David Cernat
056591b957
Add OpenMW commits up to 14 Sep 2018
...
# Conflicts:
# apps/openmw/mwgui/container.cpp
# apps/openmw/mwworld/worldimp.hpp
2019-08-20 12:14:57 +03:00
David Cernat
889bcec7f8
Add OpenMW commits up to 1 Sep 2018
...
# Conflicts:
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwclass/creature.cpp
# apps/openmw/mwclass/npc.cpp
# apps/openmw/mwgui/jailscreen.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/difficultyscaling.cpp
# apps/openmw/mwscript/transformationextensions.cpp
# apps/openmw/mwworld/worldimp.hpp
2019-08-20 11:31:51 +03:00
David Cernat
84cab59057
Add OpenMW commits up to 19 Aug 2018
...
# Conflicts:
# .travis.yml
# CI/before_install.linux.sh
# CI/before_script.linux.sh
# apps/openmw/engine.cpp
# apps/openmw/main.cpp
# apps/openmw/mwgui/windowmanagerimp.cpp
# apps/openmw/mwmechanics/actors.hpp
# apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
# apps/openmw/mwscript/aiextensions.cpp
# apps/openmw/mwscript/containerextensions.cpp
# apps/openmw/mwscript/dialogueextensions.cpp
# apps/openmw/mwworld/cellstore.cpp
# apps/openmw/mwworld/containerstore.cpp
# apps/openmw/mwworld/scene.cpp
# apps/openmw/mwworld/worldimp.cpp
# components/misc/debugging.hpp
2019-08-20 10:06:15 +03:00
David Cernat
0339958e21
[General] Rename Log class into TimedLog
2019-08-19 21:39:33 +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
elsid
ad05de44ae
Use 3d coordinates to detect stuck
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To able water and flying creatures move to player going up or down.
2019-08-17 18:09:00 +02:00
elsid
7b94183d83
Revert "Take in account actor half extents for obstacle check"
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This reverts commit 5434e92437
.
2019-08-17 17:55:49 +02:00
Andrei Kortunov
f7917964a0
Merge pull request #2484 from Capostrophic/fallbackanim
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Allow SwimRunForward state WalkForward fallback (bug #5126 )
2019-08-17 12:45:25 +04:00
Andrei Kortunov
0afb142b8e
[Regression] restore ammo inventory sounds
2019-08-16 21:56:14 +04:00
capostrophic
99710e8f55
Allow SwimRunForward state WalkForward fallback (bug #5126 )
2019-08-16 20:46:22 +03:00
David Cernat
6160293e86
[Client] Don't clear placeholder summons in CastSpell::inflict()
2019-08-12 15:12:34 +03:00
Andrei Kortunov
6019f6507d
Corrections for extended weapon animations feature
2019-08-10 20:57:37 +04:00
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
Alexei Dobrohotov
307e9ba666
Merge pull request #2413 from akortunov/weapon
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Refactor weapon types behaviour
2019-08-09 20:02:10 +03:00
capostrophic
a9c4b18d38
Make sure cast chance checks mana when necessary (bug #5112 )
2019-08-09 19:27:25 +03:00
Andrei Kortunov
134631ad72
Merge pull request #2463 from Capostrophic/crit
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Vanilla-friendly ranged crits (bug #5067 )
2019-08-09 20:23:56 +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
afaff8231d
Use the Weapon Bone as fallback
2019-08-09 19:40:30 +04:00
Andrei Kortunov
f0cef772fa
Refactor weapon types behaviour
...
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
Andrei Kortunov
ad8b10c8db
Merge pull request #2464 from Capostrophic/enchant
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Ignore on-strike enchanted projectile charge (#5104 )
2019-08-05 11:32:16 +04:00
elsid
6c46d929c2
Build path to first pathgrid node by navmesh
2019-08-03 16:10:55 +02:00
elsid
f684c90932
Make angular velocity depending on actor speed
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To avoid moving in circles for actors with high speed.
2019-08-03 16:06:04 +02:00
capostrophic
f8c07ca9dc
Don't "jump" with 0 vertical velocity in all cases (bug #5106 )
2019-08-02 18:16:47 +03:00
capostrophic
e9c71a3808
Ignore on-strike enchanted projectile charge ( #5104 )
2019-08-02 18:15:27 +03:00
capostrophic
ff133bd740
Don't clamp final actor fight rating to 0 (bug #5105 )
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Fix werewolf aggro distance
2019-08-02 18:11:48 +03:00
elsid
4ad04a28f9
Reset path after AiTravel is fast forwarded
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Otherwise actor will keep going to the first path point that may be
unreachable.
2019-08-01 15:13:03 +02:00
Artem Nykolenko
610e87cb24
Fix Non-swimming enemies entering water if player is water walking (bug #5099 )
2019-08-01 10:02:35 +00:00
capostrophic
e2496af5c5
Vanilla-friendly ranged crits (bug #5067 )
2019-07-31 13:55:09 +03:00
Capostrophic
4e54ed86b3
Fix jumping mechanics framerate dependency (bug #4991 )
2019-07-29 15:45:57 +03:00
Alexei Dobrohotov
facbb2e0db
[Regression] Make sure unloaded objects can be opened
2019-07-20 00:12:05 +03:00
Andrei Kortunov
69277b52d0
Merge pull request #2451 from Capostrophic/sounds
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Fix combat sound inconsistencies (bugs #5092 , #5093 )
2019-07-19 08:03:33 +04:00
Alexei Dobrohotov
29ebfe709e
Play 'Hand To Hand Hit' only for fatigue damage (bug #5093 )
2019-07-14 23:56:38 +03:00
Alexei Dobrohotov
65ee420ab9
Only play on-strike failure sound on the player (bug #5092 )
2019-07-14 23:42:42 +03:00
Alexei Dobrohotov
366906ac51
Fix paralyzed actors' death animations
2019-07-12 12:31:10 +03:00
David Cernat
48ebdb38c7
[Client] Set LocalPlayer's killer for damage over time spell effects
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Simplify related code that sets LocalActors' killers for damage over time spell effects.
2019-07-06 14:44:04 +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
Capostrophic
b8afe14206
Disallow paralyzed actors to greet the player (bug #5074 )
2019-06-29 13:31:36 +03:00
Andrei Kortunov
633b8e26ad
Merge pull request #2436 from Capostrophic/enchanting
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Correct cast style behavior when there's no item picked (bug #5075 )
2019-06-29 13:01:13 +04:00
Capostrophic
cbb22f0f63
Correct cast style behavior when there's no object (bug #5075 )
2019-06-28 15:52:37 +03:00
Capostrophic
453068cc7d
Disallow actors to start combat with themselves (bug #3550 )
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Allow creatures to play initial attack dialogue
Don't add combat package to dead actors
2019-06-27 19:50:54 +03:00
Alexei Dobrohotov
3cbe4ab85d
Fix idlestorm blend mask (bugs #4240 , #5071 )
2019-06-22 23:05:20 +03:00
Capostrophic
df89c6b6ce
Make unarmed creature attacks affect shield condition again (bug #5069 )
2019-06-20 20:45:52 +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
25e52f7dfe
Use 2D distance for fight rating of vertically moving actors (bug #4961 )
2019-06-05 21:41:02 +03:00
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
David Cernat
abc4090a0f
[Client] Fix loop in ActiveSpells::getEffectDuration()
2019-05-20 23:09:54 +03:00
Andrei Kortunov
e679190f31
Introduce a custom format() function to get rid of boost::format() and hackish replace()
2019-05-20 09:20:01 +04:00
Capostrophic
3f73766304
Make enchanting make more sense (bug #5038 )
2019-05-15 18:40:52 +03:00
Andrei Kortunov
7023e86d19
Merge pull request #2388 from Capostrophic/animation
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Hardcode the correct first person sneaking anim speed (bug #4787 )
2019-05-15 09:02:53 +04:00
Andrei Kortunov
316c79fecd
Merge pull request #2387 from Capostrophic/spells
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Don't break GetSpellEffects execution if the spell doesn't exist
2019-05-15 08:55:54 +04:00
Capostrophic
1de984364a
Hardcode the correct first person sneaking anim speed (bug #4787 )
2019-05-15 01:46:55 +03:00
Capostrophic
5f7343ad7f
Don't break GetSpellEffects execution if the spell doesn't exist
2019-05-14 21:24:03 +03:00
Andrei Kortunov
f775f7977b
Fix RaiseRank/LowerRank script functions (feature #4316 )
2019-05-14 21:43:19 +04:00
Alexei Dobrohotov
bb0c989f87
Clear expelled status when leaving faction
2019-05-13 10:22:03 +03:00
Capostrophic
555e43855d
Allow scripted faction leaving using PCLowerRank (feature #5036 )
2019-05-12 20:57:54 +03:00
Capostrophic
c67eb6d9db
Drop bogus accounting for armor rating from weapon priority
2019-05-11 19:06:45 +03:00
Alexei Dobrohotov
0cea76c684
Merge pull request #2375 from akortunov/warnfix
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Do not copy pointers during iteration
2019-05-11 14:10:01 +03:00
Andrei Kortunov
9ba6f5f36c
Do not copy pointers during iteration
2019-05-11 09:44:30 +04:00
Capostrophic
9d191055bf
Make offered price caps barter-specific (bug #5028 )
2019-05-09 21:19:10 +03:00
Andrei Kortunov
7214f24f5c
Ignore containers, when we search for owner
2019-05-06 23:06:13 +04:00
Andrei Kortunov
861d41f4a4
Native graphics herbalism support (feature #5010 )
2019-05-02 23:03:47 +04:00
Andrei Kortunov
c610a58cf0
Improve reset of idle animations (bug #4847 )
2019-04-28 22:28:24 +04:00
Andrei Kortunov
1832f1759d
AI: use a consistent check if a target is hidden (bug #4920 )
2019-04-28 16:41:10 +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
Capostrophic
f2638b58c1
Tweak object VFX scaling (bug #4989 )
2019-04-22 21:27:33 +03:00
uramer
2531378d0b
make getEffectDuration to look for a specific effect
2019-04-21 20:53:38 +02:00
Andrei Kortunov
5508e67aad
Apply looping particles when adding spell to existing actor (bug #4918 )
2019-04-20 09:52:15 +04:00
Alexei Dobrohotov
89a0b2d2d4
Merge branch 'issue-4805' into 'master'
...
