Alexei Kotov
f210559a80
Merge branch 'bound_rating' into 'master'
...
Improve AI rating of bound effects
Closes #3855
See merge request OpenMW/openmw!1366
2021-11-11 14:30:41 +00:00
Alexei Dobrohotov
0d13b8cd3f
Allow movement during blocking (bug #6327 )
2021-11-10 15:48:03 +03:00
Evil Eye
1a2fde04bb
Clarify logic
2021-11-08 17:28:54 +01:00
Evil Eye
11ed594910
Improve AI rating of bound effects
2021-11-07 22:13:27 +01:00
Alexei Kotov
0c11175da1
Merge branch 'combat_aiming' into 'master'
...
Finish turning before attacking
Closes #3488
See merge request OpenMW/openmw!1358
2021-11-07 11:25:05 +00:00
psi29a
627f816348
Merge branch 'navigator_impl' into 'master'
...
Reduce the size of included code from detournavigator/ into the engine
See merge request OpenMW/openmw!1355
2021-11-07 07:57:22 +00:00
Langerz82
303082f6b4
Finish turning before attacking
2021-11-06 17:44:29 +01:00
Alexei Dobrohotov
7a0c13fcf8
Make better use of std::clamp
2021-11-06 08:47:32 +03:00
elsid
9f808fbe3a
Move findPath-like navigator functions into a separate header
2021-11-06 00:34:06 +01:00
Evil Eye
92bdd44e58
Allow creatures to use torches
2021-10-31 20:25:37 +01:00
Evil Eye
3c40935ec1
Fix regression #6375
2021-10-31 11:57:33 +01:00
Evil Eye
4ec927829f
Give each reflect and spell absorption effect a chance to apply
2021-10-26 16:50:40 +02:00
Evil Eye
289e1544d2
Don't wait a frame to recalculate magicka
2021-10-25 16:54:50 +02:00
psi29a
217d17adeb
Merge branch 'ugly_rounding' into 'master'
...
Prevent floating point issues accumulating
See merge request OpenMW/openmw!1306
2021-10-23 08:39:26 +00:00
Evil Eye
b5c876299d
Round to a power of two
2021-10-23 09:29:16 +02:00
Alexei Kotov
156f2a471a
Merge branch 'self_target' into 'master'
...
Apply on self effects on projectiles to the target instead
Closes #6321
See merge request OpenMW/openmw!1312
2021-10-21 20:37:11 +00:00
Evil Eye
63fa6d3b7c
Apply on self effects on projectiles to the target instead
2021-10-21 17:28:36 +02:00
Evil Eye
31a7c83cc7
Fix a regression involving default arguments
2021-10-21 17:22:15 +02:00
Evil Eye
dd4d8b2649
Prevent floating point issues accumulating
2021-10-19 21:38:07 +02:00
elsid
1da9c75692
Add missing initialization for Enchanting::mObjectType
2021-10-18 22:11:48 +02:00
unknown
add6eb9c95
Fix particles and magnitudes for (damage) over time effects
2021-10-16 21:40:41 +02:00
Evil Eye
5805c0114a
Don't hit the ground
2021-10-14 17:40:03 +02:00
Evil Eye
bba80b07a2
Check if the target is an actor
2021-10-14 16:49:30 +02:00
Evil Eye
ae4578f566
Fix soul trapping for one shot kills
2021-10-11 21:46:15 +02:00
Bo Svensson
ef906cbfa8
improves MWClass mapping ( #3166 )
...
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
psi29a
3e2694dde9
Merge branch 'catch_me' into 'master'
...
Remove active effects from spells that no longer exist
See merge request OpenMW/openmw!1273
2021-10-11 08:53:48 +00:00
psi29a
d3bad2dba2
Merge branch 'stripperiffic_werewolves' into 'master'
...
