psi29a
c28ae25512
Go Allman all the way.
2021-07-05 09:01:58 +02:00
psi29a
786cf4978d
Fix clang12 issue; remove javascript/objc
2021-07-05 09:01:58 +02:00
Bret Curtis
30ebf9eaec
finally introduce .clang-format; request for comments and changes
2021-07-05 09:01:58 +02:00
psi29a
f2aeabed72
Merge branch 'navmesh_memory' into 'master'
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Reduce memory usage by navmesh
See merge request OpenMW/openmw!994
2021-07-05 06:16:11 +00:00
psi29a
09bc088f36
Merge branch 'constexpr_const' into 'master'
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Define ESM::Land static constants as constexpr
See merge request OpenMW/openmw!993
2021-07-05 06:14:21 +00:00
psi29a
cd9572b225
Merge branch 'curl-fail' into 'master'
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Fail on bad download instead of downloading HTML 404 page
See merge request OpenMW/openmw!992
2021-07-05 06:10:27 +00:00
elsid
09f9075842
Use RecastMeshBuilder once to create RecastMesh
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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
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To avoid linking issues.
2021-07-04 22:17:44 +02:00
AnyOldName3
3014963145
Fail on bad download instead of downloading HTML 404 page
2021-07-04 15:20:27 +00:00
psi29a
6d3cc0d281
Merge branch 'astoecke-fix-6129' into 'master'
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Fix Avatar Preview Coordinate Transformations in the Inventory (Issues #6129 , #6131 )
See merge request OpenMW/openmw!985
2021-07-04 08:36:59 +00:00
Andreas Stöckel
b1fa0e9560
Fix Avatar Preview Coordinate Transformations in the Inventory (Issues #6129 , #6131 )
2021-07-04 08:36:59 +00:00
Evil Eye
e582d5ecaa
Merge branch 'fix-sneaking-with-followers' into 'master'
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Do not run sneaking awarness checks for actors siding with player (#6133 )
Closes #6133
See merge request OpenMW/openmw!678
2021-07-03 13:27:53 +00:00
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
2021-07-03 13:40:36 +02:00
Evil Eye
8bdce3ebef
Merge branch 'showmap' into 'master'
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Fix ShowMap partial match filtering (bug #6115 )
Closes #6115
See merge request OpenMW/openmw!987
2021-07-03 08:06:02 +00:00
Dobrohotov Alexei
3cab69c389
Fix ShowMap partial match filtering (bug #6115 )
2021-07-03 01:04:22 +03:00
psi29a
07c3ed16d0
Merge branch 'base64-fixes' into 'master'
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Base64 fixes
Closes #6111
See merge request OpenMW/openmw!965
2021-07-02 06:27:17 +00:00
elsid
cc146b2b92
Merge branch 'list2vect' into 'master'
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Use a std::vector instead of a std::list in hypertextparser.cpp
See merge request OpenMW/openmw!979
2021-07-01 23:09:08 +00:00
jvoisin
2cb9482893
Use a std::vector instead of a std::list in hypertextparser.cpp
2021-07-01 23:09:08 +00:00
psi29a
89ca56632c
Merge branch 'fix_new_game_guard_3' into 'master'
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Fix new game guard 3 (#6126 )
Closes #6126
See merge request OpenMW/openmw!976
2021-07-01 08:59:13 +00:00
elsid
5624fe1911
Consider path not found when there is navmesh query error
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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.
2021-06-30 20:13:27 +02:00
elsid
94e460ba1e
Use proper check for distance
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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
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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
Evil Eye
83d0db667e
Merge branch 'del_cmt' into 'master'
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Delete an outdated/irrelevant comment
See merge request OpenMW/openmw!973
2021-06-29 21:44:07 +00:00
jvoisin
5c02e4dddc
Delete an outdated/irrelevant comment
2021-06-29 22:52:40 +02:00
Evil Eye
48f915f1fe
Merge branch 'fontloader' into 'master'
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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'
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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'
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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
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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
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- 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
Evil Eye
4f264af5a9
Merge branch 'staticsload' into 'master'
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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'
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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'
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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
psi29a
c35c2f08a8
Merge branch 'pathgrid_tooltip' into 'master'
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Show number of pathgrid node in a tooltip
See merge request OpenMW/openmw!970
2021-06-28 10:45:28 +00:00
psi29a
9dcea247d2
Merge branch 'optimize_off_mesh_connections' into 'master'
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Optimize off mesh connections
See merge request OpenMW/openmw!969
2021-06-28 10:44:43 +00:00
fredzio
c795e0bce6
Some actors are supposed to spawn on an object that belongs to an adjacent cell.
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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
8d2cdedc87
Show number of pathgrid node in a tooltip
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To allow users faster understand what node it is.
2021-06-28 00:34:49 +02:00
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
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To disallow too narrow navmesh for a bounding box.
2021-06-27 13:44:38 +02:00