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