Alexei Dobrohotov
ddbfa5410d
Merge branch 'fixboats' into 'master'
...
Apply waterwalking even when bypassing physics simulation
See merge request OpenMW/openmw!500
2020-12-27 22:06:07 +00:00
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.
2020-12-27 17:31:55 +01:00
Evil Eye
7d8727b98e
Merge branch 'books' into 'master'
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Only ignore plain text after the last EOL tag (#5627 )
Closes #5627
See merge request OpenMW/openmw!492
2020-12-27 14:25:57 +00:00
psi29a
a094269c46
Merge branch 'guardsguards' into 'master'
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Don't consider a path completed unless we're close
Closes #5736
See merge request OpenMW/openmw!498
2020-12-26 23:10:53 +00:00
psi29a
3afa4e5869
Merge branch 'feels_good_guar' into 'master'
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Make followers keep a distance dependant on the fattest party member
Closes #5423
See merge request OpenMW/openmw!499
2020-12-26 23:09:41 +00:00
Evil Eye
7cac7fa870
Make followers keep a distance dependant on the fattest party member
2020-12-25 23:57:01 +01:00
Alexei Dobrohotov
ad41546648
Merge branch 'fix_swimming' into 'master'
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Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction
Closes #5743
See merge request OpenMW/openmw!494
2020-12-25 21:33:35 +00:00
Evil Eye
d2a28d915a
Don't consider a path completed unless we're close
2020-12-25 15:58:11 +01:00
Evil Eye
1f1755ae48
Add version checks
2020-12-25 13:05:41 +01:00
Evil Eye
bdcbb412a5
Don't restore focus to hidden/unrelated buttons
2020-12-25 13:03:09 +01:00
Petr Mikheev
8b3088a9e5
Fix #5743
2020-12-24 11:54:21 +01:00
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.
2020-12-24 03:39:59 +01:00
Alexei Dobrohotov
fd77ef6b01
Only ignore plain text after the last EOL tag ( #5627 )
2020-12-23 03:33:34 +03:00
Alexei Dobrohotov
32cc14981e
Don't move characters if their animation can't move them
2020-12-22 20:40:52 +03:00
psi29a
4f1361b5ea
Merge branch 'paralyze' into 'master'
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Fix paralyze for swimming and levitating actors
Closes #5758
See merge request OpenMW/openmw!488
2020-12-22 10:49:24 +00:00
Alexei Dobrohotov
22476281da
Fix paralyze for swimming actors
2020-12-22 08:03:51 +03:00
Alexei Dobrohotov
218597b13d
Fix paralyze for levitating actors
2020-12-22 06:33:19 +03:00
Alexei Dobrohotov
f5af09aed9
Fix AI sequence looping code (bug #5706 )
2020-12-22 05:56:59 +03:00
psi29a
3e87c35005
Merge branch 'dialogue' into 'master'
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Don't regenerate the topics list unconditionally
See merge request OpenMW/openmw!459
2020-12-21 22:52:38 +00:00
Alexei Dobrohotov
e9a8636d18
Merge branch 'restore_absolute_position_handling' into 'master'
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Restore pre-async handling of absolute actors positionning
See merge request OpenMW/openmw!486
2020-12-20 22:52:35 +00:00
Alexei Dobrohotov
ce36dd8a52
Merge branch 'misc_cleanup' into 'master'
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Small cleanup
See merge request OpenMW/openmw!482
2020-12-20 19:10:06 +00:00
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
2020-12-20 19:23:09 +01:00
fredzio
33eb09f534
Remove unused headers
2020-12-20 18:28:21 +01:00
Alexei Dobrohotov
6b5e614b1a
Merge branch 'dont_cache_ptr' into 'master'
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Always use latest actor's Ptr
See merge request OpenMW/openmw!481
2020-12-19 17:15:43 +00:00
fredzio
e5f0c7f117
Fix a typo introduced in 08e73a09ec
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It closes #5752
2020-12-19 16:54:50 +01:00
fredzio
93a12fe388
Avoid dynamic_cast when possible.