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
e534153d00
Use friendly hits only for player's followers (bug #4984 )
2019-04-16 17:12:37 +04:00
Andrei Kortunov
6b49ce965b
Do not update drowning state for actors outside of AI distance (bug #4980 )
2019-04-14 18:09:11 +04:00
Andrei Kortunov
4da21942af
Do not use the actors processing range to determine a maximum range of AiTravel (bug #4979 )
2019-04-14 17:51:12 +04:00
Alexei Dobrohotov
5b8fc5a151
Merge pull request #2314 from OpenMW/stdc++14
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bump from C++11 to C++14
2019-04-12 17:34:18 +03:00
Andrei Kortunov
9b716a2f8d
Merge pull request #2311 from Capostrophic/random
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Use dice rolls instead of chance for spell magnitude (bug #4945 )
2019-04-12 07:59:38 +04:00
Bret Curtis
2ab7f903d7
make use of std::make_unique to test that MSVC2015 can handle that
2019-04-10 11:09:44 +02:00
Capostrophic
d4c1bd81b6
Use dice rolls instead of chance for spell magnitude (bug #4945 )
2019-04-08 20:25:30 +03:00
Andrei Kortunov
14b756a692
Use a generic logging system for RecastNavigation
2019-04-08 20:31:21 +04:00
Alexei Dobrohotov
e9f6c11cc9
Merge pull request #2309 from akortunov/enchant_animations
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Add an option to use casting animations for magic items
2019-04-08 18:54:07 +03:00
Andrei Kortunov
0079a6bf05
Correct the Enchant skill progress (bug #4963 )
2019-04-08 16:15:19 +04:00
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
Bret Curtis
886c77bced
Merge pull request #2145 from akortunov/rest
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Update jail state once instead of for every single hour
2019-03-27 13:14:22 +01:00
elsid
5434e92437
Take in account actor half extents for obstacle check
2019-03-21 23:15:47 +03:00
elsid
1e8bf3846e
Remove unused argument
2019-03-21 23:15:47 +03:00
elsid
287433efa8
Stop walking for water and flying creatures after single stuck
2019-03-21 23:15:47 +03:00
elsid
a65f60e1f1
Build path only by navmesh for wandering near spawn
2019-03-21 23:15:47 +03:00
elsid
ff67a9e233
Build straight path for wandering flying and water creatures
2019-03-21 23:15:47 +03:00
elsid
ebdff5d96e
Check for height map when cast ray for AiWander path
2019-03-21 23:15:47 +03:00
elsid
e033b0c565
Avoid build path through the ground for flying wandering creatures
2019-03-21 23:15:46 +03:00
elsid
e82d65a2c7
Use if-continue to skip build path
2019-03-21 23:15:46 +03:00
Andrei Kortunov
be12d241da
Reset current attack during force update (bug #4922 )
2019-03-20 12:28:29 +04:00
Bret Curtis
1078708da0
Merge pull request #2235 from akortunov/aifix
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[0.45 regression] Fix AI regressions
2019-03-10 11:48:48 +01:00
Andrei Kortunov
2a08b85998
Combat AI: normalize hit chance in the weapon priority calculation
2019-03-09 22:24:50 +04:00
Andrei Kortunov
5f0c8a4783
Combat AI: decrease priority multiplier for enchantments (bug #3830 )
2019-03-09 22:05:24 +04:00
elsid
d3bdf912a4
Do not scale duration when timescale is zero
2019-03-09 17:14:07 +03:00
Bret Curtis
c20e69ef24
Merge pull request #2227 from elsid/fix_twitchy_massive_creatures
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Fix twitchy movement for massive creatures (bug #4907 )
2019-03-09 02:11:11 +01:00
elsid
ea80a81538
Drop path points while tolerance allows
2019-03-08 22:33:34 +03:00
elsid
b9f21ec81a
Use custom steps size to make smooth path depending on half extents
2019-03-08 22:33:34 +03:00
elsid
8fd6b37e34
Make path point tolerance depending on actor half extents
2019-03-08 22:33:33 +03:00
Andrei Kortunov
4c21776b94
Use relative animation time only for bows and crossbows (bug #3778 )
2019-03-08 20:16:02 +04:00
Andrei Kortunov
dcec9df345
Fix MSVC warning about variable re-declaration
2019-03-07 08:08:13 +04:00
Bret Curtis
8bd7effae1
Merge pull request #2212 from elsid/navigator_log_spam
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Do not build path by navigator for pure water and flying creatures
2019-03-06 21:37:41 +01:00
elsid
cf1e1d9f4b
Use min point tolerance to prevent face wrong direction (bug #4814 )
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When next path point is too close to actor and it has speed 0,
it can face direction not pointing to path target.
2019-03-05 23:18:55 +03:00
elsid
eb45f99880
Remove unused code
2019-03-05 23:18:55 +03:00
elsid
5405efd3b5
Do not build path by navigator for pure water and flying creatures
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They don't need to move by surfaces and to open/close doors.
2019-03-05 22:45:05 +03:00
elsid
1218e4e15d
Use player half extents only to find path in exterior cells
2019-03-04 22:59:20 +03:00
Bret Curtis
14c93b3df0
Revert "Merge pull request #2204 from elsid/fix_navigator_update"
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This reverts commit 26fb0e7a0f
, reversing
changes made to 42b2391303
.
2019-03-04 11:06:15 +01:00
elsid
a4f300f810
Use player half extents only to find path in exterior cells
2019-03-03 16:21:09 +03:00
Perry Hugh
313611b79d
Analogue Joystick Movement
2019-03-02 23:46:48 +00:00
Grigory Latyshev
3872d7476b
Move makeOsgVec3f() to settingsutils.hpp
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Remove all other makeOsgVec3f() implementations
2019-02-28 20:03:42 +00:00
Capostrophic
8ecd0b82a4
Replace Boost format and replace_all where possible
2019-02-24 03:20:20 +03:00
Bret Curtis
d4564a9be7
Merge pull request #2180 from akortunov/includes
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Remove redundant includes
2019-02-24 01:14:16 +01:00
Bret Curtis
df2de8a661
Merge pull request #2068 from Capostrophic/normalweapons
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Make normal weapon resistance behavior closer to vanilla (bug #4384 )
2019-02-23 08:38:30 +01:00
Andrei Kortunov
f5eacfcf63
Support for temporary stunted magicka effects
2019-02-23 09:17:06 +04:00
Andrei Kortunov
fcdb0c16bf
Update jail state once instead of for every single hour
2019-02-23 09:17:06 +04:00
Andrei Kortunov
3032b177a1
Remove redundant includes
2019-02-23 08:02:12 +04:00
Capostrophic
4138e29ca4
Add option to restore the previous ammo behavior
2019-02-22 17:18:23 +03:00
Bret Curtis
cc214cf6b0
Merge pull request #2082 from Capostrophic/teleporting
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Make magic teleportation attempts detectable even when teleportation is disabled (bug #3765 )
2019-02-22 15:07:36 +01:00
Bret Curtis
c815a2cb42
Merge pull request #2107 from Capostrophic/idledialogue
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Move idle dialogue playback from AiWander (bug #4594 )
2019-02-22 15:06:39 +01:00
Bret Curtis
4d09c8bb50
Merge pull request #2126 from Capostrophic/sneaking
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Account for running/sneaking stances while in air (bug #4797 )
2019-02-22 15:04:55 +01:00
Bret Curtis
212f097b3c
Merge pull request #2172 from akortunov/pvs_fix
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Fix some issues, found by PVS-Studio
2019-02-22 15:01:37 +01:00
Bret Curtis
55fc04e462
Merge pull request #2175 from Capostrophic/includes
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Include cleanup
2019-02-22 14:56:20 +01:00
Capostrophic
b738cc0383
Make normal weapon resistance behavior closer to vanilla (bug #4384 )
...
