psi29a
d8bed73ada
Merge branch 'local_crache' into 'master'
...
Cache failed compilation when getting locals
Closes #6123
See merge request OpenMW/openmw!988
2021-07-08 22:16:15 +00:00
elsid
f8e02000ec
Write screenshots to file asynchronously
2021-07-08 21:13:57 +02:00
Evil Eye
eced6f2126
Implement the help command
2021-07-07 18:48:25 +02:00
psi29a
3c0a0ba9e1
Merge branch 'master' into 'touch_my_crank'
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# Conflicts:
# CHANGELOG.md
2021-07-06 09:18:12 +00:00
psi29a
c372c239a6
Merge branch 'master' into 'OpenCS_Bug6017'
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# Conflicts:
# CHANGELOG.md
2021-07-06 07:52:49 +00:00
psi29a
06b852fbc8
Merge branch 'OpenCS_DELE_write_size' into 'master'
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For consistency with TES CS, force DELE record writes to be 4 bytes (currently writes 1 byte).
See merge request OpenMW/openmw!999
2021-07-06 07:42:49 +00:00
cc9cii
a47ebf5c9e
For consistency with TES CS, force DELE record writes to be 4 bytes (currently writes 1 byte).
2021-07-06 14:57:58 +10:00
cc9cii
f68c81e631
Merge branch 'master' into 'OpenCS_Bug6017'
2021-07-06 03:10:46 +00:00
cc9cii
f8aefc7f0b
Update the changelog.
2021-07-06 07:02:41 +10:00
Evil Eye
796617fa0c
Allow activators to be activated using telekinesis
2021-07-05 22:00:43 +02:00
Evil Eye
d138602bd3
Add changelog entry
2021-07-05 18:41:43 +02:00
psi29a
7cc4e5afa1
Merge branch 'more_magical_stamina' into 'master'
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Make fatigue and magicka recalculation behave the same way
Closes #6107
See merge request OpenMW/openmw!968
2021-07-05 13:24:09 +00:00
Simon Meulenbeek
625744298b
change setValue to replace value instead of insert
2021-07-05 13:22:46 +00:00
Bret Curtis
e5e3f52e3e
Added changelog entry for #6067
2021-07-05 10:23:01 +02:00
psi29a
6a4eeeb39b
Merge branch 'fix_door_freeze' into 'master'
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Fix slow AiPackage::getTarget calls (#6136 )
Closes #6136
See merge request OpenMW/openmw!990
2021-07-05 08:17:46 +00:00
elsid
8d1eb7e2e6
Fix slow AiPackage::getTarget calls
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Assume there are no cell refs with empty ref id.
2021-07-04 14:09:11 +02:00
Evil Eye
9a7c07173d
Cache failed compilation when getting locals
2021-07-04 10:58:12 +02:00
Andreas Stöckel
b1fa0e9560
Fix Avatar Preview Coordinate Transformations in the Inventory (Issues #6129 , #6131 )
2021-07-04 08:36:59 +00:00
NeveHanter
6bb030aa55
Ignore actors siding with player in awarness check to allow training the sneaking or knowing whether player is detected by other actors in the siding actor line of sight
2021-07-03 13:40:36 +02:00
Evil Eye
5e4beb217a
Make fatigue and magicka recalculation behave the same way
2021-07-03 10:47:26 +02:00
Dobrohotov Alexei
3cab69c389
Fix ShowMap partial match filtering (bug #6115 )
2021-07-03 01:04:22 +03:00
Evil Eye
4f264af5a9
Merge branch 'staticsload' into 'master'
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Loads statics before actors II (#5379 )
See merge request OpenMW/openmw!588
2021-06-28 20:25:51 +00:00
fredzio
c795e0bce6
Some actors are supposed to spawn on an object that belongs to an adjacent cell.
...
Since actors can be active in 3x3 grid around the player, we need to
first load all objects 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 non-animated physics objects.
Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
2021-06-28 09:36:04 +02:00
jvoisin
b4cfa4328e
Merge branch 'keyword_soup' into 'master'
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Strip quotes when treating keywords as strings
Closes #6066
See merge request OpenMW/openmw!921
2021-06-24 19:51:58 +00:00
Evil Eye
f264a8d90a
Merge branch 'vfx' into 'master'
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Calculate magic VFX vertical offset (bug #5453 )
Closes #5453
See merge request OpenMW/openmw!909
2021-06-22 17:15:29 +00:00
Evil Eye
22f7d4eee2
Strip quotes when treating keywords as strings
2021-06-22 16:54:35 +02:00
Alexey Yaryshev
2577047b59
Fixed an issue #6101 ( https://gitlab.com/OpenMW/openmw/-/issues/6101 )
2021-06-22 14:51:49 +00:00
Andrei Kortunov
f3b8bc9811
Fix 0.46 and 0.47 changelogs
2021-06-22 10:06:41 +04:00
Dobrohotov Alexei
870cdd0130
Calculate magic VFX vertical offset (bug #5453 )
2021-06-21 23:29:45 +03:00
Léo Peltier
5c4e1252e9
Handle AutoCalc flag when getting spell cost
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Fixes #5483
This only applies to "base game" spells.
When adding an AutoCalc spell with TES:CS its cost is computed and
stored inside game files. This stored cost was being used by OpenMW and
the actual cost was never recomputed at runtime whereas Morrowind.exe
discards the stored cost.
While this worked fine in vanilla, mods can update AutoCalc spell
effects without ever updating the stored cost.
The formula was mostly there already but there was a few differences,
namely a 1 second offset in duration.
2021-06-20 13:42:28 +02:00
Evil Eye
2db7495d43
add changelog entry
2021-06-19 19:27:32 +02:00
Evil Eye
c1177d7ffe
Allow unquoted string arguments to start with . and -
2021-06-19 11:21:37 +02:00
Bret Curtis
36bb966ca1
Getting the ball rolling for 0.48
2021-06-18 23:16:03 +02:00
Atahualpa
d500507dec
Resolved merge conflicts with changelog (cont.)
2021-05-18 15:05:19 +02:00
Atahualpa
425f745d53
Resolved merge conflicts with changelog.
2021-05-18 15:03:56 +02:00
Andrei Kortunov
c11774f278
Do not trigger in-game bindings via mouse buttons when controls are disabled (bug #6047 )
2021-05-17 12:23:56 +04:00
Andrei Kortunov
e38063dcdb
Discard button press events during save loading (bug #5619 )
2021-05-16 16:04:28 +04:00
Andrei Kortunov
b63f53f5bb
Disable shield animation when we launch a torch one (bug #6043 )
2021-05-15 11:31:08 +04:00
glassmancody.info
4bbbbb00f6
use particle data for particle system quota
2021-05-14 10:52:19 -07:00
psi29a
fd89582e0c
Merge branch 'navmesh_wait' into 'master'
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Wait until navmesh is generated within given distance around player (#5500 )
Closes #5500
See merge request OpenMW/openmw!819
2021-05-13 16:56:39 +00:00
psi29a
5cd4dc2840
Merge branch 'catchy_video' into 'master'
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Catch exceptions in VideoThread
Closes #6007
See merge request OpenMW/openmw!835
2021-05-13 16:48:01 +00:00
elsid
6e19e3a9bb
Add changelog entries for navigator features
2021-05-12 09:51:41 +02:00
Evil Eye
de37ca8e2c
Catch exceptions in VideoThread
2021-05-10 17:47:57 +02:00
Evil Eye
c5aa3d4f77
Don't stop and turn to the player while sneaking or jumping
2021-05-09 19:55:27 +02:00
elsid
7a51d0db18
Wait until navmesh is generated within given distance around player
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Add a setting to change this distance.
To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
2021-05-05 19:44:16 +02:00
psi29a
d547d0dc60
Add #5800 to changelog
2021-05-05 07:32:08 +00:00
Evil Eye
bd45449f9d
Allow activation of inventory items
2021-05-01 14:07:29 +02:00
Dobrohotov Alexei
24f4bf9c28
Fix NiUVController UV offset calculations (bug #5995 )
2021-04-30 14:38:16 +03:00
Andrei Kortunov
b7b85bb713
Disable controllers for found sheath meshes (bug #5975 )
2021-04-20 16:01:01 +04:00
elsid
3e67f5ffa5
Detect and ignore updates for oscillating objects
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To avoid triggering NavMesh update when RecastMesh change should not change
NavMesh.
Based on the following assumption:
Given a set of transformations and a bounding shape for all these
tranformations, a new object transformation that does not change this
bounding shape also should not change navmesh if for all of this object
transformations resulting navmesh tiles are equivalent
The idea is to report back to RecastMeshManager all changes of NavMesh if there
are any assiciated with RecastMesh version. So we know the last time when
RecastMesh change resulted into the NavMesh change. When later report shows
that there was no NavMesh change for a new RecastMesh version we can assume
that any object transformation within the same bounding box should not change
NavMesh.
2021-04-18 23:00:13 +02:00