Bret Curtis
40c989d732
allman style
2021-03-14 22:11:18 +01:00
Evil Eye
c2580d60e9
Register copied Spells with SpellList
2021-03-14 19:32:03 +01:00
Bret Curtis
9fc0649fb6
a better check to avoid the mCell assertion, so compariing nullptr to current cell will refurn false anyway
2021-03-14 18:08:52 +01:00
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
2021-03-14 18:02:48 +01:00
Bret Curtis
fff1df9ee4
revert some blank lines
2021-03-14 18:02:48 +01:00
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.
2021-03-14 18:02:48 +01:00
Bret Curtis
1479f98793
hacky solution with debug; seems that player is added before cell so tracing down will not find anything
2021-03-14 18:02:48 +01:00
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.
2021-03-14 18:02:48 +01:00
psi29a
514a55ed4c
Merge branch 'fix_5846' into 'master'
...
Fix #5846 (headtracking)
Closes #5846
See merge request OpenMW/openmw!652
2021-03-14 01:56:07 +00:00
glassmancody.info
6255b0492b
Resolve crashes on exit with visible MyGUI widgets
2021-03-13 15:43:46 -08:00
Petr Mikheev
447c3b9489
Fix 5846
2021-03-13 21:54:49 +01:00
elsid
9275dd2dcb
Avoid virtual dispatch in SoundManager dtor
2021-03-13 18:25:56 +01:00
elsid
b0311ce9f1
Remove DEFAULT_OUTPUT macros
2021-03-13 18:25:56 +01:00
elsid
e30a59772c
Remove DEFAULT_DECODER macros
2021-03-13 18:25:48 +01:00
Evil Eye
4db2f79a3c
Merge branch 'setpos' into 'master'
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Use relative movement inside of SetPos
See merge request OpenMW/openmw!649
2021-03-13 12:58:48 +00:00
fredzio
cb39f8fb01
Use moveObjectBy in SetPos
2021-03-13 09:53:21 +01:00
fredzio
03b86c232b
Apply the position offset even if the simulation is not performed
...
because we're too fast.
2021-03-13 09:52:05 +01:00
psi29a
311b497491
Merge branch 'bullet-heightfield-floats' into 'master'
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Avoid heightfield conversion in newer Bullet
See merge request OpenMW/openmw!647
2021-03-13 08:32:01 +00:00
psi29a
cc6f08930b
Merge branch 'alpha-meddling' into 'master'
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Replace deprecated alpha test in shader visitor
Closes #4899
See merge request OpenMW/openmw!473
2021-03-13 08:13:19 +00:00
AnyOldName3
0431ba4c87
Merge branch 'alpha-meddling-shader-side-mip-meddling' into alpha-meddling
2021-03-13 01:23:30 +00:00
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
2021-03-12 17:21:36 +00:00
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
2021-03-11 23:52:12 +00:00
Andrei Kortunov
39b7260ab4
Fix a crash during new game
2021-03-11 11:46:44 +04:00
AnyOldName3
64ddb4c1b0
Fix linking on MacOS
2021-03-11 01:01:55 +00:00
psi29a
9f47190411
Merge branch 'now-it-blends' into 'master'
...
Convert blending factors properly for the character preview
See merge request OpenMW/openmw!644
2021-03-10 23:27:04 +00:00
AnyOldName3
cb2cbb4181
Convert blending factors properly for the character preview
2021-03-10 22:07:14 +00:00
Chris Djali
9bfe941d4b
Merge pull request #3050 from akortunov/master
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Double-buffer shader water stateset
2021-03-10 15:56:40 +00:00
Andrei Kortunov
38679013fe
Give meaningful name to the mEffectFade
2021-03-10 19:10:17 +04:00
Gleb Mazovetskiy
1db7d2ec4e
Restore compatibility with FFMpeg < 57.80.100
...
This should fix macOS Travis build broken by 58d33aa95b
2021-03-08 19:29:34 +00:00
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
2021-03-08 19:01:02 +00:00
psi29a
611a63acc6
Merge branch 'threesacharm' into 'master'
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Attempt to fix restocking items in old saves
Closes #5823
See merge request OpenMW/openmw!580
2021-03-08 10:45:13 +00:00
psi29a
194875dec1
Merge branch 'fix-video-arm' into 'master'
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osg-ffmpeg-videoplayer: Fix crash on ARM
Closes #5807
See merge request OpenMW/openmw!564
2021-03-08 08:05:25 +00:00
Andrei Kortunov
d805886de7
Double-buffer shader water stateset (bug #5026 )
2021-03-08 10:58:51 +04:00
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.
2021-03-08 03:16:55 +00:00
Chris Djali
213525c372
Merge pull request #3049 from akortunov/master
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Use correct mCursorActive flag initial value
2021-03-07 15:35:38 +00:00
Alexei Dobrohotov
e9aa161ffc
Merge branch 'reallyskipphysics' into 'master'
...
Close race that breaks scripted teleporting (#5873 )
See merge request OpenMW/openmw!639
2021-03-07 08:41:20 +00:00
Andrei Kortunov
482f04c836
Use correct mCursorActive flag initial value
2021-03-07 12:08:43 +04:00
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
2021-03-06 21:17:52 +00:00
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
2021-03-06 10:41:55 +01:00
Alexei Dobrohotov
2bfee281fd
Merge branch 'restore_caster' into 'master'
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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
2021-03-05 21:07:29 +00:00
Evil Eye
c9d3da498a
Merge branch 'pursue' into 'master'
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AIPursue: Pursue the player until LOS is established (#5869 )
Closes #5869
See merge request OpenMW/openmw!634
2021-03-05 16:45:47 +00:00
Evil Eye
8ae4ee291f
Attempt to fix restocking items in old saves
2021-03-04 22:52:03 +01:00
Dobrohotov Alexei
fc329050b3
AIPursue: Pursue the player until LOS is established ( #5869 )
2021-03-03 22:06:58 +03:00
Alexei Dobrohotov
5e91af230d
Reset effect icon transparency when they're hidden ( #5877 )
2021-03-03 21:17:59 +03:00
Gleb Mazovetskiy
4495b67d77
MyGUI HEAD compatibility
...
Makes OpenMW compatible with the current MyGUI HEAD at:
f93d4fb614
Refs #5806
2021-03-02 13:24:30 +00:00
Evil Eye
e2fc5d87b3
Merge branch 'elemental_shields' into 'master'
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Don't let elemental shields harm the player in god mode
Closes #5875
See merge request OpenMW/openmw!631
2021-03-02 06:45:38 +00:00
Alexei Dobrohotov
023bc80f55
Don't let elemental shields harm the player in god mode
2021-03-01 21:37:30 +00:00
psi29a
eb11e1fcdb
Merge branch 'build-accelerator' into 'master'
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heightfield: Only `buildAccelerator` on Bullet 2.89+
Closes #5874
See merge request OpenMW/openmw!630
2021-03-01 09:14:04 +00:00
Gleb Mazovetskiy
1fb442e701
heightfield: Only buildAccelerator
on Bullet 2.89+
...
Fixes #5874
2021-03-01 08:27:24 +00:00
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.
2021-02-28 20:49:22 +01:00
elsid
fdca76ce86
Remove unused includes
2021-02-28 20:44:56 +01:00
psi29a
28be5a259b
Merge branch 'russian_console' into 'master'
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Don't assume unmapped keycodes outside the extended ASCII range are unprintable
Closes #5871
See merge request OpenMW/openmw!622
2021-02-26 23:28:01 +00:00
psi29a
937549c99e
Merge branch 'fix_still_actors' into 'master'
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Make actor flee from a combat when cannot reach a target (#5851 )
See merge request OpenMW/openmw!601
2021-02-26 23:25:05 +00:00
psi29a
20e6db917b
Merge branch 'fix-osg-static' into 'master'
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CMake: Fix support for OSG static lib paths
See merge request OpenMW/openmw!624
2021-02-26 23:20:52 +00:00
AnyOldName3
f5a87ee46d
Refactor out duplicated RTT setup code
2021-02-26 19:01:27 +00:00
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
2021-02-26 14:38:06 +00:00
Gleb Mazovetskiy
13c5b1b0c5
CMake: Fix support for OSG static lib paths
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`$<TARGET_FILE:...>` fails if the argument is already a path (instead of
a library name). This happens when a static library is found via
`osg_find_library`.
If the argument contains `/` or `.`, do not use `$<TARGET_FILE:...>`
2021-02-26 10:48:09 +00:00
Alexei Dobrohotov
a292a31cb3
Merge branch 'you_and_i_code' into 'master'
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Fix Ctrl U/W behaviour to work with unicode text
See merge request OpenMW/openmw!621
2021-02-25 23:11:03 +00:00
Evil Eye
6e0f070cd1
Don't assume unmapped keycodes outside the extended ASCII range are unprintable
2021-02-25 21:37:21 +01:00
Evil Eye
a616af822e
Fix Ctrl U/W behaviour to work with unicode text
2021-02-25 19:33:11 +01:00
AnyOldName3
4ed67d8597
Improve A2C setting name
2021-02-24 18:01:06 +00:00
David Cernat
39dc6fc355
Add OpenMW commits up to 24 Feb 2021
...
