Mads Buvik Sandvei
69b4a4741f
Formatting errors
2020-07-05 12:18:54 +02:00
Mads Buvik Sandvei
58d73e14e6
Merge branch 'master' of https://gitlab.com/madsbuvi/openmw.git into openxr_vr
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# Conflicts:
# apps/openmw/mwbase/environment.cpp
# apps/openmw/mwbase/environment.hpp
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwgui/windowmanagerimp.cpp
# apps/openmw/mwinput/inputmanagerimp.hpp
# apps/openmw/mwrender/animation.cpp
# apps/openmw/mwrender/camera.cpp
# apps/openmw/mwrender/camera.hpp
# apps/openmw/mwrender/renderingmanager.cpp
# apps/openmw/mwrender/renderingmanager.hpp
2020-06-28 11:59:07 +02:00
Petr Mikheev
a455b99ed6
Fix incorrect speed for creatures, that is caused by https://gitlab.com/OpenMW/openmw/-/merge_requests/245/diffs?commit_id=eebbacd8b4ab22b3e824538df2d7faec0038c1a1
2020-06-27 23:56:48 +02:00
Petr Mikheev
63f828fea8
Bugfix for "turn to movement direction"
2020-06-26 20:04:02 +00:00
Petr Mikheev
b4c699348f
Improved strafe movement
2020-06-22 15:22:34 +02:00
Andrei Kortunov
5468fcb29f
Store attributes and skills values as floats (bug #4021 )
2020-06-03 17:34:15 +04:00
Capostrophic
95cd473352
Reenable weapon animation lower body animation blending in FPV ( #5441 )
...
Disabling it is a non-vanilla behavior that breaks things that aren't broken in vanilla
2020-05-26 17:01:45 +03:00
elsid
a59e25e093
Optimize MWRender::Animation::hasAnimation
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Use a set to check for group start existence.
Reduce time taken from 2.6% to 0.08% and
MWMechanics::MechanicsManager::update from 7% to 5%
in relative CPU time usage for a scene with ~100 actors.
2020-05-21 16:21:11 +02:00
Mads Buvik Sandvei
cbbc82f053
Merge branch 'master' of https://gitlab.com/madsbuvi/openmw.git into openxr_vr
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# Conflicts:
# CMakeLists.txt
# apps/openmw/engine.cpp
# apps/openmw/mwgui/windowmanagerimp.cpp
# apps/openmw/mwinput/inputmanagerimp.cpp
# apps/openmw/mwinput/inputmanagerimp.hpp
# apps/openmw/mwphysics/physicssystem.cpp
# apps/openmw/mwrender/water.cpp
# apps/openmw/mwrender/water.hpp
# apps/openmw/mwworld/worldimp.cpp
2020-05-17 23:47:28 +02:00
Mads Buvik Sandvei
6474d703ae
GUI fixes. Animation fixes, i now understand movement accumulation better and was able to clean up some of the hacks with a better result. Lockpicks and probes now work. Haptics. Ready to be playtested.
2020-05-17 16:25:51 +02:00
Capostrophic
ece0db4f82
Cap movement animation playback speed
2020-05-11 15:11:32 +03:00
Capostrophic
6731843691
Consider the first person movement sneaking if it's actually sneaking
2020-04-21 09:32:34 +03:00
Mads Buvik Sandvei
d658065fe7
Show full player body when knocked out or dead
2020-03-28 16:30:56 +01:00
Mads Buvik Sandvei
68c75f66eb
Improvements on combat
2020-03-23 23:32:47 +01:00
Mads Buvik Sandvei
893b75d767
Realistic combat, first draft
2020-03-15 15:31:38 +01:00
Mads Buvik Sandvei
e573a260cb
Rudimentary menu interactions
2020-03-08 14:14:24 +01:00
Mads Buvik Sandvei
287886d545
Touch input of activation now makes character point forward.
2020-02-16 14:53:35 +01:00
capostrophic
29c6a8975a
Don't combine sneak idle with scripted/wander idles (bug #4284 )
2020-01-05 15:09:02 +03:00
Capostrophic
86c8fe386b
Fix idle state reset
2019-12-03 20:50:57 +03:00
Andrei Kortunov
d0643d266a
Do not use fallthrough in switches
2019-11-19 16:10:18 +04:00
Capostrophic
9c78e8cc56
Make sure movement not controlled by animation has valid velocity
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Fixes erroneously always normalized movement speed in first person
2019-11-12 17:33:44 +03:00
Andrei Kortunov
15cd305253
Reset idle animation only when play movement animation (bug #5196 )
2019-10-27 12:33:28 +04:00
Andrei Kortunov
d3a3b2f1f6
Shields holstering support (feature #5193 )
2019-10-22 09:02:59 +04:00
Capostrophic
4d381d0804
Use random attack strength if there's no wind up anim (bug #5059 )
2019-09-24 22:42:04 +03:00
Alexei Dobrohotov
2daecc633e
Revert Vampirism behavior upon death to 0.45.0-like state
...
