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
Mads Buvik Sandvei
c870749c39
Merge remote-tracking branch 'remotes/origin/master' into multiview_test_branch
2020-12-06 15:24:12 +01:00
Mads Buvik Sandvei
85033bb647
Merge remote-tracking branch 'remotes/origin/master' into openxr_vr
2020-12-06 15:14:53 +01:00
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
Mads Buvik Sandvei
5148f4ecb0
Fix use of deallocated data.
2020-12-06 12:05:07 +01:00
Mads Buvik Sandvei
c11d6a48e4
Improved logic for selecting swapchain formats, and listed more options.
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SteamVR and Oculus will now both choose rgba
2020-12-06 12:03:34 +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
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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
Mads Buvik Sandvei
3008062955
Added the quick keys menu to the meta menu and added the option to assign it to your controller if you wish.
2020-12-04 22:41:49 +01:00
Mads Buvik Sandvei
c46c20dec2
Corrected base character height.
2020-12-04 22:41:06 +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
Mads Buvik Sandvei
d34ff613b3
Less verbose debug statement
2020-12-02 21:49:47 +01:00
Mads Buvik Sandvei
e42dada208
Load interaction profile suggestions from xml instead of hardcoding them.
2020-12-02 21:49:00 +01:00
Mads Buvik Sandvei
c3418a45ae
Fix crash introduced by yesterday's changes
2020-12-02 17:55:52 +01:00
Mads Buvik Sandvei
be29bf04af
some clang warnings
2020-12-01 22:28:31 +01:00
Mads Buvik Sandvei
e22e691167
picky gcc
2020-12-01 22:26:12 +01:00
Mads Buvik Sandvei
b710fa5a75
Another attempt at fixing the pipelines via mygui3.2 compatibility. This time by injecting inheritance of layers to inject the setPick function.
2020-12-01 21:36:46 +01:00
Mads Buvik Sandvei
6c0a02d2c3
Fixed thumbstick not releasing properly in GUI mode. I forgot to inject key release
2020-11-30 23:07:07 +01:00
Mads Buvik Sandvei
f7ceee7a5e
Revert "Drop MyGUI 3.4 requirement. Manage layer and widget focus manually."
...
This reverts commit 259330ab14
.
2020-11-30 22:52:56 +01:00
Mads Buvik Sandvei
74a91c4e33
Another WMR workaround
2020-11-29 19:08:32 +01:00
Mads Buvik Sandvei
2c4f1534fa
Merge branch 'openxr_vr_mmr' into 'openxr_vr'
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Possible MMR controller workaround
See merge request madsbuvi/openmw!12
2020-11-29 18:02:42 +00:00
Mads Buvik Sandvei
aff7d93a21
This is why i wanted MyGUI 3.4. So many hacks to use 3.2.
2020-11-29 19:02:06 +01:00
Mads Buvik Sandvei
1e64aea1a5
Bump openxr to version 1.0.13. Interaction profiles for vive cosmos and huawei
2020-11-29 17:15:53 +01:00
Mads Buvik Sandvei
e8b0198eaa
Possible MMR controller workaround
2020-11-29 16:29:57 +01:00
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
Mads Buvik Sandvei
e56d74518d
VR tab in the settings menu.
2020-11-29 13:14:00 +01:00
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
Mads Buvik Sandvei
211de4d3b2
Fix fog color not applying to VR cameras.
2020-11-28 19:50:47 +01:00
Mads Buvik Sandvei
fde3ae1403
wrist option
2020-11-28 19:41:09 +01:00
Mads Buvik Sandvei
fde6cc231e
Hud alongside arm instead of across to avoid getting eaten by shields
2020-11-28 18:58:23 +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
Mads Buvik Sandvei
2a5e552fd0
Openxr vr clang fixes
2020-11-28 11:22:21 +00:00
Mads Buvik Sandvei
01add8023e
derp fix
2020-11-28 00:25:34 +01:00
Mads Buvik Sandvei
04711180bd
Continue use of ifdef pragmas until i feel like cleaning up build rules
2020-11-27 23:08:08 +01:00
Mads Buvik Sandvei
259330ab14
Drop MyGUI 3.4 requirement. Manage layer and widget focus manually.
