Andrei Kortunov
afaff8231d
Use the Weapon Bone as fallback
5 years ago
Andrei Kortunov
f0cef772fa
Refactor weapon types behaviour
...
1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
5 years ago
Andrei Kortunov
8557346fbd
Use glow for enchanted arrows (feature #5122 )
5 years ago
Andrei Kortunov
1eed511b4e
Use enchanted glow for pulled arrows
5 years ago
Andrei Kortunov
4c92f0c4e1
Move getEnchantmentColor() from Animation to Class
5 years ago
Andrei Kortunov
92e45507d8
Weapon sheathing support, including quivers and scabbards (feature #4673 )
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
6 years ago
scrawl
b06512a60d
Fix error message that referred to the wrong file (Bug #4159 )
7 years ago
Capostrophic
9503d61866
Use const nodeMap in creature animation
7 years ago
Bret Curtis
07f75e1104
replace boost::shared_ptr in extern and components
8 years ago
scrawl
29556a1802
More consistent wording of errors/warnings
...
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.
An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.
The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.
Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl
1692b7f38e
Merge pull request #1209 from dhustkoder/master
...
Added ConstContainerStoreIterator (Task #3092 )
8 years ago
Rafael Moura
7fa2703715
Porting more ContainerStoreIterator usage to const version #3
8 years ago
scrawl
75677f03e7
Remove SceneManager::notifyAttached
8 years ago
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
8 years ago
scrawl
cca75499ee
Clear the Skeleton's bone cache when a node is added/removed ( Fixes #3663 )
8 years ago
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
8 years ago
scrawl
8f62ea2e80
Fix for "RigGeometry rendering with no skeleton" errors
9 years ago
scrawl
8fb8c2bae5
Fix "part has no parents" warning message caused by nodes being destroyed in the incorrect order
9 years ago
scrawl
e28dc3e72f
Preload instances in SceneManager
9 years ago
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
9 years ago
scrawl
58cd2b1a84
Remove "Tri Bip*" nodes in creature meshes (meant for debugging)? ( Fixes #2148 )
10 years ago
scrawl
882e359008
Move attackStrength to the CharacterController, where it should have been to begin with
...
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
10 years ago
scrawl
24bfb44b13
Move head tracking from NpcAnimation to Animation (Bug #2720 )
10 years ago
scrawl
7f9f9a32d2
InitWorldSpaceParticles fix
10 years ago
scrawl
ed4863ad7d
Restore ranged weapon aiming
10 years ago
scrawl
a066b24303
Restore WeaponAnimation
10 years ago
scrawl
f4ee805e3b
Object animation fix
10 years ago
scrawl
627fee07bc
Minor cleanup
10 years ago
scrawl
0fb97bd2e7
Readded baseonly parameter to Animation::setObjectRoot
...
Fixes the first person view.
10 years ago
scrawl
9cf9c2876e
Pathgrid rendering
10 years ago
scrawl
6f3e920f85
Animation port complete
10 years ago
scrawl
09742d5b95
Animation playback works, no movement accumulation yet
10 years ago
scrawl
f7d2a28930
Port BoneOffset
10 years ago
scrawl
9c4b2ea61a
CreatureAnimation compiles
10 years ago
scrawl
191c0104f6
Crash fix for creatures with no skeleton base ( Fixes #2419 )
10 years ago
scrawl
41b3a9dba9
Rewrite animated collision shape support ( Fixes #2123 )
10 years ago
scrawl
59f21c6105
Use "hair" as filter for PRT_Hair parts ( Fixes #2218 )
10 years ago
scrawl
dbe30e31b9
Make creature's model take priority over base_anim.nif ( Fixes #2055 )
10 years ago
scrawl
7252cb63a6
Fix cppcheck issues
10 years ago
scrawl
3067082534
Make base_anim.nif take priority for biped creatures
...
Fixes the skeletal minion's WalkForward1h animation.
11 years ago
scrawl
6a900e0aad
Update weapon and shield controllers for creatures
11 years ago
scrawl
0cd40294a2
Fixed ranged combat for creatures
11 years ago
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
11 years ago
scrawl
13646a651b
Issue #777 : Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
11 years ago
scrawl
198bb0de60
Issue #777 : Add CreatureAnimation variant for creatures with weapons/shields
11 years ago
scrawl
805843d7ff
Closes #1086 : Implement blood effects
11 years ago
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
12 years ago
Chris Robinson
8e38dc410f
Allow loading multiple animation sources
...
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.
12 years ago