Gleb Mazovetskiy
8737453498
cmake: Compiler-specific whole-archive macro
4 years ago
Gleb Mazovetskiy
99ba45a308
Optional static builds of OSG, MyGUI, Bullet
4 years ago
Petr Mikheev
bc2cec86e9
Fix bug: NPCs doesn't move if the target is exactly above or exactly below.
4 years ago
psi29a
cadd1e7529
Merge branch 'daedric_fog' into 'master'
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Don't nuke fog when bounds have changed
Closes #5469
See merge request OpenMW/openmw!522
4 years ago
psi29a
a8c5607aa6
Merge branch 'disableinfotablesorting' into 'master'
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[OpenMW-CS] Info table dragging to move record order, disable sorting
See merge request OpenMW/openmw!538
4 years ago
psi29a
64b4472efa
Merge branch 'stand' into 'master'
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Don't adjust actor position until all objects are loader (#5379 )
See merge request OpenMW/openmw!546
4 years ago
psi29a
c6f14cde20
Merge branch 'Show-level-multipliers-in-levelup-tooltip' into 'master'
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Show level multipliers in levelup tooltip
Closes #5783
See merge request OpenMW/openmw!518
4 years ago
Cédric Mocquillon
3bb551a6f1
Show level multipliers in levelup tooltip
4 years ago
Evil Eye
59af819f97
Merge branch 'fix-mem-leak-2' into 'master'
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Fix memory leak in MWInput
See merge request OpenMW/openmw!566
4 years ago
Gleb Mazovetskiy
fe815d3d8d
Fix memory leak in MWInput
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mListener wasn't being cleaned up
4 years ago
Evil Eye
a2171875a0
Prevent nullptr access
4 years ago
fredzio
f031a191b8
Some actors are supposed to spawn on a static object that belong to an adjacent cell.
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Since actors can be active in 3x3 grid around the player, we need to
first load all statics in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and physics objects of static
class.
4 years ago
fredzio
165c731492
Remove physics dependency on basenode
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Necessary to be able to load physics objects from inactive cells.
4 years ago
psi29a
b28adafee4
Merge branch 'navcrash' into 'master'
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Fix #5798
Closes #5798
See merge request OpenMW/openmw!554
4 years ago
Evil Eye
a401c517bf
Always unload height fields
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loadCell always adds a height field, but unloadCell only removed it for
cells with height data. Reloading a cell overwrote the height field
added earlier (leading to its destruction) while the navigator retained
a reference to the now deleted collision shape, leading to a crash.
4 years ago
psi29a
0ec953380f
Merge branch 'opaque-character-preview-preprocessor' into 'master'
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Always write opaque fragments instead of relying on blending being off for translucent RTT II: Daggerfall
Closes #5391
See merge request OpenMW/openmw!552
4 years ago
psi29a
d2c5de5211
Merge branch 'projectile_physics' into 'master'
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Precise projectile physics (closes #4201 )
Closes #4201
See merge request OpenMW/openmw!550
4 years ago
fredzio
1f4c85520f
Use convexSweepTest for projectile movement to solve any
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imprecision issue with projectile collision detection.
Simplify the mechanics: manage hits in one spot.
Give magic projectiles a collision shape similar in size to their visible
model.
Rename the 2 convex result callback to clearly state their purpose.
4 years ago
elsid
cc24f13b39
Remove duplicated sound_buffer entry
4 years ago
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
4 years ago
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
4 years ago
Alexei Dobrohotov
6d70a3f308
Merge branch 'jumpy' into 'master'
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Don't run unstuck if there is no simulation running in async case (#5799 )
See merge request OpenMW/openmw!548
4 years ago
Nelsson Huotari
9f0f3eaeb2
Add collada to supported formats
4 years ago
Nelsson Huotari
54ea8eb5c7
Fix string corruption with Qt on linux-systems
4 years ago
fredzio
e37e5d4d16
Don't run unstuck if there is no simulation running in async case.
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In this case, the actor mPreviousPosition is not updated, so the actor
position is interpolated between an old (stucked) position and the new
(unstucked) position. The new position is most likely "stucked", so the
unstuck code strikes again, making the actor "vibrates".
That's exactly what the sync code path does, and it doesn't exhibit this
behavior.
4 years ago
psi29a
9eba086c34
Merge branch 'sound_buffer_pool_2' into 'master'
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Separate sound buffer pool from sound manager
See merge request OpenMW/openmw!520
4 years ago
Bret Curtis
e68651e9a6
Merge pull request #3042 from akortunov/helpers
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Refactoring pre-requisites for groundcover
4 years ago
Nelsson Huotari
f2fc02cdff
Support filtered tables (mapToSource for indexes)
4 years ago
Nelsson Huotari
16e03c151a
Implement basic move algorithm, connect it to drag&drop
4 years ago
Andrei Kortunov
0418e8e7a6
Add an API to get base wind speed (which is from openmw.cfg)
4 years ago
Andrei Kortunov
f175beb304
Define template ref classes in components
4 years ago
psi29a
fd602e2c31
Merge branch 'viewdist' into 'master'
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Downgrade FOV-dependent view distance factor to a recommendation
See merge request OpenMW/openmw!531
4 years ago
Bret Curtis
d944f703e8
Merge branch 'master' of gitlab.com:OpenMW/openmw
4 years ago
Bret Curtis
73740013a3
mResourceSystem initialization reorder
4 years ago
psi29a
abdc4cde95
Merge branch 'float' into 'master'
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Allow all creatures to float to the water surface (#5790 , #5758 )
Closes #5758 and #5790
See merge request OpenMW/openmw!534
4 years ago
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
4 years ago
psi29a
3903142152
Update apps/openmw/mwbase/environment.cpp
4 years ago
psi29a
654238fd18
Merge branch 'no_bonus_points' into 'master'
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Show mesh origin
Closes #5771
See merge request OpenMW/openmw!507
4 years ago
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
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Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
4 years ago
Nelsson Huotari
70087e16fe
Disable dialogue info table sorting
4 years ago
fredzio
3087ce9c70
Use saved fallheight to determine a character's jump state.
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The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
4 years ago
psi29a
acfd2cfd90
Merge branch 'dialogclonefix' into 'master'
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[OpenMW-CS] Fix cloning in info records
See merge request OpenMW/openmw!524
4 years ago
Nelsson Huotari
93b1b444f2
Optimize CreateCommand and CloneCommand configuration
4 years ago
Alexei Dobrohotov
7be7af13d7
Downgrade FOV-dependent view distance factor to a recommendation
4 years ago
psi29a
6863c5a68f
Merge branch 'raii' into 'master'
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Make all physics object manage their own resources.
See merge request OpenMW/openmw!527
4 years ago
Nelsson Huotari
7196ad7455
Implement an override-value when cloning, use when cloning info records
4 years ago
Evil Eye
1ab4683dce
Tweak follow distance to be more like the original
4 years ago
fredzio
d015f17a6c
Make all physics object manage their own resources
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Use smart pointer for heightfields and their members.
Move collision object addition inside of Object's ctor, as for Actors and HeightFields
4 years ago
elsid
8b7f3fe908
Merge branch 'nodeadlock' into 'master'
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Avoid a rare but possible deadlock around mCollisionWorldMutex.
See merge request OpenMW/openmw!525
4 years ago
Bret Curtis
b3f3b29bbe
Merge pull request #3039 from akortunov/screenshotmanager
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Move screenshots handling to the separate class
4 years ago