1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
When physics attempts to move by a very small amount, precision losses
caused Bullet to trigger an assert in debug from normalizing a zero
length vector.
Called setEnabled on channels now effects whether those channels
notify listeners, rather than whether they register changes to
their controls. This was making channels get stuck on "1" when the
GUI was activated.
Also ensured GUI activity can invalidate player controls even if
that activity is closing the GUI, by re-ordering a check.
And fixed a comment.
- Use quest names as identifiers, not quest IDs. This ensures that quests with different IDs, but the same name (e.g. A2_4_MiloCaiusGone and A2_4_MiloGone) are merged properly, as they should.
- Switch display from BookPage to MWList. Handles word-wrapping and scrolling properly.
- Fixes a bug where the quest index would not be updated when opened.
Added FindDirectX scripts from Ogre so that FindOgre.cmake doesn't
fail silently to find the libraries correctly.
Modified top-level CMakelists.txt:
- Correctly set include dirs, preprocessor definitions, and add
libraries for static Ogre plugins.
- Correctly set preprocessor definitions for static MyGUI.
Modified launcher, openmw, and opencs to link the static Ogre plugins.
Fixed FindSDL2.cmake to set a variable that contains only the SDL2
library, so that the launcher doesn't incorrectly link against
SDL2main.
Fixed FindMyGUI.cmake to correctly look for static variants.
Fixed FindOgre.cmake to set variables for DirectX plugins correctly.