Commit Graph

28322 Commits (f85f1e1b17ef0afdafa29593d798806de4796b20)
 

Author SHA1 Message Date
David Cernat f85f1e1b17 [General] Change version to 0.8.0
Change repo name from openmw-tes3mp to TES3MP.
3 years ago
David Cernat dbae0bddc2 [Client] Only play sounds from active cells when receiving ObjectSound 3 years ago
David Cernat 48de84ec32 [Client] Send ObjectSound packets with spellcasting sounds 3 years ago
David Cernat 538ccf15cf [Client] Use higher interpolation distance for DedicatedPlayers
This makes up for the laggier-looking jumps since the changes to OpenMW's physics system.
3 years ago
David Cernat 20e37204d0 [Client] Ensure physics actor is valid in World::setOnGround()
Do the same in World::setInertialForce()
3 years ago
David Cernat e010c61167 Add OpenMW 0.47 commits up to 10 Oct 2021 3 years ago
David Cernat efc0b88058 [Client] Don't reload Ptr for DedicatedActor after adding active spells
This prevents non-continuous spell GFX from immediately vanishing.
3 years ago
David Cernat 3e582199fb [Client] Add createSpellGfx() method to MechanicsHelper
Use it to create spell GFX when adding active spells to dedicated players and actors.
3 years ago
David Cernat eb005a5c33 [Client] Stop processing CastSpell::inflict() in more appropriate place
This preserves the functionality of Reflect effects, which relies on inflict() getting far enough for a dedicated player or actor, without also processing parts of inflict() that should be skipped for them.
3 years ago
David Cernat 7f017217c7 [Client] Fix position sync for falling actors 3 years ago
David Cernat fb49b62753 [Client] Fix crash when receiving ActiveSpells for uninitialized players 3 years ago
David Cernat 63c956e1d2 [Client] Fix active spell sync using actor IDs tracked in ActiveSpells 3 years ago
David Cernat e6a1f0889f [Client] Add isStackingSpell() method to MechanicsHelper 3 years ago
David Cernat f03a87df3c [Client] Remove previous placeholders for tracking ActiveSpells actors 3 years ago
David Cernat c027862609 [Client] Track actor IDs in ActiveSpells 3 years ago
psi29a bac679d5f5 Merge branch 'absorb47' into 'openmw-47'
Absorb spells per effect

See merge request OpenMW/openmw!1274
3 years ago
David Cernat 3e81371e53 [General] Fix jump synchronization for players
This had been broken by fr3dz10's physics rewrites from the earlier part of the year that made it so dedicated players were always regarded by the movement solver as being on the ground.
3 years ago
Evil Eye f902efbfcc Absorb spells per effect 3 years ago
David Cernat b67af8d99c [General] Use different fatal error message than OpenMW 3 years ago
Andrei Kortunov b9dc05a158 Add missing changelog entries for 0.47 (#3145)
(cherry picked from commit 61168c3583870cc0fc6c8d91a9839e3b9489c086)
3 years ago
David Cernat 7193d1dca5 [Server] Add stackingState arg to script functions adding active spells 3 years ago
psi29a b81df8af9c Merge branch 'cursorspeedmerge' into 'master'
Updated: Change cursor speed with settings.cfg (#6312)

Closes #6312

See merge request OpenMW/openmw!1255

(cherry picked from commit 1d342f80ed1af25d3cf1f70759be7fba1c9237b2)

b5af1928 gamepad cursor speed fix
3 years ago
David Cernat 06451c13d5 [Client] Update 3rd person model of local player when setting character 3 years ago
David Cernat 1ba36076f3 [Client] Update 3rd person model of local player when unequipping
This had apparently been broken by the fact that I had made inventory listeners get run only for actors in active cells in 385ef55848. Strangely, the player Ptr passed to fireEquipmentChangedEvent() when unequipping items has as its cell the player's original spawn cell instead of the current cell, causing the active cell check to return false in most locations for the player.
3 years ago
David Cernat de78b65eb0 [Server] Fix memory issues with script functions used for hashing 3 years ago
psi29a 81748f8e3d Merge branch 'vanilla_projectile_47' into 'openmw-47'
#6233 / !1188 for 0.47 (Vanilla arrow behaviour)

