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openmw/apps
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/
2021-10-29 23:20:17 +02:00
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benchmarks Store heightfields as array of heights instead of triangles 2021-07-26 00:22:21 +02:00
bsatool cleans up BSAFile (#3177) 2021-10-14 14:46:44 +02:00
esmtool Do not use union to access FIXED_STRING<4> as int 2021-10-17 17:16:21 +02:00
essimporter Do not use union to access FIXED_STRING<4> as int 2021-10-17 17:16:21 +02:00
launcher Do not use union to access FIXED_STRING<4> as int 2021-10-17 17:16:21 +02:00
mwiniimporter Using auto keyword in most apps 2021-05-18 19:20:59 -05:00
niftest Use recurse subdirectory iterator to iterate over the VFS without exposing internal details 2021-09-14 18:09:54 +02:00
opencs Remove dead code 2021-10-28 22:16:43 +02:00
openmw Rework again SetPos command to make more mods work. 2021-10-29 23:20:17 +02:00
openmw_test_suite Load LuaScriptsCfg from both *.omwscripts and *.omwaddon files. 2021-10-26 21:52:42 +02:00
wizard Remove 'no relevant classes' moc warning 2021-09-14 11:20:18 +02:00
doc.hpp