Commit Graph

17278 Commits (e8ed66767b2935068d11652a56f02f3336a9edb1)

Author SHA1 Message Date
fredzio 8874a5be22 Change (again) the way SetPos behave.
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
4 years ago
fredzio 6e1c67a9ae Account for waterwalking when updating position. Otherwise we might
trace down the actor at waterlevel at the wrong coordinate.

Triggered by multimark mod with waterwalking effect.
4 years ago
psi29a 484c46cb58 Merge branch 'hrtf-setting' into 'master'
Add Audio settings to openmw-launcher

See merge request OpenMW/openmw!692
4 years ago
Simon Meulenbeek 75b4871bab Add Audio settings to openmw-launcher 4 years ago
Jonas Tobias Hopusch 799cf16f31
Attempt to fix #5942
Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
4 years ago
psi29a fe2a97ee39 Merge branch 'wizard-link' into 'master'
Implement #3983 - Add page to the wizard with links to buy morrowind

Closes #3983

See merge request OpenMW/openmw!693
4 years ago
tess 6f7e8d9f59 Implement #3983 - Add page to the wizard with links to buy morrowind 4 years ago
psi29a 4f86eddc96 Merge branch 'CreateBsaAddFileToBsa' into 'master'
Create BSA, add file to existing BSA

See merge request OpenMW/openmw!718
4 years ago
elsid 8e1c92d9af
Use std::variant for ESM::Variant implementation 4 years ago
elsid 7f577f5f08
Do not compare hash in tests
Different std libraries have different implementation that produce different
results for the same values.
4 years ago
psi29a a16387df61 Merge branch 'sky-dehardcode' into 'master'
De-hardcode references to mesh files used by the sky.

See merge request OpenMW/openmw!704
4 years ago
Matjaž Lamut 2cb4b62b83 De-hardcode references to mesh files used by the sky. 4 years ago
CedricMocquillon d617d66a87 Add file to BSA 4 years ago
psi29a 8cb3681c12 Merge branch 'esm_variant_tests' into 'master'
Add tests for ESM::Variant

See merge request OpenMW/openmw!712
4 years ago
Jacob Turnbull d9376ee08e Trim down comment and change flag name 4 years ago
Evil Eye 44f2cb0923 Fix targeted scripts losing their targets when rearranging your load order 4 years ago
Andrei Kortunov 59720aea9a Restore old aiming for melee combat 4 years ago
Jacob Turnbull bc8db8b8f5 Fix for enchanted items being removed on item equip cycling when they are re-equipped 4 years ago
psi29a 9aa5aef2c6 Merge branch 'my_other_mr_is_larger' into 'master'
Make AddItem's quantity overflow on negative numbers

Closes #5934

See merge request OpenMW/openmw!713
4 years ago
elsid bd33fa76b6
Use CRTP to define CustomData clone function 4 years ago
elsid e380470558
Add move ctor and assignment operator to RefData 4 years ago
elsid 045bb7cbd7
Store CustomData and ContainerStore as unique_ptr 4 years ago
Evil Eye ecde3932e2 Make AddItem's quantity overflow on negative numbers 4 years ago
elsid dae3f022ba
Add tests for ESM::Variant 4 years ago
fredzio 9cae7882dd Fix a bug that was triggered with multi mark mod.
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure
that the actor will not spawn under ground at x,y coordinates.
Now that change of coordinates are cumulated and applied all at once, we
need to account for the whole offset.
To this end move the terrain height check inside of Actor class.
4 years ago
fredzio 0fac172413 Remove wrong line that slipped in yesterday. 4 years ago
Andrei Kortunov 50352daf90 Rework knockdown and knockout animations fallbacks 4 years ago
Evil Eye 582f1503c1 Merge branch 'setpos' into 'master'
Unbreak SetPos and the mods using it (#5919)

See merge request OpenMW/openmw!696
4 years ago
fredzio 7a67492d81 Unbreak SetPos and the mods using it.
To make SetPos works with async physics, it was modified to register a
position offset that would be applied to the real position during the
simulation.