# Conflicts:
# CI/before_script.linux.sh
# CMakeLists.txt
# apps/openmw/CMakeLists.txt
# components/CMakeLists.txt
2021-02-24 13:02:57 +02:00
AnyOldName3
c7ee5d21dc
Make the dummy texture for the character preview even more shadow-friendly
2021-02-23 23:24:40 +00:00
AnyOldName3
2b144ff3dd
Merge branch 'fix_frame_rate_limit' into 'master'
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Fix frame rate limit (#5686 )
See merge request OpenMW/openmw!603
2021-02-21 16:20:51 +00:00
AnyOldName3
9be258d260
Make it possible to reinstate FFP state easily
2021-02-19 19:59:48 +00:00
psi29a
5c0214142b
Merge branch 'static-build' into 'master'
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Optional local source builds of OSG, MyGUI, Bullet
See merge request OpenMW/openmw!547
2021-02-19 16:58:05 +00:00
psi29a
bcbe144a1d
Merge branch 'weatheralpha' into 'master'
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Fix weather particle fading
Closes #5455
See merge request OpenMW/openmw!506
2021-02-19 16:50:38 +00:00
psi29a
87d80b3d0a
Merge branch 'loading_screen_race_condition' into 'master'
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Fix a race condition in loading screen.
See merge request OpenMW/openmw!568
2021-02-18 22:37:47 +00:00
psi29a
59e09cba5b
Merge branch 'boltsize' into 'master'
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Use projectile mesh size (#5829 )
See merge request OpenMW/openmw!587
2021-02-15 08:40:30 +00:00
elsid
561628087c
Merge branch 'profiler_fix' into 'master'
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Fix profiler glitches (#5850 )
See merge request OpenMW/openmw!605
2021-02-15 00:01:06 +00:00
AnyOldName3
4f510d85ba
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2021-02-14 22:42:55 +00:00
David Cernat
7e188f2dd6
Add OpenMW commits up to 14 Feb 2021
...
# Conflicts:
# apps/openmw/mwclass/door.cpp
# apps/openmw/mwscript/aiextensions.cpp
2021-02-14 19:49:22 +02:00
AnyOldName3
6291b9304b
Log when icon is missing and fallback is used
2021-02-14 16:56:21 +00:00
uramer
e7afbc74d8
Wizard: Only allow to select Morrowind.esm master files, display an error if Morrowind.bsa is missing
2021-02-14 10:34:13 +01:00
elsid
8dba61f7ae
Use navmesh raycast to find reachable position around target
2021-02-14 04:14:22 +01:00
elsid
becccf3b5e
Make actor flee from a combat when cannot reach a target
2021-02-12 22:58:53 +01:00
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.
2021-02-12 19:33:08 +01:00
elsid
8ab5fd9b40
Fix frame rate limit
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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.
2021-02-12 00:03:11 +01:00
Evil Eye
2e73d2c145
Fallback to default cell name for door destination
2021-02-10 22:13:04 +01:00
psi29a
c33b2e0100
Merge branch 'dehardcodebaseanim' into 'master'
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Dehardcode Base_animation and improve Collada support
See merge request OpenMW/openmw!510
2021-02-10 16:29:47 +00:00
David Cernat
a379d12529
[General] Turn Utils::printVersion() into Utils::getVersionInfo()
2021-02-10 02:54:37 +02:00
Sergey Fukanchik
f3271cb66b
Add unit test for swapEndiannessInplace(). Part of Bug #5837
2021-02-09 13:09:36 -05:00
AnyOldName3
da6223fc4b
Use default icon.tga when inventory icon is missing
2021-02-07 23:27:45 +00:00
psi29a
7a9eb34403
Merge branch 'master' into 'freeunrealestate'
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# Conflicts:
# CHANGELOG.md
2021-02-07 21:03:51 +00:00
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
2021-02-07 20:37:46 +00:00
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.
2021-02-07 18:32:03 +01:00
Evil Eye
af0f94f03e
Play damage sound when hurt by elemental shields
2021-02-07 12:55:10 +01:00
Evil Eye
f1caeea444
Don't return negative values from GetMagicka
2021-02-07 11:58:23 +01:00
Evil Eye
e4cd89643f
Merge branch 'master' of gitlab.com:OpenMW/openmw into freeunrealestate
2021-02-07 00:17:14 +01:00
Evil Eye
6aa75c287a
Don't check magicka when casting free spells
2021-02-07 00:15:01 +01:00
psi29a
e6607486f5
Merge branch 'jfmherokiller-master-patch-23743' into 'master'
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Fix the regression involving Cure
See merge request OpenMW/openmw!582
2021-02-06 15:41:24 +00:00
psi29a
f63af685c0
Merge branch 'bemorenegative' into 'master'
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Allow negative values for ai stats
Closes #5835
See merge request OpenMW/openmw!586
2021-02-06 15:38:34 +00:00
fredzio
6e969ca3fa
Use mesh collision box instead of node bounding sphere for projectile
...
size. The bounding sphere is much bigger than the mesh.
2021-02-05 22:53:45 +01:00
Evil Eye
3007cb14a9
Also allow negative AI values in dialogue
2021-02-05 19:00:35 +01:00
Noah Gooder
e42b67ee50
Modified actors.cpp and Authors.md
2021-02-05 17:59:36 +00:00
David Cernat
e1259fdc41
Add OpenMW commits up to 4 Feb 2021
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# Conflicts:
# apps/openmw/engine.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwrender/globalmap.cpp
2021-02-05 02:16:03 +02:00
Alexei Dobrohotov
cc220861e3
Merge branch 'character-preview-opacity-without-shadows' into 'master'
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Make the dummy texture for the character preview shadow-friendly
See merge request OpenMW/openmw!585
2021-02-04 22:45:58 +00:00
Evil Eye
61e014a765
Allow negative values for ai stats
2021-02-04 21:25:38 +01:00
elsid
489107c5ee
Count navmesh cache key once in item size
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Key is stored only in NavMeshTilesCache::Item, TileMap uses KeyView with
a pointer to a vector.
2021-02-04 00:44:23 +01:00
Nelsson Huotari
e91d1a2b42
Fix earlier broken commit
2021-02-03 21:16:26 +02:00
AnyOldName3
0639f8b7c6
Make the dummy texture for the character preview shadow-friendly
2021-02-03 18:45:22 +00:00
Nelsson Huotari
384112746c
Add option for custom collision node with non-nif files
2021-02-03 14:25:09 +02:00
Jordan Francis Moran-Meyers
0d1c073cfa
Fix the regression involving Cure
2021-02-01 18:34:10 +00:00
Petr Mikheev
94e8855c8c
Merge branch 'fix_5821' into 'master'
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Fix #5821 : NPCs from mods getting removed if mod order was changed
Closes #5821
See merge request OpenMW/openmw!577
2021-01-31 09:34:26 +00:00
Petr Mikheev
157b14cdaa
Fix #5821 : NPCs from mods getting removed if mod order was changed
2021-01-29 22:53:02 +01:00
Petr Mikheev
9590377f22
Don't ignore Z in path finding if actor can move by Z.
2021-01-29 22:30:20 +01:00
Petr Mikheev
642ca02e35
Shorten almost straight paths only if smooth movement is enabled; reduce angle limit for the shortening.
2021-01-29 22:30:01 +01:00
Andrei Kortunov
b286397dd4
Merge pull request #3045 from akortunov/revert
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Revert fix for 5379
2021-01-29 17:17:28 +04:00
Andrei Kortunov
7b727e4d70
Revert "Remove physics dependency on basenode"
...
This reverts commit 165c731492
.
2021-01-29 16:51:13 +04:00
Andrei Kortunov
165af1c365
Revert "Some actors are supposed to spawn on a static object that belong to an adjacent cell."
...
This reverts commit f031a191b8
.
2021-01-29 16:51:05 +04:00
Andrei Kortunov
f8e8496d36
Revert "Revert a wrong change introduced in MR 546"
...
This reverts commit 23137d0c54
.
2021-01-29 16:50:39 +04:00
Bret Curtis
9f168eab88
Merge pull request #3044 from akortunov/master
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Avoid null dereference for objects without cells
2021-01-29 13:15:04 +01:00
uramer
ee2f0e7eb3
Fix inconsistent argument name
2021-01-28 23:47:38 +01:00
uramer
eca0d8b7ea
Fix typo in DropMode enum
2021-01-28 22:40:44 +01:00
uramer
edc6d5c3e7
Fix a typo in separate drop binds
2021-01-28 22:22:48 +01:00
uramer
36cd818155
Fix separate drop, refactor for code reuse
2021-01-28 22:10:33 +01:00
Andrei Kortunov
3b9f8b5fa2
Avoid null dereference for objects without cells
2021-01-28 18:37:47 +04:00
Andrei Kortunov
d984d13b1c
Merge branch 'animate_animated_objects' into 'master'
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Unbreak animated objects (regression from !546 )
See merge request OpenMW/openmw!570
2021-01-28 14:12:24 +00:00
Andrei Kortunov
5382d38b9b
Merge branch 'hit_target_object' into 'master'
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Unbreak targetted spell on objects (#5811 )
See merge request OpenMW/openmw!569
2021-01-28 14:09:45 +00:00
elsid
a3ab8dfbb4
Revert "Merge branch 'movement_fix2' into 'master'"
...
This reverts merge request !496
2021-01-28 12:48:19 +00:00
fredzio
23137d0c54
Revert a wrong change introduced in MR 546
...
A prerequisite to create physics objects for statics was to remove the
dependency on base node (since it doesn't yet exists) for object
position. It is still necessary for animation though.
Restore the basenode (and the associated FIXME) so that animated objects works properly.
2021-01-27 16:24:11 +01:00
Nelsson Huotari
83ee1cc582
fix xbase to baseanim
2021-01-27 13:41:05 +02:00
Nelsson Huotari
3194520dcd
Move base_anim settings to settings-default.cfg
2021-01-27 13:41:02 +02:00
Bret Curtis
b164f1aa17
Merge pull request #3023 from akortunov/grass_intsancing
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Grass instancing
2021-01-27 12:21:24 +01:00
psi29a
699bd257ef
Merge branch 'camera_stats' into 'master'
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Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to a valid file.
