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97 commits

Author SHA1 Message Date
fredzio
fda639eb57 Remove unused forward declarations 2021-04-11 14:46:51 +02:00
Andrei Kortunov
165af1c365 Revert "Some actors are supposed to spawn on a static object that belong to an adjacent cell."
This reverts commit f031a191b8.
2021-01-29 16:51:05 +04:00
fredzio
f031a191b8 Some actors are supposed to spawn on a static object that belong to an adjacent cell.
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.
2021-01-24 14:11:10 +01:00
Andrei Kortunov
d1a3cc98ff Get rid of ECLD and dependencies 2020-06-17 13:09:16 +04:00
bzzt lost a hitlab login
b27b76e325 avoid pagerebuild when reloading a same save
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
6fa12a6eb8 preload tweak
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
340d626589 static moving support
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
c7fda6d280 activegrid paging = 2xfps
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
b4af2ac672 avoid blocking on pagerebuild
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
ffbed7ee38 loadingscreen
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt
d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
Capostrophic
d44dcc3242 Revert infinite fall failsafe addition 2020-02-25 16:46:53 +03:00
Capostrophic
61b60c8a94 Add an infinite fall failsafe (feature 1415) 2020-02-11 18:26:58 +03:00
Andrei Kortunov
24ce242941 Implement TestCells (feature #5219) 2019-12-22 11:13:42 +04:00
Assumeru
dfbe0021a5 Change rescaling to be more inline with vanilla (fixes #5214) (#2635)
* move rescaling to loadData

* clamp on save
2019-12-18 19:37:45 +03:00
elsid
3cfd5fca4e
Rotate door object using direct rotation order once
Instead of rotating using inverse and then applying the direct rotation.
To properly update object in navigator.
2019-11-30 14:09:00 +01:00
elsid
1d3668cd22
Add Navigator interface 2019-02-16 15:37:06 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport 2018-10-13 22:16:33 +03:00
elsid
c95cea414c
Support water for NavMesh 2018-10-13 22:16:32 +03:00
elsid
0c8db84962
Load cells in order from nearest to player to furthest 2018-10-13 22:16:26 +03:00
scrawl
20606a2aff Add 'prediction time' setting for cell/terrain pre-loading 2017-07-19 16:44:37 +02:00
Ewan Higgs
38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 2017-06-09 16:49:25 +02:00
scrawl
c22fde2bcd Preload terrain while reading savegame 2017-03-14 19:27:56 +01:00
scrawl
59bf100907 Fill exteriorPositions in preloadFastTravel 2017-03-14 19:27:56 +01:00
scrawl
4549196b31 Use the new way of terrain preloading in CellPreloader/Scene 2017-03-14 19:27:56 +01:00
scrawl
7e02bb7348 Preload summoned creature models before the spell is cast 2017-02-20 19:58:00 +01:00
scrawl
57b585570a Preload magic effect visuals of the player's selected weapon/spell 2017-02-15 21:01:25 +01:00
scrawl
3f3d00ffc9 Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game 2017-02-09 04:03:38 +01:00
scrawl
1d8a9ff622 Preload player cell as soon as the player is read from the savegame
Giving the worker thread something to do while the rest of the savegame is parsed.
2017-02-09 03:47:36 +01:00
scrawl
c68f662c9a Predict player movement when preloading cells to better handle moving at high speed 2017-02-09 01:34:42 +01:00
scrawl
5bd8ef247d Do not adjust the player position when loading a savegame (Fixes #2089) 2016-03-24 17:18:08 +01:00
scrawl
c3ef387208 Vanilla-compatible creature/NPC respawning (Fixes #2369, Fixes #2467) 2016-02-27 12:53:07 +01:00
scrawl
6806741d9b Add settings for disabling the individual preloading types 2016-02-09 01:58:33 +01:00
scrawl
10a3e270a3 Preload fast travel destinations 2016-02-09 01:52:02 +01:00
scrawl
5efaa9817c Add preloading settings 2016-02-07 18:01:14 +01:00
scrawl
610257cd3a Preload the exterior cell grid 2016-02-07 07:37:56 -08:00
scrawl
8592166eeb Preload surrounding cells when preloading an exterior cell destination 2016-02-07 05:27:19 -08:00
scrawl
023c87b215 Preload cell when the player goes near a teleport door. It works! 2016-02-07 05:13:46 -08:00
scrawl
d855a13b44 Clear the resource cache from the worker thread 2016-02-07 00:36:31 +01:00
scrawl
bd655c20fd Refactor local map updates
We don't need the delay any more because the rendering itself is part of the normal rendering traversal - so it's delayed anyway.

Don't request maps that we're not actually using (i.e. with cell grid sizes higher than the default 3, we were rendering more maps than the map window could show).
2016-02-05 01:19:45 +01:00
scrawl
3647af8d73 Rotations: use different rotation order when object is rotated via script (Fixes #2062) 2015-11-12 01:44:00 +01:00
scrawl
4bb3cbf0fb Remove last remains of Ogre 2015-06-03 23:04:35 +02:00
scrawl
19988d5e45 Remove RefData::getHandle 2015-05-12 04:04:54 +02:00
scrawl
c31b416ba1 Move physicssystem to a new mwphysics module 2015-05-10 01:09:00 +02:00
scrawl
a59940a2c7 Move MyGUI platform to components 2015-05-01 01:44:21 +02:00
scrawl
0ff7b2ff11 MechanicsManager, frame update 2015-04-25 15:19:17 +02:00
scrawl
9f12e53956 Scale NPCs by their Weight property (Fixes #814) 2015-04-24 14:49:20 +02:00
scrawl
1c0e3a6488 rotateObject, scaleObject 2015-04-23 23:50:46 +02:00
scrawl
c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
scrawl
4e69e7cc0f OpenMW compiles and runs w/o render window 2015-04-01 17:02:15 +02:00