A common pattern to teleport NPC in scripts is a sequence of SetPos/Disable/Enable in the same frame.
Since Disable/Enable creates a new physics actor using last known
RefData::Position, the registered offset never get a chance to be applied.

Modify disable() to call moveObject with the offset applied, so that the newly created physics actor will have up-to-date position
4 years ago
fredzio b58244ac26 Guard the Bullet drawing method with a read lock on the
btCollisionWorld. It closes a race on the collision shapes coordinates.
4 years ago
fredzio dbd6e3bfee Replace pointless usage of shared_ptr by unique_ptr / non-owning raw
pointer for btCollisionWorld.
4 years ago
fredzio ccd3cbc69a Use saved actor position instead of reading again RefData in unstuck. It
is a race condition to do so.
4 years ago
Andrei Kortunov 5fce5b12f4 Merge branch 'drop_the_bird' into 'master'
Disallow inserting containers, creatures, and npcs from the save game not present in content files

Closes #5884

See merge request OpenMW/openmw!683
4 years ago
Andrei Kortunov b61337643e Merge branch 'issue-5680' into 'master'
change aim calculation

See merge request OpenMW/openmw!685
4 years ago
elsid f2ebad5115
Return cached element when set existing 4 years ago
elsid b9a40bc5fc
Add NavMeshTilesCache benchmarks 4 years ago
Max 2cd96e56d5 create constant and use constant in other parts of the code base 4 years ago
Max e56efdd562 change aim calculation 4 years ago
elsid 453e94ea9f
Use half extents for destination distance tolerance in AiEscort
For actors moving in water destination may be located at such z coordinate
that they can't reach.
4 years ago
elsid f32e1790bc
Add half extents to AiEscord max distance
For actors with big bounding box given constants may not work properly like
it's not possible to get close enough to actor from a given angle to make it
move.
4 years ago
elsid 39c0ce9ddf
Build limited path for far destinations
When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
4 years ago
Evil Eye cf5a93d712 Also run NPC validation for modified base records 4 years ago
Evil Eye e79036f4e0 Don't erase the player 4 years ago
psi29a 1af50b7e23 Merge branch 'sound_cleanup' into 'master'
Sound cleanup

See merge request OpenMW/openmw!567
4 years ago
psi29a 415591b7ed Merge branch 'ai_reaction_deviation' into 'master'
Distribute AI reactions and engage combat calls over time

See merge request OpenMW/openmw!674
4 years ago
Evil Eye 5e1960a76a Disallow inserting containers, creatures, and npcs from the save game not present in content files 4 years ago
Evil Eye 8e9bd5c0bd Don't throw an exception when equipping a bound item fails 4 years ago
Evil Eye 580fa78034 Don't purge summon effects with invalid creature ids 4 years ago
wareya 63f01d8c5f Prevent physics death spiral by falling back to true delta time when needed 4 years ago
psi29a 86bd173d69 Merge branch 'refactoring' into 'master'
"static const" -> "static constexpr" in headers

See merge request OpenMW/openmw!676
4 years ago
Petr Mikheev 7bbbe40abe "static const" -> "static constexpr" in headers 4 years ago
wareya e722c99e62 forgot to initialize these variables 4 years ago
wareya 40265bf118 make unstucking slightly smarter (can turn itself off, also acts like flat ground) 4 years ago
elsid 62c0ecbbd0
Separate engage combat timer for each actor
Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
4 years ago
elsid 675c0ab72f
Apply uniform random deviation to AI reaction timer
This allows to distribute AI reaction calls over time.

Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.

Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
4 years ago
Andrei Kortunov 54daa234bd Reset watched stats upon reload or new game start 4 years ago
wareya 1471ef003a fix async physics interpolation 4 years ago
AnyOldName3 162b25c180 Fix sunglare on Mesa
The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.

Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
4 years ago
Evil Eye d1e8c6b223 Merge branch 'magical_rat' into 'master'
Register copied Spells with SpellList

See merge request OpenMW/openmw!662
4 years ago
AnyOldName3 ba74fbf30e Fix MyGUI log
Also actually print an error to the regular log when the MyGUI log can't
be opened so we notice if we kill it again in under five years.
4 years ago
Bret Curtis 40c989d732 allman style 4 years ago
Evil Eye c2580d60e9 Register copied Spells with SpellList 4 years ago
Bret Curtis 9fc0649fb6 a better check to avoid the mCell assertion, so compariing nullptr to current cell will refurn false anyway 4 years ago
Bret Curtis 49545e6d29 add comments as to why we need to check that the player is grounded or not; only run once during initial cell loading 4 years ago
Bret Curtis fff1df9ee4 revert some blank lines 4 years ago
Bret Curtis c067782814 proper fix that traces down the player when a cell is loaded; we also only run once if the current cell being loaded is the one that the player is in. 4 years ago
Bret Curtis 1479f98793 hacky solution with debug; seems that player is added before cell so tracing down will not find anything 4 years ago
Bret Curtis 19ad7d7f0c Resolve #5895 by setting the initial mOnGround state to false; we do this because the movement solver runs one frame behind so when we run through the loop the first time we assume we are on the ground even though we may be 400 units in the air. 4 years ago
psi29a 514a55ed4c Merge branch 'fix_5846' into 'master'
Fix #5846 (headtracking)

Closes #5846

See merge request OpenMW/openmw!652
4 years ago
glassmancody.info 6255b0492b Resolve crashes on exit with visible MyGUI widgets 4 years ago
Petr Mikheev 447c3b9489 Fix 5846 4 years ago
elsid 9275dd2dcb
Avoid virtual dispatch in SoundManager dtor 4 years ago
elsid b0311ce9f1
Remove DEFAULT_OUTPUT macros 4 years ago
elsid e30a59772c
Remove DEFAULT_DECODER macros 4 years ago
Evil Eye 4db2f79a3c Merge branch 'setpos' into 'master'
Use relative movement inside of SetPos

See merge request OpenMW/openmw!649
4 years ago
fredzio cb39f8fb01 Use moveObjectBy in SetPos 4 years ago
fredzio 03b86c232b Apply the position offset even if the simulation is not performed
because we're too fast.
4 years ago
psi29a 311b497491 Merge branch 'bullet-heightfield-floats' into 'master'
Avoid heightfield conversion in newer Bullet

See merge request OpenMW/openmw!647
4 years ago
psi29a cc6f08930b Merge branch 'alpha-meddling' into 'master'
Replace deprecated alpha test in shader visitor

Closes #4899

See merge request OpenMW/openmw!473
4 years ago
AnyOldName3 0431ba4c87 Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling 4 years ago
AnyOldName3 f09b0fc1bd Put groundcover alphafunc where shader visitor can see it
I'd already made this change so don't know why it disappeared instead of
being included in b8ee32e3
4 years ago
Gleb Mazovetskiy 351d11449b Avoid heightfield conversion in newer Bullet
Takes advantage of the direct `float` support implemented in
https://github.com/bulletphysics/bullet3/pull/3293
4 years ago
Andrei Kortunov 39b7260ab4 Fix a crash during new game 4 years ago
AnyOldName3 64ddb4c1b0 Fix linking on MacOS 4 years ago
psi29a 9f47190411 Merge branch 'now-it-blends' into 'master'
Convert blending factors properly for the character preview

