jvoisin
d45184a730
Sprinkle some const-ref to avoid unnecessary copies
4 years ago
Chris Djali
f0cef87cd8
Merge pull request #3069 from akortunov/msvc_warnings
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Rework warnings settings
4 years ago
fredzio
4fa0972b2d
Tone down actor's skip simulation flag to an optional skip collision
...
detection flag.
4 years ago
Evil Eye
bd45449f9d
Allow activation of inventory items
4 years ago
jvoisin
998cc97a4f
And done!
4 years ago
jvoisin
be371ccd9f
An another pass
4 years ago
jvoisin
ee2446d5c4
Trim even more
4 years ago
jvoisin
04edb1c817
Trim down some internal includes
4 years ago
psi29a
16bb3919d1
Merge branch 'navmesh_cache_simplification' into 'master'
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Simplify navmesh cache
See merge request OpenMW/openmw!691
4 years ago
Alexei Dobrohotov
e3bb45fd61
Merge branch 'minor_aicombat' into 'master'
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Minor optimization in aicombat.cpp
See merge request OpenMW/openmw!737
(cherry picked from commit f1d19035cccfff2523faad0d4e4d96cd3ddae2e6)
bbbfc520 Minor optimization in aicombat.cpp
237b34a6 Fix style
a14911cb Fix indentation
4 years ago
jvoisin
4c96644f8d
Use a char instead of a string in find() where possible
...
This was done via PVS Studio ( https://pvs-studio.com ),
and should provide a super-duper-marginal performance boost \o/
4 years ago
elsid
e1d955d92b
Remove noexcept specifier from CreatureCustomData move ctor
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C++17 doesn't allow to declare defaulted move ctor with not matching
exception specification to the calculated one:
/Users/eddie/Downloads/BUILD/openmw-master/apps/openmw/mwclass/creature.cpp:63:9: error:
exception specification of explicitly defaulted move constructor does not
match the calculated one
CreatureCustomData(CreatureCustomData&& other) noexcept = default;
^
http://wg21.link/p1286r2 makes this possible in C++20 and newer compilers
already have it working even with -std=c++17 but older onces give an error.
4 years ago
elsid
ca7add0624
Add move constructor to MWMechanics::Spells
4 years ago
elsid
46e34c500c
Use algorithms to add/remove listener to SpellList
4 years ago
Andrei Kortunov
6d351b2bdd
Fix MSVC 4706 warnings
4 years ago
Simon Meulenbeek
cd419256ad
don't forget to close the audio device after you're done with it.
4 years ago
jvoisin
fb55207328
Remove some useless includes from the wizzard
4 years ago
Andrei Kortunov
faad18b7f9
Merge pull request #3072 from akortunov/warnfix
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Fix node masks signed/unsigned mismatch
4 years ago
Andrei Kortunov
b7b85bb713
Disable controllers for found sheath meshes (bug #5975 )
4 years ago
Andrei Kortunov
2d869ca9ff
Fix node masks signed/unsigned mismatch
4 years ago
Bret Curtis
50d6cd2a34
Merge pull request #3070 from akortunov/coverity
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Fix an another portion of Coverity warnings
4 years ago
Andrei Kortunov
d10399e083
Cast double constant to float explicitely
4 years ago
Andrei Kortunov
7d5c5f8a24
Do not assign negative values to unsigned variables
4 years ago
Andrei Kortunov
651ad11ad8
Do not leave variables without initialization, even in execution paths where they are unused
4 years ago
Andrei Kortunov
9647b670e4
Do not declare unused variables
4 years ago
Andrei Kortunov
0cadc97fb3
Fix double -> float conversions
4 years ago
Bret Curtis
befa3f587f
Merge pull request #3068 from akortunov/master
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Clean up MSVC warnings
4 years ago
psi29a
b645c1f4c0
Merge branch 'navmesh_ignore' into 'master'
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Do not trigger NavMesh update when RecastMesh update should not change NavMesh (#4917 )
See merge request OpenMW/openmw!762
4 years ago
psi29a
f3354c509e
Merge branch 'stomp' into 'master'
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Adjustable Stomp
See merge request OpenMW/openmw!575
4 years ago
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.
