238fd18
Merge branch 'no_bonus_points' into 'master'
...
Show mesh origin
Closes #5771
See merge request OpenMW/openmw!507
4 years ago
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
...
Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
4 years ago
Nelsson Huotari
70087e16fe
Disable dialogue info table sorting
4 years ago
fredzio
3087ce9c70
Use saved fallheight to determine a character's jump state.
...
The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
4 years ago
psi29a
acfd2cfd90
Merge branch 'dialogclonefix' into 'master'
...
[OpenMW-CS] Fix cloning in info records
See merge request OpenMW/openmw!524
4 years ago
Nelsson Huotari
93b1b444f2
Optimize CreateCommand and CloneCommand configuration
4 years ago
Alexei Dobrohotov
7be7af13d7
Downgrade FOV-dependent view distance factor to a recommendation
4 years ago
psi29a
6863c5a68f
Merge branch 'raii' into 'master'
...
Make all physics object manage their own resources.
See merge request OpenMW/openmw!527
4 years ago
Nelsson Huotari
7196ad7455
Implement an override-value when cloning, use when cloning info records
4 years ago
Evil Eye
1ab4683dce
Tweak follow distance to be more like the original
4 years ago
fredzio
d015f17a6c
Make all physics object manage their own resources
...
Use smart pointer for heightfields and their members.
Move collision object addition inside of Object's ctor, as for Actors and HeightFields
4 years ago
elsid
8b7f3fe908
Merge branch 'nodeadlock' into 'master'
...
Avoid a rare but possible deadlock around mCollisionWorldMutex.
See merge request OpenMW/openmw!525
4 years ago
Bret Curtis
b3f3b29bbe
Merge pull request #3039 from akortunov/screenshotmanager
...
Move screenshots handling to the separate class
4 years ago
Bret Curtis
a735bbe9a5
Merge pull request #3040 from akortunov/pvs
...
Fix some issues, found by PVS Studio
4 years ago
Evil Eye
e737bd00fa
Merge branch 'unused_param' into 'master'
...
Remove never used parameter from CharacterController::update()
See merge request OpenMW/openmw!523
4 years ago
Alexei Dobrohotov
c3a952c133
Merge branch 'dorsbien' into 'master'
...
Don't update magic effects when unequipping items to equip something else
Closes #5687
See merge request OpenMW/openmw!509
4 years ago
Evil Eye
a257567b80
Don't update magic effects when unequipping items to equip something else
4 years ago
Nelsson Huotari
3045d20a97
Make sure that vector isn't empty, just in case
4 years ago
Nelsson Huotari
5f1d3e0e2f
Use the Topic ID of the cloned target from topicinfos
4 years ago
psi29a
f7d7186c39
Merge branch 'instanceselectiontools' into 'master'
...
[OpenMW-CS] Cube and sphere instance selection
See merge request OpenMW/openmw!485
4 years ago
Nelsson Huotari
313e895912
[OpenMW-CS] Cube and sphere instance selection
4 years ago
fredzio
60f66f5e29
Remove never used parameter from CharacterController:update()
4 years ago
fredzio
9bc687e209
Avoid a rare but possible deadlock around mCollisionWorldMutex.
...
What happened is that the last handle to an Actor shared_ptr was a
promoted weak_ptr. When the shared_ptr goes out of scope, the Actor dtor
is invoked. That involves removing the Actor collision object after
exclusively locking mCollisionWorldMutex. In this case, the lock was
already held in the outter scope of the promoted weak_ptr.
Reduce the scope of the mCollisionWorldMutex to never encompass the
lifetime of a promoted weak_ptr.
