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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-06 18:40:23 +00:00

715 Commits

Author SHA1 Message Date
elsid
22817dd6a1
Use normalized path for correctMeshPath 2024-11-16 12:49:11 +01:00
elsid
3475a166e5
Use normalized path for World::spawnEffect 2024-09-19 00:31:16 +02:00
Evil Eye
1f5c314022 Don't turn to face the player to say hello if there is no hello response 2024-08-25 11:48:14 +02:00
Max Yari
1497dae4fa Better mUse out-of-range handling 2024-06-28 10:00:04 +02:00
Max Yari
3eadb84142 Fixed wrong mUse wrapping 2024-06-26 01:25:25 +02:00
Max Yari
b01b76b81e Introduced attacktype enum, fixed lua docs 2024-06-21 23:18:48 +02:00
Max Yari
22d9906978 An ability to specify attack type in controls.use value 2024-06-21 23:18:48 +02:00
Alexei Kotov
ae7861abe4 Move paralysis god mode checks to CreatureStats 2024-05-23 11:48:59 +03:00
Andrei Kortunov
5a1ec8ce87 Implement Lua-based music 2024-05-19 22:10:54 +04:00
trav5
238d68b691 Magic effects are updated once before applying when resting
Fixing #7970.
When the player was resting, all their magic effects were applied throughout
the rest duration, including the effects for already removed spells, which
were applied once more before removal.
This commit calls an update before that applying, so that these removed
spells are executed and removed and only then the real duration-long
execution of remaining magic effects takes place.
2024-05-13 21:41:41 +02:00
elsid
a863899eb1
Use normalized path for SoundManager::streamMusic 2024-04-20 21:14:09 +02:00
Mads Buvik Sandvei
320d8ef014 Spellcast related Lua API + spellcasting/activespell refactor 2024-03-25 13:50:23 +00:00
psi29a
a060a7297c Merge branch 'dehardcode-skillprogression' into 'master'
Lua: Dehardcode skill and level progression

See merge request OpenMW/openmw!3779
2024-02-12 14:10:51 +00:00
Alexei Kotov
c5564323e4 Correct activation behavior for actors in combat (#7794)
Stop battle music upon death animation end
2024-02-08 11:47:35 +03:00
jvoisin
838785d5a3 Merge branch 'sworc' into 'master'
Make StartCombat a no-op for dead targets and don't always play attack lines

Closes #7769 and #5413

See merge request OpenMW/openmw!3803
2024-02-05 09:48:20 +00:00
Mads Buvik Sandvei
011d9d6493 Dehardcode skill and level progression 2024-01-30 21:25:36 +01:00
Evil Eye
340d1423c6 Optimize AI package target comparisons 2024-01-29 22:25:39 +01:00
Evil Eye
8ed7a5319d Exclude deleted actors, prevent copies, and try to avoid a second getActorsSidingWith call 2024-01-29 22:08:00 +01:00
Mads Buvik Sandvei
36e1bdab10 Use a smaller integer type instead of dealing with casting issues. 2024-01-28 14:48:49 +01:00
Mads Buvik Sandvei
a94add741e Lua: Animation bindings 2024-01-26 21:39:33 +00:00
Evil Eye
a8ee3dfae8 Move the caching getActorsSidingWith to its own type 2024-01-25 20:44:18 +01:00
Evil Eye
bdc6119b31 Bring attack voice lines in line with research
Only play them when starting combat when not in combat or not in combat
with one of the target's allies.
Don't play them when casting spells whose first effect isn't ranged.
2024-01-25 19:36:41 +01:00
Alexei Kotov
01dcca3363 Make scripted animations shut down pathfinding (bug #5065) 2024-01-07 04:55:49 +03:00
Alexei Kotov
78459314bf Merge branch 'impartialplayerbelike' into 'master'
Don't count the actor we're following as siding with us if we're in combat with them but they aren't in combat with us

