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3219 commits

Author SHA1 Message Date
Capostrophic
ece0db4f82 Cap movement animation playback speed 2020-05-11 15:11:32 +03:00
Capostrophic
a5d0d13e14 Allow guards to pursue an invisible player (bug #4774) 2020-05-09 21:23:06 +03:00
David Cernat
053a5a6258 Add OpenMW commits up to 9 May 2020
# Conflicts:
#	apps/openmw/mwmechanics/spellcasting.cpp
#	apps/openmw/mwscript/aiextensions.cpp
2020-05-09 15:17:04 +03:00
Bret Curtis
b4aeb2711c
Merge pull request #2809 from Capostrophic/spellcasting
Refactor spellcasting header and implementation (task #5339)
2020-05-05 17:17:13 +02:00
Capostrophic
844838c46a Revert an invalid attempt to autoequip shields instead of torches 2020-04-30 00:12:52 +03:00
Capostrophic
69cd53ef8a Fix reflect 2020-04-27 14:06:50 +03:00
Capostrophic
e7f91ff341 Simplify some inflict() logic 2020-04-27 12:50:09 +03:00
Capostrophic
4c1c30db33 Address akortunov's concerns regarding spell refactoring
Separate linked effect handling into linked effects header
Separate spell absorption handling into spell absorption header
Make armor disintegration loop a range-based for loop
2020-04-27 12:05:17 +03:00
Capostrophic
b1d857818d Clean up CastSpell 2020-04-26 22:17:38 +03:00
Capostrophic
8d22e075e6 Separate functions that don't belong to CastSpell class 2020-04-26 22:17:38 +03:00
Capostrophic
db13984db0 Separate spell resistance 2020-04-26 21:13:59 +03:00
Capostrophic
5973285446 Move isSummoningEffect to summoning 2020-04-26 21:13:59 +03:00
Capostrophic
5535a7fb44 Move getSummonedCreature() to summoning 2020-04-26 18:58:33 +03:00
Capostrophic
a3cd3281fb Use an array instead of a map in spellSchoolToSkill() 2020-04-26 16:21:05 +03:00
Capostrophic
4838cf7362 Clean up spellcasting 2020-04-26 00:42:40 +03:00
David Cernat
a20f8e77dc Add OpenMW commits up to 25 Apr 2020
# Conflicts:
#	.travis.yml
#	apps/openmw/mwclass/container.cpp
#	apps/openmw/mwclass/door.cpp
2020-04-25 09:52:58 +03:00
Bret Curtis
e791e65684
Merge pull request #2793 from Capostrophic/distancebias
Pick the correct aggressive actor in fight distance bias calculation
2020-04-23 00:09:36 +02:00
Capostrophic
40766d746c Pick the correct aggressive actor in fight distance bias calculation 2020-04-22 16:06:42 +03:00
Bret Curtis
e1a5435531 Merge commit '8a8107e8' 2020-04-22 13:22:54 +02:00
Capostrophic
6731843691 Consider the first person movement sneaking if it's actually sneaking 2020-04-21 09:32:34 +03:00
Bret Curtis
8a8107e837 as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
David Cernat
f8c557fbc0 [General] Read and use weapon quantity in RecordDynamic packets 2020-04-19 23:17:09 +03:00
David Cernat
25a632c650 Add OpenMW commits up to 13 Apr 2020
# Conflicts:
#	CMakeLists.txt
#	README.md
#	apps/openmw/engine.cpp
#	apps/openmw/mwclass/creaturelevlist.cpp
#	apps/openmw/mwgui/quickkeysmenu.cpp
2020-04-13 19:53:42 +03:00
Andrei Kortunov
8d4dde7b56
Merge branch 'master' into autocalc 2020-04-13 13:53:29 +04:00
Capostrophic
f79e20379b Make sure it's a crime to unlock owned doors 2020-04-12 01:56:03 +03:00
Capostrophic
ad333e88fe Handle enchantment autocalc flag as a flag (bug #5363) 2020-04-11 00:03:14 +03:00
Capostrophic
1928bebe98 Don't use up light duration if the held light is hidden (bug #5352) 2020-04-04 20:51:41 +03:00
David Cernat
7bc3298ed4 Add OpenMW commits up to 1 Apr 2020
# Conflicts:
#	.travis.yml
#	CI/before_install.linux.sh
#	apps/openmw/mwphysics/physicssystem.cpp
2020-04-01 19:24:11 +03:00
Capostrophic
99e89f23a6 Fix calculateNpcStatModifiers call for non-NPCs 2020-03-28 19:15:13 +03:00
Capostrophic
04ebe5c4c9 Reset skills of dead actors (bug #5328) 2020-03-26 15:22:31 +03:00
David Cernat
907c5fc6de Merge branch '0.7.1-summons-ordering' into 0.7.1 2020-03-22 17:29:01 +02:00
fredzio
e1b5dd97b8 Add a filter in the alchemy window.
A button allow to switch between ingredient name and magic effect.
Switching reset the filter.
The default filter can be set in the layout file.

