Chris Robinson
6c6200efef
Merge remote-tracking branch 'zini/master' into animations
2013-05-15 16:34:51 -07:00
Marc Zinnschlag
9fee99d56c
Merge remote-tracking branch 'scrawl/master'
2013-05-15 22:43:00 +02:00
scrawl
aaa9aba999
Some fixes
2013-05-15 22:38:53 +02:00
scrawl
c41f119ba6
Added new game button
2013-05-15 17:54:18 +02:00
Chris Robinson
71d39c2fa0
Merge remote-tracking branch 'zini/master' into animations
2013-05-15 06:36:06 -07:00
Chris Robinson
e069215583
Don't clear the last queued animation when it stops
2013-05-15 06:32:20 -07:00
Chris Robinson
66f55b3178
Play the item up/down sound when readying/unreadying weapons
2013-05-15 01:45:47 -07:00
Chris Robinson
b459a010b0
Fix vec.z being applied while not in the air
2013-05-14 23:03:28 -07:00
Chris Robinson
3c5c10144a
Remove a duplicate showWeapons call
2013-05-14 19:38:57 -07:00
Marc Zinnschlag
56b2b05f9a
Merge remote-tracking branch 'glorf/weather'
2013-05-14 22:56:26 +02:00
Glorf
39c7bc8363
Corrected celestical object sizes
2013-05-14 20:34:40 +02:00
Glorf
9fa2dd5277
Playing with moons part 2
2013-05-14 19:58:08 +02:00
Chris Robinson
e8661794fe
Avoid trying to find a state for non-actors.
...
They're only ever play idles, unless PlayGroup is called.
2013-05-14 07:29:07 -07:00
Chris Robinson
355f653614
Use AnimationAlloc instead of AnimationAllocatedObject
2013-05-14 01:30:01 -07:00
Chris Robinson
47a9a4cdff
Clean up a for loop
2013-05-14 01:29:15 -07:00
kcat
81cf2008d7
Merge pull request #7 from scrawl/animations
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Fix a compile error, OGRE_NEW only works for classes derived from Alloca...
2013-05-14 01:18:05 -07:00
scrawl
96e3b3b7c2
Fix a compile error, OGRE_NEW only works for classes derived from AllocatedObject
2013-05-13 21:03:53 +02:00
Marc Zinnschlag
d684120f7a
Merge remote-tracking branch 'scrawl/master'
2013-05-13 20:47:50 +02:00
scrawl
ac4fa1941d
Fix the frame update not getting called on the first frame
2013-05-13 20:08:12 +02:00
Marc Zinnschlag
667b7d94e3
Merge remote-tracking branch 'axujen/master'
2013-05-13 14:56:09 +02:00
Axujen
56d8ca8434
Add link to Development Environment Setup in the readme.
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Point people who need to build this from source in the right direction.
2013-05-13 11:40:50 +00:00
Chris Robinson
822f130f79
Merge remote-tracking branch 'zini/master' into animations
2013-05-13 04:09:56 -07:00
Chris Robinson
8ec722ac92
Use std::find_if instead of ugly for loops
2013-05-13 04:08:36 -07:00
Chris Robinson
f83ee5d316
Play ready/unready animations on the upper body
2013-05-13 03:32:00 -07:00
Torben Carrington
4d10a1c407
Fixed an additional 0 being sent into the AIWander idle parameters vector (Thanks to Chris)
2013-05-13 02:57:52 -07:00
Marc Zinnschlag
e2620a1edf
Issue #694 : allow float literals starting with .
2013-05-13 11:38:35 +02:00
Marc Zinnschlag
af191c7382
fixed AiWander arguments
2013-05-13 11:27:36 +02:00
Chris Robinson
a9928bb842
Split up the UpperBody group
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Also recognize the [un]equip start and stop text keys.
2013-05-13 02:09:22 -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
bbb38c61cc
Fix queued animations
2013-05-12 05:08:01 -07:00
Chris Robinson
3988866ecd
Make sure active groups are updated after a state is auto-disabled
2013-05-12 04:34:37 -07:00
Chris Robinson
2c556e4036
Be smarter about handling non-moving animations
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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
Marc Zinnschlag
9835c6df11
Merge remote-tracking branch 'scrawl/tradefix'
2013-05-12 12:58:32 +02:00
Chris Robinson
4ea347ac52
Use shared pointers to store animation sources
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This ensures references to the sources stay valid as long it the object
is, rather than becoming invalidated whenever one is added or removed.
2013-05-11 19:38:23 -07:00
scrawl
b56d50287e
Barter mechanic fix
2013-05-11 22:56:36 +02:00
Marc Zinnschlag
e14cb6853f
Merge remote-tracking branch 'scrawl/containerui'
2013-05-11 19:23:02 +02:00
scrawl
0c4a963132
Container UI rewrite
2013-05-11 18:38:27 +02:00
Chris Robinson
6b8a687a79
Add methods to disable an animation
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And rename WeaponState to WeaponType
2013-05-10 22:22:39 -07:00
Chris Robinson
6605aa7dec
Create three bone groups
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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
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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
Glorf
6aaa8d6dc0
Fixed fading problem
2013-05-10 19:33:43 +02:00
Glorf
9cc85cbe81
Playing with moons part 1
2013-05-10 18:55:56 +02:00
Marc Zinnschlag
1981a3cb3c
Merge remote-tracking branch 'bwrsandman/master'
2013-05-10 13:42:51 +02:00