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401 commits

Author SHA1 Message Date
scrawl
d962f0918d Implement NPC head tracking (Fixes #1720) 2014-12-16 20:47:45 +01:00
scrawl
bc85bb32c2 Fix vampirism magic effect not applying immediately (Fixes #1984) 2014-12-12 02:39:59 +01:00
scrawl
a355550cab Add support for NPCs with missing head/hair models (Fixes #2078) 2014-12-11 21:43:31 +01:00
scrawl
65536f0857 Load initial particle system state from NIF files (Fixes #2178) 2014-12-05 18:00:30 +01:00
scrawl
fee08f97ed Fix crash in character preview for non-existing meshes (Fixes #2128) 2014-12-03 18:28:35 +01:00
scrawl
75b0da5dce Don't updateBoneTree for non-skinned parts (Fixes #2124) 2014-12-03 18:28:35 +01:00
scrawl
5892fd9e65 Fix NpcAnimation non-existing skeleton crash (Fixes #2028) 2014-10-17 23:07:01 +02:00
Lukasz Gromanowski
e1663de7cf Fixes #1887: Equipped items do not emit sounds
Added getSound() method to MWClass class and implementation
into Light class.

Also added additional bool parameter responsible for enabling/disabling
of playing items sounds into NpcAnimation class constructor.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-12 11:40:14 +02:00
Lukasz Gromanowski
b44ba84a80 Issue #1887: Equipped items do not emit sounds
Use separate arrays for sound ids and object parts.
Restored getting inventoryStore via getInventoryStore()
call (removed mInv introduced in previous commit).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 23:20:40 +02:00
Lukasz Gromanowski
1a0c3dc6cf Issue #1887: Equipped items do not emit sounds
Removed unused mUnequipping and mFirstEquip member variables.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:33:11 +02:00
Lukasz Gromanowski
3b9cfba03c Issue #1887: Equipped items do not emit sounds
Sounds are played only when actors draw state
is equal to MWMechanics::DrawState_Nothing

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:21:59 +02:00
Lukasz Gromanowski
fa65c8981a Issue #1887: Equipped items do not emit sounds
Played sound items are based on parts not inserted items.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 21:05:12 +02:00
Lukasz Gromanowski
bcb38c3eba Issue #1887: Equipped items do not emit sounds
Added handling of autoEquip and unequipAll cases.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 22:27:23 +02:00
Lukasz Gromanowski
e566e4abf2 Issue #1887: Equipped items do not emit sounds
Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 16:47:29 +02:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
83037a1a91 Move fast-forward of particle systems outside of OgreNifLoader (Fixes #1830)
Particle systems were being fast-forwarded before the skeleton base was attached, so particles without the LocalSpace flag would spawn at an incorrect position.
