scrawl
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edb5a54092
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Include some more required Ogre headers explicitely.
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2014-03-05 21:46:37 +01:00 |
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Marc Zinnschlag
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f9d2fde783
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Merge branch 'openmw-29'
Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
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2014-03-04 09:34:38 +01:00 |
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Marc Zinnschlag
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367919200f
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moved CellRefList into a separate file
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2014-02-23 20:11:05 +01:00 |
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Marc Zinnschlag
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7693f712bc
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started making CellStore into a proper class; encapsulated mCell member
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2014-02-21 11:35:46 +01:00 |
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scrawl
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bc376e6649
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Closes #888: Treat "Bip 01" as animation root if existing
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2014-02-19 11:23:03 +01:00 |
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mrcheko
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a6be72673c
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improves animation-controlled velocity check
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2014-02-08 16:59:15 +02:00 |
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scrawl
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ffe19e7a52
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Feature #50: Handle attach & release of projectiles
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2014-02-05 05:18:11 +01:00 |
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scrawl
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a07eaa0c0d
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Feature #50: Allow body pitch in third person for ranged weapon aiming
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2014-02-05 05:18:10 +01:00 |
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scrawl
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7cf22391a5
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Feature #50: Handle weapon controllers (i.e. bowstring animations, etc)
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2014-02-05 05:18:10 +01:00 |
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mrcheko
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761f13d3ce
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activate whole-body attack animations
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2014-02-02 16:29:51 +02:00 |
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scrawl
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60bbab52fe
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Support keyframe controllers for bones that aren't in the skeleton base
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2014-01-31 05:06:34 +01:00 |
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mrcheko
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e50e94af0b
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remove CreatureStats::mAttackType, set/getAttackType()
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2014-01-27 23:05:17 +02:00 |
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scrawl
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eba6c9a8fd
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Fix massive console spam regarding the scrib's idle3 animation
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2014-01-26 02:49:32 +01:00 |
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scrawl
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cf378ec31e
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Support optional volume and pitch arguments for soundgen events (e.g. moan 0.5 1.0) as required for some actors
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2014-01-22 15:25:03 +01:00 |
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scrawl
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16f5f5862d
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Feature #956: Implement blocking melee attacks
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2014-01-21 23:25:24 +01:00 |
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scrawl
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9b32b1403b
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Feature #960: Implement Creature::hit
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2014-01-17 17:19:08 +01:00 |
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scrawl
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805843d7ff
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Closes #1086: Implement blood effects
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2014-01-17 11:27:13 +01:00 |
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scrawl
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240d96a0f1
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Renamed AnimationValue to AnimationTime
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2014-01-17 10:55:46 +01:00 |
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Marc Zinnschlag
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f62497dfdc
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Merge remote-tracking branch 'mrcheko/master'
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2014-01-10 19:08:35 +01:00 |
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mrcheko
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d41f27451b
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appropriate camera vanity<>preview mode switch + hit recoils fix
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2014-01-09 23:36:40 +02:00 |
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Marc Zinnschlag
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a7be755db0
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Merge remote-tracking branch 'mrcheko/master'
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2014-01-08 20:13:31 +01:00 |
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mrcheko
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46519062d3
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hit recoils/knockdowns feature
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2014-01-08 16:05:14 +02:00 |
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mrcheko
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2591ff2d5a
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bug repairing
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2014-01-06 22:00:01 +02:00 |
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scrawl
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634a53211c
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Make sure materials are built before trying to determine their transparency
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2014-01-04 22:56:06 +01:00 |
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mrcheko
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7002412760
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resolve conflict in character.cpp
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2014-01-04 17:55:09 +02:00 |
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mrcheko
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09a0a69b04
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more improvements
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2014-01-01 21:40:31 +02:00 |
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scrawl
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be1938ee90
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Closes #805: Don't add entities that are supposed to be invisible to static geometry
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2013-12-31 18:32:46 +01:00 |
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scrawl
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6400f23ab0
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Use the material controller manager for effects with overridden texture
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2013-12-27 14:54:36 +01:00 |
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scrawl
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d262d9e6b0
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Bug #1054: Set render queue group for effects
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2013-12-27 14:51:59 +01:00 |
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scrawl
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d09a86e208
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Issue #1018: Don't allow view mode switching while performing an action
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2013-12-27 00:36:06 +01:00 |
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scrawl
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5931fdcbde
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Implement NiBillboardNode. Flags not handled yet.
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2013-12-26 20:53:52 +01:00 |
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scrawl
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6d27ebabb6
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Integrate AddGlow with material controllers
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2013-12-26 20:53:45 +01:00 |
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scrawl
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1624e0fd8a
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Rename ObjectList to ObjectScene. Wrap it in a SharedPtr so we can automate the destruction routine.
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2013-12-07 20:15:39 +01:00 |
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scrawl
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ffc885853a
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Fix bolt for magic effects that don't have one specified
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2013-11-29 10:39:37 +01:00 |
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scrawl
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3452bd2e0b
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Add glow effect for enchanted items
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2013-11-20 00:13:12 +01:00 |
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scrawl
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0dc2e829dd
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Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
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2013-11-17 23:31:08 +01:00 |
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scrawl
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e7993ced69
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Fix invalid casts
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2013-11-17 04:33:04 +01:00 |
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scrawl
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0b5f5351b5
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Fix continuous FX getting removed instantly
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2013-11-14 13:30:48 +01:00 |
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scrawl
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da5c59c8af
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addEffect should check effectId, not model.
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2013-11-13 19:07:44 +01:00 |
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scrawl
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a6e2f43b75
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Stop continuous VFX when the effect is no longer active.
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2013-11-13 15:44:43 +01:00 |
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scrawl
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9b0e82a37f
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Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends)
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2013-11-13 14:02:15 +01:00 |
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scrawl
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0dab7031c0
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Make sure effects are destroyed with the animation
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2013-11-12 02:22:44 +01:00 |
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scrawl
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ffdb91bb21
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Add particles for Cast + Hit. Not looking quite right yet.
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2013-11-11 23:43:28 +01:00 |
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scrawl
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cbe96a2170
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Refactor ActiveSpells to track range type. Added basic self range magic.
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2013-11-09 07:51:46 +01:00 |
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Chris Robinson
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bd6dd071aa
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Use the non-accumulation root's parent as the accumulation root
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
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2013-08-25 16:08:42 -07:00 |
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Chris Robinson
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3ca4d54bf9
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Better handle animations with a 0-length loop
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2013-08-19 07:26:42 -07:00 |
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Chris Robinson
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5ac82a50b7
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Remove unused function
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2013-08-08 04:40:30 -07:00 |
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Chris Robinson
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2b2101958d
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Destroy the scene node we create
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2013-08-07 03:56:07 -07:00 |
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Chris Robinson
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0458fd5531
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Remove unused/unneeded parameters
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2013-08-07 03:56:06 -07:00 |
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Chris Robinson
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b4b095ca72
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Don't try to get the center of a null bounding box
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2013-08-07 01:32:36 -07:00 |
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