Commit graph

13211 commits

Author SHA1 Message Date
scrawl
6ecc008813 Fix an issue uncovered by the last commit related to changing actor position without properly moving the actor 2017-02-10 02:43:49 +01:00
scrawl
cf7b0098ed Slightly increase backoff value 2017-02-10 02:05:12 +01:00
scrawl
b3d5c2bd7f Use the actor's collision shape in findGround()
The cylinder base is no longer appropriate as of the change to capsules.

This also works around a bug when tracing a small cylinder/box shape apparently introduced with bullet 2.86.
2017-02-10 02:00:52 +01:00
scrawl
67e4a7e37b Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead 2017-02-09 04:51:20 +01:00
scrawl
3f3d00ffc9 Add CellPreloader::clear to avoid potential dangling CellStore pointer and to more aggressively clear preload state from a previous game 2017-02-09 04:03:38 +01:00
scrawl
0be86f69bc Write the player object first to increase the chance of preloading the player cells in time 2017-02-09 03:55:10 +01:00
scrawl
1d8a9ff622 Preload player cell as soon as the player is read from the savegame
Giving the worker thread something to do while the rest of the savegame is parsed.
2017-02-09 03:47:36 +01:00
scrawl
d141b98f0c Add base animations to preloadCommonAssets 2017-02-09 03:32:40 +01:00
scrawl
066aa2e60e Always run preloadCommonAssets even when the menu is skipped
Move to before the content files are loaded so we can do preloading in parallel with content file loading
2017-02-09 03:16:36 +01:00
scrawl
c68f662c9a Predict player movement when preloading cells to better handle moving at high speed 2017-02-09 01:34:42 +01:00
scrawl
a46593fa74 Add PreloadItem::abort() to avoid no longer required cells from blocking the work thread 2017-02-09 01:08:07 +01:00
scrawl
d62c4259bd CellPreloader: load the terrain first to match the order in the main thread 2017-02-09 01:07:27 +01:00
scrawl
d1e86d22ca Check which local map textures actually need to be updated
On a typical exterior cell transition, we'll save 3 of 9 map renders. When moving back and forth between 2 cells, we can even reuse 6 of 9.
2017-02-08 22:20:57 +01:00
scrawl
43d9f3d5c7 Update bullet debug drawer even when the game is paused so the collision mesh will show instantly even when the console is up 2017-02-08 18:53:24 +01:00
scrawl
249fe9077b Handle 'tcb' command as an alias for 'tcg' 2017-02-08 18:51:07 +01:00
scrawl
206e2bf975 Fix camera rotation not being set after save game load (regressed with 1eb3384043) 2017-02-08 04:42:15 +01:00
scrawl
35bb467c7a Fix inverted setting of variable 2017-02-07 05:28:06 +01:00
Allofich
5d2090684a Store mHitAttemptActorId in save files 2017-02-07 01:26:26 +09:00
Allofich
25c64dbb0f Make combat engagement logic more like vanilla
(Fixes #2678, Fixes #3705)
2017-02-07 01:25:12 +09:00
scrawl
5a939418fc Add missing avcodec_close (Fixes #3741) 2017-02-06 15:49:13 +01:00
scrawl
91939c4687 Switch actors to capsule shapes now that the jumping bug is gone (Fixes #2116, Fixes #2909)
The culprit was - surprise, surprise - d39d4f2619
2017-02-06 05:40:49 +01:00
scrawl
03aa270551 Construct PhysicActor as on ground by default to avoid a jumping animation from playing in the first frame after a savegame load 2017-02-06 05:23:00 +01:00
scrawl
bc29a99a53 Fix broken timer 2017-02-06 05:10:40 +01:00
scrawl
d39d4f2619 Revert a problematic and performance costly workaround that should never have been applied and is no longer required as of the last commit. 2017-02-06 04:52:41 +01:00
scrawl
541fbb4792 Movement solver: add usage of 'on slope' flag to improve handling of steep slopes
Previously we were handling 'on slope' synonymously with 'in air' which caused some odd effects.

Practical changes:
 - Sliding down a slope no longer applies fall damage.
 - Fixed a climbing exploit that would allow climbing steep slopes with repeated use of the Jump function.
