Marc Zinnschlag
3244f2197a
updated credits file
2014-05-28 11:13:23 +02:00
Arthur Moore
50a4d175da
Read NIF interpolation type 4 (XYZ_ROTATION_KEY)
...
Don't actually do anything with it yet, but without this the "MW Containers Animated" mod made containers inaccessible.
Partly implements Feature #1067
2014-05-28 03:42:26 -04:00
Arthur Moore
9be219beba
Fixes Bug #1348 "Evidence Chest unlocking when arrested."
2014-05-27 22:09:37 -04:00
cc9cii
eb1589fd54
Merge remote-tracking branch 'upstream/master'
2014-05-27 21:04:40 +01:00
Marc Zinnschlag
be39395ce7
Merge remote-tracking branch 'scrawl/master'
2014-05-27 21:09:24 +02:00
Marc Zinnschlag
12fc0aaecb
removed an unused parser settings (implicitly fixing a case were this setting was not applied correctly)
2014-05-27 21:08:29 +02:00
Digmaster
033f1850f9
Fixed crass on character creation, allowed some character creation windows to be Esc-able
2014-05-27 14:30:26 -04:00
Digmaster
060a50f94a
Fixed issue with QuickKeyMenu and ItemSelectionDialog
2014-05-27 13:50:24 -04:00
Fil Krynicki
91f4967614
Fix for bug 1196.
...
This bug would cause the player to jump when jump was assigned to
Space and they closed a dialog with Space. I tested vanilla
MW for behaviour and found that Jump was the only basic input which
MW does not allow when closing dialogs (i.e. if Space is assigned to
move forward, MW will move you forward after closing the dialog).
There were two reasons for the bug:
1) OpenMW GUI does not consume UI events
2) Jump occurs so long as key is down (not only on first key down)
To minimally fix the bug, I made it so that keypress events can be
consumed by the GUI and not passed along to the player control
input manager (1). However, if the player holds space, they will still
jump (as the subsequent key held events will be captured and cause
a jump).
Unfortunately, there is no idiomatic way that I could find in the
OpenMW input manager to perform events only on key down. Instead,
I introduced a variable which tracks whether the jump key has been
pressed for the first time within the current frame (2).
Note: I was initially concerned that limiting the jump event to
KeyDown and not Key Hold would cause issues with swimming,
levitating, or variable height jumping. However, after a bunch
of testing in vanilla MW and exploration of the OpenMW codebase
I could find nothing suggesting the need to capture the jump
key being held.
2014-05-27 13:12:27 -04:00
scrawl
0b45a9e6b2
Fix case folding for faction reaction from ESX records
2014-05-27 19:02:48 +02:00
scrawl
2b15b85af1
Fix position adjustment not working properly for rotated objects
2014-05-27 17:58:18 +02:00
scrawl
2fe86f2b85
Consider hit normal for item drop test ( Fixes #995 )
2014-05-27 17:39:04 +02:00
scrawl
f476aa4ade
Remove MyGUI color codes when copying to system clipboard
2014-05-27 17:07:14 +02:00
scrawl
49a6579d3a
Fixed esmtool
2014-05-27 15:37:04 +02:00
scrawl
3e2eed9269
Implement getFactionReaction function
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Strange bug when using value != 0 for the garbage argument?
2014-05-27 15:23:22 +02:00
scrawl
e266c39c5d
Implement modFactionReaction instruction ( Closes #1347 )
2014-05-27 14:54:29 +02:00
Marc Zinnschlag
27c795483b
Merge remote-tracking branch 'ace/win-build-fix'
2014-05-27 14:32:20 +02:00
cc9cii
ad911d4d03
MSVC generates different symbols for class vs struct, confusing the linker.
2014-05-27 22:09:08 +10:00
scrawl
578adb4ef6
PcJoinFaction and friends: make sure the given faction exists
2014-05-27 13:54:25 +02:00
Alexander "Ace" Olofsson
d3357cc279
The MSVC linker is really pedantic with this.
