Marc Zinnschlag
116ac05677
Merge remote-tracking branch 'scrawl/doors'
12 years ago
Glorf
98baf9fac1
Bugfix #718
12 years ago
scrawl
6ecd88af14
More fixes
12 years ago
scrawl
4ee1a6ee02
Put door physics in a separate method, some fixes
12 years ago
Marc Zinnschlag
cd61177eed
Merge remote-tracking branch 'gus/renderWeaponShield'
12 years ago
scrawl
9343b4459e
Opening doors
12 years ago
Marc Zinnschlag
a6b7f8e904
Merge remote-tracking branch 'scrawl/fall'
12 years ago
Marc Zinnschlag
93c98e1df4
Merge remote-tracking branch 'scrawl/athletics'
12 years ago
Marc Zinnschlag
738a54337d
removed redundant case smashing
12 years ago
gus
3d9ceede77
little fix (weapons disapeared when tab was pressed)
12 years ago
gus
5388c25e64
Fix or lockpicks.
12 years ago
gus
766d1efa84
Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
12 years ago
scrawl
7d61459ccd
Added stub implementation for 'Fall'. There is no use for this function because our physics controller applies gravity constantly anyway.
12 years ago
scrawl
fdf80c1c4f
Fix unused variable
12 years ago
scrawl
db78d15fc4
Fix changeWeather
12 years ago
Chris Robinson
ce7bc20fa1
Avoid special-casing player rotation
12 years ago
scrawl
07891fa213
Athletics skill increase
12 years ago
Glorf
3669d0a998
Bugfix #742
12 years ago
Chris Robinson
ab52e68c05
Merge remote-tracking branch 'zini/master' into animations
12 years ago
Chris Robinson
137017b325
Don't allow forcing vanity mode
12 years ago
Glorf
ade871ce12
Corrected unused opcodes
12 years ago
Glorf
89f7ef2472
Move, moveworld script instructions
12 years ago
Marc Zinnschlag
32138dbb0f
silenced a warning
12 years ago
Chris Robinson
2822f431c4
Merge remote-tracking branch 'zini/master' into animations
12 years ago
Chris Robinson
b666f1d551
Work around a problem with MWRender::Player::renderPlayer
...
NpcAnimation::setViewMode makes a call to the character controller, in the
mechanics manager, to forcefully update the character's state. This in turn
makes a call to the player's old NpcAniamtion object that was just deleted.
The mechanics manager will eventually remove and reinsert the player, so the
old character controller will be removed and a new one will get the right
Animation object again, but not in time for the setViewMode call.
There's many factors that all contribute to this run-around, which needs
discussion on how to best fix.
12 years ago
Chris Robinson
55ee4e65a9
Clean up the slotlist struct
12 years ago
scrawl
7821610ec6
Make OnDeath work with explicit reference
12 years ago
scrawl
a373f53988
Added SetAtStart
12 years ago
Marc Zinnschlag
4e45222a63
Merge remote-tracking branch 'glorf/rotate-update1'
12 years ago
Glorf
240217ae42
Fixed rotations more than 360 degrees
12 years ago
Marc Zinnschlag
1e9656ee9c
Merge remote-tracking branch 'glorf/rotate-update1'
12 years ago
Glorf
7cd4dd0c91
Improved local rotations
12 years ago
Chris Robinson
274f3c7b77
Force character state to update after switching view modes
12 years ago
Chris Robinson
e4eb4b7e30
Keep track of the character looping state
12 years ago
Chris Robinson
9da2c9153e
Don't store the animation group string in the character controller
12 years ago
Chris Robinson
849335d8cc
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
Chris Robinson
2769adcee0
Implement switching to and from first-person animations
...
Note that the current animation gets interrupted, so switching to first person
may break movement until you stop and try to move again. This can be fixed by
alerting the character controller in the mechanics manager to force a state
update when switching POV.
12 years ago
Chris Robinson
9a2a32f2a5
Add a method to clear all Animation sources except the first
...
The first needs to remain, since that's where any mSkelBase entity comes from,
and where any retrieved nodes are from.
12 years ago
Chris Robinson
9be20b90f1
Fix potential infinite loop when layer 0 is empty
12 years ago
Marc Zinnschlag
08e2254628
Merge remote-tracking branch 'pvdk/spacefix'
12 years ago
pvdk
d5d14c5147
Fixes issue with multiple spaces in plugin filename not being read correctly
12 years ago
Chris Robinson
76c8e81908
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
Marc Zinnschlag
247a76766d
fixed a typo in a doxygen comment
12 years ago
Marc Zinnschlag
71fc8f5830
Merge remote-tracking branch 'scrawl/item' into next
12 years ago
Chris Robinson
86fda1bff6
Only set mSkelBase from the first objectlist
12 years ago
Chris Robinson
7eac37be23
Make sure the old layer is cleared before starting the next
12 years ago
Chris Robinson
09fc50948b
Add methods to disable and get info for a layer
12 years ago
Chris Robinson
24f1eba902
Keep track of whether an animation supplies movement
...
Also handle it when it doesn't.
12 years ago
scrawl
9e3917881d
Don't fail on nonexistent items in a levelled list
12 years ago
Chris Robinson
0817d59f23
Allow specifying where to start in an animation
12 years ago
scrawl
933f894148
Added Blind and Night Eye effects
12 years ago
scrawl
baa7a9160c
Rank condition should always fail if NPC is not in a faction
12 years ago
scrawl
a7092ef2d7
Fix activation not working sometimes
...
