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									 Chris Robinson | 274f3c7b77 | Force character state to update after switching view modes | 2013-04-25 07:08:11 -07:00 |  | 
				
					
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									 gus | 6934b20abd | actors are now updates every frame. This should not be the case, but this is a quickfix for AI. | 2013-04-11 17:57:58 +01:00 |  | 
				
					
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									 Glorf | 48d9885554 | Started bugfix #691 | 2013-04-05 15:42:05 +02:00 |  | 
				
					
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									 scrawl | 1a2daa3bc1 | Merge branch 'master' of git://github.com/zinnschlag/openmw into companion | 2013-03-31 14:50:03 +02:00 |  | 
				
					
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									 Chris Robinson | 466c0086b8 | Use a full Movement to hand off to the world physics update | 2013-03-31 00:13:56 -07:00 |  | 
				
					
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									 Chris Robinson | af65ecd841 | Pass the movement vector in as a parameter to CharacterController::update | 2013-03-30 18:37:40 -07:00 |  | 
				
					
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									 scrawl | e7af718b55 | Remove unnecessary WindowManager::messageBox arguments | 2013-03-30 12:56:37 +01:00 |  | 
				
					
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									 Marc Zinnschlag | fd2c07a6f4 | delete death events on adding an actor to the scene | 2013-03-18 10:54:47 +01:00 |  | 
				
					
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									 scrawl | dd57eabc3e | Better use an enum for magic effect IDs | 2013-03-16 23:28:26 +01:00 |  | 
				
					
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									 Chris Robinson | 48271e49ec | Properly update the Ptr object in the mechanics manager when moving across cells | 2013-02-25 09:57:34 -08:00 |  | 
				
					
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									 Chris Robinson | 2c39760bd5 | Move the movement solver code to mwworld's physics system | 2013-02-05 12:45:10 -08:00 |  | 
				
					
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									 Chris Robinson | 1c604445ba | Store movement vectors as they get returned | 2013-02-05 06:59:01 -08:00 |  | 
				
					
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									 Chris Robinson | 5ee298cdc1 | Make sure the player updates last | 2013-02-04 14:08:38 -08:00 |  | 
				
					
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									 Chris Robinson | 51d5efeeb2 | Work out the state in the character controller update method | 2013-02-03 07:15:34 -08:00 |  | 
				
					
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									 Chris Robinson | 7fe877d8ea | Add a couple more character states | 2013-02-03 00:19:22 -08:00 |  | 
				
					
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									 Chris Robinson | 007a5963de | Handle most state changes in the character controller when setting the movement vector | 2013-02-02 23:39:43 -08:00 |  | 
				
					
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									 Chris Robinson | fdabef65a1 | Use a method to update an object's cell in the mechanics manager This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells. | 2013-01-29 00:19:24 -08:00 |  | 
				
					
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									 Chris Robinson | 8d98f3649c | Use a separate class to handle activator mechanics | 2013-01-28 23:39:11 -08:00 |  | 
				
					
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									 Chris Robinson | 68779375b2 | Implement WalkLeft and WalkRight character states | 2013-01-19 16:19:47 -08:00 |  | 
				
					
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									 Chris Robinson | a7b07ee5cf | Don't reset the animation when setting the same state Unless looping is being toggled on. | 2013-01-19 15:46:22 -08:00 |  | 
				
					
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									 Chris Robinson | de2d084e61 | Add a looping property to handle if an animation should loop | 2013-01-19 14:22:15 -08:00 |  | 
				
					
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									 Chris Robinson | aecfc0829a | Implement WalkForward and WalkBack character states | 2013-01-18 18:04:00 -08:00 |  | 
				
					
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									 Chris Robinson | 9235fba770 | Store the movement vector in the character controller | 2013-01-18 16:00:51 -08:00 |  | 
				
					
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									 Chris Robinson | 5cafc24ee2 | Rename CharState_Alive back to CharState_Idle | 2013-01-18 13:43:45 -08:00 |  | 
				
					
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									 Chris Robinson | 9d7ccfda1f | Rename CharState_Idle to CharState_Alive | 2013-01-17 21:07:36 -08:00 |  | 
				
					
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									 Chris Robinson | 685f219560 | Return a movement vector from the character controller update | 2013-01-16 18:56:13 -08:00 |  | 
				
					
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									 Chris Robinson | daad8d9859 | Don't update the character controller while paused | 2013-01-16 18:03:39 -08:00 |  | 
				
					
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									 Chris Robinson | d2f5a886c7 | Handle playgroup and skipanim through mwmechanics | 2013-01-16 17:53:18 -08:00 |  | 
				
					
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									 Chris Robinson | 46fc61a4c1 | Run animations from the character controller | 2013-01-16 16:31:09 -08:00 |  | 
				
					
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									 Chris Robinson | 94b93227d3 | Treat activators as actors for rendering and mechanics Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly. | 2013-01-16 14:37:32 -08:00 |  | 
				
					
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									 Chris Robinson | 3c487e6019 | Play an animation when changing states | 2013-01-16 10:45:18 -08:00 |  | 
				
					
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									 Chris Robinson | b378bc92a0 | Store an animation object in the character controller | 2013-01-16 10:16:37 -08:00 |  | 
				
					
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									 Chris Robinson | 3c02e1ccc9 | Run physics right after updating the actors | 2013-01-16 08:22:38 -08:00 |  | 
				
