1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-16 07:49:56 +00:00
Commit graph

2694 commits

Author SHA1 Message Date
Andrei Kortunov
f1eb702851 Mark virtual methods in the mechanicsmanagerimp.hpp as overrides 2018-10-31 10:09:32 +04:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
Use recastnavigation for pathfinding (#2229)
2018-10-30 20:44:13 +01:00
Bret Curtis
e65f254f7f
Merge pull request #1999 from akortunov/resurrect
[Regression] Make sure we reset current weapon animation when resurrect actor
2018-10-29 20:43:54 +01:00
Andrei Kortunov
f98fc8d7b4 Make sure we reset current weapon animation when resurrect actor (addition to bug #2626) 2018-10-29 22:47:04 +04:00
Capostrophic
77b0ff7a75 Use real thrown weapon damage in tooltips and weapon rating (feature #4697) 2018-10-28 19:46:46 +03:00
elsid
49d81241db Merge branch 'master' into pathfinder_detour 2018-10-28 17:08:09 +03:00
Bret Curtis
e7892361f6
Merge pull request #1994 from akortunov/actor_culling
Minor tweaks for actors processing range setting
2018-10-28 14:44:12 +01:00
Andrei Kortunov
06d226a1b7 Minor tweaks for actors processing range setting 2018-10-28 15:08:24 +04:00
Marc Zinnschlag
9dd0d641bc Merged pull request #1931 2018-10-28 11:02:33 +01:00
Capostrophic
abdf40e0d5 Avoid making expensive visitEffectSources calls if no spell absorption effect is active 2018-10-27 16:38:04 +03:00
Andrei Kortunov
bf9e8c4556 Make spell absorption multiplicative (bug #4684) 2018-10-26 12:36:58 +04:00
Andrei Kortunov
e7de6b974a Optimize actors processing
1. Do not update physics and animations for actors outside processing range (bug #4647)
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
2018-10-25 22:52:59 +04:00
Capostrophic
54bd7b2dcf Implement getItemNormalizedHealth() method and use it 2018-10-25 15:45:31 +03:00
Capostrophic
67de61e1fb Avoid item condition and charge zero divisions 2018-10-24 19:06:55 +03:00
Andrei Kortunov
d7d9050d4a Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646) 2018-10-18 11:42:03 +04:00
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message 2018-10-15 23:25:42 +03:00
Capostrophic
6ef7be3fd3 Re-enable using soundgen land for creatures 2018-10-14 20:18:17 +03:00
Andrei Kortunov
ca07e3a364 Check for obstacle before back up (bug #4656) 2018-10-14 12:22:43 +04:00
elsid
e57504ae7c
Lower log level 2018-10-13 22:22:15 +03:00
elsid
7c5bedc35a
Reset shorcutting if actor can't move by z-axis on reaction time
If actor was shortcutting because it was swimming, then when it started
walking it still be shortcutting, but there will be no new path, because
shortcut path builds only for actor able moving by z-axis and pathfinder
path only for not shortcutting actor.
2018-10-13 22:16:34 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function 2018-10-13 22:16:34 +03:00
elsid
bbd82a743a
Use different tolerance for path point and destination 2018-10-13 22:16:34 +03:00
elsid
ab090108cb
Assign world to local variable once per function 2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f 2018-10-13 22:16:34 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport 2018-10-13 22:16:33 +03:00
elsid
661da42bd2
Build path by navigator 2018-10-13 22:16:33 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk 2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render 2018-10-13 22:16:32 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00
elsid
4fe764c3a5
Update and check for complete Pathfinder path by different methods 2018-10-13 22:16:24 +03:00
elsid
b6dd2119a6
Make Pathfinder constructor inline 2018-10-13 22:16:24 +03:00
elsid
92f52287bf
Make PathFinder::ClearPath inline 2018-10-13 22:16:24 +03:00
elsid
3655f19373
