Gleb Mazovetskiy
13c5b1b0c5
CMake: Fix support for OSG static lib paths
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`$<TARGET_FILE:...>` fails if the argument is already a path (instead of
a library name). This happens when a static library is found via
`osg_find_library`.
If the argument contains `/` or `.`, do not use `$<TARGET_FILE:...>`
2021-02-26 10:48:09 +00:00
Alexei Dobrohotov
a292a31cb3
Merge branch 'you_and_i_code' into 'master'
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Fix Ctrl U/W behaviour to work with unicode text
See merge request OpenMW/openmw!621
2021-02-25 23:11:03 +00:00
Evil Eye
6e0f070cd1
Don't assume unmapped keycodes outside the extended ASCII range are unprintable
2021-02-25 21:37:21 +01:00
Evil Eye
a616af822e
Fix Ctrl U/W behaviour to work with unicode text
2021-02-25 19:33:11 +01:00
AnyOldName3
4ed67d8597
Improve A2C setting name
2021-02-24 18:01:06 +00:00
AnyOldName3
c7ee5d21dc
Make the dummy texture for the character preview even more shadow-friendly
2021-02-23 23:24:40 +00:00
AnyOldName3
2b144ff3dd
Merge branch 'fix_frame_rate_limit' into 'master'
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Fix frame rate limit (#5686 )
See merge request OpenMW/openmw!603
2021-02-21 16:20:51 +00:00
AnyOldName3
9be258d260
Make it possible to reinstate FFP state easily
2021-02-19 19:59:48 +00:00
psi29a
5c0214142b
Merge branch 'static-build' into 'master'
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Optional local source builds of OSG, MyGUI, Bullet
See merge request OpenMW/openmw!547
2021-02-19 16:58:05 +00:00
psi29a
bcbe144a1d
Merge branch 'weatheralpha' into 'master'
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Fix weather particle fading
Closes #5455
See merge request OpenMW/openmw!506
2021-02-19 16:50:38 +00:00
psi29a
87d80b3d0a
Merge branch 'loading_screen_race_condition' into 'master'
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Fix a race condition in loading screen.
See merge request OpenMW/openmw!568
2021-02-18 22:37:47 +00:00
psi29a
59e09cba5b
Merge branch 'boltsize' into 'master'
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Use projectile mesh size (#5829 )
See merge request OpenMW/openmw!587
2021-02-15 08:40:30 +00:00
elsid
561628087c
Merge branch 'profiler_fix' into 'master'
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Fix profiler glitches (#5850 )
See merge request OpenMW/openmw!605
2021-02-15 00:01:06 +00:00
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2021-02-14 22:42:55 +00:00
AnyOldName3
6291b9304b
Log when icon is missing and fallback is used
2021-02-14 16:56:21 +00:00
elsid
8dba61f7ae
Use navmesh raycast to find reachable position around target
2021-02-14 04:14:22 +01:00
elsid
becccf3b5e
Make actor flee from a combat when cannot reach a target
2021-02-12 22:58:53 +01:00
fredzio
9d90e250cf
Physics is not running while paused, so zero the stats for the async
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thread instead of keeping whatever value was before the pause.
2021-02-12 19:33:08 +01:00
elsid
8ab5fd9b40
Fix frame rate limit
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Measure time at the computation end but before sleep. This allows to adjust
sleep interval for the next frame in case sleep is not precise due to syscall
overhead or too low timer resolution.
Remove old frame limiting mechanism.
2021-02-12 00:03:11 +01:00
Evil Eye
2e73d2c145
Fallback to default cell name for door destination
2021-02-10 22:13:04 +01:00
psi29a
c33b2e0100
Merge branch 'dehardcodebaseanim' into 'master'
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Dehardcode Base_animation and improve Collada support
See merge request OpenMW/openmw!510
2021-02-10 16:29:47 +00:00
AnyOldName3
da6223fc4b
Use default icon.tga when inventory icon is missing
2021-02-07 23:27:45 +00:00
psi29a
7a9eb34403
Merge branch 'master' into 'freeunrealestate'
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# Conflicts:
# CHANGELOG.md
2021-02-07 21:03:51 +00:00
psi29a
31f41836a1
Merge branch 'no_stuck_in_proj' into 'master'
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Don't let projectiles push actors out of the world (#5802 )
See merge request OpenMW/openmw!595
2021-02-07 20:37:46 +00:00
fredzio
b78820de55
Ignore projectiles inside of MovementSolver::unstuck. It is normal for actors to be inside of a
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projectile collision shape.
A side effect of moving actors outside of projectile collision shape is that if both the actor and the projectile are
near a wall, the actor could get moved outside of the world.
