Andrei Kortunov
92e45507d8
Weapon sheathing support, including quivers and scabbards (feature #4673 )
2018-11-05 11:18:20 +04:00
Bret Curtis
c114e1278e
Merge pull request #1978 from akortunov/ffmpeg3
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Migrate to FFMPEG3
2018-11-05 07:52:43 +01:00
Bret Curtis
a8d944e756
Merge pull request #2023 from elsid/navmesh_cache_limit
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Navmesh cache limit
2018-11-05 07:51:48 +01:00
elsid
6e78fbb538
Double key size for item cache size
2018-11-05 02:21:19 +03:00
elsid
db5638bf6d
Add global recast allocator to allocate temp buffers on stack
2018-11-04 18:11:15 +03:00
Andrei Kortunov
f88d5e808c
Rewrite media decoder to use FFMpeg 3.2+ API (task #4686 )
2018-11-03 22:34:25 +04:00
elsid
2ba026e2b2
Limit navmesh cache size by data size + key size
2018-11-03 16:14:07 +03:00
Andrei Kortunov
829faf7b2c
Improve toggleactorspaths console command
2018-11-03 10:42:14 +04:00
AnyOldName3
b178e1868a
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2018-11-03 00:27:40 +00:00
AnyOldName3
3c25e7b93d
Merge pull request #2010 from AnyOldName3/windows-debug-build-fix
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Include missing Windows header before calling Windows-specific functions and switch CMake compile definitions to the new style.
2018-11-02 23:57:44 +00:00
AnyOldName3
e2ddb39591
Remove incorrect comment
2018-11-02 17:30:54 +00:00
Capostrophic
1de9674c81
AI package cleanup
2018-11-02 14:58:30 +03:00
Bret Curtis
5f5773f7df
Merge pull request #2009 from elsid/pathfinder_update_tolerance
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Use default tolerance to drop last point from path
2018-11-02 00:21:08 +01:00
elsid
c52db75545
Use default tolerance to drop last point from path
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Fixes AiEscort. Before actor tried to reach target with 0 tolerance.
Back to logic like it was before 4fe764c3a5
and bbd82a743
commits.
2018-11-02 01:12:41 +03:00
Capostrophic
a4eff1c871
Fix isWithinMaxRange function
2018-11-02 00:22:37 +03:00
AnyOldName3
d0c254bc7e
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2018-11-01 16:48:21 +00:00
elsid
792a0585c0
Add recastnavigation as subdirectory
2018-11-01 17:01:22 +01:00
AnyOldName3
0208cb8616
Merge pull request #2001 from AnyOldName3/enable-osg-logging
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Allow OSG objects to be sent to the debug log.
2018-10-31 22:14:36 +00:00
AnyOldName3
6bbc1cb308
Remove outdated include
2018-10-31 19:32:52 +00:00
AnyOldName3
93843d024c
Remove another duplicate operator<<
2018-10-31 16:26:53 +00:00
Andrei Kortunov
f1eb702851
Mark virtual methods in the mechanicsmanagerimp.hpp as overrides
2018-10-31 10:09:32 +04:00
AnyOldName3
3785ba6aa0
Merge upstream/master
2018-10-30 22:38:09 +00:00
AnyOldName3
eb44de3e6b
Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors.