2017-02-06 04:50:58 +01:00
scrawl
cce42b6e9d Don't create a CharacterController for objects with no animations 2017-02-06 03:43:08 +01:00
scrawl
fe0cf5be05 StatsWindow: don't rebuild all skill widgets when one skill changes 2017-02-06 02:40:35 +01:00
scrawl
e7b6ea4e3f Add cycle weapon/spell actions to the list of controller actions (Fixes #3613) 2017-02-05 20:23:49 +01:00
scrawl
3065600a86 Skip expensive visitEffectSources call if no summoned creatures or summon effects are active 2017-02-05 02:26:28 +01:00
scrawl
ee4073541c Animation: cache getVelocity() 2017-02-05 02:26:28 +01:00
scrawl
a2cede8f34 Add timer for updateEquippedLight 2017-02-05 02:26:28 +01:00
scrawl
1eb3384043 Avoid rotating by zero in CharacterController 2017-02-05 02:26:28 +01:00
scrawl
7201cf5fe2 ItemWidget: skip setImageTexture if the icon has not changed 2017-02-05 02:26:27 +01:00
scrawl
1447bfa215 Improve scene loading performance by creating collision objects with the correct rotation right away instead of adjusting it later 2017-02-04 15:12:01 +01:00
scrawl
884d306bf3 Throw exception when told to use 0 threads 2017-02-04 05:58:12 +01:00
scrawl
2db7292bcb Add new setting for the number of preloading worker threads
If you have CPU cores to spare, consider setting 2 or 3. Up to about 3 threads, preloading performance seems to increase in a linear fashion, but with 4 or more threads I/O bottlenecks and synchronization overhead starts to show.
2017-02-04 02:59:28 +01:00
scrawl
eaeba4138b Move the deletion of PreloadItem to the worker thread 2017-02-04 02:36:44 +01:00
scrawl
33e654f94d Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls 2017-02-04 02:16:26 +01:00
scrawl
83a9435167 Fix unnecessary use of CopyFramebufferToTextureCallback when loading is too fast for a loading screen to be displayed 2017-02-03 23:39:39 +01:00
scrawl
767eba941f Speed up finding of attachment node by using the cached nodeMap 2017-02-03 23:15:37 +01:00
scrawl
a76d693627 Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal() 2017-02-03 23:10:14 +01:00
scrawl
c58fc6d276 Improve performance of loading screen by not recomputing the bounding sphere of the entire scene after each loading step 2017-02-03 22:29:38 +01:00
scrawl
0be811c519 Update the resource cache every second instead of every frame
A dry run takes about ~1.5ms. Even though it's all done in the worker thread, the locks used can stall loading operations that are about to happen in other threads, and just in general this CPU load is unnecessary.
2017-02-03 03:44:30 +01:00
scrawl
6d8c414071 Set osgViewer ReleaseContextAtEndOfFrameHint to false for better performance when in SingleThreaded mode
The flag is normally set to off by default when using Viewer::run() - however since we're using our own frame loop, we have to unset the flag ourselves
2017-02-02 22:16:59 +01:00
scrawl
c5f8ff6e0e Add names to several nodes for debugging purposes 2017-02-02 21:49:52 +01:00
scrawl
625c5040ce Fix build 2017-02-01 15:49:20 +01:00
scrawl
1808b8567e Add 'small feature culling pixel size' setting specifically for water RTTs, by default set higher than the one in [Camera] 2017-02-01 06:00:14 +01:00
scrawl
fcb4129aee Add 'small feature culling pixel size' setting 2017-02-01 06:00:14 +01:00
scrawl
960d4a96c3 Reduce the number of osg::Material state by setting the default state on the graph root 2017-02-01 06:00:14 +01:00
scrawl
34deb6e7b1 Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes 2017-02-01 06:00:14 +01:00
MiroslavR
d97e9cfe7e Fix InterpreterContext::updatePtr updating mLocals to the implicit ref's locals when interpreting a targeted global script (Fixes #3738)
The interpreter context of a targeted global script would point to the target's locals instead of the global script instance's locals when the target changed cell during script execution. Credit to scrawl for the solution.