4 years ago
Andrei Kortunov
ad101de733
Merge declaration and initialization
4 years ago
unknown
564a0d7d55
Don't nuke fog when bounds have changed
4 years ago
Andrei Kortunov
1930f8f37d
Fix copy-paste error
4 years ago
Andrei Kortunov
50e4600b16
Reduce code duplication
4 years ago
Andrei Kortunov
874348fb46
Remove redundant code
4 years ago
Mads Buvik Sandvei
a2d8a0b61a
engine.cpp typos
4 years ago
Andrei Kortunov
80ee1b55ea
Protect assignment operator from this == &src case
4 years ago
Andrei Kortunov
33da0af1d1
Use explicit calls for virtual methods in constructors
4 years ago
elsid
a6aba83741
Remove redundant SoundManager::lookupSound and loadSound
4 years ago
elsid
e4cce88142
Replace std::tie by structured binding
4 years ago
elsid
90c8e77e2c
Remove redundant default Sound_Buffer fields initialization
4 years ago
David Cernat
def981694d
[Client] Use correct function for setting global floats from packets
4 years ago
elsid
24f8a2db27
Use perfect forwarding in Sound_Buffer ctor
4 years ago
Andrei Kortunov
a80ee7a76a
Avoid possible memory leak in the mInterMessageBoxe field
4 years ago
Andrei Kortunov
8e5f26c109
Code cleanup
4 years ago
Andrei Kortunov
c9b885ffd4
Avoid possible null dereferencing
4 years ago
Andrei Kortunov
33648313a6
Initialize variables
4 years ago
Andrei Kortunov
c1512b8b6c
Convert loop to condition
4 years ago
Andrei Kortunov
56666c60d4
Remove dead code
4 years ago
Andrei Kortunov
8283ec6cad
Do not use & for boolean arguments
4 years ago
Andrei Kortunov
7fc4c9f3f6
Avoid dead code
4 years ago
Andrei Kortunov
801e2d6ad0
Avoid to use uninitialized variables
4 years ago
Andrei Kortunov
c5a36ad440
Do not cast enums to booleans
4 years ago
Andrei Kortunov
799bd3379c
Move screenshots handling to the separate class
4 years ago
elsid
944033db4e
Separate sound buffer pool from sound manager
4 years ago
AnyOldName3
2d61db555b
Merge branch 'osg_log' into 'master'
...
Split long osg log messages into lines.
See merge request OpenMW/openmw!519
4 years ago
Petr Mikheev
7d551b0cfd
Split long osg log messages into lines.
4 years ago
psi29a
cbce3ebb79
Merge branch 'stanky_fetcher' into 'master'
...
Consider a path completed if it was non-empty
Closes #5773
See merge request OpenMW/openmw!508
4 years ago
Evil Eye
2a583e2337
consider empty paths as not constructed
4 years ago
AnyOldName3
4ed3252001
Check for EXT_gpu_shader4 CPU-side
...
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
4 years ago
David Cernat
da3316daf8
Add OpenMW commits up to 4 Jan 2021
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/main.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwphysics/actor.cpp
# apps/openmw/mwphysics/mtphysics.hpp
# components/CMakeLists.txt
4 years ago
psi29a
dc82cb61f4
Merge branch 'nativeshapesdebug' into 'master'
...
Unbreak physics debugger with projectiles' spherical shapes.
See merge request OpenMW/openmw!489
4 years ago
Alexei Dobrohotov
c17e498465
Merge branch 'launchercleanup' into 'master'
...
Remove deadcode from the launcher.
See merge request OpenMW/openmw!511
4 years ago
AnyOldName3
f2eed5594a
Don't use A2C when MSAA is off
4 years ago
AnyOldName3
c75d7ceada
Ensure alpha test is off by default
4 years ago
fredzio
5215ffd964
The debug drawer rely on Bullet to determines the vertices of collision
...
shapes. It doesn't work in the case of spheres (used by projectiles):
resulting shape is malformed. It can also leads to this error which
makes the debug drawer non-working till game restart:
CullVisitor::apply(Geode&) detected NaN,
depth=nan, center=(nan nan nan),
matrix={
-0.265814 -0.0639702 0.9619 0
0.964024 -0.0176387 0.265228 0
-4.29769e-09 0.997796 0.0663574 0
18178.6 -3550.91 42154.4 1
}
Avoid this issue by using osg::Sphere
While here, remove an unused function. We don't use Bullet's solver so
we never have any contact points (in Bullet parlance).
