scrawl
|
bc85bb32c2
|
Fix vampirism magic effect not applying immediately (Fixes #1984)
|
2014-12-12 02:39:59 +01:00 |
|
terrorfisch
|
0871d45790
|
Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
|
2014-10-08 10:58:52 +02:00 |
|
scrawl
|
3ce3f31452
|
Adjust turning animation speed multiplier based on turning speed
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
6debd21ec6
|
Make sure the Jump control is always handled by the PhysicsSystem even if game runs faster than the minimum physics timestep
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
b6a89c7845
|
Fix idlestorm animation conflict with torch animation
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
157c53bed4
|
Handle spellcasting for creatures with no casting animation (Fixes #1856)
|
2014-09-15 10:42:44 +02:00 |
|
MiroslavR
|
b1a449a0b9
|
Fix wolfrun sound playing all the time when running is default
|
2014-09-06 05:52:47 +02:00 |
|
scrawl
|
ee81698089
|
Always control movement by animation except for first person or in-air
|
2014-07-08 10:30:45 +02:00 |
|
scrawl
|
693a097b21
|
Implement idlestorm animation (Feature #41)
|
2014-06-24 18:37:38 +02:00 |
|
scrawl
|
0966755a0c
|
Store death animation index in CreatureStats
|
2014-05-26 20:52:32 +02:00 |
|
scrawl
|
dfacf8c044
|
Change ActiveSpells to use ActorId
|
2014-05-14 07:14:08 +02:00 |
|
scrawl
|
688415ce54
|
Play deathknockout/deathknockdown animations when appropriate
|
2014-03-26 18:55:16 +01:00 |
|
mrcheko
|
a6be72673c
|
improves animation-controlled velocity check
|
2014-02-08 16:59:15 +02:00 |
|
scrawl
|
5ee105c812
|
Fix typo
|
2014-02-05 05:18:10 +01:00 |
|
scrawl
|
df78357e05
|
Handle knockout separately (Closes #1151)
|
2014-02-05 05:18:09 +01:00 |
|
Marc Zinnschlag
|
1b5301eec0
|
Merge branch 'savedgame'
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwbase/soundmanager.hpp
apps/openmw/mwgui/mapwindow.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwsound/soundmanagerimp.hpp
components/esm/loadcell.cpp
|
2014-02-01 18:16:32 +01:00 |
|
mrcheko
|
fe0268062d
|
merge with master
|
2014-01-27 22:38:01 +02:00 |
|
mrcheko
|
45b3aa3d93
|
corrected things connected to determining attack type
|
2014-01-26 23:32:57 +02:00 |
|
scrawl
|
b1066de81d
|
Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit 4e360136b1 , reversing
changes made to 047bbe43b2 .
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
|
2014-01-26 00:31:44 +01:00 |
|
scrawl
|
03cf383be7
|
Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
Conflicts:
apps/openmw/mwgui/referenceinterface.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwscript/cellextensions.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.cpp
apps/openmw/mwworld/worldimp.cpp
|
2014-01-24 18:28:35 +01:00 |
|
mrcheko
|
87e83a92f8
|
refactoring of setting an attack type
|
2014-01-23 23:14:20 +02:00 |
|
scrawl
|
16f5f5862d
|
Feature #956: Implement blocking melee attacks
|
2014-01-21 23:25:24 +01:00 |
|
scrawl
|
fec26342cd
|
Query the number of animation groups for death/hit animations, since they can vary a lot (argonian/khajiit, creatures, first person..)
|
2014-01-19 21:11:48 +01:00 |
|
scrawl
|
4e360136b1
|
Merge remote-tracking branch 'mrcheko/master'
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
|
2014-01-19 14:01:39 +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 |
|
mrcheko
|
a11a6b616b
|
Merge remote-tracking branch 'upstream/master'
|
2014-01-17 21:00:55 +02:00 |
|
scrawl
|
228254c890
|
Handle creature attack animations in character controller
|
2014-01-17 16:31:27 +01:00 |
|
mrcheko
|
d5f794d4fb
|
update to combat ai behaviour
|
2014-01-15 22:56:55 +02:00 |
|
mrcheko
|
46519062d3
|
hit recoils/knockdowns feature
|
2014-01-08 16:05:14 +02:00 |
|
scrawl
|
62774fcc4a
|
Merge branch 'master' into HEAD
Conflicts:
apps/openmw/mwbase/world.hpp
apps/openmw/mwinput/inputmanagerimp.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/loadtes3.cpp
|
2014-01-06 00:23:17 +01:00 |
|
mrcheko
|
79e972bdb6
|
resolved accompanying minor problems
|
2014-01-02 21:54:41 +02:00 |
|
mrcheko
|
09a0a69b04
|
more improvements
|
2014-01-01 21:40:31 +02:00 |
|
mrcheko
|
a8fb1ae51c
|
improved, added knockdown after falling
|
2013-12-31 17:55:04 +02:00 |
|
mrcheko
|
d6345bce91
|
added npc hit reactions
|
2013-12-31 13:24:20 +02:00 |
|
scrawl
|
7265b427fe
|
Bug #1013: Rewrote fall height detection
|
2013-12-27 21:21:18 +01:00 |
|
mrcheko
|
fd9f8c34f6
|
bug fix http://bugs.openmw.org/issues/428
|
2013-12-15 18:50:25 +02:00 |
|
scrawl
|
37a7ee8fcd
|
Set alpha value of character animations according to Invisibility / Chameleon effects.