Check both the ranged weapon and the projectile before modifying the damage
Don't attempt to apply NPC-specific werewolf damage mult to damage to creatures
2019-02-22 00:01:21 +03:00
Capostrophic
64d5cd17d6
Move werewolf silver damage mult applying into a new function
2019-02-22 00:01:21 +03:00
Capostrophic
808b8ce8db
Refactor normal weapon resistance
2019-02-22 00:01:21 +03:00
Capostrophic
7a7e390099
Make unsuccessful magic teleportation attempts detectable (bug #3765 )
2019-02-21 18:38:09 +03:00
Andrei Kortunov
629a6be477
Handle initial actor's transparency (bug #4860 )
2019-02-21 14:57:55 +04:00
Andrei Kortunov
097c649885
Use enumerable instead of magic number
2019-02-21 14:57:31 +04:00
Capostrophic
c03ed4cd50
Include cleanup
2019-02-19 18:40:33 +03:00
Andrei Kortunov
229bd8505e
Init missing variables
2019-02-17 14:29:39 +04:00
Bret Curtis
d40f11bcb6
Merge pull request #2124 from Capostrophic/animation
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[0.45.0 regressions] Revert poor animation decisions
2019-02-05 15:36:21 +01:00
Bret Curtis
a573efd30a
Merge pull request #2112 from Capostrophic/collision
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[0.45.0 regression] Don't re-enable collision body for dead actors
2019-02-05 15:36:06 +01:00
Bret Curtis
a206f57f75
Merge pull request #2156 from Capostrophic/itemtaken
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Fix redundant searchPtr call
2019-02-05 12:29:51 +01:00
Andrei Kortunov
6eb77e215b
Remove looping particles from dead actors
2019-02-05 11:02:25 +04:00
Capostrophic
650cd47255
Fix redundant searchPtr call
2019-02-05 01:04:54 +03:00
Capostrophic
a584aa25ab
Don't re-enable collision object for dead actors
2019-02-04 22:13:30 +03:00
Andrei Kortunov
dc3a17f1f6
Update magic effects VFX immediately after effects update (bug #4828 )
2019-01-29 22:52:40 +04:00
Capostrophic
b33016d89f
Allow creatures to play Attack voiceover
2019-01-26 17:05:33 +03:00
Capostrophic
cec55119ca
Move idle dialogue playback from AiWander (bug #4594 )
2019-01-26 16:36:48 +03:00
Bret Curtis
f405b1e247
Merge pull request #2143 from akortunov/optimize
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Optimize HUD update
2019-01-25 20:55:19 +01:00
Andrei Kortunov
8580a58ba0
Optimize HUD update (do not do unnecessary work)
2019-01-25 21:15:29 +04:00
Capostrophic
67450a7046
Don't apply effects when spell absorption is successful (bug #4820 )
2019-01-25 15:09:22 +03:00
Frederic Chardon
7ad93c1d3e
Gmst typo in MWMechanics::NpcStats::increaseSkill
2019-01-24 13:33:18 +00:00
Capostrophic
f9a711d2fd
Revert poor animation decisions
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Start force-updated in-air animation from loop start
Make movement animations have higher priority than jump animations
Make jumping animations have higher priority than turning animations
Don't reset idle during landing animation
Don't play default landing sound if the character is not on ground
2019-01-22 23:21:33 +03:00
Andrei Kortunov
1e8b7f0f83
Fix -Wstring-plus-int warnings
2019-01-20 15:46:19 +04:00
Capostrophic
05d5d7d57b
Account for stances when the player is in air (bug #4797 )
...
Make GetPCRunning and GetPCSneaking return 1 if the player is in air while the stance is toggled
Make sneaking skill usage possible if sneaking stance is toggled while in air
2019-01-15 00:25:26 +03:00
David Cernat
f481c85e07
[Client] Use ADD before REMOVE for PlayerInventory in repair/recharge
...
Previously, when recharging or repairing an item, the client sent a PlayerInventory packet to the server with the old version of the item that was supposed to be removed and then it sent a PlayerInventory packet with the new version of the item that was supposed to be added.
Unfortunately, the current CoreScripts make it so custom items using generated IDs have their records deleted when they are completely removed from the world, however briefly, even if they are added back immediately afterwards. In practice, this meant that – before this commit – recharging or repairing a custom item led to its removal from the player inventory stored on the server, followed by the deletion of its record, followed by its readdition to the inventory (but with the record staying deleted). Logging out and logging back in immediately prevented the player from receiving the item anymore because of its now non-existent record.
2019-01-11 13:08:26 +02:00
Bret Curtis
9c795195d0
Merge pull request #2109 from Capostrophic/loops
...
Simplify some world loops
2019-01-10 11:44:41 +01:00
Andrei Kortunov
0937f02598
Get rid of unnecessary string streams
2019-01-07 21:08:16 +04:00
Capostrophic
624db99bf2
Remove some redundant code
2019-01-05 01:25:52 +03:00
Capostrophic
8a266803eb
Simplify some world loops
2018-12-30 15:36:42 +03:00
David Cernat
71679934a1
[Client] Send PlayerInventory packets when repairing items
2018-12-30 09:39:46 +02:00
David Cernat
5d9893ee92
[Client] Set actor killer correctly for spells that do damage over time
...
Additionally, clean up comments related to other code that sets actor killers.
2018-12-30 07:40:11 +02:00
David Cernat
76ac905efc
[Client] Send PlayerInventory packets when trapping souls in soulgems
2018-12-26 12:25:00 +02:00
Bret Curtis
6d7aacab5e
Merge pull request #2053 from akortunov/animatedContainers
...
Native animated containers support
2018-12-17 10:00:07 +01:00
Andrei Kortunov
a53333c3d5
Native animated containers support (feature #4730 )
2018-12-13 23:11:16 +04:00
Capostrophic
6083e5ed4b
Don't interrupt sneak and swim idles in first person view (bug #4750 )
2018-12-10 00:05:06 +03:00
Capostrophic
7b33838b33
Don't consider non-solid actors truly levitating (bug #4746 )
2018-12-05 23:37:32 +03:00
Andrei Kortunov
671f2811d5
Fix regressions in the animation system (bug #4729 )
2018-11-23 20:22:37 +04:00
Andrei Kortunov
4ee15ddcb9
Fix many Coverity Scan warnings
2018-11-14 11:21:49 +04:00
Capostrophic
6d48d9329e
Avoid making string copies instead of references
2018-11-08 17:03:29 +03:00
Capostrophic
4cb4f82431
Don't use bitwise AND
2018-11-07 19:44:17 +03:00
Capostrophic
39f8637e95
Simplify some actor loops and avoid some redundant calculations
2018-11-06 17:56:53 +03:00
Andrei Kortunov
829faf7b2c
Improve toggleactorspaths console command
2018-11-03 10:42:14 +04:00
Capostrophic
1de9674c81
AI package cleanup
2018-11-02 14:58:30 +03:00
Bret Curtis
5f5773f7df
Merge pull request #2009 from elsid/pathfinder_update_tolerance
...
Use default tolerance to drop last point from path
2018-11-02 00:21:08 +01:00
elsid
c52db75545
Use default tolerance to drop last point from path
...
Fixes AiEscort. Before actor tried to reach target with 0 tolerance.
Back to logic like it was before 4fe764c3a5
and bbd82a743
commits.
2018-11-02 01:12:41 +03:00
Capostrophic
a4eff1c871
Fix isWithinMaxRange function
2018-11-02 00:22:37 +03:00
Andrei Kortunov
f1eb702851
Mark virtual methods in the mechanicsmanagerimp.hpp as overrides
2018-10-31 10:09:32 +04:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
...
Use recastnavigation for pathfinding (#2229 )
2018-10-30 20:44:13 +01:00
Bret Curtis
e65f254f7f
Merge pull request #1999 from akortunov/resurrect
...
[Regression] Make sure we reset current weapon animation when resurrect actor
2018-10-29 20:43:54 +01:00
Andrei Kortunov
f98fc8d7b4
Make sure we reset current weapon animation when resurrect actor (addition to bug #2626 )
2018-10-29 22:47:04 +04:00
Capostrophic
77b0ff7a75
Use real thrown weapon damage in tooltips and weapon rating (feature #4697 )
2018-10-28 19:46:46 +03:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Bret Curtis
e7892361f6
Merge pull request #1994 from akortunov/actor_culling
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Minor tweaks for actors processing range setting
2018-10-28 14:44:12 +01:00
Andrei Kortunov
06d226a1b7
Minor tweaks for actors processing range setting
2018-10-28 15:08:24 +04:00
Marc Zinnschlag
9dd0d641bc
Merged pull request #1931
2018-10-28 11:02:33 +01:00
Capostrophic
abdf40e0d5
Avoid making expensive visitEffectSources calls if no spell absorption effect is active
2018-10-27 16:38:04 +03:00
Andrei Kortunov
bf9e8c4556
Make spell absorption multiplicative (bug #4684 )
2018-10-26 12:36:58 +04:00
Andrei Kortunov
e7de6b974a
Optimize actors processing
...
1. Do not update physics and animations for actors outside processing range (bug #4647 )
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
2018-10-25 22:52:59 +04:00
Capostrophic
54bd7b2dcf
Implement getItemNormalizedHealth() method and use it
2018-10-25 15:45:31 +03:00
Capostrophic
67de61e1fb
Avoid item condition and charge zero divisions
2018-10-24 19:06:55 +03:00
Andrei Kortunov
d7d9050d4a
Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646 )
2018-10-18 11:42:03 +04:00
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
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Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
David Cernat
bfd7c83c4d
[Client] Fix backwards logic when setting type for AI attacks
2018-10-16 21:18:41 +03:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
Capostrophic
6ef7be3fd3
Re-enable using soundgen land for creatures
2018-10-14 20:18:17 +03:00
Andrei Kortunov
ca07e3a364
Check for obstacle before back up (bug #4656 )
2018-10-14 12:22:43 +04:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
7c5bedc35a
Reset shorcutting if actor can't move by z-axis on reaction time
...
If actor was shortcutting because it was swimming, then when it started
walking it still be shortcutting, but there will be no new path, because
shortcut path builds only for actor able moving by z-axis and pathfinder
path only for not shortcutting actor.
