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345 commits

Author SHA1 Message Date
scrawl
24bfb44b13 Move head tracking from NpcAnimation to Animation (Bug #2720) 2015-06-22 21:06:27 +02:00
scrawl
c7493eb45c Fix bug with invisibility effect for meshes w/ vertex colors 2015-06-11 16:14:51 +02:00
scrawl
b33fe8fb62 Fix the inventory listener bug 2015-06-07 16:50:34 +02:00
scrawl
30ab15e605 Fix -Wunused-private-field clang warnings 2015-06-04 20:42:05 +02:00
scrawl
b70383d127 Remove last remains of Ogre math 2015-06-03 21:37:21 +02:00
scrawl
974fda5bde Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	extern/sdl4ogre/sdlwindowhelper.cpp
2015-06-03 03:18:29 +02:00
scrawl
7f9f9a32d2 InitWorldSpaceParticles fix 2015-06-01 16:29:42 +02:00
scrawl
987918ca15 NpcAnimation::setAlpha 2015-06-01 16:18:57 +02:00
scrawl
ed4863ad7d Restore ranged weapon aiming 2015-05-31 18:53:16 +02:00
scrawl
71bafcb52b Restore head tracking 2015-05-31 18:04:14 +02:00
scrawl
60f55997fd Rotate first person meshes, sneak camera offset in first person 2015-05-31 02:26:58 +02:00
scrawl
a066b24303 Restore WeaponAnimation 2015-05-31 01:07:43 +02:00
scrawl
2f97649540 Fix for cleanup issue when exiting after a failed savegame load (Fixes #2580) 2015-05-27 00:30:39 +02:00
scrawl
da24e298ee Fix -Wreorder warnings 2015-05-23 22:44:00 +02:00
scrawl
0fb97bd2e7 Readded baseonly parameter to Animation::setObjectRoot
Fixes the first person view.
2015-05-21 23:24:22 +02:00
scrawl
cfe57199d7 Minor cleanup 2015-05-20 04:09:21 +02:00
scrawl
c4452afd89 Inventory item picking 2015-05-20 04:09:21 +02:00
scrawl
b7258c8d23 Readded Objects::updatePtr 2015-05-14 17:34:55 +02:00
scrawl
e1f4a7f647 Merge branch 'master' of https://github.com/OpenMW/openmw into osg
Conflicts:
	apps/openmw/engine.cpp
	apps/openmw/mwgui/mainmenu.cpp
	apps/openmw/mwgui/windowmanagerimp.cpp
	apps/openmw/mwinput/inputmanagerimp.cpp
	apps/openmw/mwrender/animation.cpp
	apps/openmw/mwrender/debugging.cpp
	apps/openmw/mwrender/npcanimation.cpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/sky.cpp
	components/nif/nifkey.hpp
	components/nif/nifstream.hpp
	components/nifbullet/bulletnifloader.cpp
	components/nifogre/ogrenifloader.hpp
	libs/openengine/bullet/physic.cpp
	libs/openengine/gui/manager.cpp
2015-05-04 02:41:50 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
Rohit Nirmal
997347b01e Silence -Wreorder warnings. 2015-04-28 18:48:02 -05:00
scrawl
6f3e920f85 Animation port complete 2015-04-23 23:30:06 +02:00
scrawl
09742d5b95 Animation playback works, no movement accumulation yet 2015-04-23 20:41:31 +02:00
scrawl
1a19cd3607 Some cleanup 2015-04-22 19:08:56 +02:00
scrawl
8c810e3620 Move rng to components 2015-04-22 17:58:55 +02:00
scrawl
7a46d4f46a Dead code removal 2015-04-22 17:48:06 +02:00
scrawl
fcc7aa02ab Port addExtraLight 2015-04-19 15:03:08 +02:00
scrawl
c924e64047 Port HeadAnimationTime 2015-04-19 14:42:47 +02:00
scrawl
f7d2a28930 Port BoneOffset 2015-04-19 14:25:36 +02:00
scrawl
9c4b2ea61a CreatureAnimation compiles 2015-04-19 03:05:47 +02:00
scrawl
edc5cad79e Port Animation::addEffect 2015-04-19 01:57:52 +02:00
scrawl
083c41c950 Environment map for enchanted objects 2015-04-17 01:23:37 +02:00
scrawl
5b8c28f641 NpcAnimation compiles 2015-04-15 22:11:38 +02:00
dteviot
3f28634d1f consolidate random number logic
Note, I suspect Rng::rollClosedProbability() is not needed.  The only difference between it and rollProbability() is that one time in 37k (on Windows), it will give an output of 1.0.
On some versions of Linux, the value of 1.0 will occur about 1 time in 4 billion.
