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3301 commits

Author SHA1 Message Date
elsid
7a51d0db18
Wait until navmesh is generated within given distance around player
Add a setting to change this distance.

To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
2021-05-05 19:44:16 +02:00
elsid
f169f8e6f0
Wait until navmesh is generated for interior cells
Add special loading progress bar.

It should be fast enough to not keep loading screen for noticably long but
will provide better pathfinding for actors inside interior cells.
2021-05-05 19:27:49 +02:00
psi29a
b8128d09f9 Merge branch 'enchanted-item-selected-fix' into 'master'
Fix for enchanted items being removed on item equip cycling when they are re-equipped

See merge request OpenMW/openmw!714
2021-05-05 07:27:00 +00:00
psi29a
6ac4dfbeb7 Merge branch '9001st_time_the_charm' into 'master'
Rework again scripted movements

See merge request OpenMW/openmw!799
2021-05-04 22:52:37 +00:00
jvoisin
d45184a730 Sprinkle some const-ref to avoid unnecessary copies 2021-05-02 14:43:46 +02:00
fredzio
4fa0972b2d Tone down actor's skip simulation flag to an optional skip collision
detection flag.
2021-05-01 14:22:30 +02:00
Bret Curtis
50d6cd2a34
Merge pull request #3070 from akortunov/coverity
Fix an another portion of Coverity warnings
2021-04-20 07:33:03 +02:00
Andrei Kortunov
9647b670e4 Do not declare unused variables 2021-04-19 15:43:00 +04:00
Bret Curtis
befa3f587f
Merge pull request #3068 from akortunov/master
Clean up MSVC warnings
2021-04-19 09:27:17 +02:00
fredzio
36bb2d5f15 An actor needs not be in active cell. As such we can't use
PhysicsSystem::getActor() to determine that a ptr is not actor.
2021-04-18 08:45:43 +02:00
Andrei Kortunov
987b231fdd Fix an another portion of Coverity warnings 2021-04-18 07:09:44 +04:00
Andrei Kortunov
f308dde254 Clean up MSVC warnings 2021-04-17 12:14:50 +04:00
Andrei Kortunov
57b501ad13
Merge pull request #3067 from akortunov/master
Limit pointers cache size to avoid possible bad_alloc errors
2021-04-17 10:31:47 +04:00
fredzio
f137b7341f Another fallout from MR 722: objects were treated like actors by
accident. Net effect was that calls to Move/MoveWorld didn't update
position of collision object.
2021-04-16 16:12:31 +02:00
Andrei Kortunov
5de72c94ab Limit pointers cache size to avoid possible bad_alloc errors 2021-04-16 08:10:31 +04:00
Andrei Kortunov
db1428de18 Move container unresolving to the separate method 2021-04-14 23:03:35 +04:00
psi29a
0818a10df2 Merge branch 'baby_dont_throw_me_no_more' into 'master'
Catch exceptions in ResolutionListener

Closes #5946

See merge request OpenMW/openmw!727
2021-04-12 06:12:19 +00:00
fredzio
fda639eb57 Remove unused forward declarations 2021-04-11 14:46:51 +02:00
Evil Eye
b91be1e803 Catch exceptions in ResolutionListener 2021-04-11 14:12:31 +02:00
psi29a
603e4206fd Merge branch 'teleport_here_not_there' into 'master'
Fix  #5919 (and another bug)

Closes #5919

See merge request OpenMW/openmw!722
2021-04-10 12:51:42 +00:00
Andrei Kortunov
c989fac67b Add bound for pointers cache size, as it specified in docs 2021-04-10 11:20:12 +04:00
fredzio
8874a5be22 Change (again) the way SetPos behave.
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
2021-04-09 23:34:03 +02:00
Jacob Turnbull
d9376ee08e Trim down comment and change flag name 2021-04-07 16:57:06 -05:00
Andrei Kortunov
59720aea9a Restore old aiming for melee combat 2021-04-07 12:07:03 +04:00
Jacob Turnbull
bc8db8b8f5 Fix for enchanted items being removed on item equip cycling when they are re-equipped 2021-04-06 20:12:51 -05:00
elsid
bd33fa76b6
Use CRTP to define CustomData clone function 2021-04-05 11:53:07 +02:00
elsid
e380470558
Add move ctor and assignment operator to RefData 2021-04-05 11:53:07 +02:00
elsid
045bb7cbd7
Store CustomData and ContainerStore as unique_ptr 2021-04-05 11:52:52 +02:00
fredzio
7a67492d81 Unbreak SetPos and the mods using it.
To make SetPos works with async physics, it was modified to register a
position offset that would be applied to the real position during the
simulation.