2021-02-07 18:32:03 +01:00
Evil Eye
af0f94f03e
Play damage sound when hurt by elemental shields
2021-02-07 12:55:10 +01:00
Evil Eye
f1caeea444
Don't return negative values from GetMagicka
2021-02-07 11:58:23 +01:00
Evil Eye
e4cd89643f
Merge branch 'master' of gitlab.com:OpenMW/openmw into freeunrealestate
2021-02-07 00:17:14 +01:00
Evil Eye
6aa75c287a
Don't check magicka when casting free spells
2021-02-07 00:15:01 +01:00
psi29a
e6607486f5
Merge branch 'jfmherokiller-master-patch-23743' into 'master'
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Fix the regression involving Cure
See merge request OpenMW/openmw!582
2021-02-06 15:41:24 +00:00
psi29a
f63af685c0
Merge branch 'bemorenegative' into 'master'
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Allow negative values for ai stats
Closes #5835
See merge request OpenMW/openmw!586
2021-02-06 15:38:34 +00:00
fredzio
6e969ca3fa
Use mesh collision box instead of node bounding sphere for projectile
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size. The bounding sphere is much bigger than the mesh.
2021-02-05 22:53:45 +01:00
Evil Eye
3007cb14a9
Also allow negative AI values in dialogue
2021-02-05 19:00:35 +01:00
Noah Gooder
e42b67ee50
Modified actors.cpp and Authors.md
2021-02-05 17:59:36 +00:00
Evil Eye
61e014a765
Allow negative values for ai stats
2021-02-04 21:25:38 +01:00
Nelsson Huotari
e91d1a2b42
Fix earlier broken commit
2021-02-03 21:16:26 +02:00
AnyOldName3
0639f8b7c6
Make the dummy texture for the character preview shadow-friendly
2021-02-03 18:45:22 +00:00
Nelsson Huotari
384112746c
Add option for custom collision node with non-nif files
2021-02-03 14:25:09 +02:00
Jordan Francis Moran-Meyers
0d1c073cfa
Fix the regression involving Cure
2021-02-01 18:34:10 +00:00
Petr Mikheev
94e8855c8c
Merge branch 'fix_5821' into 'master'
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Fix #5821 : NPCs from mods getting removed if mod order was changed
Closes #5821
See merge request OpenMW/openmw!577
2021-01-31 09:34:26 +00:00
Petr Mikheev
157b14cdaa
Fix #5821 : NPCs from mods getting removed if mod order was changed
2021-01-29 22:53:02 +01:00
Petr Mikheev
9590377f22
Don't ignore Z in path finding if actor can move by Z.
2021-01-29 22:30:20 +01:00
Petr Mikheev
642ca02e35
Shorten almost straight paths only if smooth movement is enabled; reduce angle limit for the shortening.
2021-01-29 22:30:01 +01:00
Andrei Kortunov
7b727e4d70
Revert "Remove physics dependency on basenode"
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This reverts commit 165c731492
.
2021-01-29 16:51:13 +04:00
Andrei Kortunov
165af1c365
Revert "Some actors are supposed to spawn on a static object that belong to an adjacent cell."
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This reverts commit f031a191b8
.
2021-01-29 16:51:05 +04:00
Andrei Kortunov
f8e8496d36
Revert "Revert a wrong change introduced in MR 546"
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This reverts commit 23137d0c54
.
2021-01-29 16:50:39 +04:00
Andrei Kortunov
3b9f8b5fa2
Avoid null dereference for objects without cells
2021-01-28 18:37:47 +04:00
Andrei Kortunov
d984d13b1c
Merge branch 'animate_animated_objects' into 'master'
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Unbreak animated objects (regression from !546 )
See merge request OpenMW/openmw!570
2021-01-28 14:12:24 +00:00
Andrei Kortunov
5382d38b9b
Merge branch 'hit_target_object' into 'master'
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Unbreak targetted spell on objects (#5811 )
See merge request OpenMW/openmw!569
2021-01-28 14:09:45 +00:00
elsid
a3ab8dfbb4
Revert "Merge branch 'movement_fix2' into 'master'"
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This reverts merge request !496
2021-01-28 12:48:19 +00:00
fredzio
23137d0c54
Revert a wrong change introduced in MR 546
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A prerequisite to create physics objects for statics was to remove the
dependency on base node (since it doesn't yet exists) for object
position. It is still necessary for animation though.
Restore the basenode (and the associated FIXME) so that animated objects works properly.
2021-01-27 16:24:11 +01:00
Nelsson Huotari
83ee1cc582
fix xbase to baseanim
2021-01-27 13:41:05 +02:00
Nelsson Huotari
3194520dcd
Move base_anim settings to settings-default.cfg
2021-01-27 13:41:02 +02:00
Bret Curtis
b164f1aa17
Merge pull request #3023 from akortunov/grass_intsancing
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Grass instancing
2021-01-27 12:21:24 +01:00
psi29a
699bd257ef
Merge branch 'camera_stats' into 'master'
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Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to a valid file.
