David Cernat
e1259fdc41
Add OpenMW commits up to 4 Feb 2021
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# Conflicts:
# apps/openmw/engine.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwrender/globalmap.cpp
4 years ago
elsid
489107c5ee
Count navmesh cache key once in item size
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Key is stored only in NavMeshTilesCache::Item, TileMap uses KeyView with
a pointer to a vector.
4 years ago
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
4 years ago
Petr Mikheev
157b14cdaa
Fix #5821 : NPCs from mods getting removed if mod order was changed
4 years ago
Petr Mikheev
9590377f22
Don't ignore Z in path finding if actor can move by Z.
4 years ago
Petr Mikheev
642ca02e35
Shorten almost straight paths only if smooth movement is enabled; reduce angle limit for the shortening.
4 years ago
Andrei Kortunov
b286397dd4
Merge pull request #3045 from akortunov/revert
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Revert fix for 5379
4 years ago
Andrei Kortunov
7b727e4d70
Revert "Remove physics dependency on basenode"
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This reverts commit 165c731492
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4 years ago
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
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4 years ago
Andrei Kortunov
f8e8496d36
Revert "Revert a wrong change introduced in MR 546"
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This reverts commit 23137d0c54
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4 years ago
Bret Curtis
9f168eab88
Merge pull request #3044 from akortunov/master
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Avoid null dereference for objects without cells
4 years ago
uramer
ee2f0e7eb3
Fix inconsistent argument name
4 years ago
uramer
eca0d8b7ea
Fix typo in DropMode enum
4 years ago
uramer
edc6d5c3e7
Fix a typo in separate drop binds
4 years ago
uramer
36cd818155
Fix separate drop, refactor for code reuse
4 years ago
Andrei Kortunov
3b9f8b5fa2
Avoid null dereference for objects without cells
4 years ago
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
4 years ago
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
4 years ago
elsid
a3ab8dfbb4
Revert "Merge branch 'movement_fix2' into 'master'"
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This reverts merge request !496
4 years ago
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.
4 years ago
Bret Curtis
b164f1aa17
Merge pull request #3023 from akortunov/grass_intsancing
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Grass instancing
4 years ago
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
4 years ago
Frederic Chardon
7cd7fa2f08
Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to
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a valid file.
4 years ago
fredzio
64475ebedb
Remove a brainfart from precise projectile handling: all non-actor
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non-projectile objects were treated as ground.
4 years ago
Andrei Kortunov
f40e227686
Remove redundant formatting changes
4 years ago
Andrei Kortunov
b975f16e6b
Remove redundant check - groundcover is not present in the CellStore
4 years ago
Andrei Kortunov
d12a0fdcb3
Mark only instances from groundcover files as groundcover objects
4 years ago
Andrei Kortunov
8874e88ff1
Drop fading setting
4 years ago
Andrei Kortunov
1a6c06f7b5
Do not allow to set distance to non-positive values
4 years ago
Andrei Kortunov
859cd0fd0c
Do not use display lists for instanced meshes
4 years ago
Andrei Kortunov
a09f03c850
Drop groundcover materials - they are not used
4 years ago
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
4 years ago
David Cernat
eefa94db12
[Client] Allow ClientScriptGlobal to create new global variables
4 years ago
Petr Mikheev
bc2cec86e9
Fix bug: NPCs doesn't move if the target is exactly above or exactly below.
4 years ago
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
4 years ago
psi29a
a8c5607aa6
Merge branch 'disableinfotablesorting' into 'master'
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[OpenMW-CS] Info table dragging to move record order, disable sorting
See merge request OpenMW/openmw!538
4 years ago
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
4 years ago
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
4 years ago
Cédric Mocquillon
3bb551a6f1
Show level multipliers in levelup tooltip
4 years ago
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
4 years ago
Gleb Mazovetskiy
fe815d3d8d
Fix memory leak in MWInput
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mListener wasn't being cleaned up
4 years ago
Evil Eye
a2171875a0
Prevent nullptr access
4 years ago
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.
4 years ago
fredzio
165c731492
Remove physics dependency on basenode
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Necessary to be able to load physics objects from inactive cells.
4 years ago
psi29a
b28adafee4
Merge branch 'navcrash' into 'master'
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Fix #5798
Closes #5798
See merge request OpenMW/openmw!554
4 years ago
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.
4 years ago
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
4 years ago
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
4 years ago
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.
4 years ago
elsid
cc24f13b39
Remove duplicated sound_buffer entry
4 years ago