2014-08-18 16:37:47 +02:00
scrawl
d8943aef2f Encapsulate magic effect magnitude (Feature #1489) 2014-08-17 03:58:04 +02:00
scrawl
34847baa54 Disable head animations for dead actors (Fixes #1781) 2014-08-11 05:00:13 +02:00
scrawl
0943ff0886 Fix normalizing sample values 2014-07-29 14:19:12 +02:00
scrawl
625f9a35e6 Implement NPC eye blinking (Fixes #1721) 2014-07-29 01:16:08 +02:00
scrawl
598c0c4ae7 Implement mouth animation for NPCs based on say sound (Fixes #642) 2014-07-29 01:15:22 +02:00
scrawl
b68a8e38cd Remove unused map 2014-06-06 15:24:06 +02:00
scrawl
54a5dba3f5 Don't reserve Pauldron parts for robes (Fixes #1396) 2014-06-06 15:20:56 +02:00
scrawl
d442853b3e Allow opposite gender's parts as fallback (Fixes #1404) 2014-06-06 01:30:23 +02:00
Emanuel Guevel
1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
scrawl
45d2a00717 Fixes #1293: Allow interpolation type 0 in case of 0 keys 2014-04-26 11:36:27 +02:00
scrawl
0cd40294a2 Fixed ranged combat for creatures 2014-03-12 11:30:44 +01:00
scrawl
072dc6d438 Feature #50: Implement marksman mechanics. 2014-03-08 06:03:45 +01:00
scrawl
12de0afb03 Feature #50: Spawn projectiles
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092 Include some more required Ogre headers explicitely. 2014-03-05 21:46:37 +01:00
scrawl
8f949c6ae2 Fix lockpicks 2014-02-08 07:35:34 +01:00
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
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
scrawl
634a53211c Make sure materials are built before trying to determine their transparency 2014-01-04 22:56:06 +01:00
scrawl
c4e4a8fb57 Closes #1083: Fix werewolf change handling 2014-01-04 20:50:18 +01:00
scrawl
0990ca4b75 Closes #1072: Fix extra light being added multiple times when showCarriedLeft(true) is called repeatedly 2014-01-02 15:58:00 +01:00
scrawl
85ec80100c Bug #1005: Hide torches/shields during spellcasting and hand-to-hand combat 2013-12-27 22:00:16 +01:00
scrawl
5931fdcbde Implement NiBillboardNode. Flags not handled yet. 2013-12-26 20:53:52 +01:00
scrawl
37a7ee8fcd Set alpha value of character animations according to Invisibility / Chameleon effects. 2013-12-08 23:05:21 +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
bb70deabb1 Add an incomplete implementation of SayAnimationValue (lip animation) 2013-12-07 14:15:45 +01:00
scrawl
d2ed77f3f2 Fix shields being visible during spellcasting 2013-11-23 20:24:52 +01:00
scrawl
a1fe07181c Fix rotation offset of some lights (bug 955) 2013-11-23 05:55:03 +01:00
scrawl
4ed4c1e319 Add Vampirism and Sun Damage effects. Some fixes. 2013-11-21 00:41:31 +01:00
scrawl
3452bd2e0b Add glow effect for enchanted items 2013-11-20 00:13:12 +01:00
scrawl
c73217627e Move code for listing effect sources to the spell management classes 2013-11-15 20:29:47 +01:00
scrawl
00af6b5617 Use an inventory store listener for animation parts and VFX update instead of updating them directly. Slightly more flexible, reduces InventoryStore dependencies and solves a crash during character creation due to the preview doll's animation not being registered in World. 2013-11-15 02:08:36 +01:00
scrawl
4083c55848 Make sure NpcAnimation base exists before runAnimation. Not sure yet why this is needed. 2013-11-14 19:18:27 +01:00
scrawl
992a8e9c36 Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore. 2013-11-14 14:41:10 +01:00
Alex "rainChu" Haddad
f1b4c2e400 Fixed first person offset to use world transform
It slipped my mind that some necks might not be perfectly vertical.
2013-10-02 07:03:39 -04:00
Alex "rainChu" Haddad
ed0c31b485 Refactored, moved logic out of NpcAnimation
The logic is now handled by RenderingManager, and Camera sets its
animation's first person offset height. Due to how NpcAnimation seems to
be updated, it has to be the one to actually set its own nodes, in the
case of the hands. Otherwise, the hands would not move without a messier
hack.
2013-10-02 05:16:52 -04:00
Alex "rainChu" Haddad
0ddb5097fc Revert "Bug #840, First Person Sneaking Camera Height"
This reverts commit 296abfd48f.
2013-10-01 11:44:45 -04:00
Alex "rainChu" Haddad
296abfd48f Bug #840, First Person Sneaking Camera Height
Also, added comments to existing code in the area.
