scrawl
|
cc59493cb2
|
Don't restart the jump animation when equipping a different weapon (Fixes #2286)
|
2015-07-16 20:03:16 +02:00 |
|
scrawl
|
83cceeee72
|
Use the extended animation priority for Block animations, allow starting attacks during a block animation (Fixes #2761)
|
2015-07-15 16:43:11 +02:00 |
|
scrawl
|
a7bd050928
|
Accurate attack timings in AiCombat
|
2015-07-03 05:58:12 +02:00 |
|
scrawl
|
d07b176b36
|
Take into account hit recovery, knockdown and other animations for AiCombat attack timing
|
2015-07-03 02:18:35 +02:00 |
|
scrawl
|
a1432b0255
|
Move attackingOrSpell flag to the CharacterController
|
2015-07-02 19:14:28 +02:00 |
|
scrawl
|
882e359008
|
Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
|
2015-06-26 05:15:07 +02:00 |
|
scrawl
|
4bb3cbf0fb
|
Remove last remains of Ogre
|
2015-06-03 23:04:35 +02:00 |
|
scrawl
|
2235d2978b
|
Restore animation text key handling
|
2015-05-22 04:36:33 +02:00 |
|
scrawl
|
83c6ba97c0
|
Disable skinning updates for actors beyond the AI processing distance
|
2015-04-30 00:10:24 +02:00 |
|
dteviot
|
407cd50890
|
fixed warning C4099:
type name first seen using 'class' now seen using 'struct'
|
2015-03-06 21:36:42 +13:00 |
|
scrawl
|
edc128572d
|
Add MWMechanics::Actor class for temporary actor state, move AiState there
|
2014-12-24 15:45:14 +01:00 |
|
scrawl
|
d962f0918d
|
Implement NPC head tracking (Fixes #1720)
|
2014-12-16 20:47:45 +01:00 |
|
scrawl
|
60aa209144
|
Implement drowning when knocked out underwater (Fixes #1228)
|
2014-12-12 17:42:56 +01:00 |
|
scrawl
|
d034a079e6
|
Allow equipping twohanded weapon and shield at the same time (Fixes #1785)
The shield can be equipped, meaning armor rating and item enchantments apply, but can not be blocked with.
|
2014-12-12 16:49:22 +01:00 |
|
scrawl
|
bc85bb32c2
|
Fix vampirism magic effect not applying immediately (Fixes #1984)
|
2014-12-12 02:39:59 +01:00 |
|
terrorfisch
|
0871d45790
|
Draft how to move temporary package state to CharacterController.
Example for a few values shown in AiWander.
|
2014-10-08 10:58:52 +02:00 |
|
scrawl
|
3ce3f31452
|
Adjust turning animation speed multiplier based on turning speed
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
6debd21ec6
|
Make sure the Jump control is always handled by the PhysicsSystem even if game runs faster than the minimum physics timestep
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
b6a89c7845
|
Fix idlestorm animation conflict with torch animation
|
2014-09-17 07:02:19 +02:00 |
|
scrawl
|
157c53bed4
|
Handle spellcasting for creatures with no casting animation (Fixes #1856)
|
2014-09-15 10:42:44 +02:00 |
|
MiroslavR
|
b1a449a0b9
|
Fix wolfrun sound playing all the time when running is default
|
2014-09-06 05:52:47 +02:00 |
|
scrawl
|
ee81698089
|
Always control movement by animation except for first person or in-air
|
2014-07-08 10:30:45 +02:00 |
|
scrawl
|
693a097b21
|
Implement idlestorm animation (Feature #41)
|
2014-06-24 18:37:38 +02:00 |
|
scrawl
|
0966755a0c
|
Store death animation index in CreatureStats
|
2014-05-26 20:52:32 +02:00 |
|
scrawl
|
dfacf8c044
|
Change ActiveSpells to use ActorId
|
2014-05-14 07:14:08 +02:00 |
|
scrawl
|
688415ce54
|
Play deathknockout/deathknockdown animations when appropriate
|
2014-03-26 18:55:16 +01:00 |
|
mrcheko
|
a6be72673c
|
improves animation-controlled velocity check
|
2014-02-08 16:59:15 +02:00 |
|
scrawl
|
5ee105c812
|
Fix typo
|
2014-02-05 05:18:10 +01:00 |
|
scrawl
|
df78357e05
|
Handle knockout separately (Closes #1151)
|
2014-02-05 05:18:09 +01:00 |
|
Marc Zinnschlag
|
1b5301eec0
|
Merge branch 'savedgame'
Conflicts:
apps/openmw/mwbase/mechanicsmanager.hpp
apps/openmw/mwbase/soundmanager.hpp
apps/openmw/mwgui/mapwindow.hpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwsound/soundmanagerimp.hpp
components/esm/loadcell.cpp
|
2014-02-01 18:16:32 +01:00 |
|
mrcheko
|
fe0268062d
|
merge with master
|
2014-01-27 22:38:01 +02:00 |
|
mrcheko
|
45b3aa3d93
|
corrected things connected to determining attack type
|
2014-01-26 23:32:57 +02:00 |
|
scrawl
|
b1066de81d
|
Revert "Merge remote-tracking branch 'mrcheko/master'"
This reverts commit 4e360136b1 , reversing
changes made to 047bbe43b2 .