2017-01-29 13:29:53 +01:00
MiroslavR
c64351b3e8 ESS-import: player is no longer disabled (Bug #3246) 2017-01-21 03:39:51 +01:00
scrawl
cc19b4bd8a Fix door rotation order in collision case (Bug #3707) 2017-01-19 02:19:44 +01:00
scrawl
45fb4f04b1 Update reference of the interpreter context when an Activate results in a take action (Fixes #3727) 2017-01-18 21:57:50 +01:00
scrawl
70c5f64caa Fix mLocals not being updated in InterpreterContext::updatePtr 2017-01-18 21:55:58 +01:00
scrawl
c6822b9eb6 Merge pull request #1192 from damiel/water_refactor
Added refactoring of shader handling from visvalda's fog shader
2017-01-16 18:26:28 +01:00
Martin-Kevin Neumann
5a8efa1649 added refactoring of shader handling from visvalda's fog shader 2017-01-15 14:17:22 +01:00
NeveHanter
e82d542d89 Merge remote-tracking branch 'upstream/master' into bugfix-3617 2017-01-15 09:49:45 +01:00
NeveHanter
811e9ad9f3 Fixed bug https://bugs.openmw.org/issues/3617 by allowing touch and target enchantments from ranged weapons and their projectiles to explode even when colliding with non-activable objects, terrain, water slab or when shoot underwater.
Also allowed projectiles to fly through the dead bodies as in vanilla.
2017-01-15 09:49:25 +01:00
Allofich
f2240dde9c Allow command spells to work when cast by AI on AI
(Fixes #3723)
2017-01-15 01:56:22 +09:00
Allofich
e825010107 Apply command spell effects on impact
Command spells should apply their effects, including taking an actor out
of combat, every time a spell successfully hits, even if a previous
command effect is still active.
2017-01-15 01:53:22 +09:00
Allofich
a46c4de918 Stop combat when adding an AI package to an actor
(Fixes #3722)
2017-01-15 01:53:22 +09:00
scrawl
b87abb0456 Reset activation flags when an object is copied (Fixes #3671, Fixes #3719) 2017-01-14 15:29:36 +01:00
scrawl
69ce9f32bc Activate/OnActivate fix (Bug #3712) 2017-01-14 00:10:43 +01:00
scrawl
73aa07b81b Merge pull request #1189 from Allofich/attack
Match best attack selection to vanilla behavior
2017-01-11 18:36:10 +01:00
Allofich
2322ab3125 Don't make Command spells cancel AI packages
(Fixes #3649)
2017-01-12 00:07:22 +09:00
Allofich
c10585fb07 Match best attack selection to original MW
(Fixes #3721)
2017-01-11 22:22:46 +09:00
MiroslavR
f1f9209814 Creatures now auto-equip shields (Fixes #3704) 2017-01-08 20:52:04 +01:00
Allofich
5e992a0342 Fix attempting to access NPC stats on creatures 2017-01-06 02:58:24 +09:00
Assumeru
1a073ca642 Fix teleportation being unreachable 2017-01-03 22:02:23 +01:00
Allofich
eee49b7ea7 Make dispel an instant effect again (Fixes #3695) 2017-01-02 17:35:50 +09:00
scrawl
80c008906b Fix texture coordinates 2017-01-02 04:50:33 +01:00
scrawl
48a23d61b2 Mask out water in global map overlay 2017-01-02 04:01:04 +01:00
scrawl
7b5f3e3cdc Fix crash in ProjectileManager when a sound id fails to play or is not found 2017-01-01 21:34:31 +01:00
scrawl
708009eac4 Merge pull request #1158 from logzero/move3
[RFC] Movement solver experiments
2017-01-01 20:44:41 +01:00
scrawl
212e85e810 Merge pull request #1174 from Allofich/combat
Adjustments to AI combat engaging and disengaging
2017-01-01 19:36:09 +01:00
scrawl
da3815f5a6 Merge pull request #1179 from Armada651/fix-audio-cutoff
OpenAL_Output: When a source is finished, rewind it instead of stopping it.
2017-01-01 19:13:32 +01:00
logzero
dbf0fa6766 Skip stepping if movement tracer hits actor. 2016-12-31 10:57:06 +01:00
Marc Zinnschlag
dedd95f52a Merge remote-tracking branch 'miroslavr/save-cleanup' 2016-12-29 08:37:59 +01:00
Jules Blok
e9d8ff532f OpenAL_Output: When a source is finished, rewind it instead of stopping it.
This works around a bug in the MacOS OpenAL implementation.