4 years ago
fredzio
dbdd397716
Remove deadcode.
4 years ago
Evil Eye
57c92673bc
Consider a path completed if it was non-empty
4 years ago
unknown
3bf641d3ce
Show mesh origin
4 years ago
Alexei Dobrohotov
396667f801
Fix weather particle fading
...
Update rain particle system setup
4 years ago
Evil Eye
e46472442a
Switch torches to shields for hostile NPCs
4 years ago
AnyOldName3
54853380cd
Enable multisampling in RTTs to support A2C
4 years ago
Andrei Kortunov
e80d34268c
Fix defines names
4 years ago
Alexei Dobrohotov
a7cbe0b497
Merge pull request #3036 from akortunov/tooltip
...
Enhance level-up tooltip
4 years ago
Andrei Kortunov
66fee6dccb
Enhance level-up tooltip
4 years ago
Andrei Kortunov
6a12c2b58b
Fix GCC build warnings
4 years ago
Alexei Dobrohotov
45f4e69a19
Merge branch 'skipanim' into 'master'
...
Don't move characters if their animation can't move them
Closes #5593
See merge request OpenMW/openmw!490
4 years ago
wareya
18ef32ca82
values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset
4 years ago
Alexei Dobrohotov
ddbfa5410d
Merge branch 'fixboats' into 'master'
...
Apply waterwalking even when bypassing physics simulation
See merge request OpenMW/openmw!500
4 years ago
fredzio
ebb564ad22
call moveObject() after applying waterwalking
...
This unbreak abot's boat mods: they're continually teleporting
the boats (who is an actor with waterwalking effect). As such, the
physics simulation was never run and the boat never went to sea level.
4 years ago
Evil Eye
7d8727b98e
Merge branch 'books' into 'master'
...
Only ignore plain text after the last EOL tag (#5627 )
Closes #5627
See merge request OpenMW/openmw!492
4 years ago
AnyOldName3
5e004356a2
Merge remote-tracking branch 'upstream/master' into alpha-meddling
4 years ago
psi29a
a094269c46
Merge branch 'guardsguards' into 'master'
...
Don't consider a path completed unless we're close
Closes #5736
See merge request OpenMW/openmw!498
4 years ago
psi29a
3afa4e5869
Merge branch 'feels_good_guar' into 'master'
...
Make followers keep a distance dependant on the fattest party member
Closes #5423
See merge request OpenMW/openmw!499
4 years ago
AnyOldName3
8f4b856b44
Initial A2C implementation
4 years ago
Evil Eye
7cac7fa870
Make followers keep a distance dependant on the fattest party member
4 years ago
Alexei Dobrohotov
ad41546648
Merge branch 'fix_swimming' into 'master'
...
Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction
Closes #5743
See merge request OpenMW/openmw!494
4 years ago
Evil Eye
d2a28d915a
Don't consider a path completed unless we're close
4 years ago
Evil Eye
1f1755ae48
Add version checks
4 years ago
Evil Eye
bdcbb412a5
Don't restore focus to hidden/unrelated buttons
4 years ago
Petr Mikheev
8b3088a9e5
Fix #5743
4 years ago
Petr Mikheev
51d63a4152
Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
...
Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
4 years ago
Alexei Dobrohotov
fd77ef6b01
Only ignore plain text after the last EOL tag ( #5627 )
4 years ago
Alexei Dobrohotov
32cc14981e
Don't move characters if their animation can't move them
4 years ago
psi29a
4f1361b5ea
Merge branch 'paralyze' into 'master'
...
Fix paralyze for swimming and levitating actors
Closes #5758
See merge request OpenMW/openmw!488
4 years ago
Alexei Dobrohotov
22476281da
Fix paralyze for swimming actors
4 years ago
Alexei Dobrohotov
218597b13d
Fix paralyze for levitating actors
4 years ago
Alexei Dobrohotov
f5af09aed9
Fix AI sequence looping code (bug #5706 )
4 years ago
psi29a
3e87c35005
Merge branch 'dialogue' into 'master'
...