2020-12-18 23:47:01 +01:00
fredzio
8e084dea2e
Don't cache Ptr, it can be updated while the simulation is running.
2020-12-18 22:22:37 +01:00
fredzio
58297ffbf4
Move stats update into their own function.
2020-12-18 21:18:04 +01:00
fredzio
24a8b8c66a
Remove redundant call to resetPosition(). adjustPosition() takes care of
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it,
2020-12-18 21:16:48 +01:00
Mads Buvik Sandvei
eec2ba3623
Loading screen initialdrawcallback 4th time's the charm
2020-12-18 18:15:14 +00:00
fredzio
4e7c9b6696
Embed physics simulation results inside of actor class.
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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"
2020-12-18 12:54:02 +01:00
psi29a
d01d5745c6
Merge branch 'relative_move' into 'master'
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Relative translation for scripts
See merge request OpenMW/openmw!477
2020-12-18 09:23:18 +00:00
Mads Buvik Sandvei
ea8f98b339
Wait for initialDrawCallback to finish before removing it
2020-12-18 08:48:39 +00:00
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.
2020-12-18 08:40:38 +01:00
psi29a
96a87b582c
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
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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
2020-12-17 23:37:21 +00:00
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
2020-12-16 22:03:16 +01:00
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.
2020-12-16 21:46:52 +01:00
fredzio
259d522800
When doing a ray cast to the next projectile position, ignore collisions
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that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
2020-12-15 21:34:58 +01:00
psi29a
884b434ee0
Merge branch 'fixfriendlyfire' into 'master'
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Fix projectiles friendly fire (#5744 )
See merge request OpenMW/openmw!466
2020-12-15 15:45:43 +00:00
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
2020-12-15 13:51:49 +02:00
fredzio
b39437dfb6
Don't allow projectiles to stand still when they hit an ally.
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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.
2020-12-14 22:23:01 +01:00
Alexei Dobrohotov
201999c4a9
Make sure adjustPosition() is safe to call for any actor
2020-12-14 03:01:26 +03:00
Alexei Dobrohotov
817ac4cfbd
Don't regenerate the topics list unconditionally
2020-12-12 23:07:00 +03:00
fredzio
a314f196eb
Unconditionally call actor->resetPosition in adjustPosition.
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Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
2020-12-12 18:17:26 +01:00
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
2020-12-11 20:07:59 +03:00
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
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Show more information about level on menu
See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00
psi29a
9a35c5815e
Merge branch 'nofallfloor' into 'master'
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Update physics object position after spawning.
See merge request OpenMW/openmw!449
2020-12-11 11:28:29 +00:00
Frederic Chardon
460e5abb55
Update physics object position after spawning.
2020-12-11 08:57:08 +01:00
Frederic Chardon
899b8422fa
explicitely use a reference, auto can't infer it and make a copy
2020-12-11 08:56:54 +01:00
Petr Mikheev
49c6e50c31
Print '--version' and '--help' messages without timestamps
2020-12-08 23:14:49 +01:00
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
2020-12-08 17:37:01 +00:00
Evil Eye
39ac0cbb4a
Don't crash the game when placing a non-actor
2020-12-08 17:47:25 +01:00
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
2020-12-08 15:49:19 +00:00
psi29a
fd64aacf7d
Merge branch 'cliherbalism' into 'master'
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Add a setting to disable graphical herbalism
See merge request OpenMW/openmw!440
2020-12-08 10:02:15 +00:00
fredzio
4fbe1ed12c
Ignore caster collision shape. Sometimes the magic bolt get launched
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inside too near its caster.
