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1775 commits

Author SHA1 Message Date
scrawl
666fbba1e0 Rotations: World::rotateObject takes radians instead of degrees
Cuts down on the amount of redundant degree<->radians conversions in the codebase.
2015-11-12 01:09:39 +01:00
scrawl
6405049add Rotations: move doors via Rotation rather than LocalRotation
Now LocalRotation is unneeded, will remove in next commit.
2015-11-12 00:58:29 +01:00
scrawl
637cd3a628 Adjust the FirstPersonNeckController to follow the camera with a reduced factor (Fixes #1784) 2015-11-10 01:01:41 +01:00
scrawl
3c338b9da9 ObstacleCheck: tweak the stuck detection parameters
The netch_betty wander animation starts up so slowly that the creature thought it was stuck, even though it's not.
2015-11-09 20:35:31 +01:00
scrawl
d233bc483d ObstacleCheck: fix evasion issue
The check if (samePosition... would not work as intended because actors do not move in every frame when the framerate is higher than the physics framerate. In that case the actor would change its evasion direction almost every frame.
2015-11-09 20:35:31 +01:00
scrawl
caa523a959 ObstacleCheck: fix the framerate not being taken into account 2015-11-09 20:35:31 +01:00
scrawl
801dc8eee3 ObstacleCheck: fix weird distance calculation 2015-11-09 20:17:21 +01:00
scrawl
c996702b56 Fix some uninitialised variables found by static analysis 2015-11-04 20:34:50 +01:00
scrawl
46e07e4b19 Head tracking: fall back to target collision box center if the target has no head node 2015-11-03 18:27:15 +01:00
scrawl
b72d5c5190 Don't play idlestorm animation when swimming 2015-11-03 17:48:35 +01:00
scrawl
8459a79a2c Fix AI being able to open locked doors (Fixes #2948) 2015-10-13 19:05:17 +02:00
Marc Zinnschlag
7e7215b3b3 Merge remote-tracking branch 'scrawl/master' 2015-10-07 08:09:27 +02:00
scrawl
7b6fe149f2 getSpellSuccessChance return 0 for used powers (Fixes #2944) 2015-10-05 15:41:43 +02:00
scrawl
77cb438714 Fix potential case smashing issue 2015-10-05 15:41:07 +02:00
artemutin@yandex.ru
ec4fff588d uncomment updateActor call in buildPlayer for magicka recalc 2015-10-05 23:07:13 +10:00
scrawl
387624e158 Add a threshold to AiFollow distance
Idle animations can move the actor around slightly, which sometimes causes AiFollow to constantly toggle between "arrived" and "following" state even when the player isn't moving. Could be observed by summoning a bonelord.
2015-09-26 02:02:50 +02:00
Alexander "Ace" Olofsson
7d4125d97f Fixes for building with unity build 2015-09-24 15:21:42 +02:00
dteviot
60d0ad9283 When stuck, try moving backwards as well as to side. 2015-09-19 16:14:00 +12:00
dteviot
5369d20682 Moved pathfinding logic from AiCombat to Pathfinding. 2015-09-19 15:34:02 +12:00
Marc Zinnschlag
b58a63e14e Merge remote-tracking branch 'scrawl/deathanim' 2015-09-17 14:54:29 +02:00
Marc Zinnschlag
96880b4dfe Merge remote-tracking branch 'scrawl/tabs' 2015-09-17 09:30:31 +02:00
Marc Zinnschlag
c35ce88ee7 Merge remote-tracking branch 'scrawl/aiming' 2015-09-17 09:25:33 +02:00
scrawl
a7f898057b Don't activate the initial death animation when skipAnim is set (Fixes #2513) 2015-09-17 04:38:42 +02:00
scrawl
c4b5a41ac3 Improve combat AI vertical aiming (Fixes #1366, Fixes #1330) 2015-09-17 03:41:15 +02:00
scrawl
a47617c21f Fix tab indentations in apps/ and components/ 2015-09-16 20:45:37 +02:00
scrawl
126960261f Keep playing IdleSneak on the lower body when casting spells / using weapons 2015-09-16 16:14:17 +02:00
scrawl
5692ef1eae Add convenience operator [] to AnimPriority 2015-09-16 15:43:42 +02:00
scrawl
84747fbdd7 Use the actual sneak state to determine visibility of indicator (Fixes #2915) 2015-09-16 15:37:36 +02:00
dteviot
0feae19140 AiCombat use evadeObstacles() from AiPackage. 2015-09-14 19:57:22 +12:00
dteviot
8e2fe1985d Fixed errors pointed out by Zini.
