scrawl
839d251cc5
Renamed Terrain::Terrain to Terrain::World to make VC happy
2013-08-27 16:01:16 +02:00
scrawl
d3d6dfbde8
Refactored loading screen
...
- Add loading progress for data files, global map, terrain
- Refactored and improved cell loading progress
2013-08-27 15:48:13 +02:00
Marc Zinnschlag
dcc55b60c3
Merge remote-tracking branch 'kcat/misc-cleanup'
2013-08-26 08:51:19 +02:00
Chris Robinson
f2889e4bb5
Remove unused functions and parameters
2013-08-25 16:08:45 -07:00
Chris Robinson
3843357cd2
Fix actor stepping
2013-08-25 16:08:43 -07:00
Chris Robinson
0463dc0653
Use a smaller static geometry size for interior cells
2013-08-25 16:08:43 -07:00
Chris Robinson
bd6dd071aa
Use the non-accumulation root's parent as the accumulation root
...
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
2013-08-25 16:08:42 -07:00
scrawl
3f8a69b4ad
Don't crash when trying to delete a reference that doesn't exist anymore
2013-08-26 00:14:02 +02:00
scrawl
5af89a9e8f
Fix an AABB assert for loading empty exterior cells
2013-08-26 00:13:42 +02:00
scrawl
c6d2d1999a
Fix an item duplication glitch
2013-08-25 17:40:08 +02:00
Chris Robinson
ca24a809fc
Use the position of the actor to determine if they're swimming
2013-08-23 13:44:16 -07:00
Chris Robinson
3fa65f21dd
Use a proper cone shape with a contact test to check for melee hits
2013-08-23 12:27:40 -07:00
Chris Robinson
f5d03a16c1
Rename getFacedObject and getFacedHandle for melee hits
2013-08-23 12:27:39 -07:00
Marc Zinnschlag
2823e5693d
Merge remote-tracking branch 'scrawl/hit'
2013-08-22 15:35:17 +02:00
scrawl
22d5598082
Fix bad_cast exception when hitting creatures
2013-08-22 12:17:12 +02:00
scrawl
1adce8afb3
Fix ambient light getting set from the cell data for non-interior cells
2013-08-22 10:47:48 +02:00
Marc Zinnschlag
e03e2f0817
Merge remote-tracking branch 'scrawl/master'
2013-08-21 19:50:08 +02:00
scrawl
758d989a03
If multiple plugins have land data for the same cell, the last plugin should win
2013-08-21 17:26:11 +02:00
scrawl
ce5ea6d7d2
Use a proper node hierarchy; disconnect the root when entering interior
2013-08-21 17:26:11 +02:00
Chris Robinson
c855ab65cf
Non-colliding objects are considered flying
2013-08-21 07:24:54 -07:00
Chris Robinson
602be9bbe7
Avoid swimming into the air from underwater
2013-08-21 07:24:54 -07:00
Chris Robinson
9f09bb6f6f
Use separate inputs for swimming and flying
2013-08-21 07:24:54 -07:00
Chris Robinson
a546ace94d
Remove an unused method
2013-08-21 07:24:54 -07:00
vorenon
3bf3bd4b8c
Silenced some warnings
2013-08-21 13:53:49 +02:00
Chris Robinson
1a9672e31b
Don't update player physics more than 60 times a second
...
Bullet and/or our collision handling code doesn't like timesteps much
smaller than that. Ideally we should do physics in 60fps (or even 30fps)
steps and use prediction and interpolation to get more, but that's not
straight forward and needs a fixed timestep loop to lock physics and
logic together.
2013-08-20 11:31:49 -07:00
Chris Robinson
0e56b2facb
Merge remote-tracking branch 'zini/master' into physics
2013-08-20 04:42:28 -07:00
Chris Robinson
d9040df9d6
Increase the max number of physics iterations
...
Should help with highly tessellated collision meshes with high
framerates.
2013-08-20 04:41:52 -07:00
scrawl
ecf7786d11
terrain_num_lights was removed
2013-08-20 12:31:47 +02:00
scrawl
fa76d1631b
Some terrain fixes
2013-08-20 12:08:46 +02:00
scrawl
0545622f5a
Fix werewolf state not getting completely reset when starting a new game
2013-08-20 11:24:19 +02:00
Chris Robinson
a993af53e7
Merge remote-tracking branch 'zini/master' into physics
2013-08-20 02:21:44 -07:00
Chris Robinson
a17997a973
Continually add bits of input velocity to inertia when falling
2013-08-20 02:10:18 -07:00
scrawl
8c8653160d
Crash fix, material fix
2013-08-20 09:52:27 +02:00
scrawl
13afcc9324
Don't link to OgreTerrain
2013-08-19 22:22:14 +02:00
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
2013-08-19 20:39:37 +02:00
Chris Robinson
d727b15580
Fix tracing down
2013-08-19 20:39:37 +02:00
Chris Robinson
394fc75697
Clean up the trace struct
2013-08-19 20:39:37 +02:00
Chris Robinson
b351109649
Get rid of the old newtrace method
2013-08-19 20:39:37 +02:00
Chris Robinson
14acacf401
Use a better method to do actor physics traces
2013-08-19 20:39:37 +02:00
Chris Robinson
76b812f75f
Improve actor movement collision handling
2013-08-19 20:39:37 +02:00
Chris Robinson
584eec3743
Store the object class in the LiveCellRef
2013-08-19 20:39:37 +02:00
scrawl
e27437f8ed
New terrain renderer - improvements:
...
- Consistent triangle alignment, fixes a noticable crack near the census and excise office. Note that alignment is still not the same as vanilla. Vanilla uses a weird diagonal pattern. I hope there aren't more trouble spots that will force us to replicate vanilla, but at least we can do that now.
- Fixes several blending issues and cell border seams
- Fix map render to use the terrain bounding box instead of an arbitrary height
- Different LODs are now properly connected instead of using skirts
- Support self shadowing
- Normals and colors are stored in the vertices instead of a texture, this enables per-vertex lighting which should improve performance, fix compatibility issues due to the PS getting too large and mimic vanilla better
- Support a fixed function fallback (though the splatting shader usually performs better)
- Designed for distant land support - test: https://www.youtube.com/watch?v=2wnd9EuPJIY - we can't really enable this yet due to depth precision issues when using a large view distance
2013-08-19 20:34:20 +02:00
Chris Robinson
cf6e3ab933
Fix a potential divide-by-zero
2013-08-19 09:36:51 -07:00
Chris Robinson
dca599b8c5
Add NPC landing sounds for soundgen keys
2013-08-19 08:58:50 -07:00
Chris Robinson
2ec39f3622
Don't start the jump animation until after the actor is airborn
...
A bit counter-intuitive, but otherwise certain jump animations will improperly
add an offset to the initial inertia.
2013-08-19 08:24:47 -07:00
Chris Robinson
ac3d3df9fc
Implement jumping animations
2013-08-19 08:10:18 -07:00
Chris Robinson
48e594b7c4
Improve stepping down when starting on the ground
2013-08-19 08:09:23 -07:00
Chris Robinson
3ca4d54bf9
Better handle animations with a 0-length loop
2013-08-19 07:26:42 -07:00
Chris Robinson
1aa92067c2
Fix tracing down
2013-08-19 04:56:02 -07:00
Chris Robinson
6e9f15793d
Implement a jumping state
2013-08-18 23:42:56 -07:00