Wareya
c98a815581
Remove debug printing from previous commit
2013-02-16 13:37:25 -05:00
Wareya
f0220fb06b
Implement "Rest Until Healed"
...
Fixes: https://bugs.openmw.org/issues/563
2013-02-16 13:35:03 -05:00
scrawl
a5c8d5748f
fix FailedAction.
2013-02-16 18:05:25 +01:00
scrawl
0bc34c1c0d
Action::executeImp returns a bool value to indicate if the sound should be played.
2013-02-16 16:40:44 +01:00
scrawl
7d918caa93
Don't allow dialogue if player controls are disabled.
2013-02-16 16:26:40 +01:00
Marc Zinnschlag
910858c300
Merge remote-tracking branch 'sergeyshambir/guiconvience' into next
2013-02-16 14:50:42 +01:00
Douglas Mencken
eb09662f1d
Don't include boost/filesystem/v3/operations.hpp, use boost/filesystem/operations.hpp instead.
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It is boost headers' job to deal with their internals.
2013-02-16 14:49:11 +01:00
Chris Robinson
158e18b98d
Remove an unused method
2013-02-16 00:30:07 -08:00
Chris Robinson
c965bd8e18
Increase step size to 30
2013-02-15 17:22:55 -08:00
scrawl
4da11a96a5
Fixed gold ref count always becoming 1 when dropped on the ground
2013-02-15 17:34:55 +01:00
Chris Robinson
c57001e3bd
Remove an unused field
2013-02-15 05:11:06 -08:00
Chris Robinson
e4341525c8
Add a jump state
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Currently unused
2013-02-15 04:45:28 -08:00
Chris Robinson
ff0099fa6e
Scale the animation speed based on the animation velocity and movement speed
...
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
2013-02-15 02:15:39 -08:00
Chris Robinson
e1a1530774
Better implement Npc::getSpeed
2013-02-15 01:27:57 -08:00
Chris Robinson
3348e8a436
Clarify a comment
2013-02-14 22:41:14 -08:00
Chris Robinson
ac717373b1
Add a method to check if an object is on the ground
2013-02-14 22:35:15 -08:00
Chris Robinson
18b606fddf
Use the PhysicActor's set/getOnGround method
2013-02-14 20:10:04 -08:00
Chris Robinson
15dc82f454
Increase step size to 15
2013-02-14 18:59:05 -08:00
Chris Robinson
a729b1b12a
Snap to the ground after moving
...
Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement
This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
2013-02-14 18:34:51 -08:00
scrawl
7604fb51b6
CG no longer listed in the settings if the plugin isn't loaded.
2013-02-14 23:17:21 +01:00
scrawl
6a49ea9b4f
Cleaning out some old bits
2013-02-13 18:39:36 +01:00
Chris Robinson
6a9755778e
Merge remote-tracking branch 'zini/next' into animation2
2013-02-12 18:14:46 -08:00
scrawl
de90b911c9
Near clip plane corrections
2013-02-12 20:56:00 +01:00
scrawl
d213ff680f
Disabled terrain LOD
2013-02-12 20:55:45 +01:00
Marc Zinnschlag
5e3529783d
Merge remote-tracking branch 'ace/win-fixes' into next
2013-02-12 15:42:45 +01:00
Alexander "Ace" Olofsson
bbb845824d
Added typedef for ssize_t in windows and fixed a use of __PRETTY_FUNCTION__
2013-02-12 13:59:24 +01:00
Sergey Shambir
7d7a1119da
Fixed book text misalignment, at least in some cases
...
https://bugs.openmw.org/issues/284
2013-02-12 11:49:20 +04:00
Sergey Shambir
03803f19b5
BookTextParser: moved to Ogre::UTFString
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Font height and unicode characters glyph width now accounted correctly.
