elsid
1218e4e15d
Use player half extents only to find path in exterior cells
2019-03-04 22:59:20 +03:00
Bret Curtis
14c93b3df0
Revert "Merge pull request #2204 from elsid/fix_navigator_update"
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This reverts commit 26fb0e7a0f
, reversing
changes made to 42b2391303
.
2019-03-04 11:06:15 +01:00
elsid
a4f300f810
Use player half extents only to find path in exterior cells
2019-03-03 16:21:09 +03:00
Andrei Kortunov
fcdb0c16bf
Update jail state once instead of for every single hour
2019-02-23 09:17:06 +04:00
elsid
1d3668cd22
Add Navigator interface
2019-02-16 15:37:06 +03:00
Bret Curtis
a573efd30a
Merge pull request #2112 from Capostrophic/collision
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[0.45.0 regression] Don't re-enable collision body for dead actors
2019-02-05 15:36:06 +01:00
Capostrophic
a584aa25ab
Don't re-enable collision object for dead actors
2019-02-04 22:13:30 +03:00
Andrei Kortunov
9e4a339ad3
Daytime node switch support (feature #4836 )
2019-02-02 10:50:15 +04:00
Andrei Kortunov
ab0841cc3d
Split physics update from world update in the profiler
2019-01-07 14:44:43 +04:00
Andrei Kortunov
a53333c3d5
Native animated containers support (feature #4730 )
2018-12-13 23:11:16 +04:00
Andrei Kortunov
829faf7b2c
Improve toggleactorspaths console command
2018-11-03 10:42:14 +04:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Marc Zinnschlag
9dd0d641bc
Merged pull request #1931
2018-10-28 11:02:33 +01:00
Andrei Kortunov
e7de6b974a
Optimize actors processing
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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
4ce35c6ad5
Fix fixme behavior in interiors
2018-10-24 01:43:38 +03:00
Andrei Kortunov
ca07e3a364
Check for obstacle before back up (bug #4656 )
2018-10-14 12:22:43 +04:00
elsid
ff478aba6d
Use actor half extent for interior cells
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
Andrei Kortunov
8af021d729
Restore dynamic stats for actors in inactive cells (bug #1875 )
2018-09-26 07:46:28 +04:00
Sergey Fukanchik
b2a52a5b6c
Change 'after function'-style doxygen comment to normal.
2018-09-24 14:59:10 +03:00
Sergey Fukanchik
f00f35ba86
Add const to canRest()
2018-09-23 06:25:20 +03:00
Sergey Fukanchik
c50ee22772
Wrap up World::canRest() implementation by moving enemiesNearby() from InputManager::rest() to World::canRest().
2018-09-23 01:52:56 +03:00
Marc Zinnschlag
f25a9a6fb3
Merged pull request #1885
2018-08-25 10:00:22 +02:00
Andrei Kortunov
de08c1cb1b
Make Move and MoveWorld console commands move actors standing on moving object (bug #2274 )
2018-08-25 10:34:33 +04:00
Andrei Kortunov
3d4f5536d2
Check for impact immediately when launch a projectile (bug #3059 )
2018-08-24 15:03:54 +04:00
David Cernat
a083439139
Merge pull request #469 from davidcernat/master while resolving conflicts
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# Conflicts:
# apps/openmw/main.cpp
# apps/openmw/mwbase/world.hpp
# apps/openmw/mwdialogue/dialoguemanagerimp.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwscript/dialogueextensions.cpp
# apps/openmw/mwworld/worldimp.hpp
2018-08-20 14:08:44 +03:00
Andrei Kortunov
31f8bea1dd
Rework spell effects management
2018-08-17 12:41:13 +04:00
Andrei Kortunov
9dfd775bf2
Implement GetPCTraveling console command
2018-08-13 08:30:50 +04:00
Andrei Kortunov
75835c8326
Prevent NPC from chosing farther pathgrid node
2018-07-29 18:18:05 +04:00
David Cernat
7136329a94
[Client] Add World::updatePtrsWithRefId() method
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This makes it possible to "reload" the Ptrs in active cells when changes happen to the ESM record that they are based on. In practice, the old Ptrs are deleted, their RefNums and MpNums are blanked out, and new Ptrs are created that use the same RefNum and MpNum as before.