The player can show only ingredients whose either name or effect
match the filter
Only effect that are known to the player (via alchemy skill) are
taken into account
2020-03-20 06:35:57 +01:00
uramer
3e7230e89d [Client] Assign summoned creatures' actorId correctly, skipping those already assigned 2020-03-19 22:28:00 +01:00
Andrei Kortunov
dea2018d9f Do not use dynamic casts when using ObjectState 2020-03-17 15:18:40 +04:00
David Cernat
43e7df6df8 Add OpenMW commits up to 11 Mar 2020 2020-03-11 22:17:17 +02:00
Roman Siromakha
b1ed7a433e
Merge pull request #2718 from akortunov/storage
Keep an AiWanderStorage when cloning an actor
2020-03-11 18:54:22 +01:00
Alexei Dobrohotov
7e6a533a29
Merge pull request #2695 from elsid/aiwander_check_destination
Add more destination checks for AiWander without pathgrid
2020-03-11 20:48:22 +03:00
Andrei Kortunov
9f27a0d095 Keep an AiWanderStorage when cloning an actor (bug #5267) 2020-03-10 12:22:21 +04:00
Andrei Kortunov
ae65b0228a Do not write custom data for disposed actors 2020-03-07 13:01:14 +04:00
David Cernat
27d35d73a2 [General] Implement OnObjectSound packet
Many interactions between players and objects now have their sounds sent to other players.
2020-02-29 18:15:41 +02:00
David Cernat
9d3afc019a [Client] Add logging for items added to & removed from player by server
Additionally, adjust comment related to potion creation to mention sending of stored item removals.
2020-02-25 09:53:42 +02:00
David Cernat
dae805dbc1 [Client] Avoid PlayerInventory packet spam when creating many potions 2020-02-25 07:45:06 +02:00
Capostrophic
1da4b31047 Switch torches to shields for hostile NPCs (bug #5300) 2020-02-24 02:20:08 +03:00
David Cernat
e78503d5f3 [General] Include potion quantity in RecordDynamic packets
Don't spam the server with one RecordDynamic packet per potion created when brewing multiple potions at once. Instead, send a single RecordDynamic packet with the potion quantity included in it.