2013-02-12 11:22:19 +04:00
Sergey Shambir
3b64389668
BookTextParser: fixed infinitive loop
2013-02-12 11:14:30 +04:00
Marc Zinnschlag
1a079ec8d3
Merge branch 'master' into next
2013-02-11 19:53:51 +01:00
Marc Zinnschlag
64d9d9e2ce
Merge remote-tracking branch 'wheybags/master' into next
2013-02-10 17:29:28 +01:00
Tom Mason
c32c31f6d6
break after activating button
2013-02-10 15:41:02 +00:00
Tom Mason
158c6fc9fa
pressing enter when a messagebox is prompting for "ok", will activate ok button
2013-02-10 14:58:46 +00:00
Sergey Shambir
59808c3e10
GUI: Birth and Class dialogs now both select 1st item in list at first
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time.
2013-02-10 08:59:38 +04:00
Sergey Shambir
725bfe6372
TradeWindow: balance now changes per time if user holds +/- button
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pressed
2013-02-10 08:50:36 +04:00
Sergey Shambir
bba024d6ad
Right mouse button click now stops Container GuiMode.
2013-02-10 08:37:45 +04:00
Chris Robinson
4ee5857bae
Filter accumulation axis for mLastPosition as needed
2013-02-09 19:09:56 -08:00
Chris Robinson
8d6f017f17
Remove an unneeded Animation field
2013-02-09 13:25:39 -08:00
Chris Robinson
34ddf69a31
Merge remote-tracking branch 'zini/next' into animation2
2013-02-09 09:46:57 -08:00
scrawl
d47090b312
Merge branch 'next' of https://github.com/zinnschlag/openmw into graphics
2013-02-09 16:40:10 +01:00
Marc Zinnschlag
f19fbaa293
Merge remote-tracking branch 'mark76/multiple_esm_esp' into next
2013-02-09 15:30:29 +01:00
Mark Siewert
55bd9eef66
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
2013-02-09 13:03:35 +01:00
Mark Siewert
eefbdde6de
- For pull request: remove all instances of maps used to track refnumbers.
...
- new file: apps/openmw/mwworld/store.cpp, had to move reference merging method out of the header file to prevent three-way recursion/unresolved forward references in custom compare operators.
2013-02-09 13:00:57 +01:00
scrawl
6805c7bab4
Merge branch 'master' into graphics
2013-02-08 18:35:41 +01:00
Chris Robinson
f5afa43db5
Remove an unneeded parameter
2013-02-07 17:45:41 -08:00
Chris Robinson
d47d2216f2
Use some const references where appropriate
2013-02-07 16:33:44 -08:00
Chris Robinson
cbdd459500
Remove unneeded playerMove from PhysicActor
2013-02-07 15:48:41 -08:00
Chris Robinson
ca6f8b6d88
Reorganize a bit of code in the movement solver
2013-02-07 13:18:16 -08:00
Chris Robinson
fe0e6c452d
Remove the unneeded playerMove object from PhysicsSystem
2013-02-07 12:11:10 -08:00
Nikolay Kasyanov
0d4b0bfd93
Trying to resolve sound issues on OS X with ffmpeg backend
2013-02-07 23:40:20 +04:00
Chris Robinson
8de2d24d0e
Restore old ground check
2013-02-06 21:57:59 -08:00
Chris Robinson
923d0d6eb4
Fix up some header includes
2013-02-06 21:47:09 -08:00
Chris Robinson
e577ee2de8
Add a method to set/retrieve being on the ground
2013-02-06 21:44:58 -08:00
Chris Robinson
ebc7bc9427
Rename A_AlwaysRun to A_Run
...
Note that there is an "always run" key, but its functionality is handled by
A_ToggleWalk.
2013-02-06 18:22:16 -08:00
Chris Robinson
a8f0ce43a5
Add a run key
2013-02-06 17:51:47 -08:00
Chris Robinson
cbaf489eb6
Add running states
2013-02-06 16:53:52 -08:00
Chris Robinson
04524fbf92
Don't scale the movement vector up
2013-02-06 15:23:52 -08:00
Chris Robinson
bdda7278c4
Use 3/4ths of the physic actor's height to test if swimming
2013-02-06 12:56:30 -08:00
Chris Robinson
dfd16c4424
Fix movement rotations
2013-02-06 12:39:26 -08:00
Marc Zinnschlag
43912f927a
Merge remote-tracking branch 'potatoesmaster/importer' into next
...
