greye
6a8c532244
fix and unify object cell change update in mwrender
2013-02-24 15:04:56 +04:00
Chris Robinson
90cb9ee0ac
Don't set a vertical velocity when on the ground
2013-02-23 16:30:11 -08:00
Chris Robinson
8e59ea4941
Use a separate method to handle animation events
2013-02-23 14:39:01 -08:00
Chris Robinson
d77d035d3a
Handle the "sound" events in runAnimation
2013-02-23 14:15:11 -08:00
Chris Robinson
df8889dcc4
Limit maximum frame time to 200ms
...
This effectively slows game time when it drops below 5 fps. Something like this
is desirable when dealing with time-based animations, which can jump forward
after a lengthy cell transition.
2013-02-23 13:15:37 -08:00
Chris Robinson
d208422ca7
Add a method to update an Animation's Ptr object
2013-02-23 10:12:36 -08:00
Chris Robinson
a2eaec7878
Avoiding holding the InventoryStore in the NpcAnimation class
2013-02-23 08:03:52 -08:00
Chris Robinson
0d0e75fe0b
Don't set animation sources for models that don't have a skeleton
2013-02-23 07:36:11 -08:00
Chris Robinson
0148db8ccf
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/npcanimation.hpp
2013-02-23 05:59:35 -08:00
Chris Robinson
e6da9dfae5
Specify the animation key to stop playing at
2013-02-23 05:15:10 -08:00
Marc Zinnschlag
59748a7647
Merge remote-tracking branch 'greye/cross-cell'
2013-02-23 13:55:31 +01:00
Sergey Shambir
a3adcf752d
TradeWindow: fixed coding style
...
Mentioned here: https://github.com/zinnschlag/openmw/pull/554
2013-02-23 13:51:21 +01:00
greye
ac7095537f
remove insertMesh() call on object cell change
2013-02-23 16:50:37 +04:00
greye
d983ed5c78
fix invalid SceneNode pointer on cell change
2013-02-23 16:45:55 +04:00
greye
9659b4a95e
update NpcAnimation inventory reference on cell change
2013-02-23 16:45:55 +04:00
Marc Zinnschlag
868916a9a2
added add-on global variables in the same way add-on GMSTs were added
2013-02-23 12:51:45 +01:00
Marc Zinnschlag
6f5a772d02
fixed another case handling problem
2013-02-23 12:35:05 +01:00
Chris Robinson
b8f5813609
Set all animation sources at once
2013-02-23 03:34:03 -08:00
Marc Zinnschlag
c9ca565462
removed a redundant function call
2013-02-23 12:05:09 +01:00
Chris Robinson
f841576bba
Don't override animations played with playgroup
2013-02-23 01:54:46 -08:00
scrawl
7e816c826b
Fix lights without a mesh
2013-02-23 09:17:12 +01:00
graffy76
6f89d453a5
Operations widget height fix and abort button feature. Successfully
...
tested resizing of Operations QDockWidget for multiple concurrent
operations.
2013-02-22 21:53:32 -06:00
scrawl
f17ea109ca
Fix light positions
2013-02-23 04:06:05 +01:00
Chris Robinson
b12c6a4c16
Fix character preview
2013-02-22 11:16:00 -08:00
Chris Robinson
ecbf1568a1
Fix NPC part attachment
2013-02-22 10:15:29 -08:00
Chris Robinson
9dee2a72cd
Use a separate method to calculate animation velocity
2013-02-22 09:22:06 -08:00
Chris Robinson
3c0b29de45
Merge remote-tracking branch 'zini/master' into animation2
2013-02-22 01:34:22 -08:00
Chris Robinson
84227caa0c
Cleanup Npc::getSpeed a little
2013-02-22 01:30:06 -08:00
Chris Robinson
7ec73c29f2
Do not return the player's Animation object for non-players
2013-02-22 01:27:26 -08:00
Chris Robinson
9c3af5f344
Do not interpret noclip mode as flying
2013-02-22 01:26:30 -08:00
lazydev
71e5369f04
Loading translation data for all the plugin files, not only for the first one
2013-02-22 02:18:54 +04:00
Chris Robinson
7fcca180b6
Implement rudimentary jumping
2013-02-20 20:08:04 -08:00
Chris Robinson
bbde0146a7
Merge remote-tracking branch 'zini/master' into animation2
2013-02-20 08:27:40 -08:00
Chris Robinson
4eb8ea0c95
Fix stepping and vertical force accumulation
2013-02-20 07:51:36 -08:00
Chris Robinson
b14def7c09
Set the character as being on the ground when colliding with a shallow enough slope
2013-02-20 05:24:38 -08:00
Chris Robinson
fe6fa9ebe7
Simplify newtrace a bit
2013-02-20 04:14:52 -08:00
Chris Robinson
617158afcd
Ensure updated skeleton bone placement matches in world space
...
Objects attached to actors (shirts, robes, etc) do not require the same node
hierarchy as the character root. So to ensure proper placement, we need to set
the bone target's derived transformation using the source bone's derived
transformation (which in turn means we need to work up from the root, to ensure
the bone's parents are properly placed).
2013-02-20 02:41:46 -08:00
Chris Robinson
cfdc820a1f
Make an actor fly when it has a levitate effect
2013-02-20 01:55:12 -08:00
Emanuel Guevel
3dc28baa28
Remove "PinToggle" event from layout file
2013-02-20 01:31:10 +01:00
Emanuel Guevel
3ba3c71556
Make the "lock window" button to change state visually
2013-02-20 01:30:39 +01:00
Emanuel Guevel
43d6392921
Change the way pinnable window are made visible
...
This ensure pinned window are not displayed in main menu, dialogue and
container mode.
2013-02-20 01:00:13 +01:00
Chris Robinson
8196694c08
Avoid applying the animation when resetting it
2013-02-19 06:04:25 -08:00
Chris Robinson
f8349a04bf
Use the looping portion of the animation to calculate the velocity
2013-02-19 05:26:58 -08:00
Chris Robinson
5d55b41714
Remove a now-unneeded(?) hack
2013-02-19 04:59:38 -08:00
Chris Robinson
89fabdb3a9
Update the PhysicActor's RigidBody when moving
...
This works, but is less than ideal. As it is now, the rigid body gets updated
twice as the position and rotation are set separately. They should instead be
updated together.
2013-02-19 04:18:15 -08:00
Chris Robinson
1399a06c76
Update animation looping when setting the same state
2013-02-19 04:01:33 -08:00
Chris Robinson
a510adc572
Allow stepping when not being affected by gravity
2013-02-19 02:25:57 -08:00
Chris Robinson
8255a64bfe
Handle levitate and swift swim effects
2013-02-19 02:10:36 -08:00
Chris Robinson
c694161272
Don't try to step if not on the ground
2013-02-19 01:28:02 -08:00
Chris Robinson
5a1a0b7338
Add and use an MWWorld::isFlying method
2013-02-18 22:39:43 -08:00