Add serverside script functions for getting the potion quantity.
2020-02-22 21:21:30 +02:00
David Cernat
85fb1d1a0b Add OpenMW commits up to 19 Feb 2020
# Conflicts:
#	apps/openmw/mwworld/scene.cpp
2020-02-20 01:51:47 +02:00
Bret Curtis
a0902bb98e
Merge pull request #2700 from akortunov/masks
Move VisMask to components
2020-02-17 11:58:53 +01:00
Andrei Kortunov
84979fa8b7 Move VisMask to components 2020-02-16 16:03:35 +04:00
Roman Siromakha
3ae1a208df
Merge pull request #2684 from Capostrophic/damagefatigue
Make uncapped Damage Fatigue optional (bug #5264)
2020-02-13 20:37:50 +01:00
Capostrophic
013953ec7f Support Wander movement deceleration 2020-02-11 13:50:53 +03:00
elsid
9404b1dd72
Stop wandering when destination is hidden or occupied by other actor 2020-02-10 22:29:54 +01:00
elsid
4a0c056489
Do not wander to occupied area by other actor 2020-02-10 22:29:54 +01:00
elsid
85414e2353
Check for line of sight for wander destination 2020-02-10 22:29:54 +01:00
elsid
0c92a567af
Use distance to position since last normal state in obstacle checker 2020-02-10 22:29:54 +01:00
Capostrophic
122dffe4c1 Make uncapped Damage Fatigue optional (bug #5264)
Cap Absorb Fatigue
2020-02-09 14:41:38 +03:00
David Cernat
f0f76516d8 Add OpenMW commits up to 4 Feb 2020
# Conflicts:
#	.travis.yml
#	CI/before_script.linux.sh
2020-02-05 02:03:31 +02:00
elsid
349040ffb2
Use status codes to handle navigator errors instead of exceptions
For find path use case.
2020-02-04 22:33:56 +01:00
Andrei Kortunov
1db51a9e08 Re-work wandering outside of initial cell (bug #5261, bug #5262) 2020-02-02 11:02:19 +04:00
Alexei Dobrohotov
2652b10b9c
Merge pull request #2681 from akortunov/hello
Do not interrupt greeting update when Hello = 0 or actor starts to swim
2020-01-30 00:48:13 +03:00
Andrei Kortunov
1522883fdd Do not interrupt greeting update when Hello = 0 or actor starts to swim (bug #5248) 2020-01-29 16:31:09 +04:00
elsid
f7caeefddb
Fallback to straight path when navmesh and pathgrind are not available 2020-01-29 11:14:07 +01:00
elsid
8e0b638145
Fix start position for AiWander random point selection 2020-01-28 20:29:52 +01:00
David Cernat
59a38164ea [Client] Add generic objects to ObjectList using addObjectGeneric() 2020-01-23 09:03:40 +02:00
David Cernat
989188c171 [Client] Remove ObjectList's confusing addObjectDelete() function 2020-01-22 14:35:51 +02:00
elsid
1e106013a0
Use navmesh to find wander destination outside pathgrid for ground based actors
Use dtNavMeshQuery::findRandomPointAroundCircle from recastnavigation
2020-01-21 00:01:06 +01:00
elsid
e323e6e7e6
Consider moved distance in direction to destination for obstacle check
Assume actor is stuck when it's not able to move in the destination
direction with maximum speed. Approach to check moved distance from the
previous point doesn't work good for slow and big actors. When they face
obstacle they're trying to move along with oscillation so check is
passing but they don't get any closer to the destination.
2020-01-20 23:46:58 +01:00
David Cernat
60b6f92fa3 Add OpenMW commits up to 13 Jan 2020
# Conflicts:
#	apps/openmw/mwmechanics/actors.cpp
2020-01-15 07:49:26 +02:00
Andrei Kortunov
a384104f73 Rework greeting timeouts (bug #5249) 2020-01-11 21:47:08 +04:00
Andrei Kortunov
2bed25a5e8
Merge pull request #2659 from Capostrophic/aitravel
Handle out-of-range actors' travel packages (bug #5212)
2020-01-10 13:32:51 +04:00
capostrophic
fc0f813dcb Add and use 'always active' AI package flag
Update documentation
2020-01-10 12:07:57 +03:00
capostrophic
af2ea477d5 Don't use loops to detect absorb effects 2020-01-09 22:17:01 +03:00
capostrophic
42cc27194b Fix reported spellcasting discrepancies
Make ExplodeSpell behavior closer to Cast behavior (#5242)
Nullify on-self absorb spells in a different way (#5241)
Allow casting permanent spells through Cast/ExplodeSpell
2020-01-09 22:17:01 +03:00
capostrophic
2d87d287ba Handle out-of-range actors' travel packages (#5212) 2020-01-09 14:17:54 +03:00
capostrophic
29c6a8975a Don't combine sneak idle with scripted/wander idles (bug #4284) 2020-01-05 15:09:02 +03:00
David Cernat
a58f09fd6c Add OpenMW commits up to 2 Jan 2020
# Conflicts:
#	apps/openmw/mwmechanics/enchanting.cpp
#	apps/openmw/mwworld/scene.cpp
2020-01-02 22:09:54 +02:00
Andrei Kortunov
71e1d576cd Allow to enchant multiple projectiles at once (feature #3517) 2019-12-31 21:31:49 +04:00
David Cernat
ca9cd90a4d Add OpenMW commits up to 20 Dec 2019
# Conflicts:
#	apps/openmw/mwworld/scene.cpp
2019-12-20 15:43:50 +02:00
Andrei Kortunov
30a18c2a66
Merge pull request #2625 from Capostrophic/sneaking
[Regression] Attempt to fix idle state reset again
2019-12-20 14:32:22 +04:00
David Cernat
9763f6f9c5 [Client] Fix infinite activation loops caused by 48aba76ce9 2019-12-15 07:23:37 +02:00
Andrei Kortunov
97ee4bc349 Improve equipment logic (bug #5223) 2019-12-14 22:30:27 +04:00
Capostrophic
483b37bb3f Disallow resting if the fall height hasn't been reset (bug #4802) 2019-12-12 15:26:02 +03:00
Andrei Kortunov
3d9c42e8ee Cap reputation values (bug #5226) 2019-12-11 08:47:46 +04:00
David Cernat
4b27f8986b [Client] Synchronize positions for actors during death animations
This needs some improvements, because:

1) Sometimes the cell authority sends the death animation too late and a different one gets played on the other clients
2) There is probably a simpler check that can be done for position changes during a death animation.
2019-12-06 21:04:42 +02:00
David Cernat
c253950dd7 [Client] Don't play dying words for NPCs loaded up as dead from server 2019-12-06 14:50:10 +02:00
David Cernat
980edac942 [General] Rename PlayerTeam into PlayerAlly
Considering that you can be allies with someone without being allied to their allies, changing the name makes the system more intuitive.
2019-12-05 19:15:11 +02:00
David Cernat
a383b7b612 [General] Include death animations in ActorDeath packets 2019-12-05 13:27:55 +02:00
David Cernat
c4950f1beb [Client] Implement PlayerTeam packet, part 2
When determining actors siding with someone, also check the team members of DedicatedPlayers, not just those of the LocalPlayer.

Don't set players as each other's hitAttemptActor if they are team members.

Don't run startCombat() for DedicatedPlayers who get attacked.
2019-12-03 22:40:02 +02:00
Capostrophic
86c8fe386b Fix idle state reset 2019-12-03 20:50:57 +03:00
David Cernat
eeb3e4f938 [Client] Reset friendly hits when summoning a creature 2019-12-02 23:29:36 +02:00
David Cernat
9792a5256f [General] Use different compromise for summoning
Revert 9502d84a9cb99028f76f7fd2e05f9193ca66561 because the creature graveyard solves more problems than it causes. Only have the authority of a cell send deletion packets when a summon despawns.

Summoning is one of the least multiplayer-friendly systems in OpenMW and really needs to be redone serverside.
2019-12-02 20:48:52 +02:00
David Cernat
753e310dd4 [General] Implement PlayerTeam packet 2019-12-02 19:08:03 +02:00
David Cernat
9d6f3fdd09 Add OpenMW commits up to 1 Dec 2019
# Conflicts:
#	CMakeLists.txt
#	apps/openmw/mwscript/aiextensions.cpp
#	apps/openmw/mwscript/statsextensions.cpp
2019-12-01 23:52:42 +02:00
David Cernat
d9502d84a9 [Client] Disable clientside handling of summoned creature graveyards 2019-12-01 20:22:04 +02:00
David Cernat
d78bdefc01 [General] Include effect and spell ID for summons in ObjectSpawn packets 2019-12-01 13:31:11 +02:00
David Cernat
64c94346b6 [Client] Always send attack starts by actors immediately
Previously, creatures with fast attack animations would have their attack updated right after being started, which happened so quickly that it prevented the attack start from actually being sent by the client.
2019-11-30 15:50:05 +02:00
David Cernat
ed7fe859dd [Client] Set attackingOrSpell state instantly after Attack/Cast packets
It is no longer necessary to wait for the Actors::update() loop to set dedicated players and actors to their new states.
2019-11-30 15:03:51 +02:00
David Cernat
7acf6865b9 [Client] Don't clear spells for dying actors 2019-11-29 19:49:17 +02:00
David Cernat
0dae3074a6 [Client] Add missing comment related to spellcast animation 2019-11-29 14:02:52 +02:00
David Cernat
16662d772b [General] Synchronize death animations for players 2019-11-29 12:52:47 +02:00
David Cernat
140c1c9c12 [General] Use hard synchronization for melee attack animations
Previously, each client chose its own attack animations for DedicatedPlayers and DedicatedActors based on the direction they were walking in, which however led to desyncs for players with "Always Use Best Attack" enabled and for creatures which pick their attack animations randomly.
2019-11-29 10:39:57 +02:00
David Cernat
a385fcdd87 [Client] Fix crash caused by setting instant state for null localCast 2019-11-28 20:28:55 +02:00