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1153 commits

Author SHA1 Message Date
Frederic Chardon
ecd10a731e Compute the rotation normal relative to the door axe, not the world. 2020-11-02 14:12:42 +01:00
fredzio
18e38d8810 Do not block a door when it turns away. 2020-11-01 23:01:18 +01:00
psi29a
09373a757d Merge branch 'radioactive' into 'master'
Container base record mutations

See merge request OpenMW/openmw!353

(cherry picked from commit 8b33765dd414680f0074b3e115b52b291b4cb7cb)

275908a0 mutate container base records
16fca11d add changelog entry
2020-10-20 16:56:22 +00:00
Alexei Dobrohotov
f90e403bc1 Avoid summon spawn if actor isn't in a cell (bug #5644) 2020-10-18 01:42:32 +03:00
Andrei Kortunov
8ca3c3b123 Mark overrided methods by override keyword 2020-10-16 22:18:54 +04:00
fredzio
3c2504b442 Process movement queue in one or several background threads
Before movement calculation, the main thread prepare a
vector of ActorFrameData, which contains all data necessary to perform
the simulation, and feed it to the solver. At the same time it fetches
the result from the previous background simulation, which in turn is
used by the game mechanics.
Other functions of the physics system (weapon hit for instance)
interrupt the background simulation, with some exceptions described
below.

The number of threads is controlled by the numeric setting

[Physics]
async num threads

In case 'async num threads' > 1 and Bullet doesn't support multiple threads,
1 async thread will be used. 0 means synchronous solver.
Additional settings (will be silently switched off if async num threads = 0)

[Physics]
defer aabb update

Update AABBs of actors and objects in the background thread(s). It is not an especially
costly operation, but it needs exclusive access to the collision world, which blocks
other operations. Since AABB needs to be updated for collision detection, one can queue
them to defer update before start of the movement solver. Extensive tests on as much
as one installation (mine) show no drawback having that switched on.

[Physics]
lineofsight keep inactive cache

Control for how long (how many frames) the line of sight (LOS) request will be kept updated.
When a request for LOS is made for the first time, the background threads are stopped to
service it. From now on, the LOS will be refreshed preemptively as part of the background
routine until it is not required for lineofsight keep inactive cache frames. This mean
that subsequent request will not interrupt the background computation.
2020-10-15 06:41:35 +02:00
fredzio
d76cc5d0a9 Make the Object class manage its collision object and position. 2020-10-15 06:41:16 +02:00
fredzio
82da2045a9 Non functionnal changes in preparation for async physics feature 2020-10-15 06:41:03 +02:00
Alexei Dobrohotov
39678c74bf Add many more godmode checks to harmful magic (bug #5633) 2020-10-09 20:36:51 +03:00
Andrei Kortunov
924f634bda Support for multiple summons with same ID in the single spell 2020-08-28 21:14:54 +04:00
elsid
80e23536cb Merge branch 'camera_refactoring' into 'master'
Camera refactoring

