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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-27 03:35:27 +00:00

416 Commits

Author SHA1 Message Date
florent.teppe
42e45723b7 Fixes issue in MW script compilation that would silently produce the wrong bytecode
Fixes issue when fetching MyGui values that were stored as RefId but fetched as String

Removed some uncessary copies, fixed issues with lowercase and uneeded changes
2022-12-27 19:15:57 +01:00
florent.teppe
0f3499f504 Renamed string => Id, makes more sense considering the new underlying type
Fixes unnecessary copies, and issues with case sensitive comparisons.

fixed modification that wasn't necessary

Fixed type mismatch, and unecessary copy
2022-12-27 19:15:57 +01:00
fteppe
125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00
Petr Mikheev
313df72be0 Remove raycasting functions from MWWorld::World 2022-11-13 15:35:26 +01:00
Petr Mikheev
7a354d8c78 Remove from MWWorld::World a few functions that already exist in MWWorld::Cells and MWWorld::Scene 2022-11-13 12:37:37 +01:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
Evil Eye
7cc55022a1 Implement sun damage based on the research on the wiki 2022-09-19 19:05:22 +02:00
Project579
e5c417c968 Make sure all paths are passed as std::filesystem::path instead of std::string where possible. 2022-09-11 14:41:15 +02:00
psi29a
52ca14d881 Merge branch 'cast_spell' into 'master'
Minor refactor of CastSpell

See merge request OpenMW/openmw!2365
2022-09-04 19:01:50 +00:00
Evil Eye
4eafe3696c Move explodeSpell out of World 2022-09-04 14:01:36 +02:00
Cédric Mocquillon
83ee25711e Use the pattern according to the esm version 2022-09-03 18:55:06 +02:00
Evil Eye
19bd2f3c3d Use more string_view and const string& 2022-08-27 13:07:59 +02:00
elsid
e4a254deb7
Replace Misc::Span by std::span 2022-08-21 23:53:27 +02:00
Evil Eye
51938f9ef7 Use string_view in Interpreter::Context 2022-08-12 19:42:35 +02:00
Evil Eye
de51525c76 Allow string_view lookups in MWWorld::Store and get some use out of that 2022-08-09 20:43:14 +02:00
Alexei Kotov
a914d7a9b0 Spellcasting timing fixes (bug #4227)
Play spellcasting animation and VFX (but not hand VFX) if spellcasting failed due to insufficient magicka
Apply spellcasting fatigue loss when the spellcasting starts instead of when the spell is applied
2022-07-29 16:24:28 +03:00
Cody Glassman
051832d7ae [Lua] Set simulation time scale 2022-07-03 12:51:28 +00:00
elsid
1a12c453d6
Support different agent collision shape type for pathfinding
Actors may have different collision shapes. Currently there are axis-aligned
bounding boxes and rotating bounding boxes. With AABB it's required to use
bounding cylinder for navmesh agent to avoid providing paths where actor can't
pass. But for rotating bounding boxes cylinder with diameter equal to the front
face width should be used to not reduce of available paths. For example rats
have rotating bounding box as collision shape because of the difference between
front and side faces width.

* Add agent bounds to navmesh tile db cache key. This is required to distinguish
  tiles for agents with different bounds.
* Increase navmesh version because navmesh tile db cache key and data has changed.
* Move navmesh version to the code to avoid misconfiguration by users.
* Fix all places where wrong half extents were used for pathfinding.
2022-06-21 12:57:32 +02:00
elsid
3affe9913f
Limit the number of simultaneously open not actively used content files
Use LRU cache for ESMReaders. When cache capacity is reached close least
recently used ESMReader. Remember the file name if a reader was open. Once the
reader requested again open the file if there is stored name for it. Put
released ESMReader to the back of the free items list. Close ESMReader's from
the front of the free items list.

Cached item can be used only by one client at the same time. If the same item is
requested twice exception is thrown. This should never happen in practice. If
this happens need to fix the client logic.

It's allowed to go over the capacity limit when requesting different readers.
Ideally this should never happen but there will be system error anyway
signalizing about too many open files. Need to fix client logic in this case.

