diff --git a/CHANGELOG.md b/CHANGELOG.md index 59d31d829..44c7398ba 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,6 +11,7 @@ Bug #2852: No murder bounty when a player follower commits murder Bug #2862: [macOS] Can't quit launcher using Command-Q or OpenMW->Quit Bug #2971: Compiler did not reject lines with naked expressions beginning with x.y + Bug #3249: Fixed revert function not updating views properly Bug #3374: Touch spells not hitting kwama foragers Bug #3486: [Mod] NPC Commands does not work Bug #3591: Angled hit distance too low @@ -60,6 +61,7 @@ Bug #4489: Goodbye doesn't block dialogue hyperlinks Bug #4490: PositionCell on player gives "Error: tried to add local script twice" Bug #4491: Training cap based off Base Skill instead of Modified Skill + Bug #4495: Crossbow animations blending is buggy Bug #3249: Fixed revert function not updating views properly Feature #2606: Editor: Implemented (optional) case sensitive global search Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index e6a8e8152..c6114dd8c 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -370,6 +370,10 @@ void CharacterController::refreshJumpAnims(const WeaponInfo* weap, JumpingState { jumpmask = MWRender::Animation::BlendMask_LowerBody; jumpAnimName = "jump"; + + // For crossbow animations use 1h ones as fallback + if (mWeaponType == WeapType_Crossbow) + jumpAnimName += "1h"; } } } @@ -423,6 +427,10 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character { movemask = MWRender::Animation::BlendMask_LowerBody; movementAnimName = movestate->groupname; + + // For crossbow animations use 1h ones as fallback + if (mWeaponType == WeapType_Crossbow) + movementAnimName += "1h"; } } @@ -1627,16 +1635,18 @@ bool CharacterController::updateWeaponState() break; } + // Note: apply reload animations only for upper body since blending with movement animations can give weird result. + // Especially noticable with crossbow reload animation. if(!start.empty()) { mAnimation->disable(mCurrentWeapon); if (mUpperBodyState == UpperCharState_FollowStartToFollowStop) mAnimation->play(mCurrentWeapon, priorityWeapon, - MWRender::Animation::BlendMask_All, true, + MWRender::Animation::BlendMask_UpperBody, true, weapSpeed, start, stop, 0.0f, 0); else mAnimation->play(mCurrentWeapon, priorityWeapon, - MWRender::Animation::BlendMask_All, false, + MWRender::Animation::BlendMask_UpperBody, false, weapSpeed, start, stop, 0.0f, 0); } }