scrawl
f962ce0bbe
Don't link against unnecessary OSG libraries
2015-11-29 19:56:43 +01:00
scrawl
cd4a1ffd16
Fast version of dynamic_cast for MWClass
2015-11-29 14:26:52 +01:00
Marc Zinnschlag
20a076bdba
Merge remote-tracking branch 'origin/master'
2015-11-29 09:34:41 +01:00
Marc Zinnschlag
6df626ad71
Merge remote-tracking branch 'scrawl/crashcatcher'
2015-11-29 09:23:14 +01:00
scrawl
db71634a2d
Allow replacing of interactive message boxes ( Fixes #3040 )
2015-11-28 19:15:54 +01:00
scrawl
c9bfe01120
Fix applying of weather changes after serving a jail sentence
2015-11-28 17:57:35 +01:00
Marc Zinnschlag
6facce9d13
Merge remote-tracking branch 'origin/master'
2015-11-28 10:02:37 +01:00
Marc Zinnschlag
ff5582e318
Merge remote-tracking branch 'scrawl/ltex'
2015-11-28 09:51:57 +01:00
scrawl
a1fa1b2b2e
Don't attempt to open an empty texture
2015-11-28 06:01:24 +01:00
scrawl
d97dda05c9
Don't attempt to play unset weather sounds
2015-11-28 05:55:36 +01:00
scrawl
93a76e2f56
Revert debce0fb80
, use a sleep() to work around the X11 bug
...
Problem with debce0fb80
is the crashed process won't be killed until the user accepts the message box, and it's harder to get to the message box when the window is in full screen or the cursor is locked.
2015-11-28 05:42:05 +01:00
scrawl
debce0fb80
crashcatcher: show the message box before killing crashed process
...
This change fixes a random X server lock-up that I get about 1 in 10 times when a crash is caught. I'm presuming it's an X server bug since faulty applications shouldn't be able to crash or freeze the X server under any circumstances.
2015-11-28 05:14:30 +01:00
scrawl
35fa1f5865
Not found Land Textures are no longer a fatal error (Bug #3037 )
...
Log warning message and show the default texture when encountering invalid ESM::LandTexture references.
2015-11-27 21:57:24 +01:00
scrawl
4687c4baad
Do not assert() for invalid land data in plugins (Bug #3037 )
...
The resizing of LTEX store to the correct number of plugins was done in the load() method, but the load method won't be called if a plugin contains LAND records but doesn't contain LTEX records. For such plugins the Store<ESM::LandTexture>::search() function would then fail an assertion.
2015-11-27 21:57:15 +01:00
scrawl
5b8fd79b4b
Fix crash when exception is thrown in startNewGame()
2015-11-27 21:38:57 +01:00
scrawl
89783e047b
Fix typo
2015-11-27 19:40:31 +01:00
Chris Robinson
4ee409af84
Load loudness data asynchronously
...
Currently abuses the output audio streams' background processing thread to do
the work, since there's no generalized threaded processing mechanism.
2015-11-27 09:47:14 -08:00
Chris Robinson
0f05ccf72a
Use a non-recursive mutex and properly end the streaming thrread
2015-11-27 08:13:23 -08:00
Chris Robinson
b5ed2e65f8
Add a method to get the sound stream delay
...
This helps avoid a lock during the movie player's read method, since it needs
to sync with the current playback position which would otherwise need to get
the movie decoder's current position.
2015-11-27 06:01:50 -08:00
Chris Robinson
f3c035907c
Rename Sound::update to Sound::applyUpdates
2015-11-27 04:55:17 -08:00
Chris Robinson
9568aa6a84
Use a condition variable to wake up the audio stream thread
...
This should make starting streams a bit more responsive, and allows us to do
more in it that really shouldn't wait for its next wake up.
2015-11-27 04:30:09 -08:00
Chris Robinson
4a078725d4
Play player voices locally
2015-11-27 02:57:44 -08:00
Chris Robinson
449eca4fb4
Properly mark streams as 2D or 3D
2015-11-27 02:36:33 -08:00
Chris Robinson
21bb2e9314
Use a deque for loudness buffers with a map lookup
...