The above has required me to also add a method called setRefNum() to CellRef to allow setting a RefNum on the fly.
There may be a more elegant implementation available for updatePtrsWithRefIds(), but it requires additional research.
2018-07-27 21:42:08 +03:00
David Cernat
4e78642273
[Client] Add getModifiableStore() to MWWorld
2018-07-26 20:05:36 +03:00
David Cernat
892d71ce71
[General] Reimplement weather synchronization to allow soft transitions
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Although weather sync was added by Koncord to the rewrite in fd721143e2
in a way that used surprisingly few lines of code, it relied on the server requesting weather states every second from authority players and sending them to non-authority players, while also allowing only very sudden weather transitions across regions, i.e. if there was one player in the Ascadian Isles who had stormy weather, and another player with clear weather in the Bitter Coast Region walked across to the Ascadian Isles, that player was instantly made to have stormy weather with no kind of transition at all.
My approach solves both of those problems. It solves the packet spam by only sending weather updates to the server when weather changes happen or when there are new arrivals to a weather authority's region, and it allows for both sudden weather transitions when players teleport to a region and for soft, gradual transitions when players walk across to a region. It is inspired by my previous actor sync, and uses a WorldRegionAuthority packet to set players as region authorities in a similar way to how ActorAuthority sets players as cell AI authorities. Weather changes are created only by the region authority for a given region, and weather packets are also only sent by that authority.
However, it should be noted that gradual weather transitions are used by default in this implementation. To use sudden weather transitions, the serverside Lua scripts need to forward WorldWeather packets with the forceWeather boolean set to true. That is, however, already handled by our default Lua scripts in situations where it makes sense.
2018-07-21 05:20:26 +03:00
David Cernat
6cb5ac6e63
Merge pull request #457 from OpenMW/master while resolving conflicts
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Conflicts:
CMakeLists.txt
apps/openmw/engine.cpp
apps/openmw/main.cpp
apps/openmw/mwgui/windowmanagerimp.cpp
apps/openmw/mwmechanics/character.cpp
components/CMakeLists.txt
2018-07-14 03:57:05 +03:00
David Cernat
6c1173d598
[Client] Rename searchPtrViaRefIndex into searchPtrViaUniqueIndex
2018-07-13 04:33:54 +03:00
David Cernat
09da24f1ea
[General] Rename all instances of refNumIndex into refNum
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This creates symmetry with mpNum and should cause less confusion in the future.
2018-07-13 04:12:03 +03:00
Andrei Kortunov
3d1daaebab
Rework manual spellcasting (e.g. via scripts)
2018-07-12 16:24:25 +04:00
David Cernat
0f30e21312
[Client] Add searchPtrViaRefIndex method to World to easily find objects
2018-07-10 11:30:32 +03:00
David Cernat
a236ffc4be
Merge pull request #456 from OpenMW/master while resolving conflicts
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# Conflicts:
# .travis.yml
# README.md
# apps/openmw/mwgui/quickkeysmenu.cpp
# apps/openmw/mwmechanics/actors.cpp
# apps/openmw/mwmechanics/combat.cpp
2018-07-04 01:52:29 +03:00
Miloslav Číž
477e1437d2
Resolve conflicts
2018-06-14 15:30:28 +02:00
Miloslav Číž
d629c30fdb
Merge branch 'master' into screenshot360
2018-06-13 21:16:28 +02:00
Miloslav Číž
c3d7ee5a9e
Resolve merge conflicts
2018-06-13 08:22:37 +02:00
Miloslav Číž
db8aaa74d6
Start cell border debug drawing
2018-06-13 01:48:31 +02:00
David Cernat
2a3c74bfcc
Merge pull request #447 from OpenMW/master while resolving conflicts
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# Conflicts:
# README.md
2018-06-08 06:01:00 +03:00
Andrei Kortunov
24863f620b
RotateWorld: rotate around world axis (bug #4426 )
2018-05-30 16:35:52 +04:00
David Cernat
669d4d3d7e
Merge pull request #440 from OpenMW/master
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Add OpenMW commits up to 27 May 2018
2018-05-27 16:10:16 +03:00
scrawl
cfdf99f601
Revert "Merged pull request #1573 "
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This reverts commit 7324bd368f
, reversing
changes made to 810e4416f6
.