2013-10-01 10:48:34 -04:00
Chris Robinson
75131e6a48 Rebuild the actor after switching between werewolf forms 2013-08-08 17:16:24 -07:00
Chris Robinson
d77d60cbc2 Remove an unneeded forceUpdate method 2013-08-08 15:37:08 -07:00
Chris Robinson
1f6055d54b Don't try to apply body skins for werewolves
They instead use a hidden WerewolfRobe object for their body
2013-08-08 04:40:31 -07:00
Chris Robinson
9694b18d1b Update part skeletons immediately when added 2013-08-08 04:40:30 -07:00
Chris Robinson
f73578a832 Remove unnecessary mBodyPrefix field 2013-08-08 04:40:30 -07:00
Chris Robinson
5051544144 Remove some duplicate code 2013-08-08 04:40:30 -07:00
Chris Robinson
ceed2e30b8 Handle NPCs being a werewolf in NpcAnimation
Note that the body mesh comes from having a WerewolfRobe force-equipped.
2013-08-08 04:40:30 -07:00
Chris Robinson
a9dca21d05 Create the Animation SceneNode in the constructor 2013-08-06 19:49:05 -07:00
Chris Robinson
48784c7e2f Use for_each and functors to avoid some for loops 2013-08-06 19:49:05 -07:00
Chris Robinson
8984d8f8ee Use a map to simplify NPC part referencing 2013-08-06 19:49:02 -07:00
Chris Robinson
e976bb16c5 Add a light for torches 2013-08-06 19:49:02 -07:00
Chris Robinson
1f436f9886 Render torches 2013-08-06 19:49:01 -07:00
scrawl
7dc30a01cd Some changes suggested by cppcheck 2013-07-31 18:46:32 +02:00
Chris Robinson
45302f9e25 Handle controllers in the NPC's bound object parts 2013-07-23 22:05:03 -07:00
scrawl
61661c8653 Fix first person meshes casting shadows 2013-07-14 14:55:07 +02:00
Chris Robinson
3771e5839e Allow some more third person fallbacks in first person 2013-07-13 17:03:10 -07:00
Chris Robinson
2d7620e774 Rotate the neck when looking up and down in first-person 2013-07-13 12:39:06 -07:00
Chris Robinson
4df1f198a7 Avoid a map lookup for every skin body part when updating 2013-07-12 22:32:09 -07:00
Chris Robinson
6de56615aa Avoid casting shadows in first-person view 2013-07-12 22:32:05 -07:00
Chris Robinson
025fa4e0d5 Use a multimap for the bodypart map 2013-07-12 22:32:04 -07:00
Chris Robinson
a5e4faaed2 Show arms and body parts in first person
This isn't yet fully correct. The arms need to rotate up and down with
the camera, and the mesh's bounding box is causing them to blink out at
certain angles since they don't fit the animation.
2013-07-12 22:31:59 -07:00
Chris Robinson
908f010c74 Reset the NPC object root when switching POV
When in first person, the skeleton in the .1st.nif file is used. In
particular, these have extra finger bones that are used by the first
person models.
2013-07-12 22:31:57 -07:00
scrawl
7a2d1cd8ce Security skill 2013-05-19 18:40:37 +02:00
Chris Robinson
ee585046ac Don't show weapons in first-person 2013-05-17 01:56:16 -07:00
Chris Robinson
3c5c10144a Remove a duplicate showWeapons call 2013-05-14 19:38:57 -07:00
Chris Robinson
47a9a4cdff Clean up a for loop 2013-05-14 01:29:15 -07:00
Chris Robinson
8e38dc410f Allow loading multiple animation sources
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.
2013-05-07 16:59:32 -07:00
Chris Robinson
e85bc8b2cd Only load one Nif for Animation objects
This breaks quite a bit, but it's needed for the transition to using the
.kf files.
