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12686 commits

Author SHA1 Message Date
Evil Eye
bdcbb412a5 Don't restore focus to hidden/unrelated buttons 2020-12-25 13:03:09 +01:00
Petr Mikheev
8b3088a9e5 Fix #5743 2020-12-24 11:54:21 +01:00
Petr Mikheev
51d63a4152 Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
2020-12-24 03:39:59 +01:00
Alexei Dobrohotov
fd77ef6b01 Only ignore plain text after the last EOL tag (#5627) 2020-12-23 03:33:34 +03:00
Alexei Dobrohotov
32cc14981e Don't move characters if their animation can't move them 2020-12-22 20:40:52 +03:00
psi29a
4f1361b5ea Merge branch 'paralyze' into 'master'
Fix paralyze for swimming and levitating actors

Closes #5758

See merge request OpenMW/openmw!488
2020-12-22 10:49:24 +00:00
Alexei Dobrohotov
22476281da Fix paralyze for swimming actors 2020-12-22 08:03:51 +03:00
Alexei Dobrohotov
218597b13d Fix paralyze for levitating actors 2020-12-22 06:33:19 +03:00
Alexei Dobrohotov
f5af09aed9 Fix AI sequence looping code (bug #5706) 2020-12-22 05:56:59 +03:00
psi29a
3e87c35005 Merge branch 'dialogue' into 'master'
Don't regenerate the topics list unconditionally

See merge request OpenMW/openmw!459
2020-12-21 22:52:38 +00:00
Alexei Dobrohotov
e9a8636d18 Merge branch 'restore_absolute_position_handling' into 'master'
Restore pre-async handling of absolute actors positionning

See merge request OpenMW/openmw!486
2020-12-20 22:52:35 +00:00
Alexei Dobrohotov
ce36dd8a52 Merge branch 'misc_cleanup' into 'master'
Small cleanup

See merge request OpenMW/openmw!482
2020-12-20 19:10:06 +00:00
fredzio
5bd921fa3a Restore pre-async handling of absolute actors positionning
One of the issue since the introduction of async physics is the quirky
handling of scripted moves. Previous attempt to account for them was
based on detecting changes in actor position while the physics thread is
running. To this end, semantics of Actor::updatePosition() (which is
responsible for set the absolute position of an actor in the world) was
toned down to merely store the desired position, with the physics system
actually responsible for moving the actor. For the cases were complete
override of the physics simulation was needed, I introduced
Actor::resetPosition(), which actually have same semantics as
original updatePosition(). This in turn introduced a loads of new bugs
when the weakened semantics broke key assumptions inside the engine
(spawning, summoning, teleport, etc).
Instead of tracking them down, count on the newly introduced support for
object relative movements in the engine (World::moveObjectBy) to
register relative movements and restore original handling of absolute positionning.

Changes are relatively small:
- move resetPosition() content into updatePosition()
- call updatePosition() everywhere it was called before
- remove all added calls to the now non-existing resetPosition()

tldr; ditch last month worth of bug introduction and eradication and redo
it properly
2020-12-20 19:23:09 +01:00
fredzio
33eb09f534 Remove unused headers 2020-12-20 18:28:21 +01:00
Alexei Dobrohotov
6b5e614b1a Merge branch 'dont_cache_ptr' into 'master'
Always use latest actor's Ptr

See merge request OpenMW/openmw!481
2020-12-19 17:15:43 +00:00
fredzio
e5f0c7f117 Fix a typo introduced in 08e73a09ec
It closes #5752
2020-12-19 16:54:50 +01:00
fredzio
93a12fe388 Avoid dynamic_cast when possible. 2020-12-18 23:47:01 +01:00
fredzio
8e084dea2e Don't cache Ptr, it can be updated while the simulation is running. 2020-12-18 22:22:37 +01:00
fredzio
58297ffbf4 Move stats update into their own function. 2020-12-18 21:18:04 +01:00
fredzio
24a8b8c66a Remove redundant call to resetPosition(). adjustPosition() takes care of
it,
2020-12-18 21:16:48 +01:00
Mads Buvik Sandvei
eec2ba3623 Loading screen initialdrawcallback 4th time's the charm 2020-12-18 18:15:14 +00:00
fredzio
4e7c9b6696 Embed physics simulation results inside of actor class.
This gives finer control over reseting positions (switch off tcl is no
longer glitchy) and solve most of the erroneous usage of stale World::Ptr
indicated by:
"Error in frame: moveTo: object is not in this cell"
2020-12-18 12:54:02 +01:00
psi29a
d01d5745c6 Merge branch 'relative_move' into 'master'
Relative translation for scripts

