Mads Buvik Sandvei
74806e4893
Better use of osg stereo, avoids redundant synchronization.
2020-12-19 15:15:58 +01:00
Mads Buvik Sandvei
4c9278522e
Misc practical fixes from integrating with vr. Reordered construction. Added more callbacks.
2020-12-16 20:59:10 +01:00
Mads Buvik Sandvei
76fc1a8f84
Stereo now initializes before anything is drawn. Added option to add initial/pre/post draw callbacks to stereo.
2020-12-10 21:29:56 +01:00
Mads Buvik Sandvei
5beb0bc799
Merge remote-tracking branch 'remotes/origin/shared_shadow_maps' into multiview_test_branch
2020-12-08 20:50:27 +01:00
psi29a
afaacedf67
Merge branch 'placeatmecrash' into 'master'
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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
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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'
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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
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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 )
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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
psi29a
c2933721c6
Merge branch 'explodespell' into 'master'
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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'
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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'
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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'
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Fix spawn #5724
See merge request OpenMW/openmw!439
2020-12-07 08:20:35 +00:00
Mads Buvik Sandvei
c870749c39
Merge remote-tracking branch 'remotes/origin/master' into multiview_test_branch
2020-12-06 15:24:12 +01:00
fredzio
c6c02a6f16
Remove useless code. ipos is already initialized with the correct
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values.
2020-12-06 13:26:43 +01:00
fredzio
08e73a09ec
Make the code more compact by mean of std::min / max and ternary
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operator.
2020-12-06 13:24:42 +01:00
fredzio
b79f6ac808
Force reset position of actor after snapping to the ground. Otherwise
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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
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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
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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
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