					
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									 Chris Robinson | 94b24f07e1 | Keep track of the state in the character controller, and don't remove dead actors from the map | 2013-01-12 10:10:27 -08:00 |  | 
				
					
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									 Chris Robinson | 4890d901a2 | Store an MWWorld::Ptr in the character controller | 2013-01-12 08:49:08 -08:00 |  | 
				
					
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									 Chris Robinson | 35d17fdaf6 | Associate a character controller with each MWWorld::Ptr | 2013-01-12 07:12:12 -08:00 |  | 
				
					
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									 greye | 86ad7a96f4 | applying new interface vol.2, inconsistent | 2012-11-05 21:19:22 +04:00 |  | 
				
					
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									 greye | 2057f5619e | move ESMStore to MWWorld | 2012-11-05 17:18:01 +04:00 |  | 
				
					
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									 Marc Zinnschlag | ed3641b214 | Issue #68: check for essential actors | 2012-10-27 13:33:54 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 453f347ee8 | Issue #68: added getdeadcount script function | 2012-10-27 11:33:18 +02:00 |  | 
				
					
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									 Marc Zinnschlag | f72c35fc17 | Issue #68: tally deaths | 2012-10-27 11:15:52 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 6b09b3ad61 | Issue #68: Play death animations | 2012-10-27 10:36:42 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 21c24dedb6 | Issue #68: Stop player from dying (temporary workaround) | 2012-10-25 12:28:45 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 9172c3ec4d | Issue #68: stop NPCs from instantly dropping dead | 2012-10-23 13:54:36 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 0547f11564 | Issue #68: Remove dead actors from actor list | 2012-10-20 10:54:51 +02:00 |  | 
				
					
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									 Marc Zinnschlag | f2e25b8a47 | Issue #68: Keep dead actors out of the actor list for the current scene | 2012-10-20 10:49:48 +02:00 |  | 
				
					
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									 Marc Zinnschlag | bdca5aff87 | Issue #68: simplified the dynamic stats interface | 2012-10-19 13:10:06 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 3f833af46a | Issue #407: Fortyfy attribute effects were ignored for the last 3 attributes | 2012-10-19 10:07:27 +02:00 |  | 
				
					
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									 scrawl | b91d74d394 | fix normalized encumbrance | 2012-09-21 17:56:15 +02:00 |  | 
				
					
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									 scrawl | 872fcf3e3d | sleeping restoration of health, magicka, and fatigue | 2012-09-21 17:53:16 +02:00 |  | 
				
					
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									 scrawl | 76b494100e | finished? | 2012-09-15 17:12:42 +02:00 |  | 
				
					
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									 Marc Zinnschlag | ead04e1cc3 | Issue #389: added AI sequence to CreatureStats; execute AI packages during the regular actor update | 2012-09-04 13:32:35 +02:00 |  | 
				
					
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									 greye | 32b1350b63 | CreatureStats class | 2012-07-22 18:29:54 +04:00 |  | 
				
					
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									 Marc Zinnschlag | 483b125aad | avoid locking up in case actor updates repeatedly throw exceptions | 2012-07-17 18:37:20 +02:00 |  | 
				
					
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									 Marc Zinnschlag | beb18282bb | Issue #342: various fixes | 2012-07-17 16:44:55 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 76de2f7360 | Issue #342: handle magic effects 79-82 and 17-20 | 2012-07-17 15:49:37 +02:00 |  | 
				
					
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									 Marc Zinnschlag | a3652f16ce | Issue #342: factored out dynamic stats calculation into a separate function | 2012-07-17 12:18:43 +02:00 |  | 
				
					
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									 Marc Zinnschlag | c85aaafac2 | more include cleanup (most removing Ogre.h) | 2012-07-03 15:32:38 +02:00 |  | 
				
					
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									 Marc Zinnschlag | c0ee382c72 | Issue #176: made actor deregistration more robust | 2012-05-24 13:21:52 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 9f1919a230 | Issue #256: added active spell management (completely untested) | 2012-05-19 15:01:07 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 124ea77612 | Issue #256: consider equipped items when calculating magic effects | 2012-05-18 15:48:55 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 79055e281d | Issue #256: Force update after building the player character | 2012-05-18 13:54:07 +02:00 |  | 
				
					
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									 Marc Zinnschlag | e56ff9283d | Issue #256: moved magic effects update from MechanicsManager to Actors | 2012-05-17 13:21:49 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 1fddbf9a40 | Issue #256: moved dynamic stats update from MechanicsManager to Actors | 2012-05-17 13:15:31 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 35f478071e | Issue #255: deleted the old environment class and using the new one instead | 2012-04-23 15:27:03 +02:00 |  | 
				
					
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									 Marc Zinnschlag | ab2a1297b0 | exclude player from auto equip | 2012-04-08 13:01:03 +02:00 |  | 
				
					
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									 Marc Zinnschlag | dcab6737e5 | consider skills when auto equipping | 2012-04-08 12:26:21 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 751e7d2199 | basic auto-equipping (picks the first matching item | 2012-03-31 17:26:15 +02:00 |  | 
				
					
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									 Marc Zinnschlag | 0892df0ad3 | framework for gamemechanics-realted actor updated | 2012-03-30 17:01:55 +02:00 |  | 
				
					
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									 Marc Zinnschlag | d717b7b9dd | factored out actor related game mechanics code into a separate class | 2012-03-30 16:18:58 +02:00 |  |