Commit Graph

17435 Commits (7af5b3acd2ef5834b707c3feec1773ec0611699d)

Author SHA1 Message Date
elsid 09f9075842
Use RecastMeshBuilder once to create RecastMesh
This allows to move all data out of the object instead of copying.
4 years ago
Andreas Stöckel b1fa0e9560 Fix Avatar Preview Coordinate Transformations in the Inventory (Issues #6129, #6131) 4 years ago
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 4 years ago
Dobrohotov Alexei 3cab69c389 Fix ShowMap partial match filtering (bug #6115) 4 years ago
psi29a 07c3ed16d0 Merge branch 'base64-fixes' into 'master'
Base64 fixes

Closes #6111

See merge request OpenMW/openmw!965
4 years ago
jvoisin 2cb9482893 Use a std::vector instead of a std::list in hypertextparser.cpp 4 years ago
elsid 5624fe1911
Consider path not found when there is navmesh query error
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.
4 years ago
Evil Eye 4f264af5a9 Merge branch 'staticsload' into 'master'
Loads statics before actors II (#5379)

See merge request OpenMW/openmw!588
4 years ago
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
4 years ago
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.
4 years ago
elsid 8d2cdedc87
Show number of pathgrid node in a tooltip
To allow users faster understand what node it is.
4 years ago
elsid 84d6dea277
Inscribe physical bounding box into navmesh agent cylinder
To disallow too narrow navmesh for a bounding box.
4 years ago
AnyOldName3 d38126ef1c Pack default CS config
*Technically* it was already being loaded as if it were packed, but it
made no difference because it's supposed to be empty.
4 years ago
Evil Eye 1f658209f8 Merge branch 'DoNotCopyFullDialogue' into 'master'
Do not copy full dialogue as we only want to return its id

See merge request OpenMW/openmw!856
4 years ago
psi29a 7d8949ec3f Merge branch 'positively_glowing' into 'master'
Detach objects from the active grid when attempting to get their animation

Closes #6105

See merge request OpenMW/openmw!951
4 years ago
Evil Eye 2be27da791 Merge branch 'const_refs' into 'master'
Add a ton of const refs

See merge request OpenMW/openmw!954
4 years ago
Evil Eye 9f7980ecd7 Merge branch 'refenreces' into 'master'
Sprinkle some references where it makes sense

See merge request OpenMW/openmw!952
4 years ago
Evil Eye 7e9785941c Merge branch 'default' into 'master'
Use `default` instead of empty constructors/destructors

See merge request OpenMW/openmw!957
4 years ago
jvoisin cf11870b1c Sprinkle some references where it makes sense 4 years ago
jvoisin 5840279f16 Use `default` instead of empty constructors/destructors
See https://pvs-studio.com/en/docs/warnings/v832/ for details
4 years ago
jvoisin b2c170efa0 Use initialization lists where possible 4 years ago
jvoisin 1123dc46ee Add a ton of const refs 4 years ago
Evil Eye 692615fd3c Detach objects from the active grid when attempting to get their animation 4 years ago
Evil Eye 7377568f01 Merge branch 'modernize_use_override_openmw_cs' into 'master'
Using override keyword in OpenMW CS

See merge request OpenMW/openmw!888
4 years ago
Evil Eye f264a8d90a Merge branch 'vfx' into 'master'
Calculate magic VFX vertical offset (bug #5453)

Closes #5453

See merge request OpenMW/openmw!909
4 years ago
Alexey Yaryshev 2577047b59 Fixed an issue #6101 (https://gitlab.com/OpenMW/openmw/-/issues/6101) 4 years ago
Dobrohotov Alexei 870cdd0130 Calculate magic VFX vertical offset (bug #5453) 4 years ago
psi29a 9c3117d2d4 Merge branch 'fix_smooth_movement' into 'master'
Validate almost straight shortcuts by navmesh raycast (#6102)

Closes #6102

See merge request OpenMW/openmw!947
4 years ago
Evil Eye b2acb322af Merge branch 'modernize_use_override_for_most_apps' into 'master'
Using override keyword in most apps

See merge request OpenMW/openmw!886
4 years ago
elsid e7d68d3d1b
Validate almost straight shortcuts by navmesh raycast
Check whether it's possible to actually move over navmesh by such shortcut.
4 years ago
Léo Peltier 5c4e1252e9 Handle AutoCalc flag when getting spell cost
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.
4 years ago
psi29a 6a9f2fdb17 Merge branch 'underground' into 'master'
Get The Underground 2 running

See merge request OpenMW/openmw!608
4 years ago
Evil Eye 690e5ef757 Don't resolve a script's target just to get the ID 4 years ago
Evil Eye 67c8d73fe0 Allow scripts to fail per target 4 years ago
Evil Eye 879e66a043 Don't autoequip items when implicitely adding an item using equip 4 years ago
Evil Eye 382d458f9c Ignore wrong reference class for SetHello 4 years ago
elsid e5e04b85c1
Consider time to destination when try to avoid collision
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.
4 years ago
elsid 56e6305345
Revert "Merge branch 'fix_new_game_guard' into 'master'"
This reverts commit a487295d39.
4 years ago
psi29a b7886bc036 Merge branch 'SpeedUpInteriorCheck' into 'master'
Speedup searching for exterior cells

See merge request OpenMW/openmw!857
4 years ago
psi29a 047d993cf4 Merge branch 'at' into 'master'
Use operator[] instead of at() when the idx is checked

See merge request OpenMW/openmw!916
4 years ago
psi29a f66196588c Merge branch 'object_paging_min_size_combo_box' into 'master'
Adding Object Paging Min Size combo box to Advanced -> Visuals

See merge request OpenMW/openmw!917
4 years ago
psi29a 5aa1f7b3d0 Merge branch 'remove_useless' into 'master'
Remove some useless variables from esmtool

See merge request OpenMW/openmw!925
4 years ago
psi29a 3794e6d4b2 Merge branch 'fix-ffmpeg-api-const' into 'master'
Fix future FFMpeg API changes

See merge request OpenMW/openmw!922
4 years ago
psi29a 4d95855dd5 Merge branch 'reduce_esmreader' into 'master'
Reduce a bit std::stringstream's code bloat in hot/small functions

See merge request OpenMW/openmw!933
4 years ago
psi29a 071786aff6 Merge branch 'UseSameDistanceForAllLodsOfTheCurrentChunk' into 'master'
Use same distance for all lods of the current chunk

Closes #6061

See merge request OpenMW/openmw!940
4 years ago
psi29a 329ec8f044 Merge branch 'dont_bury_me_plz' into 'master'
Don't unsummon creatures not found within the active cells

Closes #6070

See merge request OpenMW/openmw!926
4 years ago
psi29a c39c0266a9 Merge branch 'free_from_bondage' into 'master'
Do not assume the bound item cache is valid after loading a save

Closes #6069

See merge request OpenMW/openmw!931
4 years ago
jvoisin 22153cca7b Reduce a bit the code bloat in hot paths/small functions
There is no need to bloat hot/small functions with
a ton of function calls and involving locales
for simple error messages.
4 years ago
unknown 7d756d997e Rebuild the cache in readState 4 years ago
CedricMocquillon 7fa67ff675 Use same distance for all lod instances of a chunk 4 years ago