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16897 commits

Author SHA1 Message Date
Alexei Dobrohotov
c3a952c133 Merge branch 'dorsbien' into 'master'
Don't update magic effects when unequipping items to equip something else

Closes #5687

See merge request OpenMW/openmw!509
2021-01-10 08:04:07 +00:00
Evil Eye
a257567b80 Don't update magic effects when unequipping items to equip something else 2021-01-10 08:04:06 +00:00
psi29a
f7d7186c39 Merge branch 'instanceselectiontools' into 'master'
[OpenMW-CS] Cube and sphere instance selection

See merge request OpenMW/openmw!485
2021-01-09 21:35:07 +00:00
Nelsson Huotari
313e895912 [OpenMW-CS] Cube and sphere instance selection 2021-01-09 21:35:07 +00:00
Mads Buvik Sandvei
a2d8a0b61a engine.cpp typos 2021-01-09 14:44:15 +00:00
AnyOldName3
2d61db555b Merge branch 'osg_log' into 'master'
Split long osg log messages into lines.

See merge request OpenMW/openmw!519
2021-01-09 01:05:53 +00:00
Petr Mikheev
7d551b0cfd Split long osg log messages into lines. 2021-01-08 23:21:39 +01:00
psi29a
cbce3ebb79 Merge branch 'stanky_fetcher' into 'master'
Consider a path completed if it was non-empty

Closes #5773

See merge request OpenMW/openmw!508
2021-01-08 21:47:38 +00:00
Evil Eye
2a583e2337 consider empty paths as not constructed 2021-01-08 17:24:13 +01:00
psi29a
dc82cb61f4 Merge branch 'nativeshapesdebug' into 'master'
Unbreak physics debugger with projectiles' spherical shapes.

See merge request OpenMW/openmw!489
2021-01-04 09:07:28 +00:00
Alexei Dobrohotov
c17e498465 Merge branch 'launchercleanup' into 'master'
Remove deadcode from the launcher.

See merge request OpenMW/openmw!511
2021-01-03 08:48:52 +00:00
fredzio
5215ffd964 The debug drawer rely on Bullet to determines the vertices of collision
shapes. It doesn't work in the case of spheres (used by projectiles):
resulting shape is malformed. It can also leads to this error which
makes the debug drawer non-working till game restart:
CullVisitor::apply(Geode&) detected NaN,
    depth=nan, center=(nan nan nan),
    matrix={
       -0.265814 -0.0639702 0.9619 0
       0.964024 -0.0176387 0.265228 0
       -4.29769e-09 0.997796 0.0663574 0
       18178.6 -3550.91 42154.4 1
}

Avoid this issue by using osg::Sphere

While here, remove an unused function. We don't use Bullet's solver so
we never have any contact points (in Bullet parlance).
2021-01-01 17:47:12 +01:00
fredzio
dbdd397716 Remove deadcode. 2021-01-01 16:54:45 +01:00
Evil Eye
57c92673bc Consider a path completed if it was non-empty 2020-12-30 16:09:12 +01:00
Evil Eye
e46472442a Switch torches to shields for hostile NPCs 2020-12-29 01:40:30 +00:00
Andrei Kortunov
e80d34268c Fix defines names 2020-12-28 21:11:58 +04:00
Alexei Dobrohotov
a7cbe0b497
Merge pull request #3036 from akortunov/tooltip
Enhance level-up tooltip
2020-12-28 18:21:32 +03:00
Andrei Kortunov
66fee6dccb Enhance level-up tooltip 2020-12-28 12:13:09 +04:00
Andrei Kortunov
6a12c2b58b Fix GCC build warnings 2020-12-28 12:06:41 +04:00
Alexei Dobrohotov
45f4e69a19 Merge branch 'skipanim' into 'master'
Don't move characters if their animation can't move them

Closes #5593

See merge request OpenMW/openmw!490
2020-12-28 01:25:22 +00:00
wareya
18ef32ca82 values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset 2020-12-27 22:16:11 +00:00
Alexei Dobrohotov
ddbfa5410d Merge branch 'fixboats' into 'master'
Apply waterwalking even when bypassing physics simulation

See merge request OpenMW/openmw!500
2020-12-27 22:06:07 +00:00
fredzio
ebb564ad22 call moveObject() after applying waterwalking
This unbreak abot's boat mods: they're continually teleporting
the boats (who is an actor with waterwalking effect). As such, the
physics simulation was never run and the boat never went to sea level.
2020-12-27 17:31:55 +01:00
Evil Eye
7d8727b98e Merge branch 'books' into 'master'
Only ignore plain text after the last EOL tag (#5627)

Closes #5627

See merge request OpenMW/openmw!492
2020-12-27 14:25:57 +00:00
psi29a
a094269c46 Merge branch 'guardsguards' into 'master'
Don't consider a path completed unless we're close