Don't regenerate the topics list unconditionally
See merge request OpenMW/openmw!459
4 years ago
David Cernat
f2331904ba
[Server] Turn SetRecordVolume() into an accessible script function
4 years ago
Alexei Dobrohotov
e9a8636d18
Merge branch 'restore_absolute_position_handling' into 'master'
...
Restore pre-async handling of absolute actors positionning
See merge request OpenMW/openmw!486
4 years ago
Alexei Dobrohotov
ce36dd8a52
Merge branch 'misc_cleanup' into 'master'
...
Small cleanup
See merge request OpenMW/openmw!482
4 years ago
fredzio
5bd921fa3a
Restore pre-async handling of absolute actors positionning
...
One of the issue since the introduction of async physics is the quirky
handling of scripted moves. Previous attempt to account for them was
based on detecting changes in actor position while the physics thread is
running. To this end, semantics of Actor::updatePosition() (which is
responsible for set the absolute position of an actor in the world) was
toned down to merely store the desired position, with the physics system
actually responsible for moving the actor. For the cases were complete
override of the physics simulation was needed, I introduced
Actor::resetPosition(), which actually have same semantics as
original updatePosition(). This in turn introduced a loads of new bugs
when the weakened semantics broke key assumptions inside the engine
(spawning, summoning, teleport, etc).
Instead of tracking them down, count on the newly introduced support for
object relative movements in the engine (World::moveObjectBy) to
register relative movements and restore original handling of absolute positionning.
Changes are relatively small:
- move resetPosition() content into updatePosition()
- call updatePosition() everywhere it was called before
- remove all added calls to the now non-existing resetPosition()
tldr; ditch last month worth of bug introduction and eradication and redo
it properly
4 years ago
fredzio
33eb09f534
Remove unused headers
4 years ago
Alexei Dobrohotov
6b5e614b1a
Merge branch 'dont_cache_ptr' into 'master'
...
Always use latest actor's Ptr
See merge request OpenMW/openmw!481
4 years ago
fredzio
e5f0c7f117
Fix a typo introduced in 08e73a09ec
...
It closes #5752
4 years ago
fredzio
93a12fe388
Avoid dynamic_cast when possible.
4 years ago
fredzio
8e084dea2e
Don't cache Ptr, it can be updated while the simulation is running.
4 years ago
fredzio
58297ffbf4
Move stats update into their own function.
4 years ago
fredzio
24a8b8c66a
Remove redundant call to resetPosition(). adjustPosition() takes care of
...
it,
4 years ago
Mads Buvik Sandvei
eec2ba3623
Loading screen initialdrawcallback 4th time's the charm
4 years ago
AnyOldName3
2ecd00b6db
Don't accidentally enable alpha testing for all shadow casting
4 years ago
fredzio
4e7c9b6696
Embed physics simulation results inside of actor class.
...
This gives finer control over reseting positions (switch off tcl is no
longer glitchy) and solve most of the erroneous usage of stale World::Ptr
indicated by:
"Error in frame: moveTo: object is not in this cell"
4 years ago
psi29a
d01d5745c6
Merge branch 'relative_move' into 'master'
...
Relative translation for scripts
See merge request OpenMW/openmw!477
4 years ago
Mads Buvik Sandvei
ea8f98b339
Wait for initialDrawCallback to finish before removing it
4 years ago
fredzio
7bae6691b6
Introduce World::moveObjectBy() function to translate an object relatively to
...
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.
No user visible change, just a more robust mechanism.
4 years ago
AnyOldName3
a080071588
Set default state sensibly
4 years ago
psi29a
96a87b582c
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
...
Fix for !472 for older versions of OSG
See merge request OpenMW/openmw!474
(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)
4447dd41 osg versions
06f4d63b Preserve callback in older osg version
4 years ago
Alexei Dobrohotov
8db2ba2b38
Merge pull request #3032 from akortunov/gtest
...
Mark mock methods as overrides (requires GTest 1.10)
4 years ago
David Cernat
db32f7f9f8
[Client] Use ObjectDialogueChoice for highlighted topics in dialogue
...