2016-12-29 01:03:13 +01:00
MiroslavR
c9dd63af8d Merge pull request #1171 from NeveHanter/travel-followers-cost
Implemented "paying" for travelling followers
2016-12-26 22:34:39 +01:00
NeveHanter
8568cd049f Removed "less" character from the documentation by the requested opportunity. 2016-12-26 21:46:43 +01:00
Allofich
54fa921dad Change some AI combat engagements to not need LOS 2016-12-26 22:42:46 +09:00
Allofich
6fa0354a17 Make AI attack player also if it attacks follower 2016-12-26 22:42:45 +09:00
Allofich
5a6ea4e84e Cleanup 2016-12-26 22:42:44 +09:00
Allofich
e10c4d8814 Stop combat between AI when canFight is false 2016-12-26 22:42:42 +09:00
Allofich
e8c7ad2f4b Change environment check to canFight check
Instead of just checking that combatants are in compatible environments,
allow combat if in attack range using canFight. Together with previous
commit, fixes #3690.
2016-12-26 02:14:01 +09:00
Allofich
588442b6cc Make enemies start combat with player followers
Recreates vanilla behavior of enemies starting combat with player
followers and escorters. (Fixes #3691)
2016-12-26 02:13:54 +09:00
logzero
a5360483bb Back off slightly when we are touching something.
This can reduce the amount of movement solver failures significantly.
I've observed a drop of 8 iteration cases by almost factor of ten.
2016-12-25 15:34:43 +01:00
logzero
00f3bfba27 Use tracer hit height to skip stepping up in movement solver. 2016-12-24 23:07:44 +01:00
MiroslavR
c2b491cd70 ESSImporter: Convert last known exterior cell (Fixes #3693)
+ some research
2016-12-24 18:30:39 +01:00
logzero
ab1724d3db Compare new velocity to the original velocity.
Using old velocity seems awkward,
probably a copypaste/refactoring bug.
2016-12-24 12:38:23 +01:00
logzero
e58de5e410 Remove superfluous velocity reflection in movement solver.
The slide projection negates the reflection effect.
Just to be sure I've compared the resulting vectors
with and without reflection at runtime.
2016-12-24 12:29:09 +01:00
NeveHanter
ff4aba2a6e Moved duplicated code to common ActionTeleport static method and reordered travel price calculations 2016-12-23 21:27:29 +01:00
MiroslavR
5f234f8952 Dialogue: "PC Rank" condition now uses speaker's faction if "PC Faction" is not given (Fixes #3689) 2016-12-23 19:03:59 +01:00
MiroslavR
87fd011a28 Clean-up saves by dropping references with invalid RefNums (Fixes #1956) 2016-12-22 20:48:58 +01:00
scrawl
cf496287f7 Silence static analysis warnings 2016-12-22 14:43:54 +01:00
logzero
50fd913058 Refactor stepMove function into a Stepper object
to be able to reuse up stepper results
for successive movement solver iterations.
This can reduce the number of convex casts
almost by half in some cases.
2016-12-21 19:02:42 +01:00
logzero
4f6e65e481 Apply sliding upward check to new velocity.
This helps to capture the case where new velocity
only differs in the z component (normal pointing up).
TODO: Find a better way to handle the normal pointing up case.
2016-12-21 19:02:42 +01:00
logzero
0b08802910 Integrate MinStep move attempt into stepMove.
This can save 1 to 3 convex casts per iteration.