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
|
2014-01-26 00:31:44 +01:00 |
|
scrawl
|
03cf383be7
|
Merge branch 'master' of https://github.com/zinnschlag/openmw into savedgame
Conflicts:
apps/openmw/mwgui/referenceinterface.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.cpp
apps/openmw/mwmechanics/mechanicsmanagerimp.hpp
apps/openmw/mwscript/cellextensions.cpp
apps/openmw/mwworld/cells.cpp
apps/openmw/mwworld/cells.hpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.cpp
apps/openmw/mwworld/worldimp.cpp
|
2014-01-24 18:28:35 +01:00 |
|
mrcheko
|
87e83a92f8
|
refactoring of setting an attack type
|
2014-01-23 23:14:20 +02:00 |
|
scrawl
|
16f5f5862d
|
Feature #956: Implement blocking melee attacks
|
2014-01-21 23:25:24 +01:00 |
|
scrawl
|
fec26342cd
|
Query the number of animation groups for death/hit animations, since they can vary a lot (argonian/khajiit, creatures, first person..)
|
2014-01-19 21:11:48 +01:00 |
|
scrawl
|
4e360136b1
|
Merge remote-tracking branch 'mrcheko/master'
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
|
2014-01-19 14:01:39 +01:00 |
|
scrawl
|
13646a651b
|
Issue #777: Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats.
|
2014-01-19 13:32:58 +01:00 |
|
mrcheko
|
a11a6b616b
|
Merge remote-tracking branch 'upstream/master'
|
2014-01-17 21:00:55 +02:00 |
|
scrawl
|
228254c890
|
Handle creature attack animations in character controller
|
2014-01-17 16:31:27 +01:00 |
|
mrcheko
|
d5f794d4fb
|
update to combat ai behaviour
|
2014-01-15 22:56:55 +02:00 |
|
mrcheko
|
46519062d3
|
hit recoils/knockdowns feature
|
2014-01-08 16:05:14 +02:00 |
|
scrawl
|
62774fcc4a
|
Merge branch 'master' into HEAD
Conflicts:
apps/openmw/mwbase/world.hpp
apps/openmw/mwinput/inputmanagerimp.cpp
apps/openmw/mwmechanics/actors.cpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/loadtes3.cpp
|
2014-01-06 00:23:17 +01:00 |
|
mrcheko
|
79e972bdb6
|
resolved accompanying minor problems
|
2014-01-02 21:54:41 +02:00 |
|
mrcheko
|
09a0a69b04
|
more improvements
|
2014-01-01 21:40:31 +02:00 |
|
mrcheko
|
a8fb1ae51c
|
improved, added knockdown after falling
|
2013-12-31 17:55:04 +02:00 |
|
mrcheko
|
d6345bce91
|
added npc hit reactions
|
2013-12-31 13:24:20 +02:00 |
|
scrawl
|
7265b427fe
|
Bug #1013: Rewrote fall height detection
|
2013-12-27 21:21:18 +01:00 |
|
mrcheko
|
fd9f8c34f6
|
bug fix http://bugs.openmw.org/issues/428
|
2013-12-15 18:50:25 +02:00 |
|
scrawl
|
37a7ee8fcd
|
Set alpha value of character animations according to Invisibility / Chameleon effects.
|
2013-12-08 23:05:21 +01:00 |
|
scrawl
|
0b5f5351b5
|
Fix continuous FX getting removed instantly
|
2013-11-14 13:30:48 +01:00 |
|
scrawl
|
a6e2f43b75
|
Stop continuous VFX when the effect is no longer active.
|
2013-11-13 15:44:43 +01:00 |
|
Emanuel Guevel
|
2abe5c1c9a
|
Acrobatics: do not apply fall damages when slowfalling spell effect is active
If spell effect ends up in mid-air, calculate fall height from then.
|
2013-10-02 23:34:25 +02:00 |
|
Emanuel Guevel
|
b8c60dabb3
|
Reintroduce Acrobatics changes made by Glorf
Advance Acrobatics skill on jump and on landing,
apply fall damage on landing.
