Marc Zinnschlag
19bd0f90b9
Merge remote-tracking branch 'rainChu/torches'
11 years ago
Alex "rainChu" Haddad
65818155d8
Fixed punctuation consistency
11 years ago
Alex "rainChu" Haddad
30ee3c5cf6
Equipped torches and lights run out of fuel
11 years ago
Marc Zinnschlag
708cde2688
Merge remote-tracking branch 'jordan-ayers/topic/COC-Exterior-Cell-Selection'
11 years ago
Jordan Ayers
141382b8c0
COC Command: Exterior cell selection fix.
...
Return the northernmost cell of the easternmost matching column for Ext. cells.
11 years ago
Marc Zinnschlag
608d154ad7
Merge remote-tracking branch 'rainChu/master'
11 years ago
Marc Zinnschlag
87cd5d4267
Merge remote-tracking branch 'potatoesmaster/DisableLevitation'
11 years ago
Emanuel Guevel
4265dddc40
Add MWWorld::isSlowFalling(Ptr)
11 years ago
Emanuel Guevel
496f786c2a
Implement Disable/EnableLevitation script functions
...
Totally copied on Disable/EnableTeleporting implementation.
Thanks KittyCat!
11 years ago
Emanuel Guevel
b8c60dabb3
Reintroduce Acrobatics changes made by Glorf
...
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
11 years ago
Alex "rainChu" Haddad
00a776a1a8
Fixed compilation failure on my machine
...
Fixed shared records not being populated before the player record is
moved.
11 years ago
mckibbenta
644f081c60
minor changes
11 years ago
mckibbenta
89b7d6121d
Initial toggleGodMod/tgm instruction. Currently only affects player health.
11 years ago
mckibbenta
85b8af6262
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
11 years ago
scrawl
10c21579bc
Item stacking case sensitivity fix
11 years ago
mckibbenta
f65172bdca
Merge branch 'master' of https://github.com/zinnschlag/openmw into tgm
12 years ago
mckibbenta
eef9df504a
fiddlings
12 years ago
scrawl
c8e31725dc
Fix weather sounds persisting on a new game
12 years ago
scrawl
d3d6dfbde8
Refactored loading screen
...
- Add loading progress for data files, global map, terrain
- Refactored and improved cell loading progress
12 years ago
Marc Zinnschlag
dcc55b60c3
Merge remote-tracking branch 'kcat/misc-cleanup'
12 years ago
Chris Robinson
f2889e4bb5
Remove unused functions and parameters
12 years ago
Chris Robinson
3843357cd2
Fix actor stepping
12 years ago
scrawl
3f8a69b4ad
Don't crash when trying to delete a reference that doesn't exist anymore
12 years ago
mckibbenta
06701467ab
Merge branch 'master' into tgm
12 years ago
mckibbenta
8998b90e8b
initial do-nothing implementation; registered opcode
12 years ago
Chris Robinson
ca24a809fc
Use the position of the actor to determine if they're swimming
12 years ago
Chris Robinson
3fa65f21dd
Use a proper cone shape with a contact test to check for melee hits
12 years ago
Chris Robinson
f5d03a16c1
Rename getFacedObject and getFacedHandle for melee hits
12 years ago
Marc Zinnschlag
e03e2f0817
Merge remote-tracking branch 'scrawl/master'
12 years ago
scrawl
758d989a03
If multiple plugins have land data for the same cell, the last plugin should win
12 years ago
Chris Robinson
c855ab65cf
Non-colliding objects are considered flying
12 years ago
Chris Robinson
602be9bbe7
Avoid swimming into the air from underwater
12 years ago
Chris Robinson
9f09bb6f6f
Use separate inputs for swimming and flying
12 years ago
Chris Robinson
a546ace94d
Remove an unused method
12 years ago
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.
12 years ago
Chris Robinson
0e56b2facb
Merge remote-tracking branch 'zini/master' into physics
12 years ago
Chris Robinson
d9040df9d6
Increase the max number of physics iterations
...
Should help with highly tessellated collision meshes with high
framerates.
12 years ago
scrawl
fa76d1631b
Some terrain fixes
12 years ago
scrawl
0545622f5a
Fix werewolf state not getting completely reset when starting a new game
12 years ago
Chris Robinson
a993af53e7
Merge remote-tracking branch 'zini/master' into physics
12 years ago
Chris Robinson
a17997a973
Continually add bits of input velocity to inertia when falling
12 years ago
scrawl
8c8653160d
Crash fix, material fix
12 years ago
scrawl
ebf9debb80
Enabled terrain self shadows, implemented getHeightAt, some optimizations
12 years ago
Chris Robinson
d727b15580
Fix tracing down
12 years ago
Chris Robinson
394fc75697
Clean up the trace struct
12 years ago
Chris Robinson
b351109649
Get rid of the old newtrace method
12 years ago
Chris Robinson
14acacf401
Use a better method to do actor physics traces
12 years ago
Chris Robinson
76b812f75f
Improve actor movement collision handling
12 years ago
Chris Robinson
584eec3743
Store the object class in the LiveCellRef
12 years ago
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
12 years ago