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229 Commits

Author SHA1 Message Date
Mads Buvik Sandvei
320d8ef014 Spellcast related Lua API + spellcasting/activespell refactor 2024-03-25 13:50:23 +00:00
Alexei Kotov
27b1434f5b Use string_view for full help text 2024-02-28 01:06:42 +03:00
Alexei Kotov
65aa222efa Move full help text after everything else (#7623) 2024-02-24 23:05:27 +03:00
Andrei Kortunov
fbd99583ca Move local variables in GUI code 2024-01-09 16:11:44 +04:00
Alexei Kotov
14942d7541 Shorten global map marker notes like vanilla (bug #7619) 2024-01-02 18:50:32 +03:00
Evil Eye
e63933efa6 Use NAM9 for stack count 2023-12-31 17:12:46 +00:00
Evil Eye
0da620b3f9 Don't crash on spells or enchantments without effects 2023-12-09 15:40:23 +01:00
Evil Eye
81b8328bdd Include UString 2023-11-23 19:52:18 +01:00
Evil Eye
da9b0c5119 Use MyGUI::UString's new string_view support 2023-11-22 22:02:06 +01:00
Andrei Kortunov
377d8c905c Fix TrueType fonts scaling 2023-10-31 10:59:57 +04:00
Bret Curtis
e97b07b6a4 additional cleanup 2023-10-17 23:53:04 +02:00
Bret Curtis
43a931d3c4 [#7528] Fix MyGUI 3.4.3 issues 2023-10-17 23:53:04 +02:00
Evil Eye
e660a9ca16 Assign StringRefIds to attributes 2023-08-20 10:28:46 +02:00
elsid
d113f0fc44
Use settings values for GUI settings 2023-07-16 20:46:54 +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
Evil Eye
73c2387708 Merge schools into skills 2023-06-26 20:42:52 +02:00
Evil Eye
9947a41c37 Combine magic school properties into structs 2023-06-26 16:34:12 +02:00
psi29a
dd0d66513d Merge branch 'clickbait' into 'master'
Mostly dehardcode attributes

See merge request OpenMW/openmw!3164
2023-06-25 20:11:19 +00:00
Evil Eye
abcebd49d2 Allow for more than 8 attributes 2023-06-19 20:41:54 +02:00
Evil Eye
e9bcad4e05 Autocalculate enchantment costs and charges 2023-06-17 22:25:47 +02:00
Evil Eye
65b22975c9 Remove SkillEnum 2023-06-08 18:35:50 +02:00
Evil Eye
16c0f0d5cc Use a regular TypedDynamicStore for ESM:Skill 2023-06-08 18:35:47 +02:00
Evil Eye
7b0680de5f Resolve attribute GMST members 2023-05-31 17:02:18 +02:00
Evil Eye
eea730768b Replace sIconNames with ESM::Skill::mIcon 2023-05-30 20:22:04 +02:00
Evil Eye
9c60a6fa4d Replace sSkillNameIds with ESM::Skill::mName 2023-05-29 17:56:14 +02:00
Evil Eye
a5e1c87fb8 Remove sGmstAttributeIds, sGmstAttributeDescIds, sAttributeIcons 2023-05-28 15:10:53 +02:00
Evil Eye
877f6747be Deduplicate specialization code 2023-05-26 12:16:47 +02:00
psi29a
d3ed04c551 Merge branch 'lua-activeeffects' into 'master'
Lua: Actor api for active effects and active spells

See merge request OpenMW/openmw!3036
2023-05-25 07:49:08 +00:00
Evil Eye
17c8e63d3a Fix invalid memory usage in stats tooltip 2023-05-23 20:03:12 +02:00
Mads Buvik Sandvei
410e8b100a Elsid comments 2023-05-23 19:30:29 +02:00
Mads Buvik Sandvei
4bf23f152b Revert use of string_view to std::string for effectIdTo* methods. 2023-05-23 18:12:06 +02:00
Mads Buvik Sandvei
9a59330561 refactor effect names in loadmgef. Added a map from effect index to non-gmst effect name for use in lua scripts. 2023-05-23 18:11:59 +02:00
Evil Eye
5491512905 Use string_view in more places and reduce the number of empty string literals 2023-05-21 16:39:32 +02:00
Petr Mikheev
f1beaa7b8c Put ESMStore to Environment 2023-04-20 21:45:49 +02:00
elsid
cd4027ffd6
Do not use ESM::RefId::getRefIdString for spell id 2023-03-24 01:57:35 +01:00
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
Andrei Kortunov
a774a51699 Improve duration tooltip 2023-01-22 14:32:47 +04:00
Petr Mikheev
e9420b2b68 Remove implicit conversion MWWorld::Ptr -> bool 2023-01-18 02:40:56 +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
clang-format-bot
ddb0522bbf
Apply clang-format to code base 2022-09-22 21:35:26 +03:00
Andrei Kortunov
6ec9616ddd Localize the 'show effect duration' option 2022-09-08 07:46:56 +04:00
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
florent.teppe
1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00
florent.teppe
3b6ac53be4 Store refactoring: more forgotten storeSpecialization.hpp 2022-09-05 17:34:40 +02:00
Evil Eye
dfcd34372d Use more string_view 2022-08-28 15:06:31 +02:00
Alexei Kotov
aa5fcc6649 Don't center spell and enchanted item effect lists (bug #4310) 2022-08-01 11:12:06 +03:00
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