2015-03-15 14:07:47 +13:00
dteviot
e197f5318b fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
dteviot
45b6538820 fixed MSVC 2013 warning C4800
forcing value to bool 'true' or 'false'
2015-03-06 23:19:57 +13:00
scrawl
191c0104f6 Crash fix for creatures with no skeleton base (Fixes #2419) 2015-03-02 15:19:57 +01:00
scrawl
f4c8064d39 Fix camera not being attached properly when player becomes vampire (Fixes #2319) 2015-01-28 19:14:57 +01:00
scrawl
b0c2aec374 Add warning for missing body parts 2015-01-23 17:31:26 +01:00
scrawl
cc7be1600d Make missing hair/head in NpcAnimation non-fatal for consistency with addOrReplaceIndividualPart 2015-01-23 15:34:14 +01:00
scrawl
41b3a9dba9 Rewrite animated collision shape support (Fixes #2123) 2015-01-13 05:37:37 +01:00
scrawl
9c693d078b Fix equipment update removing ammunition (Fixes #2144) 2014-12-30 16:22:06 +01:00
scrawl
59f21c6105 Use "hair" as filter for PRT_Hair parts (Fixes #2218) 2014-12-24 15:45:14 +01:00
scrawl
c2771bc8ab Head tracking fix 2014-12-17 02:15:40 +01:00
scrawl
d962f0918d Implement NPC head tracking (Fixes #1720) 2014-12-16 20:47:45 +01:00
scrawl
bc85bb32c2 Fix vampirism magic effect not applying immediately (Fixes #1984) 2014-12-12 02:39:59 +01:00
scrawl
a355550cab Add support for NPCs with missing head/hair models (Fixes #2078) 2014-12-11 21:43:31 +01:00
scrawl
65536f0857 Load initial particle system state from NIF files (Fixes #2178) 2014-12-05 18:00:30 +01:00
scrawl
fee08f97ed Fix crash in character preview for non-existing meshes (Fixes #2128) 2014-12-03 18:28:35 +01:00
scrawl
75b0da5dce Don't updateBoneTree for non-skinned parts (Fixes #2124) 2014-12-03 18:28:35 +01:00
scrawl
5892fd9e65 Fix NpcAnimation non-existing skeleton crash (Fixes #2028) 2014-10-17 23:07:01 +02:00
Lukasz Gromanowski
e1663de7cf Fixes #1887: Equipped items do not emit sounds
Added getSound() method to MWClass class and implementation
into Light class.

Also added additional bool parameter responsible for enabling/disabling
of playing items sounds into NpcAnimation class constructor.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-12 11:40:14 +02:00
Lukasz Gromanowski
b44ba84a80 Issue #1887: Equipped items do not emit sounds
Use separate arrays for sound ids and object parts.
Restored getting inventoryStore via getInventoryStore()
call (removed mInv introduced in previous commit).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 23:20:40 +02:00
Lukasz Gromanowski
1a0c3dc6cf Issue #1887: Equipped items do not emit sounds
Removed unused mUnequipping and mFirstEquip member variables.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:33:11 +02:00
Lukasz Gromanowski
3b9cfba03c Issue #1887: Equipped items do not emit sounds
Sounds are played only when actors draw state
is equal to MWMechanics::DrawState_Nothing

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:21:59 +02:00
Lukasz Gromanowski
fa65c8981a Issue #1887: Equipped items do not emit sounds
Played sound items are based on parts not inserted items.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 21:05:12 +02:00
Lukasz Gromanowski
bcb38c3eba Issue #1887: Equipped items do not emit sounds
Added handling of autoEquip and unequipAll cases.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 22:27:23 +02:00
Lukasz Gromanowski
e566e4abf2 Issue #1887: Equipped items do not emit sounds
Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 16:47:29 +02:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
83037a1a91 Move fast-forward of particle systems outside of OgreNifLoader (Fixes #1830)
Particle systems were being fast-forwarded before the skeleton base was attached, so particles without the LocalSpace flag would spawn at an incorrect position.
