Commit Graph

192 Commits (02668cd45d8e252648a8a31cd7b3a8b9d7ab5296)

Author SHA1 Message Date
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