2013-05-06 23:11:26 -07:00
Chris Robinson
854de1c6c1 Make sure the weapon is in the proper group 2013-04-29 11:43:37 -07:00
Chris Robinson
063322b081 Declare some variables closer to where they're used 2013-04-29 10:12:50 -07:00
Chris Robinson
0cf531ba12 Make sure to update parts when the weapon changes 2013-04-29 09:53:36 -07:00
gus
3d9ceede77 little fix (weapons disapeared when tab was pressed) 2013-04-28 12:33:41 +01:00
gus
5388c25e64 Fix or lockpicks. 2013-04-28 11:55:50 +01:00
gus
766d1efa84 Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
Marc Zinnschlag
32138dbb0f silenced a warning 2013-04-26 13:33:47 +02:00
Chris Robinson
55ee4e65a9 Clean up the slotlist struct 2013-04-25 23:42:20 -07:00
Chris Robinson
274f3c7b77 Force character state to update after switching view modes 2013-04-25 07:08:11 -07:00
Chris Robinson
2769adcee0 Implement switching to and from first-person animations
Note that the current animation gets interrupted, so switching to first person
may break movement until you stop and try to move again. This can be fixed by
alerting the character controller in the mechanics manager to force a state
update when switching POV.
2013-04-25 05:23:05 -07:00
Chris Robinson
24f1eba902 Keep track of whether an animation supplies movement
Also handle it when it doesn't.
2013-04-24 22:45:43 -07:00
Chris Robinson
50bb92beb3 Use a method to set the visibility flags and render queue. 2013-04-19 02:01:50 -07:00
Chris Robinson
6d59325bff Merge remote-tracking branch 'zini/master' into nifogre 2013-04-17 23:21:17 -07:00
scrawl
c519fc360d Move away from fixed record names for body parts 2013-04-18 00:19:34 +02:00
Chris Robinson
1b1f9f7921 Allow multiple ObjectLists to be created for Animations.
addObjectList may not currently be called outside of the related constructor.
2013-04-15 18:55:28 -07:00
Chris Robinson
69084139aa Use an array of objectlists, instead of one base objectlist and an array of 'animation sources' 2013-04-14 17:58:21 -07:00
Chris Robinson
f9dee25fd1 Store the base skeleton entity in MWRender::Animation 2013-04-14 16:56:35 -07:00
Chris Robinson
50d8353a8d Fix a hack so arms dont show in first-person 2013-04-09 16:51:04 -07:00
Chris Robinson
a700c50e84 Add a first-person view mode to NpcAnimation
And use it instead of showing/hiding the player.
2013-04-09 15:10:14 -07:00
Chris Robinson
9f9d978b0f Use an enum to specify the NPC's view mode (normal, head only) 2013-04-09 09:07:05 -07:00
Chris Robinson
08d43fe217 Make the getHeadNode method more general 2013-04-08 05:48:52 -07:00
Chris Robinson
7494f90301 Remove an unneeded function 2013-04-07 13:02:46 -07:00
Chris Robinson
be419bc891 Handle NiCamera nodes 2013-04-07 02:28:15 -07:00
Chris Robinson
878b4c15c5 Set visibility flags and the render queue group for particles 2013-04-07 02:08:33 -07:00
Chris Robinson
2db72ae607 Rename EntityList to ObjectList 2013-04-07 01:52:35 -07:00
Chris Robinson
0631b28646 Prepare for supporting controller objects 2013-04-05 10:13:54 -07:00
Chris Robinson
77ba0fbe73 Prepare for creating particles
This adds a vector of ParticleSystems to the EntityList, and modifies
corresponding code to handle it. It also loads the ParticleFX plugin so
particles can be created (although they aren't yet).