See merge request OpenMW/openmw!1238
3 years ago
fredzio 32108adc31 Change projectile behaviour to be like in vanilla wrt. water plane:
- enchanted arrow explode upon hit the water plane
- non enchanted arrow disappear (or more accurately, they hit nothingness)
- enchanted arrow shot underwater explode immediately
- non enchanted arrow disappear immediately

Also, solve a bug that occured previously and could theoritically still happens where we use the last tested collision position for instead of the last registered hit:
Use the hit position as saved inside Projectile::hit() instead of the last position saved inside the callback.
If a projectile collides with several objects (bottom of the sea and water surface for instance), the last collision tested won't necessarily be the impact position as we have no control over the order in which the tests are performed.
3 years ago
David Cernat a01c874613 Add OpenMW 0.47 commits up to 23 Sep 2021 3 years ago
psi29a f0a77a48df Merge branch 'check_pathgrid' into 'master'
Make sure PathFinder::getClosestPoint is not called with failing precondition (#6294)

Closes #6294

See merge request OpenMW/openmw!1236

(cherry picked from commit baa33799de3cb27d9d3805e164b9d7ccea6a3e4d)

d36595e0 Make sure PathFinder::getClosestPoint is not called with failing precondition
3 years ago
elsid 56869ec296 Merge branch 'fix_6296' into 'master'
Ignore time to destination when giving way (#6296)

See merge request OpenMW/openmw!1234

(cherry picked from commit 14516b9fd603bf603ca2ae366bc0884106fd368c)

5893b884 Ignore time to destination when giving way (#6296)
3 years ago
David Cernat c81f8c9b0e [Documentation] Update credits 3 years ago
David Cernat 6e95604627 [Client] Remove credits check on Windows client 3 years ago
David Cernat 7393e3def6 [General] Add and use getShortDescription() for ESM::Cell
ESM::Cell's getDescription() method was modified by aa5161f99e despite being used heavily by TES3MP. All instances of it in the TES3MP code have now been changed into the newly added getShortDescription() that is identical to the previous getDescription().
3 years ago
psi29a ad703d7470 Merge branch 'fix_pathgrid_path' into 'master'
Use pathgrid path when destination is closer to different graph component node

See merge request OpenMW/openmw!1155

(cherry picked from commit 4bf22f3ca0e5e5776c09cb8d5ad9793986373975)

9112c65a Use pathgrid path when destination is closer to different graph component node
3 years ago
David Cernat 2f98f31af2 [General] Use model variable already included in PlayerBaseInfo packets
The variable has been included since TES3MP's earliest proof of concept, but never used for anything. It is now possible to get and set it, due to semi-popular demand.
3 years ago
David Cernat a59a37dd66 [Server] Add script functions that get casters of actors' active spells 3 years ago
psi29a ec4e3b04a7 Merge branch 'terrainselectioncrashfix' into 'openmw-47'
Fix terrain selection crash

See merge request OpenMW/openmw!1165
3 years ago
unelsson 08f7c73e02 Fix text 3 years ago
unelsson 4b14818035 Restucture code 3 years ago
unelsson cb42b5287d Remove friend, make getEditMode public to allow editmode testing. 3 years ago
unelsson d62ddc002e Use QPointer to detect object existence, less verbose debug messages 3 years ago
unelsson b84e41bd27 Avoid storing ref, dynamic cast worldspacewidget for safety 3 years ago
David Cernat 61a61d627e [Server] Add GetActorSpellsActiveStackingState() script function 3 years ago
David Cernat bf17bfe1d9 [Server] Add script functions that get casters of players' active spells 3 years ago
David Cernat 26033ff7e7 Add OpenMW 0.47 commits up to 4 Aug 2021 3 years ago
psi29a af3b9187b4 Merge branch 'navmesh_reduce_lock_wait_openmw-47' into 'openmw-47'
Reduce waiting duration on locks when updating navmesh object in the main thread (#6193) (for 0.47)

See merge request OpenMW/openmw!1089
3 years ago
elsid 82cff1abf8
Create RecastMesh outside critical section
To not lock main thread when it tries to update objects.
3 years ago
elsid 08b026e907
Store copies of ref_ptr for btCollisionShape wrappers in Navigator
To keep btCollisionShape lifetime.
3 years ago
elsid 668788a5a2
Use RecastMeshBuilder once to create RecastMesh
This allows to move all data out of the object instead of copying.
3 years ago
elsid 1a995ae68f
Shrink to fit recast mesh data 3 years ago