Similar to Sound_Buffer, this allows individual Sound_Loudness objects to
retain a constant pointer when new ones are inserted on to the end.
2015-11-27 02:01:18 -08:00
Chris Robinson
5f8a09df97
Play player sounds (except footsteps) local to the listener
2015-11-27 02:01:18 -08:00
Chris Robinson
82f3651f81
Treat the sound offset as the offset in seconds
2015-11-27 02:01:17 -08:00
Chris Robinson
8b7587f9a6
Track whether a sound is 3D
2015-11-27 02:01:17 -08:00
Chris Robinson
fc912b135f
Avoid unnecessarily friending classes
2015-11-27 02:01:17 -08:00
Marc Zinnschlag
7cc950ed64
Merge remote-tracking branch 'origin/master'
2015-11-27 10:34:22 +01:00
Marc Zinnschlag
b3532b6274
Merge remote-tracking branch 'scrawl/spells'
2015-11-27 10:21:17 +01:00
scrawl
44dd62067e
Remove some unnecessary per-frame store searches
2015-11-27 02:13:56 +01:00
scrawl
783594033a
Optimize MWMechanics::Spells
...
Use pointers as map keys instead of string IDs. Resolves a nasty performance bottleneck on functions like hasCommonDisease() that previously had to look up all contained spells from the ESM store on every call. hasCommonDisease() is called hundreds of times per frame by the AI target update since it's used to calculate target disposition.
The total cost of hasCommonDisease() was 2.7% of the frame loop, now it's negligible.
2015-11-27 01:07:15 +01:00
scrawl
fbee32729a
Cache CellId
...
ESM::Cell::getCellId() was allocating a string on every call. This caused functions dealing with cellIds to be unnecessarily expensive.
For example, World::moveObject spent almost as much time comparing CellIds as it did updating Bullet's AABB after the move. OpGetDistance was by far the most expensive script instruction because it has to compare cellIds.
The total cost of getCellId() relative to the frame loop was about 0.3%.
2015-11-26 23:56:32 +01:00
scrawl
984c455027
Fix Show Owned option affecting tooltips that are not objects ( Fixes #3036 )
2015-11-26 18:23:39 +01:00
scrawl
bcca1beb69
Merge branch 'configwriter' into HEAD
2015-11-26 17:17:26 +01:00
scrawl
d894d54e41
Improve path conversions
2015-11-26 17:15:28 +01:00
Chris Robinson
d4238a6d91
Add config options for the sound buffer cache size
...
The cache size is specified with a min/max range, intended to avoid constant
unloading once the limit is reached. This way, buffers can be unloaded down to
a reasonable mimimum, allowing some more buffers to be subsequently loaded
without causing more unloading.
2015-11-26 02:13:37 -08:00
Chris Robinson
8715add72f
Store sound buffers in a deque that's filled in as needed
...
A deque allows existing Sound_Buffer references to remain valid as long as new
ones are back-inserted. These references can be used instead of indices.
2015-11-26 01:26:33 -08:00
cfcohen
7605912ece
Merge branch 'master' of https://github.com/OpenMW/openmw into config_writer_changes
2015-11-26 00:57:21 -05:00
scrawl
8a3ec14bc6
Revert "Merge remote-tracking branch 'sandstranger/opengles'"
...
This reverts commit cc9cab6fd1
, reversing
changes made to da856eed95
.
2015-11-25 19:22:48 +01:00
Marc Zinnschlag
ef68e2aec4
Merge remote-tracking branch 'origin/master'
2015-11-25 19:18:17 +01:00
cfcohen
67c4b17581
Commit files that I thought wre in the previous commit. :-[ I'm
...
accustomed to the hg behavior of commiting all modified files by
default.
2015-11-25 13:17:03 -05:00
Marc Zinnschlag
cc9cab6fd1
Merge remote-tracking branch 'sandstranger/opengles'
2015-11-25 19:15:53 +01:00
Chris Robinson
8f08ca9cba
Revert "Avoid unsafe sizeof(x)/sizeof(x[0]) constructs for array counting"
...
This reverts commit 0d4fea896c
.
