Andrei Kortunov
d58f93f388
Use sayDone() only for scripting backward compatibility
5 years ago
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
c3fdccac1f
Do not use the xbase_anim.kf as a fallback for werewolves (bug #5004 )
6 years ago
Chris Djali
1860d720bc
Merge pull request #2263 from akortunov/actor_culling
...
Do not recreate shaders to update transparency
6 years ago
elsid
fa7b304e78
Use auto for map value_type in range-based for loops
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To avoid implicit call of copy constructor for
pair<const K, V> to pair<K, V> conversion.
6 years ago
Capostrophic
695cd5bb49
Minor NpcAnimation cleanup
6 years ago
Andrei Kortunov
e171d34192
Init NPC type properly in the NpcAnimation
6 years ago
bzzt
5ec28e09c9
Do not recreate shaders to update transparency
6 years ago
Andrei Kortunov
4c21776b94
Use relative animation time only for bows and crossbows (bug #3778 )
6 years ago
Andrei Kortunov
3032b177a1
Remove redundant includes
6 years ago
Bret Curtis
ba491a8af0
Merge pull request #2069 from Capostrophic/skeleton
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Use the skeleton from the NPC's set model (bug #4747 )
6 years ago
AnyOldName3
8482236a82
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
6 years ago
Capostrophic
6660f2f8e6
Use the skeleton from the NPC's set model (bug #4747 )
6 years ago
Andrei Kortunov
02a43d0b32
Do not scale player's model in the 1st-person view depending on race (bug #4383 )
6 years ago
AnyOldName3
642002b302
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
6 years ago
Andrei Kortunov
880ec3ce7b
Fix visible sheaths for invisible actors
6 years ago
Andrei Kortunov
92e45507d8
Weapon sheathing support, including quivers and scabbards (feature #4673 )
6 years ago
AnyOldName3
0124be5713
Merge upstream/master
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Kyle Cooley
e2ac392a40
Move common stuff to scene util, fix errors with 1st person meshes
6 years ago
AnyOldName3
80082308f0
Merge upstream (shadermanager log system revamp)
6 years ago
Andrei Kortunov
5a4d0cec3a
Use new logging system for game itself
6 years ago
AnyOldName3
586ac2d12d
Revert "Prevent accidental culling of first person meshes"
...
This reverts commit c38bf6757a
.
6 years ago
AnyOldName3
c38bf6757a
Prevent accidental culling of first person meshes
7 years ago
AnyOldName3
cc23a968d1
Merge upstream/master
7 years ago
Capostrophic
ecafcefae9
Fall back to regular head when getVampireHead fails
7 years ago
AnyOldName3
c3d7c7de21
Prevent first-person meshes disappearing.
7 years ago
scrawl
b06512a60d
Fix error message that referred to the wrong file (Bug #4159 )
7 years ago
scrawl
95b3c1181a
Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects ( Fixes #4190 )
7 years ago
Chris Robinson
780e82480d
Make the PlayMode and PlayType enums scoped
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Also shorten them by putting them in the MWSound namespace
7 years ago
Andrei Kortunov
7f5f5458d4
Reset player attack animation when unequip weapon or tool
7 years ago
Bret Curtis
07f75e1104
replace boost::shared_ptr in extern and components
8 years ago
scrawl
0e37e71ea2
Merge pull request #1266 from akortunov/handsfallbackfix
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Improved hands bodyparts selection fallback
8 years ago
Andrei Kortunov
4544caf7f3
Improved bodypart select fallback ( fixes #2594 )
8 years ago
Allofich
ff3e307059
Pass parameters by const reference
8 years ago
scrawl
42a04de37c
Fix a crash that occurred when a carried light fails to be attached.
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
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Added ConstContainerStoreIterator (Task #3092 )
8 years ago
Rafael Moura
6c2ce2b2a1
Porting more ContainerStoreIterator usage to const version #4
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removed const_cast revision
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
afa39d121f
Fix 'part has no parent' warning caused by destructing in the wrong order
8 years ago
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
8 years ago
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
8 years ago
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
8 years ago
scrawl
a76d693627
Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal()
8 years ago