2016-12-21 19:02:41 +01:00
logzero
25a0219e4d Use cosine of max slope angle for walkable slope checks in movement solver. 2016-12-21 19:02:41 +01:00
logzero
561e0cbbf9 Use squared length for distance checks in movement solver. 2016-12-21 19:02:40 +01:00
scrawl
dc1f788cff Use osg::PI over M_PI 2016-12-21 16:49:37 +01:00
NeveHanter
15cd3c178b Clamp price multiplication to 1, as it resulted in player alone traveling at no fee. 2016-12-20 21:23:55 +01:00
NeveHanter
8902bb5b13 Player now pays for the following actors when travelling, with the exception of the first follower who travels for free, refactored getFollowers to getActorsFollowing/getActorsSidingWith 2016-12-20 12:38:51 +01:00
MiroslavR
cd13570230 ESSImporter: Import mark location 2016-12-18 04:37:59 +01:00
scrawl
6140768783 Enable waterCollision after moving the player above water (Fixes #3672) 2016-12-17 23:21:33 +01:00
Aussiemon
2f66b91ac5 Added check to prevent attempted wandering of empty paths 2016-12-16 15:18:28 -07:00
scrawl
913a8fe1bd Merge pull request #1160 from Aussiemon/actorupdatecollision
[Do not merge yet] Added check before attempting to remove actor's collision object
2016-12-16 20:46:00 +01:00
Aussiemon
b794aa7c2f Helper methods for updateCollisionMask(), prevent water collision being removed twice, remove Bullet 2.8.5 methods 2016-12-16 12:22:07 -07:00
scrawl
f8690dcd20 Set the drag-and-drop state after initiating the drag, not before (Fixes #3134) 2016-12-16 20:16:59 +01:00
scrawl
cca75499ee Clear the Skeleton's bone cache when a node is added/removed (Fixes #3663) 2016-12-16 20:09:20 +01:00
Marc Zinnschlag
34389e15cd Merge remote-tracking branch 'origin/master' 2016-12-16 12:28:22 +01:00
Marc Zinnschlag
827c78a4cd added text column to ref id table (books) 2016-12-16 12:28:09 +01:00
Leon Krieg
12c8c3276a Disable NPC collision only when death animation has finished (#3666) 2016-12-15 19:33:14 +01:00
Leon Krieg
739cd5ba45 Fixed more spelling mistakes 2016-12-15 13:09:40 +01:00
Aussiemon
7c2a088b34 Added check before removing water collision object from world 2016-12-14 20:13:23 -07:00
Aussiemon
e30dfb13d3 Added check before attempting to remove actor's collision object from world 2016-12-14 19:05:30 -07:00
Leon Krieg
c7b4b2cdd7 Fixed multiple spelling mistakes 2016-12-14 16:39:33 +01:00
scrawl
8bdd5d1131 Merge pull request #1151 from Aussiemon/projectilelightsfix
Update to implementation of projectile lights
2016-12-14 14:33:09 +01:00
mrohrlach
71e74f5a93 Moved projectile light calculation to separate method 2016-12-13 18:04:20 -07:00
MiroslavR
76ee5845ac Fix swish sound ID and play swish sound effects for all creatures (Fixes #3653) 2016-12-11 19:35:53 +01:00
MiroslavR
8c97ac269d Remove item shadows properly (Fixes #3652) 2016-12-10 22:22:41 +01:00
mrohrlach
f0f78c9d64 Slight adjustments to disintegration fix 2016-12-09 19:55:26 -07:00
mrohrlach
9624d8aade Added new method and variable to track float remainders of disintegration effections 2016-12-09 19:48:56 -07:00
mrohrlach
f5da179a90 Removed two more bad casts 2016-12-09 18:15:40 -07:00
mrohrlach
3b0c791892 Removed bad casts and unnecessary comments 2016-12-09 18:10:06 -07:00
scrawl
876d9c6a84 Merge pull request #1148 from Allofich/aicombat
Require line of sight for AI attacks
2016-12-06 20:02:39 +01:00
Allofich
a6dae51d87 Require line of sight for AI attacks (Fixes #3646) 2016-12-07 01:35:30 +09:00
Allofich
6816e935f1 Fix fortify maximum magicka expiration (Fixes #3648) 2016-12-06 21:00:03 +09:00
mrohrlach
c2e5f24e98 Tidying up 2016-12-04 16:31:11 -07:00
mrohrlach
ef5cf76ad8 Implemented retrieval of effect colors for lights, made recommended changes 2016-12-04 16:11:21 -07:00
mrohrlach
e1deb8b1d4 Merge branch 'master' of https://github.com/openmw/openmw 2016-12-04 16:09:22 -07:00
mrohrlach
3816d0f6dc Changed light values to better match vanilla. Still need to pull diffusion properties from spells 2016-12-03 19:44:52 -07:00
mrohrlach
099e79edbe Changed a line that did not need to be changed apparently 2016-12-03 19:12:25 -07:00
mrohrlach
61097d93b9 Replaced tabs with spaces (oops) 2016-12-03 19:09:03 -07:00
mrohrlach
49ce80346c Changed methods slightly to ensure non-magic projectiles do not receive lights 2016-12-03 15:42:24 -07:00
mrohrlach
83945cf280 Added reasonable approximation of magic bolt lights 2016-12-03 15:24:21 -07:00
Kurnevsky Evgeny
28639c3b2f Crash fix when item is disabled before it casts spell. 2016-12-03 17:13:31 +03:00
scrawl
908cc699ce Merge pull request #1141 from MiroslavR/water-sounds
Implement water sounds
2016-12-02 14:40:22 +01:00
scrawl
e0afd6d0f7 Movement solver: performance improvement for the minimum stepping distance check, no need to waste time doing a second stepMove if we did not hit a slope or the step was already large enough to begin with. 2016-12-02 02:25:05 +01:00
MiroslavR
c34d85ffc2 Implement water sounds (Closes #451) 2016-11-28 21:34:58 +01:00
ShadowRadiance
354a89e3bc Slowfall now reduces momentum based on magnitude when jumping
(Allows Constant Effect Slowfall to work as in MW)
2016-11-26 06:27:11 -05:00
scrawl
5297d7b5be Merge pull request #1137 from nikolaykasyanov/osx-structure
[macOS] Move all resources files inside application bundles (fixes #3566)
2016-11-25 02:51:32 +01:00
Nikolay Kasyanov
ea888519c7 [macOS] Set OpenMW working dir to <bundle>/Contents/MacOS 2016-11-23 22:32:54 +01:00
Nikolay Kasyanov
db69342b5d [macOS] Move all configs & resources into app bundles
Fixes #3566 (https://bugs.openmw.org/issues/3566).
