Commit Graph

149 Commits (move)

Author SHA1 Message Date
scrawl b332704df7 Switch hand-to-hand attack types randomly when "always use best attack" is turned on (Fixes #3259) 9 years ago
scrawl dda4273349 Actors that start the game as dead do not float to the surface (Fixes #3177)
This has a minor bug (can you spot it?) that affects the vanilla engine as well, unfortunately not so simple to fix.
9 years ago
scrawl 29d0f448b4 Add const version of World::getAnimation 9 years ago
scrawl b72d5c5190 Don't play idlestorm animation when swimming 9 years ago
scrawl 126960261f Keep playing IdleSneak on the lower body when casting spells / using weapons 9 years ago
scrawl 84747fbdd7 Use the actual sneak state to determine visibility of indicator (Fixes #2915) 9 years ago
Marc Zinnschlag d29862eac3 Merge remote-tracking branch 'emperorarthur/anim_fail' 10 years ago
scrawl f326b8e5d2 Fix weapon animations playing on the lowerbody when swimming 10 years ago
Arthur Moore 5e6fcc2aef Alert the user if attempting to play an animation fails
This is mostly propogating the error up the stack so the game can do something about it.
Working on avoiding log spam from calling an animation that doesn't exist every frame.
10 years ago
scrawl dff84adf7e Fix weapon animation priority 10 years ago
scrawl e0ee2fc01b Adjust the movement animation speed every frame (Fixes #1921) 10 years ago
scrawl cc59493cb2 Don't restart the jump animation when equipping a different weapon (Fixes #2286) 10 years ago
scrawl 83cceeee72 Use the extended animation priority for Block animations, allow starting attacks during a block animation (Fixes #2761) 10 years ago
scrawl a7bd050928 Accurate attack timings in AiCombat 10 years ago
scrawl d07b176b36 Take into account hit recovery, knockdown and other animations for AiCombat attack timing 10 years ago
scrawl a1432b0255 Move attackingOrSpell flag to the CharacterController 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 4bb3cbf0fb Remove last remains of Ogre 10 years ago
scrawl 2235d2978b Restore animation text key handling 10 years ago
scrawl 83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 10 years ago
dteviot 407cd50890 fixed warning C4099:
type name first seen using 'class' now seen using 'struct'
10 years ago
scrawl edc128572d Add MWMechanics::Actor class for temporary actor state, move AiState there 10 years ago
scrawl d962f0918d Implement NPC head tracking (Fixes #1720) 10 years ago
scrawl 60aa209144 Implement drowning when knocked out underwater (Fixes #1228) 10 years ago
scrawl d034a079e6 Allow equipping twohanded weapon and shield at the same time (Fixes #1785)
The shield can be equipped, meaning armor rating and item enchantments apply, but can not be blocked with.
10 years ago
scrawl bc85bb32c2 Fix vampirism magic effect not applying immediately (Fixes #1984) 10 years ago
terrorfisch 0871d45790 Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
10 years ago
scrawl 3ce3f31452 Adjust turning animation speed multiplier based on turning speed 10 years ago
scrawl 6debd21ec6 Make sure the Jump control is always handled by the PhysicsSystem even if game runs faster than the minimum physics timestep 10 years ago
scrawl b6a89c7845 Fix idlestorm animation conflict with torch animation 10 years ago
scrawl 157c53bed4 Handle spellcasting for creatures with no casting animation (Fixes #1856) 10 years ago
MiroslavR b1a449a0b9 Fix wolfrun sound playing all the time when running is default 10 years ago
scrawl ee81698089 Always control movement by animation except for first person or in-air 11 years ago
scrawl 693a097b21 Implement idlestorm animation (Feature #41) 11 years ago
scrawl 0966755a0c Store death animation index in CreatureStats 11 years ago
scrawl dfacf8c044 Change ActiveSpells to use ActorId 11 years ago
scrawl 688415ce54 Play deathknockout/deathknockdown animations when appropriate 11 years ago
mrcheko a6be72673c improves animation-controlled velocity check 11 years ago
scrawl 5ee105c812 Fix typo 11 years ago
scrawl df78357e05 Handle knockout separately (Closes #1151) 11 years ago
Marc Zinnschlag 1b5301eec0 Merge branch 'savedgame'
Conflicts:
	apps/openmw/mwbase/mechanicsmanager.hpp
	apps/openmw/mwbase/soundmanager.hpp
	apps/openmw/mwgui/mapwindow.hpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwsound/soundmanagerimp.hpp
	components/esm/loadcell.cpp
11 years ago
mrcheko fe0268062d merge with master 11 years ago
mrcheko 45b3aa3d93 corrected things connected to determining attack type 11 years ago
scrawl b1066de81d Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit 4e360136b1, reversing
changes made to 047bbe43b2.

Conflicts:

	apps/openmw/mwmechanics/aicombat.cpp
11 years ago
scrawl 03cf383be7 Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
Conflicts:
	apps/openmw/mwgui/referenceinterface.cpp
	apps/openmw/mwmechanics/actors.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
	apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
	apps/openmw/mwscript/cellextensions.cpp
	apps/openmw/mwworld/cells.cpp
	apps/openmw/mwworld/cells.hpp
	apps/openmw/mwworld/cellstore.cpp
	apps/openmw/mwworld/store.cpp
	apps/openmw/mwworld/worldimp.cpp
11 years ago
mrcheko 87e83a92f8 refactoring of setting an attack type 11 years ago
scrawl 16f5f5862d Feature #956: Implement blocking melee attacks 11 years ago
scrawl fec26342cd Query the number of animation groups for death/hit animations, since they can vary a lot (argonian/khajiit, creatures, first person..) 11 years ago
scrawl 4e360136b1 Merge remote-tracking branch 'mrcheko/master'
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
	apps/openmw/mwmechanics/character.cpp
	apps/openmw/mwmechanics/character.hpp
11 years ago
scrawl 13646a651b Issue #777: Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats. 11 years ago