Commit Graph

25854 Commits (84721fb58a2691d6e557bee38527e5a8a304acbf)
 

Author SHA1 Message Date
cc9cii 42bcbe34de Cell references that teleport (Doors) should be placed in the "persistent" group when saving. 4 years ago
AnyOldName3 0e57622bbe Correctly track added and removed state 4 years ago
Evil Eye e582d5ecaa Merge branch 'fix-sneaking-with-followers' into 'master'
Do not run sneaking awarness checks for actors siding with player (#6133)

Closes #6133

See merge request OpenMW/openmw!678
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
Evil Eye 5e4beb217a Make fatigue and magicka recalculation behave the same way 4 years ago
Evil Eye 8bdce3ebef Merge branch 'showmap' into 'master'
Fix ShowMap partial match filtering (bug #6115)

Closes #6115

See merge request OpenMW/openmw!987
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
elsid cc146b2b92 Merge branch 'list2vect' into 'master'
Use a std::vector instead of a std::list in hypertextparser.cpp

See merge request OpenMW/openmw!979
4 years ago
jvoisin 2cb9482893 Use a std::vector instead of a std::list in hypertextparser.cpp 4 years ago
psi29a 89ca56632c Merge branch 'fix_new_game_guard_3' into 'master'
Fix new game guard 3 (#6126)

Closes #6126

See merge request OpenMW/openmw!976
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
elsid 94e460ba1e
Use proper check for distance
To avoid invalid results for r < 1.
4 years ago
elsid a54c4bc2e9
Check dtNavMeshQuery::findStraightPath status 4 years ago
elsid 793c30ab8d
Check dtNavMeshQuery::getPolyHeight status
Otherwise when it fails a node with zero height will be added to a path.
4 years ago
elsid 7e1630a7ad
Remove redundant getPolyHeight wrapper 4 years ago
elsid cc08a45c31
Move include where it is needed 4 years ago
elsid a3942a1e0a
Remove redundant check for y coordinate in inRange function 4 years ago
cc9cii 6575b95448 Support moved references (i.e. with MVRF sub-records) that do not occur at the beginning of the cell references block. 4 years ago
cc9cii 2d8dd9be32 Fix using incorrect id to search for record flags. Eliminate inefficient double-loop in saving cell references. 4 years ago
cc9cii 47ef98ca1b Clean up RefIdData code for better legibility. 4 years ago
cc9cii f2a301653c Remove redundant mPersistent member from ESM::NPC and ESM::Creature, replaced by mRecordFlags. Fixed the editing of the persistence flag value. 4 years ago
Evil Eye 83d0db667e Merge branch 'del_cmt' into 'master'
Delete an outdated/irrelevant comment

See merge request OpenMW/openmw!973
4 years ago
jvoisin 5c02e4dddc Delete an outdated/irrelevant comment 4 years ago
Evil Eye 48f915f1fe Merge branch 'fontloader' into 'master'
Clean the fontloader's hack for polish font up

See merge request OpenMW/openmw!895
4 years ago
Petr Mikheev 890eaabd4f Merge branch 'clamp' into 'master'
Minor refactor making use of std::clamp

See merge request OpenMW/openmw!972
4 years ago
Petr Mikheev 4b98d460da Merge branch 'const_moar' into 'master'
Sprinkle some const ref

See merge request OpenMW/openmw!963
4 years ago
jvoisin 8561245fda Minor refactor making use of std::clamp 4 years ago
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.
4 years ago
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`
4 years ago
cc9cii 2a76634f5f Moved persistence flag from references to the header flags of referenceables (e.g. Static, Weapon, etc). Editing widget is not fully working. 4 years ago
cc9cii f6eab52a1b Added "Persistent" column to references table. 4 years ago
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. 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
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
4 years ago
psi29a c35c2f08a8 Merge branch 'pathgrid_tooltip' into 'master'
Show number of pathgrid node in a tooltip

See merge request OpenMW/openmw!970
4 years ago
psi29a 9dcea247d2 Merge branch 'optimize_off_mesh_connections' into 'master'
Optimize off mesh connections

See merge request OpenMW/openmw!969
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
AnyOldName3 2147c18cf5 Do not overwrite old removed state with old dummy state 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 1552e7e3e3
Add pathgrid edges as one direction off mesh connection 4 years ago
elsid ff1af5e8ec
Use only off mesh connections starting or ending in a given tile 4 years ago
elsid a8ba9a0e2a
Cleanup unused tile positions from OffMeshConnectionsManager 4 years ago
elsid 81e569c3d9
Move OffMeshConnectionsManager implementation into cpp 4 years ago
elsid 7f65a2c4c2
Remove unused code 4 years ago
elsid 3e98db8d60
Fix styleguide 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 0e122b1e3d Avoid copy and deep equality check 4 years ago
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
4 years ago