Chris Robinson
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a8f0ce43a5
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Add a run key
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2013-02-06 17:51:47 -08:00 |
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Chris Robinson
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cbaf489eb6
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Add running states
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2013-02-06 16:53:52 -08:00 |
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Chris Robinson
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04524fbf92
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Don't scale the movement vector up
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2013-02-06 15:23:52 -08:00 |
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Chris Robinson
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bdda7278c4
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Use 3/4ths of the physic actor's height to test if swimming
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2013-02-06 12:56:30 -08:00 |
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Chris Robinson
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dfd16c4424
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Fix movement rotations
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2013-02-06 12:39:26 -08:00 |
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Chris Robinson
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9cf30f39bd
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Don't apply gravity when swimming
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2013-02-05 19:45:51 -08:00 |
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Chris Robinson
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fc307e64b0
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Add swimming states
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2013-02-05 19:05:07 -08:00 |
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Chris Robinson
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18b7008409
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Better fix some scaling issues
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2013-02-05 18:25:09 -08:00 |
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Chris Robinson
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535cd8360f
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Load extra animations for NPCs
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2013-02-05 18:09:43 -08:00 |
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Chris Robinson
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8b1e7b95ba
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Attempt to load the skeleton source if it doesn't yet exist
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2013-02-05 17:55:12 -08:00 |
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Chris Robinson
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c839502743
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Setup base_anim.nif as an initial skeleton source for biped creatures
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2013-02-05 17:16:45 -08:00 |
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Chris Robinson
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054ef3113a
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Check existing skeleton sources if the current one has no animation root
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2013-02-05 17:15:40 -08:00 |
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Chris Robinson
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16933e3926
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Scale the accumulation root translation
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2013-02-05 16:59:20 -08:00 |
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Chris Robinson
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600fe06f00
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Use a vector of skeletons to handle animation sources
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2013-02-05 16:29:51 -08:00 |
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Chris Robinson
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e217a3d25c
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Silence some console spam
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2013-02-05 15:51:26 -08:00 |
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Chris Robinson
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ee3764e9b3
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Increase max slope to 60. 45 is too low.
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2013-02-05 15:07:48 -08:00 |
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Chris Robinson
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8c0bb1ff4d
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Rotate movement in the movement solver
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2013-02-05 14:02:14 -08:00 |
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Chris Robinson
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f7f1adfb9d
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Don't accumulate animations with activators
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2013-02-05 12:55:06 -08:00 |
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Chris Robinson
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2c39760bd5
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Move the movement solver code to mwworld's physics system
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2013-02-05 12:45:10 -08:00 |
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Chris Robinson
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0a4568bd11
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Move the PtrMovementList typedef to MWWorld
Use it for the doPhysics parameter, too
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2013-02-05 11:03:39 -08:00 |
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Chris Robinson
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2cdda96798
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Clear out some unneeded doPhysics stuff
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2013-02-05 10:23:26 -08:00 |
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Chris Robinson
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3251796ba0
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Fix left/right movement
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2013-02-05 09:57:08 -08:00 |
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Chris Robinson
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d50832081c
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Remove the unneeded PhysicActor field from MovementSolver
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2013-02-05 09:37:02 -08:00 |
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Chris Robinson
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a782a9109b
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Store the vertical velocity in the physic actor
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2013-02-05 09:24:22 -08:00 |
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Chris Robinson
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82e4da4e64
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Get the half-extents from the physicactor
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2013-02-05 07:41:57 -08:00 |
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Chris Robinson
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1c604445ba
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Store movement vectors as they get returned
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2013-02-05 06:59:01 -08:00 |
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Chris Robinson
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4bd1e63ac1
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Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
apps/openmw/mwworld/worldimp.cpp
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2013-02-05 03:26:46 -08:00 |
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Marc Zinnschlag
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c409f1184e
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cleaned up object movement and fixed a bug regarding local scripts
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2013-02-05 12:19:06 +01:00 |
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Chris Robinson
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786cb6e928
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Merge remote-tracking branch 'zini/master' into animation2
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2013-02-05 02:57:02 -08:00 |
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Chris Robinson
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bd4fdf47a3
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Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
apps/openmw/mwrender/sky.cpp
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2013-02-05 02:27:57 -08:00 |
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scrawl
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09180666b2
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Merge branch 'master' of git://github.com/zinnschlag/openmw into terrainfix
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2013-02-05 00:21:42 +01:00 |
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scrawl
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58cf182db2
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better place for syncing
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2013-02-05 00:21:29 +01:00 |
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scrawl
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596628d339
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Fix terrain derived data update (bug 534, bug 544)
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2013-02-04 23:13:01 +01:00 |
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Chris Robinson
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5ee298cdc1
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Make sure the player updates last
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2013-02-04 14:08:38 -08:00 |
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Chris Robinson
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2f8affc955
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Make sure the player's controller is properly updated when they change
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2013-02-04 12:58:06 -08:00 |
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Chris Robinson
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ee9b19d2ed
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Make sure to remove a Ptr from the activators when requested
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2013-02-04 12:04:06 -08:00 |
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Chris Robinson
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39cf7b0b42
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Pass the Ptr of the object being moved to the move method
This prevents having to store another copy of it, which risks getting out of
sync.
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2013-02-04 11:17:48 -08:00 |
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Chris Robinson
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1a5cb8760d
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Rotate movement vector to world space before passing to the movement solver
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2013-02-04 11:04:20 -08:00 |
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Chris Robinson
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6b32fa7999
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Use the correct position for the actor
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2013-02-04 09:48:21 -08:00 |
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scrawl
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bf037b7d29
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Removed problematic ModVertexAlpha method, now done in shader
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2013-02-04 18:03:03 +01:00 |
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Chris Robinson
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1747c1e01a
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Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
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2013-02-04 07:10:14 -08:00 |
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Chris Robinson
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91513206a0
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Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
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2013-02-03 12:02:51 -08:00 |
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Chris Robinson
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51d5efeeb2
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Work out the state in the character controller update method
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2013-02-03 07:15:34 -08:00 |
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Marc Zinnschlag
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c97553703a
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fixes for static build without cg
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2013-02-03 13:47:55 +01:00 |
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Marc Zinnschlag
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a4872e3217
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rewrote the opencs cmake scripts (more compact and no more annoying warnings)
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2013-02-03 13:30:40 +01:00 |
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Chris Robinson
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23acf4b130
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Don't break right away when the animation time remaining is 0
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2013-02-03 01:38:42 -08:00 |
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Chris Robinson
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60a75cb5ee
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Make sure to keep the character preview animation updated
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2013-02-03 00:54:50 -08:00 |
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Chris Robinson
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7fe877d8ea
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Add a couple more character states
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2013-02-03 00:19:22 -08:00 |
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Chris Robinson
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007a5963de
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Handle most state changes in the character controller when setting the movement vector
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2013-02-02 23:39:43 -08:00 |
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Chris Robinson
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c23a96d606
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Run an aniamtion update after "playing" the inventory idle
This is so all the NPC parts get updated correctly.
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2013-02-02 06:08:03 -08:00 |
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