2020-12-08 09:06:34 +01:00
fredzio
7e85235220
Projectile to projectile collision
2020-12-08 09:06:34 +01:00
fredzio
66fe3b0d38
Modify projectile collision to work with async physics
2020-12-08 09:06:33 +01:00
Andrei Kortunov
dc7b48e92e
Generate physics collisions for projectiles (bug #3372 )
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Remove redundant now mHit field
2020-12-08 09:05:38 +01:00
Andrei Kortunov
242dd8d496
Use a logging system instead of cout for a couple of missing messages
2020-12-08 11:06:30 +04:00
Evil Eye
275b9aea4d
rename setting
2020-12-07 21:56:41 +01:00
Evil Eye
e62fff5f2e
Add a setting to disable graphical herbalism
2020-12-07 19:04:32 +01:00
CedricMocquillon
6bfdf0e57f
Add more information on mouse over level
2020-12-07 14:57:25 +01:00
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
2020-12-07 12:35:58 +00:00
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
2020-12-07 10:19:32 +00:00
psi29a
c742c15f6d
Merge branch 'autogoesbrr' into 'master'
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Use range based for loops and auto
See merge request OpenMW/openmw!400
2020-12-07 09:12:50 +00:00
psi29a
b22418d053
Merge branch 'fix_spawn' into 'master'
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Fix spawn #5724
See merge request OpenMW/openmw!439
2020-12-07 08:20:35 +00:00
fredzio
c6c02a6f16
Remove useless code. ipos is already initialized with the correct
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values.
2020-12-06 13:26:43 +01:00
fredzio
08e73a09ec
Make the code more compact by mean of std::min / max and ternary
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operator.
2020-12-06 13:24:42 +01:00
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.
2020-12-06 13:20:37 +01:00
Petr Mikheev
5734551ff3
Add time to logs. Redirect OSG log to OpenMW log.
2020-12-05 13:46:02 +01:00
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".
2020-12-05 01:09:43 +01:00
Evil Eye
078de86e60
Use range based for loops and auto
2020-12-04 18:34:51 +01:00
Alexei Dobrohotov
84e1a29700
Make AI cast self-targeted spells at the ground (bug #5695 )
2020-12-04 00:41:21 +03:00
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.
2020-12-03 12:57:57 +01:00
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
2020-12-02 23:03:10 +00:00
Bret Curtis
16b34c2863
Merge pull request #3029 from akortunov/replace_zeroes
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Replace zeroes and nulls by nullptrs
2020-11-29 14:50:01 +01:00
psi29a
73ca333c4b
Merge branch 'actorpositionagain' into 'master'
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Make the physics simulation more robust when overloaded
See merge request OpenMW/openmw!429
2020-11-29 13:48:35 +00:00
Andrei Kortunov
8084a336b5
Replace zeroes and nulls by nullptrs
2020-11-29 11:14:07 +04:00
fredzio
ea2ba27084
Move the moment when the actor origin is saved before simulation so to
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be sure the simulation is over. Otherwise, if the simulation is too slow
the position is wrong, and the actors would jump back and forth between
old and new position instead of actually moving.
2020-11-28 21:36:45 +01:00
psi29a
dc1bd8ec29
Merge branch 'osgAnimation_basics' into 'master'
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Collada animation support
See merge request OpenMW/openmw!421
2020-11-28 16:55:26 +00:00
psi29a
96e22bd44e
Merge branch 'fastforwardpos' into 'master'
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Discard physics simulation results after fast forward
See merge request OpenMW/openmw!423
(cherry picked from commit ff2d7695698341ef059c75707aa092cef48deea4)
03a37433 In case of time fast forward (resting, jail), force reset of positions
2020-11-23 20:15:44 +00:00
AnyOldName3
f8c791fde3
Merge branch 'physics_worker_profile' into 'master'
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Add the async physics worker to the profiler overlay.
See merge request OpenMW/openmw!422
2020-11-21 00:18:44 +00:00
Frederic Chardon
9aba55a21a
Add the async physics worker to the profiler overlay.
