elsid
09f9075842
Use RecastMeshBuilder once to create RecastMesh
...
This allows to move all data out of the object instead of copying.
2021-07-04 22:18:05 +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
Dobrohotov Alexei
3cab69c389
Fix ShowMap partial match filtering (bug #6115 )
2021-07-03 01:04:22 +03:00
psi29a
07c3ed16d0
Merge branch 'base64-fixes' into 'master'
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Base64 fixes
Closes #6111
See merge request OpenMW/openmw!965
2021-07-02 06:27:17 +00:00
jvoisin
2cb9482893
Use a std::vector instead of a std::list in hypertextparser.cpp
2021-07-01 23:09:08 +00:00
elsid
5624fe1911
Consider path not found when there is navmesh query error
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Fix a specific case when the guard at the start of the game fails to find path
due to failed getPolyHeight call that results into a partial path to the
target.
2021-06-30 20:13:27 +02:00
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
psi29a
67f32263b2
Merge branch 'fix_malexa_escape' into 'master'
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Inscribe physical bounding box into navmesh agent cylinder (#6114 )
Closes #6114
See merge request OpenMW/openmw!967
2021-06-28 14:26:08 +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
elsid
8d2cdedc87
Show number of pathgrid node in a tooltip
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To allow users faster understand what node it is.
2021-06-28 00:34:49 +02:00
elsid
84d6dea277
Inscribe physical bounding box into navmesh agent cylinder
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To disallow too narrow navmesh for a bounding box.
2021-06-27 13:44:38 +02:00
AnyOldName3
d38126ef1c
Pack default CS config
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*Technically* it was already being loaded as if it were packed, but it
made no difference because it's supposed to be empty.
2021-06-26 20:00:25 +01:00
Evil Eye
1f658209f8
Merge branch 'DoNotCopyFullDialogue' into 'master'
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Do not copy full dialogue as we only want to return its id
See merge request OpenMW/openmw!856
2021-06-26 11:59:37 +00:00
psi29a
7d8949ec3f
Merge branch 'positively_glowing' into 'master'
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Detach objects from the active grid when attempting to get their animation
Closes #6105
See merge request OpenMW/openmw!951
2021-06-25 09:20:25 +00:00
Evil Eye
2be27da791
Merge branch 'const_refs' into 'master'
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Add a ton of const refs
See merge request OpenMW/openmw!954
2021-06-24 18:57:41 +00:00
Evil Eye
9f7980ecd7
Merge branch 'refenreces' into 'master'
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Sprinkle some references where it makes sense
See merge request OpenMW/openmw!952
2021-06-24 17:40:36 +00:00
Evil Eye
7e9785941c
Merge branch 'default' into 'master'
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Use `default` instead of empty constructors/destructors
See merge request OpenMW/openmw!957
2021-06-24 17:19:02 +00:00
jvoisin
cf11870b1c
Sprinkle some references where it makes sense
2021-06-24 00:28:09 +02:00
jvoisin
5840279f16
Use default
instead of empty constructors/destructors
...
See https://pvs-studio.com/en/docs/warnings/v832/ for details
2021-06-24 00:26:15 +02:00
jvoisin
b2c170efa0
Use initialization lists where possible
2021-06-23 23:36:43 +02:00
jvoisin
1123dc46ee
Add a ton of const refs
2021-06-23 23:13:59 +02:00
Evil Eye
692615fd3c
Detach objects from the active grid when attempting to get their animation
2021-06-23 18:08:49 +02:00
Evil Eye
7377568f01
Merge branch 'modernize_use_override_openmw_cs' into 'master'
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Using override keyword in OpenMW CS
See merge request OpenMW/openmw!888
2021-06-22 18:04:40 +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
Alexey Yaryshev
2577047b59
Fixed an issue #6101 ( https://gitlab.com/OpenMW/openmw/-/issues/6101 )
2021-06-22 14:51:49 +00:00
Dobrohotov Alexei
870cdd0130
Calculate magic VFX vertical offset (bug #5453 )
2021-06-21 23:29:45 +03:00
psi29a
9c3117d2d4
Merge branch 'fix_smooth_movement' into 'master'
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Validate almost straight shortcuts by navmesh raycast (#6102 )
Closes #6102
See merge request OpenMW/openmw!947
2021-06-21 19:54:17 +00:00
Evil Eye
b2acb322af
Merge branch 'modernize_use_override_for_most_apps' into 'master'
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Using override keyword in most apps
See merge request OpenMW/openmw!886
2021-06-21 18:47:45 +00:00
elsid
e7d68d3d1b
Validate almost straight shortcuts by navmesh raycast
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Check whether it's possible to actually move over navmesh by such shortcut.