Until we figure out the better way to handle vampire stuff tangled together with post-death animation magic effect reset.
2019-09-04 16:42:34 +03:00
Andrei Kortunov
bd18655d23
Merge pull request #2439 from Capostrophic/jumping
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Fix jumping mechanics framerate dependency (bug #4991 )
2019-08-18 10:57:11 +04:00
Andrei Kortunov
ed8828d3bc
Merge pull request #2457 from Capostrophic/sneak
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Sneaking consistency fixes (bug #5103 )
2019-08-18 08:57:22 +04:00
capostrophic
99710e8f55
Allow SwimRunForward state WalkForward fallback (bug #5126 )
2019-08-16 20:46:22 +03:00
Andrei Kortunov
b09f0f8c2d
Merge pull request #2458 from Capostrophic/jump
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Don't "jump" with 0 vertical velocity in all cases (bug #5106 )
2019-08-09 21:03:24 +04:00
Andrei Kortunov
fcd6e915d4
Fallback for long animation groups
2019-08-09 19:40:30 +04:00
Andrei Kortunov
123ca175c8
Fallback for short weapon groups
2019-08-09 19:40:30 +04:00
Andrei Kortunov
f0cef772fa
Refactor weapon types behaviour
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1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
2019-08-09 19:40:27 +04:00
Andrei Kortunov
07cf93f4db
Update weapon state when we cancel attack animation (bug #5124 )
2019-08-09 09:17:36 +04:00
capostrophic
cac05ef826
Sneaking consistency fixes (bug #5103 )
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Correct pickpocketing behavior when not actually sneaking
Fix first person swimming animation regression when sneaking stance is on
Move typical sneaking use case checks into mechanics manager
Correct awareness checks
2019-08-05 20:22:03 +03:00
capostrophic
f8c07ca9dc
Don't "jump" with 0 vertical velocity in all cases (bug #5106 )
2019-08-02 18:16:47 +03:00
Capostrophic
4e54ed86b3
Fix jumping mechanics framerate dependency (bug #4991 )
2019-07-29 15:45:57 +03:00
jeremy
962462c1c5
Removed unnecessary calls to stopSound3D
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playSound3D (the one taking a ptr) already stops the sound if it's playing.
2019-07-04 22:54:39 +02:00
Alexei Dobrohotov
9dfee1dfe2
Fix invisibility/chameleon alpha (thanks Hrnchamd)
2019-06-30 16:13:11 +03:00
Alexei Dobrohotov
3cbe4ab85d
Fix idlestorm blend mask (bugs #4240 , #5071 )
2019-06-22 23:05:20 +03:00
Alexander Perepechko
19b0b056e5
Remove spell FX and VFX after playing the death animation (bug #5060 )
2019-06-13 21:42:25 +00:00
Capostrophic
e7208bb80e
Improve face shielding behavior in general case (bug #4240 )
2019-05-30 12:16:25 +03:00
Capostrophic
40c1db32bd
Apply analogue speed mult to fatigue loss
2019-05-24 12:50:16 +03:00
Capostrophic
1de984364a
Hardcode the correct first person sneaking anim speed (bug #4787 )
2019-05-15 01:46:55 +03:00
Andrei Kortunov
c610a58cf0
Improve reset of idle animations (bug #4847 )
2019-04-28 22:28:24 +04:00
Capostrophic
8abe92fe41
Don't recover normalise speed setting every frame
2019-04-24 16:22:56 +03:00
Capostrophic
34ea9ea813
Add an option to restore MCP-like movement behavior
2019-04-24 16:21:12 +03:00
Alexei Dobrohotov
89a0b2d2d4
Merge branch 'issue-4805' into 'master'
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Bug #4805 : NPC movement speed calculations do not take race Weight into account
See merge request OpenMW/openmw!89
(cherry picked from commit 98f52fa8ad8d8746786c529373db81f8602135df)
61682570 Bug #4805 : NPC movement speed calculations do not take race Weight into account
0c8308bc Revert "Bug #4805 : NPC movement speed calculations do not take race Weight into account"
4b43e91f Change to only affect movement speed and not animation speed
a66ae118 Use adjustScale() to adjust movement calculation instead of using race weight
6295eadc Make sure height is also factored into movement speed
fde0ca8b Remove height from movement calculation and factor in cell reference scale
2019-04-17 14:28:49 +00:00
Andrei Kortunov
35facc5cde
Add an option to use casting animations for magic items (feature #4962 )
2019-04-08 15:41:29 +04:00
Capostrophic
80a65e81dd
Only set attack type randomly if "best attack" is on (bug #4942 )
2019-03-31 22:20:26 +03:00
Andrei Kortunov
be12d241da
Reset current attack during force update (bug #4922 )
2019-03-20 12:28:29 +04:00