Andrei Kortunov
fcd6e915d4
Fallback for long animation groups
5 years ago
Andrei Kortunov
123ca175c8
Fallback for short weapon groups
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
Capostrophic
f9a711d2fd
Revert poor animation decisions
...
Start force-updated in-air animation from loop start
Make movement animations have higher priority than jump animations
Make jumping animations have higher priority than turning animations
Don't reset idle during landing animation
Don't play default landing sound if the character is not on ground
6 years ago
Andrei Kortunov
a53333c3d5
Native animated containers support (feature #4730 )
6 years ago
Andrei Kortunov
e7de6b974a
Optimize actors processing
...
1. Do not update physics and animations for actors outside processing range (bug #4647 )
2. Do not render such actors
3. Add transparency to actors near processing border, so they will not pop up suddenly
6 years ago
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
6 years ago
Capostrophic
713330351b
Experimental animation regression fixes
...
Don't unnecessarily start movement and jump animations from loop start
Don't play movement animation until jumping animation finishes
6 years ago
Andrei Kortunov
0136f0552b
Do not update mIdleState directly
6 years ago
Andrei Kortunov
16edac8c47
Fix incorrect 'preparing' word spelling
6 years ago
Andrei Kortunov
307e0103dc
Use fallbacks for missing weapon animations (bug #4470 )
6 years ago
Andrei Kortunov
a0d0e5d2db
Give jumping animations higher priority than movement ones
6 years ago
Andrei Kortunov
3d1daaebab
Rework manual spellcasting (e.g. via scripts)
7 years ago
Andrei Kortunov
25bb7c1826
Make 'PlayGroup idle' to cancel scripted animations
7 years ago
Andrei Kortunov
0e441d48ac
Give scripted animations highest priority (bug #4286 )
7 years ago
Andrei Kortunov
0c92655250
Avoid code duplication in character manager
7 years ago
Andrei Kortunov
1b9edbe119
Add unequip animation during stance switching (bug #4327 )
7 years ago
scrawl
bba9a8dd91
Don't update off-screen animations
...
Make flying creatures animate in-place when out of processing range
7 years ago
scrawl
60fba7acd8
Fix reorder warning
7 years ago
rexelion
de7a7d842b
mTimeUntilWake is initialised in the constructor
7 years ago
rexelion
48ec680f23
use game time instead of real time
7 years ago
rexelion
ab66034ed1
use uniform_int_distribution instead of rand()
7 years ago
rexelion
de83ad0116
use real time; wait random number of seconds
7 years ago
rexelion
5b8610b34b
knocked out characters wait some time before getting up
7 years ago
Andrei Kortunov
bcad431cc5
Implement SwimTurnLeft/Right animations
7 years ago
Andrei Kortunov
1c6cfad3cc
Implement SwimHit animation
7 years ago
Andrei Kortunov
3eb1308c0d
Implement SwimKnockdown/out animations
7 years ago
Andrei Kortunov
6260bb1366
Implement SwimAttack1-3 and SwimDeathKnockDown/Out animations
7 years ago
Andrei Kortunov
a5b01fefec
Allow to interrupt an attack, if attack button is held
7 years ago
Andrei Kortunov
fb45995a41
Do not allow player to change weapon/spell during attack or spellcasting (bug #2445 )
7 years ago
Andrei Kortunov
bc7353f100
Check animation state for GetPCRunning and GetPCSneaking
7 years ago
Allofich
ff3e307059
Pass parameters by const reference
8 years ago
Rafael Moura
ecbde7b11e
Added ConstContainerStoreIterator
...
using base template for ContainerStoreIterators
less template arguments for ContainerStoreIteratorBase
8 years ago
MiroslavR
76ee5845ac
Fix swish sound ID and play swish sound effects for all creatures ( Fixes #3653 )
8 years ago
Allofich
04c13ffab3
Add unarmed attack selection to chooseBestAttack()
8 years ago
Allofich
154dcc942c
Let NPCs use attack type regardless of movement
8 years ago
scrawl
719e884b7c
Remove duplicate code
8 years ago
Allofich
dca7b4beb7
Make non-actors also play spell casting sounds
9 years ago
MiroslavR
b65f379b7f
Save scripted animation state ( Fixes #1931 , #2150 , #3393 )
9 years ago
scrawl
b5cb11ff07
Split refreshCurrentAnims into multiple functions
9 years ago
scrawl
a825882c6b
Process death events at the end of the death animation ( Fixes #1873 )
9 years ago
scrawl
0efbdb25ee
Improve const-correctness in Animation
9 years ago
scrawl
3749821809
Choose a random death animation for actors that start the game as dead ( Fixes #3397 )
9 years ago
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