Capostrophic
0bbcc0e787
Avoid falling height reset if onGround state didn't change (bug #4411 )
2018-12-23 13:39:35 +03:00
Ilya Zhuravlev
09585b7208
android_main.c: Replace nullptr back to NULL since there are no nullptr in C
2018-12-22 22:21:26 -05:00
Bret Curtis
6d7aacab5e
Merge pull request #2053 from akortunov/animatedContainers
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Native animated containers support
2018-12-17 10:00:07 +01:00
Bret Curtis
d2c88f0983
Merge pull request #2071 from Capostrophic/sneaking
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Don't interrupt sneak and swim idles in attack ready state in first person view (bug #4750 )
2018-12-17 09:34:27 +01:00
Andrei Kortunov
a53333c3d5
Native animated containers support (feature #4730 )
2018-12-13 23:11:16 +04:00
terrabyte25
c31fa3074e
Sanity check for text input in toggleWalking
2018-12-12 14:40:15 -06:00
Capostrophic
6083e5ed4b
Don't interrupt sneak and swim idles in first person view (bug #4750 )
2018-12-10 00:05:06 +03:00
Marc Zinnschlag
d791dcfbf3
Merged pull request #2051
2018-12-06 13:10:48 +01:00
Capostrophic
7b33838b33
Don't consider non-solid actors truly levitating (bug #4746 )
2018-12-05 23:37:32 +03:00
Capostrophic
5c8c079718
Fix incorrect event argument which messed with hidden light pointers
2018-12-04 17:07:03 +03:00
Bret Curtis
807cab568e
Merge pull request #2050 from Capostrophic/markers
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[Regression] Revert unnecessary case changes for fallback records
2018-12-02 11:16:20 +01:00
Bret Curtis
b1ca6c6e95
Merge pull request #2045 from akortunov/animfix
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[Testing needed] Fix regressions in the animation system
2018-12-02 11:14:44 +01:00
Capostrophic
7b5932a49d
Add Invert X Axis option (feature #3610 )
2018-12-01 19:08:02 +03:00
Capostrophic
c59513c30c
Revert unnecessary case changes for fallback records
2018-12-01 17:12:27 +03:00
Andrei Kortunov
880ec3ce7b
Fix visible sheaths for invisible actors
2018-11-24 14:57:41 +04:00
Andrei Kortunov
671f2811d5
Fix regressions in the animation system (bug #4729 )
2018-11-23 20:22:37 +04:00
Andrei Kortunov
e8b3ae8706
Improve ResetActors command (bug #4723 )
2018-11-20 21:53:27 +04:00
Andrei Kortunov
7438e20ee1
Fix shield displaying on inventory avatar (bug #4720 )
2018-11-17 22:42:29 +04:00
Bret Curtis
a21792657a
Merge pull request #2034 from akortunov/guifixes
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Improve GUI cleanup
2018-11-15 07:31:57 +01:00
Bret Curtis
419e7ea5a2
Merge pull request #2035 from akortunov/coverity
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Fix many Coverity Scan warnings
2018-11-14 09:44:30 +01:00
Bret Curtis
8a66dec865
Merge pull request #2031 from akortunov/warnfix
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Fix some Clang 7 warnings
2018-11-14 09:43:39 +01:00
Andrei Kortunov
4ee15ddcb9
Fix many Coverity Scan warnings
2018-11-14 11:21:49 +04:00
Andrei Kortunov
5e071e3eb0
Add a missing check if mPtr is empty (bug #4715 )
2018-11-13 10:32:23 +04:00
Andrei Kortunov
71f1a53090
Improve tooltips cleanup (bug #4714 )
2018-11-13 10:00:12 +04:00
Bret Curtis
0f29a73fc9
Merge pull request #2025 from Capostrophic/actorloops
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Use C++11 for close actor-iterating loops and avoid some redundant operations
2018-11-12 10:43:49 +01:00
Andrei Kortunov
d2613e35a2
Fix some Clang 7 warnings
2018-11-09 19:42:59 +04:00
AnyOldName3
02a8c6a7ce
Merge branch 'master' into pr/fix-hidpi-resolution
2018-11-08 23:05:07 +00:00
Bret Curtis
228f6b572f
Merge branch 'master' into prisonmarker
2018-11-08 21:11:24 +01:00
Bret Curtis
f6243fae83
Merge pull request #1615 from akortunov/holstered_weapons
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Weapon sheathing
2018-11-08 20:44:20 +01:00
Capostrophic
6d48d9329e
Avoid making string copies instead of references
2018-11-08 17:03:29 +03:00
Stanislaw Halik
8fd71fe4ad
fix rain delay when exiting water
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When the particle system updates its internal state noting that it's
been culled, it stops emitting any further particles. Prevent it from
having that knowledge.
v2: Fix off-by-one-frame error following review by @AnyOldName3
2018-11-07 20:55:45 +00:00
Capostrophic
4cb4f82431
Don't use bitwise AND
2018-11-07 19:44:17 +03:00
Capostrophic
39f8637e95
Simplify some actor loops and avoid some redundant calculations
2018-11-06 17:56:53 +03:00
Capostrophic
4efe1bc892
Add prison marker record fallback definition (bug #4701 )
2018-11-05 19:37:46 +03:00
Stanislaw Halik
5e3e01cac0
fix resolution on HiDPI displays under Windows
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The same Windows functionality as scaling user interface elements,
confuses fullscreen games unless they set a particular of metadata to
indicate that they perform the scaling by themselves.