2018-10-13 22:16:34 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function
2018-10-13 22:16:34 +03:00
elsid
bbd82a743a
Use different tolerance for path point and destination
2018-10-13 22:16:34 +03:00
elsid
ab090108cb
Assign world to local variable once per function
2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f
2018-10-13 22:16:34 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport
2018-10-13 22:16:33 +03:00
elsid
661da42bd2
Build path by navigator
2018-10-13 22:16:33 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk
2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path
2018-10-13 22:16:25 +03:00
elsid
4fe764c3a5
Update and check for complete Pathfinder path by different methods
2018-10-13 22:16:24 +03:00
elsid
b6dd2119a6
Make Pathfinder constructor inline
2018-10-13 22:16:24 +03:00
elsid
92f52287bf
Make PathFinder::ClearPath inline
2018-10-13 22:16:24 +03:00
elsid
3655f19373
Set PathFinder::mCell to nullptr when clear path
2018-10-13 22:16:23 +03:00
elsid
85bbf9d034
Clear path without check for empty
2018-10-13 22:16:23 +03:00
elsid
ca3d0594b3
Do not store pointer to Pathgrid in PathFinder
2018-10-13 22:16:23 +03:00
elsid
3565d92e11
Make PathFinder::getPathCell inline
2018-10-13 22:16:23 +03:00
elsid
2ad3543088
Fix constant style
2018-10-13 22:16:23 +03:00
elsid
f9c651bdf3
Add const
2018-10-13 22:16:23 +03:00
elsid
2c464bd682
Evade obstacles after set rotation
2018-10-13 22:16:22 +03:00
elsid
eb10add0c4
Remove unused parameters
2018-10-13 22:16:22 +03:00
elsid
66e5a4d591
Remove useless variable
2018-10-13 22:16:22 +03:00
elsid
1a95b7a154
Remove duplicate zTurn call
2018-10-13 22:16:22 +03:00
elsid
d0bc1b75e8
Remove unused parameters
2018-10-13 22:16:22 +03:00
elsid
63b3a70ca8
Remove useless else
2018-10-13 22:16:22 +03:00
elsid
c9f3064cbd
Update ObstacleCheck once per frame
2018-10-13 22:16:22 +03:00
elsid
ad027d13fa
Remove unused
2018-10-13 22:16:21 +03:00
elsid
6d89241178
Check is path completed by osg::Vec3f position
2018-10-13 22:16:21 +03:00
elsid
2c6daa74a9
Simplify PathFinder::checkPathCompleted
2018-10-13 22:16:21 +03:00
elsid
6411c1955d
Fix indent
2018-10-13 22:16:21 +03:00
elsid
d3667945c5
Remove unused functions
2018-10-13 22:16:21 +03:00
elsid
31340a212a
Fix functions name style
2018-10-13 22:16:21 +03:00
elsid
2f424f6be2
Store aStarSearch result to deque
2018-10-13 22:16:20 +03:00
elsid
9b3756f8bc
Store path points in deque
2018-10-13 22:16:20 +03:00
elsid
925d909fea
Use rbegin
2018-10-13 22:16:20 +03:00
elsid
fbaa525c6f
Fix warning
2018-10-13 22:16:20 +03:00
elsid
4d868bec92
Use osg::Vec3f to store path nodes in Pathfinder
2018-10-13 22:16:20 +03:00
elsid
33dfe284bd
Mark local variables const which one does not change
2018-10-13 22:16:20 +03:00
elsid
0cfdf0c7b6
Remove unused virtual
2018-10-13 22:16:20 +03:00
Marc Zinnschlag
2d87d1d9d2
Merged pull request #1959
2018-10-10 15:05:29 +02:00
Marc Zinnschlag
38a3632be7
Merged pull request #1960
2018-10-10 14:56:51 +02:00
Andrei Kortunov
5617bb3f0c
Improve pitch factor handling for crossbow animations (bug #4672 )
2018-10-09 11:35:28 +04:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Capostrophic
09aecb955c
getSkill usage cleanup (bug #4671 )
2018-10-08 17:06:30 +03:00
Bret Curtis
585313a71f
Merge pull request #1953 from Capostrophic/animation
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Fix first person swimming animations
2018-10-06 14:24:48 +02:00
Capostrophic
34e45efac3
Fix first person swimming animations
2018-10-05 17:29:49 +03:00
Marc Zinnschlag
b410d87aae
Merged pull request #1952
2018-10-03 13:19:28 +02:00
Andrei Kortunov
07ccc5abdb
Remove non-looping effects after rest
2018-10-01 21:57:13 +04:00
Marc Zinnschlag
33044add97
Merged pull request #1938
2018-09-28 11:31:45 +02:00
Marc Zinnschlag
5fa9b32e76
Merged pull request #1937
2018-09-27 11:06:21 +02:00
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
Capostrophic
d2cad229f8
Ugly hack: don't reset player idle and movement animations in first person view
2018-09-25 17:09:54 +03:00
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
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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
Marc Zinnschlag
6ce6108eb4
Merged pull request #1932
2018-09-24 11:57:08 +02:00
David Cernat
995d20348f
[General] Always use correct ranged weapon & ammo for ranged attack sync
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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
Andrei Kortunov
cd60d4fdf0
Store character controller in the variable make code less bulk
2018-09-22 21:13:00 +04:00
Andrei Kortunov
2ac2d01432
Optimize drowning state update
2018-09-22 21:12:56 +04:00
Andrei Kortunov
90d35aaa8f
Handle current health level during levelup (bug #4649 )
2018-09-22 07:48:47 +04:00
Andrei Kortunov
1634284739
Cache player's position outside of loops
2018-09-21 22:39:47 +04:00
Andrei Kortunov
b9346798c6
Optimize combat music update
2018-09-21 22:34:18 +04:00
Andrei Kortunov
fb484c6fde
Optimize AI loop a bit
2018-09-21 19:02:28 +04:00
Marc Zinnschlag
7be9f2ca45
Merged pull request #1891
2018-09-21 11:38:19 +02:00
Andrei Kortunov
bdd9eba2b8
Use C++ limits instead of C ones
2018-09-20 16:02:26 +04:00
Andrei Kortunov
276b7830a9
Mass potion creation (feature #4642 )
2018-09-20 15:45:14 +04:00
Marc Zinnschlag
3761aaadfd
Merged pull request #1928
2018-09-20 13:31:56 +02:00
Marc Zinnschlag
29bc5cbecf
Merged pull request #1925
2018-09-20 13:14:55 +02:00
Andrei Kortunov
6f4f6a155f
Combat AI: take ranged weapon speed in account
2018-09-19 12:23:24 +04:00
David Cernat
b5f46ada73
[General] Synchronize projectile speed for ranged attacks
...
This is done by including the final attackStrength used for ranged attacks in packets and then applying it in WeaponAnimation::releaseArrow() on other clients.
2018-09-18 01:13:48 +03:00
Andrei Kortunov
70ed8fd1a9
Use constants instead of widely used magic numbers (task #4645 )
2018-09-17 19:22:50 +04:00
Bret Curtis
07be9ae8ac
Merge pull request #1926 from akortunov/warnfix
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Fix MSVC warning about possibly uninitialized movestate variable
2018-09-17 17:10:25 +02:00
Andrei Kortunov
9c8fc0557a
Fix MSVC warning about possibly uninitialized movestate variable
2018-09-17 14:45:16 +04:00
David Cernat
7281f9fc42
[Client] Prevent unilateral paralysis of dedicated players & actors
...
This is a temporary workaround until active effect synchronization is implemented.
2018-09-16 15:34:57 +03:00
Andrei Kortunov
ae1c054635
Make GetPCJumping return true only when jumping (bug #4641 )
2018-09-16 11:58:01 +04:00
David Cernat
9d2dc96a2e
[Client] Use RANGED type for ranged attacks that haven't hit a target
2018-09-14 13:23:43 +03:00
Marc Zinnschlag
ea053d9f47
Merged pull request #1881
2018-09-14 11:43:11 +02:00
Marc Zinnschlag
6100e34051
Merged pull request #1912
2018-09-12 12:04:49 +02:00
Andrei Kortunov
0136f0552b
Do not update mIdleState directly
2018-09-11 22:24:44 +04:00
Andrei Kortunov
929d78d6a3
Randomize attacks for non-bipedal creatures with Weapon flag
2018-09-11 22:24:44 +04:00
Andrei Kortunov
0440c11ccd
Fix swim crossbow animations
2018-09-11 22:24:44 +04:00
David Cernat
fcd31bf4a6
[General] Fix problems with the synchronization of ranged attacks
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Projectile hits now send Attack packets with RANGED attacks, and their success or failure is now synchronized.
Strike enchantments no longer require a valid victim to be synchronized.
Additional debug messages have been added for attacks.
2018-09-11 11:56:45 +03:00
Andrei Kortunov
e5a81b1f99
Fix some issues, found by Coverity Scan
2018-09-10 16:35:27 +04:00
David Cernat
7d221509cd
[Client] Move item magic hook to correct location
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Previously, synchronization for strike enchantments was partially broken because it triggered the sending of ITEM_MAGIC attack packets, which are only supposed to be sent when a spell is cast from a magical inventory item.