2018-10-30 22:34:53 +00:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
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Use recastnavigation for pathfinding (#2229 )
2018-10-30 20:44:13 +01:00
Bret Curtis
3c53fe16e9
Merge pull request #1986 from akortunov/rootfix
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[Regression] Handle RootCollisionNode exactly as in original engine
2018-10-29 22:47:04 +01:00
Bret Curtis
e65f254f7f
Merge pull request #1999 from akortunov/resurrect
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[Regression] Make sure we reset current weapon animation when resurrect actor
2018-10-29 20:43:54 +01:00
Andrei Kortunov
f98fc8d7b4
Make sure we reset current weapon animation when resurrect actor (addition to bug #2626 )
2018-10-29 22:47:04 +04:00
Marc Zinnschlag
a5efe0d596
Merged pull request #1998
2018-10-29 10:02:52 +01:00
Capostrophic
434b1fd0e3
Use Shift-C and Shift-V keybindings for View and Preview (feature #2845 )
2018-10-29 01:53:49 +03:00
Bret Curtis
7f2baa9373
Merge pull request #1995 from Capostrophic/icons
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Add icons for record context menu actions (feature #4506 )
2018-10-28 22:22:42 +01:00
Bret Curtis
6f8a15afb0
Merge pull request #1996 from Capostrophic/cleanup
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Clean up redundant getClass() calls in classes
2018-10-28 19:39:39 +01:00
Capostrophic
8757b3edd1
Add icons for Edit and Touch actions (kudos to akortunov)
2018-10-28 21:06:42 +03:00
Capostrophic
89b8eb029f
Add icons for record context menu actions
2018-10-28 20:35:58 +03:00
Capostrophic
77b0ff7a75
Use real thrown weapon damage in tooltips and weapon rating (feature #4697 )
2018-10-28 19:46:46 +03:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
Capostrophic
4b1d287eda
Clean up redundant getClass calls in classes
2018-10-28 17:03:38 +03:00
elsid
50b6ae3e10
Fix calculation for shape local AABB
2018-10-28 16:58:22 +03:00
Bret Curtis
e7892361f6
Merge pull request #1994 from akortunov/actor_culling
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Minor tweaks for actors processing range setting
2018-10-28 14:44:12 +01:00
Bret Curtis
3cd59d4a89
Merge pull request #1993 from akortunov/loadingbar
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Center progress bar when there are active messageboxes
2018-10-28 14:43:33 +01:00
elsid
abc51a8a17
Add settings option to set max number of polygons per navmesh tile
2018-10-28 15:36:47 +03:00
Andrei Kortunov
06d226a1b7
Minor tweaks for actors processing range setting
2018-10-28 15:08:24 +04:00
Andrei Kortunov
6e05853478
Center progress bar when there are active messageboxes (bug #4691 )
2018-10-28 14:40:48 +04:00
Marc Zinnschlag
9dd0d641bc
Merged pull request #1931
2018-10-28 11:02:33 +01:00
Bret Curtis
9f4892ce92
Merge pull request #1990 from Capostrophic/absorption
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Avoid making expensive visitEffectSources calls if no spell absorption effect is active
2018-10-27 17:45:48 +02:00
Capostrophic
abdf40e0d5
Avoid making expensive visitEffectSources calls if no spell absorption effect is active
2018-10-27 16:38:04 +03:00
Capostrophic
b6f23cd366
Make constants usage more obvious
2018-10-27 13:27:25 +03:00
Capostrophic
4873d33642
Adjust magic light source linear attenuation (bug #3890 )
2018-10-27 01:27:05 +03:00
Andrei Kortunov
d2f3196ee8
Fix testcase for RootCollisionNode with MRK data
2018-10-26 21:21:34 +04:00
Marc Zinnschlag
3ead33814f
Merge remote-tracking branch 'upstream/master'
2018-10-26 13:02:06 +02:00
Capostrophic
19ce1abcdf
Fix selected weapon HUD durability percentage
2018-10-26 12:53:15 +03:00
Andrei Kortunov
bf9e8c4556
Make spell absorption multiplicative (bug #4684 )
2018-10-26 12:36:58 +04:00
Andrei Kortunov
e7de6b974a
Optimize actors processing
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1. Do not update physics and animations for actors outside processing range (bug #4647 )
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
2018-10-25 22:52:59 +04:00
Bret Curtis
0fad2449f3
Merge pull request #1982 from Capostrophic/condition
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Avoid item condition and charge zero divisions
2018-10-25 17:22:02 +02:00
Capostrophic
c3e8d536cd
Implement getNormalizedEnchantmentCharge() method and use it
2018-10-25 16:16:07 +03:00
Capostrophic
54bd7b2dcf
Implement getItemNormalizedHealth() method and use it
2018-10-25 15:45:31 +03:00
Marc Zinnschlag
2c8bbde7ef
Merged pull request #1979
2018-10-25 11:16:26 +02:00
Marc Zinnschlag
4d88d6dd58
Merged pull request #1980
2018-10-25 11:06:22 +02:00
Bret Curtis
375354ab6b
Merge pull request #1974 from akortunov/coverity
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Fix some issues found by Coverity Scan
2018-10-25 09:42:51 +02:00
AnyOldName3
1e2bf9c447
Merge remote-tracking branch 'refs/remotes/upstream/master'
2018-10-24 20:13:13 +01:00
Capostrophic
67de61e1fb
Avoid item condition and charge zero divisions
2018-10-24 19:06:55 +03:00
Capostrophic
4ce35c6ad5
Fix fixme behavior in interiors
2018-10-24 01:43:38 +03:00
Andrei Kortunov
61e6e359c4
Allow creatures to use the autogenerated collision box (feature #2787 )
2018-10-22 15:48:23 +04:00
Capostrophic
9809eef18e
Utilize the default soundgen entries when necessary (bug #4689 )
2018-10-21 11:32:23 +03:00
Andrei Kortunov
41e90bd56c
Unify random generator usage
2018-10-19 16:16:18 +04:00
Andrei Kortunov
46bf45a6e2
Remove redundant code
2018-10-19 16:16:18 +04:00
Bret Curtis
6c4116cc8b
Merge pull request #1972 from akortunov/equipfix
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Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack
2018-10-18 16:43:05 +02:00
Andrei Kortunov
8fa0ffcfe4
Catch exceptions inside the loadVoice() (bug #4685 )
2018-10-18 15:02:23 +04:00
Andrei Kortunov
d7d9050d4a
Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646 )
2018-10-18 11:42:03 +04:00
AnyOldName3
474770eca8
Switch shadow map rendering to a specialised, simplified shader.