Set PathFinder::mCell to nullptr when clear path 2018-10-13 22:16:23 +03:00
elsid
85bbf9d034
Clear path without check for empty 2018-10-13 22:16:23 +03:00
elsid
ca3d0594b3
Do not store pointer to Pathgrid in PathFinder 2018-10-13 22:16:23 +03:00
elsid
3565d92e11
Make PathFinder::getPathCell inline 2018-10-13 22:16:23 +03:00
elsid
2ad3543088
Fix constant style 2018-10-13 22:16:23 +03:00
elsid
f9c651bdf3
Add const 2018-10-13 22:16:23 +03:00
elsid
2c464bd682
Evade obstacles after set rotation 2018-10-13 22:16:22 +03:00
elsid
eb10add0c4
Remove unused parameters 2018-10-13 22:16:22 +03:00
elsid
66e5a4d591
Remove useless variable 2018-10-13 22:16:22 +03:00
elsid
1a95b7a154
Remove duplicate zTurn call 2018-10-13 22:16:22 +03:00
elsid
d0bc1b75e8
Remove unused parameters 2018-10-13 22:16:22 +03:00
elsid
63b3a70ca8
Remove useless else 2018-10-13 22:16:22 +03:00
elsid
c9f3064cbd
Update ObstacleCheck once per frame 2018-10-13 22:16:22 +03:00
elsid
ad027d13fa
Remove unused 2018-10-13 22:16:21 +03:00
elsid
6d89241178
Check is path completed by osg::Vec3f position 2018-10-13 22:16:21 +03:00
elsid
2c6daa74a9
Simplify PathFinder::checkPathCompleted 2018-10-13 22:16:21 +03:00
elsid
6411c1955d
Fix indent 2018-10-13 22:16:21 +03:00
elsid
d3667945c5
Remove unused functions 2018-10-13 22:16:21 +03:00
elsid
31340a212a
Fix functions name style 2018-10-13 22:16:21 +03:00
elsid
2f424f6be2
Store aStarSearch result to deque 2018-10-13 22:16:20 +03:00
elsid
9b3756f8bc
Store path points in deque 2018-10-13 22:16:20 +03:00
elsid
925d909fea
Use rbegin 2018-10-13 22:16:20 +03:00
elsid
fbaa525c6f
Fix warning 2018-10-13 22:16:20 +03:00
elsid
4d868bec92
Use osg::Vec3f to store path nodes in Pathfinder 2018-10-13 22:16:20 +03:00
elsid
33dfe284bd
Mark local variables const which one does not change 2018-10-13 22:16:20 +03:00
elsid
0cfdf0c7b6
Remove unused virtual 2018-10-13 22:16:20 +03:00
Marc Zinnschlag
2d87d1d9d2 Merged pull request #1959 2018-10-10 15:05:29 +02:00
Marc Zinnschlag
38a3632be7 Merged pull request #1960 2018-10-10 14:56:51 +02:00
Andrei Kortunov
5617bb3f0c Improve pitch factor handling for crossbow animations (bug #4672) 2018-10-09 11:35:28 +04:00
Andrei Kortunov
e06f0b797a Replace all NULLs to nullptr 2018-10-09 10:21:12 +04:00
Capostrophic
09aecb955c getSkill usage cleanup (bug #4671) 2018-10-08 17:06:30 +03:00
Bret Curtis
585313a71f
Merge pull request #1953 from Capostrophic/animation
Fix first person swimming animations
2018-10-06 14:24:48 +02:00
Capostrophic
34e45efac3 Fix first person swimming animations 2018-10-05 17:29:49 +03:00
Marc Zinnschlag
b410d87aae Merged pull request #1952 2018-10-03 13:19:28 +02:00
Andrei Kortunov
07ccc5abdb Remove non-looping effects after rest 2018-10-01 21:57:13 +04:00
Marc Zinnschlag
33044add97 Merged pull request #1938 2018-09-28 11:31:45 +02:00
Marc Zinnschlag
5fa9b32e76 Merged pull request #1937 2018-09-27 11:06:21 +02:00
Capostrophic
ba2fd8b795 Rename reflected absorb spells setting and add it to Advanced tab 2018-09-26 21:21:03 +03:00
Andrei Kortunov
8af021d729 Restore dynamic stats for actors in inactive cells (bug #1875) 2018-09-26 07:46:28 +04:00
Capostrophic
d2cad229f8 Ugly hack: don't reset player idle and movement animations in first person view 2018-09-25 17:09:54 +03:00
Capostrophic
77fb4d6dd2 Make sure the idle animations are reset while jumping 2018-09-24 19:30:02 +03:00
Capostrophic
56ef11b023 Reset sneak and swim idle animations when moving 2018-09-24 19:30:02 +03:00
Capostrophic
713330351b Experimental animation regression fixes
Don't unnecessarily start movement and jump animations from loop start
Don't play movement animation until jumping animation finishes
2018-09-24 19:30:02 +03:00
Marc Zinnschlag
6ce6108eb4 Merged pull request #1932 2018-09-24 11:57:08 +02:00