Closes #7645

See merge request OpenMW/openmw!3650
2023-12-31 17:33:08 +00:00
Alexei Kotov
f1782ad8df Merge branch 'rm_unused_vfs' into 'master'
Remove unused vfs argument from correctMeshPath

See merge request OpenMW/openmw!3691
2023-12-27 17:23:16 +00:00
elsid
81a483fc7f
Remove unused vfs argument from correctMeshPath 2023-12-26 14:14:52 +01:00
Andrei Kortunov
ffffb427f5 Implement crime disposition modifier (bug 4683) 2023-12-26 14:04:23 +04:00
Evil Eye
af40d7ce80 End pursue package if the target doens't have a bounty 2023-12-23 15:50:36 +01:00
Evil Eye
77cf9284b7 Allow ModPCCrimeLevel to clear crimes and cap bounties 2023-12-18 21:52:17 +01:00
Alexei Kotov
82982bbc05 Outlaw vampires and werewolves (bugs #7723, #7724) 2023-12-15 23:46:10 +03:00
Evil Eye
f80cd06256 Don't count the actor we're following as siding with us if we're in combat with them but they aren't in combat with us 2023-12-12 22:06:52 +01:00
Evil Eye
8cf99822ed Add a death event to the Lua API 2023-12-04 17:11:51 +01:00
Mads Buvik Sandvei
92a5e52407 rename "persisted" animations to "scripted", because that is what they actually are. And begin teaching the animation system to distinguish between a scripted and an unscripted animation. 2023-10-29 14:53:03 +01:00
Andrei Kortunov
e1cae5a029 Rework music system 2023-09-13 09:11:07 +04:00
Petr Mikheev
91c7585c8b Move some time-related function from World and WorldView to DateTimeManager 2023-08-08 22:57:28 +02:00
elsid
dd54857610
Add missing array include 2023-07-29 00:29:03 +02:00
psi29a
8a33edd64a Merge branch 'cleanup_includes' into 'master'
Cleanup includes

See merge request OpenMW/openmw!3191
2023-07-03 16:01:48 +00:00
elsid
05a42a1816
Cleanup includes 2023-07-01 13:52:09 +02:00
elsid
6e8dcc16c6
Use settings values for Game settings 2023-07-01 00:59:35 +02:00
elsid
fb5e5335aa
Initialize mTimerDisposeSummonsCorpses in class definition 2023-07-01 00:59:35 +02:00
elsid
47978dcb71
Remove unused getActorsProcessingRange function 2023-07-01 00:59:15 +02:00
Mads Buvik Sandvei
410e8b100a Elsid comments 2023-05-23 19:30:29 +02:00
Elias Howell
bf8fafa79a fixed some typos and spelling errors 2023-05-09 20:07:08 -04:00
Petr Mikheev
f1beaa7b8c Put ESMStore to Environment 2023-04-20 21:45:49 +02:00
elsid
6d261d38dd
Add functions to read and write ESM::RefId and use them
To be later changed with another implementation.
2023-02-13 22:07:58 +01:00
florent.teppe
562e129bd0 encapsulations of esm3 cell and esm4 cells. 2023-01-26 22:37:31 +01:00
Petr Mikheev
5983f22290 Remember actor in the actor's InventoryStore instead passing the actor in every call 2023-01-21 23:43:00 +01:00
Petr Mikheev
18088e3e31 Fix jumping (was broken by !2541) 2023-01-02 17:37:31 +01:00
Petr Mikheev
1869aeae5c Move some of player controls logic from C++ to Lua 2022-12-28 22:04:19 +01:00
florent.teppe
65cdd489fb create a specific esm reader function for RefID to avoid allocation for string and then again for RefId
Fixed some types

removed useless header

applied clang format

fixed compile tests

fixed clang tidy, and closer to logic before this MR

Removed hardcoded refids

unless there is a returned value we don't use static RefIds
can use == between RefId and hardcoded string

Fix clang format

Fixed a few instances where std::string was used, when only const std::string& was needed

removed unused variable
2022-12-27 19:15:57 +01:00