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5202 commits

Author SHA1 Message Date
elsid
753767d6d9
Store only water shift
Rotation is not used.
2021-07-26 00:22:20 +02:00
elsid
da4ec31cd8
Remove redundant RecastMeshManager::Water 2021-07-26 00:22:20 +02:00
elsid
a1549321d7
Move Water struct out of RecastMesh class 2021-07-26 00:22:20 +02:00
elsid
d60edb36aa
Make RecastMesh independent from recast scale factor
To avoid scaling until it's required by delaying coordinates conversion until
navmesh generation.
2021-07-26 00:22:20 +02:00
elsid
af7059373c
Make RecastMesh independent from the order of RecastMeshBuilder calls
To make sure RecastMesh objects are equal if built with the same data but in
different order. Will be used later when there will be more than one place
building RecasMesh objects.
2021-07-26 00:22:20 +02:00
elsid
07c70dfb73
Remove unused local variables 2021-07-26 00:22:20 +02:00
psi29a
6949dd89c2 Merge branch 'gui_shaders' into 'master'
Add shader path for mygui (#6162)

See merge request OpenMW/openmw!1019
2021-07-25 21:37:39 +00:00
psi29a
56939b478e Merge branch 'windowing-system-cleanup' into 'master'
sdlcursormanager: Clarify ANDROID check

See merge request OpenMW/openmw!556
2021-07-25 21:01:06 +00:00
glassmancody.info
e8c6f31e0c add shader path for mygui (#6162) 2021-07-22 15:55:30 -07:00
Evil Eye
5f84494046 Fail on invalid water levels 2021-07-21 16:00:25 +00:00
jvoisin
7b32458aec Improve a bit two esmreader logging call 2021-07-21 15:38:41 +02:00
elsid
d2b935684d
Add missing include 2021-07-21 11:37:50 +02:00
AnyOldName3
5ec2ddb4a0 Actually increment iterators to be erased. 2021-07-17 20:47:55 +01:00
psi29a
22068eed6b Merge branch 'navmesh_cache_without_off_mesh' into 'master'
Do not use off mesh connections as a part of navmesh cache key

See merge request OpenMW/openmw!1016
2021-07-16 08:40:56 +00:00
elsid
beeb882ea8
Do not use off mesh connections as a part of navmesh cache key
To reduce cache size and make it more flexible.

Adding off mesh connections to the navmesh is the last step of navmesh
generation and it's very fast comparing to other steps (microseconds vs
milliseconds). Having less cache size makes get and set operations almost 2x
times faster that also have an order of microseconds. So in total there is
no performance impact.
2021-07-14 12:19:17 +02:00
elsid
aec4e02417
Ignore only CellRefs with preceding MVRF subrecord
MVRF subrecord means that only single following FRMR subrecord is moved not the
rest of subrecords.
2021-07-12 18:56:45 +02:00
elsid
cfdbd0d471
Indicate moved cell refs explicitly
This is less error prone approach than use of MovedCellRef fields.

Also make separate functions for skipping and reading moved cell refs to avoid
passing special flags  logic and null pointers for unused arguments.
2021-07-12 18:56:42 +02:00
psi29a
223216733d Merge branch 'coverity_fix' into 'master'
Fix some coverity issues

See merge request OpenMW/openmw!1013
2021-07-12 14:06:44 +00:00
psi29a
1da644668f Merge branch 'fix_work_queue' into 'master'
Fix hang on exit (#6145)

Closes #6145

See merge request OpenMW/openmw!1004
2021-07-12 13:33:16 +00:00
Petr Mikheev
8ff8ec4abd Fix coverity issues 2021-07-12 12:51:25 +02:00
elsid
d4a2dab9d9
Remove redundant else 2021-07-12 11:41:21 +02:00
elsid
eece47f70e
Avoid copying osg::ref_ptr when adding or removing item from work queue
Copy constructor does refcounting, and move constructor doesn't.
2021-07-12 11:41:21 +02:00
elsid
b8fcd6d3ba
Manage work item lifetime on the client side
Instead of explicit work queue stop before any possibly used engine manager
is destructed. Based on an assumption that any engine manager can be destructed
independently from the work queue destruction. This model is already used in
CellPreloader that conflicts with explicit work queue stop.

