Commit Graph

12987 Commits (708009eac4fc2fc3fd930e4df63f58987ba0cb8e)

Author SHA1 Message Date
scrawl 708009eac4 Merge pull request #1158 from logzero/move3
[RFC] Movement solver experiments
8 years ago
scrawl 212e85e810 Merge pull request #1174 from Allofich/combat
Adjustments to AI combat engaging and disengaging
8 years ago
scrawl da3815f5a6 Merge pull request #1179 from Armada651/fix-audio-cutoff
OpenAL_Output: When a source is finished, rewind it instead of stopping it.
8 years ago
logzero dbf0fa6766 Skip stepping if movement tracer hits actor. 8 years ago
Marc Zinnschlag dedd95f52a Merge remote-tracking branch 'miroslavr/save-cleanup' 8 years ago
Jules Blok e9d8ff532f OpenAL_Output: When a source is finished, rewind it instead of stopping it.
This works around a bug in the MacOS OpenAL implementation.
8 years ago
MiroslavR c9dd63af8d Merge pull request #1171 from NeveHanter/travel-followers-cost
Implemented "paying" for travelling followers
8 years ago
NeveHanter 8568cd049f Removed "less" character from the documentation by the requested opportunity. 8 years ago
Allofich 54fa921dad Change some AI combat engagements to not need LOS 8 years ago
Allofich 6fa0354a17 Make AI attack player also if it attacks follower 8 years ago
Allofich 5a6ea4e84e Cleanup 8 years ago
Allofich e10c4d8814 Stop combat between AI when canFight is false 8 years ago
Allofich e8c7ad2f4b Change environment check to canFight check
Instead of just checking that combatants are in compatible environments,
allow combat if in attack range using canFight. Together with previous
commit, fixes #3690.
8 years ago
Allofich 588442b6cc Make enemies start combat with player followers
Recreates vanilla behavior of enemies starting combat with player
followers and escorters. (Fixes #3691)
8 years ago
logzero a5360483bb Back off slightly when we are touching something.
This can reduce the amount of movement solver failures significantly.
I've observed a drop of 8 iteration cases by almost factor of ten.
8 years ago
logzero 00f3bfba27 Use tracer hit height to skip stepping up in movement solver. 8 years ago
MiroslavR c2b491cd70 ESSImporter: Convert last known exterior cell (Fixes #3693)
+ some research
8 years ago
logzero ab1724d3db Compare new velocity to the original velocity.
Using old velocity seems awkward,
probably a copypaste/refactoring bug.
8 years ago
logzero e58de5e410 Remove superfluous velocity reflection in movement solver.
The slide projection negates the reflection effect.
Just to be sure I've compared the resulting vectors
with and without reflection at runtime.
8 years ago
NeveHanter ff4aba2a6e Moved duplicated code to common ActionTeleport static method and reordered travel price calculations 8 years ago
MiroslavR 5f234f8952 Dialogue: "PC Rank" condition now uses speaker's faction if "PC Faction" is not given (Fixes #3689) 8 years ago
MiroslavR 87fd011a28 Clean-up saves by dropping references with invalid RefNums (Fixes #1956) 8 years ago
scrawl cf496287f7 Silence static analysis warnings 8 years ago
logzero 50fd913058 Refactor stepMove function into a Stepper object
to be able to reuse up stepper results
for successive movement solver iterations.
This can reduce the number of convex casts
almost by half in some cases.
8 years ago
logzero 4f6e65e481 Apply sliding upward check to new velocity.
This helps to capture the case where new velocity
only differs in the z component (normal pointing up).
TODO: Find a better way to handle the normal pointing up case.
8 years ago
logzero 0b08802910 Integrate MinStep move attempt into stepMove.
This can save 1 to 3 convex casts per iteration.
8 years ago
logzero 25a0219e4d Use cosine of max slope angle for walkable slope checks in movement solver. 8 years ago
logzero 561e0cbbf9 Use squared length for distance checks in movement solver. 8 years ago
scrawl dc1f788cff Use osg::PI over M_PI 8 years ago
NeveHanter 15cd3c178b Clamp price multiplication to 1, as it resulted in player alone traveling at no fee. 8 years ago
NeveHanter 8902bb5b13 Player now pays for the following actors when travelling, with the exception of the first follower who travels for free, refactored getFollowers to getActorsFollowing/getActorsSidingWith 8 years ago
MiroslavR cd13570230 ESSImporter: Import mark location 8 years ago
scrawl 6140768783 Enable waterCollision after moving the player above water (Fixes #3672) 8 years ago
Aussiemon 2f66b91ac5 Added check to prevent attempted wandering of empty paths 8 years ago
scrawl 913a8fe1bd Merge pull request #1160 from Aussiemon/actorupdatecollision
[Do not merge yet] Added check before attempting to remove actor's collision object
8 years ago
Aussiemon b794aa7c2f Helper methods for updateCollisionMask(), prevent water collision being removed twice, remove Bullet 2.8.5 methods 8 years ago
scrawl f8690dcd20 Set the drag-and-drop state after initiating the drag, not before (Fixes #3134) 8 years ago
scrawl cca75499ee Clear the Skeleton's bone cache when a node is added/removed (Fixes #3663) 8 years ago
Marc Zinnschlag 34389e15cd Merge remote-tracking branch 'origin/master' 8 years ago
Marc Zinnschlag 827c78a4cd added text column to ref id table (books) 8 years ago
Leon Krieg 12c8c3276a Disable NPC collision only when death animation has finished (#3666) 8 years ago
Leon Krieg 739cd5ba45 Fixed more spelling mistakes 8 years ago
Aussiemon 7c2a088b34 Added check before removing water collision object from world 8 years ago
Aussiemon e30dfb13d3 Added check before attempting to remove actor's collision object from world 8 years ago
Leon Krieg c7b4b2cdd7 Fixed multiple spelling mistakes 8 years ago
scrawl 8bdd5d1131 Merge pull request #1151 from Aussiemon/projectilelightsfix
Update to implementation of projectile lights
8 years ago
mrohrlach 71e74f5a93 Moved projectile light calculation to separate method 8 years ago
MiroslavR 76ee5845ac Fix swish sound ID and play swish sound effects for all creatures (Fixes #3653) 8 years ago
MiroslavR 8c97ac269d Remove item shadows properly (Fixes #3652) 8 years ago
mrohrlach f0f78c9d64 Slight adjustments to disintegration fix 8 years ago