Chris Robinson
4122b0b55f
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-20 00:25:00 -07:00
Marc Zinnschlag
f13b0c884f
hotfix for CharacterPreview destructor
2013-04-19 14:41:26 +02:00
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
scrawl
0341a9e778
Fix a gcc 4.8 warning
2013-04-17 20:57:22 +02:00
scrawl
547f77031d
Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again
2013-04-17 17:06:30 +02:00
Chris Robinson
4ce98e9bd6
Store iterators for start and stop keys
2013-04-15 20:37:10 -07:00
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
caff28e20a
Move NIFSkeletonLoader to a separate file
2013-04-10 19:58:17 -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
9d29921913
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-09 15:12:19 -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
Marc Zinnschlag
a2ab43be7e
Merge remote-tracking branch 'scrawl/master'
2013-04-09 21:22:38 +02:00
scrawl
0e7d555cdf
Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM.
2013-04-09 20:31:00 +02:00
Tom Mason
6ca2b1af74
fix for turning animations playing when in vanity mode
2013-04-09 19:24:41 +01:00
Chris Robinson
029d565727
Avoid calling setVisible for character previews
2013-04-09 09:23:07 -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
3768e04a0c
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-07 17:24:47 -07:00
Chris Robinson
7baca30a1d
Only get the non-accum root's keyframe when updating positions
...
The actual animation pose is now handled by the controllers, based on the
current animation time.
2013-04-07 16:21:45 -07:00
Chris Robinson
261ea1fe5e
Implement a KeyframeController
2013-04-07 14:56:23 -07:00
Chris Robinson
f69a8259e1
Update animation source controller targets
2013-04-07 13:51:04 -07:00
Chris Robinson
7494f90301
Remove an unneeded function
2013-04-07 13:02:46 -07:00
Chris Robinson
2362e920f3
Use an unconnected object list for animation sources
...
We'll want the controllers, as the plan is to use their keyframe controllers
to animate the actual skeleton used for the meshes.
2013-04-07 12:41:27 -07:00
Chris Robinson
80a1abd48a
Clear the old text keys when setting new animation sources
2013-04-07 11:09:55 -07:00
scrawl
755a80a522
Fix camera shaking when near the pitch limit.
2013-04-07 15:52:43 +02:00
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
59f1d4b047
Add support for NiUVController on meshes
2013-04-06 09:44:10 -07:00
Chris Robinson
0631b28646
Prepare for supporting controller objects
2013-04-05 10:13:54 -07:00
Chris Robinson
af2a38db38
Fix looping anims that dont have "loop start"
2013-04-05 08:27:26 -07:00
Chris Robinson
4d14fe0d95
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-04 22:06:27 -07:00
scrawl
2e7d5377f4
Fix crash when moving npcs to an inactive cell
2013-04-04 16:51:22 +02:00
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
ebaf80d539
Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change.
2013-04-03 23:55:57 +02:00
Chris Robinson
63af72c315
Avoid converting to and from quaternions
2013-03-30 17:31:16 -07:00
scrawl
5e7e9fd26a
Properly calculate light activation range
2013-03-29 20:21:37 +01:00
Marc Zinnschlag
e7684c4677
some random cleanup
2013-03-29 09:04:02 +01:00
Chris Robinson
c5f0556451
Handle light linear/quadratic settings
2013-03-28 20:57:33 -07:00
Marc Zinnschlag
08f6d04960
constness fixes
2013-03-18 08:29:40 +01:00
Glorf
6165cd2c6b
Moons fallbacks partially implemented
2013-03-17 14:22:30 +01:00
scrawl
485b6c855a
Fix NPC race height not being applied
2013-03-15 16:44:35 +01:00
Glorf
521bebd2f4
Fallback system rewritten, added light fallbacks
2013-03-15 10:17:30 +01:00
scrawl
bcdab2aeab
Fix wrong padding breaking local map for cells where the bounds center is far from the origin
2013-03-11 19:32:39 +01:00
scrawl
d7c4a622cf
Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack
2013-03-08 23:46:25 +01:00
scrawl
285b4bf726
Allow zooming camera in vanity or preview mode with the mousewheel
2013-03-08 00:12:56 +01:00