2018-09-10 12:02:21 +03:00
David Cernat
c9ad411dd3
[Client] Fix logic for setting applyProjectileEnchantment in attack sync
2018-09-09 22:33:48 +03:00
Evil Eye
6705e5aae4
forget about the setting till #2887 is implemented at least
2018-09-08 11:21:43 +02:00
Evil Eye
bbcdfd4078
Implements vanilla's off-by-one error, fixing #4611
2018-09-06 21:49:50 +02:00
Capostrophic
9408876b58
Utilize AI GMSTs for priority rating (feature #4632 )
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Fix on-target effect rating calculation
2018-09-06 17:39:37 +03:00
Capostrophic
d758b573e2
Fix erroneous assumption that ranged weaponry has speed
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Restrict speed mult to melee weaponry
2018-09-01 12:13:18 +03:00
Capostrophic
ceb6121b33
Better checks for enemy incapacitation
2018-09-01 12:13:18 +03:00
Capostrophic
2965373ed6
Avoid potential zero division
2018-09-01 12:13:18 +03:00
Capostrophic
e66be02e2e
Account for enemy armor rating in weapon rating
2018-09-01 12:13:18 +03:00
Capostrophic
fa3e45fa7d
Slight cleanup
2018-09-01 12:13:18 +03:00
Capostrophic
533b72eff6
Cache weapon type strings
2018-09-01 12:13:18 +03:00
Capostrophic
00c847db19
Make AI Blind, Sound and Silence effect rating more logical
2018-09-01 12:13:18 +03:00
Capostrophic
374e98d665
Make rateWeapon more sensible and account for weapon speed
2018-09-01 12:13:18 +03:00
Marc Zinnschlag
78a84042ad
Merged pull request #1901
2018-09-01 11:08:24 +02:00
Marc Zinnschlag
3b01355f27
Merged pull request #1895
2018-09-01 11:06:38 +02:00
Marc Zinnschlag
f2981a81c9
Merged pull request #1900
2018-09-01 11:06:10 +02:00
Capostrophic
7ef6fa9f61
Remove deprecated GMST get* functions
2018-08-29 18:38:12 +03:00
Andrei Kortunov
5d54214acb
Optimize combat action iteration
2018-08-29 17:20:34 +04:00
Andrei Kortunov
2cac8b59b1
Use square distance to target
2018-08-29 17:20:32 +04:00
Andrei Kortunov
4c0ef4ddb6
Do not initialize magic schools map every time we access it
2018-08-29 17:20:32 +04:00
Capostrophic
23834b5ed8
Don't apply falling damage twice (bug #4608 )
2018-08-29 15:09:03 +03:00
Capostrophic
b8ba9092cb
Purge effects from all permanent spells with the same ID
2018-08-29 14:09:43 +03:00
Capostrophic
ed1f8f7be7
Remove effects from all active spells with the same ID
2018-08-29 13:52:03 +03:00
Capostrophic
6c47f95677
Make RemoveSpellEffects affect permanent spells (bug #3920 )
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Also make it remove the effects but not the spells themselves
2018-08-29 13:52:03 +03:00
Marc Zinnschlag
c280a71b33
Merged pull request #1897
2018-08-29 12:15:05 +02:00
Marc Zinnschlag
57922a272c
Merged pull request #1899
2018-08-29 12:13:28 +02:00
Marc Zinnschlag
6fc6fef72e
Merged pull request #1892
2018-08-29 12:08:13 +02:00
Capostrophic
7f459f0610
Knockdown and godmode fixes
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Make sure an incapacitated player is not able to jump
Cleanup of redundant player and godmode checks in creature class
Make sure the player is not knocked down while in godmode
2018-08-28 16:42:15 +03:00
Capostrophic
079b60c1ea
Don't allow actors to use sneaking while flying (bug #4618 )
2018-08-28 14:32:03 +03:00
David Cernat
3bd8aa82fe
[General] Reduce inventory-sending hooks to just 2 in ContainerStore
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Whenever an item is added to or removed from the player's ContainerStore, that player sends a PlayerInventory packet with just that addition or removal.
This eliminates all the unnecessary packet spam related to oversized PlayerInventory packets that had existed in one form or another since the initial implementation of inventory sync in 1b259e2d33
Additionally, move booleans from BasePlayer to LocalPlayer when they are only needed on the client, and make the usage of the isReceivingQuickKeys boolean consistent with the new isReceivingInventory boolean by having them both in the processors of their associated packets.
2018-08-28 05:01:52 +03:00
Andrei Kortunov
d448b802ef
Add a small threshold for player turning animations
2018-08-26 22:58:26 +04:00
Andrei Kortunov
60698e6f8a
Optimize new magic effects update system
2018-08-26 21:02:14 +04:00
Bret Curtis
78d9787212
Merge pull request #1880 from Capostrophic/landing
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Play landing sound manually and ignore land soundgen textkeys (bug #2256 )
2018-08-23 08:40:55 +02:00
Capostrophic
f74ebb64af
Correct special case soundgen comparisons
2018-08-22 16:36:15 +03:00
Capostrophic
ae0a6a22b3
Move "land" check earlier
2018-08-22 14:47:06 +03:00
Capostrophic
2b45fd84ea
Play landing sound manually and ignore land soundgen textkeys (bug #2256 )
2018-08-21 19:03:03 +03:00
Capostrophic
910065f38f
Make some more optimizations to actor processing loops
2018-08-21 17:02:56 +03:00
Capostrophic
b77d733c3e
Fix freeze in getActorsSidingWith
2018-08-21 16:47:29 +03:00
David Cernat
03832f933b
[Client] Send only individual items in PlayerInventory packets
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For a long time, whenever a PlayerInventory packet was sent, it contained all the items in the player's inventory, because that's how Koncord originally implemented it and I always had too many other priorities to go back and rework it.
From now on, clients only send PlayerInventory packet with the one item added or removed, with the single exception being trading with merchants, where the entire inventory is still sent for the time being.
2018-08-21 10:10:06 +03:00
Capostrophic
74229490e4
Use the correct skill for creature AI weapon hit chance rating
2018-08-20 21:38:57 +03:00
David Cernat
a083439139
Merge pull request #469 from davidcernat/master while resolving conflicts
...
# Conflicts:
# apps/openmw/main.cpp
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwdialogue/dialoguemanagerimp.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwscript/dialogueextensions.cpp
# apps/openmw/mwworld/worldimp.hpp
2018-08-20 14:08:44 +03:00
Bret Curtis
3c827da702
Merge branch 'master' into combat_anims
2018-08-19 10:03:39 +02:00
Bret Curtis
3b2781bf89
Merge pull request #1720 from akortunov/playvfx
...
Rework spell VFX management
2018-08-19 10:00:38 +02:00
Marc Zinnschlag
20c53594de
Merged merge request !36
2018-08-18 12:06:35 +02:00
James Carty
4489838ea3
Fix incorrect function call
2018-08-17 22:35:04 +01:00
James Carty
513e99148e
Fix function with no return value
2018-08-17 20:18:20 +01:00
Andrei Kortunov
d7ca087f59
AiCast: fix aiming
2018-08-17 12:41:13 +04:00
Andrei Kortunov
31f8bea1dd
Rework spell effects management
2018-08-17 12:41:13 +04:00
Marc Zinnschlag
3489951410
Merged pull request #1866
2018-08-17 09:36:44 +02:00
James Carty
43f1c9163c
Fix issue in which murder wouldn't be reported after paying fine
2018-08-16 18:58:51 +01:00
Andrei Kortunov
16edac8c47
Fix incorrect 'preparing' word spelling
2018-08-16 17:47:06 +04:00
Andrei Kortunov
a73d42e711
Do not stop idle animation in spellcasting stance
2018-08-16 16:56:42 +04:00
Andrei Kortunov
b7a448cf42
Update idle animations after reset of mIdleState (bug #4531 )
2018-08-16 16:56:42 +04:00
Andrei Kortunov
3a6c480d41
Do not reset idle animations when turning
2018-08-16 16:56:42 +04:00
Andrei Kortunov
15fa47827b
AiCombat: Avoid jittering when aiming in melee
2018-08-16 16:56:42 +04:00
Andrei Kortunov
e444b9581c
Do not play min attack -> max attack animation when attack strength is 0 (bug #4591 )
2018-08-16 16:56:39 +04:00
Andrei Kortunov
8a48258b1b
Fix attack after shoot
2018-08-16 15:51:11 +04:00
Bret Curtis
dcd381049c
Merge pull request #1872 from akortunov/extended_logging
...
Use new logging system
2018-08-16 11:38:29 +02:00
James Carty
4b0a6074e7
Add comment
2018-08-16 00:29:14 +01:00
James Carty
6889432030
Move code to seperate functions for reusability
2018-08-16 00:26:02 +01:00
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
2018-08-14 23:05:43 +04:00
Yohaulticetl
7e9ce99062
Made the werewolf check optional
2018-08-14 19:56:40 +02:00
Yohaulticetl
18e51e0e98
Added check for werewolves
2018-08-14 19:44:03 +02:00
Yohaulticetl
d19cbdb652
Factored strength into hand-to-hand combat
2018-08-14 19:44:03 +02:00
Capostrophic
22162dcbda
Replace std::find with std::set::find where applicable
2018-08-14 18:14:43 +03:00
Capostrophic
53599290c3
Make search for followers in getEnemiesNearby recursive
2018-08-14 16:14:48 +03:00
Capostrophic
75bd6e1d28
Make search for allies in actorAttacked recursive
2018-08-14 15:41:34 +03:00
Capostrophic
7029ed0e8d
Refactor follower and enemy actor processing
...
Make another exception for wander packages when finding allies (bug #4304 )
2018-08-14 15:36:52 +03:00
Bret Curtis
d25147a930
Merge pull request #1863 from Capostrophic/aiming
...
Use the correct spell projectile speed GMST in AI aiming (bug #3948 )
2018-08-14 10:29:22 +02:00
Bret Curtis
6a32a4aed0
Merge pull request #1810 from akortunov/weaponfix
...
