Glorf
98baf9fac1
Bugfix #718
2013-04-28 16:36:12 +02:00
Glorf
3669d0a998
Bugfix #742
2013-04-27 20:57:44 +02:00
Marc Zinnschlag
90b38cbfbe
fixed parsing of end statements in scripts with IDs matching keywords
2013-04-27 14:06:23 +02:00
Glorf
ade871ce12
Corrected unused opcodes
2013-04-26 17:31:58 +02:00
Glorf
89f7ef2472
Move, moveworld script instructions
2013-04-26 17:28:19 +02:00
Marc Zinnschlag
32138dbb0f
silenced a warning
2013-04-26 13:33:47 +02:00
Chris Robinson
2822f431c4
Merge remote-tracking branch 'zini/master' into animations
2013-04-26 01:38:51 -07:00
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.
2013-04-26 01:30:36 -07:00
Chris Robinson
55ee4e65a9
Clean up the slotlist struct
2013-04-25 23:42:20 -07:00
scrawl
7821610ec6
Make OnDeath work with explicit reference
2013-04-26 02:08:53 +02:00
scrawl
a373f53988
Added SetAtStart
2013-04-26 02:02:51 +02:00
Marc Zinnschlag
4e45222a63
Merge remote-tracking branch 'glorf/rotate-update1'
2013-04-25 20:57:24 +02:00
Glorf
240217ae42
Fixed rotations more than 360 degrees
2013-04-25 20:52:38 +02:00
Marc Zinnschlag
1e9656ee9c
Merge remote-tracking branch 'glorf/rotate-update1'
2013-04-25 20:22:40 +02:00
Glorf
7cd4dd0c91
Improved local rotations
2013-04-25 19:14:10 +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
849335d8cc
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-25 05:35:33 -07:00
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.
2013-04-25 05:23:05 -07:00
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.
2013-04-25 05:02:11 -07:00
Chris Robinson
9be20b90f1
Fix potential infinite loop when layer 0 is empty
2013-04-25 03:35:40 -07:00
Marc Zinnschlag
08e2254628
Merge remote-tracking branch 'pvdk/spacefix'
2013-04-25 12:15:35 +02:00
pvdk
d5d14c5147
Fixes issue with multiple spaces in plugin filename not being read correctly
2013-04-25 11:04:12 +02:00
Chris Robinson
76c8e81908
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-25 01:35:21 -07:00
Marc Zinnschlag
247a76766d
fixed a typo in a doxygen comment
2013-04-25 10:27:43 +02:00
Marc Zinnschlag
71fc8f5830
Merge remote-tracking branch 'scrawl/item' into next
2013-04-25 10:21:14 +02:00
Marc Zinnschlag
a5dbc7ce61
Merge remote-tracking branch 'scrawl/next' into next
2013-04-25 10:10:52 +02:00
Chris Robinson
86fda1bff6
Only set mSkelBase from the first objectlist
2013-04-25 00:52:26 -07:00
Chris Robinson
7eac37be23
Make sure the old layer is cleared before starting the next
2013-04-25 00:18:02 -07:00
Chris Robinson
09fc50948b
Add methods to disable and get info for a layer
2013-04-25 00:08:16 -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
scrawl
9e3917881d
Don't fail on nonexistent items in a levelled list
2013-04-25 04:44:30 +02:00
Chris Robinson
0817d59f23
Allow specifying where to start in an animation
2013-04-24 19:09:36 -07:00
scrawl
933f894148
Added Blind and Night Eye effects
2013-04-25 02:31:51 +02:00
scrawl
38c371a6ef
Merge branch 'master' into next
2013-04-25 02:31:44 +02:00
scrawl
ad05f238de
Use one vertex buffer for all UV coordinates
2013-04-25 02:31:39 +02:00
Marc Zinnschlag
8d0e5fc0c4
updated changelog once more
2013-04-25 02:31:39 +02:00
scrawl
baa7a9160c
Rank condition should always fail if NPC is not in a faction
2013-04-25 02:31:39 +02:00
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.
2013-04-25 02:31:39 +02:00
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.
2013-04-25 02:31:39 +02:00
scrawl
51580ead4f
Fix consecutive dialogue choices
2013-04-25 02:31:39 +02:00
Marc Zinnschlag
87ce2110dc
hotfix for CharacterPreview destructor
2013-04-25 02:31:38 +02:00
scrawl
21bdcc9f20
Only use the shader based mygui manager if the fixed pipeline is unavailable
2013-04-25 02:31:38 +02:00
Marc Zinnschlag
2c8b0a1541
last minute change to changelog
2013-04-25 02:31:38 +02:00
scrawl
cd57e3f896
Auto calculate attributes if there are not specified in the NPC record
2013-04-25 02:31:38 +02:00
Emanuel Guevel
c0102954f1
Add non-breaking space to font code range
2013-04-25 01:42:09 +02:00
Glorf
53fb17da10
Rotation system fixes
2013-04-24 21:42:04 +02:00
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