The packet is now sent not just for items in the list on the right of the dialogue screen, but also for the clickable topics in the dialogue text itself.
4 years ago
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
4 years ago
Mads Buvik Sandvei
640420eaaa
No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks.
4 years ago
fredzio
259d522800
When doing a ray cast to the next projectile position, ignore collisions
...
that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
4 years ago
psi29a
884b434ee0
Merge branch 'fixfriendlyfire' into 'master'
...
Fix projectiles friendly fire (#5744 )
See merge request OpenMW/openmw!466
4 years ago
psi29a
78e85fe011
Merge branch 'this_is_nife' into 'master'
...
More NIF stuff
See merge request OpenMW/openmw!461
4 years ago
psi29a
bc6bcda58f
Merge branch 'wizard' into 'master'
...
Wizard: fix "file is already opened" warning
See merge request OpenMW/openmw!465
4 years ago
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
4 years ago
fredzio
b39437dfb6
Don't allow projectiles to stand still when they hit an ally.
...
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.
Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
4 years ago
Alexei Dobrohotov
8fd45d85ec
Unify NiGeometry/NiGeometryData handling
4 years ago
Alexei Dobrohotov
ab789e37e1
Wizard: fix "file is already opened" warning
4 years ago
Alexei Dobrohotov
201999c4a9
Make sure adjustPosition() is safe to call for any actor
4 years ago
David Cernat
1a4b817b31
[General] Rework ObjectDialogueChoice for multilingual compatibility
...
Use a different system for sending and applying ObjectDialogueChoice packets.
4 years ago
Alexei Dobrohotov
817ac4cfbd
Don't regenerate the topics list unconditionally
4 years ago
fredzio
a314f196eb
Unconditionally call actor->resetPosition in adjustPosition.
...
Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
4 years ago
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
4 years ago
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
...
Show more information about level on menu
See merge request OpenMW/openmw!437
4 years ago
psi29a
9a35c5815e
Merge branch 'nofallfloor' into 'master'
...
Update physics object position after spawning.
See merge request OpenMW/openmw!449
4 years ago
psi29a
789d034432
Merge branch 'skirts' into 'master'
...
Editor: Properly reserve body parts for skirts (bug #5731 )
Closes #5731
See merge request OpenMW/openmw!452
4 years ago
Frederic Chardon
460e5abb55
Update physics object position after spawning.
4 years ago
Frederic Chardon
899b8422fa
explicitely use a reference, auto can't infer it and make a copy
4 years ago
Alexei Dobrohotov
32601e0ae4
Properly reserve body parts for skirts (bug #5731 )
4 years ago
Coleman Smith
3b9db41346
removing unneeded variable
4 years ago
psi29a
d77f122289
Merge branch 'gl-5199-improve-scene-colors' into 'master'
...
[OpenMW-CS] Issue #5199 : Improve Scene Colors
See merge request OpenMW/openmw!442
4 years ago
Coleman Smith
842ea9d6ed
simplifying a bit
...