1. Removed "Actor" from name of function  isActorNearInactiveCell().
2. Corrected case of CoordinateConverter member function names.
2015-09-12 14:17:46 +12:00
dteviot
10eabc9d51 actorutil.hpp includes mwworld/ptr.hpp
As pointed out by Scrawl, fixes compiler error if getPlayer() is called before MWWorld::Ptr is defined, because getPlayer() returns a Ptr by value.
2015-09-11 18:43:06 +12:00
dteviot
6f97187bb6 Fix travis warning about no newline at end of file. 2015-09-10 22:26:33 +12:00
dteviot
573a14993a Moved isActorNearInactiveCell() logic to own function.
Also, triggers when actor is near edge of cell, not when less than 1/2 way to edge.
2015-09-10 21:53:31 +12:00
dteviot
e9c796166a Added MWMechanics::isPlayerInCombat() 2015-09-10 18:48:34 +12:00
dteviot
96e3933ee9 Fixed bug in smoothTurn()
Now correctly handles changing direction from 178 to -178 degrees.
2015-09-06 17:39:48 +12:00
dteviot
1dfe438a5d reduce "reset if stuck" AiWander timeout.
Now is about 14 seconds, instead of 300.
2015-08-30 16:43:35 +12:00
dteviot
39c2ba8efe Pathfinding bugfix.
Observed at Ebonheart (coe 1, -13).  Especially at the western tower. Guards try to walk though tower door.
Cause: buildPath() adds destination (even when unreachable) when only using single node from pathgrid.
2015-08-30 16:12:51 +12:00
dteviot
f2c9b9351f Try going right and left to "unstick" actor. 2015-08-30 10:06:09 +12:00
dteviot
31d82b6b0c Unifiy evadeObstacles() logic between AiWander and AiPackage
Can't use same code, but logic is now same.
2015-08-30 08:32:47 +12:00
dteviot
f59e918a3b removed useless code.
zTurn ignores turns < 0.0087 radians.
2015-08-29 17:34:33 +12:00
dteviot
0677799839 movement logic in AiPackage uses ObstacleCheck. 2015-08-29 17:21:18 +12:00
Marc Zinnschlag
a52b947efe Merge remote-tracking branch 'dteviot/MagicEffectsRefactorDraft3' 2015-08-23 12:11:30 +02:00
Marc Zinnschlag
50ec8b10f5 Merge remote-tracking branch 'dteviot/Bug2871' 2015-08-22 10:37:43 +02:00
dteviot
5dd0ad6841 Fixed rest of travis errors. 2015-08-21 22:41:31 +12:00
dteviot
77a1d947cc extracted MWMechanics::getPlayer() 2015-08-21 21:12:39 +12:00
dteviot
85bc41dedb replaced FLT_MAX with numeric_limits. 2015-08-21 19:34:28 +12:00
dteviot
3b231b85bb removed incorrect optimization.
Now it fixes #2871
2015-08-21 06:55:54 +12:00
Marc Zinnschlag
08325d14ca Merge remote-tracking branch 'dteviot/Bug2871' 2015-08-20 20:42:35 +02:00
Marc Zinnschlag
5cb0353b5c Merge remote-tracking branch 'jeffreyhaines/npcsdontscream' 2015-08-20 20:28:36 +02:00
dteviot
c0d3804b4f Correctly handle disjoint pathgrid (Fixes #2871)
Bugfix:
When
1. Cell has multiple subgrids  (i.e. path grid is disjoint)
2. Distance between destination and pathgrid point 0 is less than distance to points of subgrid closest to start point
Then getClosestReachablePoint() returns pathgrid point 0 as the end point.
This is invalid, this end point cannot be reached from the start point.
2015-08-20 21:50:58 +12:00