The current player cell was only being updated when the reference was not empty, causing it
to incorrectly detect a cell change the first time something was activated in a newly visited cell, immediately closing the opened dialogue again.
12 years ago
Nathan Jeffords
2dc01fe56b
fixed the type of iterator uses in MWWorld::Store
...
The containers type used to declare some iterators was not an exact match for the type of the container the iterator was being initialized from. This was causing build failure on windows.
12 years ago
scrawl
51580ead4f
Fix consecutive dialogue choices
12 years ago
Marc Zinnschlag
87ce2110dc
hotfix for CharacterPreview destructor
12 years ago
scrawl
cd57e3f896
Auto calculate attributes if there are not specified in the NPC record
12 years ago
Glorf
53fb17da10
Rotation system fixes
12 years ago
Chris Robinson
333354fe62
Remove the character controller from the Animation class
12 years ago
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.
12 years ago
Chris Robinson
e8cabc9434
Pass the loop count from loopgroup to the play method
...
Instead of queueing each iteration separately.
12 years ago
Chris Robinson
b482d5be09
Add a method to check if a given layer is playing
12 years ago
Chris Robinson
c58dfbe921
Specify the loop count to Animation::play
12 years ago
Chris Robinson
7241267d5c
Make an AnimationValue for each animation layer
12 years ago
Chris Robinson
102b3bdef9
Update position by reference
12 years ago
Chris Robinson
9e05ee53da
Avoid looking for the controller if there is no NonAccum node
...
Also, make sure there is a controller before updating the position.
12 years ago
Chris Robinson
544011e096
Fix 'start' text key fallback lookup
12 years ago
Chris Robinson
7e2995bc2f
Fix setting up active controllers
12 years ago
Chris Robinson
6a67a5e650
Merge remote-tracking branch 'zini/next' into nifogre
12 years ago
Chris Robinson
8c9e2e0ee9
Improve handling of reaching the stop animation text key
12 years ago
Chris Robinson
c4806f01f8
Use a separate list of controllers to update
...
This should make it easier to figure out what controllers need to be updated
for various animation sources and layers.
12 years ago
greye
cfccf0981d
update IndexedStore::setUp() for multiple datafile support
12 years ago
Chris Robinson
e4c5aac966
Keep track of the animation layers a given object list is animating on
...
This only tracks layers they explicitly animate on. They may animate on other
layers as well, if nothing else is animating on them.
12 years ago
Chris Robinson
e378176937
Don't update controllers that have already been updated
12 years ago
Chris Robinson
8782ae6976
Separate some Animation fields into a separate AnimLayer class
12 years ago
Chris Robinson
c3ce49798a
Fix animation velocity calculation
12 years ago
Chris Robinson
7279e015e9
Search the textkeys to check if an animation group exists
12 years ago
Chris Robinson
a2fc43c7df
Use reset to check that the animation exists and has the right markers
12 years ago
Chris Robinson
507d72ede5
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
Chris Robinson
bb64efc18e
Improve looping behavior
12 years ago
Chris Robinson
cc70c6263b
Use the NodeTargetValue for the NonAccum root
12 years ago
Chris Robinson
9485a4aa6d
Look through the whole animation stack to find the "velocity"
12 years ago
Marc Zinnschlag
29cb076113
Merge remote-tracking branch 'scrawl/rank'
12 years ago
Marc Zinnschlag
3fa35af796
Merge remote-tracking branch 'scrawl/master'
12 years ago
Chris Robinson
a7776e124c
Only set mNonAccumRoot from mSkelBase
12 years ago
Chris Robinson
a3511c62cf
Don't store textkeys in user object bindings
...
It's a bit unwieldy to have them stored in the 'skeleton master' instead
of the skeleton instance. And although the text keys are extracted for
each created instance now, this shouldn't be much worse than the
multimap copying going on before.
Plus, proper serialization can help for future optimizations.
12 years ago
scrawl
56b871e362
Rank condition should always fail if NPC is not in a faction
12 years ago
Chris Robinson
2345b5e8b3
Avoid storing text keys for each animation
12 years ago
Chris Robinson
7d59340ed6
Don't clip out the group name from the textkeys
12 years ago
Chris Robinson
6c85d6763a
Pass "loop stop" to the character controller
12 years ago
Chris Robinson
d7c9df16f8
Store the current animation group
12 years ago
scrawl
8bf1149cec
Fix activation not working sometimes
...
The current player cell was only being updated when the reference was not empty, causing it
to incorrectly detect a cell change the first time something was activated in a newly visited cell, immediately closing the opened dialogue again.
12 years ago
Nathan Jeffords
19325f9d40
fixed the type of iterator uses in MWWorld::Store
...
The containers type used to declare some iterators was not an exact match for the type of the container the iterator was being initialized from. This was causing build failure on windows.
12 years ago
Chris Robinson
835ff8eb1e
Avoid creating an AnimationValue per ObjectList
12 years ago
Chris Robinson
4122b0b55f
Merge remote-tracking branch 'zini/master' into nifogre
12 years ago
scrawl
a8e3acd6c4
Fix consecutive dialogue choices
12 years ago
Marc Zinnschlag
f13b0c884f
hotfix for CharacterPreview destructor
12 years ago
Chris Robinson
50bb92beb3
Use a method to set the visibility flags and render queue.
12 years ago
Marc Zinnschlag
9c1e280614
Merge remote-tracking branch 'scrawl/master'
12 years ago
Chris Robinson
434f3ac8c8
Merge remote-tracking branch 'zini/next' into nifogre
12 years ago