All places that were using a vector of ESMReaders now using the cache. Cache is
local for each use case and there is no need for a thread safety.
2022-06-03 01:29:03 +02:00
psi29a
af82140dda Merge branch 'filter_physics_actors' into 'master'
Do not perform physics simulation for actors outside processing range

See merge request OpenMW/openmw!1934
2022-05-29 19:19:35 +00:00
elsid
ac5844cad2
Do not perform physics simulation for actors outside processing range
Actors with disabled collisions still have physics simulations. Assuming they
should not be processed at all instead of disabling collision add a new flag to
make them inactive.
2022-05-26 10:36:03 +02:00
elsid
639bdd5801
Use free function instead of virtual MWBase::World::positionToIndex
The virtual function does the same thing.

* Change return type to osg::Vec2i to avoid dependency on ESM3.
* Rename to positionToCellIndex to make it clear what is the index.
2022-05-24 19:31:23 +02:00
Evil Eye
e79f803402 Change includes 2022-05-21 10:48:32 +02:00
Evil Eye
c6ca0e78c9 Make getStringLiteral return a string_view 2022-05-21 01:21:55 +02:00
cody glassman
04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
elsid
31bd87936f
Remove redundant virtual World::adjustSky function 2022-05-08 15:41:53 +02:00
elsid
b32a787cd8
Add explicit dependency to World from Scene
To avoid redundant MWBase::Environment::get().getWorld() calls and virtual
calls.
2022-05-08 15:41:53 +02:00
elsid
8473336b06
Remove redundant virtual functions 2022-05-08 15:41:52 +02:00
elsid
2dc6e755b2
Remove redundant update virtual functions 2022-05-06 23:44:04 +02:00
uramer
5aa8e475a4 Merge branch 'rendering_raycast' into 'master'
Rendering raycasts in Lua

See merge request OpenMW/openmw!1768
2022-04-12 19:15:28 +00:00
Petr Mikheev
51845e9553 Rendering raycasts in Lua 2022-04-11 23:36:54 +02:00
elsid
39da3bfef8
Ignore player when checking whether AiTravel destination is occupied by other actor 2022-04-11 19:30:54 +02:00
Petr Mikheev
3af8ea5dfc Update Lua bindings for the camera 2022-04-06 21:55:05 +02:00
ζeh Matt
0611a8c3a7
Start new game with specified seed in options 2022-03-21 17:49:42 +02:00
ζeh Matt
b502dc12f0
Add prng to World instance and serialize state in Save 2022-03-21 17:49:42 +02:00
Evil Eye
f9da792386 Force a scale update when changing view modes 2022-02-15 17:25:07 +01:00
Bret Curtis
d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
2022-01-23 17:04:48 +01:00
Petr Mikheev
f42badd7be Dehardcode camera 2021-11-19 20:37:21 +01:00
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
psi29a
2c8c36fe5d Merge branch 'master' into 'effective_magic'
# Conflicts:
#   CHANGELOG.md
2021-10-01 21:20:08 +00:00
Evil Eye
b8e4f18751 Clear temporary effects before unloading actors to prevent absorb effects becoming permanent 2021-09-29 19:25:11 +02:00
Evil Eye
dc1fe62dde Overhaul magic effects to work with onApply and onEnd events 2021-09-29 19:25:10 +02:00
elsid
c0ef4417c3
Check AiTravel destination for other actors presence
Use faster aabbTest but without destance filter. To avoid dependency on a
specific constant and correctly handle situations when there is a big
difference between actors sizes.
2021-09-29 01:05:23 +02:00
jvoisin
7a015d24c6 Sprinkle some const-ref 2021-08-15 19:50:28 +02:00
fredzio
a7b190ad29 Change rotateObject() to take a osg::Vec3f argument instead of 3 floats
for readability.
2021-07-30 23:24:53 +02:00
fredzio
88a5ca440b Change moveObject() to take a osg::Vec3f argument instead of 3 floats
for readability.
2021-07-30 23:24:49 +02:00
Petr Mikheev
43b7e6964a Add function World::isCellActive 2021-07-09 20:48:54 +02:00
fredzio
4fa0972b2d Tone down actor's skip simulation flag to an optional skip collision
detection flag.
2021-05-01 14:22:30 +02:00
fredzio
8874a5be22 Change (again) the way SetPos behave.
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
2021-04-09 23:34:03 +02:00
Andrei Kortunov
59720aea9a Restore old aiming for melee combat 2021-04-07 12:07:03 +04:00