Commit Graph

475 Commits (1f2349ef6e82b7b1b82e1de6db2776e2043fb18d)

Author SHA1 Message Date
Andrei Kortunov 3c7ab976c3 Ignore movement from scripted animations (bug #4475) 7 years ago
Andrei Kortunov c195144b17 Take transformation from first node with given name in file (bug #4469) 7 years ago
Andrei Kortunov f299be8158 Play scripted animations even if SkipAnim is used 7 years ago
Andrei Kortunov fea34bd73f Added support for per-group animation files 7 years ago
scrawl cfdf99f601
Revert "Merged pull request #1573"
This reverts commit 7324bd368f, reversing
changes made to 810e4416f6.
7 years ago
Andrei Kortunov 22fb1f3403 Play spellcasting effects from objects 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 b8c25e6bff
Use the correct priority of animation sources in getStartTime (Fixes #4263) 7 years ago
scrawl b06512a60d Fix error message that referred to the wrong file (Bug #4159) 7 years ago
Chris Robinson 917a3b5dff Avoid creating temp strings when looking for an animation stop key 7 years ago
Chris Robinson b770c1493f Don't spam about missing animations 7 years ago
scrawl 4c5992a0d5 Warn if removing a node fails 7 years ago
scrawl 132ac6001b Fix bug of Animation::mSkeleton not being assigned
This bug resulted in deactivating a Skeleton not working properly for creatures (that are out of processing range), therefore reduced performance.
7 years ago
Bret Curtis 07f75e1104 replace boost::shared_ptr in extern and components 8 years ago
Allofich ff3e307059 Pass parameters by const reference 8 years ago
Allofich 5a00b239ac Reduce scope of variables 8 years ago
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl 2873c10284 Clean the object root of StateSets and hidden nodes 8 years ago
scrawl 4e0011bfc8 Improve NPC loading performance by caching the cleaned objectRoot 8 years ago
scrawl 00d4fea91c Derive Animation from osg::Referenced to allow the UnrefQueue to delete it 8 years ago
scrawl a5247394dc (Re)set the inventory listener outside of the Animation class 8 years ago
Allofich 621d3e56cf Fix Clang and OS X Travis CI warnings 8 years ago
scrawl 9fa8e88366 Revert "Don't create a CharacterController for objects with no animations"
This reverts commit cce42b6e9d.
8 years ago
scrawl 67e4a7e37b Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead 8 years ago
scrawl cce42b6e9d Don't create a CharacterController for objects with no animations 8 years ago
scrawl ee4073541c Animation: cache getVelocity() 8 years ago
scrawl 33e654f94d Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls 8 years ago
Allofich 125e94ef0e Fix shadowing warnings 8 years ago
Allofich 1c54f54ab8 Fix shadowing warnings 8 years ago
MiroslavR 611d02ad43 Remove unused code 8 years ago
scrawl 1893617ec9 Improvements to ignored light list setting
The pointer to the LightListCallback is now stored in the Animation, which eliminates the need for dynamic_cast. Also, when the object root is recreated, the previously used LightListCallback will be reused, so we no longer need the objectRootReset() notifier.

Finally, there was a bug when saving and reloading the game, the getIgnoredLightSources() were not being set, as the ActorAnimation constructor completes before the NpcAnimation sets the ObjectRoot. This was solved by creating the LightListCallback in advance in the Animation constructor.
8 years ago
MiroslavR 11565b5966 Make actors with non-portable lights in inventory glow (Closes #2042, #3338) 8 years ago
Allofich a033ba3bd2 Override spell textures by NiTexturingProperty 8 years ago
Allofich 7db31ab58a Correct telekinesis glow length 8 years ago
scrawl 0fd810707e Remove unused stopLooping() 8 years ago
scrawl 0c9882956a Add AnimState::shouldLoop() 8 years ago
scrawl 6450c9be27 Simplify condition 8 years ago
Allofich bf9dc45b2b Emulate vanilla animation loops more closely 8 years ago
Allofich 83b715734f Move part of addGlow() to addSpellCastGlow() 9 years ago
Allofich 1c76c93ed8 Use raw pointer to node in glowupdater 9 years ago
Allofich 67f31d948e Add removeTexture method 9 years ago
Allofich 4b9aff7a03 Glowupdater fix when using shaders 9 years ago
Allofich 9b2cb2fb8c Cleanups 9 years ago
Allofich 775162ccdf Rewrite spell glow implementation 9 years ago
Allofich cad41599cf Fix travis build error and warnings 9 years ago
Allofich 1910128e9c Don't remove uniform when spell glow ends 9 years ago
Allofich 35c14bb9bb Minor rewrite, make "open" spells play glow effect 9 years ago
Allofich e132b52a69 Handle spell glows within updatecallback 9 years ago
Allofich 57138b416e Fix spell glows to only run one at a time 9 years ago
Allofich 3841a8fb40 Make non-actors glow when they cast spells 9 years ago