fredzio
b58244ac26
Guard the Bullet drawing method with a read lock on the
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btCollisionWorld. It closes a race on the collision shapes coordinates.
2021-03-26 23:49:31 +01:00
fredzio
dbd6e3bfee
Replace pointless usage of shared_ptr by unique_ptr / non-owning raw
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pointer for btCollisionWorld.
2021-03-26 23:49:31 +01:00
fredzio
ccd3cbc69a
Use saved actor position instead of reading again RefData in unstuck. It
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is a race condition to do so.
2021-03-26 23:49:31 +01:00
Andrei Kortunov
5fce5b12f4
Merge branch 'drop_the_bird' into 'master'
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Disallow inserting containers, creatures, and npcs from the save game not present in content files
Closes #5884
See merge request OpenMW/openmw!683
2021-03-26 15:48:17 +00:00
Andrei Kortunov
b61337643e
Merge branch 'issue-5680' into 'master'
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change aim calculation
See merge request OpenMW/openmw!685
2021-03-26 11:43:20 +00:00
Max
2cd96e56d5
create constant and use constant in other parts of the code base
2021-03-24 14:54:46 -07:00
Max
e56efdd562
change aim calculation
2021-03-24 14:54:46 -07:00
elsid
453e94ea9f
Use half extents for destination distance tolerance in AiEscort
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For actors moving in water destination may be located at such z coordinate
that they can't reach.
2021-03-24 00:07:28 +01:00
elsid
f32e1790bc
Add half extents to AiEscord max distance
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For actors with big bounding box given constants may not work properly like
it's not possible to get close enough to actor from a given angle to make it
move.
2021-03-23 23:49:57 +01:00
elsid
39c0ce9ddf
Build limited path for far destinations
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When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
2021-03-23 23:23:12 +01:00
Evil Eye
cf5a93d712
Also run NPC validation for modified base records
2021-03-23 21:07:57 +01:00
Evil Eye
e79036f4e0
Don't erase the player
2021-03-23 20:43:52 +01:00
psi29a
1af50b7e23
Merge branch 'sound_cleanup' into 'master'
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Sound cleanup
See merge request OpenMW/openmw!567
2021-03-22 21:42:01 +00:00
psi29a
415591b7ed
Merge branch 'ai_reaction_deviation' into 'master'
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Distribute AI reactions and engage combat calls over time
See merge request OpenMW/openmw!674
2021-03-22 21:37:09 +00:00
Evil Eye
5e1960a76a
Disallow inserting containers, creatures, and npcs from the save game not present in content files
2021-03-22 22:29:10 +01:00
Evil Eye
8e9bd5c0bd
Don't throw an exception when equipping a bound item fails
2021-03-22 20:44:13 +01:00
Evil Eye
580fa78034
Don't purge summon effects with invalid creature ids
2021-03-22 20:43:34 +01:00
wareya
63f01d8c5f
Prevent physics death spiral by falling back to true delta time when needed
2021-03-21 20:45:46 +00:00
psi29a
86bd173d69
Merge branch 'refactoring' into 'master'
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"static const" -> "static constexpr" in headers
See merge request OpenMW/openmw!676
2021-03-21 15:43:47 +00:00
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
2021-03-21 13:57:54 +01:00
wareya
e722c99e62
forgot to initialize these variables
2021-03-21 08:57:15 -04:00
wareya
40265bf118
make unstucking slightly smarter (can turn itself off, also acts like flat ground)
2021-03-20 21:14:56 -04:00
elsid
62c0ecbbd0
Separate engage combat timer for each actor
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Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
2021-03-20 14:50:56 +01:00
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
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This allows to distribute AI reaction calls over time.
Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.
Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00
Andrei Kortunov
54daa234bd
Reset watched stats upon reload or new game start
2021-03-19 11:56:14 +04:00
wareya
1471ef003a
fix async physics interpolation
2021-03-18 13:53:00 -04:00
AnyOldName3
162b25c180
Fix sunglare on Mesa
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The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.
Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
2021-03-17 01:46:04 +00:00
Evil Eye
d1e8c6b223
Merge branch 'magical_rat' into 'master'
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Register copied Spells with SpellList
See merge request OpenMW/openmw!662
2021-03-16 19:50:15 +00:00
AnyOldName3
ba74fbf30e
Fix MyGUI log
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Also actually print an error to the regular log when the MyGUI log can't
be opened so we notice if we kill it again in under five years.
2021-03-15 22:35:13 +00:00
Bret Curtis
40c989d732
allman style
2021-03-14 22:11:18 +01:00
Evil Eye
c2580d60e9
Register copied Spells with SpellList
2021-03-14 19:32:03 +01:00
Bret Curtis
9fc0649fb6
a better check to avoid the mCell assertion, so compariing nullptr to current cell will refurn false anyway
2021-03-14 18:08:52 +01:00
Bret Curtis
49545e6d29
add comments as to why we need to check that the player is grounded or not; only run once during initial cell loading
2021-03-14 18:02:48 +01:00
Bret Curtis
fff1df9ee4
revert some blank lines
2021-03-14 18:02:48 +01:00
Bret Curtis
c067782814
proper fix that traces down the player when a cell is loaded; we also only run once if the current cell being loaded is the one that the player is in.
2021-03-14 18:02:48 +01:00
Bret Curtis
1479f98793
hacky solution with debug; seems that player is added before cell so tracing down will not find anything
2021-03-14 18:02:48 +01:00
Bret Curtis
19ad7d7f0c
Resolve #5895 by setting the initial mOnGround state to false; we do this because the movement solver runs one frame behind so when we run through the loop the first time we assume we are on the ground even though we may be 400 units in the air.
2021-03-14 18:02:48 +01:00
psi29a
514a55ed4c
Merge branch 'fix_5846' into 'master'
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Fix #5846 (headtracking)
Closes #5846
See merge request OpenMW/openmw!652
2021-03-14 01:56:07 +00:00
glassmancody.info
6255b0492b
Resolve crashes on exit with visible MyGUI widgets
2021-03-13 15:43:46 -08:00
Petr Mikheev
447c3b9489
Fix 5846
2021-03-13 21:54:49 +01:00
elsid
9275dd2dcb
Avoid virtual dispatch in SoundManager dtor
2021-03-13 18:25:56 +01:00
elsid
b0311ce9f1
Remove DEFAULT_OUTPUT macros
2021-03-13 18:25:56 +01:00
elsid
e30a59772c
Remove DEFAULT_DECODER macros
2021-03-13 18:25:48 +01:00
Evil Eye
4db2f79a3c
Merge branch 'setpos' into 'master'
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Use relative movement inside of SetPos
See merge request OpenMW/openmw!649
2021-03-13 12:58:48 +00:00
fredzio
cb39f8fb01
Use moveObjectBy in SetPos
2021-03-13 09:53:21 +01:00
fredzio
03b86c232b
Apply the position offset even if the simulation is not performed
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because we're too fast.
2021-03-13 09:52:05 +01:00
psi29a
311b497491
Merge branch 'bullet-heightfield-floats' into 'master'
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Avoid heightfield conversion in newer Bullet
See merge request OpenMW/openmw!647
2021-03-13 08:32:01 +00:00
psi29a
cc6f08930b
Merge branch 'alpha-meddling' into 'master'
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Replace deprecated alpha test in shader visitor
Closes #4899
See merge request OpenMW/openmw!473
2021-03-13 08:13:19 +00:00
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
2021-03-13 01:23:30 +00:00
AnyOldName3
f09b0fc1bd
Put groundcover alphafunc where shader visitor can see it
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I'd already made this change so don't know why it disappeared instead of
being included in b8ee32e3
2021-03-12 17:21:36 +00:00