Closes #5736

See merge request OpenMW/openmw!498
2020-12-26 23:10:53 +00:00
psi29a
3afa4e5869 Merge branch 'feels_good_guar' into 'master'
Make followers keep a distance dependant on the fattest party member

Closes #5423

See merge request OpenMW/openmw!499
2020-12-26 23:09:41 +00:00
Evil Eye
7cac7fa870 Make followers keep a distance dependant on the fattest party member 2020-12-25 23:57:01 +01:00
Alexei Dobrohotov
ad41546648 Merge branch 'fix_swimming' into 'master'
Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction

Closes #5743

See merge request OpenMW/openmw!494
2020-12-25 21:33:35 +00:00
Evil Eye
d2a28d915a Don't consider a path completed unless we're close 2020-12-25 15:58:11 +01:00
Evil Eye
1f1755ae48 Add version checks 2020-12-25 13:05:41 +01:00
Evil Eye
bdcbb412a5 Don't restore focus to hidden/unrelated buttons 2020-12-25 13:03:09 +01:00
Petr Mikheev
8b3088a9e5 Fix #5743 2020-12-24 11:54:21 +01:00
Petr Mikheev
51d63a4152 Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
2020-12-24 03:39:59 +01:00
Alexei Dobrohotov
fd77ef6b01 Only ignore plain text after the last EOL tag (#5627) 2020-12-23 03:33:34 +03:00
Alexei Dobrohotov
32cc14981e Don't move characters if their animation can't move them 2020-12-22 20:40:52 +03:00
psi29a
4f1361b5ea Merge branch 'paralyze' into 'master'
Fix paralyze for swimming and levitating actors

Closes #5758

See merge request OpenMW/openmw!488
2020-12-22 10:49:24 +00:00
Alexei Dobrohotov
22476281da Fix paralyze for swimming actors 2020-12-22 08:03:51 +03:00
Alexei Dobrohotov
218597b13d Fix paralyze for levitating actors 2020-12-22 06:33:19 +03:00
Alexei Dobrohotov
f5af09aed9 Fix AI sequence looping code (bug #5706) 2020-12-22 05:56:59 +03:00
psi29a
3e87c35005 Merge branch 'dialogue' into 'master'
Don't regenerate the topics list unconditionally

See merge request OpenMW/openmw!459
2020-12-21 22:52:38 +00:00
Alexei Dobrohotov
e9a8636d18 Merge branch 'restore_absolute_position_handling' into 'master'
Restore pre-async handling of absolute actors positionning

See merge request OpenMW/openmw!486
2020-12-20 22:52:35 +00:00
Alexei Dobrohotov
ce36dd8a52 Merge branch 'misc_cleanup' into 'master'
Small cleanup

See merge request OpenMW/openmw!482
2020-12-20 19:10:06 +00:00
fredzio
5bd921fa3a Restore pre-async handling of absolute actors positionning
One of the issue since the introduction of async physics is the quirky
handling of scripted moves. Previous attempt to account for them was
based on detecting changes in actor position while the physics thread is
running. To this end, semantics of Actor::updatePosition() (which is
responsible for set the absolute position of an actor in the world) was
toned down to merely store the desired position, with the physics system
actually responsible for moving the actor. For the cases were complete
override of the physics simulation was needed, I introduced
Actor::resetPosition(), which actually have same semantics as
original updatePosition(). This in turn introduced a loads of new bugs
when the weakened semantics broke key assumptions inside the engine
(spawning, summoning, teleport, etc).
Instead of tracking them down, count on the newly introduced support for
object relative movements in the engine (World::moveObjectBy) to
register relative movements and restore original handling of absolute positionning.

Changes are relatively small:
- move resetPosition() content into updatePosition()
- call updatePosition() everywhere it was called before
- remove all added calls to the now non-existing resetPosition()

tldr; ditch last month worth of bug introduction and eradication and redo
it properly
2020-12-20 19:23:09 +01:00
fredzio
33eb09f534 Remove unused headers 2020-12-20 18:28:21 +01:00
Alexei Dobrohotov
6b5e614b1a Merge branch 'dont_cache_ptr' into 'master'
Always use latest actor's Ptr

See merge request OpenMW/openmw!481
2020-12-19 17:15:43 +00:00
fredzio
e5f0c7f117 Fix a typo introduced in 08e73a09ec
It closes #5752
2020-12-19 16:54:50 +01:00
fredzio
93a12fe388 Avoid dynamic_cast when possible. 2020-12-18 23:47:01 +01:00
fredzio
8e084dea2e Don't cache Ptr, it can be updated while the simulation is running. 2020-12-18 22:22:37 +01:00
fredzio
58297ffbf4 Move stats update into their own function. 2020-12-18 21:18:04 +01:00
fredzio
24a8b8c66a Remove redundant call to resetPosition(). adjustPosition() takes care of
it,
2020-12-18 21:16:48 +01:00