Alexei Dobrohotov
0d13b8cd3f
Allow movement during blocking (bug #6327 )
2021-11-10 15:48:03 +03:00
Alexei Dobrohotov
7a0c13fcf8
Make better use of std::clamp
2021-11-06 08:47:32 +03:00
Bo Svensson
ef906cbfa8
improves MWClass mapping ( #3166 )
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Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
2021-10-11 13:46:21 +02:00
Evil Eye
b4486992f0
Allow Rieklings and Goblins to attack again
2021-08-28 10:45:00 +02:00
Alexei Dobrohotov
0922d0b105
Clean up text key extraction
2021-08-22 05:56:30 +03:00
Evil Eye
5cdf1e7e6b
Merge branch 'vec3_vs_xyz' into 'master'
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Use Vec3f instead of x,y,z in World API
See merge request OpenMW/openmw!730
2021-07-31 10:36:11 +00:00
fredzio
a7b190ad29
Change rotateObject() to take a osg::Vec3f argument instead of 3 floats
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for readability.
2021-07-30 23:24:53 +02:00
Evil Eye
88d207b0cd
Merge branch 'land' into 'master'
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Correct creature landing sound type (bug #6118 )
Closes #6118
See merge request OpenMW/openmw!1054
2021-07-28 16:18:44 +00:00
Evil Eye
977f717f8b
Prevent a missing weapon animation from partially freezing actors
2021-07-27 16:33:07 +02:00
Alexei Dobrohotov
536dc6a0c6
Correct creature landing sound type (bug #6118 )
2021-07-27 07:39:21 +03:00
jvoisin
cf11870b1c
Sprinkle some references where it makes sense
2021-06-24 00:28:09 +02:00
Evil Eye
b8472e1303
Use modified paralyze magnitude to fall and float
2021-05-28 16:55:54 +02:00
fredzio
5b63019719
Embed actor velocity inside its class. It makes the code simpler.
2021-05-16 12:42:17 +02:00
Andrei Kortunov
b63f53f5bb
Disable shield animation when we launch a torch one (bug #6043 )
2021-05-15 11:31:08 +04:00
jvoisin
4c96644f8d
Use a char instead of a string in find() where possible
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This was done via PVS Studio ( https://pvs-studio.com ),
and should provide a super-duper-marginal performance boost \o/
2021-04-25 19:57:09 +02:00
Andrei Kortunov
59720aea9a
Restore old aiming for melee combat
2021-04-07 12:07:03 +04:00
Andrei Kortunov
50352daf90
Rework knockdown and knockout animations fallbacks
2021-03-29 14:45:07 +04:00
Petr Mikheev
447c3b9489
Fix 5846
2021-03-13 21:54:49 +01:00
Alexei Dobrohotov
4638fc36b4
Allow all creatures to float to the water surface
2021-01-12 15:46:19 +03:00
psi29a
29fdcb3fa1
Merge branch 'hardlanding' into 'master'
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Init mJumpState based on saved fallheight (#5739 )
See merge request OpenMW/openmw!532
2021-01-11 20:46:42 +00:00
fredzio
3087ce9c70
Use saved fallheight to determine a character's jump state.
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The jump state initial state is "none", and it is set after physics simulation.
If a save is done just above the ground, the character may land before
the first run of the simulation, effectively cancelling the effect of
falling.
2021-01-11 18:38:20 +01:00
Bret Curtis
a735bbe9a5
Merge pull request #3040 from akortunov/pvs
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Fix some issues, found by PVS Studio
2021-01-10 12:58:17 +01:00
fredzio
60f66f5e29
Remove never used parameter from CharacterController:update()
2021-01-09 21:28:27 +01:00
Andrei Kortunov
7fc4c9f3f6
Avoid dead code
2021-01-09 13:52:01 +04:00
Alexei Dobrohotov
45f4e69a19
Merge branch 'skipanim' into 'master'
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Don't move characters if their animation can't move them
Closes #5593
See merge request OpenMW/openmw!490
2020-12-28 01:25:22 +00:00
Alexei Dobrohotov
ad41546648
Merge branch 'fix_swimming' into 'master'
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Fix #5743 where NPCs and creatures underwater may rotate to the upwards direction
Closes #5743
See merge request OpenMW/openmw!494
2020-12-25 21:33:35 +00:00
Petr Mikheev
8b3088a9e5
Fix #5743
2020-12-24 11:54:21 +01:00
Petr Mikheev
51d63a4152
Fix minor bug: mSmoothedSpeed is not updating in first person mode, that leads to an incorrect value after switching to first person mode and back.
