Marc Zinnschlag
3dc15d39e3
Merged pull request #1936
2018-09-28 11:30:13 +02:00
Capostrophic
2e98cad895
Fade out sun glare and specularity completely at night start, not sunset start
2018-09-27 17:34:46 +03:00
Andrei Kortunov
35abf7367c
Implement wearing priority for editor
2018-09-27 18:22:17 +04:00
Andrei Kortunov
ac848b0902
Use male bodyparts as fallback for females in the editor
2018-09-27 13:14:59 +04:00
Kyle Cooley
7eb1b14b21
Periodically prune empty elements in weak cache
2018-09-27 13:14:59 +04:00
Kyle Cooley
0096951f25
cleanup
2018-09-27 13:14:59 +04:00
Kyle Cooley
676fc48855
Re-add logic for empty model
2018-09-27 13:14:59 +04:00
Kyle Cooley
f43b70d77b
Centralize actor data, simplify logic
2018-09-27 13:14:59 +04:00
Kyle Cooley
c1ec926f43
Workaround inconsistencies with record status changes
2018-09-27 13:14:59 +04:00
Kyle Cooley
1518d630ca
Fix issue with body part events not propogating to actors
2018-09-27 13:14:59 +04:00
Kyle Cooley
031502b2ab
Reorganize ActorAdapter data, use weak cache for sharing
2018-09-27 13:14:59 +04:00
Kyle Cooley
2a9ebac572
Simplify update logic, update when race parts are changed.
2018-09-27 13:14:59 +04:00
Kyle Cooley
1276e0fa9b
Handle changes to race record when rendering actors
2018-09-27 13:14:59 +04:00
Kyle Cooley
b2115b60e6
Fix qt4 build
2018-09-27 13:14:59 +04:00
Kyle Cooley
6bece13a32
Use new Log class for error message
2018-09-27 13:14:59 +04:00
Kyle Cooley
97ac0a92dd
Move data handling out of rendering code, equip armor/clothes
2018-09-27 13:14:59 +04:00
Kyle Cooley
6b42f37918
Handle creatures too
2018-09-27 13:14:59 +04:00
Kyle Cooley
e2ac392a40
Move common stuff to scene util, fix errors with 1st person meshes
2018-09-27 13:14:59 +04:00
Kyle Cooley
8444ee9981
Start rendering npc's
2018-09-27 13:14:59 +04:00
Marc Zinnschlag
5fa9b32e76
Merged pull request #1937
2018-09-27 11:06:21 +02:00
Marc Zinnschlag
43880ca47b
Merged pull request #1919
2018-09-27 11:06:00 +02:00
Marc Zinnschlag
8b30f15df7
Merged pull request #1942
2018-09-27 11:05:22 +02:00
Marc Zinnschlag
c566514c9d
Merged pull request #1940
2018-09-27 10:50:04 +02:00
Marc Zinnschlag
784b046746
Merged pull request #1943
2018-09-27 10:41:52 +02:00
Andrei Kortunov
ee4ca87352
Traverse child nodes of cell node in the editor (bug #4654 )
2018-09-26 23:13:18 +04:00
Capostrophic
ba2fd8b795
Rename reflected absorb spells setting and add it to Advanced tab
2018-09-26 21:21:03 +03:00
Andrei Kortunov
8af021d729
Restore dynamic stats for actors in inactive cells (bug #1875 )
2018-09-26 07:46:28 +04:00
David Cernat
8c7e06293f
[Documentation] Update changelog with attack synchronization details
2018-09-26 02:48:52 +03:00
David Cernat
b76e00c66e
[Server] Call OnPlayerCellChange script event near start of cell change
...
This makes it possible to send custom records used by players for their equipment before the hardcoded exchange of equipment packets takes place.
Additionally, remove the check for dead players because it has no real use and can potentially cause problems.
2018-09-26 02:40:21 +03:00
Andrei Kortunov
0176ee389e
Handle length of UTF-8 strings properly in plugin metadata (bug #4653 )
2018-09-25 21:40:26 +04:00
Andrei Kortunov
bce8de5fe9
Respect selected encoding in the content selector (bug #4467 )
2018-09-25 21:39:18 +04:00
Capostrophic
d2cad229f8
Ugly hack: don't reset player idle and movement animations in first person view
2018-09-25 17:09:54 +03:00
Marc Zinnschlag
0e06a25f21
Merged pull request #1935
2018-09-25 12:11:20 +02:00
Capostrophic
77fb4d6dd2
Make sure the idle animations are reset while jumping
2018-09-24 19:30:02 +03:00
Capostrophic
56ef11b023
Reset sneak and swim idle animations when moving
2018-09-24 19:30:02 +03:00
Capostrophic
713330351b
Experimental animation regression fixes
...
Don't unnecessarily start movement and jump animations from loop start
Don't play movement animation until jumping animation finishes
2018-09-24 19:30:02 +03:00
Sergey Fukanchik
657d95a0be
Paperwork for the pull request #1935
2018-09-24 15:30:30 +03:00
Sergey Fukanchik
b2a52a5b6c
Change 'after function'-style doxygen comment to normal.
2018-09-24 14:59:10 +03:00
Marc Zinnschlag
6ce6108eb4
Merged pull request #1932
2018-09-24 11:57:08 +02:00
Marc Zinnschlag
84a2752db9
Merged pull request #1933
2018-09-24 11:53:07 +02:00
Marc Zinnschlag
34b0344166
Merged pull request #1934
2018-09-24 11:51:46 +02:00
David Cernat
f100a660d4
[General] Fix ranged attack sync when using last throwing weapon or ammo
2018-09-24 11:30:53 +03:00
David Cernat
3f304866fd
[Client] Use clearer variable names in DedicatedPlayer::setEquipment()
2018-09-24 10:11:42 +03:00
Bret Curtis
621ef69f58
Merge pull request #1939 from Capostrophic/optional
...
Discard count arguments for AddSoulGem and RemoveSpell (bug #3762 )
2018-09-24 07:47:37 +02:00
Capostrophic
92259c6cca
Discard count arguments for AddSoulGem and RemoveSpell (bug #3762 )
2018-09-23 22:30:06 +03:00
Sergey Fukanchik
f00f35ba86
Add const to canRest()
2018-09-23 06:25:20 +03:00
Sergey Fukanchik
f2e11e6def
Fix MSVC C4596 illegal qualified name
2018-09-23 04:06:29 +03:00
Capostrophic
52da65b776
Fix issues with sun specularity (bug #4527 )
2018-09-23 03:39:06 +03:00
Sergey Fukanchik
44bcd9b25f
Fix tab characters
2018-09-23 02:46:29 +03:00
David Cernat
995d20348f
[General] Always use correct ranged weapon & ammo for ranged attack sync
...
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.
Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
2018-09-23 02:30:31 +03:00