Commit Graph

2796 Commits (d3b623b5d32e8eba6c135ba62acfe049840040a4)

Author SHA1 Message Date
scrawl 333648c975 Merge pull request #1324 from akortunov/doorfix
Improved doors detection
8 years ago
Andrei Kortunov 10eb6ec75f AI: Check angle between actor and door 8 years ago
Andrei Kortunov 920021c61b Update effects during rest (bug #3679) 8 years ago
scrawl c9f8a220dc Update the tooltip when the focusObject is set 8 years ago
scrawl 20606a2aff Add 'prediction time' setting for cell/terrain pre-loading 8 years ago
scrawl a629d48df6 Update the facedObject after the camera is updated 8 years ago
scrawl 2c95f40640 Merge pull request #1333 from akortunov/guidistortionfix
Disable sound distortion for GUI actions and PlaySound command [discussion]
8 years ago
Andrei Kortunov dca8317083 Disable sound distortion for player actions in GUI mode 8 years ago
Andrei Kortunov 37952c9a79 Added door detection based by ray casting 8 years ago
scrawl 951c4e12e0 Fix crash introduced by commit 1d8a9ff622 (Fixes #3940) 8 years ago
scrawl 534c81976c Add missing cell update for physics system (Fixes #3917) 8 years ago
Jordan Ayers b277bd782e Adjust restock calculations to ignore filled soul gems.
Bug #3684
8 years ago
scrawl 80eb2ea35d Merge pull request #1313 from akortunov/spellpriority
Make combat AI to do not cast target spells under water
8 years ago
Bret Curtis d785344fad purge all instances of <boost/shared_ptr.hpp>, clean up unused headers 8 years ago
Bret Curtis 07f75e1104 replace boost::shared_ptr in extern and components 8 years ago
Ewan Higgs 38a2de3c51 convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis 8 years ago
Andrei Kortunov 3190f28710 Spell priority: make AI do not cast target spells under water 8 years ago
Nicholas f6f07f5497 clear mGoToJail flag on load 8 years ago
Andrei Kortunov f17badb3cd Makes cells cache size configurable 8 years ago
Andrei Kortunov bba822c014 Purge all effects with same ID instead only first (fixes #3839) 8 years ago
MiroslavR eada8c6822 Fix wrong incrementation in InventoryStore::visitEffectSources (Fixes #3838) 8 years ago
scrawl 1956602aa2 Merge pull request #1262 from Allofich/warnings
Fix more warnings
8 years ago
scrawl c2240e3af1 Call the WindowManager::updatePlayer after the startup script is run 8 years ago
Allofich ff3e307059 Pass parameters by const reference 8 years ago
Allofich f299f26720 Remove unused variable 8 years ago
Allofich 6e405aed8c Adjustments to RemoveItem behavior
(Fixes #3796)
8 years ago
scrawl 8f335b3484 Merge pull request #1245 from akortunov/tgm
Vanilla-like tgm
8 years ago
scrawl 0a061d45b7 Merge pull request #1239 from akortunov/projectilefix
Disable explosion effect for 0-range projectiles (bug #3730)
8 years ago
Andrei Kortunov 14b59e0e4b Vanilla-like tgm (fixes #3798) 8 years ago
Andrei Kortunov 860b556713 Disables explosion effect for 0-range projectiles (fixes #3730) 8 years ago
Allofich 5282556ae0 Show names on combat actors when RMB GUI is active
Fixes (#3797)
8 years ago
scrawl e987fe85d0 Add abort flag to TerrainPreloadItem 8 years ago
scrawl 42e9891504 Fix issues caused by loading multiple views into the same terrain View 8 years ago
scrawl 97ed999097 Fix cleanup issue 8 years ago
scrawl c22fde2bcd Preload terrain while reading savegame 8 years ago
scrawl 59bf100907 Fill exteriorPositions in preloadFastTravel 8 years ago
scrawl 03c07d3bd5 Remove old code 8 years ago
scrawl 86e75f0987 Preload terrain even when cell preloading is disabled 8 years ago
scrawl 6ccb6009ee Use the View-based preloading for TerrainGrid as well 8 years ago
scrawl 3c29e2dbeb Refactor ownership of terrain views 8 years ago
scrawl 4549196b31 Use the new way of terrain preloading in CellPreloader/Scene 8 years ago
scrawl 4dbd224249 Hide the terrain in non-exterior cells 8 years ago
scrawl 0fc465da59 Store the min/max height in LandData 8 years ago
scrawl 35d53acc65 Factor out terrain chunk loading/caching into a new resource manager 8 years ago
scrawl 9a3a64f0c4 Add resource manager for ESM::Land to allow data to be unloaded when no longer required 8 years ago
scrawl b898315962 cellpreloader: abort all tasks first before waiting 8 years ago
scrawl 804f873649 terrain: factor out texture caching into a separate class 8 years ago
scrawl 809f5cd01b Fix bad override 8 years ago
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl 1692b7f38e Merge pull request #1209 from dhustkoder/master
Added ConstContainerStoreIterator (Task #3092)
8 years ago
Rafael Moura 6c2ce2b2a1 Porting more ContainerStoreIterator usage to const version #4
removed const_cast revision
8 years ago
Rafael Moura 05cc69f6f1 Porting more ContainerStoreIterator usage to const version 8 years ago
scrawl 25ca89b560 Avoid redundant allocations in Store::search 8 years ago
scrawl a5247394dc (Re)set the inventory listener outside of the Animation class 8 years ago
scrawl a45335ffc3 Do not reduce magicka in god mode 8 years ago
scrawl 9728a6967e Reset fall height when teleporting (Fixes #2629) 8 years ago
scrawl 7e02bb7348 Preload summoned creature models before the spell is cast 8 years ago
scrawl 22482b7eec Don't use xmesh.nif over mesh.nif for classes that don't make use of the separated keyframes 8 years ago
Rafael Moura 9963601484 Porting code to ConstContainerStoreIterator #1 8 years ago
Rafael Moura ecbde7b11e Added ConstContainerStoreIterator
using base template for ContainerStoreIterators

