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22871 commits

Author SHA1 Message Date
Marc Zinnschlag
3dc15d39e3 Merged pull request #1936 2018-09-28 11:30:13 +02:00
Capostrophic
2e98cad895 Fade out sun glare and specularity completely at night start, not sunset start 2018-09-27 17:34:46 +03:00
Andrei Kortunov
35abf7367c Implement wearing priority for editor 2018-09-27 18:22:17 +04:00
Andrei Kortunov
ac848b0902 Use male bodyparts as fallback for females in the editor 2018-09-27 13:14:59 +04:00
Kyle Cooley
7eb1b14b21 Periodically prune empty elements in weak cache 2018-09-27 13:14:59 +04:00
Kyle Cooley
0096951f25 cleanup 2018-09-27 13:14:59 +04:00
Kyle Cooley
676fc48855 Re-add logic for empty model 2018-09-27 13:14:59 +04:00
Kyle Cooley
f43b70d77b Centralize actor data, simplify logic 2018-09-27 13:14:59 +04:00
Kyle Cooley
c1ec926f43 Workaround inconsistencies with record status changes 2018-09-27 13:14:59 +04:00
Kyle Cooley
1518d630ca Fix issue with body part events not propogating to actors 2018-09-27 13:14:59 +04:00
Kyle Cooley
031502b2ab Reorganize ActorAdapter data, use weak cache for sharing 2018-09-27 13:14:59 +04:00
Kyle Cooley
2a9ebac572 Simplify update logic, update when race parts are changed. 2018-09-27 13:14:59 +04:00
Kyle Cooley
1276e0fa9b Handle changes to race record when rendering actors 2018-09-27 13:14:59 +04:00
Kyle Cooley
b2115b60e6 Fix qt4 build 2018-09-27 13:14:59 +04:00
Kyle Cooley
6bece13a32 Use new Log class for error message 2018-09-27 13:14:59 +04:00
Kyle Cooley
97ac0a92dd Move data handling out of rendering code, equip armor/clothes 2018-09-27 13:14:59 +04:00
Kyle Cooley
6b42f37918 Handle creatures too 2018-09-27 13:14:59 +04:00
Kyle Cooley
e2ac392a40 Move common stuff to scene util, fix errors with 1st person meshes 2018-09-27 13:14:59 +04:00
Kyle Cooley
8444ee9981 Start rendering npc's 2018-09-27 13:14:59 +04:00
Marc Zinnschlag
5fa9b32e76 Merged pull request #1937 2018-09-27 11:06:21 +02:00
Marc Zinnschlag
43880ca47b Merged pull request #1919 2018-09-27 11:06:00 +02:00
Marc Zinnschlag
8b30f15df7 Merged pull request #1942 2018-09-27 11:05:22 +02:00
Marc Zinnschlag
c566514c9d Merged pull request #1940 2018-09-27 10:50:04 +02:00
Marc Zinnschlag
784b046746 Merged pull request #1943 2018-09-27 10:41:52 +02:00
Andrei Kortunov
ee4ca87352 Traverse child nodes of cell node in the editor (bug #4654) 2018-09-26 23:13:18 +04:00
Capostrophic
ba2fd8b795 Rename reflected absorb spells setting and add it to Advanced tab 2018-09-26 21:21:03 +03:00
Andrei Kortunov
8af021d729 Restore dynamic stats for actors in inactive cells (bug #1875) 2018-09-26 07:46:28 +04:00
David Cernat
8c7e06293f [Documentation] Update changelog with attack synchronization details 2018-09-26 02:48:52 +03:00
David Cernat
b76e00c66e [Server] Call OnPlayerCellChange script event near start of cell change
This makes it possible to send custom records used by players for their equipment before the hardcoded exchange of equipment packets takes place.

Additionally, remove the check for dead players because it has no real use and can potentially cause problems.
2018-09-26 02:40:21 +03:00
Andrei Kortunov
0176ee389e Handle length of UTF-8 strings properly in plugin metadata (bug #4653) 2018-09-25 21:40:26 +04:00
Andrei Kortunov
bce8de5fe9 Respect selected encoding in the content selector (bug #4467) 2018-09-25 21:39:18 +04:00
Capostrophic
d2cad229f8 Ugly hack: don't reset player idle and movement animations in first person view 2018-09-25 17:09:54 +03:00
Marc Zinnschlag
0e06a25f21 Merged pull request #1935 2018-09-25 12:11:20 +02:00
Capostrophic
77fb4d6dd2 Make sure the idle animations are reset while jumping 2018-09-24 19:30:02 +03:00
Capostrophic
56ef11b023 Reset sneak and swim idle animations when moving 2018-09-24 19:30:02 +03:00
Capostrophic
713330351b Experimental animation regression fixes
Don't unnecessarily start movement and jump animations from loop start
Don't play movement animation until jumping animation finishes
2018-09-24 19:30:02 +03:00
Sergey Fukanchik
657d95a0be Paperwork for the pull request #1935 2018-09-24 15:30:30 +03:00
Sergey Fukanchik
b2a52a5b6c Change 'after function'-style doxygen comment to normal. 2018-09-24 14:59:10 +03:00
Marc Zinnschlag
6ce6108eb4 Merged pull request #1932 2018-09-24 11:57:08 +02:00
Marc Zinnschlag
84a2752db9 Merged pull request #1933 2018-09-24 11:53:07 +02:00
Marc Zinnschlag
34b0344166 Merged pull request #1934 2018-09-24 11:51:46 +02:00
David Cernat
f100a660d4 [General] Fix ranged attack sync when using last throwing weapon or ammo 2018-09-24 11:30:53 +03:00
David Cernat
3f304866fd [Client] Use clearer variable names in DedicatedPlayer::setEquipment() 2018-09-24 10:11:42 +03:00
Bret Curtis
621ef69f58
Merge pull request #1939 from Capostrophic/optional
Discard count arguments for AddSoulGem and RemoveSpell (bug #3762)
2018-09-24 07:47:37 +02:00
Capostrophic
92259c6cca Discard count arguments for AddSoulGem and RemoveSpell (bug #3762) 2018-09-23 22:30:06 +03:00
Sergey Fukanchik
f00f35ba86 Add const to canRest() 2018-09-23 06:25:20 +03:00
Sergey Fukanchik
f2e11e6def Fix MSVC C4596 illegal qualified name 2018-09-23 04:06:29 +03:00
Capostrophic
52da65b776 Fix issues with sun specularity (bug #4527) 2018-09-23 03:39:06 +03:00
Sergey Fukanchik
44bcd9b25f Fix tab characters 2018-09-23 02:46:29 +03:00
David Cernat
995d20348f [General] Always use correct ranged weapon & ammo for ranged attack sync
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.

Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
2018-09-23 02:30:31 +03:00