Chris Robinson
75131e6a48
Rebuild the actor after switching between werewolf forms
2013-08-08 17:16:24 -07:00
Chris Robinson
d77d60cbc2
Remove an unneeded forceUpdate method
2013-08-08 15:37:08 -07:00
Chris Robinson
1f6055d54b
Don't try to apply body skins for werewolves
...
They instead use a hidden WerewolfRobe object for their body
2013-08-08 04:40:31 -07:00
Chris Robinson
9694b18d1b
Update part skeletons immediately when added
2013-08-08 04:40:30 -07:00
Chris Robinson
f73578a832
Remove unnecessary mBodyPrefix field
2013-08-08 04:40:30 -07:00
Chris Robinson
5051544144
Remove some duplicate code
2013-08-08 04:40:30 -07:00
Chris Robinson
ceed2e30b8
Handle NPCs being a werewolf in NpcAnimation
...
Note that the body mesh comes from having a WerewolfRobe force-equipped.
2013-08-08 04:40:30 -07:00
Chris Robinson
a9dca21d05
Create the Animation SceneNode in the constructor
2013-08-06 19:49:05 -07:00
Chris Robinson
48784c7e2f
Use for_each and functors to avoid some for loops
2013-08-06 19:49:05 -07:00
Chris Robinson
8984d8f8ee
Use a map to simplify NPC part referencing
2013-08-06 19:49:02 -07:00
Chris Robinson
e976bb16c5
Add a light for torches
2013-08-06 19:49:02 -07:00
Chris Robinson
1f436f9886
Render torches
2013-08-06 19:49:01 -07:00
scrawl
7dc30a01cd
Some changes suggested by cppcheck
2013-07-31 18:46:32 +02:00
Chris Robinson
45302f9e25
Handle controllers in the NPC's bound object parts
2013-07-23 22:05:03 -07:00
scrawl
61661c8653
Fix first person meshes casting shadows
2013-07-14 14:55:07 +02:00
Chris Robinson
3771e5839e
Allow some more third person fallbacks in first person
2013-07-13 17:03:10 -07:00
Chris Robinson
2d7620e774
Rotate the neck when looking up and down in first-person
2013-07-13 12:39:06 -07:00
Chris Robinson
4df1f198a7
Avoid a map lookup for every skin body part when updating
2013-07-12 22:32:09 -07:00
Chris Robinson
6de56615aa
Avoid casting shadows in first-person view
2013-07-12 22:32:05 -07:00
Chris Robinson
025fa4e0d5
Use a multimap for the bodypart map
2013-07-12 22:32:04 -07:00
Chris Robinson
a5e4faaed2
Show arms and body parts in first person
...
This isn't yet fully correct. The arms need to rotate up and down with
the camera, and the mesh's bounding box is causing them to blink out at
certain angles since they don't fit the animation.
2013-07-12 22:31:59 -07:00
Chris Robinson
908f010c74
Reset the NPC object root when switching POV
...
When in first person, the skeleton in the .1st.nif file is used. In
particular, these have extra finger bones that are used by the first
person models.
2013-07-12 22:31:57 -07:00
scrawl
7a2d1cd8ce
Security skill
2013-05-19 18:40:37 +02:00
Chris Robinson
ee585046ac
Don't show weapons in first-person
2013-05-17 01:56:16 -07:00
Chris Robinson
3c5c10144a
Remove a duplicate showWeapons call
2013-05-14 19:38:57 -07:00
Chris Robinson
47a9a4cdff
Clean up a for loop
2013-05-14 01:29:15 -07:00
Chris Robinson
8e38dc410f
Allow loading multiple animation sources
...
Animation sources are treated differently from base objects. When given
"path\file.nif", base objects will look for "path\xfile.nif" and use that
if it exists (falling back to the original name if not found). Animation
sources will instead use "path\xfile.kf", ignoring it if the file doesn't
exist.
2013-05-07 16:59:32 -07:00
Chris Robinson
e85bc8b2cd
Only load one Nif for Animation objects
...
This breaks quite a bit, but it's needed for the transition to using the
.kf files.
2013-05-06 23:11:26 -07:00
Chris Robinson
854de1c6c1
Make sure the weapon is in the proper group
2013-04-29 11:43:37 -07:00
Chris Robinson
063322b081
Declare some variables closer to where they're used
2013-04-29 10:12:50 -07:00
Chris Robinson
0cf531ba12
Make sure to update parts when the weapon changes
2013-04-29 09:53:36 -07:00
gus
3d9ceede77
little fix (weapons disapeared when tab was pressed)
2013-04-28 12:33:41 +01:00
gus
5388c25e64
Fix or lockpicks.
2013-04-28 11:55:50 +01:00
gus
766d1efa84
Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out.
2013-04-28 11:41:01 +01:00
Marc Zinnschlag
32138dbb0f
silenced a warning
2013-04-26 13:33:47 +02:00
Chris Robinson
55ee4e65a9
Clean up the slotlist struct
2013-04-25 23:42:20 -07:00
Chris Robinson
274f3c7b77
Force character state to update after switching view modes
2013-04-25 07:08:11 -07:00
Chris Robinson
2769adcee0
Implement switching to and from first-person animations
...
Note that the current animation gets interrupted, so switching to first person
may break movement until you stop and try to move again. This can be fixed by
alerting the character controller in the mechanics manager to force a state
update when switching POV.
2013-04-25 05:23:05 -07:00
Chris Robinson
24f1eba902
Keep track of whether an animation supplies movement
...
Also handle it when it doesn't.
2013-04-24 22:45:43 -07:00
Chris Robinson
50bb92beb3
Use a method to set the visibility flags and render queue.
2013-04-19 02:01:50 -07:00
Chris Robinson
6d59325bff
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-17 23:21:17 -07:00
scrawl
c519fc360d
Move away from fixed record names for body parts
2013-04-18 00:19:34 +02:00
Chris Robinson
1b1f9f7921
Allow multiple ObjectLists to be created for Animations.
...
addObjectList may not currently be called outside of the related constructor.
2013-04-15 18:55:28 -07:00
Chris Robinson
69084139aa
Use an array of objectlists, instead of one base objectlist and an array of 'animation sources'
2013-04-14 17:58:21 -07:00
Chris Robinson
f9dee25fd1
Store the base skeleton entity in MWRender::Animation
2013-04-14 16:56:35 -07:00
Chris Robinson
50d8353a8d
Fix a hack so arms dont show in first-person
2013-04-09 16:51:04 -07:00
Chris Robinson
a700c50e84
Add a first-person view mode to NpcAnimation
...
And use it instead of showing/hiding the player.
2013-04-09 15:10:14 -07:00
Chris Robinson
9f9d978b0f
Use an enum to specify the NPC's view mode (normal, head only)
2013-04-09 09:07:05 -07:00
Chris Robinson
08d43fe217
Make the getHeadNode method more general
2013-04-08 05:48:52 -07:00
Chris Robinson
7494f90301
Remove an unneeded function
2013-04-07 13:02:46 -07:00