Rob Cutmore
5009aaaf0d
Update AUTHORS
9 years ago
Rob Cutmore
b129ff9672
Editor: Add PathgridCreator to find duplicate IDs
9 years ago
Rob Cutmore
c9ada852aa
Undo including pathgrids in ID check
9 years ago
Aesylwinn
642b1d0273
Add mask.
9 years ago
Aesylwinn
0eb863d8fc
Change color to blue to match the pathgrid visibility selector in the
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editor and slightly increase the scaling.
9 years ago
Aesylwinn
7f0cc6e583
Add a color gradiant to pathgrid nodes to make them less of an eyesore.
9 years ago
Aesylwinn
3d26ff08c4
Get rid of lighting.
9 years ago
Aesylwinn
8d95b63180
Add pathgrid rendering to opencs
9 years ago
Aesylwinn
5cac882123
Replace game version of pathgrid rendering with component.
9 years ago
Aesylwinn
d141672b53
Pathgrid geometry creator
9 years ago
Aesylwinn
7fbcc47b15
Add pathgrid modified signals.
9 years ago
Aesylwinn
933504dbd0
Revert "Pathgrid rendering v2"
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This reverts commit 4dee9604bb
.
9 years ago
Rob Cutmore
5580f803fd
Editor: Prevent duplicate pathgrids (Bug #3342 )
9 years ago
Aesylwinn
4dee9604bb
Pathgrid rendering v2
9 years ago
scrawl
2ca7415708
Handle DialInfo::mFactionLess (Bug #3380 )
9 years ago
scrawl
93b2f09224
Workaround for some AI functions being incorrectly handled as AI packages (Bug #3378 )
9 years ago
scrawl
9959b2553d
Merge pull request #932 from alexanderkjall/master
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Added all generated artifacts from the build process to the .gitignor…
9 years ago
Alexander Kjäll
c7cc170cbf
Added all generated artifacts from the build process to the .gitignore file
9 years ago
Marc Zinnschlag
10ac432a8c
updated credits file
9 years ago
Marc Zinnschlag
57101c1b19
added namespace and include to previous commit
9 years ago
Alexander Kjäll
32123aec2b
made logarithm function for calculating column widths in the output be more generic
9 years ago
scrawl
5edfe8c41c
Reduce the wander fast forward overcrowding offset ( Fixes #3370 )
9 years ago
Marc Zinnschlag
091e1bf25d
improved scene element visibility buttons
9 years ago
Sergey "Shnatsel" Davidoff
5c8756cb2c
Add composite icon for exterior cell controls in scene view, along with source SVG and a bash script that I used to assemble all possible status combinations
9 years ago
Sergey "Shnatsel" Davidoff
c2c81c6b1a
Reversed the location of original state and current state in scene view icon. This way it's much more obvious, assuming the icon stays on the left of the actual landscape view. See https://forum.openmw.org/viewtopic.php?p=38971#p38971 for more info
9 years ago
scrawl
5f34fb0c41
Remove call to MYGUI_DBG_BREAK which was removed in mygui-git
9 years ago
Marc Zinnschlag
f0778e22dd
Merge remote-tracking branch 'origin/master'
9 years ago
Marc Zinnschlag
9d906a99a8
Merge remote-tracking branch 'rcutmore/bug-3286'
9 years ago
scrawl
c64b8ab297
Merge pull request #928 from Salgat/bug-1320
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AiWander - Creatures in cells without pathgrids do not wander (Bug #1320 )
9 years ago
Austin Salgat
be16857f96
Fix wrong height being used for water detection
9 years ago
scrawl
f3e9fd49f3
Don't add the autodetected mw path in global config file
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The wizard takes care of detecting the MW installation path already. By having this path permanently in the global cfg-file, there exists no way to *not* use an autodetected installation, which is a problem.
9 years ago
Rob Cutmore
e6ab3a4ba9
Remove unused CSVWorld::ScriptEdit::setMonoFont
9 years ago
Rob Cutmore
30493545f1
Update script editor tab width on font change
9 years ago
Marc Zinnschlag
1c89737e09
Merge branch 'openmw-39'
9 years ago
Austin Salgat
e9157e9200
Fix idle animation and Fix water creature manual wandering
9 years ago
Rob Cutmore
25d9b77d10
Add setting for script editor tab width
9 years ago
Austin Salgat
3dec10c686
Update variable to prevent underflowing
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While not an issue presently, the variable may be used in the future in a way that could create issues if it underflows.
9 years ago
Austin Salgat
84179c262f
Update manual wandering to prevent actor from leaving/entering water
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Water creatures will stay in the water, while land creatures will stay on land when wandering.
9 years ago
Austin Salgat
fc03216d48
Refactor to reuse existing obstacle detection
9 years ago
Austin Salgat
34726c24d9
Fix mDistance being reset prematurely
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This was causing wandering without pathgrids to become disabled for most wandering units. Additionally, wandering now behaves the same for both NPCs and creatures.
9 years ago
scrawl
d784a77f4c
Set the default player cell in the StateManager ( Fixes #3269 )
9 years ago
Austin Salgat
92b352989a
Add logic for NPC wandering without pathgrids
9 years ago
Austin Salgat
c02881a4f8
Fix creatures not wandering
9 years ago
scrawl
8cf91e32fa
ESSImport: Correctly handle item stacks (XIDX tag). ( Fixes #3340 )
9 years ago
scrawl
ba3f4f122a
Account for the stack count in HasSoulGem (Bug #3340 )
9 years ago
scrawl
4854d6b093
Set the TalkedToPc flag for voiced dialogue ( Fixes #3346 )
9 years ago
scrawl
2b521b8436
Update AUTHORS.md
9 years ago
scrawl
d15901b454
Merge pull request #927 from Salgat/bug-2981
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When waiting, NPCs can go where they wouldn't go normally (Bug #2981 )
9 years ago
Austin Salgat
38f5a225ea
Refactor PathFinder functions to be useable by AiWander
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This avoids having to duplicate the distanceSquared and getClosestPoint functions.
9 years ago
Austin Salgat
96231e17f0
Fix wandering NPCs going off pathgrid
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If multiple pathgrids exist in the same cell, sometimes an NPC would port to a different pathgrid that was nearby. This is an issue since it allowed them to do things like travel through walls to inaccessible areas. Now they will only wander along the closest connected pathgrid.
9 years ago