See merge request OpenMW/openmw!526
2021-01-27 08:04:33 +00:00
Frederic Chardon
7cd7fa2f08
Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to
...
a valid file.
2021-01-27 08:04:33 +00:00
fredzio
64475ebedb
Remove a brainfart from precise projectile handling: all non-actor
...
non-projectile objects were treated as ground.
2021-01-27 07:15:09 +01:00
Gleb Mazovetskiy
8737453498
cmake: Compiler-specific whole-archive macro
2021-01-26 19:00:55 +00:00
Gleb Mazovetskiy
99ba45a308
Optional static builds of OSG, MyGUI, Bullet
2021-01-26 19:00:55 +00:00
Andrei Kortunov
f40e227686
Remove redundant formatting changes
2021-01-26 22:29:41 +04:00
Andrei Kortunov
b975f16e6b
Remove redundant check - groundcover is not present in the CellStore
2021-01-26 22:29:41 +04:00
Andrei Kortunov
d12a0fdcb3
Mark only instances from groundcover files as groundcover objects
2021-01-26 22:29:41 +04:00
Andrei Kortunov
8874e88ff1
Drop fading setting
2021-01-26 22:29:41 +04:00
Andrei Kortunov
1a6c06f7b5
Do not allow to set distance to non-positive values
2021-01-26 22:29:41 +04:00
Andrei Kortunov
859cd0fd0c
Do not use display lists for instanced meshes
2021-01-26 22:29:41 +04:00
Andrei Kortunov
a09f03c850
Drop groundcover materials - they are not used
2021-01-26 22:29:41 +04:00
Andrei Kortunov
14cf0ce1dc
Implement instanced groundcover
2021-01-26 22:29:41 +04:00
madsbuvi
663e0a1055
Fix a race condition in loading screen.
2021-01-26 19:28:09 +01:00
David Cernat
eefa94db12
[Client] Allow ClientScriptGlobal to create new global variables
2021-01-26 01:07:35 +02:00
Petr Mikheev
bc2cec86e9
Fix bug: NPCs doesn't move if the target is exactly above or exactly below.
2021-01-26 00:05:28 +01:00
psi29a
cadd1e7529
Merge branch 'daedric_fog' into 'master'
...
Don't nuke fog when bounds have changed
Closes #5469
See merge request OpenMW/openmw!522
2021-01-25 12:58:44 +00:00
psi29a
a8c5607aa6
Merge branch 'disableinfotablesorting' into 'master'
...
[OpenMW-CS] Info table dragging to move record order, disable sorting
See merge request OpenMW/openmw!538
2021-01-25 12:51:13 +00:00
psi29a
64b4472efa
Merge branch 'stand' into 'master'
...
Don't adjust actor position until all objects are loader (#5379 )
See merge request OpenMW/openmw!546
2021-01-25 12:12:43 +00:00
psi29a
c6f14cde20
Merge branch 'Show-level-multipliers-in-levelup-tooltip' into 'master'
...
Show level multipliers in levelup tooltip
Closes #5783
See merge request OpenMW/openmw!518
2021-01-25 10:01:39 +00:00
Cédric Mocquillon
3bb551a6f1
Show level multipliers in levelup tooltip
2021-01-25 10:01:39 +00:00
Evil Eye
59af819f97
Merge branch 'fix-mem-leak-2' into 'master'
...
Fix memory leak in MWInput
See merge request OpenMW/openmw!566
2021-01-24 16:05:30 +00:00
Gleb Mazovetskiy
fe815d3d8d
Fix memory leak in MWInput
...
mListener wasn't being cleaned up
2021-01-24 15:22:36 +00:00
Evil Eye
a2171875a0
Prevent nullptr access
2021-01-24 15:15:51 +01:00
fredzio
f031a191b8
Some actors are supposed to spawn on a static object that belong to an adjacent cell.
...
Since actors can be active in 3x3 grid around the player, we need to
first load all statics in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and physics objects of static
class.
2021-01-24 14:11:10 +01:00
fredzio
165c731492
Remove physics dependency on basenode
...
Necessary to be able to load physics objects from inactive cells.
2021-01-24 14:10:27 +01:00
psi29a
b28adafee4
Merge branch 'navcrash' into 'master'
...
Fix #5798
Closes #5798
See merge request OpenMW/openmw!554
2021-01-23 13:37:01 +00:00
Evil Eye
a401c517bf
Always unload height fields
...
loadCell always adds a height field, but unloadCell only removed it for
cells with height data. Reloading a cell overwrote the height field
added earlier (leading to its destruction) while the navigator retained
a reference to the now deleted collision shape, leading to a crash.
2021-01-23 00:56:46 +01:00
psi29a
0ec953380f
Merge branch 'opaque-character-preview-preprocessor' into 'master'
...
Always write opaque fragments instead of relying on blending being off for translucent RTT II: Daggerfall
Closes #5391
See merge request OpenMW/openmw!552
2021-01-22 10:33:16 +00:00
psi29a
d2c5de5211
Merge branch 'projectile_physics' into 'master'
...
Precise projectile physics (closes #4201 )
Closes #4201
See merge request OpenMW/openmw!550
2021-01-21 23:33:22 +00:00
fredzio
1f4c85520f
Use convexSweepTest for projectile movement to solve any
...
imprecision issue with projectile collision detection.
Simplify the mechanics: manage hits in one spot.
Give magic projectiles a collision shape similar in size to their visible
model.
Rename the 2 convex result callback to clearly state their purpose.
2021-01-21 20:36:33 +01:00
elsid
cc24f13b39
Remove duplicated sound_buffer entry
2021-01-21 13:08:50 +01:00
AnyOldName3
b6e92c9c6d
Use ShaderVisitor to skip translucent framebuffer specific stuff
2021-01-20 23:37:19 +00:00
AnyOldName3
8af8ad3840
Always write opaque fragments instead of relying on blending being off for translucent RTT
2021-01-20 01:17:16 +00:00
Alexei Dobrohotov
6d70a3f308
Merge branch 'jumpy' into 'master'
...
Don't run unstuck if there is no simulation running in async case (#5799 )
See merge request OpenMW/openmw!548
2021-01-19 15:04:49 +00:00
Nelsson Huotari
9f0f3eaeb2
Add collada to supported formats
2021-01-18 19:22:01 +02:00
Nelsson Huotari
54ea8eb5c7
Fix string corruption with Qt on linux-systems
2021-01-18 19:21:02 +02:00
fredzio
e37e5d4d16
Don't run unstuck if there is no simulation running in async case.
...
In this case, the actor mPreviousPosition is not updated, so the actor
position is interpolated between an old (stucked) position and the new
(unstucked) position. The new position is most likely "stucked", so the
unstuck code strikes again, making the actor "vibrates".
That's exactly what the sync code path does, and it doesn't exhibit this
behavior.
2021-01-18 17:45:57 +01:00
David Cernat
0eb01591e8
[Client] Move overrideRecord() method for Sound records to right spot
2021-01-17 16:04:12 +02:00
psi29a
9eba086c34
Merge branch 'sound_buffer_pool_2' into 'master'
...
Separate sound buffer pool from sound manager
See merge request OpenMW/openmw!520
2021-01-17 12:11:11 +00:00
Bret Curtis
e68651e9a6
Merge pull request #3042 from akortunov/helpers
...
Refactoring pre-requisites for groundcover
2021-01-13 23:09:01 +01:00
Nelsson Huotari
f2fc02cdff
Support filtered tables (mapToSource for indexes)
2021-01-13 15:55:16 +02:00
Nelsson Huotari
16e03c151a
Implement basic move algorithm, connect it to drag&drop
2021-01-13 15:38:29 +02:00
Andrei Kortunov
0418e8e7a6
Add an API to get base wind speed (which is from openmw.cfg)
2021-01-13 14:25:25 +04:00
Andrei Kortunov
f175beb304
Define template ref classes in components
2021-01-13 14:25:21 +04:00
psi29a
fd602e2c31
Merge branch 'viewdist' into 'master'
...
Downgrade FOV-dependent view distance factor to a recommendation
See merge request OpenMW/openmw!531
2021-01-12 19:51:21 +00:00
Bret Curtis
d944f703e8
Merge branch 'master' of gitlab.com:OpenMW/openmw
2021-01-12 19:58:56 +01:00
Bret Curtis
73740013a3
mResourceSystem initialization reorder
2021-01-12 19:58:46 +01:00
psi29a
abdc4cde95
Merge branch 'float' into 'master'
...
Allow all creatures to float to the water surface (#5790 , #5758 )
Closes #5758 and #5790
See merge request OpenMW/openmw!534
2021-01-12 18:45:10 +00:00
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
2021-01-12 15:46:19 +03:00
psi29a
3903142152
Update apps/openmw/mwbase/environment.cpp
2021-01-12 12:05:17 +00:00
psi29a
654238fd18
Merge branch 'no_bonus_points' into 'master'
...
Show mesh origin
Closes #5771
See merge request OpenMW/openmw!507
2021-01-11 21:21:47 +00:00
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
...
Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
2021-01-11 20:46:42 +00:00
Nelsson Huotari
70087e16fe
Disable dialogue info table sorting
2021-01-11 20:49:35 +02:00
fredzio
3087ce9c70
Use saved fallheight to determine a character's jump state.
...
The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
2021-01-11 18:38:20 +01:00
psi29a
acfd2cfd90
Merge branch 'dialogclonefix' into 'master'
...
