1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-31 06:32:39 +00:00

1295 Commits

Author SHA1 Message Date
Petr Mikheev
643e33c11a Merge branch 'lua_pathfinding_bindings' into 'master'
Add bindings for navigator utils functions (#6690)

See merge request OpenMW/openmw!2128
2022-07-20 23:52:16 +00:00
elsid
27cc901e76
Add bindings for navigator utils functions 2022-07-21 00:04:26 +02:00
ζeh Matt
841fd9618f
Rename DrawState_ to DrawState and use enum class 2022-07-17 20:50:26 +03:00
Andrei Kortunov
38042fd7a2 Init missing variables 2022-07-05 17:47:52 +04:00
jvoisin
498a835b77 Merge branch 'coverity' into 'master'
Fix some Coverity issues

See merge request OpenMW/openmw!2082
2022-07-03 16:29:05 +00:00
Cody Glassman
051832d7ae [Lua] Set simulation time scale 2022-07-03 12:51:28 +00:00
Andrei Kortunov
aa349f2ed9 Initialize some missing variables 2022-07-03 15:44:50 +04:00
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
1a5932a669
Move std::ostream& operator<< to .cpp 2022-06-26 22:43:53 +02:00
elsid
fdf6e58ea3
Split apps/openmw/mwmechanics/actorutil.hpp 2022-06-26 16:42:29 +02:00
psi29a
ede09309a6 Merge branch 'groundcover_progress' into 'master'
Show groundcover loading progress

See merge request OpenMW/openmw!1978
2022-06-22 13:02:22 +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
Evil Eye
aa2fab8db5 Enable collision for postponed objects when any object is disabled 2022-06-19 20:16:31 +02:00
uramer
fd7965d77f Use correctMeshPath instead of string constants 2022-06-12 11:30:29 +02:00
elsid
9c93de65be
Show groundcover loading progress 2022-06-05 22:21:12 +02:00
psi29a
c7449dc272 Merge branch 'bullet_includes' into 'master'
Clean up bullet includes

See merge request OpenMW/openmw!1974
2022-06-05 10:17:57 +00:00
jvoisin
72a6d1f69f Clean up bullet includes 2022-06-04 20:15:10 +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
Evil Eye
3c83117e99 Replace new with make_unique in openmw 2022-05-29 13:24:48 +02:00
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
5146d9fc55 Fix 2022-05-22 09:51:08 +02:00
Evil Eye
ac78b537d2 Address feedback 2022-05-22 09:29:03 +02:00
Evil Eye
c6ca0e78c9 Make getStringLiteral return a string_view 2022-05-21 01:21:55 +02:00
ζeh Matt
cb99e8643a
Use World prng for selection of random creature spawning 2022-05-17 18:22:45 +03:00
cody glassman
0cb63ca4e6 experimental point light bindings 2022-05-15 10:03:58 -07:00
cody glassman
04843fed6d moddable post-processing pipeline 2022-05-15 10:03:58 -07:00
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
9320fb50ab
Remove redundant MWBase::Environment::get().getWorld() calls 2022-05-08 15:41:53 +02:00
elsid
f03360b666
Move RenderingManager::update call to World::update
There is no need to do that in Scene::update and pass paused argument there.
2022-05-08 15:41:52 +02:00
ζeh Matt
2bbd0ba976
#5336: Refactor World::updatePlayer in to Player::update 2022-05-05 00:57:15 +03:00
ζeh Matt
51a84aaef8
Include random state record in count of saved records 2022-04-21 11:51:10 +03:00
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
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
ζeh Matt
f8f3bb2421
Use std::minstd_rand and split serialization from save/load 2022-03-21 17:49:42 +02:00
ζeh Matt
0611a8c3a7
Start new game with specified seed in options 2022-03-21 17:49:42 +02:00
ζeh Matt
151770ccf1
Separate global vs world rng functions and use custom prng 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
elsid
832ab103cb
Filter out unchanged animated objects for navigator update 2022-02-03 22:09:52 +01:00
Petr Mikheev
47c37e5849 Lua command object:activateBy(actor) and handler onActivate 2022-02-01 23:42:56 +00:00
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
psi29a
fd7e0b74cc Merge branch '6303-jail-stuck-attack' into 'master'
#6303 Made player stop attacking and sheathe weapon when going to jail

See merge request OpenMW/openmw!1551
2022-01-16 10:15:47 +00:00
Artem Nykolenko
a5cdc889a2 #6303 Made player stop attacking and sheathe weapon when going to jail 2022-01-16 10:15:47 +00:00
Evil Eye
5fcb2cabc8 Make scaleObject a no-op when not changing scale 2022-01-15 13:04:15 +01:00
Evil Eye
ac747f02f3 Don't teleport NPCs to unknown cells 2021-12-26 15:27:25 +00:00
elsid
c9b8ba7b46
Read navmesh tile data from database
When tile is not found in memory cache try to find it in the database.
2021-12-11 00:22:04 +01:00