Andrei Kortunov
cd60d4fdf0 Store character controller in the variable make code less bulk 2018-09-22 21:13:00 +04:00
Andrei Kortunov
2ac2d01432 Optimize drowning state update 2018-09-22 21:12:56 +04:00
Andrei Kortunov
90d35aaa8f Handle current health level during levelup (bug #4649) 2018-09-22 07:48:47 +04:00
Andrei Kortunov
1634284739 Cache player's position outside of loops 2018-09-21 22:39:47 +04:00
Andrei Kortunov
b9346798c6 Optimize combat music update 2018-09-21 22:34:18 +04:00
Andrei Kortunov
fb484c6fde Optimize AI loop a bit 2018-09-21 19:02:28 +04:00
Marc Zinnschlag
7be9f2ca45 Merged pull request #1891 2018-09-21 11:38:19 +02:00
Andrei Kortunov
bdd9eba2b8 Use C++ limits instead of C ones 2018-09-20 16:02:26 +04:00
Andrei Kortunov
276b7830a9 Mass potion creation (feature #4642) 2018-09-20 15:45:14 +04:00
Marc Zinnschlag
3761aaadfd Merged pull request #1928 2018-09-20 13:31:56 +02:00
Marc Zinnschlag
29bc5cbecf Merged pull request #1925 2018-09-20 13:14:55 +02:00
Andrei Kortunov
6f4f6a155f Combat AI: take ranged weapon speed in account 2018-09-19 12:23:24 +04:00
Andrei Kortunov
70ed8fd1a9 Use constants instead of widely used magic numbers (task #4645) 2018-09-17 19:22:50 +04:00
Bret Curtis
07be9ae8ac
Merge pull request #1926 from akortunov/warnfix
Fix MSVC warning about possibly uninitialized movestate variable
2018-09-17 17:10:25 +02:00
Andrei Kortunov
9c8fc0557a Fix MSVC warning about possibly uninitialized movestate variable 2018-09-17 14:45:16 +04:00
Andrei Kortunov
ae1c054635 Make GetPCJumping return true only when jumping (bug #4641) 2018-09-16 11:58:01 +04:00
Marc Zinnschlag
ea053d9f47 Merged pull request #1881 2018-09-14 11:43:11 +02:00
Marc Zinnschlag
6100e34051 Merged pull request #1912 2018-09-12 12:04:49 +02:00
Andrei Kortunov
0136f0552b Do not update mIdleState directly 2018-09-11 22:24:44 +04:00
Andrei Kortunov
929d78d6a3 Randomize attacks for non-bipedal creatures with Weapon flag 2018-09-11 22:24:44 +04:00
Andrei Kortunov
0440c11ccd Fix swim crossbow animations 2018-09-11 22:24:44 +04:00
Andrei Kortunov
e5a81b1f99 Fix some issues, found by Coverity Scan 2018-09-10 16:35:27 +04:00
Evil Eye
6705e5aae4 forget about the setting till #2887 is implemented at least 2018-09-08 11:21:43 +02:00
Evil Eye
bbcdfd4078 Implements vanilla's off-by-one error, fixing #4611 2018-09-06 21:49:50 +02:00
Capostrophic
9408876b58 Utilize AI GMSTs for priority rating (feature #4632)
Fix on-target effect rating calculation
2018-09-06 17:39:37 +03:00
Capostrophic
d758b573e2 Fix erroneous assumption that ranged weaponry has speed
Restrict speed mult to melee weaponry
2018-09-01 12:13:18 +03:00
Capostrophic
ceb6121b33 Better checks for enemy incapacitation 2018-09-01 12:13:18 +03:00
Capostrophic
2965373ed6 Avoid potential zero division 2018-09-01 12:13:18 +03:00
Capostrophic
e66be02e2e Account for enemy armor rating in weapon rating 2018-09-01 12:13:18 +03:00
Capostrophic
fa3e45fa7d Slight cleanup 2018-09-01 12:13:18 +03:00
Capostrophic
533b72eff6 Cache weapon type strings 2018-09-01 12:13:18 +03:00
Capostrophic
00c847db19 Make AI Blind, Sound and Silence effect rating more logical 2018-09-01 12:13:18 +03:00
Capostrophic
374e98d665 Make rateWeapon more sensible and account for weapon speed 2018-09-01 12:13:18 +03:00
Marc Zinnschlag
78a84042ad Merged pull request #1901 2018-09-01 11:08:24 +02:00
Marc Zinnschlag
3b01355f27 Merged pull request #1895 2018-09-01 11:06:38 +02:00
Marc Zinnschlag
f2981a81c9 Merged pull request #1900 2018-09-01 11:06:10 +02:00
Capostrophic
7ef6fa9f61 Remove deprecated GMST get* functions 2018-08-29 18:38:12 +03:00
Andrei Kortunov
5d54214acb Optimize combat action iteration 2018-08-29 17:20:34 +04:00
Andrei Kortunov
