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									 scrawl | 73b6c34a23 | Merge pull request #1092 from Allofich/warnings Fix shadowing warnings | 2016-10-06 17:50:26 +02:00 |  | 
				
					
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									 Allofich | 53e94b7c3f | Fix shadowing warnings | 2016-10-06 23:33:52 +09:00 |  | 
				
					
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									 Allofich | df03b32205 | Coverity fixes | 2016-10-05 23:32:26 +09:00 |  | 
				
					
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									 MiroslavR | a05649e1d5 | Use loop fallback for movement animations (Fixes #3578) | 2016-10-03 22:36:56 +02:00 |  | 
				
					
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									 Allofich | 6ec37b5cfb | Fix shadowing warnings | 2016-10-02 17:48:54 +09:00 |  | 
				
					
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									 Allofich | 04c13ffab3 | Add unarmed attack selection to chooseBestAttack() | 2016-09-22 00:45:54 +09:00 |  | 
				
					
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									 MiroslavR | 744667e163 | Don't use base invisibility magnitude for setting alpha (Fixes #3555) | 2016-09-19 00:05:50 +02:00 |  | 
				
					
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									 scrawl | cd4b182091 | Merge pull request #1051 from Allofich/textures Use spell effect particle textures | 2016-09-18 22:37:14 +02:00 |  | 
				
					
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									 Allofich | a033ba3bd2 | Override spell textures by NiTexturingProperty | 2016-09-14 23:03:04 +09:00 |  | 
				
					
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									 Allofich | bce0166931 | Don't play blood effects for resisted hits | 2016-09-12 22:46:32 +09:00 |  | 
				
					
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									 Allofich | 96e1726e4d | Fix warnings | 2016-09-04 17:42:27 +09:00 |  | 
				
					
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									 Allofich | c4d77b6a8b | Casting animation comes from the first effect | 2016-09-04 17:42:27 +09:00 |  | 
				
					
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									 Allofich | f36e5ef403 | Use last effect of spell for hand effect color | 2016-09-04 17:42:27 +09:00 |  | 
				
					
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									 Allofich | 154dcc942c | Let NPCs use attack type regardless of movement | 2016-09-01 22:43:33 +09:00 |  | 
				
					
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									 Allofich | 9e1bfde46f | Add comment | 2016-08-26 02:42:56 +09:00 |  | 
				
					
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									 Allofich | 67bd882bc7 | Disable current idle when an action is taken | 2016-08-25 23:42:09 +09:00 |  | 
				
					
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									 Allofich | 6190ff1f0d | Update idle if current idle finishes playing | 2016-08-25 21:45:56 +09:00 |  | 
				
					
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									 Allofich | f4cc5d0399 | Sometimes play 1st-person weapon idle to Stop key | 2016-08-25 21:34:45 +09:00 |  | 
				
					
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									 Allofich | 9b0e5d6b59 | Loop mid-animation idles when loading a save game | 2016-08-23 19:50:56 +09:00 |  | 
				
					
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									 scrawl | b0dc625b18 | Run setLoopingEnabled after the anim queue is updated | 2016-08-22 23:33:24 +02:00 |  | 
				
					
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									 scrawl | 719e884b7c | Remove duplicate code | 2016-08-22 23:25:00 +02:00 |  | 
				
					
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									 scrawl | 6450c9be27 | Simplify condition | 2016-08-22 23:22:58 +02:00 |  | 
				
					
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									 Allofich | bf9dc45b2b | Emulate vanilla animation loops more closely | 2016-08-23 01:42:36 +09:00 |  | 
				
					
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									 Allofich | b332a13b4e | Don't restart looped animations on repeated calls | 2016-08-18 23:23:38 +09:00 |  | 
				
					
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									 Allofich | c05782581e | Account for all instances of play() | 2016-08-16 02:52:55 +09:00 |  | 
				
					
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									 Allofich | 6163c7bb03 | Use loopfallback for idle animation groups | 2016-08-16 01:15:26 +09:00 |  | 
				
					
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									 Allofich | e132b52a69 | Handle spell glows within updatecallback | 2016-08-09 22:56:53 +09:00 |  | 
				
