Andrei Kortunov
60698e6f8a
Optimize new magic effects update system
2018-08-26 21:02:14 +04:00
Andrei Kortunov
31f8bea1dd
Rework spell effects management
2018-08-17 12:41:13 +04:00
Andrei Kortunov
fea34bd73f
Added support for per-group animation files
2018-06-08 17:04:15 +04:00
scrawl
cfdf99f601
Revert "Merged pull request #1573 "
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This reverts commit 7324bd368f
, reversing
changes made to 810e4416f6
.
2018-05-26 11:39:30 +00:00
Andrei Kortunov
22fb1f3403
Play spellcasting effects from objects
2018-04-30 17:12:06 +04:00
scrawl
bba9a8dd91
Don't update off-screen animations
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Make flying creatures animate in-place when out of processing range
2018-01-11 01:49:35 +00:00
scrawl
b06512a60d
Fix error message that referred to the wrong file (Bug #4159 )
2017-11-10 22:51:32 +00:00
Bret Curtis
07f75e1104
replace boost::shared_ptr in extern and components
2017-06-09 19:08:53 +02:00
Allofich
ff3e307059
Pass parameters by const reference
2017-04-20 23:47:03 +09:00
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
2017-02-22 15:27:20 +01:00
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
2017-02-22 15:08:22 +01:00
scrawl
9fa8e88366
Revert "Don't create a CharacterController for objects with no animations"
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This reverts commit cce42b6e9d
.
2017-02-12 10:22:11 +01:00
scrawl
cce42b6e9d
Don't create a CharacterController for objects with no animations
2017-02-06 03:43:08 +01:00
scrawl
ee4073541c
Animation: cache getVelocity()
2017-02-05 02:26:28 +01:00
Leon Krieg
c7b4b2cdd7
Fixed multiple spelling mistakes
2016-12-14 16:39:33 +01:00
MiroslavR
611d02ad43
Remove unused code
2016-10-11 22:16:17 +02:00
scrawl
1893617ec9
Improvements to ignored light list setting
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The pointer to the LightListCallback is now stored in the Animation, which eliminates the need for dynamic_cast. Also, when the object root is recreated, the previously used LightListCallback will be reused, so we no longer need the objectRootReset() notifier.
Finally, there was a bug when saving and reloading the game, the getIgnoredLightSources() were not being set, as the ActorAnimation constructor completes before the NpcAnimation sets the ObjectRoot. This was solved by creating the LightListCallback in advance in the Animation constructor.
2016-10-08 23:59:28 +02:00
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
2016-10-08 23:17:12 +02:00
Allofich
7db31ab58a
Correct telekinesis glow length
2016-08-24 01:21:15 +09:00
scrawl
0fd810707e
Remove unused stopLooping()
2016-08-22 23:33:26 +02:00
scrawl
0c9882956a
Add AnimState::shouldLoop()
2016-08-22 23:25:00 +02:00
scrawl
6450c9be27
Simplify condition
2016-08-22 23:22:58 +02:00
Allofich
bf9dc45b2b
Emulate vanilla animation loops more closely
2016-08-23 01:42:36 +09:00
Allofich
775162ccdf
Rewrite spell glow implementation
2016-08-09 22:56:53 +09:00
Allofich
35c14bb9bb
Minor rewrite, make "open" spells play glow effect
2016-08-09 22:56:53 +09:00
Allofich
e132b52a69
Handle spell glows within updatecallback
2016-08-09 22:56:53 +09:00
Allofich
57138b416e
Fix spell glows to only run one at a time
2016-08-09 22:56:53 +09:00
Allofich
3841a8fb40
Make non-actors glow when they cast spells
2016-08-09 22:56:53 +09:00
MiroslavR
b65f379b7f
Save scripted animation state ( Fixes #1931 , #2150 , #3393 )
2016-08-03 03:52:35 +02:00
scrawl
0efbdb25ee
Improve const-correctness in Animation
2016-05-19 22:30:14 +02:00
scrawl
8ece1885cd
Animation: don't create the NodeMap if we don't need it
2016-02-09 16:39:05 +01:00
scrawl
ae031b23d4
Do not detach NPC parts in destructor
2016-02-09 16:10:42 +01:00
scrawl
74c18f532e
Fix comment
2016-02-03 14:40:59 +01:00
scrawl
0a723ab075
Animation: do not assume the object root is a Group
2015-12-17 03:48:11 +01:00
scrawl
795f6d77f2
Cache the Animation's Skeleton
2015-12-03 20:06:00 +01:00
scrawl
c62c1693e9
Disable copy constructor and operator= in PartHolder
2015-11-11 01:47:26 +01:00
scrawl
637cd3a628
Adjust the FirstPersonNeckController to follow the camera with a reduced factor ( Fixes #1784 )
2015-11-10 01:01:41 +01:00
scrawl
6ef139e1d7
Implement a custom RenderBin for first person models ( Fixes #1612 )
2015-10-19 22:17:04 +02:00
scrawl
f8d4bc378f
Move setAlpha from NpcAnimation to Animation ( Fixes #2917 )
2015-09-16 16:15:55 +02:00
scrawl
126960261f
Keep playing IdleSneak on the lower body when casting spells / using weapons
2015-09-16 16:14:17 +02:00
scrawl
5692ef1eae
Add convenience operator [] to AnimPriority
2015-09-16 15:43:42 +02:00
scrawl
58cd2b1a84
Remove "Tri Bip*" nodes in creature meshes (meant for debugging)? ( Fixes #2148 )
2015-08-15 19:01:21 +02:00
scrawl
a33ca75742
Pass AnimPriority by const reference
2015-07-18 03:23:41 +02:00
scrawl
3656851750
Remove the now unused changeBlendMask
2015-07-15 16:43:11 +02:00
scrawl
50db6ed396
Use the extended animation priority for weapon animations
2015-07-15 14:40:36 +02:00
scrawl
e93a578f23
Extend the animation priority system to one priority value per bone group / distinct blend mask
2015-07-15 14:18:31 +02:00
scrawl
335ef97cf5
Rename Animation::Group to Animation::BlendMask
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The old naming is problematic, because the term group was being used for another feature (text key groups) already.
2015-07-15 13:49:16 +02:00
scrawl
6724585777
Light magic effect
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Notable change compared to the old (Ogre) effect: uses the ambient instead of diffuse term (Fixes #2364 )
2015-07-02 20:46:34 +02:00
scrawl
882e359008
Move attackStrength to the CharacterController, where it should have been to begin with
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Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
24bfb44b13
Move head tracking from NpcAnimation to Animation (Bug #2720 )
2015-06-22 21:06:27 +02:00