2020-11-20 21:17:47 +01:00
jefetienne
bc6f46465f
Add to changelog, authors. Move variable declaration inside block
2020-11-19 10:34:15 -05:00
jefetienne
2413de38b5
Extend spell/item search to search by magic effect name
2020-11-19 10:34:15 -05:00
Nelsson Huotari
6e77ad1f6a
OSG-Collada animation support
2020-11-19 01:11:56 +02:00
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
2020-11-18 22:48:47 +02:00
psi29a
c69b407f8c
Merge branch 'close_the_window_before_you_destroy_the_world' into 'master'
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Don't unload the world before closing containers
Closes #5689
See merge request OpenMW/openmw!419
2020-11-18 18:19:46 +00:00
Evil Eye
c126d8801f
Fix #5689
2020-11-18 17:28:09 +01:00
AnyOldName3
06d1e70aac
Make Bullet DebugDrawer's default state match the physics system
2020-11-18 15:34:21 +00:00
Frederic Chardon
bb5213670c
Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
2020-11-16 11:35:50 +01:00
fredzio
d64ed6cf53
Get rid of the StandingActorsMap. Just embed the necessary info into
...
Actor class.
2020-11-15 01:58:21 +01:00
psi29a
5362146d24
Merge branch 'interleaved_movements' into 'master'
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Unbreak lifts & conveyors in Sotha Sil Expanded
See merge request OpenMW/openmw!410
2020-11-15 00:20:24 +00:00
fredzio
e5fa457fe7
Properly account for interleaved move of actors.
...
Before this change, if an actor position was changed while the physics
simulation was running, the simulation result would be discarded. It is
fine in case of one off event such as teleport, but in the case of
scripts making use of this functionality to make lifts or conveyor (such
as Sotha Sil Expanded mod) it broke actor movement.
To alleviate this issue, at the end of the simulation, the position of the Actor
in the world is compared to the position it had at the beginning of the
simulation. A difference indicate a force move occured. In this case,
the Actor mPosition and mPreviousPosition are translated by the difference of position.
Since the Actor position will be really set while the next simulation runs, we
save it in the mNextPosition field.
2020-11-14 20:39:16 +01:00
Alexei Dobrohotov
8a6d3d1b4f
Minor fixes
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Fix extra semicolon
Disable collision avoidance if AI is disabled
2020-11-13 22:53:12 +03:00
AnyOldName3
1e0df23d14
Merge branch 'shadows-bin' into 'master'
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Use a custom renderbin to avoid pointless OpenGL state switches
See merge request OpenMW/openmw!402
2020-11-13 16:29:41 +00:00
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
psi29a
ed8342ebc9
Merge branch 'niffile' into 'master'
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Remove NIFFile settings manager dependency
See merge request OpenMW/openmw!398
2020-11-10 09:03:10 +00:00
Alexei Dobrohotov
c857588ee9
Remove NIFFile settings manager dependency
2020-11-09 14:24:48 +03:00
Alexei Dobrohotov
b523574090
Remove shader visitor settings manager dependency
2020-11-09 13:59:59 +03:00
Andrei Kortunov
0e971dccf0
Rework cure effects
2020-11-04 13:51:10 +04:00
Alexei Dobrohotov
37cce328ca
Merge branch 'basicmath' into 'master'
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Compute the rotation normal relative to the door axe, not the world.
See merge request OpenMW/openmw!391
2020-11-03 14:34:25 +00:00
Bret Curtis
6efa7eea5a
Merge pull request #3025 from akortunov/iterator
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Do not remove active effects in the active effects loop
2020-11-02 17:12:45 +01:00
Andrei Kortunov
c1d56d94c4
Do not remove active effects in loop (bug #3789 )
2020-11-02 17:51:36 +04:00
Frederic Chardon
ecd10a731e
Compute the rotation normal relative to the door axe, not the world.
