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15072 commits

Author SHA1 Message Date
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
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Remove outdated include 2018-10-31 19:32:52 +00:00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
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
Use recastnavigation for pathfinding (#2229)
2018-10-30 20:44:13 +01:00
Bret Curtis
3c53fe16e9
Merge pull request #1986 from akortunov/rootfix
[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
[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
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
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
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
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
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
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
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
Fix some issues found by Coverity Scan
2018-10-25 09:42:51 +02:00
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
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
Bret Curtis
e406c5ff81
Merge pull request #1946 from akortunov/backupfix
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
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
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
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
elsid
dbb1d99bff
Add NavMeshItem generation to fix update NavMesh for render 2018-10-13 22:16:30 +03:00
elsid
6f3028b8f9
Update navigator when unload cell or add/remove object to scene 2018-10-13 22:16:29 +03:00
elsid
937e8e1803
Allow to create empty RecastMesh 2018-10-13 22:16:29 +03:00
elsid
faaf50446d
Option to initially enable NavMesh render 2018-10-13 22:16:28 +03:00
elsid
02ce4a7e50
Log to detournavigator log cell load and unload 2018-10-13 22:16:28 +03:00
elsid
ed3a255f65
Do not use NavMesh to find changed tiles 2018-10-13 22:16:28 +03:00
elsid
d1e71f9322
Support btBoxShape for RecastMesh 2018-10-13 22:16:28 +03:00
elsid
70a369f70e
Add command to enable NavMesh render
togglenavmesh or tnm
2018-10-13 22:16:28 +03:00
elsid
dd5e6a61a3
Support btCompoundShape for RecastMesh 2018-10-13 22:16:27 +03:00
elsid
373adc6ec4
Option to enable/disable file names revisions 2018-10-13 22:16:27 +03:00
elsid
d1d034a1ec
Update NavMesh one by one tile in order from nearest to player 2018-10-13 22:16:26 +03:00
elsid
41caca24ee
Options to enable/disable write recast mesh and nav mesh into file 2018-10-13 22:16:26 +03:00
elsid
6d233ae868
Option in settings to enable/disable detour navigator debug log 2018-10-13 22:16:26 +03:00
elsid
0c8db84962
Load cells in order from nearest to player to furthest 2018-10-13 22:16:26 +03:00
elsid
0c8a7295e6
Use only player's half extents 2018-10-13 22:16:25 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00
elsid
3d97e96f55
Add dependency to recastnavigation 2018-10-13 22:16:25 +03:00
elsid
e707202f88
Use local constant 2018-10-13 22:16:24 +03:00
elsid
ed89126828
Fix warning implicit conversion changes singedness 2018-10-13 22:16:24 +03:00
elsid
c866fdff86
Move physics object, heightfield, ptrholder into separate files 2018-10-13 22:16:24 +03:00