David Cernat
92463c4a03
Fix Windows server crash caused by printing event->CellRef()->mRefID
8 years ago
David Cernat
8080cceac6
Add some placeholder code so Stanislav can test it
8 years ago
David Cernat
565e7e4b9f
Create and implement placeholder for ID_WORLD_OBJECT_CREATION
8 years ago
David Cernat
32dc8cf63f
Read contents of ID_WORLD_OBJECT_REMOVAL on client
8 years ago
David Cernat
36f218876a
Add ProcessPlayerPacket and ProcessWorldPacket to client's Networking
8 years ago
David Cernat
ac666edebd
Add a CellRef to WorldEvent
8 years ago
David Cernat
b2845cd17c
Create and start using WorldEvent class
8 years ago
David Cernat
a42d5f2429
Make client send placeholder ID_WORLD_OBJECT_REMOVAL to server
8 years ago
David Cernat
f218613231
Rename client Networking's GetPacket method into GetPlayerPacket
8 years ago
David Cernat
e27d1857ef
Fix formatting in previous changes made by tes3mp to OpenMW's core
8 years ago
David Cernat
d0328f2553
Add placeholder ProcessWorldPacket method to server's Networking
8 years ago
David Cernat
2602c1f71a
Add ProcessPlayerPacket method to server's Networking
8 years ago
David Cernat
f0fa5e8771
Add ContainsPacket method to packet controllers
8 years ago
David Cernat
f1ec01cc6b
Add WorldPacketController to server's Networking
8 years ago
David Cernat
285f89573d
Create placeholders for WorldPacket classes
8 years ago
David Cernat
790d41e278
Move PlayerPackets into their own subfolder
8 years ago
David Cernat
d99463d752
Fix show-stopping mistake in PlayerPacket
8 years ago
David Cernat
bda1f867fd
Rename server's GetController() method into GetPlayerController()
8 years ago
David Cernat
d2212ef80b
Rename PacketsController into PlayerPacketController
8 years ago
David Cernat
5e0c0dd5f1
Use logger in server's Networking MainLoop
8 years ago
David Cernat
fcc793a0af
Create a new BasePacket that PlayerPacket inherits from
8 years ago
David Cernat
b8f4cb94fb
Rename BasePacket into PlayerPacket
8 years ago
David Cernat
3136a12051
Resolve conflicts in pull request #75
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/CMakeLists.txt
8 years ago
scrawl
2ed0277839
Merge pull request #1102 from Allofich/spells
...
Change several spell effects from instant to non-instant
8 years ago
scrawl
9d2e0124dc
Revert "Fix the cell changed flag no longer being reset after the player dies"
...
This reverts commit d7acec74fd
.
8 years ago
Allofich
610f36f47b
Set magic effects that don't support variable durations to use duration of 1
8 years ago
Allofich
1c2e04747d
Remove stray line
8 years ago
Allofich
675bd09462
Change several instant effects to be non-instant ( Fixes #2054 )
8 years ago
scrawl
db09858f59
Don't allow the player to activate objects when dead
8 years ago
scrawl
454d1ffaef
Make the cell change check during actor update more robust
8 years ago
scrawl
d7acec74fd
Fix the cell changed flag no longer being reset after the player dies
8 years ago
scrawl
e7154c3f7c
Add the ItemShadow to various other skins
8 years ago
scrawl
612c3e995f
Add drop shadow to ItemWidget ( Fixes #3545 )
8 years ago
scrawl
15046c961b
Merge pull request #1101 from MiroslavR/ignored-light-sources-fix
...
Ignored light sources fix
8 years ago
scrawl
c5eb854157
Merge pull request #1100 from MiroslavR/info-faction-check
...
Recognize special faction ID "FFFF" during topic info verification
8 years ago
MiroslavR
611d02ad43
Remove unused code
8 years ago
MiroslavR
1906d96064
Non-player actors emitting light from a non-portable light item should be illuminated ( Fixes #3588 )
8 years ago
MiroslavR
53b006eccb
OpenMW-CS: Recognize special faction ID "FFFF" (no faction) during topic info verification ( Fixes #3564 )
8 years ago
scrawl
3dce155d96
Fix uninitialized variable
8 years ago
scrawl
55566f8ec2
Merge pull request #1099 from MiroslavR/notlocal
...
Fix the "Not Local" dialog test
8 years ago
MiroslavR
8be8c7ca66
OpenMW-CS: Fix verification of "Not Local" info conditions (Bug #3564 )
8 years ago
MiroslavR
14468262a7
Fix "Not Local" dialog test to also test variable value instead of just its existence ( Fixes #3577 )
8 years ago
scrawl
95a67bf0c2
Disable OSG 3.5.5 thread affinity setting in the scenewidget due to the interference with QT threads
...
Reference: http://forum.openscenegraph.org/viewtopic.php?t=16158
8 years ago
scrawl
530fb61ad0
Use OpenThreads instead of boost thread
...
This should allow OpenMW to work better with git versions of openscenegraph. OSG dev version 3.5.5 added the setting of thread affinity for the main thread. The problem is that in the boost/standard threading libraries, the affinity of a thread is inherited by any further threads launched from that thread, leading to these threads always running on the same core as the main thread unless you tell them not to.
With OpenThreads, the default affinity of a thread is none, no matter what parent thread it was launched from.
So, when using custom threading with OSG 3.6+, we have these options:
1. explicitely tell OSG to *not* set the thread affinity
or 2. explicitely set the thread affinity of additional threads created (possible with boost, but not possible with std::thread)
or 3. use OpenThreads
or 4. accept the suboptimal performance of non-OSG threads (in OpenMW's case the sound streaming & video threads) running on the same core as the main thread
This patch opts for 3.)
Reference: http://forum.openscenegraph.org/viewtopic.php?t=16158
8 years ago
scrawl
105fcc5e20
Move the setting of BOOST_COMPONENTS closer to where it's actually used
8 years ago
scrawl
ae2036fa85
Merge pull request #1097 from Allofich/persuasion
...
Don't let intimidate bring disposition below 0 (Fixes #3584 )
8 years ago
Allofich
028db21c8a
Don't let disposition at end of dialogue be below 0 ( Fixes #3584 )
8 years ago
scrawl
1893617ec9
Improvements to ignored light list setting
...
The pointer to the LightListCallback is now stored in the Animation, which eliminates the need for dynamic_cast. Also, when the object root is recreated, the previously used LightListCallback will be reused, so we no longer need the objectRootReset() notifier.
Finally, there was a bug when saving and reloading the game, the getIgnoredLightSources() were not being set, as the ActorAnimation constructor completes before the NpcAnimation sets the ObjectRoot. This was solved by creating the LightListCallback in advance in the Animation constructor.
8 years ago
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
8 years ago
scrawl
5c94e2324f
Add missing use plugin macro for static build
8 years ago