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Additional refactoring: move `setSideMovementAngle` from camera.cpp to character.cpp as this logic shouldn't belong to Camera.
2020-12-24 03:39:59 +01:00
Alexei Dobrohotov
32cc14981e
Don't move characters if their animation can't move them
2020-12-22 20:40:52 +03:00
Alexei Dobrohotov
22476281da
Fix paralyze for swimming actors
2020-12-22 08:03:51 +03:00
Nelsson Huotari
f78a5d795c
Separate keyframes logic to provide basis for osgAnimation integration.
2020-11-18 22:48:47 +02:00
Alexei Dobrohotov
7da8479d25
Fix lower body blocking animation priority (bug #5656 )
2020-10-21 19:35:01 +03:00
Petr Mikheev
9ec6fce446
Makes the delay of turning while run configurable (part of "smooth movement").
2020-10-17 16:11:22 +02:00
Alexei Dobrohotov
39678c74bf
Add many more godmode checks to harmful magic (bug #5633 )
2020-10-09 20:36:51 +03:00
Petr Mikheev
ad51a4be2e
Changes in head tracking and greetings for "smooth movement".
2020-09-22 22:50:44 +02:00
Petr Mikheev
6a75942907
Fix CharacterController::setAttackTypeBasedOnMovement
2020-09-22 22:50:44 +02:00
Petr Mikheev
bd6b984022
Smoothing speed in CharacterController
2020-09-22 22:50:44 +02:00
Petr Mikheev
874c754b68
Fix #5557
2020-09-15 20:24:16 +02:00
Alexei Dobrohotov
99ab629a03
Merge pull request #2995 from akortunov/arrows
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Improve ammo resetting
2020-09-06 13:30:55 +03:00
Andrei Kortunov
f9ca08a984
Do not use swish sound for ranged weapons
2020-09-03 09:48:12 +04:00
Petr Mikheev
7e3d19196d
Fix #5586
2020-09-01 00:37:37 +02:00
Andrei Kortunov
297898182b
Reset attached arrow in the beginning of unequipping animation
2020-08-28 15:53:30 +04:00
psi29a
f90a049702
Merge branch 'movement_refactoring' into 'master'
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Refactoring related to "smooth movement"
See merge request OpenMW/openmw!285
(cherry picked from commit 6eaf0a389d5aed3b74ab1a7cf89574612f964bdf)
e847b4c8 Split getSpeed() to getMaxSpeed() and getCurrentSpeed()
a96c46bc Refactor calculation of movement.mSpeedFactor
03ee9090 Use getMaxSpeed instead of getCurrentSpeed where it makes sense.
a178af5c Create helper functions `normalizeAngle` and `rotateVec2f`
2020-08-27 11:54:30 +00:00
Petr Mikheev
6a4fa8a8b5
Add more settings to openmw-launcher
2020-08-07 20:17:44 +00:00
Andrei Kortunov
e6036e13b9
Use more C++11 loops in game mechanics code
2020-07-25 15:54:49 +04:00
psi29a
46db69a349
Merge branch 'swimming' into 'master'
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Swimming-related fixes
See merge request OpenMW/openmw!247
(cherry picked from commit 8be328ef80f29e9692e29d24beefa8ced16537a7)
738c71fd Extend the "turn to movement direction" mode for swimming up and down.
10d3e82b New setting "swim upward coef"
2020-07-09 20:05:59 +00:00
Petr Mikheev
a455b99ed6
Fix incorrect speed for creatures, that is caused by https://gitlab.com/OpenMW/openmw/-/merge_requests/245/diffs?commit_id=eebbacd8b4ab22b3e824538df2d7faec0038c1a1
2020-06-27 23:56:48 +02:00
Petr Mikheev
63f828fea8
Bugfix for "turn to movement direction"
2020-06-26 20:04:02 +00:00
Petr Mikheev
b4c699348f
Improved strafe movement
2020-06-22 15:22:34 +02:00
Andrei Kortunov
5468fcb29f
Store attributes and skills values as floats (bug #4021 )
2020-06-03 17:34:15 +04:00