scrawl
8ae6796b2f
Play creature movement animation without scaling if a fallback is used ( Fixes #1797 )
2014-08-13 01:53:56 +02:00
scrawl
34847baa54
Disable head animations for dead actors ( Fixes #1781 )
2014-08-11 05:00:13 +02:00
Marc Zinnschlag
dbf5613d8c
cleanup
2014-08-03 09:28:44 +02:00
Digmaster
a32ab842ae
Added ForceJump/ForceMoveJump commands
2014-08-02 22:42:40 -07:00
scrawl
8455ed6279
Cancel upper body animations when knocked down
2014-07-28 19:51:29 +02:00
scrawl
c9150c9680
Initialize character skeleton to a suitable pose ( Fixes #1473 )
2014-07-13 10:40:48 +02:00
scrawl
742d008765
Fix initializing CharacterController with fists or spell equipped
2014-07-08 10:30:46 +02:00
scrawl
ee81698089
Always control movement by animation except for first person or in-air
2014-07-08 10:30:45 +02:00
scrawl
10ef0a34d9
Update effects even when main animation is paused ( Fixes #1585 )
2014-06-28 17:54:14 +02:00
scrawl
911bd0e340
Use walk animation as fallback if there's no run animation ( Fixes #1578 )
2014-06-28 00:07:13 +02:00
scrawl
07d0f4458d
Rotate clouds/particles to come from red mountain ( Fixes #245 )
2014-06-27 03:22:00 +02:00
scrawl
9eb8addc70
Make flying creatures fall when paralyzed ( Fixes #1494 )
2014-06-27 03:21:50 +02:00
scrawl
3d9bdad8ba
Correct run speed for creatures (by Hrnchamd - Fixes #1136 )
2014-06-25 00:51:02 +02:00
scrawl
693a097b21
Implement idlestorm animation (Feature #41 )
2014-06-24 18:37:38 +02:00
scrawl
9a6737073f
Fix broken swimdeath in first person
2014-06-18 16:57:54 +02:00
scrawl
345ba99c17
Fix WeaponAnimationTime not working after restoring draw state (when loading save or re-entering a cell - Fixes #1497 )
2014-06-16 02:52:25 +02:00
scrawl
9ea071c1e8
Fix weapon incorrectly showing when saving and loading with spell equipped
2014-06-16 02:52:25 +02:00
scrawl
e288437885
Disable all other animations on death ( Fixes #1483 )
2014-06-15 14:18:16 +02:00
mrcheko
fc6366fb27
Merge remote-tracking branch 'upstream/master'
...
Equipping_Weapon check isn't needed cause there won't be WeapType_None in
that case
Conflicts:
apps/openmw/mwmechanics/character.cpp
2014-06-13 14:12:41 +04:00
mrcheko
698cbba6ef
old bug + comment fix
2014-06-09 23:02:06 +04:00
scrawl
69855097ca
Fix an always true condition (Bug #1355 )
2014-06-08 11:22:37 +02:00
scrawl
927ae00454
Fix code that stopped animation immediately after starting it, due to thinking it has completed ( Fixes #1370 )
2014-06-08 11:22:37 +02:00
scrawl
d2e98c4de1
Fix forced switch to third person on death not always working
...
For instance, when dying from fall damage
2014-06-05 17:21:02 +02:00
scrawl
0966755a0c
Store death animation index in CreatureStats
2014-05-26 20:52:32 +02:00
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
...
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
mrcheko
aa5647b45e
merge master, resolve conflicts
2014-05-17 19:20:57 +04:00
scrawl
dfacf8c044
Change ActiveSpells to use ActorId
2014-05-14 07:14:08 +02:00
scrawl
365ca6c7e1
Fixes #1331 : Manually disable movement state for dead actors.
...
For dead actors, refreshCurrentAnims is no longer called, so we need to disable the movement state manually.
2014-05-13 21:47:45 +02:00
mrcheko
e4fe78937a
Merge remote-tracking branch 'upstream/master'
2014-05-12 22:06:26 +04:00
mrcheko
f596b698d9
fixes to slow-down at jump startup and infinite air intertia growth
2014-05-04 18:15:07 +04:00
scrawl
fc7e79027a
Fixes #1144 : Don't refreshCurrentAnims when adding already dead actors
2014-05-01 16:55:16 +02:00
mrcheko
6a3dddfb9a
merge master
2014-04-27 13:49:31 +04:00
scrawl
04964595ef
Fixes #1270 , Fixes #1201 : Update active weapon/spell icons every frame
2014-04-26 16:44:20 +02:00
mrcheko
f3626adc86
remake of z-moving in combat for flying/swimming enemies
2014-04-26 00:20:55 +04:00
mrcheko
fbd0ffe86f
enable z-moving for flying/water combatants
2014-04-22 22:59:39 +04:00
scrawl
688415ce54
Play deathknockout/deathknockdown animations when appropriate
2014-03-26 18:55:16 +01:00
scrawl
394284d0f8
Fixes #1209 : Tarhiel never falls
...
There are a few pitfalls with this code:
- Gravity is only considered when applying queued movement. Therefore, make sure to queue some movement every frame. (Could be refactored in the future?)
- The character controller never detects being in free fall (!World::isOnGround) unless movement has been applied.
2014-03-22 02:08:04 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
...
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
mrcheko
a6be72673c
improves animation-controlled velocity check
2014-02-08 16:59:15 +02:00
scrawl
6ce499f0e6
Fixes #848 : Use hardcoded animation velocity for first person movement
2014-02-06 04:05:22 +01:00
scrawl
ffe19e7a52
Feature #50 : Handle attach & release of projectiles
2014-02-05 05:18:11 +01:00
scrawl
8b8fb931a0
Feature #50 : Don't allow ranged weapon attack when ammunition is empty
2014-02-05 05:18:10 +01:00
scrawl
a07eaa0c0d
Feature #50 : Allow body pitch in third person for ranged weapon aiming
2014-02-05 05:18:10 +01:00
scrawl
5ee105c812
Fix typo
2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5
Feature #50 : Handle weapon controllers (i.e. bowstring animations, etc)
2014-02-05 05:18:10 +01:00
scrawl
df78357e05
Handle knockout separately ( Closes #1151 )
2014-02-05 05:18:09 +01:00
mrcheko
688f359a33
discard creatures speed and negative fatique changes
2014-02-03 23:09:26 +02:00
mrcheko
761f13d3ce
activate whole-body attack animations
2014-02-02 16:29:51 +02:00
mrcheko
b85a4dd35e
pos accum without conformity with animation bug/creature speed
2014-02-02 15:01:49 +02:00