Commit Graph

19326 Commits (59cb31e0a788c8a9b7071a63d321da29fbb72ffd)

Author SHA1 Message Date
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'
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'
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'
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'
[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'
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
Use a logging system instead of cout for a couple of missing messages
4 years ago
psi29a fd64aacf7d Merge branch 'cliherbalism' into 'master'
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
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)
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'
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'
Move actors into the scene after a teleport

See merge request OpenMW/openmw!438
4 years ago
psi29a c742c15f6d Merge branch 'autogoesbrr' into 'master'
Use range based for loops and auto

See merge request OpenMW/openmw!400
4 years ago
psi29a b22418d053 Merge branch 'fix_spawn' into 'master'
Fix spawn #5724

See merge request OpenMW/openmw!439
4 years ago
fredzio c6c02a6f16 Remove useless code. ipos is already initialized with the correct
values.
4 years ago
fredzio 08e73a09ec Make the code more compact by mean of std::min / max and ternary
operator.
4 years ago
fredzio b79f6ac808 Force reset position of actor after snapping to the ground. Otherwise
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
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
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