Remove magic effects before saving stats when turning into a werewolf
Closes #6330
See merge request OpenMW/openmw!1270
2021-10-11 08:52:46 +00:00
Evil Eye
3d5950f790
Remove active effects from spells that no longer exist
2021-10-09 12:27:17 +02:00
Evil Eye
ec735529da
Remove active effects from the player when transforming
2021-10-08 17:32:41 +02:00
psi29a
9c47fdcf7e
Merge branch 'flip_sign' into 'master'
...
Fix regression #6328
Closes #6328
See merge request OpenMW/openmw!1267
2021-10-08 06:47:57 +00:00
Evil Eye
caafd0c667
Remove CE enchantments before saving stats when turning into a werewolf
2021-10-07 21:09:43 +02:00
Evil Eye
7540265432
Fix regression #6328
2021-10-06 17:14:00 +02:00
Evil Eye
d680aa26e9
Disallow switch fallthrough
2021-10-03 21:58:10 +02:00
psi29a
2c8c36fe5d
Merge branch 'master' into 'effective_magic'
...
# Conflicts:
# CHANGELOG.md
2021-10-01 21:20:08 +00:00
psi29a
bd866cf210
Merge branch 'fix_infidelities' into 'master'
...
Fix Infidelities quest from Tribunal (#6307 )
Closes #6307
See merge request OpenMW/openmw!1248
2021-10-01 21:12:15 +00:00
Bret Curtis
8309910d9d
Restore the cell grid to its former non-exorbitant size, reducing stutter and also threw in a simple alternative fix for the actor position adjustment issue.
2021-09-30 22:58:40 +02:00
Evil Eye
2de7b8e2fb
Allow non-biped creatures using weapons to open doors
2021-09-29 21:21:52 +02:00
Evil Eye
4abcb0d7b9
Remove applied magnitude instead of min magnitude
2021-09-29 19:25:12 +02:00
Evil Eye
63a9203dde
Fix icon magnitude
2021-09-29 19:25:12 +02:00
Evil Eye
43074347e8
Prevent spell duplication
2021-09-29 19:25:11 +02:00
Evil Eye
b8e4f18751
Clear temporary effects before unloading actors to prevent absorb effects becoming permanent
2021-09-29 19:25:11 +02:00
Evil Eye
161e042e2a
Prevent iterator invalidation when cleaning up summons
2021-09-29 19:25:11 +02:00
Evil Eye
dc1fe62dde
Overhaul magic effects to work with onApply and onEnd events
2021-09-29 19:25:10 +02:00
Andrei Kortunov
fc2076db1a
Fix MSVC warnings about local variables redeclaration ( #3130 )
2021-09-29 09:36:05 +02:00
elsid
c0ef4417c3
Check AiTravel destination for other actors presence
...
Use faster aabbTest but without destance filter. To avoid dependency on a
specific constant and correctly handle situations when there is a big
difference between actors sizes.
2021-09-29 01:05:23 +02:00
elsid
9950132a5f
Allow travelling actors find path over pathgrid navmesh area type
...
In addition to other navmesh areas. This makes actors behaviour closer to
vanilla when pathgrid is correct.
2021-09-29 01:05:23 +02:00
elsid
163968f578
Normalize area cost factor
...
Recastnavigation uses path cost and heuristic based on distance to find
shortest path by A* algorithm. Using raw speed values makes cost much lower
value than heuristic (1000 times less at maximum). Heuristic is defined as
distance from node to target * 0.999 that means area cost should never be less
than 0.999 or 1 for simplicity.
Use max speed to make lowest possible cost factor equal to 1.
2021-09-29 01:03:24 +02:00
elsid
d36595e09e
Make sure PathFinder::getClosestPoint is not called with failing precondition
...
Pathgrid should be not nullptr and points should be not empty.
2021-09-23 01:48:54 +02:00
Petr Mikheev
5893b88409
Ignore time to destination when giving way ( #6296 )
2021-09-22 01:46:04 +02:00
psi29a
4bf22f3ca0
Merge branch 'fix_pathgrid_path' into 'master'
...
Use pathgrid path when destination is closer to different graph component node
See merge request OpenMW/openmw!1155
2021-09-08 09:55:42 +00:00