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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. |
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.. | ||
dialoguemanager.hpp | ||
environment.cpp | ||
environment.hpp | ||
inputmanager.hpp | ||
journal.hpp | ||
luamanager.hpp | ||
mechanicsmanager.hpp | ||
rotationflags.hpp | ||
scriptmanager.hpp | ||
soundmanager.hpp | ||
statemanager.hpp | ||
windowmanager.hpp | ||
world.hpp |