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695 Commits

Author SHA1 Message Date
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
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
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
Evil Eye
1cf0befd07 Don't call getClass on an empty Ptr 2022-12-26 21:13:24 +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
Alexei Kotov
5d11238723 Always consider an actor their own ally (bug #6313) 2022-11-08 20:13:20 +03:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
elsid
410a2881fe
Add comma to the last array element to prevent putting multiple elements on a single line 2022-09-14 00:36:02 +02:00
florent.teppe
0a5c863f27 fewer header includes 2022-09-08 21:08:59 +02:00
florent.teppe
0dd529ab1d With the records include removed from store.hpp, need to include the relevant files accross the codebase.Lots of touched files, but very little done 2022-09-06 13:26:13 +02:00
Evil Eye
ac84027b90 Unify soulgems and restore soul text 2022-08-25 21:37:20 +02:00
Evil Eye
42e59878c5 Use string_view in more animation code 2022-08-23 18:25:25 +02:00
Evil Eye
afcbb3cb5e Clear the magic queue when unloading actors 2022-08-21 13:33:21 +02:00
Alexei Kotov
acfff6b25e Restore invisibility early-out in combat engagement 2022-08-01 15:11:18 +03:00
psi29a
4ecfc0e9ac Merge branch 'torchwood' into 'master'
Don't extinguish held light sources when they're hidden (bug #6910)

Closes #6910

See merge request OpenMW/openmw!2194
2022-07-29 09:40:48 +00:00
Alexei Kotov
88bd3d559a Don't headtrack or greet magically hidden actors (bug #5978) 2022-07-29 10:47:50 +03:00
Alexei Kotov
94dfcdd062 Don't extinguish held light sources when they're hidden (bug #6910) 2022-07-29 10:16:29 +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
elsid
c476437b6e
Mark Actors member functions as const where possible 2022-07-04 22:37:27 +02:00
elsid
ae4ec0a1d0
Convert static const to constexpr where possible 2022-07-04 22:16:38 +02:00
elsid
2ec757ab0f
Remove unnecessary member functions from Actors 2022-07-04 22:16:38 +02:00
elsid
0132b6e19c
Use range-based for loop 2022-07-04 22:16:37 +02:00