Commit Graph

468 Commits (9213067aee92ea935a488669b07fe35b7bdb8a75)

Author SHA1 Message Date
scrawl 064f1964ba More efficient water walking 10 years ago
scrawl d790506525 Fix projectiles colliding with dead actors (Fixes #1971) 10 years ago
scrawl 4859c94c72 Ignore other actors in ActorTracer::findGround (Fixes #1472) 10 years ago
scrawl db086a4d89 Remove unused PairCachingGhostObject 10 years ago
scrawl d99e416208 Remove some unused methods from OEngine::Gui::Layout 10 years ago
scrawl cd52002740 Remove some unneeded bits from collision mask 10 years ago
scrawl bdab3fa321 Bullet optimization: Don't update AABBs of static objects every frame 10 years ago
scrawl 7252cb63a6 Fix cppcheck issues 10 years ago
scrawl b1e74e2a85 Remove support for Ogre 1.8 versions 10 years ago
scrawl bd96764229 Mark code that will be obsolete when upgrading to MyGUI 3.2.2 10 years ago
scrawl 2b5adb325b Remove a useless method 10 years ago
scrawl 9d05718515 Move plugin to new plugins/ top level directory 10 years ago
scrawl 33636e218b Remove unneeded dummies 10 years ago
scrawl c6bcd75058 Add various custom widgets used in OpenMW to the MyGUI plugin 10 years ago
scrawl ee3b1e800c Add FontLoader and transparent BG texture to the MyGUI plugin 10 years ago
scrawl ecfc2ff5d0 Add a MyGUI plugin to register OpenMW resources, to use with MyGUI's standalone tools 10 years ago
scrawl 36a90198e2 Add option to change screenshot image format 10 years ago
Corporama ccca6db865 Compile fixes for Linux 10 years ago
scrawl f4b5662562 Make sure not to add duplicate viewports (Fixes #1832)
Wasn't a problem while testing reload() on linux. Maybe an implementation difference with Ogre's D3D rendersystem?
11 years ago
scrawl f8040da694 Make doors move through dead actors (Fixes #1608) 11 years ago
scrawl 4a26dcb2ad Avoid calling RenderTarget::update from within loadResource 11 years ago
scrawl c6bf9dfbfb Add ManualResourceLoader for character previews (Fixes #1752) 11 years ago
Marc Zinnschlag f4ddf2a7b9 Merge remote-tracking branch 'sandstranger/android' 11 years ago
root 713787d92f fix v7 11 years ago
root 3cd98e5259 fix code v5 10 years ago
root 8a8b91dfe1 fixed all code for building on all platforms inlcudng ANDROID 10 years ago
root 7cd2d4809c android-build 11 years ago
scrawl a18cec7c8e Use a MyGUI widget to render the screen fader (Fixes #1741, Fixes #1719) 11 years ago
scrawl 543bb22e8f Implement collision script instructions (Fixes #1111) 11 years ago
scrawl 8c81e22f3e Determine target for On Touch effects for non-player actors 11 years ago
scrawl f31a5490f3 Create shaders on first render in shader based MyGUI manager 11 years ago
scrawl 4a6dbe6f89 Use the actor's collision group/mask for traces
Fixes dead bodies being lifted up when standing below them.
11 years ago
scrawl 1c157b86f6 Fix dead bodies blocking hits (again) 11 years ago
scrawl 1d46ac19ff Fix being able to activate through terrain 11 years ago
scrawl 0b34d8d2fd Add support for animated collision shapes (Fixes #1549) 11 years ago
scrawl 64a4c2785e Fix water walking 11 years ago
scrawl 8df0effcf5 Remove unused string 11 years ago
scrawl baf490a2b5 Change to btCylinderShape 11 years ago
scrawl 33ed11d8e6 Physics: Use capsule shapes for actors if possible (Fixes #1437) 11 years ago
scrawl e002acdeae Physics: Create actor shapes outside of BulletNifLoader
This will allow to create a specialised shape instead, such as a capsule, which tends to work better for character controllers.
11 years ago
scrawl 16ceb382f4 Ignore raycasting shapes for weapon collision tests
Fixes dead bodies being in the way when they shouldn't.
11 years ago
scrawl 2fe86f2b85 Consider hit normal for item drop test (Fixes #995) 11 years ago
greye 663d5c314e be more verbose on change reasons 11 years ago
greye 46c32f6c47 OpenEngine MyGUI logging facility 11 years ago
greye 130349e0cd open files in binary mode when necessary 11 years ago
greye 86a8966306 manual screenshot creation and uploading (scrawl) 11 years ago
scrawl 67e942e733 Bug #869: Some fixes to the previous fix 11 years ago
scrawl 386604bc9d Fixes #869: Added methods to control external and internal collision modes separately
When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.

Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
11 years ago
scrawl f11079f1e4 Fix findGround (off by 2 units) 11 years ago
Sebastian Wick 512ee1204e fixes a bug when resizing the window before a window listener is set 11 years ago