[OpenMW-CS] Fix cloning in info records
See merge request OpenMW/openmw!524
2021-01-11 14:13:53 +00:00
Nelsson Huotari
93b1b444f2
Optimize CreateCommand and CloneCommand configuration
2021-01-11 12:53:34 +02:00
Alexei Dobrohotov
7be7af13d7
Downgrade FOV-dependent view distance factor to a recommendation
2021-01-11 06:53:23 +03:00
psi29a
6863c5a68f
Merge branch 'raii' into 'master'
...
Make all physics object manage their own resources.
See merge request OpenMW/openmw!527
2021-01-10 20:50:55 +00:00
Nelsson Huotari
7196ad7455
Implement an override-value when cloning, use when cloning info records
2021-01-10 21:23:52 +02:00
Evil Eye
1ab4683dce
Tweak follow distance to be more like the original
2021-01-10 16:29:32 +01:00
fredzio
d015f17a6c
Make all physics object manage their own resources
...
Use smart pointer for heightfields and their members.
Move collision object addition inside of Object's ctor, as for Actors and HeightFields
2021-01-10 14:56:35 +01:00
elsid
8b7f3fe908
Merge branch 'nodeadlock' into 'master'
...
Avoid a rare but possible deadlock around mCollisionWorldMutex.
See merge request OpenMW/openmw!525
2021-01-10 13:41:31 +00:00
Bret Curtis
b3f3b29bbe
Merge pull request #3039 from akortunov/screenshotmanager
...
Move screenshots handling to the separate class
2021-01-10 12:59:45 +01:00
Bret Curtis
a735bbe9a5
Merge pull request #3040 from akortunov/pvs
...
Fix some issues, found by PVS Studio
2021-01-10 12:58:17 +01:00
Evil Eye
e737bd00fa
Merge branch 'unused_param' into 'master'
...
Remove never used parameter from CharacterController::update()
See merge request OpenMW/openmw!523
2021-01-10 10:58:28 +00:00
Alexei Dobrohotov
c3a952c133
Merge branch 'dorsbien' into 'master'
...
Don't update magic effects when unequipping items to equip something else
Closes #5687
See merge request OpenMW/openmw!509
2021-01-10 08:04:07 +00:00
Evil Eye
a257567b80
Don't update magic effects when unequipping items to equip something else
2021-01-10 08:04:06 +00:00
Nelsson Huotari
3045d20a97
Make sure that vector isn't empty, just in case
2021-01-10 01:25:40 +02:00
Nelsson Huotari
5f1d3e0e2f
Use the Topic ID of the cloned target from topicinfos
2021-01-10 01:06:23 +02:00
psi29a
f7d7186c39
Merge branch 'instanceselectiontools' into 'master'
...
[OpenMW-CS] Cube and sphere instance selection
See merge request OpenMW/openmw!485
2021-01-09 21:35:07 +00:00
Nelsson Huotari
313e895912
[OpenMW-CS] Cube and sphere instance selection
2021-01-09 21:35:07 +00:00
fredzio
60f66f5e29
Remove never used parameter from CharacterController:update()
2021-01-09 21:28:27 +01:00
fredzio
9bc687e209
Avoid a rare but possible deadlock around mCollisionWorldMutex.
...
What happened is that the last handle to an Actor shared_ptr was a
promoted weak_ptr. When the shared_ptr goes out of scope, the Actor dtor
is invoked. That involves removing the Actor collision object after
exclusively locking mCollisionWorldMutex. In this case, the lock was
already held in the outter scope of the promoted weak_ptr.
Reduce the scope of the mCollisionWorldMutex to never encompass the
lifetime of a promoted weak_ptr.
2021-01-09 21:10:29 +01:00
Andrei Kortunov
ad101de733
Merge declaration and initialization
2021-01-09 22:58:54 +04:00
unknown
564a0d7d55
Don't nuke fog when bounds have changed
2021-01-09 18:25:46 +01:00
Andrei Kortunov
1930f8f37d
Fix copy-paste error
2021-01-09 20:03:12 +04:00
Andrei Kortunov
50e4600b16
Reduce code duplication
2021-01-09 20:00:51 +04:00
Andrei Kortunov
874348fb46
Remove redundant code
2021-01-09 19:19:38 +04:00
Mads Buvik Sandvei
a2d8a0b61a
engine.cpp typos
2021-01-09 14:44:15 +00:00
Andrei Kortunov
80ee1b55ea
Protect assignment operator from this == &src case
2021-01-09 18:28:26 +04:00
Andrei Kortunov
33da0af1d1
Use explicit calls for virtual methods in constructors
2021-01-09 18:25:48 +04:00
elsid
a6aba83741
Remove redundant SoundManager::lookupSound and loadSound
2021-01-09 14:11:49 +01:00
elsid
e4cce88142
Replace std::tie by structured binding
2021-01-09 14:09:27 +01:00
elsid
90c8e77e2c
Remove redundant default Sound_Buffer fields initialization
2021-01-09 14:08:54 +01:00
David Cernat
def981694d
[Client] Use correct function for setting global floats from packets
2021-01-09 15:07:55 +02:00
elsid
24f8a2db27
Use perfect forwarding in Sound_Buffer ctor
2021-01-09 14:07:30 +01:00
Andrei Kortunov
a80ee7a76a
Avoid possible memory leak in the mInterMessageBoxe field
2021-01-09 14:43:00 +04:00
Andrei Kortunov
8e5f26c109
Code cleanup
2021-01-09 14:41:10 +04:00
Andrei Kortunov
c9b885ffd4
Avoid possible null dereferencing
2021-01-09 14:24:04 +04:00
Andrei Kortunov
33648313a6
Initialize variables
2021-01-09 14:21:57 +04:00
Andrei Kortunov
c1512b8b6c
Convert loop to condition
2021-01-09 14:18:38 +04:00
Andrei Kortunov
56666c60d4
Remove dead code
2021-01-09 14:17:59 +04:00
Andrei Kortunov
8283ec6cad
Do not use & for boolean arguments
2021-01-09 14:03:48 +04:00
Andrei Kortunov
7fc4c9f3f6
Avoid dead code
2021-01-09 13:52:01 +04:00
Andrei Kortunov
801e2d6ad0
Avoid to use uninitialized variables
2021-01-09 13:36:40 +04:00
Andrei Kortunov
c5a36ad440
Do not cast enums to booleans
2021-01-09 13:19:41 +04:00
Andrei Kortunov
799bd3379c
Move screenshots handling to the separate class
2021-01-09 10:44:33 +04:00
elsid
944033db4e
Separate sound buffer pool from sound manager
2021-01-09 02:45:21 +01:00
AnyOldName3
2d61db555b
Merge branch 'osg_log' into 'master'
...
Split long osg log messages into lines.
See merge request OpenMW/openmw!519
2021-01-09 01:05:53 +00:00
Petr Mikheev
7d551b0cfd
Split long osg log messages into lines.
2021-01-08 23:21:39 +01:00
psi29a
cbce3ebb79
Merge branch 'stanky_fetcher' into 'master'
...
Consider a path completed if it was non-empty
Closes #5773
See merge request OpenMW/openmw!508
2021-01-08 21:47:38 +00:00
Evil Eye
2a583e2337
consider empty paths as not constructed
2021-01-08 17:24:13 +01:00
AnyOldName3
4ed3252001
Check for EXT_gpu_shader4 CPU-side
...
Mesa lies and always defines GL_EXT_gpu_shader4 even when the extension
isn't present.
2021-01-07 18:13:51 +00:00
David Cernat
da3316daf8
Add OpenMW commits up to 4 Jan 2021
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/main.cpp
# apps/openmw/mwmechanics/npcstats.hpp
# apps/openmw/mwphysics/actor.cpp
# apps/openmw/mwphysics/mtphysics.hpp
# components/CMakeLists.txt
2021-01-05 07:25:31 +02:00
psi29a
dc82cb61f4
Merge branch 'nativeshapesdebug' into 'master'
...
Unbreak physics debugger with projectiles' spherical shapes.
See merge request OpenMW/openmw!489
2021-01-04 09:07:28 +00:00
Alexei Dobrohotov
c17e498465
Merge branch 'launchercleanup' into 'master'
...
Remove deadcode from the launcher.
See merge request OpenMW/openmw!511
2021-01-03 08:48:52 +00:00
AnyOldName3
f2eed5594a
Don't use A2C when MSAA is off
2021-01-02 18:27:46 +00:00
AnyOldName3
c75d7ceada
Ensure alpha test is off by default
2021-01-02 02:50:19 +00:00
fredzio
5215ffd964
The debug drawer rely on Bullet to determines the vertices of collision
...
shapes. It doesn't work in the case of spheres (used by projectiles):
resulting shape is malformed. It can also leads to this error which
makes the debug drawer non-working till game restart:
CullVisitor::apply(Geode&) detected NaN,
depth=nan, center=(nan nan nan),
matrix={
-0.265814 -0.0639702 0.9619 0
0.964024 -0.0176387 0.265228 0
-4.29769e-09 0.997796 0.0663574 0
18178.6 -3550.91 42154.4 1
}
Avoid this issue by using osg::Sphere
While here, remove an unused function. We don't use Bullet's solver so
we never have any contact points (in Bullet parlance).
2021-01-01 17:47:12 +01:00
fredzio
dbdd397716
Remove deadcode.
2021-01-01 16:54:45 +01:00
Evil Eye
57c92673bc
Consider a path completed if it was non-empty
2020-12-30 16:09:12 +01:00
unknown
3bf641d3ce
Show mesh origin
2020-12-29 21:45:59 +01:00
Alexei Dobrohotov
396667f801
Fix weather particle fading
...
