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
2018-10-25 22:52:59 +04:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Capostrophic
713330351b
Experimental animation regression fixes
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Don't unnecessarily start movement and jump animations from loop start
Don't play movement animation until jumping animation finishes
2018-09-24 19:30:02 +03:00
Andrei Kortunov
0136f0552b
Do not update mIdleState directly
2018-09-11 22:24:44 +04:00
Andrei Kortunov
16edac8c47
Fix incorrect 'preparing' word spelling
2018-08-16 17:47:06 +04:00
Andrei Kortunov
307e0103dc
Use fallbacks for missing weapon animations (bug #4470 )
2018-08-12 16:14:24 +04:00
Andrei Kortunov
a0d0e5d2db
Give jumping animations higher priority than movement ones
2018-08-09 16:19:03 +04:00
Andrei Kortunov
3d1daaebab
Rework manual spellcasting (e.g. via scripts)
2018-07-12 16:24:25 +04:00
Andrei Kortunov
25bb7c1826
Make 'PlayGroup idle' to cancel scripted animations
2018-06-12 14:04:03 +04:00
Andrei Kortunov
0e441d48ac
Give scripted animations highest priority (bug #4286 )
2018-06-12 12:55:28 +04:00
Andrei Kortunov
0c92655250
Avoid code duplication in character manager
2018-06-12 11:51:54 +04:00
Andrei Kortunov
1b9edbe119
Add unequip animation during stance switching (bug #4327 )
2018-06-07 16:20:17 +04:00
scrawl
bba9a8dd91
Don't update off-screen animations
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Make flying creatures animate in-place when out of processing range
2018-01-11 01:49:35 +00:00
scrawl
60fba7acd8
Fix reorder warning
2017-11-15 17:20:08 +00:00
rexelion
de7a7d842b
mTimeUntilWake is initialised in the constructor
2017-11-05 18:30:34 +00:00
rexelion
48ec680f23
use game time instead of real time
2017-11-04 19:37:20 +00:00
rexelion
ab66034ed1
use uniform_int_distribution instead of rand()
2017-11-04 02:15:56 +00:00
rexelion
de83ad0116
use real time; wait random number of seconds
2017-11-04 00:24:09 +00:00
rexelion
5b8610b34b
knocked out characters wait some time before getting up
2017-11-01 23:44:50 +00:00
Andrei Kortunov
bcad431cc5
Implement SwimTurnLeft/Right animations
2017-09-22 16:07:00 +04:00
Andrei Kortunov
1c6cfad3cc
Implement SwimHit animation
2017-09-22 15:49:42 +04:00
Andrei Kortunov
3eb1308c0d
Implement SwimKnockdown/out animations
2017-09-22 15:26:35 +04:00
Andrei Kortunov
6260bb1366
Implement SwimAttack1-3 and SwimDeathKnockDown/Out animations
2017-09-22 14:51:06 +04:00
Andrei Kortunov
a5b01fefec
Allow to interrupt an attack, if attack button is held
2017-09-01 14:28:21 +04:00
Andrei Kortunov
fb45995a41
Do not allow player to change weapon/spell during attack or spellcasting (bug #2445 )
2017-08-29 15:53:23 +04:00
Andrei Kortunov
bc7353f100
Check animation state for GetPCRunning and GetPCSneaking
2017-08-16 20:30:47 +04:00
Allofich
ff3e307059
Pass parameters by const reference
2017-04-20 23:47:03 +09:00
Rafael Moura
ecbde7b11e
Added ConstContainerStoreIterator
...
using base template for ContainerStoreIterators
less template arguments for ContainerStoreIteratorBase
2017-02-18 13:47:18 +00:00
MiroslavR
76ee5845ac
Fix swish sound ID and play swish sound effects for all creatures ( Fixes #3653 )
2016-12-11 19:35:53 +01:00
Allofich
04c13ffab3
Add unarmed attack selection to chooseBestAttack()
2016-09-22 00:45:54 +09:00
Allofich
154dcc942c
Let NPCs use attack type regardless of movement
2016-09-01 22:43:33 +09:00
scrawl
719e884b7c
Remove duplicate code
2016-08-22 23:25:00 +02:00
Allofich
dca7b4beb7
Make non-actors also play spell casting sounds
2016-08-09 22:56:53 +09:00
MiroslavR
b65f379b7f
Save scripted animation state ( Fixes #1931 , #2150 , #3393 )
2016-08-03 03:52:35 +02:00
scrawl
b5cb11ff07
Split refreshCurrentAnims into multiple functions
2016-06-15 03:14:44 +02:00
scrawl
a825882c6b
Process death events at the end of the death animation ( Fixes #1873 )
2016-06-12 00:04:50 +02:00
scrawl
0efbdb25ee
Improve const-correctness in Animation
2016-05-19 22:30:14 +02:00
scrawl
3749821809
Choose a random death animation for actors that start the game as dead ( Fixes #3397 )
2016-05-19 21:40:05 +02:00
scrawl
b332704df7
Switch hand-to-hand attack types randomly when "always use best attack" is turned on ( Fixes #3259 )
2016-03-19 18:03:59 +01:00
scrawl
dda4273349
Actors that start the game as dead do not float to the surface ( Fixes #3177 )
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This has a minor bug (can you spot it?) that affects the vanilla engine as well, unfortunately not so simple to fix.
2016-02-01 23:18:18 +01:00
scrawl
29d0f448b4
Add const version of World::getAnimation
2015-12-19 16:15:45 +01:00
scrawl
b72d5c5190
Don't play idlestorm animation when swimming
2015-11-03 17:48:35 +01:00
scrawl
126960261f
Keep playing IdleSneak on the lower body when casting spells / using weapons
2015-09-16 16:14:17 +02:00
scrawl
84747fbdd7
Use the actual sneak state to determine visibility of indicator ( Fixes #2915 )
2015-09-16 15:37:36 +02:00
Marc Zinnschlag
d29862eac3
Merge remote-tracking branch 'emperorarthur/anim_fail'
2015-08-08 10:47:46 +02:00
scrawl
f326b8e5d2
Fix weapon animations playing on the lowerbody when swimming
2015-07-31 00:52:34 +02:00
Arthur Moore
5e6fcc2aef
Alert the user if attempting to play an animation fails
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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.
2015-07-30 08:00:26 -04:00
scrawl
dff84adf7e
Fix weapon animation priority
2015-07-26 01:35:36 +02:00
scrawl
e0ee2fc01b
Adjust the movement animation speed every frame ( Fixes #1921 )
2015-07-25 18:22:48 +02:00
scrawl
cc59493cb2
Don't restart the jump animation when equipping a different weapon ( Fixes #2286 )
2015-07-16 20:03:16 +02:00