Use fallbacks for missing weapon animations
2018-08-14 10:29:01 +02:00
Allofich
fd89fa415a
Do modifiers for dynamic stats before attributes
...
(Fixes #4231 )
2018-08-13 21:59:27 +09:00
Allofich
2cc1b52baf
Drain and fortify fixes for dynamicStats
...
(Fixes #3049 )
2018-08-13 21:59:26 +09:00
Andrei Kortunov
8de3383612
Add zero-duration spells effects to effect list (bug #3533 )
2018-08-12 17:25:35 +04:00
Andrei Kortunov
307e0103dc
Use fallbacks for missing weapon animations (bug #4470 )
2018-08-12 16:14:24 +04:00
David Cernat
a3b9274365
[Client] Make it possible to check if an item ID belongs to a bound item
2018-08-11 16:02:09 +03:00
Capostrophic
3527f3800e
Use the correct spell projectile speed GMST in AI aiming
2018-08-10 21:21:21 +03:00
Marc Zinnschlag
1cfc1f9bdb
Merged pull request #1666
2018-08-10 12:23:17 +02:00
Marc Zinnschlag
0aedb3aada
Merged puil request #1808
2018-08-10 12:22:13 +02:00
Andrei Kortunov
cde95979d0
Fix combat engagement for creatures
2018-08-10 09:29:01 +04:00
Andrei Kortunov
780648b584
Do not reset idle animations if we do not have ammo
2018-08-09 16:39:46 +04:00
Andrei Kortunov
df577babe9
Increase priority of 1st-person weapon animations to avoid issues with animation blending
2018-08-09 16:39:20 +04:00
Andrei Kortunov
71bcc11ba5
Apply only crossbow reload animation to upper body
2018-08-09 16:37:08 +04:00
Andrei Kortunov
a0d0e5d2db
Give jumping animations higher priority than movement ones
2018-08-09 16:19:03 +04:00
Andrei Kortunov
6a03aa6fdb
Reduce jittering during turning animations for player
2018-08-09 16:19:00 +04:00
Andrei Kortunov
126b2fdd42
Use the isPlayer variable to do not check if the current actor is player every time
2018-08-09 11:16:19 +04:00
Andrei Kortunov
51af729305
Do not use headtracking in the 1st-person view (bug #4573 )
2018-08-08 23:29:03 +04:00
Capostrophic
d15dcaff68
Don't adjust weapon rating according to weapon condition twice
2018-08-03 19:22:58 +03:00
Capostrophic
4c7f3cf626
Merge branch 'master' into weaponpriority
2018-08-03 14:07:11 +03:00
Marc Zinnschlag
4d280add81
Merged pull request #1843
2018-08-03 12:56:17 +02:00
Andrei Kortunov
712c9995db
Rename mIsScripted variable because its name is ambiguous
2018-08-03 12:01:31 +04:00
Capostrophic
9d85b7c2d3
Use the actual damage for deducting weapon rating
2018-08-02 15:20:07 +03:00
Capostrophic
73d5496711
Revert addition change
2018-08-02 13:01:23 +03:00
Capostrophic
80f3bd9f86
Don't apply iWereWolfFleeMod to creatures
2018-08-02 08:36:15 +03:00
Capostrophic
bec47dfb7c
Make ranged weapon bonus a distance-dependent multiplier
2018-08-01 19:57:05 +03:00
Capostrophic
382b68a081
Combat AI: take the actual hit chance in account when rating weapon
2018-08-01 19:27:19 +03:00
Marc Zinnschlag
1c13256456
Merged pull request #1829
2018-08-01 16:17:37 +02:00
Marc Zinnschlag
0c507b74bc
Merge pull request #1832
2018-08-01 16:13:59 +02:00
Capostrophic
be2e7e9e09
Make casting caster-linked on-self effects no-op (bug #4378 )
2018-08-01 02:41:57 +03:00
Andrei Kortunov
5b92910829
Limit difficulty scaling, as mentioned in docs
2018-07-31 21:14:16 +04:00
Andrei Kortunov
c07cc0dc40
Reset animation state after weapon unequipping
2018-07-30 22:24:25 +04:00
David Cernat
b57807407a
[General] Implement RecordDynamic packet, part 1
...
Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing).
The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats.
Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record.
The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality.
When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted.
This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
2018-07-30 10:56:26 +03:00
Capostrophic
c79f96d0d2
Implement ranged crits (feature #3703 )
2018-07-29 19:42:44 +03:00
Andrei Kortunov
1d463d129d
Finish AiTarget package, if destination is blocked by other actor
2018-07-29 19:41:31 +04:00
Andrei Kortunov
75835c8326
Prevent NPC from chosing farther pathgrid node
2018-07-29 18:18:05 +04:00
Andrei Kortunov
6d5d0039ec
Make sure we apply OT_Murder only once
2018-07-28 20:45:33 +04:00
David Cernat
d93b67ef21
[General] Sync soul refIds for items and add related script functions
2018-07-26 22:37:04 +03:00
David Cernat
36ac2d9de4
[Client] Set packetOrigin for all ObjectList packets sent
2018-07-23 01:39:43 +03:00
David Cernat
038757b91a
[General] Temporarily revert to original rotation animation sync
...
I originally added rotation animation sync as part of commit 068a45be87
. Unfortunately, it meant the PlayerPosition packets were now twice as large as they had been before, which was less than ideal for such a frequently sent packet, which is why Koncord switched to a more optimized approach in commits 5f30dfd5db
and d67db1a9bd
.
Recently, there have since been some rotation animation problems in OpenMW, which have broken the way Koncord's approach looks. My original approach still looks somewhat okay, so I'm switching back to it until we can figure out how to reuse it under the current circumstances.
2018-07-21 19:27:36 +03:00
David Cernat
20e0100706
[General] Rework Attack packets and add synchronization for item magic
2018-07-21 14:41:27 +03:00
David Cernat
21d5bb4d4e
Merge pull request #460 from OpenMW/master
...
Add 0.7.0 commits up to 20 Jul 2018
2018-07-21 05:59:57 +03:00
Marc Zinnschlag
78a2725169
Merged pull request #1806
2018-07-17 12:42:41 +02:00
Andrei Kortunov
38fa4e0a8a
Do not play un-equipping animation when we switch to hand-to-hand
2018-07-17 14:10:04 +04:00
Andrei Kortunov
30716344f2
Fix possible division by zero in the fatigue calculation (bug #4510 )
2018-07-16 13:24:12 +04:00
David Cernat
3649cf553f
[General] Rename PlayerKillCount into WorldKillCount
...
This should clarify the real meaning of the packet and its associated event.
The event itself has been renamed from OnPlayerKillCount to OnWorldKillCount.
2018-07-15 05:34:59 +03:00
David Cernat
6ebe09375f
[General] Implement ObjectActivate packet & associated script functions
2018-07-15 03:16:04 +03:00
David Cernat
6cb5ac6e63
Merge pull request #457 from OpenMW/master while resolving conflicts
...
Conflicts:
CMakeLists.txt
apps/openmw/engine.cpp
apps/openmw/main.cpp
apps/openmw/mwgui/windowmanagerimp.cpp
apps/openmw/mwmechanics/character.cpp
components/CMakeLists.txt
2018-07-14 03:57:05 +03:00
Andrei Kortunov
3d1daaebab
Rework manual spellcasting (e.g. via scripts)
2018-07-12 16:24:25 +04:00
Capostrophic
5cb9dc9d12
Use SpellTurnLeft/TurnRight animation groups
2018-07-10 22:19:56 +03:00
Andrei Kortunov
1c35e20fcc
Use 1h animations as fallback for crossbows
2018-07-10 17:02:51 +04:00
Andrei Kortunov
75dcbea365
Apply weapon reload animations only for upper body
2018-07-10 17:00:48 +04:00
David Cernat
c984fc0881
[Client] Allow AiActivate to be used with specific Ptrs, not just refIds
2018-07-10 08:21:24 +03:00
David Cernat
b86155dc11
[Client] Allow AiFollow package to have infinite distance when desired
2018-07-10 01:40:57 +03:00
David Cernat
5043fb4246
[Client] Disable clientside disarming of traps
2018-07-08 02:38:10 +03:00
David Cernat
f3892d697b
[Client] Disable clientside locking and unlocking of objects
2018-07-08 00:06:01 +03:00
David Cernat
e3e1cfc549
[Client] Add forgotten comparison in crimeTime and deathTime check
2018-07-06 20:49:08 +03:00
David Cernat
4b30a44816
[Client] Compare crimeTime and deathTime when NPCs forgive player crimes
...
Previously, all crime witnesses stopped being hostile to a respawning player for as long as the player's diedSinceArrestAttempt was true. That meant that, in an area with no guards to arrest the player, crime witnesses did not enage in combat with the player at all ever again until diedSinceArrestAttempt became false.
This commit makes it so the time of the last crime is recorded for each witness, and that is then compared with the time of the LocalPlayer's last death for a one-time crime forgiveness during that player's current life.
This is essentially a gameplay adjustment for "singleplayer with respawns," and will have to be reworked to make sense for every player in multiplayer, though that requires reworking the crime system as a whole and is thus on hold.
2018-07-06 14:17:54 +03:00
Marc Zinnschlag
d9de8ccb5b
Merged pull request #1781
2018-07-06 11:55:45 +02:00
Capostrophic
9abfabb065
Ensure forward-compatibility of death animations in old saves ( fixes #4274 )
2018-07-05 22:49:40 +03:00
David Cernat
c075496748
[General] Replace deathReason in death packets with a killer variable
...