2015-11-25 06:06:27 -08:00
Chris Robinson
04f885d8cc
Rename mReferences to mUses
2015-11-25 04:24:27 -08:00
Chris Robinson
0d4fea896c
Avoid unsafe sizeof(x)/sizeof(x[0]) constructs for array counting
2015-11-25 04:24:27 -08:00
Chris Robinson
a1bdb544db
Avoid an unnecessary string copy
2015-11-25 04:24:27 -08:00
Chris Robinson
aac903484c
Remove a really unnecessary method
2015-11-25 04:24:26 -08:00
Chris Robinson
73448c72f6
Replace Play_NoTrack with playManualSound3D, and rename the latter
2015-11-25 04:24:26 -08:00
Chris Robinson
caae305ddd
Use a sorted list for unused buffers
...
Helps ensure the buffers being unloaded due to cache limits are not likely to
be needed anytime soon.
2015-11-25 04:24:26 -08:00
Chris Robinson
669b7a2295
Batch update changes together, when possible
...
Certain OpenAL implementations, including Rapture3D, Creative's hardware
drivers, and more recent versions of OpenAL Soft, can batch together changes so
that they all occur at once, avoiding potential discontinuities with one sound
being changed before another, or the listeenr being changed before sounds are.
On other implementaitons, this is a no-op and maintains existing behavior.
2015-11-25 04:24:26 -08:00
Chris Robinson
ea70b0baee
Don't store the buffer in the sound struct
2015-11-25 04:24:25 -08:00
Chris Robinson
fd7d58fe7e
Reset the sound handle back to null after unloading
2015-11-25 04:24:25 -08:00
Chris Robinson
4801661b34
Stop all sounds of the given id
2015-11-25 04:24:25 -08:00
Chris Robinson
8a69f676ec
Remove some duplicate code
2015-11-25 04:24:25 -08:00
Chris Robinson
45628316f8
Remove an unnecessary check
2015-11-25 04:24:25 -08:00
Chris Robinson
574c1923fe
Clear unused buffers after unloading them all
2015-11-25 04:24:25 -08:00
Chris Robinson
5ad772c3b3
Fix streaming sound time
2015-11-25 04:24:25 -08:00
Chris Robinson
3ce6aee98b
Return a decoder from the loadVoice function
2015-11-25 04:24:25 -08:00
Chris Robinson
24f8c78fca
Store sound buffer references by index instead of string
2015-11-25 04:24:24 -08:00
Chris Robinson
f7218f5a25
Use proper mutex mechanisms and don't check al errors in the stream thread
2015-11-25 04:24:24 -08:00
Chris Robinson
f9e18cd966
Prepare all Sound_Buffer objects when one is needed
...
This simply sets up the Sound record data to be used by the sound output. The
actual audio buffers, stored in the Sound_Handle, are still loaded on-demand.
2015-11-25 04:24:24 -08:00
Chris Robinson
6c3953766e
Use separate lists for the sound name and its buffer
...
This should make sound lookup a bit more efficient, especially when an integer
ID can be used.
2015-11-25 04:24:24 -08:00
Chris Robinson
fbfcc4050f
Stream voice clips
...
Voices tend to be a bit long, and not individually replayed often. So it's
better to stream them instead of loading theminto a sound buffer. The loudness
data is very small, though, so that can be kept buffered indefinitely.
2015-11-25 04:24:24 -08:00
Chris Robinson
eee6a19e31
Add a method to stream sounds in 3D
2015-11-25 04:24:24 -08:00
Chris Robinson
f1a1dc8408
Pass relevant sound parameters to the OpenAL_SoundStream constructor
2015-11-25 04:24:24 -08:00
Chris Robinson
83721092f2
Refactor the audio streaming code to be a bit saner
2015-11-25 04:24:23 -08:00
Chris Robinson
16f72886e9
Use separate lists for openal sounds and streams
2015-11-25 04:24:23 -08:00
Chris Robinson
0f33f41d8d
Actually unload sounds when running over
2015-11-25 04:24:23 -08:00
Chris Robinson
22a6811425
Limit the sound buffer cache to 15MB
2015-11-25 04:24:23 -08:00
Chris Robinson
0b2747098c
Keep track of unused sound buffers
2015-11-25 04:24:23 -08:00
Chris Robinson
4073495070
Add some missing sound handling
2015-11-25 04:24:23 -08:00
Chris Robinson
e362896817
Combine some duplicate code
2015-11-25 04:24:23 -08:00
Chris Robinson
febc7b510a
Remove an unneeded method
2015-11-25 04:24:23 -08:00
Chris Robinson
3fdc3c4ea9
Use a separate map for say sounds
...
