Chris Robinson
|
274f3c7b77
|
Force character state to update after switching view modes
|
2013-04-25 07:08:11 -07:00 |
|
gus
|
6934b20abd
|
actors are now updates every frame. This should not be the case, but this is a quickfix for AI.
|
2013-04-11 17:57:58 +01:00 |
|
Glorf
|
48d9885554
|
Started bugfix #691
|
2013-04-05 15:42:05 +02:00 |
|
scrawl
|
1a2daa3bc1
|
Merge branch 'master' of git://github.com/zinnschlag/openmw into companion
|
2013-03-31 14:50:03 +02:00 |
|
Chris Robinson
|
466c0086b8
|
Use a full Movement to hand off to the world physics update
|
2013-03-31 00:13:56 -07:00 |
|
Chris Robinson
|
af65ecd841
|
Pass the movement vector in as a parameter to CharacterController::update
|
2013-03-30 18:37:40 -07:00 |
|
scrawl
|
e7af718b55
|
Remove unnecessary WindowManager::messageBox arguments
|
2013-03-30 12:56:37 +01:00 |
|
Marc Zinnschlag
|
fd2c07a6f4
|
delete death events on adding an actor to the scene
|
2013-03-18 10:54:47 +01:00 |
|
scrawl
|
dd57eabc3e
|
Better use an enum for magic effect IDs
|
2013-03-16 23:28:26 +01:00 |
|
Chris Robinson
|
48271e49ec
|
Properly update the Ptr object in the mechanics manager when moving across cells
|
2013-02-25 09:57:34 -08:00 |
|
Chris Robinson
|
2c39760bd5
|
Move the movement solver code to mwworld's physics system
|
2013-02-05 12:45:10 -08:00 |
|
Chris Robinson
|
1c604445ba
|
Store movement vectors as they get returned
|
2013-02-05 06:59:01 -08:00 |
|
Chris Robinson
|
5ee298cdc1
|
Make sure the player updates last
|
2013-02-04 14:08:38 -08:00 |
|
Chris Robinson
|
51d5efeeb2
|
Work out the state in the character controller update method
|
2013-02-03 07:15:34 -08:00 |
|
Chris Robinson
|
7fe877d8ea
|
Add a couple more character states
|
2013-02-03 00:19:22 -08:00 |
|
Chris Robinson
|
007a5963de
|
Handle most state changes in the character controller when setting the movement vector
|
2013-02-02 23:39:43 -08:00 |
|
Chris Robinson
|
fdabef65a1
|
Use a method to update an object's cell in the mechanics manager
This prevents destroying and recreating the object's character controller (and
messing up the current animation) when moving between cells.
|
2013-01-29 00:19:24 -08:00 |
|
Chris Robinson
|
8d98f3649c
|
Use a separate class to handle activator mechanics
|
2013-01-28 23:39:11 -08:00 |
|
Chris Robinson
|
68779375b2
|
Implement WalkLeft and WalkRight character states
|
2013-01-19 16:19:47 -08:00 |
|
Chris Robinson
|
a7b07ee5cf
|
Don't reset the animation when setting the same state
Unless looping is being toggled on.