2020-11-02 14:12:42 +01:00
fredzio
18e38d8810
Do not block a door when it turns away.
2020-11-01 23:01:18 +01:00
psi29a
ba3aad31c1
Merge branch 'hitdebug' into 'master'
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Visualize hits in the debug overlay
See merge request OpenMW/openmw!379
2020-11-01 10:20:14 +00:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
fredzio
4876969153
Use the PhysicsSystem::movementQueue instead of a serie of
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setPosition(getPosition() + diff) to move actor in scripts.
With background physics, this is very slightly off with the collision
object position.
When the script run long enough (a few dozen frames for instance),
the accumulated error becomes too big. It make actors fall through lifts floors.
2020-10-30 23:59:09 +01:00
Evil Eye
7065282127
Save and load container records; fixes #5668
2020-10-29 13:55:24 +01:00
Andrei Kortunov
64ba81ecf2
Fix some issues, found by CoverityScan
2020-10-28 18:02:31 +04:00
psi29a
8f68f08aee
Merge branch 'moonmoon' into 'master'
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Change moon phase to an enum class
See merge request OpenMW/openmw!381
2020-10-27 19:44:30 +00:00
Evil Eye
3bf5247c0b
remove forward declaration
2020-10-27 19:23:07 +01:00
Alexei Dobrohotov
9763995892
Fix regression #5666
2020-10-27 18:08:14 +03:00
psi29a
74dfc09e2d
Merge branch 'removeitem' into 'master'
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Fix remove item regression
Closes #5663
See merge request OpenMW/openmw!380
2020-10-26 23:13:35 +00:00
Evil Eye
2c4cafa41a
Change moon phase to an enum class
2020-10-26 22:16:31 +01:00
Evil Eye
0512a574e8
Fix remove item regression
2020-10-26 20:13:24 +01:00
psi29a
f6e4c7cb42
Merge branch 'regionsounds' into 'master'
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Fix region sounds
See merge request OpenMW/openmw!370
2020-10-26 16:29:45 +00:00
fredzio
e8c0a7bec0
Visualie projectile hits
2020-10-26 13:53:36 +01:00
Frederic Chardon
574ccbf7bd
Visualize hand to hand hits
2020-10-26 13:48:15 +01:00
fredzio
435b2e37f8
Allow to display collision points in the debug viewer
2020-10-26 13:42:46 +01:00
Bret Curtis
4032b754e4
set minimal boost version; remove #ifdef boost version checks
2020-10-25 22:43:10 +01:00
unknown
eae9eafb8c
Merge branch 'master' of gitlab.com:OpenMW/openmw into regionsounds
2020-10-25 14:13:14 +01:00
unknown
eebb320916
Wait for the previous sound to stop
2020-10-25 12:20:14 +01:00
Bret Curtis
f6bead88a9
purge boost/optional.hpp headers
2020-10-25 00:58:44 +02:00
Bret Curtis
62b0781f7d
use std::optional instead of boost::optional
2020-10-25 00:33:41 +02:00
psi29a
957a1425d1
Merge branch 'cleanup_1' into 'master'
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Cleanup 1
See merge request OpenMW/openmw!365
2020-10-24 18:43:03 +00:00
unknown
1ce296aa7f
Use fallback values for region sounds and fix probability
2020-10-24 18:54:46 +02:00
AnyOldName3
538314b03a
Make path settings have path type
2020-10-23 15:34:41 +01:00
AnyOldName3
8b28b6e55e
Compose BSA, context and script blacklist lists
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These would only take their value from the highest priority source, so
specifying `openmw --content anExtraEsp.esp` would override all the
content files in the user cfg file, and the user cfg file would override
any in the global/local one.
2020-10-23 01:58:43 +01:00
AnyOldName3
cf81f1bbb7
Make composing variables compose in the expected order
2020-10-23 01:41:28 +01:00
Bret Curtis
5a824d0333
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
AnyOldName3
651a5a27f6
Fix inconsistent indentation
...