Also restores lip movement
2015-11-25 04:24:22 -08:00
Chris Robinson
9d0018e1bc
Reorder active sound data to make lookup by Ptr better
2015-11-25 04:24:22 -08:00
Chris Robinson
495e138907
Load sound loudness and store it with the Sound_Buffer
...
Still not used for say yet, though
2015-11-25 04:24:22 -08:00
Chris Robinson
f4c22ec49e
Hold a separate list for voice sound buffers
...
This fixes say. Ideally voices would be streamed, but the loudness/"lip" buffer
extraction should be separated from the buffer loading code.
2015-11-25 04:24:22 -08:00
Chris Robinson
4571218827
Load the sound as needed and pass it directly to the play methods
...
This breaks say sounds, loudness handling, and the cache limit. Fixes are
forthcoming.
2015-11-25 04:24:22 -08:00
Chris Robinson
e2beefd8b5
Store info calculated from the ESM::Sound record
2015-11-25 04:24:22 -08:00
scrawl
edfcb45ad7
Fix crash when onPcEquip script removes the equipped item ( Fixes #3016 )
2015-11-24 22:55:17 +01:00
sandstranger
69acacefff
openmw building on Android with Opengl es
2015-11-23 20:28:35 +03:00
Marc Zinnschlag
da856eed95
Merge remote-tracking branch 'origin/master'
2015-11-23 18:17:36 +01:00
scrawl
3fe38e3556
Remove unused setting
2015-11-23 03:26:21 +01:00
scrawl
71cd57a3b5
Optimize World::getTimeStamp
...
World::getTimeStamp was searching through the globals store on every call. Not a big issue, but slow enough to show up in the profiler.
2015-11-22 23:55:21 +01:00
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
2015-11-22 19:54:26 +01:00
cfcohen
b507d5da5d
One more tooltip fix. This one in the review dialog with Socucius Ergalla.
2015-11-22 00:50:36 -05:00
Marc Zinnschlag
8da04bf76f
Merge remote-tracking branch 'scrawl/master'
2015-11-21 09:15:46 +01:00
scrawl
1b1d9a7a9c
Fixed another tooltip
2015-11-21 02:05:27 +01:00
cfcohen
cf4f3d9ebc
Correct tooltip for Magicka in stats window.
2015-11-20 14:57:42 -05:00
scrawl
43de13fa99
Do not allow resting on lava
2015-11-20 19:22:31 +01:00
scrawl
2d302aef99
Implement stayOutside script variable
2015-11-20 05:05:43 +01:00
scrawl
27617468c8
Fix the collision shape not updating when scaling an object via script
2015-11-20 03:29:58 +01:00
scrawl
5f143dee2d
Fix lighting incontinuity at nightfall and sunrise
2015-11-20 03:22:35 +01:00
scrawl
61314e1db1
Fix bounding box of bullet debug drawer
2015-11-20 03:04:03 +01:00
scrawl
706b1d4c28
Disable culling of ClipNode
2015-11-20 02:22:37 +01:00
scrawl
cbf344663f
animateCollisionShape checks if the shape is really animated
2015-11-20 00:17:07 +01:00
scrawl
894477849a
Store animated collision objects in a separate container
2015-11-19 23:33:08 +01:00
scrawl
8c268f239e
Set the object node scale before inserting model
...
This fixes initWorldSpaceParticles not taking object scale into account. Still not taking into account object rotation or node animations. Ideally the initWorldSpaceParticles needs to run in an updateCallback.
2015-11-19 15:57:12 +01:00
scrawl
ccc721ba3f
Print the OpenMW version to the logfile
2015-11-19 02:56:42 +01:00