Add serverside script functions for determining the killers of both players and actors.
Use unsigned ints for script functions returning an object or actor's refNumIndex or mpNum.
Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
2018-07-05 22:24:51 +03:00
Capostrophic
faf3e9ba5a
Make spellcasting stance transition more smooth ( fixes #4358 )
...
If a movement animation was identical to the previous one that was played, restart it from the point the previous animation ended
2018-07-05 01:57:34 +03:00
David Cernat
76731f5def
[Client] Don't remove SummonKeys with actorIds of -1
...
This prevents summon duplication caused by a SummonKey sometimes being deleted immediately after being created, before the server can send back an ObjectSpawn packet spawning a creature that can be attached to the SummonKey.
2018-07-05 01:11:45 +03:00
David Cernat
a236ffc4be
Merge pull request #456 from OpenMW/master while resolving conflicts
...
# Conflicts:
# .travis.yml
# README.md
# apps/openmw/mwgui/quickkeysmenu.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/combat.cpp
2018-07-04 01:52:29 +03:00
Koncord
53346e2663
[Client] Return 0 if effect not found
2018-07-03 03:43:38 +08:00
David Cernat
8ce225b1cc
[Client] Use the casters of damage-dealing spells as death reasons
2018-07-02 00:42:32 +03:00
David Cernat
958b220835
[General] Send summon duration to server in ObjectSpawn packets
2018-07-01 00:43:29 +03:00
Capostrophic
bccba24c40
Make unarmed creature attacks not affect armor condition ( fixes #2455 )
2018-06-29 20:18:28 +03:00
Andrei Kortunov
5455490ad2
Avoid fall-through in spell selection
2018-06-28 11:12:48 +04:00
Andrei Kortunov
ec73011617
Clean temporary storage if we assign new AI package (bug #4464 )
2018-06-27 12:52:43 +04:00
Andrei Kortunov
ee45f54b53
Refactor AiTemporaryStorage usage
2018-06-27 12:48:34 +04:00
Andrei Kortunov
3c7ab976c3
Ignore movement from scripted animations (bug #4475 )
2018-06-27 08:22:45 +04:00
Andrei Kortunov
c9756cee4c
Fast-forward death animation to end if death animation was finished earlier (regression #4468 )
2018-06-20 12:37:58 +04:00
Capostrophic
6c23caadd7
Fix crash when a target in a different cell is (un)locked
2018-06-19 20:43:18 +03:00
Capostrophic
0c4fa55f16
Make Open spells casted by anything trigger player crime event ( fixes #4461 )
2018-06-19 17:04:38 +03:00
Andrei Kortunov
5fd3ec1035
Implement unlockable locks with 'lock 0' console command
2018-06-19 14:17:33 +04:00
Marc Zinnschlag
a8ad530db9
Merged pull request #1749
2018-06-19 11:33:08 +02:00
Marc Zinnschlag
2a52ade219
Merged pull request #1760
2018-06-19 11:26:41 +02:00
Andrei Kortunov
e08b0d3070
Ignore lights without CanCarry flags when NPC selects torch (bug #4457 )
2018-06-16 17:34:49 +04:00
Andrei Kortunov
9c3da41130
Add murder bounty when a player follower commits murder (bug #2852 )
2018-06-15 14:31:09 +04:00
Marc Zinnschlag
2b35c5efd7
Merge remote-tracking branch 'upstream/master'
2018-06-13 18:13:15 +02:00
Marc Zinnschlag
aea481eacb
Merged pull request #1753
2018-06-13 18:12:38 +02:00
Andrei Kortunov
61c968d550
Ignore broken items when search for replacement (bug #4453 )
2018-06-13 18:39:02 +04:00
Andrei Kortunov
81b78a82e8
AI: try to open doors every AI_REACTION_TIME seconds (bug #4454 )
2018-06-13 17:47:32 +04:00
Bret Curtis
3e4dc31e39
Merge branch 'master' into fatigue
2018-06-13 10:04:32 +02:00
Andrei Kortunov
9c45cc7e48
Use player reference instead of pointer
2018-06-12 22:05:00 +04:00
Andrei Kortunov
f299be8158
Play scripted animations even if SkipAnim is used
2018-06-12 16:07:36 +04:00
Andrei Kortunov
25bb7c1826
Make 'PlayGroup idle' to cancel scripted animations
2018-06-12 14:04:03 +04:00
Andrei Kortunov
0e441d48ac
Give scripted animations highest priority (bug #4286 )
2018-06-12 12:55:28 +04:00
Andrei Kortunov
0c92655250
Avoid code duplication in character manager
2018-06-12 11:51:54 +04:00
Andrei Kortunov
e3812f4075
Check creature stats only for actors
2018-06-12 11:27:18 +04:00
Andrei Kortunov
ebaa6fb5a2
Play death scream only once
2018-06-12 09:55:43 +04:00
Andrei Kortunov
427be928d0
Do not update animation state for dead actors
2018-06-11 23:17:54 +04:00
Andrei Kortunov
977a27ecb7
Do not clear corpses until end of death animation (bug #4307 )
2018-06-11 22:29:32 +04:00
Andrei Kortunov
a42c663fd7
Do not interrupt scripted animations by death animation (bug #4286 )
2018-06-11 18:53:25 +04:00
Andrei Kortunov
d0619cfb35
Play death animation for non-persisting actors with 0 health (bug #4291 )
2018-06-11 18:52:20 +04:00
Andrei Kortunov
6099735c60
Early out only when scripted animation is playing
2018-06-11 17:52:58 +04:00
Andrei Kortunov
e234dd2a36
Do not interrupt scripted animations
2018-06-11 17:18:51 +04:00
Andrei Kortunov
9fd2d57b86
Move previous items to player
2018-06-10 16:21:19 +04:00
Andrei Kortunov
f977c6876f
Bound items: store item ID instead of pointer
2018-06-10 16:21:19 +04:00
Andrei Kortunov
4de9d9fa77
Split adjustBoundItem()
2018-06-10 16:21:19 +04:00
Andrei Kortunov
d1b1cb748d
Reequip previous item only if the expired bound item was equipped
2018-06-10 16:21:19 +04:00
Andrei Kortunov
9b72a6ac69
Use the MWWorld::Ptr() instead of string ID
2018-06-10 16:21:19 +04:00
Andrei Kortunov
0375bedab2
Equip previous item after a bound item expires (bug #2326 )
2018-06-10 16:21:19 +04:00
Andrei Kortunov
ae87e0d3fc
Do not reset mUpperBodyState for weapon->weapon switch (regression #4446 )
2018-06-09 15:34:08 +04:00
Marc Zinnschlag
7d9de93fd3
Merged pull request #1477
2018-06-09 10:52:35 +02:00
Andrei Kortunov
6ed2773299
Do not stack return packages
2018-06-08 21:53:47 +04:00
Andrei Kortunov
74a2cbe696
AI: return back after pursuit
2018-06-08 21:53:47 +04:00
Andrei Kortunov
3d0631cfcc
Store last AI package in savegame
2018-06-08 21:53:47 +04:00
Andrei Kortunov
3a0ee78d2b
AiTravel: store mHidden flag in savegame
2018-06-08 21:53:47 +04:00
Andrei Kortunov
2f5beb8853
Remove unnecessary hack
2018-06-08 21:53:47 +04:00
Andrei Kortunov
57d686131e
Remove redundant condition
2018-06-08 21:53:47 +04:00
Andrei Kortunov
5105c67642
Add mHidden field to AiTravel
2018-06-08 21:53:47 +04:00
Andrei Kortunov
81f29d8dcd
AiWander: resume moving to destination after combat
2018-06-08 21:53:47 +04:00
Andrei Kortunov
18ff097e4a
Add the parameter to AiSequence::stack() to control ability to cancel other AI packages
2018-06-08 21:53:47 +04:00
Andrei Kortunov
9d27eb197f
AiWander: return to initial position only after combat
2018-06-08 21:53:47 +04:00
Capostrophic
24c1ee7744
Use relative stat difference for haggling
2018-06-08 19:00:45 +03:00
Capostrophic
b7026df551
Improve the offered price formula ( Fixes #2222 )
2018-06-08 19:00:45 +03:00
Andrei Kortunov
fed10e87aa
Store integer actor ID in AI packages (bug #4036 )
2018-06-08 19:57:41 +04:00
David Cernat
2a3c74bfcc
Merge pull request #447 from OpenMW/master while resolving conflicts
...
# Conflicts:
# README.md
2018-06-08 06:01:00 +03:00
Andrei Kortunov
1b9edbe119
Add unequip animation during stance switching (bug #4327 )
2018-06-07 16:20:17 +04:00
Marc Zinnschlag
7b4a69ff2f
Merged pull request #1728
2018-06-07 13:14:53 +02:00
Marc Zinnschlag
362aa23546
Merged pull request #1724
2018-06-07 13:13:48 +02:00
David Cernat
a28b27f5d9
Merge pull request #443 from OpenMW/master while resolving conflicts
...
# Conflicts:
# README.md
2018-06-05 20:57:50 +03:00
Capostrophic
c14536a399
Update faction-owned items confiscation
2018-06-03 20:28:53 +03:00
Capostrophic
3810ade67a
Don't make unnecessary faction ID searches
2018-06-03 12:38:53 +03:00
Capostrophic
191cc76378
Consider faction ownerships in item stolen checks ( fixes #4293 )
2018-06-03 10:22:20 +03:00
Andrei Kortunov
be394870e4
Fix regressions in spell resistance
2018-06-01 20:08:53 +04:00
Andrei Kortunov
84c8fb9df7
Add pursue package only when crime was reported (bug #4433 )
2018-06-01 12:41:31 +04:00
David Cernat
669d4d3d7e
Merge pull request #440 from OpenMW/master
...
