Evil Eye
1196e0cfe6
Change disposition to work like vanilla
2021-07-06 17:03:56 +02:00
psi29a
7cc4e5afa1
Merge branch 'more_magical_stamina' into 'master'
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Make fatigue and magicka recalculation behave the same way
Closes #6107
See merge request OpenMW/openmw!968
2021-07-05 13:24:09 +00:00
elsid
8d1eb7e2e6
Fix slow AiPackage::getTarget calls
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Assume there are no cell refs with empty ref id.
2021-07-04 14:09:11 +02:00
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
5e4beb217a
Make fatigue and magicka recalculation behave the same way
2021-07-03 10:47:26 +02:00
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
Evil Eye
2be27da791
Merge branch 'const_refs' into 'master'
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Add a ton of const refs
See merge request OpenMW/openmw!954
2021-06-24 18:57:41 +00:00
Evil Eye
9f7980ecd7
Merge branch 'refenreces' into 'master'
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Sprinkle some references where it makes sense
See merge request OpenMW/openmw!952
2021-06-24 17:40:36 +00:00
jvoisin
cf11870b1c
Sprinkle some references where it makes sense
2021-06-24 00:28:09 +02:00
jvoisin
5840279f16
Use default
instead of empty constructors/destructors
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See https://pvs-studio.com/en/docs/warnings/v832/ for details
2021-06-24 00:26:15 +02:00
jvoisin
1123dc46ee
Add a ton of const refs
2021-06-23 23:13:59 +02:00
Evil Eye
f264a8d90a
Merge branch 'vfx' into 'master'
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Calculate magic VFX vertical offset (bug #5453 )
Closes #5453
See merge request OpenMW/openmw!909
2021-06-22 17:15:29 +00:00
Alexey Yaryshev
2577047b59
Fixed an issue #6101 ( https://gitlab.com/OpenMW/openmw/-/issues/6101 )
2021-06-22 14:51:49 +00:00
Dobrohotov Alexei
870cdd0130
Calculate magic VFX vertical offset (bug #5453 )
2021-06-21 23:29:45 +03:00
elsid
e7d68d3d1b
Validate almost straight shortcuts by navmesh raycast
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Check whether it's possible to actually move over navmesh by such shortcut.
2021-06-21 18:50:45 +02:00
Léo Peltier
5c4e1252e9
Handle AutoCalc flag when getting spell cost
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Fixes #5483
This only applies to "base game" spells.
When adding an AutoCalc spell with TES:CS its cost is computed and
stored inside game files. This stored cost was being used by OpenMW and
the actual cost was never recomputed at runtime whereas Morrowind.exe
discards the stored cost.
While this worked fine in vanilla, mods can update AutoCalc spell
effects without ever updating the stored cost.
The formula was mostly there already but there was a few differences,
namely a 1 second offset in duration.
2021-06-20 13:42:28 +02:00
elsid
e5e04b85c1
Consider time to destination when try to avoid collision
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Actor may reach destination before collision. Get next path point from active
packet pathfinder and use point tolerance to reduce distance.
Use maximum of last destination tolerance and DEFAULT_TOLERANCE because
there are 2 checks made for path completion. First checks whether actor is
close enough to the destination and second drop last path point when actor is
closer than DEFAULT_TOLERANCE.
2021-06-19 14:11:20 +02:00
elsid
56e6305345
Revert "Merge branch 'fix_new_game_guard' into 'master'"
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This reverts commit a487295d39544455d754d107675792cf2074c613.
2021-06-19 14:06:46 +02:00
psi29a
329ec8f044
Merge branch 'dont_bury_me_plz' into 'master'
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Don't unsummon creatures not found within the active cells
Closes #6070
See merge request OpenMW/openmw!926
2021-06-16 09:43:53 +00:00
psi29a
c39c0266a9
Merge branch 'free_from_bondage' into 'master'
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Do not assume the bound item cache is valid after loading a save
Closes #6069
See merge request OpenMW/openmw!931
2021-06-16 09:43:14 +00:00
unknown
7d756d997e
Rebuild the cache in readState
2021-06-12 18:18:52 +02:00
fredzio
7d0483d7ad
Cast spell even if target Ptr is empty. It happens when enchanted arrows
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hit water or ground.