|
2013-12-08 23:05:21 +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 |
|
Emanuel Guevel
|
2abe5c1c9a
|
Acrobatics: do not apply fall damages when slowfalling spell effect is active
If spell effect ends up in mid-air, calculate fall height from then.
|
2013-10-02 23:34:25 +02:00 |
|
Emanuel Guevel
|
b8c60dabb3
|
Reintroduce Acrobatics changes made by Glorf
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
|
2013-10-01 23:35:34 +02:00 |
|
Chris Robinson
|
ac3d3df9fc
|
Implement jumping animations
|
2013-08-19 08:10:18 -07:00 |
|
Chris Robinson
|
6e9f15793d
|
Implement a jumping state
|
2013-08-18 23:42:56 -07:00 |
|
Chris Robinson
|
9d56e2d86d
|
Apply movement by queueing it to do later
|
2013-08-17 22:34:38 -07:00 |
|
Chris Robinson
|
c2d8eb377f
|
Play some appropriate sounds in werewolf form
|
2013-08-09 06:40:16 -07:00 |
|
Chris Robinson
|
0db02af807
|
Set up the weapon state in the CharacterController constructor
|
2013-07-24 21:08:16 -07:00 |
|
Chris Robinson
|
17282c69b1
|
Handle spell-casting animation sequences
|
2013-07-23 07:30:54 -07:00 |
|
Chris Robinson
|
d5d832846e
|
Rename the follow-up upper character state enum
|
2013-07-23 04:56:49 -07:00 |
|
Chris Robinson
|
24567294ff
|
Move NPC state update handling into a separate method
|
2013-07-23 03:26:24 -07:00 |
|
Chris Robinson
|
22e07968af
|
Store the current weapon group name
|
2013-07-23 02:50:52 -07:00 |
|
Marc Zinnschlag
|
ec575200e3
|
Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
apps/openmw/mwrender/animation.cpp
|
2013-07-23 09:12:23 +02:00 |
|
Chris Robinson
|
e803cdbe7f
|
Handle swimdeath and missing death animations
|
2013-07-18 01:13:53 -07:00 |
|
scrawl
|
dfe912dcab
|
Enum renaming
|
2013-07-16 23:38:55 +02:00 |
|
scrawl
|
91e95e1404
|
Use the correct slash, chop or thrust animation
|
2013-07-16 23:32:41 +02:00 |
|
gus
|
ee47e99dad
|
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
|
2013-07-16 11:40:19 +01:00 |
|
Chris Robinson
|
a932a89e02
|
Specify the velocity-based animation speed multiplier when playing it
|
2013-07-16 01:30:03 -07:00 |
|
Chris Robinson
|
06e631f213
|
Track death separately in the character controller
|
2013-07-15 23:43:33 -07:00 |
|
Chris Robinson
|
4ae65c20e6
|
Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
|
2013-07-15 22:56:23 -07:00 |
|
gus
|
f7f23ac5d8
|
improvement of the chop animation. Still some jittering.