4 years ago
AnyOldName3
ce3ed28403
Control stomping via settings.
4 years ago
psi29a
3423d3f882
Merge branch 'various_warn' into 'master'
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Fix various warnings found by clang
See merge request OpenMW/openmw!758
4 years ago
Alexei Dobrohotov
b29e797b27
Merge branch 'seventh_time_is_the_charm' into 'master'
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Unbreak again NPC teleport
See merge request OpenMW/openmw!760
4 years ago
Petr Mikheev
5fe10e8e7f
Merge branch 'fix-headtracking' into 'master'
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Fix headtracking while invisible
See merge request OpenMW/openmw!743
4 years ago
Jacob Turnbull
f49b9e3806
Fix headtracking while invisible
4 years ago
fredzio
36bb2d5f15
An actor needs not be in active cell. As such we can't use
...
PhysicsSystem::getActor() to determine that a ptr is not actor.
4 years ago
Andrei Kortunov
987b231fdd
Fix an another portion of Coverity warnings
4 years ago
psi29a
50db75bd13
Merge branch 'settingstocs_csmprefs' into 'master'
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Dehardcode animations in OpenMW-CS (CSMPrefs method)
See merge request OpenMW/openmw!742
4 years ago
jvoisin
38316cdaf8
Fix various warnings found by clang
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- unused alias
- inefficient use of push_back
- exceptions not inheriting from std::exception
- weird use of a comma
- value compared against itself
4 years ago
Andrei Kortunov
f308dde254
Clean up MSVC warnings
4 years ago
Andrei Kortunov
57b501ad13
Merge pull request #3067 from akortunov/master
...
Limit pointers cache size to avoid possible bad_alloc errors
4 years ago
unelsson
06fda4c5a1
QLineEdit for setting base animation files
4 years ago
unelsson
95272e0f14
String setting to CSMPrefs, part of dehardcoding animation files
4 years ago
psi29a
d0883f9a0d
Merge branch 'light_settings_tweak' into 'master'
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Lighting patch
Closes #5957 and #5959
See merge request OpenMW/openmw!752
4 years ago
glassmancody.info
16856d45c5
Lighting Patch
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Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
4 years ago
fredzio
f137b7341f
Another fallout from MR 722: objects were treated like actors by
...
accident. Net effect was that calls to Move/MoveWorld didn't update
position of collision object.
4 years ago
Andrei Kortunov
5de72c94ab
Limit pointers cache size to avoid possible bad_alloc errors
4 years ago
psi29a
af8bc7d120
Merge branch 'fixagainsetposforgoodthistimeitwillnotbreakanything' into 'master'
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Fix #5961 : Follow up MR 722: do not apply mPositionOffset twice when we teleport.
Closes #5961
See merge request OpenMW/openmw!744
4 years ago
fredzio
e31cf7e6ac
Follow up MR 722: do not apply mPositionOffset twice when we teleport.
...
Previous MR change the meaning of mPositionOffset: it is now just a log
of relative movement that were already applied to allow the physics
simulation to catch up, instead of changes that needs to be applied. As
such, after a teleport we need to reset it. Also, since mWorldPosition
is already with the offset we should not update its value in
applyPositionOffset().
4 years ago
Andrei Kortunov
33b8233887
Validate GUI scaling and place it to the launcher
4 years ago
Andrei Kortunov
db1428de18
Move container unresolving to the separate method
4 years ago
Bret Curtis
4f72fa2615
Merge pull request #3063 from akortunov/master
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Code cleanup, part 2
4 years ago
fredzio
9d8fcec642
Remove bogus warning. It is a normal situation for projectiles to be
...
in-flight after the caster is gone.
