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Merge branch 'issue_6888' into 'master'
Implement Add switch for armor degradation fix. #6888 See merge request OpenMW/openmw!2184
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commit
4f9bcfd3f5
@ -190,6 +190,7 @@
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Feature #6706: Save the size of the Options window
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Feature #6706: Save the size of the Options window
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Feature #6721: [OpenMW-CS] Add option to open records in new window
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Feature #6721: [OpenMW-CS] Add option to open records in new window
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Feature #6867: Add a way to localize hardcoded strings in GUI
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Feature #6867: Add a way to localize hardcoded strings in GUI
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Feature #6888: Add switch for armor degradation fix.
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Task #6078: First person should not clear depth buffer
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Task #6078: First person should not clear depth buffer
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Task #6161: Refactor Sky to use shaders and be GLES/GL3 friendly
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Task #6161: Refactor Sky to use shaders and be GLES/GL3 friendly
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Task #6162: Refactor GUI to use shaders and to be GLES and GL3+ friendly
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Task #6162: Refactor GUI to use shaders and to be GLES and GL3+ friendly
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@ -108,6 +108,7 @@ bool Launcher::AdvancedPage::loadSettings()
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if (numPhysicsThreads >= 0)
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if (numPhysicsThreads >= 0)
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physicsThreadsSpinBox->setValue(numPhysicsThreads);
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physicsThreadsSpinBox->setValue(numPhysicsThreads);
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loadSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
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loadSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
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loadSettingBool(unarmedCreatureAttacksDamageArmorCheckBox, "unarmed creature attacks damage armor", "Game");
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}
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}
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// Visuals
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// Visuals
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@ -262,6 +263,7 @@ void Launcher::AdvancedPage::saveSettings()
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saveSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
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saveSettingBool(enableNavigatorCheckBox, "enable", "Navigator");
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saveSettingInt(physicsThreadsSpinBox, "async num threads", "Physics");
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saveSettingInt(physicsThreadsSpinBox, "async num threads", "Physics");
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saveSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
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saveSettingBool(allowNPCToFollowOverWaterSurfaceCheckBox, "allow actors to follow over water surface", "Game");
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saveSettingBool(unarmedCreatureAttacksDamageArmorCheckBox, "unarmed creature attacks damage armor", "Game");
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}
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}
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// Visuals
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// Visuals
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@ -805,7 +805,12 @@ namespace MWClass
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}
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}
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if (hasArmor)
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if (hasArmor)
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{
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{
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if (!object.isEmpty() || attacker.isEmpty() || attacker.getClass().isNpc()) // Unarmed creature attacks don't affect armor condition
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static const bool creatureDamage = Settings::Manager::getBool("unarmed creature attacks damage armor", "Game");
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if (!object.isEmpty() ||
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attacker.isEmpty() ||
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attacker.getClass().isNpc() ||
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creatureDamage) // Unarmed creature attacks don't affect armor condition unless it was explicitly requested.
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{
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{
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int armorhealth = armor.getClass().getItemHealth(armor);
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int armorhealth = armor.getClass().getItemHealth(armor);
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armorhealth -= std::min(damageDiff, armorhealth);
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armorhealth -= std::min(damageDiff, armorhealth);
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@ -474,3 +474,16 @@ day night switches
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:Default: True
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:Default: True
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Some mods add models which change visuals based on time of day. When this setting is enabled, supporting models will automatically make use of Day/night state.
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Some mods add models which change visuals based on time of day. When this setting is enabled, supporting models will automatically make use of Day/night state.
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unarmed creature attacks damage armor
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-----------------------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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If disabled unarmed creature attacks do not reduce armor condition, just as with vanilla engine.
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If enabled unarmed creature attacks reduce armor condition, the same as attacks from NPCs and armed creatures.
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This setting can be controlled in Advanced tab of the launcher, under Game Mechanics.
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@ -360,6 +360,9 @@ default actor pathfind half extents = 29.27999496459961 28.479997634887695 66.5
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# Enables use of day/night switch nodes
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# Enables use of day/night switch nodes
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day night switches = true
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day night switches = true
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# Enables degradation of NPC's armor from unarmed creature attacks.
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unarmed creature attacks damage armor = false
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[General]
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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@ -175,6 +175,16 @@
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</property>
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</property>
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</widget>
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</widget>
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</item>
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</item>
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<item>
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<widget class="QCheckBox" name="unarmedCreatureAttacksDamageArmorCheckBox">
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<property name="toolTip">
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<string><html><head/><body><p>Makes unarmed creature attacks able to reduce armor condition, just as attacks from NPCs and armed creatures.</p></body></html></string>
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</property>
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<property name="text">
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<string>Unarmed creature attacks damage armor</string>
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</property>
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</widget>
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</item>
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<item>
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<item>
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<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
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<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
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<item>
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<item>
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