See merge request OpenMW/openmw!644
4 years ago
AnyOldName3 cb2cbb4181 Convert blending factors properly for the character preview 4 years ago
Chris Djali 9bfe941d4b
Merge pull request #3050 from akortunov/master
Double-buffer shader water stateset
4 years ago
Andrei Kortunov 38679013fe Give meaningful name to the mEffectFade 4 years ago
Gleb Mazovetskiy 1db7d2ec4e Restore compatibility with FFMpeg < 57.80.100
This should fix macOS Travis build broken by 58d33aa95b
4 years ago
AnyOldName3 deb184cdce Merge branch 'fix-build' into 'master'
Fix linking with `-DOPENMW_USE_SYSTEM_OSG=ON -DOSG_STATIC=ON`

See merge request OpenMW/openmw!640
4 years ago
psi29a 611a63acc6 Merge branch 'threesacharm' into 'master'
Attempt to fix restocking items in old saves

Closes #5823

See merge request OpenMW/openmw!580
4 years ago
psi29a 194875dec1 Merge branch 'fix-video-arm' into 'master'
osg-ffmpeg-videoplayer: Fix crash on ARM

Closes #5807

See merge request OpenMW/openmw!564
4 years ago
Andrei Kortunov d805886de7 Double-buffer shader water stateset (bug #5026) 4 years ago
Gleb Mazovetskiy 58d33aa95b AV: Fix all memory leaks
The most substantial memory leak came from `PacketQueue::get`
not unreferencing its argument packet.

Other leaks came from using `av_free` instead of type-specific free
functions.

Also modifies `PacketQueue::put` for readability.
4 years ago
Chris Djali 213525c372
Merge pull request #3049 from akortunov/master
Use correct mCursorActive flag initial value
4 years ago
Alexei Dobrohotov e9aa161ffc Merge branch 'reallyskipphysics' into 'master'
Close race that breaks scripted teleporting (#5873)

See merge request OpenMW/openmw!639
4 years ago
Andrei Kortunov 482f04c836 Use correct mCursorActive flag initial value 4 years ago
Gleb Mazovetskiy 455be9dbbb Fix linking with `-DOPENMW_USE_SYSTEM_OSG=ON -DOSG_STATIC=ON`
1. CMake's built-in OSG finder does not use pkgconfig, so we have to
   manually ensure the order is correct for inter-library dependencies.

   https://gitlab.kitware.com/cmake/cmake/-/issues/21701

2. OSG plugin pkgconfig files are missing dependencies on the underlying
   libraries (e.g. freetype, png, jpeg), so we have to link them manually.

   https://github.com/openscenegraph/OpenSceneGraph/issues/1052
4 years ago
fredzio 31d8ce266b Close a race between main and physics threads when actor is positioned by scripts.
When a position is forced, the actor position in physics subsystem is
overriden. The background physics thread is not made aware of this,
its result are simply discarded.

There is a short window where this doesn't work (in this
example, actor is at A and script moves it to B)
1) actor position is set to B. (among others, Actor::mPosition is set to B)
2) physics thread reset Actor::mPosition with stale value (around A)
3) main thread read simulation result, reset Actor::mSkipSimulation flag => actor is at B
4) physics thread fetch latest Actor::mPosition value, which is around A
5) main thread read simulation result, actor is around A

To avoid this situation, do not perform 2) until after 3) occurs. This
way, at 4) starts the simulation with up-to-date Actor::mPosition
4 years ago
Alexei Dobrohotov 2bfee281fd Merge branch 'restore_caster' into 'master'
Restore projectile caster from savegame (#5860)

See merge request OpenMW/openmw!616

(cherry picked from commit d595c7adb0fb45eafed6d3d0403ad640a91411ed)

c5426bec In the savegame, projectile caster is identified by its actor id. When
4 years ago
Evil Eye c9d3da498a Merge branch 'pursue' into 'master'
AIPursue: Pursue the player until LOS is established (#5869)