This has been irritating me for years.
2020-10-22 21:44:47 +01:00
psi29a
fa1765816f
Merge branch 'somecpp17' into 'master'
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C++17 cosmetics
See merge request OpenMW/openmw!357
2020-10-22 13:06:15 +00:00
fredzio
a19db73eca
Fix bad rebase
2020-10-22 09:24:56 +02:00
fredzio
1357bba0a0
Use some C++17 where it makes the code more readable
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Also replace boost::optional
2020-10-22 07:15:16 +02:00
fredzio
4fc5b6f6f4
Sort headers
2020-10-22 07:15:16 +02:00
fredzio
212b293803
Use same parameter name in definition and declaration
2020-10-22 07:15:16 +02:00
Alexei Dobrohotov
f1b7cd5404
Don't reset temporarily hidden container window
2020-10-22 02:12:31 +03:00
psi29a
4ae504970f
Merge branch 'blocking' into 'master'
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Fix lower body blocking animation priority (bug #5656 )
Closes #5656
See merge request OpenMW/openmw!359
2020-10-21 22:32:24 +00:00
psi29a
7f59751946
Merge branch 'standing' into 'master'
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Fix standing actors logic
See merge request OpenMW/openmw!360
2020-10-21 22:31:01 +00:00
fredzio
2916a9462e
Fix standing actors logic:
...
it is updated in the solver only if the actor is standing on
"something". The ground is not "something", so in case the actor goes
from standing on an object to the standing on the ground, this change was not taken
into account.
Clear the value before the simulation to solve this problem.
2020-10-21 21:32:06 +02:00
Alexei Dobrohotov
2972033a72
Merge branch 'thelevelling' into 'master'
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Allow adding levelled lists using AddItem
Closes #2404
See merge request OpenMW/openmw!358
2020-10-21 16:53:46 +00:00
Alexei Dobrohotov
7da8479d25
Fix lower body blocking animation priority (bug #5656 )
2020-10-21 19:35:01 +03:00
Evil Eye
bdcd2bc802
Allow adding levelled lists with AddItem
2020-10-21 17:21:28 +02:00
Bret Curtis
7d16b6f26c
Merge pull request #2992 from akortunov/service_refusal
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Add support for service-specific refusals
2020-10-21 00:29:19 +02:00
Bret Curtis
82431b752d
removed unnessary bits that cmake should be doing for us; replace Misc::gcd with std::gcd
2020-10-20 23:38:05 +02:00
Evil Eye
f62905eb0a
remove redundant argument
2020-10-20 21:04:35 +02:00
psi29a
09373a757d
Merge branch 'radioactive' into 'master'
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Container base record mutations
See merge request OpenMW/openmw!353
(cherry picked from commit 8b33765dd414680f0074b3e115b52b291b4cb7cb)
275908a0 mutate container base records
16fca11d add changelog entry
2020-10-20 16:56:22 +00:00
Andrei Kortunov
6c591c190b
Add support for service-specific refusals (feature #5580 )
2020-10-20 18:58:26 +04:00
fredzio
a036183248
Use a much simpler and assert-free check for Bullet multithreading support
2020-10-19 21:31:52 +02:00
Andrei Kortunov
065ed5138e
Use emplace_back instead of push_back
2020-10-18 10:27:35 +04:00
psi29a
4adc689c7a
Merge branch 'summoncrash' into 'master'
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Avoid summon spawn if actor isn't in a cell (bug #5644 )
See merge request OpenMW/openmw!351
2020-10-18 00:35:35 +00:00
Alexei Dobrohotov
f90e403bc1
Avoid summon spawn if actor isn't in a cell (bug #5644 )
2020-10-18 01:42:32 +03:00
psi29a
f513ee1f1d
Merge branch 'configurable_turning_delay' into 'master'
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Makes the delay of turning while run configurable (part of "smooth movement")
See merge request OpenMW/openmw!349
2020-10-17 20:21:02 +00:00
psi29a
9d350ec824
Merge branch 'head_bobbing' into 'master'
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Add head bobbing in first person mode
Closes #5043
See merge request OpenMW/openmw!320
2020-10-17 19:54:34 +00:00
Petr Mikheev
9ec6fce446
Makes the delay of turning while run configurable (part of "smooth movement").
