Previously, when using the Russian edition, all dialogue topics were translated into English before being sent to the server in an ObjectDialogueChoice packet and were then translated back into Russian when received again by the client. However, there were situations where different topics in English corresponded to the same Russian word, e.g. "chores" and "duties" were both translated as "задания", which led to the incorrect topic being used on the client in the end.
This commit makes it so that users of the Russian edition send ObjectDialogueChoice packets where the topicId variable contains both the untranslated topic and the translated one, delimited by a | character, with the client simply using the former when receiving the packet again.
This is a hotfix instead of the proper fix, as the proper fix would use different variables for the two versions of the topic and thus require the structure of the ObjectDialogueChoice packet to change.
Re-include Base64, Boost and SDL2[1]
Exclude OSG but keep its headers[2]
Exclude most non-essential components and their deps
[1] SDL2 is required by the debug component
May be worth deviating from upstream by making its inclusion
conditional in the future
[2] Server component requires declarations present in the OSG headers
* Reorder unlock and notify_all calls to avoid notifying when not all worker
threads are waiting.
* Make sure main thread does not attempt to exclusively lock mSimulationMutex
while not all workers are done with previous frame.
* Replace mNewFrame flag by counter to avoid modification from multiple
threads.
Fix readthedocs config, second attempt.
See merge request OpenMW/openmw!1342
(cherry picked from commit 26ee2d284ecbad20247385805f8baeea2e3bfeb6)
20f851b3 Fix readthedocs config, second attempt.
This preserves the functionality of Reflect effects, which relies on inflict() getting far enough for a dedicated player or actor, without also processing parts of inflict() that should be skipped for them.
This had been broken by fr3dz10's physics rewrites from the earlier part of the year that made it so dedicated players were always regarded by the movement solver as being on the ground.
This had apparently been broken by the fact that I had made inventory listeners get run only for actors in active cells in 385ef55848. Strangely, the player Ptr passed to fireEquipmentChangedEvent() when unequipping items has as its cell the player's original spawn cell instead of the current cell, causing the active cell check to return false in most locations for the player.
- enchanted arrow explode upon hit the water plane
- non enchanted arrow disappear (or more accurately, they hit nothingness)
- enchanted arrow shot underwater explode immediately
- non enchanted arrow disappear immediately
Also, solve a bug that occured previously and could theoritically still happens where we use the last tested collision position for instead of the last registered hit:
Use the hit position as saved inside Projectile::hit() instead of the last position saved inside the callback.
If a projectile collides with several objects (bottom of the sea and water surface for instance), the last collision tested won't necessarily be the impact position as we have no control over the order in which the tests are performed.
Make sure PathFinder::getClosestPoint is not called with failing precondition (#6294)
Closes#6294
See merge request OpenMW/openmw!1236
(cherry picked from commit baa33799de3cb27d9d3805e164b9d7ccea6a3e4d)
d36595e0 Make sure PathFinder::getClosestPoint is not called with failing precondition