This project is mirrored from https://:*****@github.com/OpenMW/openmw.git. Pull mirroring updated .
  1. 25 Jun, 2020 1 commit
  2. 22 Jun, 2020 1 commit
  3. 13 Jun, 2020 1 commit
  4. 03 Jun, 2020 1 commit
  5. 02 Jun, 2020 1 commit
  6. 17 Mar, 2020 1 commit
  7. 07 Mar, 2020 1 commit
  8. 31 Oct, 2019 1 commit
  9. 15 Sep, 2019 1 commit
  10. 10 Sep, 2019 2 commits
  11. 17 Aug, 2019 1 commit
  12. 09 Aug, 2019 1 commit
    • Andrei Kortunov's avatar
      Refactor weapon types behaviour · f0cef772
      Andrei Kortunov authored
      1. Move weapon types behaviour from switches to the table (should allow
      us to de-hardcode weapon types later)
      2. Gereralize bones injection to actors skeletons (instead of using the
      hardcoded xbase_anim_sh.nif)
      f0cef772
  13. 06 Aug, 2019 1 commit
  14. 05 Aug, 2019 1 commit
    • capostrophic's avatar
      Sneaking consistency fixes (bug #5103) · cac05ef8
      capostrophic authored
      Correct pickpocketing behavior when not actually sneaking
      Fix first person swimming animation regression when sneaking stance is on
      Move typical sneaking use case checks into mechanics manager
      Correct awareness checks
      cac05ef8
  15. 31 Jul, 2019 1 commit
  16. 14 May, 2019 1 commit
  17. 14 Apr, 2019 1 commit
  18. 10 Apr, 2019 1 commit
  19. 04 Apr, 2019 1 commit
  20. 23 Feb, 2019 1 commit
    • Capostrophic's avatar
      Revise AI data handling · 594ea39f
      Capostrophic authored
      Make Hello 16-bit unsigned as it's intended to be
      Get rid of redundant mHasAI boolean
      Always save AI data subrecord
      Adjust creature and NPC default rating values to Morrowind defaults
      594ea39f
  21. 21 Feb, 2019 3 commits
  22. 18 Feb, 2019 1 commit
  23. 17 Feb, 2019 1 commit
  24. 07 Jan, 2019 1 commit
  25. 28 Oct, 2018 1 commit
  26. 25 Oct, 2018 1 commit
  27. 24 Oct, 2018 1 commit
  28. 14 Oct, 2018 1 commit
  29. 09 Oct, 2018 1 commit
  30. 08 Oct, 2018 1 commit
  31. 05 Oct, 2018 2 commits
    • scrawl's avatar
      Move rng to components · b4cdb965
      scrawl authored
      (cherry picked from commit 8c810e36)
      
      # Conflicts:
      #	apps/openmw/engine.cpp
      #	apps/openmw/mwclass/npc.cpp
      #	components/misc/rng.cpp
      #	components/sceneutil/lightcontroller.cpp
      #	libs/openengine/CMakeLists.txt
      b4cdb965
    • dteviot's avatar
      consolidate random number logic · 4b0aeb40
      dteviot authored
      Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
      On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
      
      (cherry picked from commit 3f28634d)
      
      # Conflicts:
      #	apps/openmw/mwclass/creature.cpp
      #	apps/openmw/mwclass/npc.cpp
      #	apps/openmw/mwgui/pickpocketitemmodel.cpp
      #	apps/openmw/mwgui/waitdialog.cpp
      #	apps/openmw/mwmechanics/combat.cpp
      #	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
      #	components/CMakeLists.txt
      #	libs/openengine/misc/rng.cpp
      4b0aeb40
  32. 17 Sep, 2018 1 commit
  33. 08 Sep, 2018 1 commit
  34. 29 Aug, 2018 1 commit
  35. 28 Aug, 2018 1 commit
    • Capostrophic's avatar
      Knockdown and godmode fixes · 7f459f06
      Capostrophic authored
      Make sure an incapacitated player is not able to jump
      Cleanup of redundant player and godmode checks in creature class
      Make sure the player is not knocked down while in godmode
      7f459f06
  36. 21 Aug, 2018 1 commit