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2844 Commits

Author SHA1 Message Date
Andrei Kortunov
d3a3b2f1f6 Shields holstering support (feature #5193) 2019-10-22 09:02:59 +04:00
Alexei Dobrohotov
5d5ec1cf63
Merge pull request #2550 from elsid/fix_path_rebuild
Fix rebuild path for walking actors (Bug #5181)
2019-10-20 16:05:29 +03:00
Capostrophic
fc7b4d73a8 Remove on-strike enchantment support for ranged weapon types (bug #5190) 2019-10-20 13:34:42 +03:00
Andrei Kortunov
dd781b3da2 Fix OnStrike bows charges (regression #5191) 2019-10-20 10:21:47 +04:00
elsid
e4d0af6a6d
Use z coordinate for path distance when diff by z is greater then actor height 2019-10-19 22:01:32 +02:00
elsid
81832f8e17
Reuse distance functions 2019-10-19 12:51:37 +02:00
Capostrophic
bc5d54a161 Fix GetEffect result when running on dead actors 2019-10-12 19:06:10 +03:00
Andrei Kortunov
31e78ed41f Rework 'prevent merchant equipping' feature 2019-10-12 14:17:03 +04:00
Capostrophic
ce943b4f9e Make enchantments affect all actors with an inventory (bug #5186) 2019-10-11 19:29:12 +03:00
Andrei Kortunov
67bef9a3a1
Merge pull request #2554 from Capostrophic/summon
Make sure summoned creatures are removed upon caster death (#5183)
2019-10-11 20:06:16 +04:00
Capostrophic
e9009f8d10 Make sure summoned creatures are removed upon caster death 2019-10-10 17:57:45 +03:00
Andrei Kortunov
69aceb5c1e Split greetings from AiWander (bug #4594) 2019-10-10 09:28:40 +04:00
Andrei Kortunov
c51aba0b13 Recharge items outside of player's inventory (bug #4077) 2019-10-07 22:59:43 +04:00
elsid
d1d6ba3ed0
Fix rebuild path for walking actors
Ignore z coordinate for not swimming nor flying actors to calculate
distance from actor destination to last path point. If walking actor
destination point is floating above the ground then a point on navmesh
may be too far away when z coordinate is included. In this case path
will be rebuild on each AI_REACTION_TIME.
2019-10-07 20:25:07 +02:00
Andrei Kortunov
2b2f63c919
Merge pull request #2538 from Capostrophic/animation
Use random attack strength if there's no wind up animation (bug #5059)
2019-10-02 08:23:13 +04:00
elsid
7fbc696d44
Change angle direction by rolling dice to avoid rotating door 2019-09-29 13:44:06 +02:00
Capostrophic
4d381d0804 Use random attack strength if there's no wind up anim (bug #5059) 2019-09-24 22:42:04 +03:00
Andrei Kortunov
48aba76ce9 Implement vanilla-style AiActivate (bug #4456) 2019-09-24 09:30:39 +04:00
Alexei Dobrohotov
ac5491b5c2
Merge pull request #2534 from akortunov/toggleview
Improve resurrection handling
2019-09-22 02:02:03 +03:00
Andrei Kortunov
6450d84473 Improve resurrection handling 2019-09-21 20:22:45 +04:00
Capostrophic
7c9a9d7de0 Fix chance none logic for nested levelled lists (bug #5169) 2019-09-21 14:30:38 +03:00
Evil Eye
32de86d114 merge master 2019-09-17 20:31:53 +02:00
Evil Eye
7c8b82f45c move locking behaviour to cellref 2019-09-17 20:30:37 +02:00
Andrei Kortunov
85bb4a76f6 Improve faction items handling (bug #5164) 2019-09-17 19:09:08 +04:00
Andrei Kortunov
4a6d2cbaff Do not allow player to take items from evidence chests (bug #3609) 2019-09-17 19:08:33 +04:00
elsid
209e33f5ce
Open door when it is on the way to a next path point 2019-09-15 21:16:00 +02:00
elsid
653a391084
Do not open doors when actor has no path
When actor is not going anywhere it doesn't require to go through doors
so there is no need to open them.
