Commit graph

5668 commits

Author SHA1 Message Date
Marc Zinnschlag
4c973a0f67 constructing documents from a file list instead of a single name 2013-02-04 13:46:54 +01:00
Marc Zinnschlag
7b1b0ec41c Merge branch 'cgfix' 2013-02-04 10:27:06 +01:00
Marc Zinnschlag
3f0a49a2f6 Merge branch 'master' into startup
Conflicts:
	apps/opencs/CMakeLists.txt
2013-02-04 10:22:37 +01:00
Chris Robinson
91513206a0 Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
2013-02-03 12:02:51 -08:00
scrawl
fa07288b15 tweaked map light color 2013-02-03 20:29:50 +01:00
scrawl
5cc8af0f14 fix map positions 2013-02-03 20:06:03 +01:00
scrawl
a44dfcd2ac Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good. 2013-02-03 19:28:31 +01:00
scrawl
109d0a942f Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-02-03 19:02:57 +01:00
scrawl
979a874220 Fixed the custom near clip planes 2013-02-03 19:01:59 +01:00
scrawl
5334934612 Listen to render window updates and properly activate/deactivate occlusion queries pre/post update. 2013-02-03 18:03:09 +01:00
Marc Zinnschlag
a002b253d1 silenced a cmake warning 2013-02-03 16:18:17 +01:00
Chris Robinson
51d5efeeb2 Work out the state in the character controller update method 2013-02-03 07:15:34 -08:00
Mark Siewert
3e43db5f76 Merge remote-tracking branch 'upstream/master' into multiple_esm_esp 2013-02-03 16:14:41 +01:00
scrawl
15e51b76de Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth 2013-02-03 15:46:23 +01:00
Tom Mason
ac112ef972 refactored special variable code 2013-02-03 13:27:27 +00:00
Marc Zinnschlag
c97553703a fixes for static build without cg 2013-02-03 13:47:55 +01:00
Marc Zinnschlag
a4872e3217 rewrote the opencs cmake scripts (more compact and no more annoying warnings) 2013-02-03 13:30:40 +01:00
Marc Zinnschlag
d6a73a2a02 updated changelog 2013-02-03 11:41:31 +01:00
Chris Robinson
23acf4b130 Don't break right away when the animation time remaining is 0 2013-02-03 01:38:42 -08:00
Chris Robinson
60a75cb5ee Make sure to keep the character preview animation updated 2013-02-03 00:54:50 -08:00
Chris Robinson
7fe877d8ea Add a couple more character states 2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de Handle most state changes in the character controller when setting the movement vector 2013-02-02 23:39:43 -08:00
Chris Robinson
c45b4d6072 Clean up some NIF warning reports 2013-02-02 22:27:08 -08:00
Tom Mason
f785659297 Implemented OnPCAdd special variable
Had to edit OpAddItem in miscextensions.cpp, as local variables were not being initialised
for items added through it.
Does not get reset on drop, as per original morrowind.
2013-02-02 17:36:12 +00:00
Michal Sciubidlo
155cca0c9a Upload missing files.
Fix folder name.
Keep Qt optional.
Move open dialogue from doc to tools.
Rename 'load' to 'open'.
Deleted wrong comment.
2013-02-02 18:36:01 +01:00
Marc Zinnschlag
67a1ec5166 added provisional startup dialogue 2013-02-02 16:14:58 +01:00
Chris Robinson
c23a96d606 Run an aniamtion update after "playing" the inventory idle
This is so all the NPC parts get updated correctly.
2013-02-02 06:08:03 -08:00
Chris Robinson
fc7590694d Revert "Revert "Use a child scene node for the accumulation root""
This reverts commit 376dfed15b.

I was wrong. It's needed at least for NPCs since they're attaching multiple
animated skeletons to an object, and they all need to be offset correctly.

Would be nice to use a Node, Bone, or TagPoint instead of a hefty SceneNode,
though.
2013-02-02 05:43:37 -08:00
Chris Robinson
e6e7c69013 Fix handling of filtered entities 2013-02-02 05:26:52 -08:00
Marc Zinnschlag
827261e8b4 increased version number 2013-02-02 13:42:11 +01:00
Marc Zinnschlag
85697e4628 reverted to C++03 2013-02-02 13:24:28 +01:00
Chris Robinson
7f87c1873b Use an array to store the entity parts 2013-02-02 02:53:22 -08:00
Nathan Jeffords
4e46f403a9 added some more warning to ignore in MSVC 2013-02-01 21:02:24 -08:00
scrawl
a461b282c1 water ripples (experimental) 2013-02-01 23:43:23 +01:00
Chris Robinson
376dfed15b Revert "Use a child scene node for the accumulation root"
This reverts commit d6f923f274.

We don't need it for any of the NIFs we're currently handling. As long as
there's no NIF files that would break it, we should require a stationary root
if an animation wants to accumulate. If we must, a better idea may be to inject
an extra bone into the skeleton instance and make that the accumulation root.
2013-02-01 08:50:32 -08:00
scrawl
3ec703e6af Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-02-01 16:25:54 +01:00
Michal Sciubidlo
492482de7f Add "open" option in opencs. 2013-02-01 00:42:03 +01:00
Tom Mason
0f58e03343 Unequipping items will reset OnPCEquip variable 2013-01-31 19:04:39 +00:00
Tom Mason
9ad08520fd Implemented OnPCDrop special variable
Scripts are responsible for resetting to 0, as investigation showed that is how vanilla handled it.
2013-01-31 18:45:32 +00:00
Tom Mason
0fc5ee5149 allow OnPCEquip special variable to be of any type 2013-01-31 17:46:16 +00:00
Chris Robinson
c6a9ea5007 Use the skeleton as defined in the NIF model
The avoids having to duplicate models that get attached to different character
skeletons.
2013-01-30 22:37:39 -08:00
Chris Robinson
d6f923f274 Use a child scene node for the accumulation root 2013-01-30 22:28:18 -08:00
Tom Mason
09f9557ecb Implemented OnPCEquip special variable 2013-01-31 00:34:16 +00:00
Tom Mason
dc91211b12 Fixed Small bug where scripts were being removed when they shouldn't be.
Scripts should only be removed when the item is being moved to another cell, otherwise they should remain active.
2013-01-31 00:21:04 +00:00
Michal Sciubidlo
ac62dd050d Rename datafilespage to datafileslist 2013-01-30 21:08:27 +01:00
Michal Sciubidlo
f029a9011a Move datafilespage to shared space. 2013-01-30 20:21:03 +01:00
Chris Robinson
b6354c6282 Don't share skeleton instances between bounded parts on an NPC
However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
5c3a7f7d52 Avoid handling animation states
We don't need them anymore
2013-01-30 07:34:07 -08:00
Chris Robinson
360f7bfac8 Apply animations to bones manually
Couple reasons for this:

* This paves the way for allowing animations specified in other skeletons to
be applied to the character (NPCs and certain creatures can have multiple
animation sources, but Ogre is incredibly strict when it comes to sharing
animations between skeletons).

* It will allow for entities to be animated based on the character's skeleton,
without having to duplicate the mesh for each skeleton it can be used on.

This doesn't impact Ogre's ability to efficiently deform skinned meshes, nor
does it get in the way of hardware skinning.
2013-01-30 07:04:18 -08:00
Chris Robinson
600d3bf9eb Make sure the player node's visibility cascades 2013-01-30 02:38:50 -08:00