Conflicts:
apps/openmw/mwworld/worldimp.cpp
2013-02-06 10:12:40 +01:00
Chris Robinson
9cf30f39bd
Don't apply gravity when swimming
2013-02-05 19:45:51 -08:00
Chris Robinson
fc307e64b0
Add swimming states
2013-02-05 19:05:07 -08:00
Chris Robinson
18b7008409
Better fix some scaling issues
2013-02-05 18:25:09 -08:00
Chris Robinson
535cd8360f
Load extra animations for NPCs
2013-02-05 18:09:43 -08:00
Chris Robinson
8b1e7b95ba
Attempt to load the skeleton source if it doesn't yet exist
2013-02-05 17:55:12 -08:00
Chris Robinson
c839502743
Setup base_anim.nif as an initial skeleton source for biped creatures
2013-02-05 17:16:45 -08:00
Chris Robinson
054ef3113a
Check existing skeleton sources if the current one has no animation root
2013-02-05 17:15:40 -08:00
Chris Robinson
16933e3926
Scale the accumulation root translation
2013-02-05 16:59:20 -08:00
Chris Robinson
600fe06f00
Use a vector of skeletons to handle animation sources
2013-02-05 16:29:51 -08:00
Chris Robinson
e217a3d25c
Silence some console spam
2013-02-05 15:51:26 -08:00
Chris Robinson
ee3764e9b3
Increase max slope to 60. 45 is too low.
2013-02-05 15:07:48 -08:00
scrawl
86d65519e3
Settings window fix
2013-02-05 23:57:30 +01:00
Chris Robinson
8c0bb1ff4d
Rotate movement in the movement solver
2013-02-05 14:02:14 -08:00
Chris Robinson
f7f1adfb9d
Don't accumulate animations with activators
2013-02-05 12:55:06 -08:00
Chris Robinson
2c39760bd5
Move the movement solver code to mwworld's physics system
2013-02-05 12:45:10 -08:00
scrawl
608c112f34
Supply the new render window to mygui
2013-02-05 20:48:25 +01:00
scrawl
31f760ccce
Fixing issues from last commit: restored input and occlusion queries
2013-02-05 20:26:13 +01:00
Chris Robinson
0a4568bd11
Move the PtrMovementList typedef to MWWorld
...
Use it for the doPhysics parameter, too
2013-02-05 11:03:39 -08:00
Chris Robinson
2cdda96798
Clear out some unneeded doPhysics stuff
2013-02-05 10:23:26 -08:00
scrawl
c4d518132f
With the 1x1 background window trick, we can apply VSync without restart. Some issues left though.
2013-02-05 19:22:08 +01:00
Chris Robinson
3251796ba0
Fix left/right movement
2013-02-05 09:57:08 -08:00
Chris Robinson
d50832081c
Remove the unneeded PhysicActor field from MovementSolver
2013-02-05 09:37:02 -08:00
Chris Robinson
a782a9109b
Store the vertical velocity in the physic actor
2013-02-05 09:24:22 -08:00
Chris Robinson
82e4da4e64
Get the half-extents from the physicactor
2013-02-05 07:41:57 -08:00
scrawl
499f3ac0d1
Slightly better ripple normal blending. Not physically accurate at all, but looks good.
