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"
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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
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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
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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
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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"
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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
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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