2018-05-26 11:39:30 +00:00
scrawl
99ffaafe30
Revert "Merge pull request #1701 from akortunov/standfix"
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This reverts commit da47fc79f5
, reversing
changes made to 7324bd368f
.
2018-05-26 11:35:48 +00:00
David Cernat
3b5fb9cd6b
[General] Make it possible to set year via WorldTime
2018-05-25 03:33:12 +03:00
David Cernat
4acf93b7db
[General] Make it possible to set days passed via WorldTime
2018-05-24 14:02:04 +03:00
David Cernat
74c2a0b311
Merge pull request #438 from OpenMW/master
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Add OpenMW commits up to 24 May 2018
2018-05-24 12:16:11 +03:00
Bret Curtis
da47fc79f5
Merge pull request #1701 from akortunov/standfix
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Do not apply queue movement for standing actors
2018-05-23 22:35:08 +02:00
David Cernat
8d36d0d945
[General] Make it possible to change world's time scale via WorldTime
2018-05-23 08:31:25 +03:00
David Cernat
7f00005f04
[Client] Fix GCC build
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Based on 71040659ac
2018-05-10 07:16:33 +03:00
Andrei Kortunov
3636cf2015
Do not apply queue movement for standing actors
2018-05-05 22:41:26 +04:00
Andrei Kortunov
22fb1f3403
Play spellcasting effects from objects
2018-04-30 17:12:06 +04:00
David Cernat
ac82124a5d
Merge pull request #395 from OpenMW/master while resolving conflicts
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# Conflicts:
# apps/openmw/mwmechanics/actors.cpp
2018-03-29 07:28:30 +03:00
scrawl
c02920bcd1
Merge pull request #1634
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Conflicts:
apps/openmw/mwworld/worldimp.hpp
2018-03-20 22:48:20 +00:00
Andrei Kortunov
53ef345680
Update magic effect particles after building new animation (bug #2254 )
2018-03-19 10:43:22 +04:00
Andrei Kortunov
a0a30cdbf5
AI: hide torches during bad weather (bug #4334 )
2018-03-19 08:03:53 +04:00
David Cernat
60f686ee43
[General] Implement setting of physics framerate as part of GameSettings
2018-02-14 05:53:44 +02:00
David Cernat
420dab10e1
[General] Track objects directly placed by players in ObjectPlace
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This allows the OnPCDrop variable to get set correctly even when object placements have to go through the server first in order to gain a unique multiplayer index (mpNum).
Among other things, this makes it possible to roll marijuana joints in the popular mod "Tribunal Code Patch".
2018-01-28 17:46:51 +02:00
Miloslav Číž
4fc532d873
reference screenshot settings only from one place
2017-11-11 14:32:28 +01:00
Miloslav Číž
319ed2f9b8
disable 360 screenshots in vanity/preview mode
2017-11-10 15:23:44 +01:00
Miloslav Číž
d4fd08a63f
save 360 screenshots in the configured directory
2017-11-09 16:49:46 +01:00
Miloslav Číž
7feba7e498
basic setup for 360 screenshots
2017-11-07 13:07:11 +01:00
David Cernat
ddf0dfed55
Merge pull request #298 from OpenMW/master
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Add OpenMW commits up to 26 Sep 2017
2017-09-26 21:54:55 +03:00
MiroslavR
f15de6d3ca
ESS-Importer: Convert magic projectiles ( Closes #2320 )
2017-09-20 18:58:56 +02:00
David Cernat
fbec0d9443
[Client] Remove inertia from players who are teleported via a packet
2017-08-04 21:43:01 +03:00
David Cernat
b8b3856c73
Merge pull request #244 from OpenMW/master
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Add OpenMW commits up to 19 Jul 2017
2017-07-19 20:49:56 +03:00
scrawl
a629d48df6
Update the facedObject after the camera is updated
2017-07-19 13:05:51 +02:00
David Cernat
fa3baac0f3
Merge pull request #228 from OpenMW/master while resolving conflicts
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# Conflicts:
# .travis.yml
# CMakeLists.txt
# apps/openmw/main.cpp
2017-06-18 18:16:10 +03:00
Andrei Kortunov
3190f28710
Spell priority: make AI do not cast target spells under water