See merge request OpenMW/openmw!271
2020-08-22 22:15:18 +00:00
Andrei Kortunov
7f342374fc Fix crash when using 'showscenegraph 1' console command 2020-08-12 11:16:10 +04:00
Petr Mikheev
0de6650add Add RayCastingInterface 2020-08-06 22:03:33 +02:00
Petr Mikheev
e9b2e9b474 Remove camera stuff from RenderingManager 2020-08-06 00:43:33 +02:00
Petr Mikheev
694e0b5906 Refactoring. Simplification of camera interface. 2020-08-06 00:43:33 +02:00
Petr Mikheev
ed3426cf2f Move third person camera collision check from World::updatePlayer() to Camera::updatePosition() 2020-08-06 00:43:33 +02:00
Perry Hugh
4bf24a955e Restore Gamepad Zooming 2020-08-04 06:04:59 +00:00
Petr Mikheev
2e6aa155a3 New settings 'preview if stand still' and 'deferred preview rotation'. 2020-07-19 18:21:40 +02:00
Petr Mikheev
9f850b6ffc Move deferred rotation logic from renderingmanager.cpp to camera.cpp 2020-07-19 18:21:40 +02:00
Petr Mikheev
4d206d2c67 Improved preview mode 2020-07-17 20:35:52 +02:00
Petr Mikheev
68148f5ec7 1. Skip smooth camera transition after changing cell; 2. Fix 'zoom out when move' for extremely high speed; 2020-07-16 22:21:50 +02:00
Evil Eye
271f7040a6 Fix a regression caused by #2648 (fixes #5513) 2020-07-12 13:25:40 +02:00
Andrei Kortunov
7f936e4cde
Merge pull request #2961 from akortunov/move
Do not use outdated references when moving objects to new cells
2020-07-12 12:11:22 +04:00
Andrei Kortunov
58e3900ea0 Avoid redundant call 2020-07-11 20:11:49 +04:00
Andrei Kortunov
db8f0ad6fd Do not use outdated references when moving objects to new cells (bug #5387) 2020-07-11 17:24:20 +04:00
Bret Curtis
bbba524a6c Resolves #5517 by removing the object being rotated from the paging system. 2020-07-09 22:36:57 +02:00
Andrei Kortunov
27f1a3376c Add a separate stats watcher for GUI 2020-07-01 15:55:44 +04:00
Petr Mikheev
d3bd67d747 Advanced third person camera. 2020-06-22 15:22:34 +02:00
Alexei Dobrohotov
2d23dad2bc
Merge branch 'master' into ai_package_type 2020-06-17 01:47:23 +03:00
bzzt lost a hitlab login
89ec6cfea2 tooltips labels
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
9f0398c021 intersection by refnum tag + enable paging for acti,door,cont
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
340d626589 static moving support
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
b4af2ac672 avoid blocking on pagerebuild
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
17637c6575 pagerebuild on disable
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
ffbed7ee38 loadingscreen
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt
c0f128bcb3 disablesupprort
Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
elsid
82893c30f4
Store package type id as enum except ESM 2020-06-11 21:02:27 +02:00
Andrei Kortunov
81805b7263 Introduce a separate class to control world date and time 2020-06-05 12:07:32 +04:00
Bret Curtis
2eb9d4ad4e
Merge pull request #2878 from Assumeru/mutate-ai
Mutate base records when editing AI settings (#2798)
2020-06-03 15:09:40 +02:00
Andrei Kortunov
c0e62e9529 Refactor list of variables in the WorldManager 2020-06-03 11:21:34 +04:00
Evil Eye
4d7947d27c Mutate base records when editing AI settings (#2798) 2020-06-02 21:59:37 +02:00
elsid
b67e18329e
Store AI packages as unique_ptr 2020-06-01 17:07:08 +02:00
Bret Curtis
9d0855baa5
Merge pull request #2866 from elsid/extend_osg_stats
Extend OSG stats
2020-05-29 23:23:38 +02:00
elsid
69df6098e5
Report frame number, number of actors and objects to stats 2020-05-22 17:39:18 +02:00
Capostrophic
c9c9599ec5 Improve GetDistance and object search warnings (bug #5427)
Allow GetDistance to work with a non-existent object argument or with inventory items that belong to a container store that doesn't exist
2020-05-22 15:50:04 +03:00
unknown
3b4782959e Allow targeting non-unique actors with StartScript (bug #2311) 2020-05-10 14:57:06 +02:00
Capostrophic
8d22e075e6 Separate functions that don't belong to CastSpell class 2020-04-26 22:17:38 +03:00
Capostrophic
5535a7fb44 Move getSummonedCreature() to summoning 2020-04-26 18:58:33 +03:00
Bret Curtis
c359406473 taking anyoldname3 review comments to heart; typo fixes plus rebase 2020-04-22 20:29:50 +02:00
bzzt
1cd4b9ee68 fixes shadows on savegame screenshot 2020-04-22 20:18:29 +02:00