See merge request OpenMW/openmw!477
2020-12-18 09:23:18 +00:00
Mads Buvik Sandvei
ea8f98b339 Wait for initialDrawCallback to finish before removing it 2020-12-18 08:48:39 +00:00
fredzio
7bae6691b6 Introduce World::moveObjectBy() function to translate an object relatively to
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.

No user visible change, just a more robust mechanism.
2020-12-18 08:40:38 +01:00
psi29a
96a87b582c Merge branch 'loadingScreen_initialdrawcallback' into 'master'
Fix for !472 for older versions of OSG

See merge request OpenMW/openmw!474

(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)

4447dd41 osg versions
06f4d63b Preserve callback in older osg version
2020-12-17 23:37:21 +00:00
Mads Buvik Sandvei
bc961a13f5 avoid redundant calls to removeInitialDrawCallback 2020-12-16 22:03:16 +01:00
Mads Buvik Sandvei
640420eaaa No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks. 2020-12-16 21:46:52 +01:00
fredzio
259d522800 When doing a ray cast to the next projectile position, ignore collisions
that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
2020-12-15 21:34:58 +01:00
psi29a
884b434ee0 Merge branch 'fixfriendlyfire' into 'master'
Fix projectiles friendly fire (#5744)

See merge request OpenMW/openmw!466
2020-12-15 15:45:43 +00:00
Nelsson Huotari
8b2bf12e8f Use bip01 for root bone name 2020-12-15 13:51:49 +02:00
fredzio
b39437dfb6 Don't allow projectiles to stand still when they hit an ally.
When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.

Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
2020-12-14 22:23:01 +01:00
Alexei Dobrohotov
201999c4a9 Make sure adjustPosition() is safe to call for any actor 2020-12-14 03:01:26 +03:00
Alexei Dobrohotov
817ac4cfbd Don't regenerate the topics list unconditionally 2020-12-12 23:07:00 +03:00
fredzio
a314f196eb Unconditionally call actor->resetPosition in adjustPosition.
Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
2020-12-12 18:17:26 +01:00
Alexei Dobrohotov
15291f15d3 Make actor collision box components a struct 2020-12-11 20:07:59 +03:00
psi29a
11eff02a1d Merge branch 'Show-more-information-about-level-on-menu' into 'master'
Show more information about level on menu

See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00
psi29a
9a35c5815e Merge branch 'nofallfloor' into 'master'
Update physics object position after spawning.

See merge request OpenMW/openmw!449
2020-12-11 11:28:29 +00:00
Frederic Chardon
460e5abb55 Update physics object position after spawning. 2020-12-11 08:57:08 +01:00
Frederic Chardon
899b8422fa explicitely use a reference, auto can't infer it and make a copy 2020-12-11 08:56:54 +01:00
Petr Mikheev
49c6e50c31 Print '--version' and '--help' messages without timestamps 2020-12-08 23:14:49 +01:00
psi29a
afaacedf67 Merge branch 'placeatmecrash' into 'master'
Don't crash the game when placing a non-actor

See merge request OpenMW/openmw!443
2020-12-08 17:37:01 +00:00
Evil Eye
39ac0cbb4a Don't crash the game when placing a non-actor 2020-12-08 17:47:25 +01:00
Chris Djali
21de3fa7e8
Merge pull request #3033 from akortunov/main_messages
Use a logging system instead of cout for a couple of missing messages
2020-12-08 15:49:19 +00:00
psi29a
fd64aacf7d Merge branch 'cliherbalism' into 'master'
Add a setting to disable graphical herbalism

