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287 commits

Author SHA1 Message Date
scrawl
a6788cfb0e Support lights that do not have a model (Fixes #1361) 2014-05-29 16:44:50 +02:00
scrawl
4caa8c5cca Fix offset to accumulation root not being cleared when adding an animation state with startpoint=1.f (observed with death animations) 2014-05-26 20:52:38 +02:00
scrawl
039398c8ae Basic RefData and CellRef change tracking
Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
Thoronador
1b8c975d5b minor performance improvements in apps/openmw
Checking for emptiness using size() might be inefficient, because
it can take linear time, while empty() is guaranteed to take only
constant time.

For non-primitive types, postfix ++ operators are inefficient
compared to prefix ++ operators, because post-increment usually
involves keeping a copy of the previous value around.
2014-04-27 19:10:23 +02:00
scrawl
edb5a54092 Include some more required Ogre headers explicitely. 2014-03-05 21:46:37 +01:00
Marc Zinnschlag
f9d2fde783 Merge branch 'openmw-29'
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
2014-03-04 09:34:38 +01:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
Marc Zinnschlag
7693f712bc started making CellStore into a proper class; encapsulated mCell member 2014-02-21 11:35:46 +01:00
scrawl
bc376e6649 Closes #888: Treat "Bip 01" as animation root if existing 2014-02-19 11:23:03 +01:00
mrcheko
a6be72673c improves animation-controlled velocity check 2014-02-08 16:59:15 +02:00
scrawl
ffe19e7a52 Feature #50: Handle attach & release of projectiles 2014-02-05 05:18:11 +01:00
scrawl
a07eaa0c0d Feature #50: Allow body pitch in third person for ranged weapon aiming 2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5 Feature #50: Handle weapon controllers (i.e. bowstring animations, etc) 2014-02-05 05:18:10 +01:00
mrcheko
761f13d3ce activate whole-body attack animations 2014-02-02 16:29:51 +02:00
scrawl
60bbab52fe Support keyframe controllers for bones that aren't in the skeleton base 2014-01-31 05:06:34 +01:00
mrcheko
e50e94af0b remove CreatureStats::mAttackType, set/getAttackType() 2014-01-27 23:05:17 +02:00
scrawl
eba6c9a8fd Fix massive console spam regarding the scrib's idle3 animation 2014-01-26 02:49:32 +01:00
scrawl
cf378ec31e Support optional volume and pitch arguments for soundgen events (e.g. moan 0.5 1.0) as required for some actors 2014-01-22 15:25:03 +01:00
scrawl
16f5f5862d Feature #956: Implement blocking melee attacks 2014-01-21 23:25:24 +01:00
scrawl
9b32b1403b Feature #960: Implement Creature::hit 2014-01-17 17:19:08 +01:00
scrawl
805843d7ff Closes #1086: Implement blood effects 2014-01-17 11:27:13 +01:00
scrawl
240d96a0f1 Renamed AnimationValue to AnimationTime 2014-01-17 10:55:46 +01:00
Marc Zinnschlag
f62497dfdc Merge remote-tracking branch 'mrcheko/master' 2014-01-10 19:08:35 +01:00
mrcheko
d41f27451b appropriate camera vanity<>preview mode switch + hit recoils fix 2014-01-09 23:36:40 +02:00
Marc Zinnschlag
a7be755db0 Merge remote-tracking branch 'mrcheko/master' 2014-01-08 20:13:31 +01:00
mrcheko
46519062d3 hit recoils/knockdowns feature 2014-01-08 16:05:14 +02:00
mrcheko
2591ff2d5a bug repairing 2014-01-06 22:00:01 +02:00
scrawl
634a53211c Make sure materials are built before trying to determine their transparency 2014-01-04 22:56:06 +01:00
mrcheko
7002412760 resolve conflict in character.cpp 2014-01-04 17:55:09 +02:00
mrcheko
09a0a69b04 more improvements 2014-01-01 21:40:31 +02:00
scrawl
be1938ee90 Closes #805: Don't add entities that are supposed to be invisible to static geometry 2013-12-31 18:32:46 +01:00
scrawl
6400f23ab0 Use the material controller manager for effects with overridden texture 2013-12-27 14:54:36 +01:00
scrawl
d262d9e6b0 Bug #1054: Set render queue group for effects 2013-12-27 14:51:59 +01:00
scrawl
d09a86e208 Issue #1018: Don't allow view mode switching while performing an action 2013-12-27 00:36:06 +01:00
scrawl
5931fdcbde Implement NiBillboardNode. Flags not handled yet. 2013-12-26 20:53:52 +01:00
scrawl
6d27ebabb6 Integrate AddGlow with material controllers 2013-12-26 20:53:45 +01:00
scrawl
1624e0fd8a Rename ObjectList to ObjectScene. Wrap it in a SharedPtr so we can automate the destruction routine. 2013-12-07 20:15:39 +01:00
scrawl
ffc885853a Fix bolt for magic effects that don't have one specified 2013-11-29 10:39:37 +01:00
scrawl
3452bd2e0b Add glow effect for enchanted items 2013-11-20 00:13:12 +01:00
scrawl
0dc2e829dd Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX. 2013-11-17 23:31:08 +01:00
scrawl
e7993ced69 Fix invalid casts 2013-11-17 04:33:04 +01:00
scrawl
0b5f5351b5 Fix continuous FX getting removed instantly 2013-11-14 13:30:48 +01:00
scrawl
da5c59c8af addEffect should check effectId, not model. 2013-11-13 19:07:44 +01:00
scrawl
a6e2f43b75 Stop continuous VFX when the effect is no longer active. 2013-11-13 15:44:43 +01:00
scrawl
9b0e82a37f Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends) 2013-11-13 14:02:15 +01:00
scrawl
0dab7031c0 Make sure effects are destroyed with the animation 2013-11-12 02:22:44 +01:00
scrawl
ffdb91bb21 Add particles for Cast + Hit. Not looking quite right yet. 2013-11-11 23:43:28 +01:00
scrawl
cbe96a2170 Refactor ActiveSpells to track range type. Added basic self range magic. 2013-11-09 07:51:46 +01:00
Chris Robinson
bd6dd071aa Use the non-accumulation root's parent as the accumulation root
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
2013-08-25 16:08:42 -07:00
Chris Robinson
3ca4d54bf9 Better handle animations with a 0-length loop 2013-08-19 07:26:42 -07:00