less template arguments for ContainerStoreIteratorBase
8 years ago
Allofich bc60421615 Change NPC equip logic to be more like original
(Bug #3754)
8 years ago
MiroslavR f883951d75 Fix incorrect calculation of armor rating (Bug #3754) 8 years ago
scrawl 57b585570a Preload magic effect visuals of the player's selected weapon/spell 8 years ago
scrawl a495b9b884 Fix wasteful allocations in Store<Land>::search 8 years ago
scrawl 026a05718f Construct the WorkQueue in Engine 8 years ago
scrawl 325bf66653 Return const Land in ESMStore 8 years ago
Marc Zinnschlag 93c5630e02 Merge remote-tracking branch 'matahualpa/openmw-cs_tablecontents' 8 years ago
MAtahualpa c46eadae90 Update actionread.cpp
*grrr* Forgot to change the latter "mSkillID" in line 47...
8 years ago
scrawl cdf65ef681 Merge pull request #1201 from Allofich/hit
Prevent AI actors from hitting unintended targets
8 years ago
scrawl 342c25dffa Fix weather sounds playing at full volume before fading in 8 years ago
MAtahualpa 7bc65ce05b Update actionread.cpp
Code cosmetics: Change member variable "mSkillID" to "mSkillId" for Book records.
8 years ago
Allofich 6b53541571 Prevent AI actors from hitting unintended targets
(Fixes #3254)
8 years ago
scrawl 6ecc008813 Fix an issue uncovered by the last commit related to changing actor position without properly moving the actor 8 years ago
scrawl 3f3d00ffc9 Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game 8 years ago
scrawl 0be86f69bc Write the player object first to increase the chance of preloading the player cells in time 8 years ago
scrawl 1d8a9ff622 Preload player cell as soon as the player is read from the savegame
Giving the worker thread something to do while the rest of the savegame is parsed.
8 years ago
scrawl 066aa2e60e Always run preloadCommonAssets even when the menu is skipped
Move to before the content files are loaded so we can do preloading in parallel with content file loading
8 years ago
scrawl c68f662c9a Predict player movement when preloading cells to better handle moving at high speed 8 years ago
scrawl a46593fa74 Add PreloadItem::abort() to avoid no longer required cells from blocking the work thread 8 years ago
scrawl d62c4259bd CellPreloader: load the terrain first to match the order in the main thread 8 years ago
scrawl 43d9f3d5c7 Update bullet debug drawer even when the game is paused so the collision mesh will show instantly even when the console is up 8 years ago
scrawl 206e2bf975 Fix camera rotation not being set after save game load (regressed with 1eb3384043) 8 years ago
scrawl 1447bfa215 Improve scene loading performance by creating collision objects with the correct rotation right away instead of adjusting it later 8 years ago
scrawl eaeba4138b Move the deletion of PreloadItem to the worker thread 8 years ago
scrawl 0be811c519 Update the resource cache every second instead of every frame
A dry run takes about ~1.5ms. Even though it's all done in the worker thread, the locks used can stall loading operations that are about to happen in other threads, and just in general this CPU load is unnecessary.
8 years ago
scrawl 34deb6e7b1 Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes 8 years ago
MiroslavR c64351b3e8 ESS-import: player is no longer disabled (Bug #3246) 8 years ago
scrawl cc19b4bd8a Fix door rotation order in collision case (Bug #3707) 8 years ago
scrawl 45fb4f04b1 Update reference of the interpreter context when an Activate results in a take action (Fixes #3727) 8 years ago
NeveHanter e82d542d89 Merge remote-tracking branch 'upstream/master' into bugfix-3617 8 years ago
NeveHanter 811e9ad9f3 Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
Also allowed projectiles to fly through the dead bodies as in vanilla.
8 years ago
scrawl b87abb0456 Reset activation flags when an object is copied (Fixes #3671, Fixes #3719) 8 years ago
scrawl 69ce9f32bc Activate/OnActivate fix (Bug #3712) 8 years ago
MiroslavR f1f9209814 Creatures now auto-equip shields (Fixes #3704) 8 years ago
scrawl 7b5f3e3cdc Fix crash in ProjectileManager when a sound id fails to play or is not found 8 years ago
Marc Zinnschlag dedd95f52a Merge remote-tracking branch 'miroslavr/save-cleanup' 8 years ago
MiroslavR c9dd63af8d Merge pull request #1171 from NeveHanter/travel-followers-cost
Implemented "paying" for travelling followers
8 years ago
NeveHanter 8568cd049f Removed "less" character from the documentation by the requested opportunity. 8 years ago
NeveHanter ff4aba2a6e Moved duplicated code to common ActionTeleport static method and reordered travel price calculations 8 years ago
MiroslavR 87fd011a28 Clean-up saves by dropping references with invalid RefNums (Fixes #1956) 8 years ago