2020-11-27 21:47:20 +01:00
Mads Buvik Sandvei
02c7e8ed2a
Merge branch 'openxr_vr' of https://gitlab.com/madsbuvi/openmw into openxr_vr
2020-11-27 00:36:22 +01:00
Mads Buvik Sandvei
49e76fa077
Merge remote-tracking branch 'remotes/origin/master' into openxr_vr
2020-11-27 00:36:10 +01:00
Mads Buvik Sandvei
349bee3138
Fix for issue #50 , doors not working when object paging active grid is enabled
2020-11-27 00:33:31 +01:00
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
Mads Buvik Sandvei
acdce6e0d0
Refactored OpenXRSwapchainImpl to use two private objects that instantiate a swapchain, instead of instantiating two swapchains directly. Added handling of runtime failures in xrAcquireSwapchain(), xrWaitSwapchain(), and xrReleaseSwapchain().
2020-11-22 15:23:11 +01:00
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
uramer
ce455e7aaa
Nicer VR meta menu
2020-11-17 23:20:32 +01:00
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
Mads Buvik Sandvei
490d9e0086
Check if onOpen/onClose reversed visibility change before forwarding it to the VR GUI Manager.
2020-11-15 16:30:15 +01:00
Mads Buvik Sandvei
9e7df26f0f
Hide pauldrons
2020-11-15 15:45:57 +01:00
fredzio
d64ed6cf53
Get rid of the StandingActorsMap. Just embed the necessary info into
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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.
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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
Mads Buvik Sandvei
2e446c97bf
Merge branch 'openxr_vr' of https://gitlab.com/madsbuvi/openmw into openxr_vr
2020-11-14 19:20:57 +01:00
Mads Buvik Sandvei
3e581571f4
QWERTY implementation of a virtual keyboard.
2020-11-14 19:20:36 +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
Christoph Haag
751807d777
don't mark CheckXrResult as inline
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On gcc it compiles in Debug mode, but fails to link in Release mode.
2020-11-02 00:23:48 +01:00
fredzio
18e38d8810
Do not block a door when it turns away.
2020-11-01 23:01:18 +01:00
Mads Buvik Sandvei
3158a2510e
Clarified logging of layers and extensions
2020-11-01 17:49:46 +01:00
Mads Buvik Sandvei
360ba542a6
Vive controller work-around. Revert this when steamvr fixes the vive menu button
2020-11-01 17:33:23 +01:00
Mads Buvik Sandvei
4e720afbd9
Better management of orientation. You should now be able to pitch and roll freely with no awkward limitations.
2020-11-01 17:17:40 +01:00
Mads Buvik Sandvei
77ab249d06
Global setting for vr mode
2020-11-01 15:50:59 +01:00
Mads Buvik Sandvei
4a42a299d8
Fixed implicit cast warnings
2020-11-01 15:47:45 +01:00
Mads Buvik Sandvei
f762088651
Use Constants::UnitsPerMeter instead of rolling my own value.
2020-11-01 15:45:14 +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
Mads Buvik Sandvei
010fc13b91
Refer to !6
2020-10-31 09:03:01 +01:00
Christoph Haag
b54e77a667
fix openmw non-vr build
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../apps/openmw/mwphysics/movementsolver.cpp: In static member function ‘static void MWPhysics::MovementSolver::move(MWPhysics::ActorFrameData&, float, const btCollisionWorld*, MWPhysics::WorldFrameData&)’:
../apps/openmw/mwphysics/movementsolver.cpp:98:52: error: ‘getPlayer’ is not a member of ‘MWMechanics’
98 | const bool isPlayer = (ptr == MWMechanics::getPlayer());
| ^~~~~~~~~
2020-10-30 23:29:24 +00:00
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