Commit Graph

346 Commits (a0e89208a0b301666b626a51cdae30e552e50537)

Author SHA1 Message Date
Capostrophic ecafcefae9
Fall back to regular head when getVampireHead fails 7 years ago
scrawl b06512a60d Fix error message that referred to the wrong file (Bug #4159) 7 years ago
scrawl 95b3c1181a Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects (Fixes #4190) 7 years ago
Chris Robinson 780e82480d Make the PlayMode and PlayType enums scoped
Also shorten them by putting them in the MWSound namespace
7 years ago
Andrei Kortunov 7f5f5458d4 Reset player attack animation when unequip weapon or tool 7 years ago
Bret Curtis 07f75e1104 replace boost::shared_ptr in extern and components 8 years ago
scrawl 0e37e71ea2 Merge pull request #1266 from akortunov/handsfallbackfix
Improved hands bodyparts selection fallback
8 years ago
Andrei Kortunov 4544caf7f3 Improved bodypart select fallback (fixes #2594) 8 years ago
Allofich ff3e307059 Pass parameters by const reference 8 years ago
scrawl 42a04de37c Fix a crash that occurred when a carried light fails to be attached. 8 years ago
scrawl 29556a1802 More consistent wording of errors/warnings
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.

An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.

The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.

Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
8 years ago
scrawl 1692b7f38e Merge pull request #1209 from dhustkoder/master
Added ConstContainerStoreIterator (Task #3092)
8 years ago
Rafael Moura 6c2ce2b2a1 Porting more ContainerStoreIterator usage to const version #4
removed const_cast revision
8 years ago
Rafael Moura 7fa2703715 Porting more ContainerStoreIterator usage to const version #3 8 years ago
scrawl 75677f03e7 Remove SceneManager::notifyAttached 8 years ago
scrawl afa39d121f Fix 'part has no parent' warning caused by destructing in the wrong order 8 years ago
scrawl 00d4fea91c Derive Animation from osg::Referenced to allow the UnrefQueue to delete it 8 years ago
scrawl a5247394dc (Re)set the inventory listener outside of the Animation class 8 years ago
scrawl 767eba941f Speed up finding of attachment node by using the cached nodeMap 8 years ago
scrawl a76d693627 Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal() 8 years ago
scrawl cca75499ee Clear the Skeleton's bone cache when a node is added/removed (Fixes #3663) 8 years ago
scrawl f51e06bc47 Recreate shaders if necessary when the NpcAnimation is rebuilt
This fixes certain equipment losing the 'invisibility' effect after a view-mode switch with shaders enabled. Because the initial build of shaders done by the resource manager is not aware of the override state in the NpcAnimation's object root, we have to build new shaders here.
8 years ago
scrawl e823cbf018 Fix incorrect priority of animation sources (Bug #3626) 8 years ago
MiroslavR 11565b5966 Make actors with non-portable lights in inventory glow (Closes #2042, #3338) 8 years ago
Allofich 5aad1d81f4 Remove no longer used parameter 8 years ago
Allofich dc8ff5e49b Play all sfx and use particle textures for permanent enchantments 8 years ago
scrawl 8f62ea2e80 Fix for "RigGeometry rendering with no skeleton" errors 9 years ago
scrawl 8fb8c2bae5 Fix "part has no parents" warning message caused by nodes being destroyed in the incorrect order 9 years ago
scrawl 30402f75e3 Use xbase_anim_female as the base skeleton for female NPCs (Fixes #3258) 9 years ago
scrawl 2b38d10449 Always add xbase_anim 9 years ago
scrawl 0fc65db6bb Remove parts before setting the new object root 9 years ago
scrawl e28dc3e72f Preload instances in SceneManager 9 years ago
scrawl ce3cce24a5 Remove unneeded dynamic_cast 9 years ago
scrawl ae031b23d4 Do not detach NPC parts in destructor 9 years ago
scrawl 1b8e82e929 Preload NPC body parts 9 years ago
scrawl 5878291064 Fix the path correction for animation sources provided in NPC record (Fixes #2444) 9 years ago
scrawl 446c714727 Fix a possible memory leak in error case 9 years ago
scrawl e520d37c87 Override the field of view for first person meshes (Fixes #858, Fixes #3051) 9 years ago
scrawl 637cd3a628 Adjust the FirstPersonNeckController to follow the camera with a reduced factor (Fixes #1784) 9 years ago
scrawl 700a0099c3 Remove debug code 9 years ago
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
9 years ago
scrawl 6ef139e1d7 Implement a custom RenderBin for first person models (Fixes #1612) 9 years ago
scrawl f8d4bc378f Move setAlpha from NpcAnimation to Animation (Fixes #2917) 9 years ago
dteviot 77a1d947cc extracted MWMechanics::getPlayer() 10 years ago
scrawl 58cd2b1a84 Remove "Tri Bip*" nodes in creature meshes (meant for debugging)? (Fixes #2148) 10 years ago
scrawl 667c80fb2a Add brackets around a correct expression to fix coverity warning 10 years ago
scrawl ebdd5dc993 Fix code that I forgot to uncomment (thanks coverity) 10 years ago
scrawl c90841d649 Fix head tracking for NPCs 10 years ago
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.
10 years ago
scrawl d7695f2560 Remove unused NpcAnimation visibilityFlags 10 years ago