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120 commits

Author SHA1 Message Date
scrawl
ebaf80d539 Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
scrawl
84afd87321 Placeable objects should not collide unless they have a NiRootCollisionNode 2013-03-14 03:04:02 +01:00
scrawl
d7c4a622cf Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack 2013-03-08 23:46:25 +01:00
Marc Zinnschlag
7e100c36b5 Merge remote-tracking branch 'gus/AI' 2013-03-06 19:05:55 +01:00
gus
8b6f0e0770 Correct orientation sign 2013-03-05 18:28:57 +00:00
gus
48b3f1e0cf Clean up. But still a little hacky 2013-03-04 12:08:35 +00:00
gus
7fb2ff18a3 Fix bug induced by previous commit (player orientation wasn't stored correctly), and fix NPC not beeing able to move with certain angles (like angle Z 70) because the trace function was hitting NPC own hitboxes. The solution prposed here is a little hacky, but i works. Need a little clean up(mBody shouldn't be public) 2013-03-03 13:06:45 +00:00
Nathan Jeffords
109dff2d29 renamed high level NIF files... 2013-03-02 13:23:09 -08:00
scrawl
cd68012498 Z-up conversion: raycasts 2013-02-26 14:28:35 +01:00
Chris Robinson
90cb9ee0ac Don't set a vertical velocity when on the ground 2013-02-23 16:30:11 -08:00
Chris Robinson
4eb8ea0c95 Fix stepping and vertical force accumulation 2013-02-20 07:51:36 -08:00
Chris Robinson
b14def7c09 Set the character as being on the ground when colliding with a shallow enough slope 2013-02-20 05:24:38 -08:00
Chris Robinson
fe6fa9ebe7 Simplify newtrace a bit 2013-02-20 04:14:52 -08:00
Chris Robinson
5d55b41714 Remove a now-unneeded(?) hack 2013-02-19 04:59:38 -08:00
Chris Robinson
89fabdb3a9 Update the PhysicActor's RigidBody when moving
This works, but is less than ideal. As it is now, the rigid body gets updated
twice as the position and rotation are set separately. They should instead be
updated together.
2013-02-19 04:18:15 -08:00
Chris Robinson
a510adc572 Allow stepping when not being affected by gravity 2013-02-19 02:25:57 -08:00
Chris Robinson
c694161272 Don't try to step if not on the ground 2013-02-19 01:28:02 -08:00
Chris Robinson
c965bd8e18 Increase step size to 30 2013-02-15 17:22:55 -08:00
Chris Robinson
c57001e3bd Remove an unused field 2013-02-15 05:11:06 -08:00
Chris Robinson
18b606fddf Use the PhysicActor's set/getOnGround method 2013-02-14 20:10:04 -08:00
Chris Robinson
15dc82f454 Increase step size to 15 2013-02-14 18:59:05 -08:00
Chris Robinson
a729b1b12a Snap to the ground after moving
Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
  down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement

This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
2013-02-14 18:34:51 -08:00
Chris Robinson
f5afa43db5 Remove an unneeded parameter 2013-02-07 17:45:41 -08:00
Chris Robinson
d47d2216f2 Use some const references where appropriate 2013-02-07 16:33:44 -08:00
Chris Robinson
cbdd459500 Remove unneeded playerMove from PhysicActor 2013-02-07 15:48:41 -08:00
Chris Robinson
ca6f8b6d88 Reorganize a bit of code in the movement solver 2013-02-07 13:18:16 -08:00
Chris Robinson
fe0e6c452d Remove the unneeded playerMove object from PhysicsSystem 2013-02-07 12:11:10 -08:00
Chris Robinson
8de2d24d0e Restore old ground check 2013-02-06 21:57:59 -08:00
Chris Robinson
e577ee2de8 Add a method to set/retrieve being on the ground 2013-02-06 21:44:58 -08:00
Chris Robinson
dfd16c4424 Fix movement rotations 2013-02-06 12:39:26 -08:00
Chris Robinson
9cf30f39bd Don't apply gravity when swimming 2013-02-05 19:45:51 -08:00
Chris Robinson
e217a3d25c Silence some console spam 2013-02-05 15:51:26 -08:00
Chris Robinson
ee3764e9b3 Increase max slope to 60. 45 is too low. 2013-02-05 15:07:48 -08:00
Chris Robinson
8c0bb1ff4d Rotate movement in the movement solver 2013-02-05 14:02:14 -08:00
Chris Robinson
2c39760bd5 Move the movement solver code to mwworld's physics system 2013-02-05 12:45:10 -08:00
Chris Robinson
0a4568bd11 Move the PtrMovementList typedef to MWWorld
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
2cdda96798 Clear out some unneeded doPhysics stuff 2013-02-05 10:23:26 -08:00
Nathan Jeffords
0108be2e4f updated MWWorld::PhysicsSystem::getFacedXXX functions
* changed the names and return values to be consistent
 * made the distance to search a parameter
 * change the distance returned to world units instead of percentage of query distance
2013-01-07 23:00:00 -08:00
emoose
7a7825577a Changed: use MWWorld::Ptr for PhysicsSystem arguments 2012-11-05 19:37:27 +00:00
emoose
4a9821dc65 fix kdevelop indentation... 2012-11-02 20:43:07 +00:00
emoose
15f972cc62 fixes: compile: cast error; doors: key id case comparison; character creation: going from CharacterCreation to BirthDialog loses data; character creation: Class/Race/BirthDialog allowing no data; code: clean up a bit
todo: going from CharacterCreation back to CreateClassDialog loses data
2012-11-02 20:33:08 +00:00
greye
18cc435aa1 resolving conflicts 2012-09-21 13:13:11 +04:00
greye
7606ebafd6 resolving conflicts, minor update 2012-09-17 11:37:50 +04:00
Jason Hooks
192d634098 Movement keys; View angles 2012-09-16 13:19:38 -04:00
Jason Hooks
76f2a82884 More pmove stuff; Turned off broadphase, we could not fall in exteriors 2012-09-15 22:48:24 -04:00
Jason Hooks
f586f53a42 positioning 2012-09-15 16:45:50 -04:00
Jason Hooks
02bca98e9f Setrotate working 2012-09-15 13:23:49 -04:00
Jason Hooks
a1a7733730 Set scale implemented 2012-09-12 18:30:32 -04:00
Jason Hooks
23777033fd Starting to implement new PhysicActor 2012-09-05 17:44:11 -04:00
Jason Hooks
2efceba1fc Tearing apart PhysicActor 2012-09-03 20:32:20 -04:00