2017-06-09 10:23:46 +04:00
Koncord
7af73782f3
[OpenMW] Implement MWWorld::createRecord for Creatures
2017-04-30 00:16:19 +08:00
David Cernat
9beaf9b7a1
[Client] Initialize and update LocalActors while their cells are active
2017-04-06 00:49:20 +03:00
David Cernat
a58601fb2b
[Client] Delineate tes3mp-only code more clearly, part 1
2017-02-26 16:59:53 +02:00
David Cernat
c32c004516
Merge pull request #151 from OpenMW/master
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Add OpenMW commits up to 16 Feb 2017
2017-02-16 11:53:02 +02:00
scrawl
57b585570a
Preload magic effect visuals of the player's selected weapon/spell
2017-02-15 21:01:25 +01:00
David Cernat
a5d7c5fd39
Merge pull request #148 from OpenMW/master
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Add OpenMW commits up to 13 Feb 2017
2017-02-13 21:29:51 +02:00
Allofich
6b53541571
Prevent AI actors from hitting unintended targets
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(Fixes #3254 )
2017-02-12 19:51:19 +09:00
David Cernat
ae23c6d6a5
Merge pull request #145 from OpenMW/master while resolving conflicts
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# Conflicts:
# CMakeLists.txt
2017-02-09 12:17:27 +02:00
scrawl
066aa2e60e
Always run preloadCommonAssets even when the menu is skipped
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Move to before the content files are loaded so we can do preloading in parallel with content file loading
2017-02-09 03:16:36 +01:00
David Cernat
9f8f62b765
Merge pull request #137 from OpenMW/master
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Add OpenMW commits up to 1 Feb
2017-02-01 09:28:23 +02:00
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
2017-02-01 06:00:14 +01:00
David Cernat
fa8650f99a
Merge pull request #128 from OpenMW/master while resolving conflicts
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# Conflicts:
# apps/openmw/mwmechanics/combat.cpp
2017-01-18 15:38:18 +02:00
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.
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Also allowed projectiles to fly through the dead bodies as in vanilla.
2017-01-15 09:49:25 +01:00
David Cernat
1feec58ed2
Merge pull request #108 from OpenMW/master
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Add OpenMW changes up to 20 Nov, part 3
2016-11-20 22:57:47 +02:00
scrawl
16a913c549
Add emission of water ripple particles for water-walking actors ( Fixes #3608 )
2016-11-20 18:47:12 +01:00
David Cernat
b028f0b51f
Merge pull request #104 from OpenMW/master
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Add OpenMW commits up to 17 Nov
2016-11-17 21:13:58 +02:00
MiroslavR
5e46121046
Implement fleeing AI ( Closes #1118 )
2016-11-16 20:15:25 +01:00
David Cernat
bdb53e1cb4
Implement ID_WORLD_DOOR_ACTIVATE and send it from MWBase::World
2016-10-25 10:40:55 +03:00
Allofich
df03b32205
Coverity fixes
2016-10-05 23:32:26 +09:00
Allofich
f8270f6bd5
Consolidations and cleanup for multi-effect spells
2016-09-05 05:30:51 +09:00
Allofich
37f07f7435
Combine into one multi-effect magic projectile
2016-09-04 22:35:29 +09:00
Allofich
10842462c7
Send lists of models and sounds to launchMagicBolt
2016-09-04 17:42:27 +09:00
Allofich
a6216d883f
Don't allow casting Water Walking in deep water
2016-08-31 04:37:50 +09:00
Allofich
4e54338ce0
Implement and use getDistanceToFacedObject()
2016-07-08 23:28:49 +09:00
Austin Salgat
84179c262f
Update manual wandering to prevent actor from leaving/entering water
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Water creatures will stay in the water, while land creatures will stay on land when wandering.
2016-04-16 16:39:13 -05:00
scrawl
5bd8ef247d
Do not adjust the player position when loading a savegame ( Fixes #2089 )
2016-03-24 17:18:08 +01:00
scrawl
6df71f6250
Factor out safePlaceObject function
2016-02-29 17:19:22 +01:00