A common pattern to teleport NPC in scripts is a sequence of SetPos/Disable/Enable in the same frame.
Since Disable/Enable creates a new physics actor using last known
RefData::Position, the registered offset never get a chance to be applied.

Modify disable() to call moveObject with the offset applied, so that the newly created physics actor will have up-to-date position
2021-03-28 21:19:14 +02:00
Andrei Kortunov
5fce5b12f4 Merge branch 'drop_the_bird' into 'master'
Disallow inserting containers, creatures, and npcs from the save game not present in content files

Closes #5884

See merge request OpenMW/openmw!683
2021-03-26 15:48:17 +00:00
Max
2cd96e56d5 create constant and use constant in other parts of the code base 2021-03-24 14:54:46 -07:00
Max
e56efdd562 change aim calculation 2021-03-24 14:54:46 -07:00
Evil Eye
cf5a93d712 Also run NPC validation for modified base records 2021-03-23 21:07:57 +01:00
Evil Eye
e79036f4e0 Don't erase the player 2021-03-23 20:43:52 +01:00
Evil Eye
5e1960a76a Disallow inserting containers, creatures, and npcs from the save game not present in content files 2021-03-22 22:29:10 +01:00
Petr Mikheev
7bbbe40abe "static const" -> "static constexpr" in headers 2021-03-21 13:57:54 +01:00
Bret Curtis
40c989d732 allman style 2021-03-14 22:11:18 +01:00
Bret Curtis
9fc0649fb6 a better check to avoid the mCell assertion, so compariing nullptr to current cell will refurn false anyway 2021-03-14 18:08:52 +01:00
Bret Curtis
49545e6d29 add comments as to why we need to check that the player is grounded or not; only run once during initial cell loading 2021-03-14 18:02:48 +01:00
Bret Curtis
c067782814 proper fix that traces down the player when a cell is loaded; we also only run once if the current cell being loaded is the one that the player is in. 2021-03-14 18:02:48 +01:00
Chris Djali
9bfe941d4b
Merge pull request #3050 from akortunov/master
Double-buffer shader water stateset
2021-03-10 15:56:40 +00:00
Andrei Kortunov
38679013fe Give meaningful name to the mEffectFade 2021-03-10 19:10:17 +04:00
psi29a
611a63acc6 Merge branch 'threesacharm' into 'master'
Attempt to fix restocking items in old saves

Closes #5823

See merge request OpenMW/openmw!580
2021-03-08 10:45:13 +00:00
Alexei Dobrohotov
2bfee281fd Merge branch 'restore_caster' into 'master'
Restore projectile caster from savegame (#5860)

See merge request OpenMW/openmw!616

(cherry picked from commit d595c7adb0fb45eafed6d3d0403ad640a91411ed)

c5426bec In the savegame, projectile caster is identified by its actor id. When
2021-03-05 21:07:29 +00:00
Evil Eye
8ae4ee291f Attempt to fix restocking items in old saves 2021-03-04 22:52:03 +01:00
psi29a
59e09cba5b Merge branch 'boltsize' into 'master'
Use projectile mesh size (#5829)

See merge request OpenMW/openmw!587
2021-02-15 08:40:30 +00:00
elsid
561628087c Merge branch 'profiler_fix' into 'master'
Fix profiler glitches (#5850)

See merge request OpenMW/openmw!605
2021-02-15 00:01:06 +00:00
fredzio
9d90e250cf Physics is not running while paused, so zero the stats for the async
thread instead of keeping whatever value was before the pause.
2021-02-12 19:33:08 +01:00
Evil Eye
2e73d2c145 Fallback to default cell name for door destination 2021-02-10 22:13:04 +01:00
Evil Eye
6aa75c287a Don't check magicka when casting free spells 2021-02-07 00:15:01 +01:00