See merge request OpenMW/openmw!526
2021-01-27 08:04:33 +00:00
Frederic Chardon
7cd7fa2f08
Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to
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a valid file.
2021-01-27 08:04:33 +00:00
fredzio
64475ebedb
Remove a brainfart from precise projectile handling: all non-actor
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non-projectile objects were treated as ground.
2021-01-27 07:15:09 +01:00
Gleb Mazovetskiy
8737453498
cmake: Compiler-specific whole-archive macro
2021-01-26 19:00:55 +00:00
Gleb Mazovetskiy
99ba45a308
Optional static builds of OSG, MyGUI, Bullet
2021-01-26 19:00:55 +00:00
Andrei Kortunov
f40e227686
Remove redundant formatting changes
2021-01-26 22:29:41 +04:00
Andrei Kortunov
b975f16e6b
Remove redundant check - groundcover is not present in the CellStore
2021-01-26 22:29:41 +04:00
Andrei Kortunov
d12a0fdcb3
Mark only instances from groundcover files as groundcover objects
2021-01-26 22:29:41 +04:00
Andrei Kortunov
8874e88ff1
Drop fading setting
2021-01-26 22:29:41 +04:00
Andrei Kortunov
1a6c06f7b5
Do not allow to set distance to non-positive values
2021-01-26 22:29:41 +04:00
Andrei Kortunov
859cd0fd0c
Do not use display lists for instanced meshes
2021-01-26 22:29:41 +04:00
Andrei Kortunov
a09f03c850
Drop groundcover materials - they are not used
2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00
madsbuvi
663e0a1055
Fix a race condition in loading screen.
2021-01-26 19:28:09 +01:00
Petr Mikheev
bc2cec86e9
Fix bug: NPCs doesn't move if the target is exactly above or exactly below.
2021-01-26 00:05:28 +01:00
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
2021-01-25 12:58:44 +00:00
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
2021-01-25 12:12:43 +00:00
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
2021-01-25 10:01:39 +00:00
Cédric Mocquillon
3bb551a6f1
Show level multipliers in levelup tooltip
2021-01-25 10:01:39 +00:00
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
2021-01-24 16:05:30 +00:00
Gleb Mazovetskiy
fe815d3d8d
Fix memory leak in MWInput
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mListener wasn't being cleaned up
2021-01-24 15:22:36 +00:00
Evil Eye
a2171875a0
Prevent nullptr access
2021-01-24 15:15:51 +01:00
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.
2021-01-24 14:11:10 +01:00
fredzio
165c731492
Remove physics dependency on basenode
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Necessary to be able to load physics objects from inactive cells.
2021-01-24 14:10:27 +01:00
psi29a
b28adafee4
Merge branch 'navcrash' into 'master'
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Fix #5798
Closes #5798
See merge request OpenMW/openmw!554
2021-01-23 13:37:01 +00:00
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.
2021-01-23 00:56:46 +01:00
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
2021-01-22 10:33:16 +00:00
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
2021-01-21 23:33:22 +00:00
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.
2021-01-21 20:36:33 +01:00
elsid
cc24f13b39
Remove duplicated sound_buffer entry
2021-01-21 13:08:50 +01:00
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
2021-01-20 23:37:19 +00:00
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
2021-01-20 01:17:16 +00:00
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.
2021-01-18 17:45:57 +01:00
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
2021-01-17 12:11:11 +00:00
Bret Curtis
e68651e9a6
Merge pull request #3042 from akortunov/helpers
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Refactoring pre-requisites for groundcover
2021-01-13 23:09:01 +01:00
Andrei Kortunov
0418e8e7a6
Add an API to get base wind speed (which is from openmw.cfg)
2021-01-13 14:25:25 +04:00
Andrei Kortunov
f175beb304
Define template ref classes in components
2021-01-13 14:25:21 +04:00
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
2021-01-12 19:51:21 +00:00
Bret Curtis
d944f703e8
Merge branch 'master' of gitlab.com:OpenMW/openmw
2021-01-12 19:58:56 +01:00
Bret Curtis
73740013a3
mResourceSystem initialization reorder
2021-01-12 19:58:46 +01:00
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
2021-01-12 18:45:10 +00:00
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
2021-01-12 15:46:19 +03:00
psi29a
3903142152
Update apps/openmw/mwbase/environment.cpp
2021-01-12 12:05:17 +00:00
psi29a
654238fd18
Merge branch 'no_bonus_points' into 'master'
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Show mesh origin
Closes #5771
See merge request OpenMW/openmw!507
2021-01-11 21:21:47 +00:00
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
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Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
2021-01-11 20:46:42 +00:00
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.
2021-01-11 18:38:20 +01:00