After the work queue is requested to be stopped, any client waiting for a not
started work item to be done will wait forever because the work item is dropped
from the queue. Therefore either clients should not wait for own work items to
be completed in destructor or the work queue should not drop items before
clients are destructed. Other approaches are possible but are not considered
due to increasing complexity.

CellPreloader already tries to wait for all created work items to be done so
keep it that way and extend the model to AsyncScreenCaptureOperation and Scene.
Additionally abort all scheduled work items when owner is destructed. This
prevents a long exit when multiple screenshots are scheduled right before
exiting the game.
2021-07-12 11:41:14 +02:00
jvoisin
5aaac8e47e Reduce a bit the size of getHT
Factoring common code parts outside of a template
is apparently a good practise to reduce code duplication
(and the size of openmw by around 0.5%),
and should improve a bit the performances,
since the whole `std::to_string` * 2 + string concatenation
dance results in quite a lot of code, preventing inlining on my machine.
2021-07-11 21:43:40 +02:00
elsid
36ec877a8e
Add missing include from sol/sol.hpp 2021-07-10 01:01:50 +02:00
Petr Mikheev
702eb19271 Fixes and refactoring 2021-07-09 20:48:54 +02:00
Petr Mikheev
cc7dbabd19 Change argument of onKeyPress 2021-07-09 20:48:54 +02:00
Petr Mikheev
d5cda61855 Console command "reload lua" 2021-07-09 20:24:56 +02:00
Petr Mikheev
8c6d303730 Saving/loading for Lua scripts (saves format is changed) 2021-07-09 20:24:56 +02:00
Petr Mikheev
6db2450c90 Initial support of generated RefNums with negative mContentFile. 2021-07-09 20:03:27 +02:00
Petr Mikheev
b53667d555 Queries. Data structures and lua bindings. 2021-07-09 20:03:27 +02:00
Petr Mikheev
479856f812 Add components/lua/scriptscontainer and components/esm/luascripts 2021-07-09 20:03:27 +02:00
Petr Mikheev
8dbaf6022c Add components/lua/serilalization 2021-07-09 20:03:27 +02:00
Petr Mikheev
4b068b27ca Add components/lua/luastate and components/lua/utilpackage 2021-07-09 20:03:27 +02:00
elsid
5103120eef
Notify about saved screenshot
Show message about saved screenshot via schedule message box. Since screenshot
saving happens not in the main thread calling messageBox directly is unsafe.
WindowManager::scheduleMessageBox delays message box showing until next update
in the main thread.
2021-07-08 21:14:01 +02:00
elsid
f7a6be053d
Stop engine work queue before destructing environment
To avoid access to null and dangling pointers from active work items on
quitting.
2021-07-08 21:14:01 +02:00
elsid
f8e02000ec
Write screenshots to file asynchronously 2021-07-08 21:13:57 +02:00
elsid
33aa4d0822
Move WriteScreenshotToFileOperation to components 2021-07-08 20:27:19 +02:00
Evil Eye
eced6f2126 Implement the help command 2021-07-07 18:48:25 +02:00
psi29a
c372c239a6 Merge branch 'master' into 'OpenCS_Bug6017'
# Conflicts:
#   CHANGELOG.md
2021-07-06 07:52:49 +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
fea1ac2c0f Remove dead code from commit 024ad3276b. 2021-07-06 14:21:17 +10:00
cc9cii
f68c81e631 Merge branch 'master' into 'OpenCS_Bug6017' 2021-07-06 03:10:46 +00:00
cc9cii
4b3de46bfa Use enums in place of magic numbers. Ensure Creature and NPC cell references are always saved as persistent. 2021-07-06 12:37:02 +10:00
Simon Meulenbeek
625744298b change setValue to replace value instead of insert 2021-07-05 13:22:46 +00:00
psi29a
94be4eba18 Merge branch 'even-fixier-alpha' into 'master'
Correctly track added and removed state to fix various alpha testing issues

Closes #6119

See merge request OpenMW/openmw!989
2021-07-05 08:15:17 +00:00
psi29a
f2aeabed72 Merge branch 'navmesh_memory' into 'master'
Reduce memory usage by navmesh

See merge request OpenMW/openmw!994
2021-07-05 06:16:11 +00:00
AnyOldName3
84a9facedf Disable coverage adjustment for blended objects 2021-07-04 23:29:22 +01:00
AnyOldName3
e42b3bf960 Adapt destination alpha factor for AMD
As discussed in the comment, it's unclear to me whether this is a driver
bug or mandatory behaviour only AMD implement.