Closes #5869

See merge request OpenMW/openmw!634
4 years ago
Evil Eye 8ae4ee291f Attempt to fix restocking items in old saves 4 years ago
Dobrohotov Alexei fc329050b3 AIPursue: Pursue the player until LOS is established (#5869) 4 years ago
Alexei Dobrohotov 5e91af230d Reset effect icon transparency when they're hidden (#5877) 4 years ago
Gleb Mazovetskiy 4495b67d77 MyGUI HEAD compatibility
Makes OpenMW compatible with the current MyGUI HEAD at:
f93d4fb614

Refs #5806
4 years ago
Evil Eye e2fc5d87b3 Merge branch 'elemental_shields' into 'master'
Don't let elemental shields harm the player in god mode

Closes #5875

See merge request OpenMW/openmw!631
4 years ago
Alexei Dobrohotov 023bc80f55 Don't let elemental shields harm the player in god mode 4 years ago
psi29a eb11e1fcdb Merge branch 'build-accelerator' into 'master'
heightfield: Only `buildAccelerator` on Bullet 2.89+

Closes #5874

See merge request OpenMW/openmw!630
4 years ago
Gleb Mazovetskiy 1fb442e701 heightfield: Only `buildAccelerator` on Bullet 2.89+
Fixes #5874
4 years ago
elsid fac5759748
Set bounding min and max height for btHeightfieldTerrainShape
They must be set for proper AABB based filtering. Use
+-max(abs(min), abs(max)) to make sure bullet does not shift coordinates by z.
4 years ago
elsid fdca76ce86
Remove unused includes 4 years ago
psi29a 28be5a259b Merge branch 'russian_console' into 'master'
Don't assume unmapped keycodes outside the extended ASCII range are unprintable

Closes #5871

See merge request OpenMW/openmw!622
4 years ago
psi29a 937549c99e Merge branch 'fix_still_actors' into 'master'
Make actor flee from a combat when cannot reach a target (#5851)

See merge request OpenMW/openmw!601
4 years ago
psi29a 20e6db917b Merge branch 'fix-osg-static' into 'master'
CMake: Fix support for OSG static lib paths

See merge request OpenMW/openmw!624
4 years ago
AnyOldName3 f5a87ee46d Refactor out duplicated RTT setup code 4 years ago
Gleb Mazovetskiy 21a70b7d2b heighfield: buildAccellerator()
This enables accelleration of heightfield collisions.

Unfortunately, `btHeightfieldTerrainShape::processAllTriangle` does not
yet use the accellerator data, so this change does not improve
performance yet but might do so in future bullet versions.

References:

* Accellerator introduced in:
  https://github.com/bulletphysics/bullet3/pull/2062

* Feature request to use the accellerator in `processAllTriangle`:
  https://github.com/bulletphysics/bullet3/issues/3276
4 years ago
Gleb Mazovetskiy 13c5b1b0c5 CMake: Fix support for OSG static lib paths
`$<TARGET_FILE:...>` fails if the argument is already a path (instead of
a library name). This happens when a static library is found via
`osg_find_library`.

If the argument contains `/` or `.`, do not use `$<TARGET_FILE:...>`
4 years ago
Alexei Dobrohotov a292a31cb3 Merge branch 'you_and_i_code' into 'master'
Fix Ctrl U/W behaviour to work with unicode text

See merge request OpenMW/openmw!621
4 years ago
Evil Eye 6e0f070cd1 Don't assume unmapped keycodes outside the extended ASCII range are unprintable 4 years ago
Evil Eye a616af822e Fix Ctrl U/W behaviour to work with unicode text 4 years ago
AnyOldName3 4ed67d8597 Improve A2C setting name 4 years ago
AnyOldName3 c7ee5d21dc Make the dummy texture for the character preview even more shadow-friendly 4 years ago
AnyOldName3 2b144ff3dd Merge branch 'fix_frame_rate_limit' into 'master'
Fix frame rate limit (#5686)

See merge request OpenMW/openmw!603
4 years ago
AnyOldName3 9be258d260 Make it possible to reinstate FFP state easily 4 years ago
psi29a 5c0214142b Merge branch 'static-build' into 'master'
Optional local source builds of OSG, MyGUI, Bullet

See merge request OpenMW/openmw!547
4 years ago
psi29a bcbe144a1d Merge branch 'weatheralpha' into 'master'
Fix weather particle fading

Closes #5455

See merge request OpenMW/openmw!506
4 years ago
psi29a 87d80b3d0a Merge branch 'loading_screen_race_condition' into 'master'
Fix a race condition in loading screen.

