Merge branch 'tapdancers' into 'master'

AiWander must update wandering manually flag when resuming existing path.

Closes #7647

See merge request OpenMW/openmw!3526
macos_ci_fix
Alexei Kotov 1 year ago
commit e6137cff73

@ -140,6 +140,7 @@ Programmers
Lordrea Lordrea
Łukasz Gołębiewski (lukago) Łukasz Gołębiewski (lukago)
Lukasz Gromanowski (lgro) Lukasz Gromanowski (lgro)
Mads Sandvei (Foal)
Marc Bouvier (CramitDeFrog) Marc Bouvier (CramitDeFrog)
Marcin Hulist (Gohan) Marcin Hulist (Gohan)
Mark Siewert (mark76) Mark Siewert (mark76)

@ -84,6 +84,7 @@
Bug #7630: Charm can be cast on creatures Bug #7630: Charm can be cast on creatures
Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing
Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat
Bug #7647: NPC walk cycle bugs after greeting player
Feature #3537: Shader-based water ripples Feature #3537: Shader-based water ripples
Feature #5492: Let rain and snow collide with statics Feature #5492: Let rain and snow collide with statics
Feature #6149: Dehardcode Lua API_REVISION Feature #6149: Dehardcode Lua API_REVISION

@ -229,7 +229,7 @@ namespace MWMechanics
} }
if (mPathFinder.isPathConstructed()) if (mPathFinder.isPathConstructed())
storage.setState(AiWanderStorage::Wander_Walking); storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
} }
if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump) if (!cStats.getMovementFlag(CreatureStats::Flag_ForceJump)
@ -499,7 +499,7 @@ namespace MWMechanics
if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None)) if (!checkIdle(actor, storage.mIdleAnimation) && (greetingState == Greet_Done || greetingState == Greet_None))
{ {
if (mPathFinder.isPathConstructed()) if (mPathFinder.isPathConstructed())
storage.setState(AiWanderStorage::Wander_Walking); storage.setState(AiWanderStorage::Wander_Walking, !mUsePathgrid);
else else
storage.setState(AiWanderStorage::Wander_ChooseAction); storage.setState(AiWanderStorage::Wander_ChooseAction);
} }

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