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Functions compiled as taking a class can't be linked with functions giving a struct, because of the name mangling I'm guessing...
unresolved external symbol "protected: void __thiscall MWWorld::LiveCellRefBase::loadImp(class ESM::ObjectState const &)" (?loadImp@LiveCellRefBase@MWWorld@@IAEXABVObjectState@ESM@@@Z)
2014-05-27 13:27:18 +02:00
Marc Zinnschlag
1665822224
Merge remote-tracking branch 'puppykevin/master'
2014-05-27 12:42:48 +02:00
Marc Zinnschlag
e0ba9a4bf2
added reference collection stage to saving operation (preparation for cell saving)
2014-05-27 12:39:26 +02:00
Digmaster
2b3b11d848
Give access to the main menu when at a choice in dialogue
2014-05-27 05:33:25 -04:00
Digmaster
ee7b5fa5c2
Fixed crash when Esc-ing out of Save "are you sure" dialog.
2014-05-27 04:38:13 -04:00
Digmaster
e0356cf89d
Added support to close modal windows with Esc
2014-05-27 03:00:31 -04:00
Kevin Poitra
beba58268c
Fix a typo within the launcher. Fixes bug #1058 .
2014-05-27 01:47:57 -05:00
Marc Zinnschlag
9e21da9636
Merge remote-tracking branch 'scrawl/master'
2014-05-27 08:34:54 +02:00
Digmaster
e0d55116a4
Dims and disabled Goodbye button in dialogs when unavailable.
2014-05-27 00:30:37 -04:00
Digmaster
79d0ed64d9
Undo some changes I made in the past that shouldn't exist
2014-05-26 23:31:40 -04:00
Digmaster
1ca921d6e2
Merge remote-tracking branch 'upstream/master'
2014-05-26 23:26:23 -04:00
Digmaster
e3e51324a4
Esc button exits all non-modal GUI windows
2014-05-26 23:13:37 -04:00
scrawl
cf68f6da96
Fix ESX dependencies not being checked except for the first one
2014-05-27 00:06:34 +02:00
scrawl
4caa8c5cca
Fix offset to accumulation root not being cleared when adding an animation state with startpoint=1.f (observed with death animations)
2014-05-26 20:52:38 +02:00
scrawl
5660f283dd
Fix actor models incorrectly being rotated on X/Y axes
2014-05-26 20:52:38 +02:00
scrawl
0966755a0c
Store death animation index in CreatureStats
2014-05-26 20:52:32 +02:00
Marc Zinnschlag
3937cfcd8b
Merge remote-tracking branch 'scrawl/master'
2014-05-26 19:02:13 +02:00
scrawl
3cd835e61a
Fix bsa file loading not being case insensitive ( Fixes #1178 )
2014-05-26 17:34:36 +02:00
scrawl
f629307f60
Fix frame delay for sound listener position ( Fixes #1180 )
2014-05-26 16:43:19 +02:00
scrawl
bfd91c0681
Fix potential NpcStats overwriting issue
2014-05-26 12:31:08 +02:00
Marc Zinnschlag
4aab4bae65
minor cleanup and silenced a warning
2014-05-26 10:14:24 +02:00
Marc Zinnschlag
f0d0a31a19
Merge remote-tracking branch 'mrcheko/master'
2014-05-26 10:08:40 +02:00
Thomas
7697b9e868
Ensures nothing bad will happen if we try to lock a door that never had a lock level
2014-05-26 01:48:24 -04:00
Thomas
b3ffd5b868
Fix for bug Bug #1098
2014-05-26 01:42:11 -04:00
mrcheko
8fa7fcdbee
fix bug http://bugs.openmw.org/issues/1335 (1304 as well)
...
though fish detects if actor is swimming, but in MW it attacks even if
the player is knee-deep in water
2014-05-25 21:03:37 +04:00
scrawl
10d835a55c
Some more missing isInCell checks
2014-05-25 15:07:35 +02:00
scrawl
f3ba31de2d
Merge branch 'master' of https://github.com/OpenMW/openmw
...
Conflicts:
apps/openmw/mwscript/cellextensions.cpp
2014-05-25 14:58:47 +02:00
scrawl
039398c8ae
Basic RefData and CellRef change tracking
...
Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
Marc Zinnschlag
130af28fa5
Merge remote-tracking branch 'cc9cii/master'
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Conflicts:
apps/openmw/mwrender/videoplayer.cpp
2014-05-25 12:07:09 +02:00
Marc Zinnschlag
ff15601a4c
Merge branch 'openmw-30'
2014-05-25 11:55:25 +02:00
mrcheko
c62187bd55
fix bug at http://bugs.openmw.org/issues/1155
...
Though it still can happen sometimes but not in such stupid manner.
2014-05-25 13:31:46 +04:00