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6732 commits

Author SHA1 Message Date
Chris Robinson
6605aa7dec Create three bone groups
This still won't work as expected. Currently there is only one priority level,
and only one animation state per priority level can be active at a time.

It's close, though.
2013-05-10 20:45:09 -07:00
Chris Robinson
abc676eedd Allow specifying which bone groups to play an animation on 2013-05-10 20:05:09 -07:00
Chris Robinson
56eede2610 Search more aggressively for an animation velocity 2013-05-10 19:31:33 -07:00
Chris Robinson
5a9c1e1245 Don't explicitly track the last position 2013-05-10 18:58:14 -07:00
Chris Robinson
7c3b014193 Figure out which animations to play based on priority
Bone group will also be taken into account later.
2013-05-10 18:37:44 -07:00
Chris Robinson
921f534980 Parameterize the number of bone groups 2013-05-10 16:35:43 -07:00
Chris Robinson
8a9b0eb5f7 Store the AnimSource in the animation state 2013-05-10 15:27:29 -07:00
Chris Robinson
58efce5008 Rename animation layers to animation states 2013-05-10 04:01:30 -07:00
Chris Robinson
ccff364b52 Use a map of active layers instead of an array
A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.

In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
2013-05-10 03:08:07 -07:00
Chris Robinson
d5490b0f8f Fix an outdated comment 2013-05-09 23:07:50 -07:00
Chris Robinson
74ed1f73b4 Merge remote-tracking branch 'zini/master' into animations 2013-05-09 13:53:38 -07:00
Marc Zinnschlag
7e05b725d0 updated credits file 2013-05-09 19:28:07 +02:00
Marc Zinnschlag
5c99f15ad3 Merge remote-tracking branch 'torben/aiescort' 2013-05-09 14:27:22 +02:00
Marc Zinnschlag
19ccbed553 Merge remote-tracking branch 'gus/AIFix' 2013-05-09 14:25:09 +02:00
Glorf
6417fa504e Fixed constness 2013-05-09 13:56:13 +02:00
gus
fe5aaa9dff fix NPC collisions 2013-05-09 11:12:55 +01:00
Torben Carrington
4928c9d079 Removed sqrt function call (minor optimization thanks to Chris) 2013-05-08 20:47:31 -07:00
Torben Carrington
d20178dd56 Removed unnecessary std::cout messages 2013-05-08 20:05:45 -07:00
Torben Carrington
133964f0e4 AIEscort complete 2013-05-08 20:02:24 -07:00
Torben Carrington
c03dca47f5 AIEscort implemented and working - only touchups are needed. 2013-05-08 17:19:47 -07:00
Glorf
c605f15a15 Another weather cleanup 2013-05-09 00:36:58 +02:00
Torben Carrington
10840765d9 Framework - duration and pathing implemented, no waiting for follower yet. 2013-05-08 15:27:20 -07:00
Marc Zinnschlag
51067698a8 minor cleanup 2013-05-08 21:26:39 +02:00
Marc Zinnschlag
c80ffa0a16 Merge remote-tracking branch 'gus/AIFix' 2013-05-08 20:31:57 +02:00
scrawl
90b7df439f Fix image buttons 2013-05-08 13:55:15 +02:00
Chris Robinson
eb4daaf512 Build a skeleton for Nifs that have a matching .kf file 2013-05-08 01:03:57 -07:00
Chris Robinson
bf94ffb839 Only support NiSequenceStreamHelper as a Kf root
Newer versions of the Nif foramt may have other record types, but we don't
support those.
2013-05-07 18:26:22 -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
gus
15afbe58a8 minor corretion 2013-05-07 19:43:44 +01:00
gus
603af21715 little interface improvement 2013-05-07 19:42:21 +01:00
gus
a328a03bd3 more fix. Fargoth quest almost work as in vanilla now. 2013-05-07 19:35:10 +01:00
scrawl
301efb411e Fix exit crash 2013-05-07 19:15:28 +02:00
scrawl
8845c0cee1 Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
Glorf
68f249e8f4 Small weather cleanup 2013-05-07 10:27:37 +02:00
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
6a3ba41170 Don't store camera nodes, we don't need them. 2013-05-06 21:46:11 -07:00
Chris Robinson
90e29c83c0 Merge remote-tracking branch 'zini/master' into animations
Conflicts:
	apps/openmw/mwmechanics/character.cpp
2013-05-06 19:17:39 -07:00
scrawl
007a3cf9bd rename IInterface to Interface 2013-05-06 16:05:56 +02:00
scrawl
b5071ced23 Removed using namespace 2013-05-06 16:04:28 +02:00
scrawl
757a26794a Merge branch 'master' of https://github.com/zinnschlag/openmw into journal 2013-05-06 15:35:38 +02:00
scrawl
c6edb0288a Remove unused file 2013-05-06 15:30:23 +02:00
scrawl
f1413ca56b Synced font code ranges. 2013-05-06 15:17:17 +02:00
scrawl
1315432322 Handle @# links in journal 2013-05-06 15:14:39 +02:00
scrawl
d43adbaa7c Topic link fixes for russian version, thanks to greye for testing 2013-05-06 13:13:14 +02:00
scrawl
166eac2e25 Cleanup 2013-05-06 11:31:34 +02:00
gus
006f25d1c0 First try to improve AI. Does not work yet due to strange bug in physicsystem 2013-05-06 00:46:50 +01:00
scrawl
ef9f0b2fc0 Fix size of quest index 2013-05-05 11:56:08 +02:00
Marc Zinnschlag
4894b3ec30 Merge remote-tracking branch 'scrawl/memory' 2013-05-05 11:19:17 +02:00
scrawl
38c399a698 Fix duplicate sounds 2013-05-05 10:51:17 +02:00
scrawl
d6e9cb114e Forgot to add directory 2013-05-04 23:12:05 +02:00