2cac8b59b1 Use square distance to target 2018-08-29 17:20:32 +04:00
Andrei Kortunov
4c0ef4ddb6 Do not initialize magic schools map every time we access it 2018-08-29 17:20:32 +04:00
Capostrophic
23834b5ed8 Don't apply falling damage twice (bug #4608) 2018-08-29 15:09:03 +03:00
Capostrophic
b8ba9092cb Purge effects from all permanent spells with the same ID 2018-08-29 14:09:43 +03:00
Capostrophic
ed1f8f7be7 Remove effects from all active spells with the same ID 2018-08-29 13:52:03 +03:00
Capostrophic
6c47f95677 Make RemoveSpellEffects affect permanent spells (bug #3920)
Also make it remove the effects but not the spells themselves
2018-08-29 13:52:03 +03:00
Marc Zinnschlag
c280a71b33 Merged pull request #1897 2018-08-29 12:15:05 +02:00
Marc Zinnschlag
57922a272c Merged pull request #1899 2018-08-29 12:13:28 +02:00
Marc Zinnschlag
6fc6fef72e Merged pull request #1892 2018-08-29 12:08:13 +02:00
Capostrophic
7f459f0610 Knockdown and godmode fixes
Make sure an incapacitated player is not able to jump
Cleanup of redundant player and godmode checks in creature class
Make sure the player is not knocked down while in godmode
2018-08-28 16:42:15 +03:00
Capostrophic
079b60c1ea Don't allow actors to use sneaking while flying (bug #4618) 2018-08-28 14:32:03 +03:00
Andrei Kortunov
d448b802ef Add a small threshold for player turning animations 2018-08-26 22:58:26 +04:00
Andrei Kortunov
60698e6f8a Optimize new magic effects update system 2018-08-26 21:02:14 +04:00
Bret Curtis
78d9787212
Merge pull request #1880 from Capostrophic/landing
Play landing sound manually and ignore land soundgen textkeys (bug #2256)
2018-08-23 08:40:55 +02:00
Capostrophic
f74ebb64af Correct special case soundgen comparisons 2018-08-22 16:36:15 +03:00
Capostrophic
ae0a6a22b3 Move "land" check earlier 2018-08-22 14:47:06 +03:00
Capostrophic
2b45fd84ea Play landing sound manually and ignore land soundgen textkeys (bug #2256) 2018-08-21 19:03:03 +03:00
Capostrophic
910065f38f Make some more optimizations to actor processing loops 2018-08-21 17:02:56 +03:00
Capostrophic
b77d733c3e Fix freeze in getActorsSidingWith 2018-08-21 16:47:29 +03:00
Capostrophic
74229490e4 Use the correct skill for creature AI weapon hit chance rating 2018-08-20 21:38:57 +03:00
Bret Curtis
3c827da702
Merge branch 'master' into combat_anims 2018-08-19 10:03:39 +02:00
Bret Curtis
3b2781bf89
Merge pull request #1720 from akortunov/playvfx
Rework spell VFX management
2018-08-19 10:00:38 +02:00
Marc Zinnschlag
20c53594de Merged merge request !36 2018-08-18 12:06:35 +02:00
James Carty
4489838ea3 Fix incorrect function call 2018-08-17 22:35:04 +01:00
James Carty
513e99148e Fix function with no return value 2018-08-17 20:18:20 +01:00
Andrei Kortunov
d7ca087f59 AiCast: fix aiming 2018-08-17 12:41:13 +04:00
Andrei Kortunov
31f8bea1dd Rework spell effects management 2018-08-17 12:41:13 +04:00
Marc Zinnschlag
3489951410 Merged pull request #1866 2018-08-17 09:36:44 +02:00
James Carty
43f1c9163c Fix issue in which murder wouldn't be reported after paying fine 2018-08-16 18:58:51 +01:00
Andrei Kortunov
16edac8c47 Fix incorrect 'preparing' word spelling 2018-08-16 17:47:06 +04:00
Andrei Kortunov
a73d42e711 Do not stop idle animation in spellcasting stance 2018-08-16 16:56:42 +04:00
Andrei Kortunov
b7a448cf42 Update idle animations after reset of mIdleState (bug #4531) 2018-08-16 16:56:42 +04:00
Andrei Kortunov
3a6c480d41 Do not reset idle animations when turning 2018-08-16 16:56:42 +04:00
Andrei Kortunov
15fa47827b AiCombat: Avoid jittering when aiming in melee 2018-08-16 16:56:42 +04:00
Andrei Kortunov
e444b9581c Do not play min attack -> max attack animation when attack strength is 0 (bug #4591) 2018-08-16 16:56:39 +04:00