2016-11-23 22:32:54 +01:00
scrawl
762460f042 Use negative count when restocking item to ensure that its properly tracked (Fixes #3635) 2016-11-22 22:42:04 +01:00
MiroslavR
46a3244107 Fix thrown weapon sources being used to apply on strike enchantments (Fixes #3634) 2016-11-22 18:18:20 +01:00
scrawl
b6d02d9b14 Fix order of operations when undoing werewolf transformation of an NPC 2016-11-22 16:37:49 +01:00
scrawl
c326564e20 Merge pull request #1136 from Allofich/deletespell
Allow deleting spells that have the "always succeeds" flag
2016-11-20 19:23:25 +01:00
scrawl
16a913c549 Add emission of water ripple particles for water-walking actors (Fixes #3608) 2016-11-20 18:47:12 +01:00
Allofich
c82df2553c Allow deleting spells that have the "always succeeds" flag (Fixes #3627) 2016-11-21 02:26:02 +09:00
scrawl
385db50f2d Merge pull request #1131 from Allofich/waterwalking
Make water walking mechanics closer to original MW
2016-11-20 17:19:15 +01:00
MiroslavR
c1e52bbcf7 Fix -Wmismatched-tags clang warning 2016-11-20 15:10:37 +01:00
Allofich
0e429ae41d Make water walking mechanics closer to original MW 2016-11-20 22:21:33 +09:00
scrawl
f51e06bc47 Recreate shaders if necessary when the NpcAnimation is rebuilt
This fixes certain equipment losing the 'invisibility' effect after a view-mode switch with shaders enabled. Because the initial build of shaders done by the resource manager is not aware of the override state in the NpcAnimation's object root, we have to build new shaders here.
2016-11-19 23:53:22 +01:00
scrawl
e823cbf018 Fix incorrect priority of animation sources (Bug #3626) 2016-11-19 23:53:22 +01:00
MiroslavR
8f91732b09 Show starting abilities, powers and spells in stat-review window (Fixes #2410) 2016-11-19 21:51:19 +01:00
MiroslavR
7e5ba4d435 Fix default values of some GMSTs 2016-11-17 19:43:02 +01:00
scrawl
9d125bcaa2 Merge pull request #1129 from PhillipAnd/phillipand-cmake-fix
Fix various build issues with Visual Studio environment
2016-11-17 18:25:23 +01:00
scrawl
2368382ea5 Fix upside down rain particle texture 2016-11-17 17:52:20 +01:00
MiroslavR
5e46121046 Implement fleeing AI (Closes #1118) 2016-11-16 20:15:25 +01:00
Phillip Andrews
c18fc113e5 Changed missing library dependencies to simple fix 2016-11-14 00:01:22 -06:00
Phillip Andrews
aeaedbc57a Moved install commands to target-specific cmakelists so that all configurations work. 2016-11-13 22:49:01 -06:00
Phillip Andrews
59eba1dede Changed tabs to spaces, oops 2016-11-13 16:59:36 -06:00
Phillip Andrews
86b4673539 Removed math constants in openmw-cs, which are apparently not going to be used 2016-11-13 16:43:07 -06:00
Phillip Andrews
a1225ff4ec Additional MSVC library dependencies 2016-11-13 14:34:12 -06:00
Phillip Andrews
1861302dbd Include various libraries for Visual Studio environment 2016-11-13 14:27:59 -06:00
scrawl
02b9e81f89 Merge pull request #1127 from Allofich/warnings
Fix shadowing warnings
2016-11-13 20:49:26 +01:00
MiroslavR
175cfd4dff Fix overloaded virtual function warning 2016-11-13 17:22:50 +01:00
Allofich
3420121c3f Fix shadowing warnings 2016-11-13 23:20:51 +09:00