Update rain particle system setup
2020-12-29 15:46:45 +03:00
Evil Eye
e46472442a
Switch torches to shields for hostile NPCs
2020-12-29 01:40:30 +00:00
AnyOldName3
54853380cd
Enable multisampling in RTTs to support A2C
2020-12-28 22:39:09 +00:00
Andrei Kortunov
e80d34268c
Fix defines names
2020-12-28 21:11:58 +04:00
Alexei Dobrohotov
a7cbe0b497
Merge pull request #3036 from akortunov/tooltip
...
Enhance level-up tooltip
2020-12-28 18:21:32 +03:00
Andrei Kortunov
66fee6dccb
Enhance level-up tooltip
2020-12-28 12:13:09 +04:00
Andrei Kortunov
6a12c2b58b
Fix GCC build warnings
2020-12-28 12:06:41 +04:00
Alexei Dobrohotov
45f4e69a19
Merge branch 'skipanim' into 'master'
...
Don't move characters if their animation can't move them
Closes #5593
See merge request OpenMW/openmw!490
2020-12-28 01:25:22 +00:00
wareya
18ef32ca82
values for this higher than sGroundOffset cause jittering on some surface; use safe-seeming value slightly less than sGroundOffset
2020-12-27 22:16:11 +00:00
Alexei Dobrohotov
ddbfa5410d
Merge branch 'fixboats' into 'master'
...
Apply waterwalking even when bypassing physics simulation
See merge request OpenMW/openmw!500
2020-12-27 22:06:07 +00:00
fredzio
ebb564ad22
call moveObject() after applying waterwalking
...
This unbreak abot's boat mods: they're continually teleporting
the boats (who is an actor with waterwalking effect). As such, the
physics simulation was never run and the boat never went to sea level.
2020-12-27 17:31:55 +01:00
Evil Eye
7d8727b98e
Merge branch 'books' into 'master'
...
Only ignore plain text after the last EOL tag (#5627 )
Closes #5627
See merge request OpenMW/openmw!492
2020-12-27 14:25:57 +00:00
AnyOldName3
5e004356a2
Merge remote-tracking branch 'upstream/master' into alpha-meddling
2020-12-27 02:48:42 +00:00
psi29a
a094269c46
Merge branch 'guardsguards' into 'master'
...
Don't consider a path completed unless we're close
Closes #5736
See merge request OpenMW/openmw!498
2020-12-26 23:10:53 +00:00
psi29a
3afa4e5869
Merge branch 'feels_good_guar' into 'master'
...
Make followers keep a distance dependant on the fattest party member
Closes #5423
See merge request OpenMW/openmw!499
2020-12-26 23:09:41 +00:00
AnyOldName3
8f4b856b44
Initial A2C implementation
2020-12-26 22:45:53 +00:00
Evil Eye
7cac7fa870
Make followers keep a distance dependant on the fattest party member
2020-12-25 23:57:01 +01:00
Alexei Dobrohotov
ad41546648
Merge branch 'fix_swimming' into 'master'
...
Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction
Closes #5743
See merge request OpenMW/openmw!494
2020-12-25 21:33:35 +00:00
Evil Eye
d2a28d915a
Don't consider a path completed unless we're close
2020-12-25 15:58:11 +01:00
Evil Eye
1f1755ae48
Add version checks
2020-12-25 13:05:41 +01:00
Evil Eye
bdcbb412a5
Don't restore focus to hidden/unrelated buttons
2020-12-25 13:03:09 +01:00
Petr Mikheev
8b3088a9e5
Fix #5743
2020-12-24 11:54:21 +01:00
Petr Mikheev
51d63a4152
Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
...
Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
2020-12-24 03:39:59 +01:00
Alexei Dobrohotov
fd77ef6b01
Only ignore plain text after the last EOL tag ( #5627 )
2020-12-23 03:33:34 +03:00
Alexei Dobrohotov
32cc14981e
Don't move characters if their animation can't move them
2020-12-22 20:40:52 +03:00
psi29a
4f1361b5ea
Merge branch 'paralyze' into 'master'
...
Fix paralyze for swimming and levitating actors
Closes #5758
See merge request OpenMW/openmw!488
2020-12-22 10:49:24 +00:00
Alexei Dobrohotov
22476281da
Fix paralyze for swimming actors
2020-12-22 08:03:51 +03:00
Alexei Dobrohotov
218597b13d
Fix paralyze for levitating actors
2020-12-22 06:33:19 +03:00
Alexei Dobrohotov
f5af09aed9
Fix AI sequence looping code (bug #5706 )
2020-12-22 05:56:59 +03:00
psi29a
3e87c35005
Merge branch 'dialogue' into 'master'
...
Don't regenerate the topics list unconditionally
See merge request OpenMW/openmw!459
2020-12-21 22:52:38 +00:00
David Cernat
f2331904ba
[Server] Turn SetRecordVolume() into an accessible script function
2020-12-21 19:42:18 +02:00
Alexei Dobrohotov
e9a8636d18
Merge branch 'restore_absolute_position_handling' into 'master'
...
Restore pre-async handling of absolute actors positionning
See merge request OpenMW/openmw!486
2020-12-20 22:52:35 +00:00
Alexei Dobrohotov
ce36dd8a52
Merge branch 'misc_cleanup' into 'master'
...
Small cleanup
See merge request OpenMW/openmw!482
2020-12-20 19:10:06 +00:00
fredzio
5bd921fa3a
Restore pre-async handling of absolute actors positionning
...
One of the issue since the introduction of async physics is the quirky
handling of scripted moves. Previous attempt to account for them was
based on detecting changes in actor position while the physics thread is
running. To this end, semantics of Actor::updatePosition() (which is
responsible for set the absolute position of an actor in the world) was
toned down to merely store the desired position, with the physics system
actually responsible for moving the actor. For the cases were complete
override of the physics simulation was needed, I introduced
Actor::resetPosition(), which actually have same semantics as
original updatePosition(). This in turn introduced a loads of new bugs
when the weakened semantics broke key assumptions inside the engine
(spawning, summoning, teleport, etc).
Instead of tracking them down, count on the newly introduced support for
object relative movements in the engine (World::moveObjectBy) to
register relative movements and restore original handling of absolute positionning.
Changes are relatively small:
- move resetPosition() content into updatePosition()
- call updatePosition() everywhere it was called before
- remove all added calls to the now non-existing resetPosition()
tldr; ditch last month worth of bug introduction and eradication and redo
it properly
2020-12-20 19:23:09 +01:00
fredzio
33eb09f534
Remove unused headers
2020-12-20 18:28:21 +01:00
Alexei Dobrohotov
6b5e614b1a
Merge branch 'dont_cache_ptr' into 'master'
...
Always use latest actor's Ptr
See merge request OpenMW/openmw!481
2020-12-19 17:15:43 +00:00
fredzio
e5f0c7f117
Fix a typo introduced in 08e73a09ec
...
It closes #5752
2020-12-19 16:54:50 +01:00
fredzio
93a12fe388
Avoid dynamic_cast when possible.
2020-12-18 23:47:01 +01:00
fredzio
8e084dea2e
Don't cache Ptr, it can be updated while the simulation is running.
2020-12-18 22:22:37 +01:00
fredzio
58297ffbf4
Move stats update into their own function.
2020-12-18 21:18:04 +01:00
fredzio
24a8b8c66a
Remove redundant call to resetPosition(). adjustPosition() takes care of
...
it,
2020-12-18 21:16:48 +01:00
Mads Buvik Sandvei
eec2ba3623
Loading screen initialdrawcallback 4th time's the charm
2020-12-18 18:15:14 +00:00
AnyOldName3
2ecd00b6db
Don't accidentally enable alpha testing for all shadow casting
2020-12-18 16:31:21 +00:00
fredzio
4e7c9b6696
Embed physics simulation results inside of actor class.
...
This gives finer control over reseting positions (switch off tcl is no
longer glitchy) and solve most of the erroneous usage of stale World::Ptr
indicated by:
"Error in frame: moveTo: object is not in this cell"
2020-12-18 12:54:02 +01:00
psi29a
d01d5745c6
Merge branch 'relative_move' into 'master'
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Relative translation for scripts
See merge request OpenMW/openmw!477
2020-12-18 09:23:18 +00:00
Mads Buvik Sandvei
ea8f98b339
Wait for initialDrawCallback to finish before removing it
2020-12-18 08:48:39 +00:00
fredzio
7bae6691b6
Introduce World::moveObjectBy() function to translate an object relatively to
...
its current position.
Use it in relevant MWScripts opcode (move and moveworld).
Remove the fragile detection of scripted translation from PhysicsTaskScheduler.
No user visible change, just a more robust mechanism.
2020-12-18 08:40:38 +01:00
AnyOldName3
a080071588
Set default state sensibly
2020-12-18 00:02:51 +00:00
psi29a
96a87b582c
Merge branch 'loadingScreen_initialdrawcallback' into 'master'
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Fix for !472 for older versions of OSG
See merge request OpenMW/openmw!474
(cherry picked from commit 35e25d79b9a6c76807084be5ca2584c4fd9b9c35)
4447dd41 osg versions
06f4d63b Preserve callback in older osg version
2020-12-17 23:37:21 +00:00
Alexei Dobrohotov
8db2ba2b38
Merge pull request #3032 from akortunov/gtest
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Mark mock methods as overrides (requires GTest 1.10)
2020-12-18 01:46:42 +03:00
David Cernat
db32f7f9f8
[Client] Use ObjectDialogueChoice for highlighted topics in dialogue
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The packet is now sent not just for items in the list on the right of the dialogue screen, but also for the clickable topics in the dialogue text itself.