|
2013-01-19 15:46:22 -08:00 |
|
Chris Robinson
|
de2d084e61
|
Add a looping property to handle if an animation should loop
|
2013-01-19 14:22:15 -08:00 |
|
Chris Robinson
|
aecfc0829a
|
Implement WalkForward and WalkBack character states
|
2013-01-18 18:04:00 -08:00 |
|
Chris Robinson
|
9235fba770
|
Store the movement vector in the character controller
|
2013-01-18 16:00:51 -08:00 |
|
Chris Robinson
|
5cafc24ee2
|
Rename CharState_Alive back to CharState_Idle
|
2013-01-18 13:43:45 -08:00 |
|
Chris Robinson
|
9d7ccfda1f
|
Rename CharState_Idle to CharState_Alive
|
2013-01-17 21:07:36 -08:00 |
|
Chris Robinson
|
685f219560
|
Return a movement vector from the character controller update
|
2013-01-16 18:56:13 -08:00 |
|
Chris Robinson
|
daad8d9859
|
Don't update the character controller while paused
|
2013-01-16 18:03:39 -08:00 |
|
Chris Robinson
|
d2f5a886c7
|
Handle playgroup and skipanim through mwmechanics
|
2013-01-16 17:53:18 -08:00 |
|
Chris Robinson
|
46fc61a4c1
|
Run animations from the character controller
|
2013-01-16 16:31:09 -08:00 |
|
Chris Robinson
|
94b93227d3
|
Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
|
2013-01-16 14:37:32 -08:00 |
|
Chris Robinson
|
3c487e6019
|
Play an animation when changing states
|
2013-01-16 10:45:18 -08:00 |
|
Chris Robinson
|
b378bc92a0
|
Store an animation object in the character controller
|
2013-01-16 10:16:37 -08:00 |
|
Chris Robinson
|
3c02e1ccc9
|
Run physics right after updating the actors
|
2013-01-16 08:22:38 -08:00 |
|
Chris Robinson
|
94b24f07e1
|
Keep track of the state in the character controller, and don't remove dead actors from the map
|
2013-01-12 10:10:27 -08:00 |
|
Chris Robinson
|
4890d901a2
|
Store an MWWorld::Ptr in the character controller
|
2013-01-12 08:49:08 -08:00 |
|
Chris Robinson
|
35d17fdaf6
|
Associate a character controller with each MWWorld::Ptr
|
2013-01-12 07:12:12 -08:00 |
|
greye
|
86ad7a96f4
|
applying new interface vol.2, inconsistent
|
2012-11-05 21:19:22 +04:00 |
|
greye
|
2057f5619e
|
move ESMStore to MWWorld
|
2012-11-05 17:18:01 +04:00 |
|
Marc Zinnschlag
|
ed3641b214
|
Issue #68: check for essential actors
|
2012-10-27 13:33:54 +02:00 |
|
Marc Zinnschlag
|
453f347ee8
|
Issue #68: added getdeadcount script function
|
2012-10-27 11:33:18 +02:00 |
|
Marc Zinnschlag
|
f72c35fc17
|
Issue #68: tally deaths
|
2012-10-27 11:15:52 +02:00 |
|
Marc Zinnschlag
|
6b09b3ad61
|
Issue #68: Play death animations
|
2012-10-27 10:36:42 +02:00 |
|
Marc Zinnschlag
|
21c24dedb6
|
Issue #68: Stop player from dying (temporary workaround)
|
2012-10-25 12:28:45 +02:00 |
|
Marc Zinnschlag
|
9172c3ec4d
|
Issue #68: stop NPCs from instantly dropping dead
|
2012-10-23 13:54:36 +02:00 |
|
Marc Zinnschlag
|
0547f11564
|
Issue #68: Remove dead actors from actor list
|
2012-10-20 10:54:51 +02:00 |
|
Marc Zinnschlag
|
f2e25b8a47
|
Issue #68: Keep dead actors out of the actor list for the current scene
|
2012-10-20 10:49:48 +02:00 |
|
Marc Zinnschlag
|
bdca5aff87
|
Issue #68: simplified the dynamic stats interface
|
2012-10-19 13:10:06 +02:00 |
|
Marc Zinnschlag
|
3f833af46a
|
Issue #407: Fortyfy attribute effects were ignored for the last 3 attributes
|
2012-10-19 10:07:27 +02:00 |
|
scrawl
|
b91d74d394
|
fix normalized encumbrance
|
2012-09-21 17:56:15 +02:00 |
|
scrawl
|
872fcf3e3d
|
sleeping restoration of health, magicka, and fatigue
|
2012-09-21 17:53:16 +02:00 |
|