See merge request OpenMW/openmw!568
4 years ago
psi29a 59e09cba5b Merge branch 'boltsize' into 'master'
Use projectile mesh size (#5829)

See merge request OpenMW/openmw!587
4 years ago
elsid 561628087c Merge branch 'profiler_fix' into 'master'
Fix profiler glitches (#5850)

See merge request OpenMW/openmw!605
4 years ago
AnyOldName3 4f510d85ba Merge remote-tracking branch 'upstream/master' into alpha-meddling 4 years ago
AnyOldName3 6291b9304b Log when icon is missing and fallback is used 4 years ago
uramer e7afbc74d8 Wizard: Only allow to select Morrowind.esm master files, display an error if Morrowind.bsa is missing 4 years ago
elsid 8dba61f7ae
Use navmesh raycast to find reachable position around target 4 years ago
elsid becccf3b5e
Make actor flee from a combat when cannot reach a target 4 years ago
fredzio 9d90e250cf Physics is not running while paused, so zero the stats for the async
thread instead of keeping whatever value was before the pause.
4 years ago
elsid 8ab5fd9b40
Fix frame rate limit
Measure time at the computation end but before sleep. This allows to adjust
sleep interval for the next frame in case sleep is not precise due to syscall
overhead or too low timer resolution.

Remove old frame limiting mechanism.
4 years ago
Evil Eye 2e73d2c145 Fallback to default cell name for door destination 4 years ago
psi29a c33b2e0100 Merge branch 'dehardcodebaseanim' into 'master'
Dehardcode Base_animation and improve Collada support

See merge request OpenMW/openmw!510
4 years ago
Sergey Fukanchik f3271cb66b Add unit test for swapEndiannessInplace(). Part of Bug #5837 4 years ago
AnyOldName3 da6223fc4b Use default icon.tga when inventory icon is missing 4 years ago
psi29a 7a9eb34403 Merge branch 'master' into 'freeunrealestate'
# Conflicts:
#   CHANGELOG.md
4 years ago
psi29a 31f41836a1 Merge branch 'no_stuck_in_proj' into 'master'
Don't let projectiles push actors out of the world (#5802)

See merge request OpenMW/openmw!595
4 years ago
fredzio b78820de55 Ignore projectiles inside of MovementSolver::unstuck. It is normal for actors to be inside of a
projectile collision shape.
A side effect of moving actors outside of projectile collision shape is that if both the actor and the projectile are
near a wall, the actor could get moved outside of the world.
4 years ago
Evil Eye af0f94f03e Play damage sound when hurt by elemental shields 4 years ago
Evil Eye f1caeea444 Don't return negative values from GetMagicka 4 years ago
Evil Eye e4cd89643f Merge branch 'master' of gitlab.com:OpenMW/openmw into freeunrealestate 4 years ago
Evil Eye 6aa75c287a Don't check magicka when casting free spells 4 years ago
psi29a e6607486f5 Merge branch 'jfmherokiller-master-patch-23743' into 'master'
Fix the regression involving Cure

See merge request OpenMW/openmw!582
4 years ago
psi29a f63af685c0 Merge branch 'bemorenegative' into 'master'
Allow negative values for ai stats

Closes #5835

See merge request OpenMW/openmw!586
4 years ago
fredzio 6e969ca3fa Use mesh collision box instead of node bounding sphere for projectile
size. The bounding sphere is much bigger than the mesh.
4 years ago