2020-12-17 03:12:01 +02:00
Mads Buvik Sandvei
bc961a13f5
avoid redundant calls to removeInitialDrawCallback
2020-12-16 22:03:16 +01:00
Mads Buvik Sandvei
640420eaaa
No longer delete and recreate CopyFramebufferToTextureCallback, remove oneshot functionality. Instead just remove the callback after the traversals. Use addInitialDrawCallback instead of setInitialDrawCallback to avoid messing with existing callbacks.
2020-12-16 21:46:52 +01:00
fredzio
259d522800
When doing a ray cast to the next projectile position, ignore collisions
...
that occurs with the projectile own collision object. Otherwise a magic
bolt can explode "spontaneously".
2020-12-15 21:34:58 +01:00
psi29a
884b434ee0
Merge branch 'fixfriendlyfire' into 'master'
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Fix projectiles friendly fire (#5744 )
See merge request OpenMW/openmw!466
2020-12-15 15:45:43 +00:00
psi29a
78e85fe011
Merge branch 'this_is_nife' into 'master'
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More NIF stuff
See merge request OpenMW/openmw!461
2020-12-15 15:43:12 +00:00
psi29a
bc6bcda58f
Merge branch 'wizard' into 'master'
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Wizard: fix "file is already opened" warning
See merge request OpenMW/openmw!465
2020-12-15 15:35:47 +00:00
Nelsson Huotari
8b2bf12e8f
Use bip01 for root bone name
2020-12-15 13:51:49 +02:00
fredzio
b39437dfb6
Don't allow projectiles to stand still when they hit an ally.
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When an NPC fire a projectile, it should affect only its targeted actor.
To this end, after a hit is detected the target is checked against the
list of AI targets and reactivated if necessary.
Problem occurs when the hit occurs as a result of a friendly actor going
into the projectile (detected in ClosestNotMeConvexResultCallback):
while the projectile is inside the friend's collision box, it is
deactivated, just to be immediately reactivated. Effectively, the
projectile does nothing until the actor moves out.
Add a check inside the ClosestNotMeConvexResultCallback before declaring
a hit.
Since the necessary data is not safely accessible from the async thread,
maintain a copy inside the Projectile class.
2020-12-14 22:23:01 +01:00
Alexei Dobrohotov
8fd45d85ec
Unify NiGeometry/NiGeometryData handling
2020-12-15 00:06:43 +03:00
Alexei Dobrohotov
ab789e37e1
Wizard: fix "file is already opened" warning
2020-12-14 03:45:03 +03:00
Alexei Dobrohotov
201999c4a9
Make sure adjustPosition() is safe to call for any actor
2020-12-14 03:01:26 +03:00
David Cernat
1a4b817b31
[General] Rework ObjectDialogueChoice for multilingual compatibility
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Use a different system for sending and applying ObjectDialogueChoice packets.
2020-12-13 08:09:14 +02:00
Alexei Dobrohotov
817ac4cfbd
Don't regenerate the topics list unconditionally
2020-12-12 23:07:00 +03:00
fredzio
a314f196eb
Unconditionally call actor->resetPosition in adjustPosition.
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Revert broken change that would force adjust all actors in cell upon
loading. That break floating corpses (and probably others things).
2020-12-12 18:17:26 +01:00
Alexei Dobrohotov
15291f15d3
Make actor collision box components a struct
2020-12-11 20:07:59 +03:00
psi29a
11eff02a1d
Merge branch 'Show-more-information-about-level-on-menu' into 'master'
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Show more information about level on menu
See merge request OpenMW/openmw!437
2020-12-11 12:04:15 +00:00
psi29a
9a35c5815e
Merge branch 'nofallfloor' into 'master'
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Update physics object position after spawning.
See merge request OpenMW/openmw!449
2020-12-11 11:28:29 +00:00
psi29a
789d034432
Merge branch 'skirts' into 'master'
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Editor: Properly reserve body parts for skirts (bug #5731 )
Closes #5731
See merge request OpenMW/openmw!452
2020-12-11 11:09:32 +00:00
Frederic Chardon
460e5abb55
Update physics object position after spawning.
2020-12-11 08:57:08 +01:00
Frederic Chardon
899b8422fa
explicitely use a reference, auto can't infer it and make a copy
2020-12-11 08:56:54 +01:00
Alexei Dobrohotov
32601e0ae4
Properly reserve body parts for skirts (bug #5731 )
2020-12-11 10:39:57 +03:00
Coleman Smith
3b9db41346
removing unneeded variable
2020-12-10 17:03:10 -08:00
psi29a
d77f122289
Merge branch 'gl-5199-improve-scene-colors' into 'master'
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[OpenMW-CS] Issue #5199 : Improve Scene Colors
See merge request OpenMW/openmw!442
2020-12-10 21:36:46 +00:00
Coleman Smith
842ea9d6ed
simplifying a bit
...
- attaching gradient camera directly to the main camera
- using Vec4ub
2020-12-10 21:36:46 +00:00
psi29a
c8fa8cfe74
Merge branch 'herbalmenu' into 'master'
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Add graphic herbalism to the launcher
Closes #5730
See merge request OpenMW/openmw!448
2020-12-10 21:31:53 +00:00
psi29a
7156b11dbc
be explicit about narrowing to resolve: error: type 'btScalar *' (aka 'float *') cannot be narrowed to 'bool' in initializer list [-Wc++11-narrowing]
2020-12-10 21:30:05 +00:00
Evil Eye
525292b184
Add graphic herbalism to the launcher
2020-12-10 19:02:38 +01:00
psi29a
686692519c
Merge branch 'fix-tests' into 'master'
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Use correct variable types when loading config for tests
See merge request OpenMW/openmw!446
2020-12-09 21:25:30 +00:00
AnyOldName3
15f03ae375
Merge branch 'logging2' into 'master'
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Print '--version' and '--help' messages without timestamps
Closes #2686
See merge request OpenMW/openmw!444
2020-12-09 16:27:54 +00:00
psi29a
0e5af74a2f
Merge branch 'masterindexloadfix' into 'master'
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[OpenMW-CS] Load master index from refId to mContentFile
See merge request OpenMW/openmw!445
2020-12-09 10:12:10 +00:00
AnyOldName3
fd4a62ce35
Use correct variable types when loading config for tests
2020-12-09 00:32:01 +00:00
Petr Mikheev
49c6e50c31
Print '--version' and '--help' messages without timestamps
2020-12-08 23:14:49 +01:00
Nelsson Huotari
61a4a0807b
Load master index in refId to mContentFile, keep master index also in mIndex
2020-12-09 00:10:58 +02:00
psi29a
afaacedf67
Merge branch 'placeatmecrash' into 'master'
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Don't crash the game when placing a non-actor
See merge request OpenMW/openmw!443
2020-12-08 17:37:01 +00:00
Evil Eye
39ac0cbb4a
Don't crash the game when placing a non-actor
2020-12-08 17:47:25 +01:00
Chris Djali
21de3fa7e8
Merge pull request #3033 from akortunov/main_messages
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Use a logging system instead of cout for a couple of missing messages
2020-12-08 15:49:19 +00:00
psi29a
fd64aacf7d
Merge branch 'cliherbalism' into 'master'
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Add a setting to disable graphical herbalism
See merge request OpenMW/openmw!440
2020-12-08 10:02:15 +00:00
fredzio
4fbe1ed12c
Ignore caster collision shape. Sometimes the magic bolt get launched
...
inside too near its caster.
2020-12-08 09:06:34 +01:00
fredzio
7e85235220
Projectile to projectile collision
2020-12-08 09:06:34 +01:00
fredzio
66fe3b0d38
Modify projectile collision to work with async physics
2020-12-08 09:06:33 +01:00
Andrei Kortunov
dc7b48e92e
Generate physics collisions for projectiles (bug #3372 )
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Remove redundant now mHit field
2020-12-08 09:05:38 +01:00
Andrei Kortunov
242dd8d496
Use a logging system instead of cout for a couple of missing messages
2020-12-08 11:06:30 +04:00
Evil Eye
275b9aea4d
rename setting
2020-12-07 21:56:41 +01:00
Evil Eye
e62fff5f2e
Add a setting to disable graphical herbalism
2020-12-07 19:04:32 +01:00
Andrei Kortunov
807367ca3f
Mark mock methods as overrides (requires GTest 1.10)
2020-12-07 19:09:58 +04:00
CedricMocquillon
6bfdf0e57f
Add more information on mouse over level
2020-12-07 14:57:25 +01:00
psi29a
c2933721c6
Merge branch 'explodespell' into 'master'
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Make AI cast self-targeted spells at the ground (bug #5695 )
Closes #5695
See merge request OpenMW/openmw!426
2020-12-07 12:35:58 +00:00
psi29a
a3dfdde9ef
Merge branch 'move_actors_into_scene' into 'master'
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Move actors into the scene after a teleport
See merge request OpenMW/openmw!438
2020-12-07 10:19:32 +00:00
psi29a
c742c15f6d
Merge branch 'autogoesbrr' into 'master'
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Use range based for loops and auto
See merge request OpenMW/openmw!400
2020-12-07 09:12:50 +00:00
psi29a
b22418d053
Merge branch 'fix_spawn' into 'master'
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Fix spawn #5724
See merge request OpenMW/openmw!439
2020-12-07 08:20:35 +00:00
fredzio
c6c02a6f16
Remove useless code. ipos is already initialized with the correct
...
values.