2019-09-15 21:12:33 +02:00
elsid
d4b7b3e999
Check for AiPackage type before find nearby door 2019-09-15 21:12:29 +02:00
Capostrophic
6b74630f6e Preparation work
Phase out canBeActivated() to unify activation checks
Use getName() for the name caption in tooltips
Always use tooltips for non-activator objects
Invert hasTooltip default value
2019-09-10 23:38:16 +03:00
Evil Eye
a86a8ecc0e Allow locking/picking just about everything 2019-09-10 21:53:26 +02:00
Evil Eye
56b6a7ada4 Fix #5155 2019-09-09 22:29:59 +02:00
Andrei Kortunov
d58f93f388 Use sayDone() only for scripting backward compatibility 2019-09-06 09:19:41 +04:00
Andrei Kortunov
c9deb1b325 Generate sCrimeMessageReport only once per frame (bug #5012) 2019-09-05 20:16:03 +04:00
Capostrophic
c89c14bb68 Rename objectOpened() to make its role more clear 2019-09-05 17:36:49 +03:00
Capostrophic
8317dc0709 Make sure failed pick/trap attempts are a crime (bug #5149) 2019-09-05 17:29:49 +03:00
Alexei Dobrohotov
2daecc633e
Revert Vampirism behavior upon death to 0.45.0-like state
Until we figure out the better way to handle vampire stuff tangled together with post-death animation magic effect reset.
2019-09-04 16:42:34 +03:00
Andrei Kortunov
b6044d231a Handle death event manually before disposing a corpse if a death animation was not finished yet (feature #5146) 2019-08-27 22:42:41 +04:00
elsid
16170131b7
Add enum type for door state 2019-08-25 15:21:00 +02:00
Andrei Kortunov
bd18655d23
Merge pull request #2439 from Capostrophic/jumping
Fix jumping mechanics framerate dependency (bug #4991)
2019-08-18 10:57:11 +04:00
Andrei Kortunov
ed8828d3bc
Merge pull request #2457 from Capostrophic/sneak
Sneaking consistency fixes (bug #5103)
2019-08-18 08:57:22 +04:00
elsid
ad05de44ae
Use 3d coordinates to detect stuck
To able water and flying creatures move to player going up or down.
2019-08-17 18:09:00 +02:00
elsid
7b94183d83
Revert "Take in account actor half extents for obstacle check"
This reverts commit 5434e924375ae878124aaab1b3353a1781b4ed8a.
2019-08-17 17:55:49 +02:00
Andrei Kortunov
f7917964a0
Merge pull request #2484 from Capostrophic/fallbackanim
Allow SwimRunForward state WalkForward fallback (bug #5126)
2019-08-17 12:45:25 +04:00
Andrei Kortunov
0afb142b8e [Regression] restore ammo inventory sounds 2019-08-16 21:56:14 +04:00
capostrophic
99710e8f55 Allow SwimRunForward state WalkForward fallback (bug #5126) 2019-08-16 20:46:22 +03:00
Andrei Kortunov
6019f6507d Corrections for extended weapon animations feature 2019-08-10 20:57:37 +04:00
Andrei Kortunov
b09f0f8c2d
Merge pull request #2458 from Capostrophic/jump
Don't "jump" with 0 vertical velocity in all cases (bug #5106)
2019-08-09 21:03:24 +04:00
Alexei Dobrohotov
307e9ba666
Merge pull request #2413 from akortunov/weapon
Refactor weapon types behaviour
2019-08-09 20:02:10 +03:00
capostrophic
a9c4b18d38 Make sure cast chance checks mana when necessary (bug #5112) 2019-08-09 19:27:25 +03:00
Andrei Kortunov
134631ad72
Merge pull request #2463 from Capostrophic/crit
Vanilla-friendly ranged crits (bug #5067)
2019-08-09 20:23:56 +04:00