2013-04-04 05:10:52 -07:00
scrawl
485b6c855a Fix NPC race height not being applied 2013-03-15 16:44:35 +01:00
scrawl
66d2d3522f Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
scrawl
ca707aa65f Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
scrawl
0f6fd80294 Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
Conflicts:
	apps/openmw/mwgui/windowmanagerimp.cpp
	apps/openmw/mwrender/npcanimation.cpp
	files/mygui/openmw_settings_window.layout
2013-03-03 11:02:38 +01:00
Chris Robinson
238a8feb18 Fix transparency checks 2013-03-01 13:27:25 -08:00
Chris Robinson
1168f15361 Don't disable depth writes when blending is enabled 2013-02-28 12:17:58 -08:00
scrawl
cacdb33b42 Merge branch 'master' into graphics
Conflicts:
	apps/openmw/CMakeLists.txt
	apps/openmw/mwrender/npcanimation.cpp
	apps/openmw/mwrender/sky.cpp
2013-02-25 15:12:03 +01:00
Chris Robinson
a2eaec7878 Avoiding holding the InventoryStore in the NpcAnimation class 2013-02-23 08:03:52 -08:00
Chris Robinson
0148db8ccf Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
	apps/openmw/mwrender/npcanimation.cpp
	apps/openmw/mwrender/npcanimation.hpp
2013-02-23 05:59:35 -08:00
scrawl
4b51184ec4 Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics 2013-02-23 14:37:28 +01:00
greye
9659b4a95e update NpcAnimation inventory reference on cell change 2013-02-23 16:45:55 +04:00
Chris Robinson
b8f5813609 Set all animation sources at once 2013-02-23 03:34:03 -08:00
Chris Robinson
ecbf1568a1 Fix NPC part attachment 2013-02-22 10:15:29 -08:00
Chris Robinson
18b7008409 Better fix some scaling issues 2013-02-05 18:25:09 -08:00
Chris Robinson
535cd8360f Load extra animations for NPCs 2013-02-05 18:09:43 -08:00
scrawl
15e51b76de Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth 2013-02-03 15:46:23 +01:00
Chris Robinson
7f87c1873b Use an array to store the entity parts 2013-02-02 02:53:22 -08:00
Chris Robinson
b6354c6282 Don't share skeleton instances between bounded parts on an NPC
However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
9123f4f2af Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
Chris Robinson
23ac1c2de5 Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
	components/nifogre/ogre_nif_loader.cpp
2013-01-09 20:52:12 -08:00
eduard
2dc0064cc2 more string lowercase 2013-01-09 20:51:52 +01:00
Chris Robinson
c4c8295e0b Rename NIFLoader to Loader, and update some comments 2013-01-09 09:10:59 -08:00
Chris Robinson
be74859f05 Avoid some unnecessary copying when calling addPartGroup 2013-01-09 08:03:28 -08:00
Chris Robinson
625a538f03 Combine part selection into a single loop 2013-01-09 07:43:10 -08:00
Chris Robinson
b96a979719 Store an MWWorld::Ptr with the Animation 2013-01-06 17:05:48 -08:00
Chris Robinson
2b1fe7dc44 Add part info for weapons and shields 2013-01-06 05:39:39 -08:00
Chris Robinson
976b042cca Use a list to reduce some repeating code 2013-01-06 02:14:19 -08:00
Chris Robinson
6e84d4bcdd Add a helper method to load entity objects 2013-01-04 23:19:48 -08:00
greye
c3f0dc0dfb m prefix for NpcAnimation members 2012-11-08 23:11:43 +04:00
greye
932a9dc6f9 applying new interface vol.8, inconsistent 2012-11-06 11:53:00 +04:00
greye
d205723a17 resolving m prefix/ESMStore movement 2012-11-05 18:02:47 +04:00
greye
2057f5619e move ESMStore to MWWorld 2012-11-05 17:18:01 +04:00
greye
3c2ce25f5f m prefix for mwworld/cellstore.hpp 2012-11-05 16:07:59 +04:00
greye
18cc435aa1 resolving conflicts 2012-09-21 13:13:11 +04:00
Marc Zinnschlag
4abb9a00da Merge remote-tracking branch 'jhooks/physicsaedra3' into next 2012-09-18 11:25:09 +02:00
greye
7606ebafd6 resolving conflicts, minor update 2012-09-17 11:37:50 +04:00
scrawl
2793096b50 Merge branch 'externalrendering' of https://github.com/zinnschlag/openmw into characterpreview
Conflicts:
	apps/openmw/CMakeLists.txt
	apps/openmw/mwbase/world.hpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/renderingmanager.hpp
	apps/openmw/mwworld/worldimp.cpp
	apps/openmw/mwworld/worldimp.hpp
2012-09-15 00:57:29 +02:00
scrawl
35f7216f2f fixed some things 2012-09-14 17:25:32 +02:00
scrawl
6ac2a12296 item selection working on the preview 2012-09-14 14:34:18 +02:00
scrawl
eef750e6b0 race selection preview 2012-09-13 19:03:31 +02:00
scrawl
4f3eb3c34a character preview WIP 2012-09-13 00:54:32 +02:00
Jason Hooks
c5b25ef70b Very basic actor physics (no set scale/rotate functions) 2012-09-10 20:29:24 -04:00
Jason Hooks
083e3537b4 post merge 2012-08-09 17:21:59 -04:00
Jason Hooks
cacf0bd10d Basic collision with npcs 2012-08-04 15:43:33 -04:00
Chris Robinson
f953d7f8c0 Store text keys from base NIF animations 2012-07-23 17:27:35 -07:00
Chris Robinson
36be1536d9 Return text keys from NIFs when creating entities 2012-07-23 17:20:47 -07:00
Chris Robinson
e81fc42daa Remove the beast-race special cases from updateParts
The special handling should happen at a much lower level, and prevent the
objects from being equipped in the first place.
2012-07-21 17:12:41 -07:00
Chris Robinson
c5b9098517 Remove an unused field from EntityList 2012-07-21 17:09:16 -07:00
Chris Robinson
81ce8dbe12 Combine animation handling into the base class 2012-07-21 14:41:26 -07:00
Chris Robinson
fcaa8aae06 Don't skip animation state updates for NPCs 2012-07-21 11:26:09 -07:00
Chris Robinson
66860825cf Remove some unused and unneeded bits from the Animation class 2012-07-20 00:36:52 -07:00
Chris Robinson
8b5b74f9ee Add a quick hack to let "playgroup all" work on creatures and NPCs 2012-07-19 22:34:26 -07:00
Chris Robinson
a86ed46ec4 Use the race ID specified in the ref base's record instead of the race record
The latter is localized and doesn't match with international versions.
2012-07-19 11:00:26 -07:00
Chris Robinson
6caa39629d Reimplement the skirt part 2012-07-18 22:32:26 -07:00
Chris Robinson
b505d4ace0 Fix feet and entity part detachment 2012-07-18 21:39:50 -07:00
Chris Robinson
4af1bce659 Restore and fix some missing parts 2012-07-18 20:14:23 -07:00
Chris Robinson
d9b64b77ec Attach skinned parts to the scene node instead of the named bone 2012-07-18 18:38:55 -07:00
Chris Robinson
db948969c9 Attach NPC parts to the proper bone 2012-07-18 11:14:13 -07:00
Chris Robinson
04e496a6ca Store the entity lists for NPC parts 2012-07-18 10:26:25 -07:00
Chris Robinson
6611b0b317 Use an array instead of a bunch of nearly-identical if blocks 2012-07-18 10:09:16 -07:00
Chris Robinson
02d39080c8 Destroy entities when they're done with. 2012-07-18 00:17:39 -07:00
Chris Robinson
4109d0d923 Destroy entities removed from the NPC 2012-07-17 22:47:56 -07:00
Chris Robinson
92546ca18d Move the last bits of code to createEntities 2012-07-17 20:23:09 -07:00
Chris Robinson
94f3e7a6c0 Store the entity list in the object 2012-07-17 16:00:03 -07:00
Chris Robinson
a590db2cf4 Create entities when loading NIFs for the NPC base 2012-07-17 15:43:40 -07:00
Chris Robinson
c6cc82a51a Handle multiple entities per NPC part 2012-07-17 12:20:52 -07:00
Chris Robinson
89cfe778f0 Support multiple entities for the NPC base 2012-07-17 11:38:50 -07:00
Chris Robinson
6047dc6a0c Merge remote branch 'zini/master' into nif-cleanup
Conflicts:
	apps/openmw/mwrender/animation.cpp
	apps/openmw/mwrender/animation.hpp
	apps/openmw/mwrender/creatureanimation.cpp
	apps/openmw/mwrender/npcanimation.cpp
	apps/openmw/mwrender/npcanimation.hpp
	components/nifogre/ogre_nif_loader.hpp
2012-07-17 10:57:15 -07:00
Chris Robinson
939d0d2fc5 Return a list of meshes and the skeleton from NIFLoader::load 2012-07-13 20:01:15 -07:00
Carl Maxwell
e4d046f69c Prepending m to the name of every member variable.
