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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-28 14:53:58 +00:00

1387 Commits

Author SHA1 Message Date
psi29a
b55313c08e Merge branch 'small_ref_id' into 'master'
Make ESM::RefId to be fixed size cheap to copy and support different implementation types

See merge request OpenMW/openmw!2708
2023-03-20 08:54:36 +00:00
elsid
069d4255b9
Make ESM::RefId to be fixed size cheap to copy
Use std::variant. Store refId strings in unordered_set and use pointer to an
item there. Inserts to unordered_set do not invalidate pointers to values so the
pointer is always valid. Elements are not removed. Assume there is finite number
of string refIds.
2023-03-19 17:20:43 +01:00
elsid
c90e4435cd
Remove unused startup script argument 2023-03-19 00:45:50 +01:00
psi29a
b4a5e8ed19 Merge branch '9003rd_times_the_charm' into 'master'
Rework again scripted movement. Partially revert and refine !1324

See merge request OpenMW/openmw!1372
2023-03-18 09:13:57 +00:00
psi29a
a60f657f5a Merge branch 'fast_cell4_load' into 'master'
Lazy loading of ESM4::reference

See merge request OpenMW/openmw!2804
2023-03-17 21:46:37 +00:00
elsid
6a182e7798
Move generation for default values of required records to separate functions 2023-03-17 18:31:21 +01:00
fredzio
63d4564455 In 0.46, SetPos was setting position of actors before physics simulation, and from this position movement was simulated. This changed with async physics merging, and at the same time problems started, mostly with abot's scenic travel.
Skipping the simulation, switching off collisions, and other approaches were not correct as they either broke some mods, or some core mechanics of the engine such as teleportation or waterwalking. As it turns out, the way to go is to simply do _nothing_ (modulo some gymnastics to account for the 1 frame difference in case of async).

Scripted movement and the unstucking logic tends to collide. Early out of unstuck in case the actor doesn't attempt to move. This means there is no AI package for NPC, which are the case for some boats and striders, or the player is content with their position.
2023-03-16 22:07:26 +01:00
florent.teppe
170b732854 readers cache keep a stateless encoder
to keep access to the current encoding configuration

build linux
2023-03-10 12:39:47 +01:00
Petr Mikheev
1c2f24d1ca Remove unused searchInContainers in WorldModel::getPtr 2023-02-23 01:57:23 +01:00
Petr Mikheev
47b7c71c73 Remove unused functions 2023-02-23 01:57:23 +01:00
elsid
f09789002a
Define hardcoded global variable names as constants 2023-02-07 00:47:34 +01:00
psi29a
4032c447e9 Merge branch 'load-ESM4-Cell' into 'master'
Can load and coc into an interrior oblivion cell

See merge request OpenMW/openmw!2647
2023-02-06 08:56:23 +00:00
florent.teppe
084207af64 Avoids a lot a special cases for ESM3 vs ESM4 cells. 2023-02-04 23:25:06 +01:00
florent.teppe
1caed2de2a Applies some review comments.
Proper visit for ESM::CellVariant

