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
Nelsson Huotari
b0e3bd6ff9
Fix crash caused by QStatusBar
2020-11-29 23:25:34 +02:00
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
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
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
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
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
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
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
Alexei Dobrohotov
df9667e923
Read NIF bounding volume data correctly
2020-11-14 14:16:29 +03:00
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
fredzio
18e38d8810
Do not block a door when it turns away.
2020-11-01 23:01:18 +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
psi29a
7ee7041399
Merge branch 'stretch' into 'master'
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Put a stretch menu background checkbox into the launcher (#5672 )
Closes #5672
See merge request OpenMW/openmw!387
2020-11-01 09:26:19 +00:00
Alexei Dobrohotov
f49bf028b9
Put a stretch menu background checkbox into the launcher ( #5672 )
2020-11-01 02:14:25 +03:00
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
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
Andrei Kortunov
64ba81ecf2
Fix some issues, found by CoverityScan
2020-10-28 18:02:31 +04:00
psi29a
8f68f08aee
Merge branch 'moonmoon' into 'master'
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Change moon phase to an enum class
See merge request OpenMW/openmw!381
2020-10-27 19:44:30 +00:00
Evil Eye
3bf5247c0b
remove forward declaration
2020-10-27 19:23:07 +01:00
Alexei Dobrohotov
9763995892
Fix regression #5666
2020-10-27 18:08:14 +03:00
psi29a
74dfc09e2d
Merge branch 'removeitem' into 'master'
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Fix remove item regression
Closes #5663
See merge request OpenMW/openmw!380
2020-10-26 23:13:35 +00:00
Evil Eye
2c4cafa41a
Change moon phase to an enum class
2020-10-26 22:16:31 +01:00
Evil Eye
0512a574e8
Fix remove item regression
2020-10-26 20:13:24 +01:00
psi29a
f6e4c7cb42
Merge branch 'regionsounds' into 'master'
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Fix region sounds
See merge request OpenMW/openmw!370
2020-10-26 16:29:45 +00:00
fredzio
e8c0a7bec0
Visualie projectile hits
2020-10-26 13:53:36 +01:00
Frederic Chardon
574ccbf7bd
Visualize hand to hand hits
2020-10-26 13:48:15 +01:00