Some more context is here:
https://gitlab.com/OpenMW/openmw/-/issues/6119#note_618245903
2021-07-04 23:00:33 +01:00
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
elsid
0193c95b26
Shrink to fit recast mesh data 2021-07-04 22:18:05 +02:00
elsid
91cece5cc4
Define ESM::Land static constants as constexpr
To avoid linking issues.
2021-07-04 22:17:44 +02:00
AnyOldName3
0e57622bbe Correctly track added and removed state 2021-07-03 21:04:17 +01:00
elsid
94e460ba1e
Use proper check for distance
To avoid invalid results for r < 1.
2021-06-30 20:11:41 +02:00
elsid
a54c4bc2e9
Check dtNavMeshQuery::findStraightPath status 2021-06-30 20:10:57 +02:00
elsid
793c30ab8d
Check dtNavMeshQuery::getPolyHeight status
Otherwise when it fails a node with zero height will be added to a path.
2021-06-30 20:06:48 +02:00
elsid
7e1630a7ad
Remove redundant getPolyHeight wrapper 2021-06-30 20:04:16 +02:00
elsid
cc08a45c31
Move include where it is needed 2021-06-30 20:02:08 +02:00
elsid
a3942a1e0a
Remove redundant check for y coordinate in inRange function 2021-06-30 20:00:43 +02:00
cc9cii
f2a301653c Remove redundant mPersistent member from ESM::NPC and ESM::Creature, replaced by mRecordFlags. Fixed the editing of the persistence flag value. 2021-06-30 08:20:29 +10:00
jvoisin
5c02e4dddc Delete an outdated/irrelevant comment 2021-06-29 22:52:40 +02:00
Evil Eye
48f915f1fe Merge branch 'fontloader' into 'master'
Clean the fontloader's hack for polish font up

See merge request OpenMW/openmw!895
2021-06-29 19:15:06 +00:00
Petr Mikheev
890eaabd4f Merge branch 'clamp' into 'master'
Minor refactor making use of std::clamp

See merge request OpenMW/openmw!972
2021-06-29 18:14:12 +00:00
Petr Mikheev
4b98d460da Merge branch 'const_moar' into 'master'
Sprinkle some const ref

See merge request OpenMW/openmw!963
2021-06-29 17:28:51 +00:00
jvoisin
8561245fda Minor refactor making use of std::clamp 2021-06-29 18:43:47 +02:00
jvoisin
5470b3168b Use a switch-case instead of a map, on elsid@' advice
elsid@ said:

> From my measurements static map + exceptions is slower than original code
when loading polish morrowind localization by 25% with GCC 10.2.0. Switch-based
solution is about 25x times faster than the original and static map with find
only is ~20x faster.
2021-06-29 18:24:40 +02:00
jvoisin
770f91de77 Clean the fontloader's hack for polish font up
- The map can be static and const
- The map can be initialized inline
- No need to do a `find` + `[]` instead of `at`
2021-06-29 18:24:40 +02:00
cc9cii
2a76634f5f Moved persistence flag from references to the header flags of referenceables (e.g. Static, Weapon, etc). Editing widget is not fully working. 2021-06-29 23:25:26 +10:00
cc9cii
024ad3276b Partial fix for #6017. The persistence flag of the references are saved but it is not yet possible to modify it via OpenCS. 2021-06-29 19:20:01 +10:00
Evil Eye
4f264af5a9 Merge branch 'staticsload' into 'master'
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'
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
psi29a
07a7a903a7 Merge branch 'alpha-test-override' into 'master'
Ensure original (removed) state overrides replacement state when recreating shaders