|
2013-07-15 17:18:16 +01:00 |
|
gus
|
3947f44aa3
|
Porting old work
|
2013-07-13 22:24:52 +01:00 |
|
Glorf
|
88f8637145
|
Bugfix #795
|
2013-06-26 22:20:24 +02:00 |
|
Torben Carrington
|
c8c1ddd927
|
Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
|
2013-05-24 20:10:07 -07:00 |
|
Chris Robinson
|
e8bbb755c3
|
Play the left-arm torch animation when it's equipped
|
2013-05-17 06:21:59 -07:00 |
|
Chris Robinson
|
4b9a888d74
|
Use the PickProbe animation group as appropriate
|
2013-05-17 01:46:51 -07:00 |
|
Chris Robinson
|
6201cb0093
|
Add a method to clear the animation queue
|
2013-05-16 06:59:41 -07:00 |
|
Chris Robinson
|
f83ee5d316
|
Play ready/unready animations on the upper body
|
2013-05-13 03:32:00 -07:00 |
|
Chris Robinson
|
70dc2f77ad
|
Move the priority enum to MWMechanics
|
2013-05-13 00:54:44 -07:00 |
|
Chris Robinson
|
7ba2508556
|
add a priority for death animations, and store it in the state list
|
2013-05-12 19:19:21 -07:00 |
|
Chris Robinson
|
4e389b5a8f
|
Store whether a given animation loops in the state table
|
2013-05-12 05:59:39 -07:00 |
|
Chris Robinson
|
2c556e4036
|
Be smarter about handling non-moving animations
Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
|
2013-05-12 04:29:42 -07:00 |
|
Chris Robinson
|
6b8a687a79
|
Add methods to disable an animation
And rename WeaponState to WeaponType
|
2013-05-10 22:22:39 -07:00 |
|
Chris Robinson
|
a120653c38
|
Implement handling weapon states
|
2013-05-01 10:19:16 -07:00 |
|
Chris Robinson
|
4b15da076b
|
Move getStateInfo into the character controller
|
2013-04-30 19:26:41 -07:00 |
|
Chris Robinson
|
05060e57ec
|
Add a weapon state to the character controller
|
2013-04-29 13:07:49 -07:00 |
|
scrawl
|
07891fa213
|
Athletics skill increase
|
2013-04-28 07:53:04 +02:00 |
|
Chris Robinson
|
274f3c7b77
|
Force character state to update after switching view modes
|
2013-04-25 07:08:11 -07:00 |
|
Chris Robinson
|
e4eb4b7e30
|
Keep track of the character looping state
|
2013-04-25 06:29:17 -07:00 |
|
Chris Robinson
|
9da2c9153e
|
Don't store the animation group string in the character controller
|
2013-04-25 06:12:37 -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
|
333354fe62
|
Remove the character controller from the Animation class
|
2013-04-24 07:10:41 -07:00 |
|
Chris Robinson
|
b80891099e
|
Don't use the character controller to handle text keys
The Animation class has the Ptr and can call to whatever subsystem is needed.
|
2013-04-24 06:48:34 -07:00 |
|
Chris Robinson
|
e8cabc9434
|
Pass the loop count from loopgroup to the play method
Instead of queueing each iteration separately.
|
2013-04-24 06:32:11 -07:00 |
|
Chris Robinson
|
4836ba16f7
|
Implement turning states
|
2013-03-31 03:50:20 -07:00 |
|
Chris Robinson
|
466c0086b8
|
Use a full Movement to hand off to the world physics update
|
2013-03-31 00:13:56 -07:00 |
|
Chris Robinson
|
af65ecd841
|
Pass the movement vector in as a parameter to CharacterController::update
|
2013-03-30 18:37:40 -07:00 |
|
scrawl
|
268bb23590
|
Implemented sneaking animation
|
2013-03-06 16:58:56 +01:00 |
|
Chris Robinson
|
48271e49ec
|
Properly update the Ptr object in the mechanics manager when moving across cells
|
2013-02-25 09:57:34 -08:00 |
|
Chris Robinson
|
f841576bba
|
Don't override animations played with playgroup
|
2013-02-23 01:54:46 -08:00 |
|
Chris Robinson
|
e4341525c8
|
Add a jump state
Currently unused
|
2013-02-15 04:45:28 -08:00 |
|
Chris Robinson
|
3348e8a436
|
Clarify a comment
|
2013-02-14 22:41:14 -08:00 |
|
Chris Robinson
|
cbaf489eb6
|
Add running states
|
2013-02-06 16:53:52 -08:00 |
|
Chris Robinson
|
fc307e64b0
|
Add swimming states
|
2013-02-05 19:05:07 -08:00 |
|
Chris Robinson
|
2c39760bd5
|
Move the movement solver code to mwworld's physics system
|
2013-02-05 12:45:10 -08:00 |
|
Chris Robinson
|
1747c1e01a
|
Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
|
2013-02-04 07:10:14 -08:00 |
|
Chris Robinson
|
91513206a0
|
Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
|
2013-02-03 12:02:51 -08:00 |
|
Chris Robinson
|
51d5efeeb2
|
Work out the state in the character controller update method
|
2013-02-03 07:15:34 -08:00 |
|
Chris Robinson
|
7fe877d8ea
|
Add a couple more character states
|
2013-02-03 00:19:22 -08:00 |
|
Chris Robinson
|
007a5963de
|
Handle most state changes in the character controller when setting the movement vector
|
2013-02-02 23:39:43 -08:00 |
|
Chris Robinson
|
37fe1bd3f0
|
Handle looping in the Animation object
|
2013-01-21 22:51:13 -08:00 |
|
Chris Robinson
|
e956a1cbc0
|
Merge SpecialIdle character state into Idle
|
2013-01-21 03:24:52 -08:00 |
|