2018-10-16 21:23:31 +01:00
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
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Combat AI: check for obstacle before back up
2018-10-16 21:47:21 +02:00
Andrei Kortunov
13bd81f896
Try to use collisions from basic actor model if an animated one has no collisions (feature #4682 )
2018-10-16 22:28:19 +04:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
Bret Curtis
8cb407cfdf
Merge pull request #1969 from Capostrophic/soundgen
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Support soundgen calls for activators (feature #4285 )
2018-10-15 14:43:11 +02:00
Capostrophic
bf3f82b9d4
Cleanup
2018-10-14 21:28:43 +03:00
Capostrophic
6ef7be3fd3
Re-enable using soundgen land for creatures
2018-10-14 20:18:17 +03:00
Capostrophic
19fd404b7b
Support soundgen calls for activators (feature #4285 )
2018-10-14 15:36:07 +03:00
Andrei Kortunov
ca07e3a364
Check for obstacle before back up (bug #4656 )
2018-10-14 12:22:43 +04:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
1a27489904
Add special type for object id
2018-10-13 22:16:35 +03:00
elsid
7c80bb9411
Support multiple threads for async nav mesh updater
2018-10-13 22:16:34 +03:00
elsid
7c5bedc35a
Reset shorcutting if actor can't move by z-axis on reaction time
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If actor was shortcutting because it was swimming, then when it started
walking it still be shortcutting, but there will be no new path, because
shortcut path builds only for actor able moving by z-axis and pathfinder
path only for not shortcutting actor.
2018-10-13 22:16:34 +03:00
elsid
92b34e8bb4
Check whether can actor move along z-axis in separate function
2018-10-13 22:16:34 +03:00
elsid
bbd82a743a
Use different tolerance for path point and destination
2018-10-13 22:16:34 +03:00
elsid
ab090108cb
Assign world to local variable once per function
2018-10-13 22:16:34 +03:00
elsid
27a74725f1
Use osg::Vec3f
2018-10-13 22:16:34 +03:00
elsid
ff478aba6d
Use actor half extent for interior cells
2018-10-13 22:16:33 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport
2018-10-13 22:16:33 +03:00
elsid
f8dbd5902f
Update doors objects in navigator
2018-10-13 22:16:33 +03:00
elsid
661da42bd2
Build path by navigator
2018-10-13 22:16:33 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk
2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
c95cea414c
Support water for NavMesh
2018-10-13 22:16:32 +03:00
elsid
72f211ef28
Add enums for area type and flags
2018-10-13 22:16:32 +03:00
elsid
fa23b590a4
Add unwalkable areas to NavMesh
2018-10-13 22:16:32 +03:00
elsid
f6a60790f8
Create collision shape for all avoided nodes
2018-10-13 22:16:31 +03:00
elsid
c3298d13a6
Add log sinks (stdout and file)
2018-10-13 22:16:31 +03:00
elsid
144e1a063b
Support animated objects
2018-10-13 22:16:30 +03:00
elsid
4aba0fa85f
Limit number of NavMesh tiles to add by distance from player tile
2018-10-13 22:16:30 +03:00
elsid
d2fd9abd51
Split RecastMesh into tiles
2018-10-13 22:16:30 +03:00