- attaching gradient camera directly to the main camera
- using Vec4ub
4 years ago
psi29a
c8fa8cfe74
Merge branch 'herbalmenu' into 'master'
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Add graphic herbalism to the launcher
Closes #5730
See merge request OpenMW/openmw!448
4 years ago
psi29a
7156b11dbc
be explicit about narrowing to resolve: error: type 'btScalar *' (aka 'float *') cannot be narrowed to 'bool' in initializer list [-Wc++11-narrowing]
4 years ago
Evil Eye
525292b184
Add graphic herbalism to the launcher
4 years ago
psi29a
686692519c
Merge branch 'fix-tests' into 'master'
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Use correct variable types when loading config for tests
See merge request OpenMW/openmw!446
4 years ago
AnyOldName3
15f03ae375
Merge branch 'logging2' into 'master'
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Print '--version' and '--help' messages without timestamps
Closes #2686
See merge request OpenMW/openmw!444
4 years ago
psi29a
0e5af74a2f
Merge branch 'masterindexloadfix' into 'master'
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[OpenMW-CS] Load master index from refId to mContentFile
See merge request OpenMW/openmw!445
4 years ago
AnyOldName3
fd4a62ce35
Use correct variable types when loading config for tests
4 years ago
Petr Mikheev
49c6e50c31
Print '--version' and '--help' messages without timestamps
4 years ago
Nelsson Huotari
61a4a0807b
Load master index in refId to mContentFile, keep master index also in mIndex
4 years ago
psi29a
afaacedf67
Merge branch 'placeatmecrash' into 'master'
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Don't crash the game when placing a non-actor
See merge request OpenMW/openmw!443
4 years ago
Evil Eye
39ac0cbb4a
Don't crash the game when placing a non-actor
4 years ago
Chris Djali
21de3fa7e8
Merge pull request #3033 from akortunov/main_messages
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Use a logging system instead of cout for a couple of missing messages
4 years ago
psi29a
fd64aacf7d
Merge branch 'cliherbalism' into 'master'
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Add a setting to disable graphical herbalism
See merge request OpenMW/openmw!440
4 years ago
fredzio
4fbe1ed12c
Ignore caster collision shape. Sometimes the magic bolt get launched
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inside too near its caster.
4 years ago
fredzio
7e85235220
Projectile to projectile collision
4 years ago
fredzio
66fe3b0d38
Modify projectile collision to work with async physics
4 years ago
Andrei Kortunov
dc7b48e92e
Generate physics collisions for projectiles (bug #3372 )
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Remove redundant now mHit field
4 years ago
Andrei Kortunov
242dd8d496
Use a logging system instead of cout for a couple of missing messages
4 years ago
Evil Eye
275b9aea4d
rename setting
4 years ago
Evil Eye
e62fff5f2e
Add a setting to disable graphical herbalism
4 years ago
Andrei Kortunov
807367ca3f
Mark mock methods as overrides (requires GTest 1.10)
4 years ago
CedricMocquillon
6bfdf0e57f
Add more information on mouse over level
4 years ago
psi29a
c2933721c6
Merge branch 'explodespell' into 'master'
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Make AI cast self-targeted spells at the ground (bug #5695 )
Closes #5695
See merge request OpenMW/openmw!426
4 years ago
psi29a
a3dfdde9ef
Merge branch 'move_actors_into_scene' into 'master'
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Move actors into the scene after a teleport
See merge request OpenMW/openmw!438
4 years ago
psi29a
c742c15f6d
Merge branch 'autogoesbrr' into 'master'
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Use range based for loops and auto
See merge request OpenMW/openmw!400
4 years ago
psi29a
b22418d053
Merge branch 'fix_spawn' into 'master'
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Fix spawn #5724
See merge request OpenMW/openmw!439
4 years ago
fredzio
c6c02a6f16
Remove useless code. ipos is already initialized with the correct
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values.
4 years ago
fredzio
08e73a09ec
Make the code more compact by mean of std::min / max and ternary
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operator.
4 years ago
fredzio
b79f6ac808
Force reset position of actor after snapping to the ground. Otherwise
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the interpolation calculation would kick in and make the actor goes upward if the
spawn point is higher than summoner or downward if lower. The actor
would then either jump or fall through terrain.
4 years ago
Petr Mikheev
5734551ff3
Add time to logs. Redirect OSG log to OpenMW log.
4 years ago
fredzio
7843dad35d
Don't let the actor "nowhere" after a teleport but move them in their
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place.
This solve the problem where after loading, an empty frame was rendered
because the player is "nowhere".
4 years ago
Evil Eye
078de86e60
Use range based for loops and auto
4 years ago
Alexei Dobrohotov
84e1a29700
Make AI cast self-targeted spells at the ground (bug #5695 )
4 years ago
fredzio
5a4872393a
Rework actor position reset. While solving the issue with invalid
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position being used under heavy load, I introduced a regression that
prevented the position to be updated in case of teleport.
Move the logic in its own function and decide in PhysicsSystem whether a
reset is needed.
4 years ago
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
4 years ago