scrawl
627fee07bc
Minor cleanup
2015-05-22 04:36:33 +02:00
scrawl
0fb97bd2e7
Readded baseonly parameter to Animation::setObjectRoot
...
Fixes the first person view.
2015-05-21 23:24:22 +02:00
scrawl
9cf9c2876e
Pathgrid rendering
2015-05-02 22:45:39 +02:00
scrawl
6f3e920f85
Animation port complete
2015-04-23 23:30:06 +02:00
scrawl
09742d5b95
Animation playback works, no movement accumulation yet
2015-04-23 20:41:31 +02:00
scrawl
f7d2a28930
Port BoneOffset
2015-04-19 14:25:36 +02:00
scrawl
9c4b2ea61a
CreatureAnimation compiles
2015-04-19 03:05:47 +02:00
scrawl
191c0104f6
Crash fix for creatures with no skeleton base ( Fixes #2419 )
2015-03-02 15:19:57 +01:00
scrawl
41b3a9dba9
Rewrite animated collision shape support ( Fixes #2123 )
2015-01-13 05:37:37 +01:00
scrawl
59f21c6105
Use "hair" as filter for PRT_Hair parts ( Fixes #2218 )
2014-12-24 15:45:14 +01:00
scrawl
dbe30e31b9
Make creature's model take priority over base_anim.nif ( Fixes #2055 )
2014-10-25 00:56:43 +02:00
scrawl
7252cb63a6
Fix cppcheck issues
2014-09-26 17:48:14 +02:00
scrawl
3067082534
Make base_anim.nif take priority for biped creatures
...
Fixes the skeletal minion's WalkForward1h animation.
2014-07-28 14:53:53 +02:00
scrawl
6a900e0aad
Update weapon and shield controllers for creatures
2014-06-27 19:35:41 +02:00
scrawl
0cd40294a2
Fixed ranged combat for creatures
2014-03-12 11:30:44 +01:00
Marc Zinnschlag
367919200f
moved CellRefList into a separate file
2014-02-23 20:11:05 +01:00
scrawl
13646a651b
Issue #777 : Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
2014-01-19 13:32:58 +01:00
scrawl
198bb0de60
Issue #777 : Add CreatureAnimation variant for creatures with weapons/shields
2014-01-19 13:05:26 +01:00
scrawl
805843d7ff
Closes #1086 : Implement blood effects
2014-01-17 11:27:13 +01:00
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
2013-08-06 19:49:05 -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
e4c5aac966
Keep track of the animation layers a given object list is animating on
...
This only tracks layers they explicitly animate on. They may animate on other
layers as well, if nothing else is animating on them.
2013-04-23 02:48:11 -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
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
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
scrawl
ca707aa65f
Transparency should be evaluated per subentity, not per NIF
2013-03-04 16:57:00 +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
Chris Robinson
b8f5813609
Set all animation sources at once
2013-02-23 03:34:03 -08:00
Chris Robinson
c839502743
Setup base_anim.nif as an initial skeleton source for biped creatures
2013-02-05 17:16:45 -08:00
Chris Robinson
9123f4f2af
Return the movement vector from runAnimation
2013-01-18 16:21:29 -08:00
Chris Robinson
b96a979719
Store an MWWorld::Ptr with the Animation
2013-01-06 17:05:48 -08:00
Chris Robinson
6e84d4bcdd
Add a helper method to load entity objects
2013-01-04 23:19:48 -08:00
greye
3c2ce25f5f
m prefix for mwworld/cellstore.hpp
2012-11-05 16:07:59 +04:00
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
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
81ce8dbe12
Combine animation handling into the base class
2012-07-21 14:41:26 -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
94f3e7a6c0
Store the entity list in the object
2012-07-17 16:00:03 -07:00
Chris Robinson
3efd2030e2
Create entities when loading NIFs for creatures
2012-07-17 14:11:07 -07:00
Chris Robinson
0a4a141f2e
Support multiple meshes for creatures
2012-07-17 11:23:34 -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