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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-26 18:35:20 +00:00

1041 Commits

Author SHA1 Message Date
Evil Eye
685906afdf Make getScript return string_view 2022-08-11 22:51:55 +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
Evil Eye
1248bdc816 Save state for disposed actors if they can respawn 2022-08-02 19:33:27 +02:00
Ivan Beloborodov
f960e30d01 Implement Add switch for armor degradation fix. #6888 2022-07-29 13:24:16 +00:00
myrix
782cb7699d use std::string, no unlocalized message, show soul gem id 2022-07-25 02:56:25 +03:00
myrix
3698d96b46 use ciCompareLen, move checks to Miscellaneous::use and ActionSoulgem 2022-07-25 01:47:10 +03:00
myrix
8817f802cb message when using empty soul gems, using preferentially filled ones with equip command 2022-07-24 23:02:26 +03:00
ζeh Matt
841fd9618f
Rename DrawState_ to DrawState and use enum class 2022-07-17 20:50:26 +03:00
elsid
49f8445f87
Move AiSetting out of MWMechanics::CreatureStats
To replace creaturestats.hpp include in mwworld/class.hpp with forward
declaration reducing total size of preprocessed code.
2022-07-16 16:43:33 +02:00
Evil Eye
1a5a526b15 Remove unecessary casts and prevent nullptr dereference in getWalkSpeed 2022-07-13 21:17:11 +02:00
elsid
ce263af393
Use existing functions and objects to call correctMeshPath etc
Remove WindowManager wrappers.

It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00
elsid
fdf6e58ea3
Split apps/openmw/mwmechanics/actorutil.hpp 2022-06-26 16:42:29 +02:00
uramer
3761e7b24e Pass a 0-count object to onConsume instead of the record id 2022-06-18 11:13:54 +02:00
uramer
c3c48f21d7 Consolidate item consumption code 2022-06-18 11:13:54 +02:00
uramer
fd7965d77f Use correctMeshPath instead of string constants 2022-06-12 11:30:29 +02:00
jvoisin
0cc304e659 Clean up MyGUI includes
This should improve incremental compilation.
2022-06-04 15:26:36 +02:00
Evil Eye
3c83117e99 Replace new with make_unique in openmw 2022-05-29 13:24:48 +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
a64979e25d Replace empty std::string assignments 2022-05-04 22:33:39 +02:00
elsid
ec3674b40a
Use unique_ptr instead of shared_ptr
for MWWorld::Action, ProjectileManager and ESSImport::Converter.

shared_ptr has additional cost of reference counter and requires additional
allocation when constructed as shared_ptr<T>(new T).
2022-04-08 16:12:36 +02:00
elsid
dc20e799e1
Use static object to register classes 2022-04-06 16:49:25 +02:00
elsid
6e0d660dd5 Check whether model is empty before trying to insert object 2022-04-03 17:38:33 +00:00
ζeh Matt
08fae7be6e
Pass the prng from world where appropriate 2022-03-21 17:49:42 +02:00
Alexei Dobrohotov
fdd9e6a793 Always reduce weapon condition by the raw damage (bug #6559) 2022-02-23 16:37:56 +03:00
Bret Curtis
74e7cfc023 remove unused includes: part1
remove unused imports: part2

revert one tidy we will keep for c++20
2022-01-23 17:30:25 +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
Evil Eye
c1f59b1221 Automatically drop workaround when the format is next updated 2021-12-24 23:17:50 +01:00
psi29a
c844e5d045 Merge branch 'racer_recursion_limited' into 'master'
Check if a leveled creature is in an unloaded cell before deciding it doesn't exist

Closes #4376

See merge request OpenMW/openmw!1420

(cherry picked from commit 782371cb2e7f6653d72305090033557b53bbcf3a)

6d945da7 Check if a leveled creature is in an unloaded cell before deciding it doesn't exist
2021-12-06 13:58:35 +00:00
psi29a
c0dca5371b Merge branch 'recalc_mana' into 'master'
Don't wait a frame to recalculate magicka

