scrawl
e0e4cbbb41
Implement Light magic effect ( Fixes #1122 )
2014-08-24 02:37:59 +02:00
scrawl
28fe81df90
Make Lights with OffDefault flag not emit light nor particles when placed in a cell ( Fixes #1796 )
2014-08-11 20:39:56 +02:00
scrawl
34847baa54
Disable head animations for dead actors ( Fixes #1781 )
2014-08-11 05:00:13 +02:00
scrawl
10ef0a34d9
Update effects even when main animation is paused ( Fixes #1585 )
2014-06-28 17:54:14 +02:00
scrawl
516014c071
Trigger hit on start key if there's no hit key ( Fixes #1574 )
2014-06-28 01:06:53 +02:00
scrawl
ee2b81763e
Savegame: Store AiSettings and summoned creatures
...
CreatureStats state is now completely stored (Closes #1174 )
Also play VFX_Summon_Start and VFX_Summon_End visual effects.
2014-06-15 21:19:37 +02:00
mrcheko
d6d9df6cec
split getStartTime
2014-06-11 00:20:46 +04:00
mrcheko
67abc60264
aiming to moving target in ranged combat ai
...
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +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
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
ffcb7fb280
fix for bug scrawl mentioned
2014-01-10 19:04:07 +02:00
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
c004fb778f
Get rid of underscore defines. They are reserved by the standard.
2014-01-05 18:22:29 +01:00
mrcheko
09a0a69b04
more improvements
2014-01-01 21:40:31 +02:00
scrawl
85ec80100c
Bug #1005 : Hide torches/shields during spellcasting and hand-to-hand combat
2013-12-27 22:00:16 +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
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
d2ed77f3f2
Fix shields being visible during spellcasting
2013-11-23 20:24:52 +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
0b5f5351b5
Fix continuous FX getting removed instantly
2013-11-14 13:30:48 +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
Chris Robinson
5ac82a50b7
Remove unused function
2013-08-08 04:40:30 -07:00
Chris Robinson
0458fd5531
Remove unused/unneeded parameters
2013-08-07 03:56:06 -07:00
Chris Robinson
3555476dfd
Use Animation-derived objects for generic objects
2013-08-06 19:49:07 -07:00
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
2013-08-06 19:49:05 -07:00
Chris Robinson
de95926e9f
Use controllers to animate lights in ObjectLists
2013-08-06 19:49:04 -07:00
Chris Robinson
e976bb16c5
Add a light for torches
2013-08-06 19:49:02 -07:00
Chris Robinson
59f1bc7542
Use time values for the aniamtion's start, stop, and loop points
...
This seems to be closer to the expected behavior. This more cleanly handles 0-
length animations, especially where the start marker comes after the stop
marker while still being on the same time key.
2013-07-24 08:38:36 -07:00
Chris Robinson
45302f9e25
Handle controllers in the NPC's bound object parts
2013-07-23 22:05:03 -07:00
Chris Robinson
a932a89e02
Specify the velocity-based animation speed multiplier when playing it
2013-07-16 01:30:03 -07:00
Chris Robinson
f296d13c20
Add a speed multiplier to the animation state
2013-07-16 00:43:31 -07:00
Chris Robinson
5ee889e8b6
Attach the camera to the Head node in first-person
2013-07-13 16:12:38 -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
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
355f653614
Use AnimationAlloc instead of AnimationAllocatedObject
2013-05-14 01:30:01 -07:00