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FIX: Clarify that `ignore` field of raycast options types are a list and not a single object

See merge request OpenMW/openmw!4613
This commit is contained in:
Alexei Kotov 2025-04-24 02:09:47 +03:00
commit ca3a286cc4
2 changed files with 7 additions and 7 deletions

View file

@ -221,14 +221,14 @@
-- Can be used only in local scripts on self. Can also be evoked by sending an AddVfx event to the target actor.
-- @function [parent=#animation] addVfx
-- @param openmw.core#GameObject actor
-- @param #string model #string model path (normally taken from a record such as @{openmw.types#StaticRecord.model} or similar)
-- @param #string model path (normally taken from a record such as @{openmw.types#StaticRecord.model} or similar)
-- @param #table options optional table of parameters. Can contain:
--
-- * `loop` - boolean, if true the effect will loop until removed (default: 0).
-- * `loop` - boolean, if true the effect will loop until removed (default: false).
-- * `boneName` - name of the bone to attach the vfx to. (default: "")
-- * `particleTextureOverride` - name of the particle texture to use. (default: "")
-- * `vfxId` - a string ID that can be used to remove the effect later, using #removeVfx, and to avoid duplicate effects. The default value of "" can have duplicates. To avoid interaction with the engine, use unique identifiers unrelated to magic effect IDs. The engine uses this identifier to add and remove magic effects based on what effects are active on the actor. If this is set equal to the @{openmw.core#MagicEffectId} identifier of the magic effect being added, for example core.magic.EFFECT_TYPE.FireDamage, then the engine will remove it once the fire damage effect on the actor reaches 0. (Default: "").
-- * `useAmbientLighting` - boolean, vfx get a white ambient light attached in Morrowind. If false don't attach this. (default: 1)
-- * `useAmbientLighting` - boolean, vfx get a white ambient light attached in Morrowind. If false don't attach this. (default: true)
--
-- @usage local mgef = core.magic.effects.records[myEffectName]
-- anim.addVfx(self, 'VFX_Hands', {boneName = 'Bip01 L Hand', particleTextureOverride = mgef.particle, loop = mgef.continuousVfx, vfxId = mgef.id..'_myuniquenamehere'})

View file

@ -59,7 +59,7 @@
-- @field [parent=#nearby] #COLLISION_TYPE COLLISION_TYPE
---
-- Result of raycasing
-- Result of raycasting
-- @type RayCastingResult
-- @field [parent=#RayCastingResult] #boolean hit Is there a collision? (true/false)
-- @field [parent=#RayCastingResult] openmw.util#Vector3 hitPos Position of the collision point (nil if no collision)
@ -69,7 +69,7 @@
---
-- A table of parameters for @{#nearby.castRay}
-- @type CastRayOptions
-- @field openmw.core#GameObject ignore An object to ignore (specify here the source of the ray)
-- @field #any ignore An @{openmw.core#GameObject} or @{openmw.core#ObjectList} to ignore (specify here the source of the ray, or other objects which should not collide)
-- @field #number collisionType Object types to work with (see @{openmw.nearby#COLLISION_TYPE})
-- @field #number radius The radius of the ray (zero by default). If not zero then castRay actually casts a sphere with given radius.
-- NOTE: currently `ignore` is not supported if `radius>0`.
@ -92,7 +92,7 @@
---
-- A table of parameters for @{#nearby.castRenderingRay} and @{#nearby.asyncCastRenderingRay}
-- @type CastRenderingRayOptions
-- @field #table ignore A list of @{openmw.core#GameObject} to ignore while doing the ray cast
-- @field #any ignore A @{openmw.core#GameObject} or @{openmw.core#ObjectList} to ignore while doing the ray cast
---
-- Cast ray from one point to another and find the first visual intersection with anything in the scene.
@ -102,7 +102,7 @@
-- @function [parent=#nearby] castRenderingRay
-- @param openmw.util#Vector3 from Start point of the ray.
-- @param openmw.util#Vector3 to End point of the ray.
-- @param #CastRenderingRayOptions
-- @param #CastRenderingRayOptions options An optional table with additional optional arguments
-- @return #RayCastingResult
---