2021-06-11 05:55:37 +02:00
Evil Eye
90fa8dca35
Do not assume the bound item cache is valid after loading a save
2021-06-06 18:10:55 +02:00
Evil Eye
89e0bfd1a4
Purge summon effects on dispose
2021-06-06 12:45:42 +02:00
Evil Eye
004660be3d
Don't unsummon creatures not found within the active cells
2021-06-02 20:33:29 +02:00
psi29a
a487295d39
Merge branch 'fix_new_game_guard' into 'master'
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Consider time to destination when try to avoid collision
See merge request OpenMW/openmw!914
2021-05-30 11:52:48 +02:00
Evil Eye
b8472e1303
Use modified paralyze magnitude to fall and float
2021-05-28 16:55:54 +02:00
psi29a
ae66afb219
Merge branch 'less_verbose' into 'master'
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Make the code less verbose.
See merge request OpenMW/openmw!874
2021-05-18 08:30:50 +00:00
Frederic Chardon
807c7a2025
Merge branch 'useless_includes_mwmechanics' into 'master'
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Remove some useless headers in apps/openmw/mwmechanics
See merge request OpenMW/openmw!871
2021-05-16 10:51:43 +00:00
fredzio
5b63019719
Embed actor velocity inside its class. It makes the code simpler.
2021-05-16 12:42:17 +02:00
jvoisin
1cd15613a6
Remove some useless headers in apps/openmw/mwmechanics
2021-05-15 22:14:08 +02:00
jvoisin
7deb6a6ffd
Use const references when possible in for loops
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No need for useless copies.
2021-05-15 19:50:01 +02:00
Andrei Kortunov
b63f53f5bb
Disable shield animation when we launch a torch one (bug #6043 )
2021-05-15 11:31:08 +04:00
psi29a
13fd0e11ff
Merge branch 'no_time_to_talk' into 'master'
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Don't stop and turn to the player while sneaking or jumping
Closes #6016
See merge request OpenMW/openmw!838
2021-05-10 06:51:49 +00:00
Evil Eye
c5aa3d4f77
Don't stop and turn to the player while sneaking or jumping
2021-05-09 19:55:27 +02:00
Evil Eye
ffd84502f9
Remove unimplemented method declaration
2021-05-09 19:07:15 +02:00
jvoisin
be371ccd9f
An another pass
2021-04-30 20:27:33 +02:00
jvoisin
ee2446d5c4
Trim even more
2021-04-30 20:11:41 +02:00
Alexei Dobrohotov
e3bb45fd61
Merge branch 'minor_aicombat' into 'master'
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Minor optimization in aicombat.cpp
See merge request OpenMW/openmw!737
(cherry picked from commit f1d19035cccfff2523faad0d4e4d96cd3ddae2e6)
bbbfc520 Minor optimization in aicombat.cpp
237b34a6 Fix style
a14911cb Fix indentation
2021-04-26 07:10:41 +00:00
jvoisin
4c96644f8d
Use a char instead of a string in find() where possible
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This was done via PVS Studio ( https://pvs-studio.com ),
and should provide a super-duper-marginal performance boost \o/
2021-04-25 19:57:09 +02:00
elsid
ca7add0624
Add move constructor to MWMechanics::Spells
2021-04-24 00:32:22 +02:00
elsid
46e34c500c
Use algorithms to add/remove listener to SpellList
2021-04-24 00:32:07 +02:00
Andrei Kortunov
d10399e083
Cast double constant to float explicitely
2021-04-19 17:08:03 +04:00
Andrei Kortunov
0cadc97fb3
Fix double -> float conversions
2021-04-19 15:36:58 +04:00
Bret Curtis
befa3f587f
Merge pull request #3068 from akortunov/master
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Clean up MSVC warnings
2021-04-19 09:27:17 +02:00
Jacob Turnbull
f49b9e3806
Fix headtracking while invisible
2021-04-18 10:54:56 +00:00
Andrei Kortunov
f308dde254
Clean up MSVC warnings
2021-04-17 12:14:50 +04:00
elsid
0fae6d9a0a
Add walk and swim flags when corresponding speed is positive
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This allows to avoid finding path over area that will should have infinite
cost (area_cost = area_cost_factor / area_speed).
2021-04-13 23:27:18 +02:00
elsid
3c4a9069ae
Do not use infinite area cost
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Division by zero causes float value to be infinite. When infinite cost is
multiplied by zero distance the result is NaN. After this pathfinding algorithm
state is broken.
2021-04-13 23:27:18 +02:00
elsid
28fc21792e
Allow water walking actors to find path over water surface
2021-04-11 21:59:28 +02:00