Closes #6108

See merge request OpenMW/openmw!966
2021-06-28 13:54:28 +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
AnyOldName3
2147c18cf5 Do not overwrite old removed state with old dummy state 2021-06-28 00:11:31 +01:00
elsid
1552e7e3e3
Add pathgrid edges as one direction off mesh connection 2021-06-27 17:48:44 +02:00
elsid
ff1af5e8ec
Use only off mesh connections starting or ending in a given tile 2021-06-27 17:48:41 +02:00
elsid
a8ba9a0e2a
Cleanup unused tile positions from OffMeshConnectionsManager 2021-06-27 17:48:07 +02:00
elsid
81e569c3d9
Move OffMeshConnectionsManager implementation into cpp 2021-06-27 17:48:07 +02:00
elsid
7f65a2c4c2
Remove unused code 2021-06-27 17:48:07 +02:00
elsid
3e98db8d60
Fix styleguide 2021-06-27 17:48:06 +02:00
elsid
84d6dea277
Inscribe physical bounding box into navmesh agent cylinder
To disallow too narrow navmesh for a bounding box.
2021-06-27 13:44:38 +02:00
AnyOldName3
0e122b1e3d Avoid copy and deep equality check 2021-06-27 01:48:06 +01:00
AnyOldName3
8a1b4bde8a Ensure original (removed) state overrides replacement state when recreating shaders
When the shader visitor replaces state (e.g. changes the deprecated
alpha test to a shader-based one) it backs up the original state. If
shaders are recreated, we need to know what the canonical state was and
create shaders to implement that instead of creating shaders to
implement dummy replacement state.

This was actually usually working as the removed state got checked after
the active state, so overwrote anything derived from it. However, if the
active state had the override bit set, that would make it override the
removed state.

Skipping any active state that duplicates removed state fixes this case.

Resolves #6108
2021-06-27 00:12:07 +01:00
jvoisin
9db7d0278a Sprinkle some const ref 2021-06-25 21:54:35 +02:00
jvoisin
2c8f328ac2 Use make_unique instead of unique_ptr+new 2021-06-25 20:55:38 +02:00
Evil Eye
080106e802 Merge branch 'inline' into 'master'
Inline a couple of methods in esmreader.cpp

See merge request OpenMW/openmw!945
2021-06-24 19:56:18 +00:00
jvoisin
b4cfa4328e Merge branch 'keyword_soup' into 'master'
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
0998929608 Merge branch 'noreturn' into 'master'
Sprinkle some [[noreturn]] where possible

See merge request OpenMW/openmw!793
2021-06-24 19:21:29 +00:00
Evil Eye
822e331f64 Merge branch 'list_resources' into 'master'
Minor optimisation in VFS::FileSystemArchive::listResources

See merge request OpenMW/openmw!932
2021-06-24 19:11:46 +00:00
Evil Eye
2be27da791 Merge branch 'const_refs' into 'master'
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'
Sprinkle some references where it makes sense

See merge request OpenMW/openmw!952
2021-06-24 17:40:36 +00:00
Evil Eye
1a421c3b2e Merge branch 'multicast' into 'master'
Fix two excessive type casting instances

See merge request OpenMW/openmw!953
2021-06-24 17:32:25 +00:00
Evil Eye
7e9785941c Merge branch 'default' into 'master'
Use `default` instead of empty constructors/destructors

See merge request OpenMW/openmw!957
2021-06-24 17:19:02 +00:00
Evil Eye
87c46fb3de Merge branch 'useless_check' into 'master'
Simplify NodeMapVisitor::apply

See merge request OpenMW/openmw!955
2021-06-24 17:12:40 +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
895864099c Simplify NodeMapVisitor::apply
No need to run a find() before a std::replace
2021-06-23 23:29:14 +02:00
jvoisin
1123dc46ee Add a ton of const refs 2021-06-23 23:13:59 +02:00
jvoisin
33e035cc95 Fix two excessive type casting instances
No need to to a string -> char* -> string dance.
2021-06-23 22:19:08 +02:00