Add OpenMW commits up to 27 May 2018
2018-05-27 16:10:16 +03:00
scrawl
cfdf99f601
Revert "Merged pull request #1573 "
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This reverts commit 7324bd368f
, reversing
changes made to 810e4416f6
.
2018-05-26 11:39:30 +00:00
scrawl
99ffaafe30
Revert "Merge pull request #1701 from akortunov/standfix"
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This reverts commit da47fc79f5
, reversing
changes made to 7324bd368f
.
2018-05-26 11:35:48 +00:00
Marc Zinnschlag
832b4bb778
Merged pull request #1659
2018-05-25 11:32:08 +02:00
David Cernat
74c2a0b311
Merge pull request #438 from OpenMW/master
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Add OpenMW commits up to 24 May 2018
2018-05-24 12:16:11 +03:00
Bret Curtis
da47fc79f5
Merge pull request #1701 from akortunov/standfix
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Do not apply queue movement for standing actors
2018-05-23 22:35:08 +02:00
Marc Zinnschlag
7324bd368f
Merged pull request #1573
2018-05-23 17:00:29 +02:00
Capostrophic
ba077e7291
Fix movement fatigue loss encumbrance calculation ( fixes #4413 )
2018-05-13 17:18:45 +03:00
David Cernat
78234f9071
[General] Rename Event into ObjectList & WorldObject into BaseObject
2018-05-13 00:42:24 +03:00
David Cernat
5458e09c8a
Merge pull request #420 from OpenMW/master
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Add OpenMW commits up to 11 May 2018
2018-05-12 06:32:01 +03:00
Alf Henrik Sauge
feeee50a88
Dropping a separate NPDTstruct12 object and instead use NPDTstruct52
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NPDTstruct12 is now only used when loading and saving. Turning auto calc
on and off now no longer switches between to different set of values
2018-05-09 00:25:07 +02:00
Andrei Kortunov
3636cf2015
Do not apply queue movement for standing actors
2018-05-05 22:41:26 +04:00
Andrei Kortunov
22fb1f3403
Play spellcasting effects from objects
2018-04-30 17:12:06 +04:00
David Cernat
7db74509e0
Merge pull request #412 from OpenMW/master while resolving conflicts
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# Conflicts:
# apps/openmw/mwscript/transformationextensions.cpp
2018-04-25 21:55:32 +03:00
Evgeny Kurnevsky
c025b8f8f3
Remove useless comparison.
2018-04-21 17:10:49 +03:00
David Cernat
9e5ddeac50
Merge pull request #408 from OpenMW/master
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Add OpenMW commits up to 18 Apr 2018
2018-04-18 18:05:09 +03:00
tri4ng1e
d310d36ea3
[Fix] Some PVS-Studio and cppcheck fixes
2018-04-18 12:36:10 +00:00
tri4ng1e
d4d1703bcf
Some PVS-Studio and cppcheck fixes
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cppcheck:
[apps/esmtool/record.cpp:697]: (performance) Prefer prefix ++/-- operators for non-primitive types.
[apps/esmtool/record.cpp:1126]: (performance) Prefer prefix ++/-- operators for non-primitive types.
[apps/esmtool/record.cpp:1138]: (performance) Prefer prefix ++/-- operators for non-primitive types.
[apps/niftest/niftest.cpp:36]: (performance) Function parameter 'filename' should be passed by reference.
[apps/niftest/niftest.cpp:41]: (performance) Function parameter 'filename' should be passed by reference.
[apps/opencs/model/prefs/boolsetting.cpp:25]: (warning) Possible leak in public function. The pointer 'mWidget' is not deallocated before it is allocated.
[apps/opencs/model/prefs/shortcuteventhandler.cpp:52]: (warning) Return value of std::remove() ignored. Elements remain in container.
[apps/openmw/mwstate/quicksavemanager.cpp:5]: (performance) Variable 'mSaveName' is assigned in constructor body. Consider performing initialization in initialization list.
PVS-Studio:
apps/opencs/model/filter/parser.cpp 582 warn V560 A part of conditional expression is always true: allowPredefined.
apps/opencs/view/world/referencecreator.cpp 67 warn V547 Expression '!errors.empty()' is always false.
apps/opencs/view/world/referencecreator.cpp 74 warn V547 Expression '!errors.empty()' is always false.
apps/opencs/view/doc/loader.cpp 170 warn V560 A part of conditional expression is always true: !completed.
apps/opencs/view/doc/loader.cpp 170 warn V560 A part of conditional expression is always true: !error.empty().
apps/opencs/model/tools/pathgridcheck.cpp 32 err V517 The use of 'if (A) {...} else if (A) {...}' pattern was detected. There is a probability of logical error presence. Check lines: 32, 34.
apps/opencs/model/world/refidadapterimp.cpp 1376 err V547 Expression 'subColIndex < 3' is always true.
apps/openmw/mwgui/widgets.hpp 318 warn V703 It is odd that the 'mEnableRepeat' field in derived class 'MWScrollBar' overwrites field in base class 'ScrollBar'. Check lines: widgets.hpp:318, MyGUI_ScrollBar.h:179.
apps/openmw/mwgui/widgets.hpp 319 warn V703 It is odd that the 'mRepeatTriggerTime' field in derived class 'MWScrollBar' overwrites field in base class 'ScrollBar'. Check lines: widgets.hpp:319, MyGUI_ScrollBar.h:180.
apps/openmw/mwgui/widgets.hpp 320 warn V703 It is odd that the 'mRepeatStepTime' field in derived class 'MWScrollBar' overwrites field in base class 'ScrollBar'. Check lines: widgets.hpp:320, MyGUI_ScrollBar.h:181
apps/openmw/mwmechanics/actors.cpp 1425 warn V547 Expression '!detected' is always true.
apps/openmw/mwmechanics/character.cpp 2155 err V547 Expression 'mode == 0' is always true.
apps/openmw/mwmechanics/character.cpp 1192 warn V592 The expression was enclosed by parentheses twice: ((expression)). One pair of parentheses is unnecessary or misprint is present.
apps/openmw/mwmechanics/character.cpp 521 warn V560 A part of conditional expression is always true: (idle == mIdleState).
apps/openmw/mwmechanics/pathfinding.cpp 317 err V547 Expression 'mPath.size() >= 2' is always true.
apps/openmw/mwscript/interpretercontext.cpp 409 warn V560 A part of conditional expression is always false: rank > 9.
apps/openmw/mwgui/windowbase.cpp 28 warn V560 A part of conditional expression is always true: !visible.
apps/openmw/mwgui/journalwindow.cpp 561 warn V547 Expression '!mAllQuests' is always false.
apps/openmw/mwgui/referenceinterface.cpp 18 warn V571 Recurring check. The '!mPtr.isEmpty()' condition was already verified in line 16.
apps/openmw/mwworld/scene.cpp 463 warn V547 Expression 'adjustPlayerPos' is always true.
apps/openmw/mwworld/worldimp.cpp 409 err V766 An item with the same key '"sCompanionShare"' has already been added.
apps/openmw/mwworld/cellstore.cpp 691 warn V519 The 'state.mWaterLevel' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 689, 691.
apps/openmw/mwworld/weather.cpp 1125 warn V519 The 'mResult.mParticleEffect' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 1123, 1125.
apps/openmw/mwworld/weather.cpp 1137 warn V519 The 'mResult.mParticleEffect' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 1135, 1137.
apps/wizard/unshield/unshieldworker.cpp 475 warn V728 An excessive check can be simplified. The '(A && B) || (!A && !B)' expression is equivalent to the 'bool(A) == bool(B)' expression.
apps/wizard/installationpage.cpp 163 warn V735 Possibly an incorrect HTML. The "</p" closing tag was encountered, while the "</span" tag was expected.
components/fontloader/fontloader.cpp 427 err V547 Expression 'i == 1' is always true.
components/nifosg/nifloader.cpp 282 warn V519 The 'created' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 278, 282.
components/esm/loadregn.cpp 119 err V586 The 'clear' function is called twice for deallocation of the same resource. Check lines: 112, 119.
components/esm/cellref.cpp 178 warn V581 The conditional expressions of the 'if' statements situated alongside each other are identical. Check lines: 175, 178.
components/esmterrain/storage.cpp 235 warn V560 A part of conditional expression is always true: colStart == 0.
components/esmterrain/storage.cpp 237 warn V560 A part of conditional expression is always true: rowStart == 0.
2018-04-18 12:36:10 +00:00
David Cernat
49e94725aa
[Client] Prevent MechanicsManager::playerLoaded() from enabling AI
2018-04-12 17:18:06 +03:00
David Cernat
fa652964fd
Merge pull request #403 from OpenMW/master
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Add OpenMW commits up to 9 Apr 2018
2018-04-10 06:43:24 +03:00
Capostrophic
d9acd19dc0
Merge branch 'master' into illusion
2018-04-09 23:33:11 +03:00
scrawl
92d0fb2981
Merge pull request #1667
2018-04-09 20:23:38 +00:00
scrawl
308551ad49
Merge pull request #1644
2018-04-09 20:23:24 +00:00
scrawl
cbddb4a0a9
Merge pull request #1638
2018-04-09 20:23:20 +00:00