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304 commits

Author SHA1 Message Date
Chris Robinson
000128d084 Merge remote-tracking branch 'zini/master' into misc-cleanup 2013-02-25 10:38:08 -08:00
Chris Robinson
48271e49ec Properly update the Ptr object in the mechanics manager when moving across cells 2013-02-25 09:57:34 -08:00
Marc Zinnschlag
88e8659a49 minor cleanup 2013-02-25 16:52:31 +01:00
scrawl
73d48a95f6 Add message box when the player tries to move when being overencumbered. 2013-02-25 16:31:48 +01:00
Chris Robinson
89d4c245e9 Better calculate jump velocity
The fatigue term isn't currently used correctly
2013-02-24 03:30:33 -08:00
Chris Robinson
d77d035d3a Handle the "sound" events in runAnimation 2013-02-23 14:15:11 -08:00
Chris Robinson
e6da9dfae5 Specify the animation key to stop playing at 2013-02-23 05:15:10 -08:00
Chris Robinson
f841576bba Don't override animations played with playgroup 2013-02-23 01:54:46 -08:00
Chris Robinson
7fcca180b6 Implement rudimentary jumping 2013-02-20 20:08:04 -08:00
Chris Robinson
1399a06c76 Update animation looping when setting the same state 2013-02-19 04:01:33 -08:00
Chris Robinson
17200cb226 Don't try to move when there's no speed 2013-02-18 20:43:55 -08:00
Chris Robinson
627b866744 Don't try to set a new state when dead 2013-02-18 06:29:16 -08:00
Chris Robinson
f2948ced23 Allow diagonal movement 2013-02-18 03:07:31 -08:00
Chris Robinson
e4341525c8 Add a jump state
Currently unused
2013-02-15 04:45:28 -08:00
Chris Robinson
ff0099fa6e Scale the animation speed based on the animation velocity and movement speed
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
2013-02-15 02:15:39 -08:00
Chris Robinson
3348e8a436 Clarify a comment 2013-02-14 22:41:14 -08:00
Chris Robinson
cbaf489eb6 Add running states 2013-02-06 16:53:52 -08:00
Chris Robinson
fc307e64b0 Add swimming states 2013-02-05 19:05:07 -08:00
Chris Robinson
8c0bb1ff4d Rotate movement in the movement solver 2013-02-05 14:02:14 -08:00
Chris Robinson
f7f1adfb9d Don't accumulate animations with activators 2013-02-05 12:55:06 -08:00
Chris Robinson
2c39760bd5 Move the movement solver code to mwworld's physics system 2013-02-05 12:45:10 -08:00
Chris Robinson
0a4568bd11 Move the PtrMovementList typedef to MWWorld
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
d50832081c Remove the unneeded PhysicActor field from MovementSolver 2013-02-05 09:37:02 -08:00
Chris Robinson
a782a9109b Store the vertical velocity in the physic actor 2013-02-05 09:24:22 -08:00
Chris Robinson
82e4da4e64 Get the half-extents from the physicactor 2013-02-05 07:41:57 -08:00
Chris Robinson
1c604445ba Store movement vectors as they get returned 2013-02-05 06:59:01 -08:00
Chris Robinson
5ee298cdc1 Make sure the player updates last 2013-02-04 14:08:38 -08:00
Chris Robinson
2f8affc955 Make sure the player's controller is properly updated when they change 2013-02-04 12:58:06 -08:00
Chris Robinson
ee9b19d2ed Make sure to remove a Ptr from the activators when requested 2013-02-04 12:04:06 -08:00
Chris Robinson
39cf7b0b42 Pass the Ptr of the object being moved to the move method
This prevents having to store another copy of it, which risks getting out of
sync.
2013-02-04 11:17:48 -08:00
Chris Robinson
1a5cb8760d Rotate movement vector to world space before passing to the movement solver 2013-02-04 11:04:20 -08:00
Chris Robinson
6b32fa7999 Use the correct position for the actor 2013-02-04 09:48:21 -08:00
Chris Robinson
1747c1e01a Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
2013-02-04 07:10:14 -08:00
Chris Robinson
91513206a0 Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
2013-02-03 12:02:51 -08:00
Chris Robinson
51d5efeeb2 Work out the state in the character controller update method 2013-02-03 07:15:34 -08:00
Chris Robinson
7fe877d8ea Add a couple more character states 2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de Handle most state changes in the character controller when setting the movement vector 2013-02-02 23:39:43 -08:00
Chris Robinson
04d4c125ba Print when an animation event is unhandled 2013-01-29 02:00:42 -08:00
Chris Robinson
d4ddaa3d95 Only register activators that have a MWRender::Animation object 2013-01-29 01:08:52 -08:00
Chris Robinson
fdabef65a1 Use a method to update an object's cell in the mechanics manager
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
2013-01-29 00:19:24 -08:00
Chris Robinson
8d98f3649c Use a separate class to handle activator mechanics 2013-01-28 23:39:11 -08:00
Chris Robinson
37fe1bd3f0 Handle looping in the Animation object 2013-01-21 22:51:13 -08:00
Chris Robinson
e956a1cbc0 Merge SpecialIdle character state into Idle 2013-01-21 03:24:52 -08:00
Chris Robinson
6905bd18ba Filter out the group name from the text keys
It's already in the animation name, and the text keys are animation-specific
anyway.
2013-01-21 02:59:12 -08:00
Chris Robinson
85ca1e993f Properly check if an animation exists before playing it 2013-01-19 21:55:04 -08:00
Chris Robinson
68779375b2 Implement WalkLeft and WalkRight character states 2013-01-19 16:19:47 -08:00
Chris Robinson
a7b07ee5cf Don't reset the animation when setting the same state
Unless looping is being toggled on.
2013-01-19 15:46:22 -08:00
Chris Robinson
e0541b52c4 Use a list to store and get state information 2013-01-19 14:56:24 -08:00
Chris Robinson
de2d084e61 Add a looping property to handle if an animation should loop 2013-01-19 14:22:15 -08:00
Chris Robinson
0b68953f0d Scale animation speed using the direction length
The direction length doesn't currently give a good speed, but it's something.
2013-01-18 21:40:47 -08:00