2020-10-17 16:11:22 +02:00
Petr Mikheev
c72199155c
Use full speed in the "NPCs give way" maneuver.
2020-10-17 15:33:23 +02:00
Bret Curtis
8050882baf
Merge pull request #3015 from akortunov/overrides
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Mark overrided methods as overrides
2020-10-17 13:32:08 +02:00
AnyOldName3
df178ed97c
Merge branch 'container-regressions' into 'master'
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Fix container regressions
See merge request OpenMW/openmw!346
(cherry picked from commit b0aee6f83d4cddb0116284b197913f9687dd9cee)
95e7a22d fix container regressions
2020-10-16 22:55:10 +00:00
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
fredzio
978af12c2d
Restore fall damage
2020-10-16 19:30:03 +02:00
psi29a
c16fa27407
Merge branch 'async-physics' into 'master'
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Async physics
See merge request OpenMW/openmw!248
2020-10-15 08:34:26 +00:00
fredzio
3c2504b442
Process movement queue in one or several background threads
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Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.
The number of threads is controlled by the numeric setting
[Physics]
async num threads
In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)
[Physics]
defer aabb update
Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.
[Physics]
lineofsight keep inactive cache
Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
fredzio
91b3926a49
We need to update the collision world after each step.
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Change order of traversal simulation step to make it rare enough to be parallelizable
Before:
for actor in actors:
repeat numstep:
solve(actor)
After:
repeat numstep:
for actor in actors:
solve(actor)
Introduce struct ActorFrameData to pack all data that is necessary for
the solver
2020-10-15 06:41:22 +02:00
fredzio
d76cc5d0a9
Make the Object class manage its collision object and position.
2020-10-15 06:41:16 +02:00
fredzio
4ef36973fb
Make the Actor class manage its collision object and position.
2020-10-15 06:41:08 +02:00
fredzio
82da2045a9
Non functionnal changes in preparation for async physics feature
2020-10-15 06:41:03 +02:00
Bret Curtis
425fa837d1
Merge pull request #3012 from akortunov/container_crash
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Fix crash on saving
2020-10-14 12:43:31 +02:00
Andrei Kortunov
c3d84b2c7c
Ability to attach arrows to shooter's hands (feature #5642 )
2020-10-14 10:07:42 +04:00
Andrei Kortunov
8e647aa72a
Fix crash on saving
2020-10-14 09:16:01 +04:00
Assumeru
72549651e0
Rework container resolution ( #3006 )
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* Rework container resolution
* add optional argument to getCount
* remove now-redundant changes
* undo worldimp changes
* move save-fixing code to InventoryState
* replace Rng instances with Seeds
2020-10-13 17:46:32 +02:00
Petr Mikheev
15078f5b3c
Fix #5630 "NPCs momentarily turn when the player character is moving backwards during combat"
2020-10-10 23:06:43 +02:00
Alexei Dobrohotov
1842f546c3
Restore empty target check in spell absorption
2020-10-10 14:27:52 +03:00
Alexei Dobrohotov
e930251d92
Merge branch 'godmode' into 'master'
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Add many more godmode checks to harmful magic (bug #5633 )
Closes #4264
See merge request OpenMW/openmw!336
2020-10-09 22:09:46 +00:00
Alexei Dobrohotov
0e8c5c5034
Merge branch 'avoid_collision_update' into 'master'
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Update logic of "NPCs avoid collisions"
See merge request OpenMW/openmw!318
2020-10-09 18:43:43 +00:00
Alexei Dobrohotov
b85875a354
Ignore Burden effect in god mode
2020-10-09 21:34:39 +03:00
Alexei Dobrohotov
39678c74bf
Add many more godmode checks to harmful magic (bug #5633 )
2020-10-09 20:36:51 +03:00
Alexei Dobrohotov
0dcb8c6b69
Fix pick/probe uses decrement
2020-10-09 19:20:50 +03:00
Alexei Dobrohotov
ec825b2510
Fix RayCastingResult warning
2020-10-08 22:44:46 +03:00
Petr Mikheev
be27b51279
Add head bobbing in first person mode
2020-10-08 00:22:01 +02:00
Petr Mikheev
2835ea1e21
Update logic of "NPCs avoid collisions"
2020-10-03 22:58:00 +02:00
Charles Calhoun
14aacb81c5
Fix follower aggression when traveling. Summoning still has problems but less intrusive than current implementation.