2020-12-06 13:26:43 +01:00
fredzio
08e73a09ec
Make the code more compact by mean of std::min / max and ternary
...
operator.
2020-12-06 13:24:42 +01:00
fredzio
b79f6ac808
Force reset position of actor after snapping to the ground. Otherwise
...
the interpolation calculation would kick in and make the actor goes upward if the
spawn point is higher than summoner or downward if lower. The actor
would then either jump or fall through terrain.
2020-12-06 13:20:37 +01:00
Petr Mikheev
5734551ff3
Add time to logs. Redirect OSG log to OpenMW log.
2020-12-05 13:46:02 +01:00
fredzio
7843dad35d
Don't let the actor "nowhere" after a teleport but move them in their
...
place.
This solve the problem where after loading, an empty frame was rendered
because the player is "nowhere".
2020-12-05 01:09:43 +01:00
Evil Eye
078de86e60
Use range based for loops and auto
2020-12-04 18:34:51 +01:00
Alexei Dobrohotov
84e1a29700
Make AI cast self-targeted spells at the ground (bug #5695 )
2020-12-04 00:41:21 +03:00
fredzio
5a4872393a
Rework actor position reset. While solving the issue with invalid
...
position being used under heavy load, I introduced a regression that
prevented the position to be updated in case of teleport.
Move the logic in its own function and decide in PhysicsSystem whether a
reset is needed.
2020-12-03 12:57:57 +01:00
psi29a
6f0b90e606
documented that currently underwater shadows are mutually exclusive to refraction scale; to be fixed in follow up issue #5709 ; documentation fixes
2020-12-02 23:03:10 +00:00
David Cernat
4620adc662
Add OpenMW commits up to 30 Nov 2020
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/mwphysics/actor.cpp
2020-12-01 01:15:39 +02:00
Nelsson Huotari
b0e3bd6ff9
Fix crash caused by QStatusBar
2020-11-29 23:25:34 +02:00
Bret Curtis
16b34c2863
Merge pull request #3029 from akortunov/replace_zeroes
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Replace zeroes and nulls by nullptrs
2020-11-29 14:50:01 +01:00
psi29a
73ca333c4b
Merge branch 'actorpositionagain' into 'master'
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Make the physics simulation more robust when overloaded
See merge request OpenMW/openmw!429
2020-11-29 13:48:35 +00:00
Andrei Kortunov
8084a336b5
Replace zeroes and nulls by nullptrs
2020-11-29 11:14:07 +04:00
fredzio
ea2ba27084
Move the moment when the actor origin is saved before simulation so to
...
be sure the simulation is over. Otherwise, if the simulation is too slow
the position is wrong, and the actors would jump back and forth between
old and new position instead of actually moving.
2020-11-28 21:36:45 +01:00
psi29a
dc1bd8ec29
Merge branch 'osgAnimation_basics' into 'master'
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Collada animation support
See merge request OpenMW/openmw!421
2020-11-28 16:55:26 +00:00
psi29a
96e22bd44e
Merge branch 'fastforwardpos' into 'master'
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Discard physics simulation results after fast forward
See merge request OpenMW/openmw!423
(cherry picked from commit ff2d7695698341ef059c75707aa092cef48deea4)
03a37433 In case of time fast forward (resting, jail), force reset of positions
2020-11-23 20:15:44 +00:00
David Cernat
5d7ca14e7e
[Client] Set DedicatedPlayer's anim flags when its Ptr is enabled
2020-11-23 16:27:41 +02:00
AnyOldName3
f8c791fde3
Merge branch 'physics_worker_profile' into 'master'
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Add the async physics worker to the profiler overlay.
See merge request OpenMW/openmw!422
2020-11-21 00:18:44 +00:00
Frederic Chardon
9aba55a21a
Add the async physics worker to the profiler overlay.
2020-11-20 21:17:47 +01:00
jefetienne
bc6f46465f
Add to changelog, authors. Move variable declaration inside block
2020-11-19 10:34:15 -05:00
jefetienne
2413de38b5
Extend spell/item search to search by magic effect name
2020-11-19 10:34:15 -05:00
Nelsson Huotari
6e77ad1f6a
OSG-Collada animation support
2020-11-19 01:11:56 +02:00
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
2020-11-18 22:48:47 +02:00
psi29a
c69b407f8c
Merge branch 'close_the_window_before_you_destroy_the_world' into 'master'
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Don't unload the world before closing containers
Closes #5689
See merge request OpenMW/openmw!419
2020-11-18 18:19:46 +00:00
Evil Eye
c126d8801f
Fix #5689
2020-11-18 17:28:09 +01:00
AnyOldName3
06d1e70aac
Make Bullet DebugDrawer's default state match the physics system
2020-11-18 15:34:21 +00:00
David Cernat
b1ce90076e
[Client] Don't apply spell effects unilaterally on DedicatedPlayers
2020-11-17 17:51:13 +02:00
David Cernat
1dccd75238
[Server] Return signed int for GetSpellsActiveEffectArg()
2020-11-17 15:28:02 +02:00
David Cernat
dd171420ca
[Server] Move rare arg to end of AddSpellActiveEffect() argument list
2020-11-17 15:22:19 +02:00
David Cernat
58c04530e7
[General] Implement PlayerSpellsActive packet, part 2
...
The packet can now set the active spells of DedicatedPlayers.
2020-11-17 13:00:02 +02:00
Frederic Chardon
bb5213670c
Use bigger hammer to set Actor's position after teleporting. Otherwise traceDown() would use old collision object transform and gives incorrect results, making the Actor "fall" in the new position.
2020-11-16 11:35:50 +01:00
fredzio
d64ed6cf53
Get rid of the StandingActorsMap. Just embed the necessary info into
...
Actor class.
2020-11-15 01:58:21 +01:00
psi29a
5362146d24
Merge branch 'interleaved_movements' into 'master'
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Unbreak lifts & conveyors in Sotha Sil Expanded
See merge request OpenMW/openmw!410
2020-11-15 00:20:24 +00:00
David Cernat
30b179c2dd
[Client] Add die() method to DedicatedPlayer
2020-11-15 01:30:13 +02:00
David Cernat
ae0e4a929f
[Client] Add die() method to LocalPlayer
2020-11-15 01:02:58 +02:00
David Cernat
cd835104b7
[Client] Add resurrect() method to DedicatedPlayer
2020-11-15 00:44:10 +02:00
David Cernat
1083fa5196
[Client] Reorder DedicatedPlayer's functions
2020-11-14 23:02:30 +02:00
fredzio
e5fa457fe7
Properly account for interleaved move of actors.
...
Before this change, if an actor position was changed while the physics
simulation was running, the simulation result would be discarded. It is
fine in case of one off event such as teleport, but in the case of
scripts making use of this functionality to make lifts or conveyor (such
as Sotha Sil Expanded mod) it broke actor movement.
To alleviate this issue, at the end of the simulation, the position of the Actor
in the world is compared to the position it had at the beginning of the
simulation. A difference indicate a force move occured. In this case,
the Actor mPosition and mPreviousPosition are translated by the difference of position.
Since the Actor position will be really set while the next simulation runs, we
save it in the mNextPosition field.
2020-11-14 20:39:16 +01:00
David Cernat
676481d061
Add OpenMW commits up to 14 Nov 2020
...
# Conflicts:
# .travis.yml
# apps/openmw/mwmechanics/tickableeffects.cpp
2020-11-14 19:59:59 +02:00
Alexei Dobrohotov
df9667e923
Read NIF bounding volume data correctly
2020-11-14 14:16:29 +03:00
Alexei Dobrohotov
8a6d3d1b4f
Minor fixes
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Fix extra semicolon
Disable collision avoidance if AI is disabled
2020-11-13 22:53:12 +03:00
AnyOldName3
1e0df23d14
Merge branch 'shadows-bin' into 'master'
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Use a custom renderbin to avoid pointless OpenGL state switches
See merge request OpenMW/openmw!402
2020-11-13 16:29:41 +00:00
AnyOldName3
72f7e6a702
Handle all shadow alpha uniforms in shadowsbin
2020-11-12 00:26:30 +00:00
David Cernat
ec2e51825e
[Client] Set DedicatedPlayer's dynamic stats when its Ptr is enabled
...
Previously, players often started out in knockout animations when their Ptrs were first enabled because their fatigue started out at 0 and only updated itself afterwards.
2020-11-11 15:13:14 +02:00
David Cernat
4389d4417a
[Client] Add setStatsDynamic() method to DedicatedPlayer
2020-11-11 14:55:55 +02:00
psi29a
ed8342ebc9
Merge branch 'niffile' into 'master'
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Remove NIFFile settings manager dependency
See merge request OpenMW/openmw!398
2020-11-10 09:03:10 +00:00
Alexei Dobrohotov
c857588ee9
Remove NIFFile settings manager dependency
2020-11-09 14:24:48 +03:00
Alexei Dobrohotov
b523574090
Remove shader visitor settings manager dependency
2020-11-09 13:59:59 +03:00
Andrei Kortunov
0e971dccf0
Rework cure effects
2020-11-04 13:51:10 +04:00
Alexei Dobrohotov
37cce328ca
Merge branch 'basicmath' into 'master'
...
Compute the rotation normal relative to the door axe, not the world.
See merge request OpenMW/openmw!391
2020-11-03 14:34:25 +00:00
Bret Curtis
6efa7eea5a
Merge pull request #3025 from akortunov/iterator
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Do not remove active effects in the active effects loop
2020-11-02 17:12:45 +01:00
Andrei Kortunov
c1d56d94c4
Do not remove active effects in loop (bug #3789 )
2020-11-02 17:51:36 +04:00
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
David Cernat
7f435ceeac
Add OpenMW commits up to 1 Nov 2020
...