|
2013-10-01 23:35:34 +02:00 |
|
Chris Robinson
|
ac3d3df9fc
|
Implement jumping animations
|
2013-08-19 08:10:18 -07:00 |
|
Chris Robinson
|
6e9f15793d
|
Implement a jumping state
|
2013-08-18 23:42:56 -07:00 |
|
Chris Robinson
|
9d56e2d86d
|
Apply movement by queueing it to do later
|
2013-08-17 22:34:38 -07:00 |
|
Chris Robinson
|
c2d8eb377f
|
Play some appropriate sounds in werewolf form
|
2013-08-09 06:40:16 -07:00 |
|
Chris Robinson
|
0db02af807
|
Set up the weapon state in the CharacterController constructor
|
2013-07-24 21:08:16 -07:00 |
|
Chris Robinson
|
17282c69b1
|
Handle spell-casting animation sequences
|
2013-07-23 07:30:54 -07:00 |
|
Chris Robinson
|
d5d832846e
|
Rename the follow-up upper character state enum
|
2013-07-23 04:56:49 -07:00 |
|
Chris Robinson
|
24567294ff
|
Move NPC state update handling into a separate method
|
2013-07-23 03:26:24 -07:00 |
|
Chris Robinson
|
22e07968af
|
Store the current weapon group name
|
2013-07-23 02:50:52 -07:00 |
|
Marc Zinnschlag
|
ec575200e3
|
Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
apps/openmw/mwrender/animation.cpp
|
2013-07-23 09:12:23 +02:00 |
|
Chris Robinson
|
e803cdbe7f
|
Handle swimdeath and missing death animations
|
2013-07-18 01:13:53 -07:00 |
|
scrawl
|
dfe912dcab
|
Enum renaming
|
2013-07-16 23:38:55 +02:00 |
|
scrawl
|
91e95e1404
|
Use the correct slash, chop or thrust animation
|
2013-07-16 23:32:41 +02:00 |
|
gus
|
ee47e99dad
|
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
|
2013-07-16 11:40:19 +01:00 |
|
Chris Robinson
|
a932a89e02
|
Specify the velocity-based animation speed multiplier when playing it
|
2013-07-16 01:30:03 -07:00 |
|
Chris Robinson
|
06e631f213
|
Track death separately in the character controller
|
2013-07-15 23:43:33 -07:00 |
|
Chris Robinson
|
4ae65c20e6
|
Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
|
2013-07-15 22:56:23 -07:00 |
|
gus
|
f7f23ac5d8
|
improvement of the chop animation. Still some jittering.
|
2013-07-15 17:18:16 +01:00 |
|
gus
|
3947f44aa3
|
Porting old work
|
2013-07-13 22:24:52 +01:00 |
|
Glorf
|
88f8637145
|
Bugfix #795
|
2013-06-26 22:20:24 +02:00 |
|
Torben Carrington
|
c8c1ddd927
|
Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
|
2013-05-24 20:10:07 -07:00 |
|
Chris Robinson
|
e8bbb755c3
|
Play the left-arm torch animation when it's equipped
|
2013-05-17 06:21:59 -07:00 |
|
Chris Robinson
|
4b9a888d74
|
Use the PickProbe animation group as appropriate
|
2013-05-17 01:46:51 -07:00 |
|
Chris Robinson
|
6201cb0093
|
Add a method to clear the animation queue
|
2013-05-16 06:59:41 -07:00 |
|
Chris Robinson
|
f83ee5d316
|
Play ready/unready animations on the upper body
|
2013-05-13 03:32:00 -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
|
2c556e4036
|
Be smarter about handling non-moving animations
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 |
|
Chris Robinson
|
6b8a687a79
|
Add methods to disable an animation
And rename WeaponState to WeaponType
|
2013-05-10 22:22:39 -07:00 |
|
Chris Robinson
|
a120653c38
|
Implement handling weapon states
|
2013-05-01 10:19:16 -07:00 |
|
Chris Robinson
|
4b15da076b
|
Move getStateInfo into the character controller
|
2013-04-30 19:26:41 -07:00 |
|
Chris Robinson
|
05060e57ec
|
Add a weapon state to the character controller
|
2013-04-29 13:07:49 -07:00 |
|
scrawl
|
07891fa213
|
Athletics skill increase
|
2013-04-28 07:53:04 +02:00 |
|
Chris Robinson
|
274f3c7b77
|
Force character state to update after switching view modes
|
2013-04-25 07:08:11 -07:00 |
|
Chris Robinson
|
e4eb4b7e30
|
Keep track of the character looping state
|
2013-04-25 06:29:17 -07:00 |
|
Chris Robinson
|
9da2c9153e
|
Don't store the animation group string in the character controller
|
2013-04-25 06:12:37 -07:00 |
|
Chris Robinson
|
24f1eba902
|
Keep track of whether an animation supplies movement
Also handle it when it doesn't.
|
2013-04-24 22:45:43 -07:00 |
|
Chris Robinson
|
333354fe62
|
Remove the character controller from the Animation class
|
2013-04-24 07:10:41 -07:00 |
|
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.
|
2013-04-24 06:48:34 -07:00 |
|
Chris Robinson
|
e8cabc9434
|
Pass the loop count from loopgroup to the play method
Instead of queueing each iteration separately.
|
2013-04-24 06:32:11 -07:00 |
|
Chris Robinson
|
4836ba16f7
|
Implement turning states
|
2013-03-31 03:50:20 -07:00 |
|
Chris Robinson
|
466c0086b8
|
Use a full Movement to hand off to the world physics update
|
2013-03-31 00:13:56 -07:00 |
|
Chris Robinson
|
af65ecd841
|
Pass the movement vector in as a parameter to CharacterController::update
|
2013-03-30 18:37:40 -07:00 |
|
scrawl
|
268bb23590
|
Implemented sneaking animation
|
2013-03-06 16:58:56 +01:00 |
|