Chris Robinson
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0db02af807
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Set up the weapon state in the CharacterController constructor
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2013-07-24 21:08:16 -07:00 |
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Chris Robinson
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17282c69b1
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Handle spell-casting animation sequences
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2013-07-23 07:30:54 -07:00 |
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Chris Robinson
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d5d832846e
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Rename the follow-up upper character state enum
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2013-07-23 04:56:49 -07:00 |
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Chris Robinson
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24567294ff
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Move NPC state update handling into a separate method
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2013-07-23 03:26:24 -07:00 |
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Chris Robinson
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22e07968af
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Store the current weapon group name
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2013-07-23 02:50:52 -07:00 |
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Marc Zinnschlag
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ec575200e3
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Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
apps/openmw/mwrender/animation.cpp
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2013-07-23 09:12:23 +02:00 |
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Chris Robinson
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e803cdbe7f
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Handle swimdeath and missing death animations
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2013-07-18 01:13:53 -07:00 |
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scrawl
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dfe912dcab
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Enum renaming
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2013-07-16 23:38:55 +02:00 |
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scrawl
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91e95e1404
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Use the correct slash, chop or thrust animation
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2013-07-16 23:32:41 +02:00 |
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gus
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ee47e99dad
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Merge branch 'master' of https://github.com/zinnschlag/openmw.git into MeleeCombat2
Conflicts:
apps/openmw/mwmechanics/character.cpp
apps/openmw/mwmechanics/character.hpp
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2013-07-16 11:40:19 +01:00 |
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Chris Robinson
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a932a89e02
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Specify the velocity-based animation speed multiplier when playing it
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2013-07-16 01:30:03 -07:00 |
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Chris Robinson
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06e631f213
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Track death separately in the character controller
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2013-07-15 23:43:33 -07:00 |
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Chris Robinson
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4ae65c20e6
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Separate movement and idle states
This allows us to better handle cases of "missing" animations. Mainly for
first-person, but also for spells and certain weapon types.
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2013-07-15 22:56:23 -07:00 |
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gus
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f7f23ac5d8
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improvement of the chop animation. Still some jittering.
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2013-07-15 17:18:16 +01:00 |
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gus
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3947f44aa3
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Porting old work
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2013-07-13 22:24:52 +01:00 |
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Glorf
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88f8637145
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Bugfix #795
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2013-06-26 22:20:24 +02:00 |
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Torben Carrington
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c8c1ddd927
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Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
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2013-05-24 20:10:07 -07:00 |
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Chris Robinson
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e8bbb755c3
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Play the left-arm torch animation when it's equipped
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2013-05-17 06:21:59 -07:00 |
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Chris Robinson
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4b9a888d74
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Use the PickProbe animation group as appropriate
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2013-05-17 01:46:51 -07:00 |
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Chris Robinson
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6201cb0093
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Add a method to clear the animation queue
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2013-05-16 06:59:41 -07:00 |
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Chris Robinson
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f83ee5d316
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Play ready/unready animations on the upper body
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2013-05-13 03:32:00 -07:00 |
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Chris Robinson
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70dc2f77ad
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Move the priority enum to MWMechanics
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2013-05-13 00:54:44 -07:00 |
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Chris Robinson
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7ba2508556
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add a priority for death animations, and store it in the state list
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2013-05-12 19:19:21 -07:00 |
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Chris Robinson
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4e389b5a8f
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Store whether a given animation loops in the state table
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2013-05-12 05:59:39 -07:00 |
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Chris Robinson
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2c556e4036
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Be smarter about handling non-moving animations
Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
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2013-05-12 04:29:42 -07:00 |
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Chris Robinson
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6b8a687a79
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Add methods to disable an animation
And rename WeaponState to WeaponType
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2013-05-10 22:22:39 -07:00 |
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Chris Robinson
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a120653c38
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Implement handling weapon states
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2013-05-01 10:19:16 -07:00 |
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Chris Robinson
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4b15da076b
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Move getStateInfo into the character controller
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2013-04-30 19:26:41 -07:00 |
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Chris Robinson
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05060e57ec
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Add a weapon state to the character controller
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2013-04-29 13:07:49 -07:00 |
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scrawl
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07891fa213
|
Athletics skill increase
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2013-04-28 07:53:04 +02:00 |
|
Chris Robinson
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274f3c7b77
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Force character state to update after switching view modes
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2013-04-25 07:08:11 -07:00 |
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Chris Robinson
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e4eb4b7e30
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Keep track of the character looping state
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2013-04-25 06:29:17 -07:00 |
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Chris Robinson
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9da2c9153e
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Don't store the animation group string in the character controller
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2013-04-25 06:12:37 -07:00 |
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Chris Robinson
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24f1eba902
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Keep track of whether an animation supplies movement
Also handle it when it doesn't.
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2013-04-24 22:45:43 -07:00 |
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Chris Robinson
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333354fe62
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Remove the character controller from the Animation class
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2013-04-24 07:10:41 -07:00 |
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Chris Robinson
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b80891099e
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Don't use the character controller to handle text keys
The Animation class has the Ptr and can call to whatever subsystem is needed.
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2013-04-24 06:48:34 -07:00 |
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Chris Robinson
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e8cabc9434
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Pass the loop count from loopgroup to the play method
Instead of queueing each iteration separately.
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2013-04-24 06:32:11 -07:00 |
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Chris Robinson
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4836ba16f7
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Implement turning states
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2013-03-31 03:50:20 -07:00 |
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Chris Robinson
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466c0086b8
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Use a full Movement to hand off to the world physics update
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2013-03-31 00:13:56 -07:00 |
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Chris Robinson
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af65ecd841
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Pass the movement vector in as a parameter to CharacterController::update
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2013-03-30 18:37:40 -07:00 |
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scrawl
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268bb23590
|
Implemented sneaking animation
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2013-03-06 16:58:56 +01:00 |
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Chris Robinson
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48271e49ec
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Properly update the Ptr object in the mechanics manager when moving across cells
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2013-02-25 09:57:34 -08:00 |
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Chris Robinson
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f841576bba
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Don't override animations played with playgroup
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2013-02-23 01:54:46 -08:00 |
|
Chris Robinson
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e4341525c8
|
Add a jump state
Currently unused
|
2013-02-15 04:45:28 -08:00 |
|
Chris Robinson
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3348e8a436
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Clarify a comment
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2013-02-14 22:41:14 -08:00 |
|
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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fc307e64b0
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Add swimming states
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2013-02-05 19:05:07 -08:00 |
|
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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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).
|
2013-02-03 12:02:51 -08:00 |
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