4 years ago
Andrei Kortunov
016a1d45df
Remove outdated field - remnant from earlier implementation
4 years ago
Andrei Kortunov
388573cf60
Fix uninitialized fields in the essimporter
4 years ago
elsid
0fae6d9a0a
Add walk and swim flags when corresponding speed is positive
...
This allows to avoid finding path over area that will should have infinite
cost (area_cost = area_cost_factor / area_speed).
4 years ago
elsid
3c4a9069ae
Do not use infinite area cost
...
Division by zero causes float value to be infinite. When infinite cost is
multiplied by zero distance the result is NaN. After this pathfinding algorithm
state is broken.
4 years ago
psi29a
f1cfdafd4d
Merge branch 'why_are_the_christmas_lights_still_up' into 'master'
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Remove 8 light limit and add configurable lighting enhancements
See merge request OpenMW/openmw!618
4 years ago
glassmancody.info
531a6e1979
Code review fixes, remove implicit GLSL casts
4 years ago
glassmancody.info
582f7b52cf
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
9e80091aff
clear up force shaders and make it less convoluted
4 years ago
glassmancody.info
b7adb9d088
use true default settings
4 years ago
glassmancody.info
d4e7d25d14
Make life not suck for whoever wants to edit lighting shaders
4 years ago
glassmancody.info
16f80ec6f3
Update settings when using fallback
4 years ago
glassmancody.info
4ba473b684
Finalize settings, torch fix
4 years ago
glassmancody.info
71c30a31df
in-game settings, some require restart
4 years ago
glassmancody.info
3d713e8602
Fix incorrect minimum ambient
4 years ago
glassmancody.info
280fd2b162
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
cc31e1eea1
Ambient luminance threshold setting
4 years ago
glassmancody.info
690995988b
More formatting, OpenCS cells are unbroken
4 years ago
glassmancody.info
142c6d2993
Enable groundcover lighting for non FFP
4 years ago
glassmancody.info
328ec85757
Code review cleanup, add setting documentation
4 years ago
glassmancody.info
7370acdf54
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
43ac32921c
Rewrite, support different lighting methods
4 years ago
glassmancody.info
9d9074c244
Add shared UBO
4 years ago
glassmancody.info
c5ea966f24
Merge remote-tracking branch 'upstream/master' into why_are_the_christmas_lights_still_up
4 years ago
glassmancody.info
dda735c54a
initial commit
4 years ago
psi29a
0a6ef9c1bd
Merge branch 'swim_when_follow' into 'master'
...
Allow actors to find path over water surface (#5943 )
See merge request OpenMW/openmw!731
4 years ago
Evil Eye
56ede535b5
Don't perform a hit test outside the page's bounds
4 years ago
psi29a
0818a10df2
Merge branch 'baby_dont_throw_me_no_more' into 'master'
...
Catch exceptions in ResolutionListener
Closes #5946
See merge request OpenMW/openmw!727
4 years ago
elsid
28fc21792e
Allow water walking actors to find path over water surface
4 years ago
elsid
634556be9d
Add setting to allow following creatures to find path over water surface
4 years ago
fredzio
32981bcd88
Constify a few things
4 years ago
fredzio
efb241f1de
Use override instead of virtual
4 years ago
fredzio
fda639eb57
Remove unused forward declarations
4 years ago
Evil Eye
b91be1e803
Catch exceptions in ResolutionListener
4 years ago
psi29a
301411c5c5
Merge branch 'esm_variant' into 'master'
...
Use std::variant for ESM::Variant implementation
See merge request OpenMW/openmw!719
4 years ago
psi29a
603e4206fd
Merge branch 'teleport_here_not_there' into 'master'
...
Fix #5919 (and another bug)
Closes #5919
See merge request OpenMW/openmw!722
4 years ago
Andrei Kortunov
f984e96b34
Use conventional names for atan2 arguments
4 years ago
Andrei Kortunov
1db369f418
Do not use unchecked value in calculations
4 years ago
Andrei Kortunov
903b89a0ff
Add bound for UI scale factor, as it specified in docs
4 years ago
Andrei Kortunov
c989fac67b
Add bound for pointers cache size, as it specified in docs
4 years ago
Andrei Kortunov
124a33d8a3
Fix uninitialized variables
4 years ago
Andrei Kortunov
b96929f3fc
Avoid division by zero
4 years ago
fredzio
8874a5be22
Change (again) the way SetPos behave.