2020-10-03 20:05:17 +00:00
psi29a
3040b3b2b6
Merge branch 'issue-5588' into 'master'
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Prevent empty right page of journal having invisible topics (Fixes #5588 )
Closes #5588
See merge request OpenMW/openmw!310
2020-10-03 10:55:44 +00:00
Kyle Shrader
845049a166
Prevent empty right page of journal having invisible topics ( Fixes #5588 )
2020-10-03 10:55:44 +00:00
AnyOldName3
9e78f3d936
Skip raycasting for zero-length rays
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Rays with no length can't intersect anything. This also prevents an
assertion triggering with Bullet built in Debug mode.
2020-10-03 02:19:38 +01:00
psi29a
aa4e6c448b
Merge branch 'spellabsorption' into 'master'
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Support enchantment absorption
See merge request OpenMW/openmw!307
2020-09-29 15:27:52 +00:00
psi29a
d9dafbe45b
Merge branch 'master' into 'uses'
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# Conflicts:
# CHANGELOG.md
2020-09-29 08:20:50 +00:00
psi29a
0438d9d5bb
Merge branch 'enchanting' into 'master'
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Reset enchant effects displayed range when they are constant (bug #5603 )
See merge request OpenMW/openmw!309
2020-09-28 17:18:29 +00:00
psi29a
ad1021721f
Merge branch 'master' into 'rotation'
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# Conflicts:
# CHANGELOG.md
2020-09-28 17:09:50 +00:00
Alexei Dobrohotov
f2af957647
Reset enchant effects displayed range when they are constant (bug #5603 )
2020-09-25 02:13:57 +03:00
Alexei Dobrohotov
e0a5c24afe
Handle 0-use items like vanilla (bug #5611 )
2020-09-25 00:20:25 +03:00
Petr Mikheev
ad51a4be2e
Changes in head tracking and greetings for "smooth movement".
2020-09-22 22:50:44 +02:00
Petr Mikheev
b838782557
Avoid collisions between actors.
2020-09-22 22:50:44 +02:00
Petr Mikheev
79a72e4b44
Slightly modify aicombat to make it more difficult to get around an enemy. The difference is visible only if turning is slow (i.e. if smooth movement enabled).
2020-09-22 22:50:44 +02:00
Petr Mikheev
6a75942907
Fix CharacterController::setAttackTypeBasedOnMovement
2020-09-22 22:50:44 +02:00
Petr Mikheev
bd6b984022
Smoothing speed in CharacterController
2020-09-22 22:50:44 +02:00
Petr Mikheev
71ba94a89a
Smooth turning; smooth stopping; combat headtracking
2020-09-22 22:50:44 +02:00
Alexei Dobrohotov
f8389c6c37
Support enchantment absorption
2020-09-22 00:33:27 +03:00
Alexei Dobrohotov
387bda5e22
Add inverse order rotation support to SetAngle (feature #5579 )
2020-09-21 22:27:01 +03:00