# Conflicts:
# CMakeLists.txt
# apps/openmw/main.cpp
# apps/openmw/mwclass/container.hpp
# apps/openmw/mwclass/creature.hpp
# apps/openmw/mwclass/npc.hpp
# apps/openmw/mwdialogue/dialoguemanagerimp.hpp
# apps/openmw/mwdialogue/journalimp.hpp
# apps/openmw/mwgui/container.cpp
# apps/openmw/mwgui/dialogue.hpp
# apps/openmw/mwgui/mainmenu.cpp
# apps/openmw/mwgui/windowmanagerimp.hpp
# apps/openmw/mwmechanics/aiactivate.hpp
# apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
# apps/openmw/mwscript/containerextensions.cpp
# apps/openmw/mwscript/interpretercontext.hpp
# components/CMakeLists.txt
2020-11-01 23:17:59 +02:00
psi29a
ba3aad31c1
Merge branch 'hitdebug' into 'master'
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Visualize hits in the debug overlay
See merge request OpenMW/openmw!379
2020-11-01 10:20:14 +00:00
psi29a
7ee7041399
Merge branch 'stretch' into 'master'
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Put a stretch menu background checkbox into the launcher (#5672 )
Closes #5672
See merge request OpenMW/openmw!387
2020-11-01 09:26:19 +00:00
Alexei Dobrohotov
f49bf028b9
Put a stretch menu background checkbox into the launcher ( #5672 )
2020-11-01 02:14:25 +03:00
Alexei Dobrohotov
53f91a3aa5
Merge pull request #3018 from akortunov/emplace
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Use emplace_back instead of push_back
2020-11-01 01:58:56 +03:00
fredzio
4876969153
Use the PhysicsSystem::movementQueue instead of a serie of
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setPosition(getPosition() + diff) to move actor in scripts.
With background physics, this is very slightly off with the collision
object position.
When the script run long enough (a few dozen frames for instance),
the accumulated error becomes too big. It make actors fall through lifts floors.
2020-10-30 23:59:09 +01:00
Evil Eye
7065282127
Save and load container records; fixes #5668
2020-10-29 13:55:24 +01:00
Andrei Kortunov
64ba81ecf2
Fix some issues, found by CoverityScan
2020-10-28 18:02:31 +04:00
psi29a
8f68f08aee
Merge branch 'moonmoon' into 'master'
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Change moon phase to an enum class
See merge request OpenMW/openmw!381
2020-10-27 19:44:30 +00:00
Evil Eye
3bf5247c0b
remove forward declaration
2020-10-27 19:23:07 +01:00
Alexei Dobrohotov
9763995892
Fix regression #5666
2020-10-27 18:08:14 +03:00
psi29a
74dfc09e2d
Merge branch 'removeitem' into 'master'
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Fix remove item regression
Closes #5663
See merge request OpenMW/openmw!380
2020-10-26 23:13:35 +00:00
Evil Eye
2c4cafa41a
Change moon phase to an enum class
2020-10-26 22:16:31 +01:00
Evil Eye
0512a574e8
Fix remove item regression
2020-10-26 20:13:24 +01:00
David Cernat
e100ed7b63
[Server] Add server functions for getting & setting dialogue choices
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Fix typo in description for SetObjectSoul()
2020-10-26 20:34:01 +02:00
David Cernat
9dcb0f4c32
[General] Implement ObjectDialogueChoice packet
2020-10-26 19:48:40 +02:00
psi29a
f6e4c7cb42
Merge branch 'regionsounds' into 'master'
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Fix region sounds
See merge request OpenMW/openmw!370
2020-10-26 16:29:45 +00:00
fredzio
e8c0a7bec0
Visualie projectile hits
2020-10-26 13:53:36 +01:00
Frederic Chardon
574ccbf7bd
Visualize hand to hand hits
2020-10-26 13:48:15 +01:00
fredzio
435b2e37f8
Allow to display collision points in the debug viewer
2020-10-26 13:42:46 +01:00
Bret Curtis
4032b754e4
set minimal boost version; remove #ifdef boost version checks
2020-10-25 22:43:10 +01:00
unknown
eae9eafb8c
Merge branch 'master' of gitlab.com:OpenMW/openmw into regionsounds
2020-10-25 14:13:14 +01:00
unknown
eebb320916
Wait for the previous sound to stop
2020-10-25 12:20:14 +01:00
Bret Curtis
f6bead88a9
purge boost/optional.hpp headers
2020-10-25 00:58:44 +02:00
Bret Curtis
62b0781f7d
use std::optional instead of boost::optional
2020-10-25 00:33:41 +02:00
psi29a
957a1425d1
Merge branch 'cleanup_1' into 'master'
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Cleanup 1
See merge request OpenMW/openmw!365
2020-10-24 18:43:03 +00:00
unknown
1ce296aa7f
Use fallback values for region sounds and fix probability
2020-10-24 18:54:46 +02:00
Bret Curtis
259f7fcf12
Merge pull request #3020 from unelsson/strippluginindex_cs
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Strip the plugin index when looking for deleted refs.
2020-10-23 21:51:53 +02:00
Nelsson Huotari
b1ea9f6a5b
Strip the plugin index from refid completely
2020-10-23 20:21:34 +03:00
psi29a
6534bc9b74
Merge branch 'config-fixes' into 'master'
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Config fixes
See merge request OpenMW/openmw!367
2020-10-23 16:40:18 +00:00
AnyOldName3
538314b03a
Make path settings have path type
2020-10-23 15:34:41 +01:00
Alexei Dobrohotov
129bd51672
Add compressed BSA support to bsatool
2020-10-23 14:04:21 +03:00
AnyOldName3
8b28b6e55e
Compose BSA, context and script blacklist lists
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These would only take their value from the highest priority source, so
specifying `openmw --content anExtraEsp.esp` would override all the
content files in the user cfg file, and the user cfg file would override
any in the global/local one.
2020-10-23 01:58:43 +01:00
AnyOldName3
cf81f1bbb7
Make composing variables compose in the expected order
2020-10-23 01:41:28 +01:00
Bret Curtis
5a824d0333
components/compiler cleanup; also cleaned up related cascading warnings; fixed up final/override issues
2020-10-22 23:57:53 +02:00
AnyOldName3
651a5a27f6
Fix inconsistent indentation
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This has been irritating me for years.
2020-10-22 21:44:47 +01:00
Bret Curtis
43614e2204
Merge pull request #3021 from akortunov/warnfix
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Do not use deprecated Qt functions
2020-10-22 17:17:13 +02:00
psi29a
fa1765816f
Merge branch 'somecpp17' into 'master'
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C++17 cosmetics
See merge request OpenMW/openmw!357
2020-10-22 13:06:15 +00:00
Andrei Kortunov
46a1950b0e
Do not use deprecated Qt functions
2020-10-22 15:50:47 +04:00
fredzio
a19db73eca
Fix bad rebase
2020-10-22 09:24:56 +02:00
fredzio
1357bba0a0
Use some C++17 where it makes the code more readable
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Also replace boost::optional
2020-10-22 07:15:16 +02:00
fredzio
4fc5b6f6f4
Sort headers
2020-10-22 07:15:16 +02:00
fredzio
212b293803
Use same parameter name in definition and declaration
2020-10-22 07:15:16 +02:00
Alexei Dobrohotov
f1b7cd5404
Don't reset temporarily hidden container window
2020-10-22 02:12:31 +03:00
psi29a
4ae504970f
Merge branch 'blocking' into 'master'
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Fix lower body blocking animation priority (bug #5656 )
Closes #5656
See merge request OpenMW/openmw!359
2020-10-21 22:32:24 +00:00
psi29a
7f59751946
Merge branch 'standing' into 'master'
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Fix standing actors logic
See merge request OpenMW/openmw!360
2020-10-21 22:31:01 +00:00
fredzio
2916a9462e
Fix standing actors logic:
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it is updated in the solver only if the actor is standing on
"something". The ground is not "something", so in case the actor goes
from standing on an object to the standing on the ground, this change was not taken
into account.
Clear the value before the simulation to solve this problem.
2020-10-21 21:32:06 +02:00
Alexei Dobrohotov
2972033a72
Merge branch 'thelevelling' into 'master'
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Allow adding levelled lists using AddItem
Closes #2404
See merge request OpenMW/openmw!358
2020-10-21 16:53:46 +00:00
Alexei Dobrohotov
7da8479d25
Fix lower body blocking animation priority (bug #5656 )
2020-10-21 19:35:01 +03:00
Evil Eye
bdcd2bc802
Allow adding levelled lists with AddItem
2020-10-21 17:21:28 +02:00
Bret Curtis
7d16b6f26c
Merge pull request #2992 from akortunov/service_refusal
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Add support for service-specific refusals
2020-10-21 00:29:19 +02:00
Bret Curtis
82431b752d
removed unnessary bits that cmake should be doing for us; replace Misc::gcd with std::gcd
2020-10-20 23:38:05 +02:00
Evil Eye
f62905eb0a
remove redundant argument
2020-10-20 21:04:35 +02:00
psi29a
09373a757d
Merge branch 'radioactive' into 'master'
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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
Andrei Kortunov
6c591c190b
Add support for service-specific refusals (feature #5580 )
2020-10-20 18:58:26 +04:00
fredzio
a036183248
Use a much simpler and assert-free check for Bullet multithreading support
2020-10-19 21:31:52 +02:00
Nelsson Huotari
fb4250a2b7
Strip the plugin index when looking for deleted refs.
2020-10-19 15:02:10 +03:00