2021-06-21 18:50:45 +02:00
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
psi29a
6a9f2fdb17
Merge branch 'underground' into 'master'
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Get The Underground 2 running
See merge request OpenMW/openmw!608
2021-06-19 21:06:15 +00:00
Evil Eye
690e5ef757
Don't resolve a script's target just to get the ID
2021-06-19 19:26:57 +02:00
Evil Eye
67c8d73fe0
Allow scripts to fail per target
2021-06-19 19:26:55 +02:00
Evil Eye
879e66a043
Don't autoequip items when implicitely adding an item using equip
2021-06-19 19:26:53 +02:00
Evil Eye
382d458f9c
Ignore wrong reference class for SetHello
2021-06-19 19:26:53 +02:00
elsid
e5e04b85c1
Consider time to destination when try to avoid collision
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Actor may reach destination before collision. Get next path point from active
packet pathfinder and use point tolerance to reduce distance.
Use maximum of last destination tolerance and DEFAULT_TOLERANCE because
there are 2 checks made for path completion. First checks whether actor is
close enough to the destination and second drop last path point when actor is
closer than DEFAULT_TOLERANCE.
2021-06-19 14:11:20 +02:00
elsid
56e6305345
Revert "Merge branch 'fix_new_game_guard' into 'master'"
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This reverts commit a487295d39
.
2021-06-19 14:06:46 +02:00
psi29a
b7886bc036
Merge branch 'SpeedUpInteriorCheck' into 'master'
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Speedup searching for exterior cells
See merge request OpenMW/openmw!857
2021-06-19 00:29:47 +00:00
psi29a
047d993cf4
Merge branch 'at' into 'master'
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Use operator[] instead of at() when the idx is checked
See merge request OpenMW/openmw!916
2021-06-19 00:26:48 +00:00
psi29a
f66196588c
Merge branch 'object_paging_min_size_combo_box' into 'master'
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Adding Object Paging Min Size combo box to Advanced -> Visuals
See merge request OpenMW/openmw!917
2021-06-19 00:20:29 +00:00
psi29a
5aa1f7b3d0
Merge branch 'remove_useless' into 'master'
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Remove some useless variables from esmtool
See merge request OpenMW/openmw!925
2021-06-19 00:17:58 +00:00
psi29a
3794e6d4b2
Merge branch 'fix-ffmpeg-api-const' into 'master'
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Fix future FFMpeg API changes
See merge request OpenMW/openmw!922
2021-06-19 00:15:16 +00:00
psi29a
4d95855dd5
Merge branch 'reduce_esmreader' into 'master'
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Reduce a bit std::stringstream's code bloat in hot/small functions
See merge request OpenMW/openmw!933
2021-06-18 22:53:25 +00:00
psi29a
071786aff6
Merge branch 'UseSameDistanceForAllLodsOfTheCurrentChunk' into 'master'
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Use same distance for all lods of the current chunk
Closes #6061
See merge request OpenMW/openmw!940
2021-06-16 11:47:30 +00:00
psi29a
329ec8f044
Merge branch 'dont_bury_me_plz' into 'master'
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Don't unsummon creatures not found within the active cells
Closes #6070
See merge request OpenMW/openmw!926
2021-06-16 09:43:53 +00:00
psi29a
c39c0266a9
Merge branch 'free_from_bondage' into 'master'
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Do not assume the bound item cache is valid after loading a save
Closes #6069
See merge request OpenMW/openmw!931
2021-06-16 09:43:14 +00:00
jvoisin
22153cca7b
Reduce a bit the code bloat in hot paths/small functions
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There is no need to bloat hot/small functions with
a ton of function calls and involving locales
for simple error messages.
2021-06-15 17:57:14 +02:00
unknown
7d756d997e
Rebuild the cache in readState
2021-06-12 18:18:52 +02:00
CedricMocquillon
7fa67ff675
Use same distance for all lod instances of a chunk
2021-06-12 15:34:15 +02:00