2013-02-05 16:40:41 +01:00
Chris Robinson
1c604445ba
Store movement vectors as they get returned
2013-02-05 06:59:01 -08:00
scrawl
3772cd9257
Refraction can be disabled separately now
2013-02-05 14:29:46 +01:00
Chris Robinson
4bd1e63ac1
Merge remote-tracking branch 'zini/master' into animation2
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Conflicts:
apps/openmw/mwworld/worldimp.cpp
2013-02-05 03:26:46 -08:00
Marc Zinnschlag
c409f1184e
cleaned up object movement and fixed a bug regarding local scripts
2013-02-05 12:19:06 +01:00
Chris Robinson
786cb6e928
Merge remote-tracking branch 'zini/master' into animation2
2013-02-05 02:57:02 -08:00
Marc Zinnschlag
86fb3574a0
Merge remote-tracking branch 'wheybags/master' into next
2013-02-05 11:55:47 +01:00
Chris Robinson
bd4fdf47a3
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
apps/openmw/mwrender/sky.cpp
2013-02-05 02:27:57 -08:00
scrawl
a29919d02d
restored global map
2013-02-05 00:39:56 +01:00
scrawl
35b5fdab5d
Merge branch 'terrainfix' into graphics
2013-02-05 00:28:59 +01:00
scrawl
09180666b2
Merge branch 'master' of git://github.com/zinnschlag/openmw into terrainfix
2013-02-05 00:21:42 +01:00
scrawl
58cf182db2
better place for syncing
2013-02-05 00:21:29 +01:00
scrawl
bb1f23875d
Merge branch 'terrainfix' into graphics
2013-02-04 23:16:11 +01:00
scrawl
596628d339
Fix terrain derived data update (bug 534, bug 544)
2013-02-04 23:13:01 +01:00
Chris Robinson
5ee298cdc1
Make sure the player updates last
2013-02-04 14:08:38 -08:00
Chris Robinson
2f8affc955
Make sure the player's controller is properly updated when they change
2013-02-04 12:58:06 -08:00
scrawl
0f37c24d5f
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-02-04 21:55:41 +01:00
Chris Robinson
ee9b19d2ed
Make sure to remove a Ptr from the activators when requested
2013-02-04 12:04:06 -08:00
Chris Robinson
39cf7b0b42
Pass the Ptr of the object being moved to the move method
...
This prevents having to store another copy of it, which risks getting out of
sync.
2013-02-04 11:17:48 -08:00
Chris Robinson
1a5cb8760d
Rotate movement vector to world space before passing to the movement solver
2013-02-04 11:04:20 -08:00
Chris Robinson
6b32fa7999
Use the correct position for the actor
2013-02-04 09:48:21 -08:00
scrawl
bf037b7d29
Removed problematic ModVertexAlpha method, now done in shader
2013-02-04 18:03:03 +01:00
Chris Robinson
1747c1e01a
Integrate a new movement solver to handle object movement and collisions
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Temporary, and pretty breoken. Needs some serious integration fixes.
2013-02-04 07:10:14 -08:00
Chris Robinson
91513206a0
Don't use per-animation accumulation values
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This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
2013-02-03 12:02:51 -08:00
scrawl
fa07288b15
tweaked map light color
2013-02-03 20:29:50 +01:00
scrawl
5cc8af0f14
fix map positions
2013-02-03 20:06:03 +01:00
scrawl
a44dfcd2ac
Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.
2013-02-03 19:28:31 +01:00
scrawl
109d0a942f
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-02-03 19:02:57 +01:00
scrawl
979a874220
Fixed the custom near clip planes
2013-02-03 19:01:59 +01:00
scrawl
5334934612
Listen to render window updates and properly activate/deactivate occlusion queries pre/post update.
2013-02-03 18:03:09 +01:00
Chris Robinson
51d5efeeb2
Work out the state in the character controller update method
2013-02-03 07:15:34 -08:00
Mark Siewert
3e43db5f76
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
2013-02-03 16:14:41 +01:00
scrawl
15e51b76de
Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth
2013-02-03 15:46:23 +01:00
Tom Mason
ac112ef972
refactored special variable code
2013-02-03 13:27:27 +00:00
Marc Zinnschlag
c97553703a
fixes for static build without cg
2013-02-03 13:47:55 +01:00
Chris Robinson
23acf4b130
Don't break right away when the animation time remaining is 0
2013-02-03 01:38:42 -08:00
Chris Robinson
60a75cb5ee
Make sure to keep the character preview animation updated
2013-02-03 00:54:50 -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
Tom Mason
f785659297
Implemented OnPCAdd special variable
...
Had to edit OpAddItem in miscextensions.cpp, as local variables were not being initialised
for items added through it.
Does not get reset on drop, as per original morrowind.
