Commit Graph

4710 Commits (6fbd940a2f94f6e184303d5ba26c98199557ec60)

Author SHA1 Message Date
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