What happened was treating 2160p as 1440p despite the former being
chosen. The same occured with other game title prior to introducing the
metadata bits.
Fortunately with CMake there's no need to invoke the mt.exe "manifest
tool" manually.
Note that the setting of "per-monitor DPI aware" still leaves openmw
confused, hence the choice of global-DPI-aware.
2018-11-05 16:16:09 +00:00
Andrei Kortunov
92e45507d8
Weapon sheathing support, including quivers and scabbards (feature #4673 )
2018-11-05 11:18:20 +04:00
Bret Curtis
c114e1278e
Merge pull request #1978 from akortunov/ffmpeg3
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Migrate to FFMPEG3
2018-11-05 07:52:43 +01:00
elsid
db5638bf6d
Add global recast allocator to allocate temp buffers on stack
2018-11-04 18:11:15 +03:00
Andrei Kortunov
f88d5e808c
Rewrite media decoder to use FFMpeg 3.2+ API (task #4686 )
2018-11-03 22:34:25 +04:00
Andrei Kortunov
829faf7b2c
Improve toggleactorspaths console command
2018-11-03 10:42:14 +04:00
AnyOldName3
3c25e7b93d
Merge pull request #2010 from AnyOldName3/windows-debug-build-fix
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Include missing Windows header before calling Windows-specific functions and switch CMake compile definitions to the new style.
2018-11-02 23:57:44 +00:00
AnyOldName3
e2ddb39591
Remove incorrect comment
2018-11-02 17:30:54 +00:00
Capostrophic
1de9674c81
AI package cleanup
2018-11-02 14:58:30 +03:00
Bret Curtis
5f5773f7df
Merge pull request #2009 from elsid/pathfinder_update_tolerance
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Use default tolerance to drop last point from path
2018-11-02 00:21:08 +01:00
elsid
c52db75545
Use default tolerance to drop last point from path
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Fixes AiEscort. Before actor tried to reach target with 0 tolerance.
Back to logic like it was before 4fe764c3a5
and bbd82a743
commits.
2018-11-02 01:12:41 +03:00
Capostrophic
a4eff1c871
Fix isWithinMaxRange function
2018-11-02 00:22:37 +03:00
elsid
792a0585c0
Add recastnavigation as subdirectory
2018-11-01 17:01:22 +01:00
Andrei Kortunov
f1eb702851
Mark virtual methods in the mechanicsmanagerimp.hpp as overrides
2018-10-31 10:09:32 +04:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
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Use recastnavigation for pathfinding (#2229 )
2018-10-30 20:44:13 +01:00
Bret Curtis
e65f254f7f
Merge pull request #1999 from akortunov/resurrect
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[Regression] Make sure we reset current weapon animation when resurrect actor
2018-10-29 20:43:54 +01:00
Andrei Kortunov
f98fc8d7b4
Make sure we reset current weapon animation when resurrect actor (addition to bug #2626 )
2018-10-29 22:47:04 +04:00
Bret Curtis
6f8a15afb0
Merge pull request #1996 from Capostrophic/cleanup
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Clean up redundant getClass() calls in classes
2018-10-28 19:39:39 +01:00
Capostrophic
77b0ff7a75
Use real thrown weapon damage in tooltips and weapon rating (feature #4697 )
2018-10-28 19:46:46 +03:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Capostrophic
4b1d287eda
Clean up redundant getClass calls in classes
2018-10-28 17:03:38 +03:00
Bret Curtis
e7892361f6
Merge pull request #1994 from akortunov/actor_culling
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Minor tweaks for actors processing range setting
2018-10-28 14:44:12 +01:00
Bret Curtis
3cd59d4a89
Merge pull request #1993 from akortunov/loadingbar
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Center progress bar when there are active messageboxes
2018-10-28 14:43:33 +01:00
elsid
abc51a8a17
Add settings option to set max number of polygons per navmesh tile
2018-10-28 15:36:47 +03:00
Andrei Kortunov
06d226a1b7
Minor tweaks for actors processing range setting
2018-10-28 15:08:24 +04:00
Andrei Kortunov
6e05853478
Center progress bar when there are active messageboxes (bug #4691 )
2018-10-28 14:40:48 +04:00
Marc Zinnschlag
9dd0d641bc
Merged pull request #1931
2018-10-28 11:02:33 +01:00
Bret Curtis
9f4892ce92
Merge pull request #1990 from Capostrophic/absorption
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Avoid making expensive visitEffectSources calls if no spell absorption effect is active