2014-08-18 16:37:47 +02:00
scrawl
d8943aef2f Encapsulate magic effect magnitude (Feature #1489) 2014-08-17 03:58:04 +02:00
scrawl
34847baa54 Disable head animations for dead actors (Fixes #1781) 2014-08-11 05:00:13 +02:00
scrawl
0943ff0886 Fix normalizing sample values 2014-07-29 14:19:12 +02:00
scrawl
625f9a35e6 Implement NPC eye blinking (Fixes #1721) 2014-07-29 01:16:08 +02:00
scrawl
598c0c4ae7 Implement mouth animation for NPCs based on say sound (Fixes #642) 2014-07-29 01:15:22 +02:00
scrawl
b68a8e38cd Remove unused map 2014-06-06 15:24:06 +02:00
scrawl
54a5dba3f5 Don't reserve Pauldron parts for robes (Fixes #1396) 2014-06-06 15:20:56 +02:00
scrawl
d442853b3e Allow opposite gender's parts as fallback (Fixes #1404) 2014-06-06 01:30:23 +02:00
Emanuel Guevel
1e4a854433 Remove static method MWWorld::Class::get(&Ptr)
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
scrawl
45d2a00717 Fixes #1293: Allow interpolation type 0 in case of 0 keys 2014-04-26 11:36:27 +02:00
scrawl
0cd40294a2 Fixed ranged combat for creatures 2014-03-12 11:30:44 +01:00
scrawl
072dc6d438 Feature #50: Implement marksman mechanics. 2014-03-08 06:03:45 +01:00
scrawl
12de0afb03 Feature #50: Spawn projectiles
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092 Include some more required Ogre headers explicitely. 2014-03-05 21:46:37 +01:00
scrawl
8f949c6ae2 Fix lockpicks 2014-02-08 07:35:34 +01:00
scrawl
ffe19e7a52 Feature #50: Handle attach & release of projectiles 2014-02-05 05:18:11 +01:00
scrawl
a07eaa0c0d Feature #50: Allow body pitch in third person for ranged weapon aiming 2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5 Feature #50: Handle weapon controllers (i.e. bowstring animations, etc) 2014-02-05 05:18:10 +01:00
scrawl
240d96a0f1 Renamed AnimationValue to AnimationTime 2014-01-17 10:55:46 +01:00
Marc Zinnschlag
f62497dfdc Merge remote-tracking branch 'mrcheko/master' 2014-01-10 19:08:35 +01:00
mrcheko
d41f27451b appropriate camera vanity<>preview mode switch + hit recoils fix 2014-01-09 23:36:40 +02:00
scrawl
634a53211c Make sure materials are built before trying to determine their transparency 2014-01-04 22:56:06 +01:00
scrawl
c4e4a8fb57 Closes #1083: Fix werewolf change handling 2014-01-04 20:50:18 +01:00
scrawl
0990ca4b75 Closes #1072: Fix extra light being added multiple times when showCarriedLeft(true) is called repeatedly 2014-01-02 15:58:00 +01:00
scrawl
85ec80100c Bug #1005: Hide torches/shields during spellcasting and hand-to-hand combat 2013-12-27 22:00:16 +01:00
scrawl
5931fdcbde Implement NiBillboardNode. Flags not handled yet. 2013-12-26 20:53:52 +01:00
scrawl
37a7ee8fcd Set alpha value of character animations according to Invisibility / Chameleon effects. 2013-12-08 23:05:21 +01:00
scrawl
1624e0fd8a Rename ObjectList to ObjectScene. Wrap it in a SharedPtr so we can automate the destruction routine. 2013-12-07 20:15:39 +01:00
scrawl
bb70deabb1 Add an incomplete implementation of SayAnimationValue (lip animation) 2013-12-07 14:15:45 +01:00
scrawl
d2ed77f3f2 Fix shields being visible during spellcasting 2013-11-23 20:24:52 +01:00
scrawl
a1fe07181c Fix rotation offset of some lights (bug 955) 2013-11-23 05:55:03 +01:00
scrawl
4ed4c1e319 Add Vampirism and Sun Damage effects. Some fixes. 2013-11-21 00:41:31 +01:00
scrawl
3452bd2e0b Add glow effect for enchanted items 2013-11-20 00:13:12 +01:00
scrawl
c73217627e Move code for listing effect sources to the spell management classes 2013-11-15 20:29:47 +01:00
scrawl
00af6b5617 Use an inventory store listener for animation parts and VFX update instead of updating them directly. Slightly more flexible, reduces InventoryStore dependencies and solves a crash during character creation due to the preview doll's animation not being registered in World. 2013-11-15 02:08:36 +01:00
scrawl
4083c55848 Make sure NpcAnimation base exists before runAnimation. Not sure yet why this is needed. 2013-11-14 19:18:27 +01:00
scrawl
992a8e9c36 Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore. 2013-11-14 14:41:10 +01:00
Alex "rainChu" Haddad
f1b4c2e400 Fixed first person offset to use world transform
It slipped my mind that some necks might not be perfectly vertical.
2013-10-02 07:03:39 -04:00
Alex "rainChu" Haddad
ed0c31b485 Refactored, moved logic out of NpcAnimation
The logic is now handled by RenderingManager, and Camera sets its
animation's first person offset height. Due to how NpcAnimation seems to
be updated, it has to be the one to actually set its own nodes, in the
case of the hands. Otherwise, the hands would not move without a messier
hack.
2013-10-02 05:16:52 -04:00
Alex "rainChu" Haddad
0ddb5097fc Revert "Bug #840, First Person Sneaking Camera Height"
This reverts commit 296abfd48f.
2013-10-01 11:44:45 -04:00