Commit Graph

228 Commits (c++11)

Author SHA1 Message Date
Marc Zinnschlag 91d1bab4ac replaced NULL with nullptr 10 years ago
Marc Zinnschlag ff108b4c6b replaced boost::shared_ptr with std::shared_ptr 10 years ago
scrawl 6724585777 Light magic effect
Notable change compared to the old (Ogre) effect: uses the ambient instead of diffuse term (Fixes #2364)
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 f017fd6860 Reduce includes in animation.hpp 10 years ago
scrawl 30ab15e605 Fix -Wunused-private-field clang warnings 10 years ago
scrawl 71bafcb52b Restore head tracking 10 years ago
scrawl 60f55997fd Rotate first person meshes, sneak camera offset in first person 10 years ago
scrawl a066b24303 Restore WeaponAnimation 10 years ago
scrawl 988a9cad58 getHitContact Head exception fix 10 years ago
scrawl f4ee805e3b Object animation fix 10 years ago
scrawl 2235d2978b Restore animation text key handling 10 years ago
scrawl 9b8e2e9db3 Port MWRender::Camera 10 years ago
scrawl 0fb97bd2e7 Readded baseonly parameter to Animation::setObjectRoot
Fixes the first person view.
10 years ago
scrawl 72c1f37527 Port CharacterPreview 10 years ago
scrawl b7258c8d23 Readded Objects::updatePtr 10 years ago
scrawl 4ad0b83aa5 Eliminate string lookups in AnimationTime 10 years ago
scrawl ccab8cc9a1 Register Player in the PhysicsSystem 10 years ago
scrawl 83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 10 years ago
scrawl a3417a9c49 CharacterController compiles 10 years ago
scrawl 6f3e920f85 Animation port complete 10 years ago
scrawl 86b4a610cb Movement accumulation works 10 years ago
scrawl 09742d5b95 Animation playback works, no movement accumulation yet 10 years ago
scrawl 1a19cd3607 Some cleanup 10 years ago
scrawl 68f93294da Port EffectManager 10 years ago
scrawl fcc7aa02ab Port addExtraLight 10 years ago
scrawl edc5cad79e Port Animation::addEffect 10 years ago
scrawl 083c41c950 Environment map for enchanted objects 10 years ago
scrawl 5b8c28f641 NpcAnimation compiles 10 years ago
scrawl c516e897ee Move Controller base classes to SceneUtil, add visitor to assign ControllerSources 10 years ago
scrawl c92592493e OpenMW: create a window and render the starting cell(s) 10 years ago
scrawl 41b3a9dba9 Rewrite animated collision shape support (Fixes #2123) 10 years ago
scrawl d55fe43fc9 Support animation groups for Light and Door objects (Fixes #2039) 10 years ago
scrawl 8bc7eb5530 PlayGroup: Don't loop animations with no loop keys (Fixes #2223) 10 years ago
scrawl d962f0918d Implement NPC head tracking (Fixes #1720) 10 years ago
scrawl bc85bb32c2 Fix vampirism magic effect not applying immediately (Fixes #1984) 10 years ago
scrawl 5f5fcc2fef Make PlayGroup use an indefinite number of loops (Fixes #2156) 10 years ago
scrawl 3ce3f31452 Adjust turning animation speed multiplier based on turning speed 10 years ago
scrawl 0fe9612afb Implement basic spellcasting AI (Fixes #961)
Select a weapon to attack with in AiCombat and equip it (Fixes #1609, Fixes #1772)
11 years ago
scrawl e0e4cbbb41 Implement Light magic effect (Fixes #1122) 11 years ago
scrawl 28fe81df90 Make Lights with OffDefault flag not emit light nor particles when placed in a cell (Fixes #1796) 11 years ago
scrawl 34847baa54 Disable head animations for dead actors (Fixes #1781) 11 years ago
scrawl 10ef0a34d9 Update effects even when main animation is paused (Fixes #1585) 11 years ago
scrawl 516014c071 Trigger hit on start key if there's no hit key (Fixes #1574) 11 years ago
scrawl ee2b81763e Savegame: Store AiSettings and summoned creatures
CreatureStats state is now completely stored (Closes #1174)

Also play VFX_Summon_Start and VFX_Summon_End visual effects.
11 years ago
mrcheko d6d9df6cec split getStartTime 11 years ago
mrcheko 67abc60264 aiming to moving target in ranged combat ai
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
11 years ago
Marc Zinnschlag 367919200f moved CellRefList into a separate file 11 years ago
scrawl ffe19e7a52 Feature #50: Handle attach & release of projectiles 11 years ago