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12872 commits

Author SHA1 Message Date
Andrei Kortunov
b61337643e Merge branch 'issue-5680' into 'master'
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
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
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
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
psi29a
1af50b7e23 Merge branch 'sound_cleanup' into 'master'
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'
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
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'
"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
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
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
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'
Register copied Spells with SpellList

See merge request OpenMW/openmw!662
2021-03-16 19:50:15 +00:00
AnyOldName3
ba74fbf30e Fix MyGUI log
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'
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'
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
because we're too fast.
2021-03-13 09:52:05 +01:00
psi29a
311b497491 Merge branch 'bullet-heightfield-floats' into 'master'
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'
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
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
Gleb Mazovetskiy
351d11449b Avoid heightfield conversion in newer Bullet
Takes advantage of the direct `float` support implemented in
https://github.com/bulletphysics/bullet3/pull/3293
2021-03-11 23:52:12 +00:00
Andrei Kortunov
39b7260ab4 Fix a crash during new game 2021-03-11 11:46:44 +04:00
AnyOldName3
64ddb4c1b0 Fix linking on MacOS 2021-03-11 01:01:55 +00:00
psi29a
9f47190411 Merge branch 'now-it-blends' into 'master'
Convert blending factors properly for the character preview

See merge request OpenMW/openmw!644
2021-03-10 23:27:04 +00:00
AnyOldName3
cb2cbb4181 Convert blending factors properly for the character preview 2021-03-10 22:07:14 +00:00
Chris Djali
9bfe941d4b
Merge pull request #3050 from akortunov/master
Double-buffer shader water stateset
2021-03-10 15:56:40 +00:00
Andrei Kortunov
38679013fe Give meaningful name to the mEffectFade 2021-03-10 19:10:17 +04:00