Allofich
fee39afe38 Don't allow resting on water with water walking 2016-11-13 19:50:33 +09:00
scrawl
f0d5cf7afb Merge pull request #1112 from Assumeru/waterwalking
Move actors out of the water if there's room for them. Fixes #1138
2016-11-10 19:02:51 +01:00
Assumeru
05cc258ed3 Start trace from collision object origin 2016-11-10 15:38:14 +01:00
Assumeru
99bc4f733f Trace up to waterlevel + halfextent 2016-11-09 18:03:10 +01:00
scrawl
92d42ef49b Merge pull request #1123 from Allofich/warnings
Fix dereference of null pointer warning
2016-11-07 22:22:32 +01:00
Allofich
c7313606f5 Fix dereference of null pointer warning 2016-11-07 22:39:20 +09:00
MiroslavR
e80636f0ca Improve performance of repairing/recharging (Fixes #2493) 2016-11-06 11:01:46 +01:00
Nikolay Kasyanov
3adf4cb97f Link OpenMW with libz on macOS 2016-11-05 12:18:22 +01:00
Nikolay Kasyanov
0115a3a874 Revert "Link OpenMW with libz on macOS"
This reverts commit 0c4dd05118.
2016-11-05 12:11:04 +01:00
Nikolay Kasyanov
0c4dd05118 Link OpenMW with libz on macOS 2016-11-05 12:09:47 +01:00
scrawl
d8b506155e Merge pull request #1118 from MiroslavR/resize-perf
Fix horrible performance when resizing/moving the settings window
2016-11-04 20:24:27 +01:00
Nikolay Kasyanov
5d4734c02e Use local path from configuration manager to load openmw.cfg in launcher 2016-11-01 21:27:35 +01:00
MiroslavR
5cd04af3fa Fix horrible performance when resizing/moving the settings window
Resize widgets instead of reconstructing them.
2016-11-01 16:37:00 +01:00
scrawl
e0f613661e Fix char -> int, fix shadowing warning 2016-10-30 20:10:33 +01:00
scrawl
cac8de0b29 Merge pull request #1116 from Allofich/paused
Don't update ripple simulation when paused
2016-10-30 19:26:56 +01:00
scrawl
e5cb7306c3 Merge pull request #1115 from Allofich/conversion
Fix narrowing conversion warning
2016-10-30 19:26:51 +01:00
Allofich
19db070fca Don't update ripple simulation when paused 2016-10-31 01:19:38 +09:00
Allofich
68ed264f40 Fix narrowing conversion warning 2016-10-31 00:53:17 +09:00
Allofich
125e94ef0e Fix shadowing warnings 2016-10-31 00:39:31 +09:00
Assumeru
25d64989b3 Check if the actor still exists /first/ 2016-10-26 11:04:54 +02:00
Assumeru
a72cd896ca Move actors out of the water if there's room for them. Fixes #1138 2016-10-25 19:26:17 +02:00
MiroslavR
cd9de94c0c Import teleporting and levitation disabled state from vanilla savegames (Fixes #3420) 2016-10-20 14:38:18 +02:00
MiroslavR
f3ce0840be Import controls state from vanilla savegames 2016-10-20 02:14:36 +02:00
MiroslavR
301dd77efb Save controls state (Fixes #3598) 2016-10-20 02:12:01 +02:00
MiroslavR
407abc605f Fix auto-equipping of blunt weapons 2016-10-19 22:37:45 +02:00
scrawl
9c549a85ce Merge pull request #1108 from MiroslavR/autoequip-weap
Auto-equip weapons
2016-10-19 20:45:47 +02:00
MiroslavR
76ddd9bebb Add a setting for merchant auto-equipping prevention 2016-10-19 02:22:49 +02:00
scrawl
a7d4928593 Properly handle moved references in respawning code (Fixes #3600) 2016-10-18 23:51:45 +02:00
MiroslavR
1d3008594d Autoequip weapons (Fixes #3562) 2016-10-18 13:57:35 +02:00