Fixed MWWorldCell constructor
2023-02-04 17:09:54 +01:00
florent.teppe
4e7cde5d72 applied some review changes.
crashfix tests
2023-01-30 20:49:34 +01:00
glassmancody.info
897ee702d1 move water normal to vfs 2023-01-29 11:14:08 -08:00
florent.teppe
216ca71149 Applied review comments
getEditorName => getNameId
restored cosntructor in CoordinateConverter
2023-01-28 12:14:00 +01:00
florent.teppe
531e55e04c Better handling of the esm3 vs esm4 cell problem
Common attribute are in one structure that has two constructors, one for ESM3 vs ESM4 Cell
Mood part of MWWorld::Cell
2023-01-27 13:39:39 +01:00
florent.teppe
0018bcf7de Should make cellvariant safer to use.
Hopefully clang tidy agrees.
2023-01-26 22:37:32 +01:00
florent.teppe
562e129bd0 encapsulations of esm3 cell and esm4 cells. 2023-01-26 22:37:31 +01:00
florent.teppe
08b68fcd48 Cannot load a cell yet, but getting more necessary parts in 2023-01-26 22:36:11 +01:00
Petr Mikheev
c294898246 Lua commands to create/move/remove objects; consistent handling of disabled objects (#6726, #6893) 2023-01-22 00:08:21 +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
florent.teppe
a4137e941c std::string_view can be used in map and unordered map
This avoids some unecessary dynamic allocations.
Also applies some review advice.
2023-01-21 19:19:26 +01:00
florent.teppe
3780033837 Reverts Cell name to a string 2023-01-21 18:39:42 +01:00
elsid
cf1d8544e3
Check agent bounds on adding agent to navigator
Do not add agent bounds which are not supported by recastnavigation with given
settings and log such events.

To avoid reaching navmesh tile generation to find out it can't be generated for
such agent bounds.
2023-01-18 12:00:48 +01:00
Alexei Kotov
434b4deda1 Don't use xkf if xnif is merely the base model (bug #5371) 2023-01-14 04:55:12 +03:00
psi29a
d5f5e53714 Merge branch 'playercontrols' into 'master'
Move some of player controls logic from C++ to Lua

See merge request OpenMW/openmw!2541
2022-12-30 16:57:40 +00:00
Petr Mikheev
103908ffc7 Move getNorthVector out of MWWorld::World (used only in one place) 2022-12-28 22:06:49 +01:00
Petr Mikheev
aef2e9d8de Replace World::getExterior with WorldModel::getCell 2022-12-28 22:06:49 +01:00
Petr Mikheev
1869aeae5c Move some of player controls logic from C++ to Lua 2022-12-28 22:04:19 +01:00
Petr Mikheev
0fef8f12d0 Remove functions WorldModel::rest and WorldModel::recharge 2022-12-28 12:45:11 +01:00
Petr Mikheev
b8fb013edf Merge MWLua::ObjectRegistry and MWWorld::WorldModel 2022-12-28 12:45:11 +01:00
florent.teppe
dc21df97c8 Fixed issue with getSummonedCreature( that returned a reference to a non const static value
Fix compile, and apply review comment

Fixed greater vs more typo.

getCellname is back to a string view.

Because in most cases was used as a strong not a refId.
and there was a fundamental issue with region names used as a cellname
2022-12-27 19:16:22 +01:00
florent.teppe
1ef1de974d script blacklist => RefId
Applies changes from review

Fixed clang format

Clang format + review.
2022-12-27 19:16:21 +01:00
florent.teppe
2c30575b3b CellName is now a RefId, makes more sense that way. 2022-12-27 19:16:21 +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
florent.teppe
30a020883e Avoids unecessary copies
Fixed issue with lowerCase

Oups fixed compialtion on openMW_test_suite
2022-12-27 19:15:57 +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
7da38113be Changed more hardcoded RefId to be static to avoid multiple runtime creations
adresses multiple review comments
2022-12-27 19:15:56 +01:00
fteppe
62d8fe3fc2 changed a few hardcoded refIds used in mutliple places to be defined only once in a variable 2022-12-27 19:15:55 +01:00
fteppe
c8bb733360 removed clear() function, the only way to change the Id from the outside is from the assignment operator
replaced ciEqual with == operator
2022-12-27 19:15:55 +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
de57a95c9d Rename mCells -> mWorldModel 2022-12-16 00:15:11 +01:00
Petr Mikheev
aa230698a8 Apply clang-format 2022-11-13 15:35:26 +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
elsid
843753da14
Remove unused includes 2022-10-09 16:44:18 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
psi29a
525f81393a Merge branch 'physics_refactor' into 'master'
Small physics refactoring

See merge request OpenMW/openmw!2417
2022-09-19 19:57:23 +00:00