See merge request OpenMW/openmw!440
2020-12-08 10:02:15 +00:00
fredzio
4fbe1ed12c Ignore caster collision shape. Sometimes the magic bolt get launched
inside too near its caster.
2020-12-08 09:06:34 +01:00
fredzio
7e85235220 Projectile to projectile collision 2020-12-08 09:06:34 +01:00
fredzio
66fe3b0d38 Modify projectile collision to work with async physics 2020-12-08 09:06:33 +01:00
Andrei Kortunov
dc7b48e92e Generate physics collisions for projectiles (bug #3372)
Remove redundant now mHit field
2020-12-08 09:05:38 +01:00
Andrei Kortunov
242dd8d496 Use a logging system instead of cout for a couple of missing messages 2020-12-08 11:06:30 +04:00
Evil Eye
275b9aea4d rename setting 2020-12-07 21:56:41 +01:00
Evil Eye
e62fff5f2e Add a setting to disable graphical herbalism 2020-12-07 19:04:32 +01:00
CedricMocquillon
6bfdf0e57f Add more information on mouse over level 2020-12-07 14:57:25 +01:00
psi29a
c2933721c6 Merge branch 'explodespell' into 'master'
Make AI cast self-targeted spells at the ground (bug #5695)

Closes #5695

See merge request OpenMW/openmw!426
2020-12-07 12:35:58 +00:00
psi29a
a3dfdde9ef Merge branch 'move_actors_into_scene' into 'master'
Move actors into the scene after a teleport

See merge request OpenMW/openmw!438
2020-12-07 10:19:32 +00:00
psi29a
c742c15f6d Merge branch 'autogoesbrr' into 'master'
Use range based for loops and auto

See merge request OpenMW/openmw!400
2020-12-07 09:12:50 +00:00
psi29a
b22418d053 Merge branch 'fix_spawn' into 'master'
Fix spawn #5724

See merge request OpenMW/openmw!439
2020-12-07 08:20:35 +00:00
fredzio
c6c02a6f16 Remove useless code. ipos is already initialized with the correct
values.
2020-12-06 13:26:43 +01:00
fredzio
08e73a09ec Make the code more compact by mean of std::min / max and ternary
operator.
2020-12-06 13:24:42 +01:00
fredzio
b79f6ac808 Force reset position of actor after snapping to the ground. Otherwise
the interpolation calculation would kick in and make the actor goes upward if the
spawn point is higher than summoner or downward if lower. The actor
would then either jump or fall through terrain.
2020-12-06 13:20:37 +01:00
Petr Mikheev
5734551ff3 Add time to logs. Redirect OSG log to OpenMW log. 2020-12-05 13:46:02 +01:00
fredzio
7843dad35d Don't let the actor "nowhere" after a teleport but move them in their
place.
This solve the problem where after loading, an empty frame was rendered
because the player is "nowhere".
2020-12-05 01:09:43 +01:00
Evil Eye
078de86e60 Use range based for loops and auto 2020-12-04 18:34:51 +01:00
Alexei Dobrohotov
84e1a29700 Make AI cast self-targeted spells at the ground (bug #5695) 2020-12-04 00:41:21 +03:00
fredzio
5a4872393a Rework actor position reset. While solving the issue with invalid
position being used under heavy load, I introduced a regression that
prevented the position to be updated in case of teleport.
Move the logic in its own function and decide in PhysicsSystem whether a
reset is needed.
2020-12-03 12:57:57 +01:00
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
Bret Curtis
16b34c2863
Merge pull request #3029 from akortunov/replace_zeroes
Replace zeroes and nulls by nullptrs
2020-11-29 14:50:01 +01:00
psi29a
73ca333c4b Merge branch 'actorpositionagain' into 'master'
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
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'
Collada animation support

See merge request OpenMW/openmw!421
2020-11-28 16:55:26 +00:00
psi29a
96e22bd44e Merge branch 'fastforwardpos' into 'master'
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'
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'
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
Actor class.
2020-11-15 01:58:21 +01:00
psi29a
5362146d24 Merge branch 'interleaved_movements' into 'master'
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.
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
8a6d3d1b4f Minor fixes
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'
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'
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'
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
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'
Visualize hits in the debug overlay

See merge request OpenMW/openmw!379
2020-11-01 10:20:14 +00:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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
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