I made a bunch of changes in apps/openmw/mwrender/animation.cpp
because the scope brackets didn't line up in a bunch of places
    npcanimations.cpp & creatureanimations.cpp were the same kind of
thing
2012-07-13 03:51:58 -07:00
Chris Robinson
386ac56bda Remove the NIF loader and code to manually transform the vertices
This currently breaks just about everything. They should come back as it's all
reimplemented, though.
2012-07-12 20:12:18 -07:00
Marc Zinnschlag
c85aaafac2 more include cleanup (most removing Ogre.h) 2012-07-03 15:32:38 +02:00
Marc Zinnschlag
5a7b95bf7a Issue #107: cleaned up includes in apps/openmw/mwworld/class.hpp 2012-07-03 13:15:20 +02:00
Marc Zinnschlag
4c39fefd1e Issue #107: World is accessed only through the interface class from now on; some include cleanup 2012-07-03 12:30:50 +02:00
Marc Zinnschlag
7fcd41c69d Issue #107: Detemplateised CellStore; some include cleanup 2012-06-29 18:54:23 +02:00
Marc Zinnschlag
76174098c7 Issue #107: CellStore moved from ESMS to MWWorld 2012-06-29 16:48:50 +02:00
scrawl
c85c794c86 fixed some cppcheck issues 2012-06-06 20:29:30 +02:00
Marc Zinnschlag
7ac9523e0c Merge branch 'master' into next 2012-04-23 15:32:02 +02:00
Marc Zinnschlag
35f478071e Issue #255: deleted the old environment class and using the new one instead 2012-04-23 15:27:03 +02:00
Marc Zinnschlag
cc86998281 removing some cout spam 2012-04-21 10:12:59 +02:00
Marc Zinnschlag
14ddcc1204 Merge remote branch 'jhooks/clothingarmor' 2012-04-17 00:26:39 +02:00
Jason Hooks
950378ff65 Khajiit male foot fix 2012-04-16 17:25:55 -04:00
Marc Zinnschlag
7483c78b4a Merge remote branch 'jhooks/clothingarmor'
Conflicts:
	apps/openmw/mwrender/npcanimation.cpp
2012-04-16 14:06:27 +02:00
Jason Hooks
0c9c253778 Fix for some types of boots 2012-04-15 22:49:17 -04:00
scrawl
268b7cd6fc replaced typename checks 2012-04-15 22:05:33 +02:00
Marc Zinnschlag
afa859a6a6 Merge remote branch 'jhooks/clothingarmor'
Conflicts:
	apps/openmw/mwrender/npcanimation.cpp
2012-04-15 22:06:05 +02:00
Jason Hooks
65c9cf565c Skirt and robe part blanking 2012-04-15 15:16:48 -04:00
Jason Hooks
85ac658cac Adding tons of skin body parts 2012-04-14 22:52:05 -04:00