Commit Graph

104 Commits (0.7.1-build-fixes)

Author SHA1 Message Date
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