Commit Graph

26951 Commits (f85053d78c7d21484bcf49d75ab2a9fce5ce79f3)
 

Author SHA1 Message Date
elsid a78dee740a Merge branch 'dead_code' into 'master'
remove dead code and fix changelog entry

See merge request OpenMW/openmw!1330
3 years ago
elsid 9c5f8b8719
Store holder only in parent RecastMeshObject 3 years ago
glassmancody.info f0eb068e4b remove dead code and fix changelog entry 3 years ago
elsid a851ac5fea
Use custom deleter for btCompoundShape to delete children shapes 3 years ago
elsid b731a981c4
Make BulletShape::isAnimated inlined 3 years ago
elsid c83facd9d3
Avoid redundant osg::ref_ptr<const BulletShape> copy 3 years ago
elsid ed5a4e195b
Use unique_ptr to avoid possible memory leak 3 years ago
elsid 8e71c246bf
Remove redundant BulletShape getters 3 years ago
elsid fc9a405dc5
Make BulletShape::makeInstance free function 3 years ago
elsid b905dd17c3
Use unique_ptr to store btCollisionShape in BulletShape 3 years ago
elsid 80e3623d9a
Avoid dynamic cast in duplicateCollisionShape 3 years ago
elsid ca8584f6f6
Move functions independent from BulletShape into anonymous namespace 3 years ago
fredzio 68f4c336ce Rework again SetPos command to make more mods work.
Previous version skipped collision the frame immediately after a call to SetPos. It worked for one-off calls (teleports for instance) and continuous call along a pre-defined path (scenic travel). However, in the case of mod which uses SetPos to simulate a player-controlled movement, it is equivalent to using tcl.
Solution:
1/ skip update of mPosition and  mPreviousPosition to avoid janky interpolation
2/ use back plain moveObject() instead of moveObjectBy() since we don't want physics simulation
3/ rework a little bit waterwalking influence on coordinate because of 1/
3 years ago
wareya 8c0102e1ee Optimize short-trace test to only be done when particularly helpful 3 years ago
elsid 29a772c33f
Rename Resource::BulletShape::CollisionBox fields according to styleguide 3 years ago
Petr Mikheev 37386f417e Support *.omwscripts in openmw-launcher 3 years ago
psi29a e3cfe5d35a Merge branch 'backproj' into 'master'
Move the projectile simulation to the background thread

See merge request OpenMW/openmw!1276
3 years ago
psi29a b189282ba1 Merge branch 'compile_no_evil' into 'master'
Remove dead code

See merge request OpenMW/openmw!1327
3 years ago
psi29a 34b63bf142 Merge branch 'omwscripts' into 'master'
Change format of "*.omwscripts" files

See merge request OpenMW/openmw!1271
3 years ago
Evil Eye 9b565c4cf9 Remove dead code 3 years ago
wareya 73e6df1fa3 Make random displacement more random and double raindrop density in each axis (4x the raindrops) 3 years ago
Bret Curtis 00356e4683
Merge pull request #3187 from OpenMW/silence_deprecated_opengl_on_mac_we_know
Silence all opengl deprecation warnings for MacOS
3 years ago
Bret Curtis fa5581942e
Update CMakeLists.txt 3 years ago
Bret Curtis 1a51c6eb5d
Update CMakeLists.txt 3 years ago
psi29a b3f84df43c Merge branch 'sky_shaders' into 'master'
Sky shaders

See merge request OpenMW/openmw!1057
3 years ago
fredzio 3750eb9cd8 Move Projectile simulation to the background thread. 3 years ago
fredzio a245981e4e Make interpolateMovement works with PtrHolder instead of Actor 3 years ago
fredzio ad7a810a62 Unify interface for Actor and Projectile 3 years ago
Frederic Chardon 5009b66ef5 Use std::variant in the physics simulation for the different types of objects. For now only support only for actors. 3 years ago
psi29a fb3675d523 Merge branch 'improved_toggleworld' into 'master'
Improved toggle world (#6364)

See merge request OpenMW/openmw!1320
3 years ago
glassmancody.info e436147c10 improved toggle world 3 years ago
wareya 1ff2b10511 Fix hard rain ripple seams and broken shader compilation 3 years ago
Bret Curtis cd358ce1f9
Update CMakeLists.txt 3 years ago
Bret Curtis 299f8c3fe7
Merge pull request #3198 from akortunov/master
Early out from LOS check when source and target is the same
3 years ago
Andrei Kortunov 3ee6657768 Early out from LOS check when source and target is the same (bug 5913) 3 years ago
Petr Mikheev dd96eba2b0 Update OpenMW Lua docs 3 years ago
Petr Mikheev 95faeaa9c1 Fix: after reloadlua call onActive for all active scripts 3 years ago
Petr Mikheev 19a0fde278 Filter saves by the first esm/omwgame rather than by the first content file (that can be a universal omwaddon/omwscripts) 3 years ago
Petr Mikheev 47c89567fb Load LuaScriptsCfg from both *.omwscripts and *.omwaddon files. 3 years ago
Petr Mikheev 4ec7f0625e Store Lua timers in std::map rather than in sol::table. 3 years ago
Petr Mikheev 9adc190209 Redesign LuaUtil::ScriptsContainer to work with ScriptsConfiguration 3 years ago
Petr Mikheev 33d71be81f Add LuaUtil::ScriptsConfiguration 3 years ago
Petr Mikheev 6aab246879 Add ESM records that are needed to store Lua scripts configuration;
Use ptr.getType() (i.e. esm record names) instead of typeid(ptr.getClass()) in apps/openmw/mwlua.
3 years ago
Evil Eye 4ec927829f Give each reflect and spell absorption effect a chance to apply 3 years ago
psi29a 3006c496fc Merge branch 'morrowland_scripting' into 'master'
Morrowland scripting

Closes #6363

See merge request OpenMW/openmw!1318
3 years ago
psi29a c0dca5371b Merge branch 'recalc_mana' into 'master'
Don't wait a frame to recalculate magicka

Closes #3792

See merge request OpenMW/openmw!1323
3 years ago
psi29a 2765bcee5e Merge branch 'serialization' into 'master'
Add helpers for binary serialization

See merge request OpenMW/openmw!1319
3 years ago
wareya 03733a30b0 Update water_fragment.glsl 3 years ago
glassmancody.info ba4f1921ab overrides 3 years ago
glassmancody.info 07e32c0fa6 remove object shader path 3 years ago