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2076 commits

Author SHA1 Message Date
Allofich
72c3ee0a3d Make AI not go hostile when absorbing/reflecting 2017-02-12 23:14:09 +09:00
scrawl
03a10f217a Catch exceptions in AiSequence::execute 2017-02-11 17:53:11 +01:00
scrawl
5a12407436 Revert "Rearranged check for better performance"
This reverts commit 332ceb51a2.
2017-02-11 17:53:11 +01:00
Allofich
e047679595 Fix trying to access stats on non-actors 2017-02-11 19:59:42 +09:00
scrawl
332ceb51a2 Rearranged check for better performance 2017-02-10 06:48:03 +01:00
scrawl
8752ae9c6a Fix include 2017-02-10 06:28:23 +01:00
scrawl
bbcba57495 Disable hitAttemptActorId saving code for now 2017-02-10 06:26:32 +01:00
Allofich
5d2090684a Store mHitAttemptActorId in save files 2017-02-07 01:26:26 +09:00
Allofich
25c64dbb0f Make combat engagement logic more like vanilla
(Fixes #2678, Fixes #3705)
2017-02-07 01:25:12 +09:00
scrawl
bc29a99a53 Fix broken timer 2017-02-06 05:10:40 +01:00
scrawl
cce42b6e9d Don't create a CharacterController for objects with no animations 2017-02-06 03:43:08 +01:00
scrawl
fe0cf5be05 StatsWindow: don't rebuild all skill widgets when one skill changes 2017-02-06 02:40:35 +01:00
scrawl
3065600a86 Skip expensive visitEffectSources call if no summoned creatures or summon effects are active 2017-02-05 02:26:28 +01:00
scrawl
a2cede8f34 Add timer for updateEquippedLight 2017-02-05 02:26:28 +01:00
scrawl
1eb3384043 Avoid rotating by zero in CharacterController 2017-02-05 02:26:28 +01:00
NeveHanter
e82d542d89 Merge remote-tracking branch 'upstream/master' into bugfix-3617 2017-01-15 09:49:45 +01:00
NeveHanter
811e9ad9f3 Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
Also allowed projectiles to fly through the dead bodies as in vanilla.
2017-01-15 09:49:25 +01:00
Allofich
f2240dde9c Allow command spells to work when cast by AI on AI
(Fixes #3723)
2017-01-15 01:56:22 +09:00
Allofich
e825010107 Apply command spell effects on impact
Command spells should apply their effects, including taking an actor out
of combat, every time a spell successfully hits, even if a previous
command effect is still active.
2017-01-15 01:53:22 +09:00
Allofich
a46c4de918 Stop combat when adding an AI package to an actor
(Fixes #3722)
2017-01-15 01:53:22 +09:00
scrawl
73aa07b81b Merge pull request #1189 from Allofich/attack
Match best attack selection to vanilla behavior
2017-01-11 18:36:10 +01:00
Allofich
2322ab3125 Don't make Command spells cancel AI packages
(Fixes #3649)
2017-01-12 00:07:22 +09:00
Allofich
c10585fb07 Match best attack selection to original MW
(Fixes #3721)
2017-01-11 22:22:46 +09:00
Assumeru
1a073ca642 Fix teleportation being unreachable 2017-01-03 22:02:23 +01:00
Allofich
eee49b7ea7 Make dispel an instant effect again (Fixes #3695) 2017-01-02 17:35:50 +09:00
scrawl
212e85e810 Merge pull request #1174 from Allofich/combat
Adjustments to AI combat engaging and disengaging
2017-01-01 19:36:09 +01:00
MiroslavR
c9dd63af8d Merge pull request #1171 from NeveHanter/travel-followers-cost
Implemented "paying" for travelling followers
2016-12-26 22:34:39 +01:00
Allofich
54fa921dad Change some AI combat engagements to not need LOS 2016-12-26 22:42:46 +09:00
Allofich
6fa0354a17 Make AI attack player also if it attacks follower 2016-12-26 22:42:45 +09:00
Allofich
5a6ea4e84e Cleanup 2016-12-26 22:42:44 +09:00
Allofich
e10c4d8814 Stop combat between AI when canFight is false 2016-12-26 22:42:42 +09:00
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.
2016-12-26 02:14:01 +09:00
Allofich
588442b6cc Make enemies start combat with player followers
Recreates vanilla behavior of enemies starting combat with player
followers and escorters. (Fixes #3691)
2016-12-26 02:13:54 +09:00
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 2016-12-20 12:38:51 +01:00
Aussiemon
2f66b91ac5 Added check to prevent attempted wandering of empty paths 2016-12-16 15:18:28 -07:00
Leon Krieg
12c8c3276a Disable NPC collision only when death animation has finished (#3666) 2016-12-15 19:33:14 +01:00
Leon Krieg
739cd5ba45 Fixed more spelling mistakes 2016-12-15 13:09:40 +01:00
Leon Krieg
c7b4b2cdd7 Fixed multiple spelling mistakes 2016-12-14 16:39:33 +01:00
MiroslavR
76ee5845ac Fix swish sound ID and play swish sound effects for all creatures (Fixes #3653) 2016-12-11 19:35:53 +01:00
mrohrlach
9624d8aade Added new method and variable to track float remainders of disintegration effections 2016-12-09 19:48:56 -07:00
scrawl
876d9c6a84 Merge pull request #1148 from Allofich/aicombat
Require line of sight for AI attacks
2016-12-06 20:02:39 +01:00
Allofich
a6dae51d87 Require line of sight for AI attacks (Fixes #3646) 2016-12-07 01:35:30 +09:00
Allofich
6816e935f1 Fix fortify maximum magicka expiration (Fixes #3648) 2016-12-06 21:00:03 +09:00
Kurnevsky Evgeny
28639c3b2f Crash fix when item is disabled before it casts spell. 2016-12-03 17:13:31 +03:00
scrawl
b6d02d9b14 Fix order of operations when undoing werewolf transformation of an NPC 2016-11-22 16:37:49 +01:00
scrawl
385db50f2d Merge pull request #1131 from Allofich/waterwalking
Make water walking mechanics closer to original MW
2016-11-20 17:19:15 +01:00
Allofich
0e429ae41d Make water walking mechanics closer to original MW 2016-11-20 22:21:33 +09:00
MiroslavR
8f91732b09 Show starting abilities, powers and spells in stat-review window (Fixes #2410) 2016-11-19 21:51:19 +01:00
MiroslavR
5e46121046 Implement fleeing AI (Closes #1118) 2016-11-16 20:15:25 +01:00
Allofich
125e94ef0e Fix shadowing warnings 2016-10-31 00:39:31 +09:00