Chris Robinson
bec538bfa1
Always declare operator<< for using a TextKeyMap with Ogre::Any
2013-02-04 09:19:59 -08:00
scrawl
a7d910614f
extern/shiny update: made caching more robust
2013-02-04 18:04:09 +01:00
scrawl
bf037b7d29
Removed problematic ModVertexAlpha method, now done in shader
2013-02-04 18:03:03 +01:00
Chris Robinson
1747c1e01a
Integrate a new movement solver to handle object movement and collisions
...
Temporary, and pretty breoken. Needs some serious integration fixes.
2013-02-04 07:10:14 -08:00
Marc Zinnschlag
ba0d13fc12
moved code for creating new base content records into the Document class
2013-02-04 13:50:38 +01:00
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
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
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
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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.
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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
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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""
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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
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
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
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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
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We don't need them anymore
2013-01-30 07:34:07 -08:00
Chris Robinson
360f7bfac8
Apply animations to bones manually
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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
Chris Robinson
04d4c125ba
Print when an animation event is unhandled
2013-01-29 02:00:42 -08:00
Chris Robinson
0853fa335c
Avoid redundant string concatenations
2013-01-29 01:36:17 -08:00
Chris Robinson
d4ddaa3d95
Only register activators that have a MWRender::Animation object
2013-01-29 01:08:52 -08:00
Chris Robinson
99efe4e494
Remove an unnecessary class member
2013-01-29 01:02:55 -08:00