Closes #3792

See merge request OpenMW/openmw!1323
2021-10-26 08:58:04 +00:00
Evil Eye
289e1544d2 Don't wait a frame to recalculate magicka 2021-10-25 16:54:50 +02:00
Andrei Kortunov
107a9ecb17 Fix variables hiding 2021-10-24 18:45:04 +04:00
Evil Eye
f70a154195 Merge branch 'place' of github.com:akortunov/openmw into master 2021-10-23 11:34:42 +02:00
psi29a
a4899d72f4 Merge branch 'deduplicate_swim_speed' into 'master'
Deduplicate swim speed formula implementation

See merge request OpenMW/openmw!1310
2021-10-22 12:34:19 +00:00
elsid
68ed8487b5
Use lambda instead of bool to make sure GMST initialized once
This is less expensive than having 2 static variables and thread-safe.
2021-10-21 03:19:12 +02:00
elsid
2a0e1697b6
Deduplicate swim speed formula implementation 2021-10-21 01:25:09 +02:00
Andrei Kortunov
362c124e8f Allow to place levelled creatures to the game world (bug 6347) 2021-10-17 17:58:54 +04:00
Bo Svensson
ef906cbfa8
improves MWClass mapping (#3166)
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Bret Curtis
8309910d9d Restore the cell grid to its former non-exorbitant size, reducing stutter and also threw in a simple alternative fix for the actor position adjustment issue. 2021-09-30 22:58:40 +02:00
Evil Eye
60298cd66d Reset rotation when respawning actors 2021-09-14 16:53:57 +02:00
cc9cii
b1fb3e2313 Add missing includes. 2021-08-17 13:53:14 +10:00
cc9cii
47a841d3b7 Fix/workaround for Issue #3246
OpenMW save file assumes the presence of NPC/Creature data but the vanilla save file provides only the delta changes in most situations.  The base data are not available without loading all the relevant dependency content files.  Duplicating that code in the ESSImporter is not desirable.

Ideally a flag should be set but that will mean a change in the save file format.  For a minor change such as this doing so seems like an overkill.  So a temporary workaround is introduced where the gold carried by the NPC/Creature is used as an indicator as the lack of ACDT data.
2021-08-17 12:29:28 +10:00
fredzio
88a5ca440b Change moveObject() to take a osg::Vec3f argument instead of 3 floats
for readability.
2021-07-30 23:24:49 +02:00
jvoisin
74fab99b89 Use a const-ref for an osg::Quat
Since an osg::Quat contains at least 4 floats,
it should be worth it to use a const-ref instead
of passing it by value.
2021-07-22 21:33:18 +02:00
Evil Eye
b95cf4fd00 Set the ptr's custom data before filling the store so leveled lists have access to the level 2021-07-18 15:04:25 +02:00
Evil Eye
087e933326 Close windows using Ptrs that are about to be deleted 2021-07-15 22:31:26 +02:00
Petr Mikheev
b1a6441c23 Add LocalScripts::LocalEngineEvent. Add OnConsume engine handler. 2021-07-09 20:48:54 +02:00
psi29a
3c0a0ba9e1 Merge branch 'master' into 'touch_my_crank'
# Conflicts:
#   CHANGELOG.md
2021-07-06 09:18:12 +00:00
psi29a
c372c239a6 Merge branch 'master' into 'OpenCS_Bug6017'
# Conflicts:
#   CHANGELOG.md
2021-07-06 07:52:49 +00:00
cc9cii
f68c81e631 Merge branch 'master' into 'OpenCS_Bug6017' 2021-07-06 03:10:46 +00:00
cc9cii
4b3de46bfa Use enums in place of magic numbers. Ensure Creature and NPC cell references are always saved as persistent. 2021-07-06 12:37:02 +10:00