...
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
4 years ago
fredzio
6e1c67a9ae
Account for waterwalking when updating position. Otherwise we might
...
trace down the actor at waterlevel at the wrong coordinate.
Triggered by multimark mod with waterwalking effect.
4 years ago
psi29a
484c46cb58
Merge branch 'hrtf-setting' into 'master'
...
Add Audio settings to openmw-launcher
See merge request OpenMW/openmw!692
4 years ago
Simon Meulenbeek
75b4871bab
Add Audio settings to openmw-launcher
4 years ago
Jonas Tobias Hopusch
799cf16f31
Attempt to fix #5942
...
Closes OpenMW/openmw#5942
This is an attempt to apply the fix suggested by @Capostrophic
4 years ago
psi29a
fe2a97ee39
Merge branch 'wizard-link' into 'master'
...
Implement #3983 - Add page to the wizard with links to buy morrowind
Closes #3983
See merge request OpenMW/openmw!693
4 years ago
tess
6f7e8d9f59
Implement #3983 - Add page to the wizard with links to buy morrowind
4 years ago
psi29a
4f86eddc96
Merge branch 'CreateBsaAddFileToBsa' into 'master'
...
Create BSA, add file to existing BSA
See merge request OpenMW/openmw!718
4 years ago
elsid
8e1c92d9af
Use std::variant for ESM::Variant implementation
4 years ago
elsid
7f577f5f08
Do not compare hash in tests
...
Different std libraries have different implementation that produce different
results for the same values.
4 years ago
psi29a
a16387df61
Merge branch 'sky-dehardcode' into 'master'
...
De-hardcode references to mesh files used by the sky.
See merge request OpenMW/openmw!704
4 years ago
Matjaž Lamut
2cb4b62b83
De-hardcode references to mesh files used by the sky.
4 years ago
CedricMocquillon
d617d66a87
Add file to BSA
4 years ago
psi29a
8cb3681c12
Merge branch 'esm_variant_tests' into 'master'
...
Add tests for ESM::Variant
See merge request OpenMW/openmw!712
4 years ago
Jacob Turnbull
d9376ee08e
Trim down comment and change flag name
4 years ago
Evil Eye
44f2cb0923
Fix targeted scripts losing their targets when rearranging your load order
4 years ago
Andrei Kortunov
59720aea9a
Restore old aiming for melee combat
4 years ago
Jacob Turnbull
bc8db8b8f5
Fix for enchanted items being removed on item equip cycling when they are re-equipped
4 years ago
psi29a
9aa5aef2c6
Merge branch 'my_other_mr_is_larger' into 'master'
...
Make AddItem's quantity overflow on negative numbers
Closes #5934
See merge request OpenMW/openmw!713
4 years ago
elsid
bd33fa76b6
Use CRTP to define CustomData clone function
4 years ago
elsid
e380470558
Add move ctor and assignment operator to RefData
4 years ago
elsid
045bb7cbd7
Store CustomData and ContainerStore as unique_ptr
4 years ago
Evil Eye
ecde3932e2
Make AddItem's quantity overflow on negative numbers
4 years ago
elsid
dae3f022ba
Add tests for ESM::Variant
4 years ago
fredzio
9cae7882dd
Fix a bug that was triggered with multi mark mod.
...
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure
that the actor will not spawn under ground at x,y coordinates.
Now that change of coordinates are cumulated and applied all at once, we
need to account for the whole offset.
To this end move the terrain height check inside of Actor class.
4 years ago
fredzio
0fac172413
Remove wrong line that slipped in yesterday.
4 years ago
Andrei Kortunov
50352daf90
Rework knockdown and knockout animations fallbacks
4 years ago
Evil Eye
582f1503c1
Merge branch 'setpos' into 'master'
...