					
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									 Allofich | 3841a8fb40 | Make non-actors glow when they cast spells | 2016-08-09 22:56:53 +09:00 |  | 
				
					
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									 Allofich | dca7b4beb7 | Make non-actors also play spell casting sounds | 2016-08-09 22:56:53 +09:00 |  | 
				
					
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									 MiroslavR | b65f379b7f | Save scripted animation state (Fixes #1931, #2150, #3393) | 2016-08-03 03:52:35 +02:00 |  | 
				
					
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									 Allofich | cabe038a97 | Make lockpick and probe sounds 3d positional | 2016-07-10 22:08:42 +09:00 |  | 
				
					
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									 MiroslavR | 75a66ced20 | Fix actors lacking turning animations while in first person mode | 2016-07-10 01:48:54 +02:00 |  | 
				
					
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									 Allofich | b1be3596dc | Cleanup of #include statements | 2016-06-18 10:56:28 +09:00 |  | 
				
					
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									 scrawl | 693d3cea4a | Float to surface fix | 2016-06-15 19:38:04 +02:00 |  | 
				
					
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									 scrawl | b5cb11ff07 | Split refreshCurrentAnims into multiple functions | 2016-06-15 03:14:44 +02:00 |  | 
				
					
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									 scrawl | a825882c6b | Process death events at the end of the death animation (Fixes #1873) | 2016-06-12 00:04:50 +02:00 |  | 
				
					
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									 scrawl | 0efbdb25ee | Improve const-correctness in Animation | 2016-05-19 22:30:14 +02:00 |  | 
				
					
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									 scrawl | 3749821809 | Choose a random death animation for actors that start the game as dead (Fixes #3397) | 2016-05-19 21:40:05 +02:00 |  | 
				
					
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									 scrawl | e71aa53574 | Don't allow playing a sound/soundgen key more than once at the same time on the same object (Fixes #2689) | 2016-03-24 19:26:12 +01:00 |  | 
				
					
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									 scrawl | b332704df7 | Switch hand-to-hand attack types randomly when "always use best attack" is turned on (Fixes #3259) | 2016-03-19 18:03:59 +01:00 |  | 
				
					
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									 scrawl | 90a99991d1 | Use empty() instead of !size() | 2016-02-22 19:06:12 +01:00 |  | 
				
					
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									 scrawl | 8bd16e4d5a | Don't compute the world matrix multiple times | 2016-02-22 18:58:19 +01:00 |  | 
				
					
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									 scrawl | dda4273349 | Actors that start the game as dead do not float to the surface (Fixes #3177) This has a minor bug (can you spot it?) that affects the vanilla engine as well, unfortunately not so simple to fix. | 2016-02-01 23:18:18 +01:00 |  | 
				
					
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									 scrawl | 0bec6e5fbe | Fix 'failed to find animation' warnings when a spell was equipped before the werewolf transformation | 2015-12-26 18:45:09 +01:00 |  | 
				
					
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									 scrawl | 29d0f448b4 | Add const version of World::getAnimation | 2015-12-19 16:15:45 +01:00 |  | 
				
					
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									 scrawl | f1f82af64e | Fix improper swimming animations in first person mode | 2015-12-11 01:24:42 +01:00 |  | 
				
					
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									 Chris Robinson | 5f8a09df97 | Play player sounds (except footsteps) local to the listener | 2015-11-27 02:01:18 -08:00 |  | 
				
					
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									 scrawl | 62169a7039 | Use a single-precision PositionAttitudeTransform in speed critical places | 2015-11-22 19:54:26 +01:00 |  | 
				
					
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									 scrawl | 666fbba1e0 | Rotations: World::rotateObject takes radians instead of degrees Cuts down on the amount of redundant degree<->radians conversions in the codebase. | 2015-11-12 01:09:39 +01:00 |  | 
				
					
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									 scrawl | 637cd3a628 | Adjust the FirstPersonNeckController to follow the camera with a reduced factor (Fixes #1784) | 2015-11-10 01:01:41 +01:00 |  |