2018-10-27 17:45:48 +02:00
Capostrophic
abdf40e0d5
Avoid making expensive visitEffectSources calls if no spell absorption effect is active
2018-10-27 16:38:04 +03:00
Capostrophic
b6f23cd366
Make constants usage more obvious
2018-10-27 13:27:25 +03:00
Capostrophic
4873d33642
Adjust magic light source linear attenuation (bug #3890 )
2018-10-27 01:27:05 +03:00
Marc Zinnschlag
3ead33814f
Merge remote-tracking branch 'upstream/master'
2018-10-26 13:02:06 +02:00
Capostrophic
19ce1abcdf
Fix selected weapon HUD durability percentage
2018-10-26 12:53:15 +03:00
Andrei Kortunov
bf9e8c4556
Make spell absorption multiplicative (bug #4684 )
2018-10-26 12:36:58 +04:00
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
Bret Curtis
0fad2449f3
Merge pull request #1982 from Capostrophic/condition
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Avoid item condition and charge zero divisions
2018-10-25 17:22:02 +02:00
Capostrophic
c3e8d536cd
Implement getNormalizedEnchantmentCharge() method and use it
2018-10-25 16:16:07 +03:00
Capostrophic
54bd7b2dcf
Implement getItemNormalizedHealth() method and use it
2018-10-25 15:45:31 +03:00
Marc Zinnschlag
2c8bbde7ef
Merged pull request #1979
2018-10-25 11:16:26 +02:00
Marc Zinnschlag
4d88d6dd58
Merged pull request #1980
2018-10-25 11:06:22 +02:00
Bret Curtis
375354ab6b
Merge pull request #1974 from akortunov/coverity
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Fix some issues found by Coverity Scan
2018-10-25 09:42:51 +02:00
Capostrophic
67de61e1fb
Avoid item condition and charge zero divisions
2018-10-24 19:06:55 +03:00
Capostrophic
4ce35c6ad5
Fix fixme behavior in interiors
2018-10-24 01:43:38 +03:00
Andrei Kortunov
61e6e359c4
Allow creatures to use the autogenerated collision box (feature #2787 )
2018-10-22 15:48:23 +04:00
Capostrophic
9809eef18e
Utilize the default soundgen entries when necessary (bug #4689 )
2018-10-21 11:32:23 +03:00
Andrei Kortunov
46bf45a6e2
Remove redundant code
2018-10-19 16:16:18 +04:00
Bret Curtis
6c4116cc8b
Merge pull request #1972 from akortunov/equipfix
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Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack
2018-10-18 16:43:05 +02:00
Andrei Kortunov
8fa0ffcfe4
Catch exceptions inside the loadVoice() (bug #4685 )
2018-10-18 15:02:23 +04:00
Andrei Kortunov
d7d9050d4a
Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646 )
2018-10-18 11:42:03 +04:00
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
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Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
Andrei Kortunov
13bd81f896
Try to use collisions from basic actor model if an animated one has no collisions (feature #4682 )
2018-10-16 22:28:19 +04:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
Bret Curtis
8cb407cfdf
Merge pull request #1969 from Capostrophic/soundgen
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Support soundgen calls for activators (feature #4285 )
2018-10-15 14:43:11 +02:00
Capostrophic
bf3f82b9d4
Cleanup
2018-10-14 21:28:43 +03:00
Capostrophic
6ef7be3fd3
Re-enable using soundgen land for creatures
2018-10-14 20:18:17 +03:00
Capostrophic
19fd404b7b
Support soundgen calls for activators (feature #4285 )
2018-10-14 15:36:07 +03:00
Andrei Kortunov
ca07e3a364
Check for obstacle before back up (bug #4656 )
2018-10-14 12:22:43 +04:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
1a27489904
Add special type for object id
2018-10-13 22:16:35 +03:00
elsid
7c80bb9411
Support multiple threads for async nav mesh updater
2018-10-13 22:16:34 +03:00
elsid
7c5bedc35a
Reset shorcutting if actor can't move by z-axis on reaction time
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If actor was shortcutting because it was swimming, then when it started
walking it still be shortcutting, but there will be no new path, because
shortcut path builds only for actor able moving by z-axis and pathfinder
path only for not shortcutting actor.
2018-10-13 22:16:34 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function
2018-10-13 22:16:34 +03:00
elsid
bbd82a743a
Use different tolerance for path point and destination
2018-10-13 22:16:34 +03:00
elsid
ab090108cb
Assign world to local variable once per function
2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f
2018-10-13 22:16:34 +03:00