2013-02-02 17:36:12 +00:00
Chris Robinson
c23a96d606
Run an aniamtion update after "playing" the inventory idle
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This is so all the NPC parts get updated correctly.
2013-02-02 06:08:03 -08:00
Chris Robinson
fc7590694d
Revert "Revert "Use a child scene node for the accumulation root""
...
This reverts commit 376dfed15b
.
I was wrong. It's needed at least for NPCs since they're attaching multiple
animated skeletons to an object, and they all need to be offset correctly.
Would be nice to use a Node, Bone, or TagPoint instead of a hefty SceneNode,
though.
2013-02-02 05:43:37 -08:00
Marc Zinnschlag
85697e4628
reverted to C++03
2013-02-02 13:24:28 +01:00
Chris Robinson
7f87c1873b
Use an array to store the entity parts
2013-02-02 02:53:22 -08:00
scrawl
a461b282c1
water ripples (experimental)
2013-02-01 23:43:23 +01:00
Chris Robinson
376dfed15b
Revert "Use a child scene node for the accumulation root"
...
This reverts commit d6f923f274
.
We don't need it for any of the NIFs we're currently handling. As long as
there's no NIF files that would break it, we should require a stationary root
if an animation wants to accumulate. If we must, a better idea may be to inject
an extra bone into the skeleton instance and make that the accumulation root.
2013-02-01 08:50:32 -08:00
scrawl
3ec703e6af
Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics
2013-02-01 16:25:54 +01:00
Tom Mason
0f58e03343
Unequipping items will reset OnPCEquip variable
2013-01-31 19:04:39 +00:00
Tom Mason
9ad08520fd
Implemented OnPCDrop special variable
...
Scripts are responsible for resetting to 0, as investigation showed that is how vanilla handled it.
2013-01-31 18:45:32 +00:00
Tom Mason
0fc5ee5149
allow OnPCEquip special variable to be of any type
2013-01-31 17:46:16 +00:00
Chris Robinson
d6f923f274
Use a child scene node for the accumulation root
2013-01-30 22:28:18 -08:00
Tom Mason
09f9557ecb
Implemented OnPCEquip special variable
2013-01-31 00:34:16 +00:00
Tom Mason
dc91211b12
Fixed Small bug where scripts were being removed when they shouldn't be.
...
Scripts should only be removed when the item is being moved to another cell, otherwise they should remain active.
2013-01-31 00:21:04 +00:00
Chris Robinson
b6354c6282
Don't share skeleton instances between bounded parts on an NPC
...
However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
5c3a7f7d52
Avoid handling animation states
...
We don't need them anymore
2013-01-30 07:34:07 -08:00
Chris Robinson
360f7bfac8
Apply animations to bones manually
...
Couple reasons for this:
* This paves the way for allowing animations specified in other skeletons to
be applied to the character (NPCs and certain creatures can have multiple
animation sources, but Ogre is incredibly strict when it comes to sharing
animations between skeletons).
* It will allow for entities to be animated based on the character's skeleton,
without having to duplicate the mesh for each skeleton it can be used on.
This doesn't impact Ogre's ability to efficiently deform skinned meshes, nor
does it get in the way of hardware skinning.
2013-01-30 07:04:18 -08:00
Chris Robinson
600d3bf9eb
Make sure the player node's visibility cascades
2013-01-30 02:38:50 -08:00
Chris Robinson
04d4c125ba
Print when an animation event is unhandled
2013-01-29 02:00:42 -08:00
Chris Robinson
d4ddaa3d95
Only register activators that have a MWRender::Animation object
2013-01-29 01:08:52 -08:00
Chris Robinson
99efe4e494
Remove an unnecessary class member
2013-01-29 01:02:55 -08:00
Chris Robinson
879359f39d
Set the animation state loop flag as appropriate
2013-01-29 00:50:52 -08:00
Chris Robinson
92d0c55f32
Add a flag to specify if an animation should be playing
2013-01-29 00:43:42 -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
7df4d0d19f
Remove an unnecessary cast
2013-01-28 21:41:51 -08:00
Chris Robinson
7b71b4eb31
Add a missing include
2013-01-27 03:03:48 -08:00