Unbreak SetPos and the mods using it (#5919 )
See merge request OpenMW/openmw!696
4 years ago
fredzio
7a67492d81
Unbreak SetPos and the mods using it.
...
To make SetPos works with async physics, it was modified to register a
position offset that would be applied to the real position during the
simulation.
A common pattern to teleport NPC in scripts is a sequence of SetPos/Disable/Enable in the same frame.
Since Disable/Enable creates a new physics actor using last known
RefData::Position, the registered offset never get a chance to be applied.
Modify disable() to call moveObject with the offset applied, so that the newly created physics actor will have up-to-date position
4 years ago
fredzio
b58244ac26
Guard the Bullet drawing method with a read lock on the
...
btCollisionWorld. It closes a race on the collision shapes coordinates.
4 years ago
fredzio
dbd6e3bfee
Replace pointless usage of shared_ptr by unique_ptr / non-owning raw
...
pointer for btCollisionWorld.
4 years ago
fredzio
ccd3cbc69a
Use saved actor position instead of reading again RefData in unstuck. It
...
is a race condition to do so.
4 years ago
Andrei Kortunov
5fce5b12f4
Merge branch 'drop_the_bird' into 'master'
...
Disallow inserting containers, creatures, and npcs from the save game not present in content files
Closes #5884
See merge request OpenMW/openmw!683
4 years ago
Andrei Kortunov
b61337643e
Merge branch 'issue-5680' into 'master'
...
change aim calculation
See merge request OpenMW/openmw!685
4 years ago
elsid
f2ebad5115
Return cached element when set existing
4 years ago
elsid
b9a40bc5fc
Add NavMeshTilesCache benchmarks
4 years ago
Max
2cd96e56d5
create constant and use constant in other parts of the code base
4 years ago
Max
e56efdd562
change aim calculation
4 years ago
elsid
453e94ea9f
Use half extents for destination distance tolerance in AiEscort
...
For actors moving in water destination may be located at such z coordinate
that they can't reach.
4 years ago
elsid
f32e1790bc
Add half extents to AiEscord max distance
...
For actors with big bounding box given constants may not work properly like
it's not possible to get close enough to actor from a given angle to make it
move.
4 years ago
elsid
39c0ce9ddf
Build limited path for far destinations
...
When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
4 years ago
Evil Eye
cf5a93d712
Also run NPC validation for modified base records
4 years ago
Evil Eye
e79036f4e0
Don't erase the player
4 years ago
psi29a
1af50b7e23
Merge branch 'sound_cleanup' into 'master'
...
Sound cleanup
See merge request OpenMW/openmw!567
4 years ago
psi29a
415591b7ed
Merge branch 'ai_reaction_deviation' into 'master'
...
Distribute AI reactions and engage combat calls over time
See merge request OpenMW/openmw!674
4 years ago
Evil Eye
5e1960a76a
Disallow inserting containers, creatures, and npcs from the save game not present in content files
4 years ago
Evil Eye
8e9bd5c0bd
Don't throw an exception when equipping a bound item fails
4 years ago
Evil Eye
580fa78034
Don't purge summon effects with invalid creature ids
4 years ago
wareya
63f01d8c5f
Prevent physics death spiral by falling back to true delta time when needed
4 years ago
psi29a
86bd173d69
Merge branch 'refactoring' into 'master'
...
"static const" -> "static constexpr" in headers
See merge request OpenMW/openmw!676
4 years ago
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
4 years ago
wareya
e722c99e62
forgot to initialize these variables
4 years ago
wareya
40265bf118
make unstucking slightly smarter (can turn itself off, also acts like flat ground)
4 years ago
elsid
62c0ecbbd0
Separate engage combat timer for each actor
...
Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
4 years ago
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
...
This allows to distribute AI reaction calls over time.
Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.
Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
4 years ago
Andrei Kortunov
54daa234bd
Reset watched stats upon reload or new game start
4 years ago