Commit Graph

268 Commits (d3b623b5d32e8eba6c135ba62acfe049840040a4)

Author SHA1 Message Date
scrawl bba9a8dd91
Don't update off-screen animations
Make flying creatures animate in-place when out of processing range
7 years ago
scrawl b06512a60d Fix error message that referred to the wrong file (Bug #4159) 7 years ago
Bret Curtis 07f75e1104 replace boost::shared_ptr in extern and components 8 years ago
Allofich ff3e307059 Pass parameters by const reference 8 years ago
scrawl 00d4fea91c Derive Animation from osg::Referenced to allow the UnrefQueue to delete it 8 years ago
scrawl a5247394dc (Re)set the inventory listener outside of the Animation class 8 years ago
scrawl 9fa8e88366 Revert "Don't create a CharacterController for objects with no animations"
This reverts commit cce42b6e9d.
8 years ago
scrawl cce42b6e9d Don't create a CharacterController for objects with no animations 8 years ago
scrawl ee4073541c Animation: cache getVelocity() 8 years ago
Leon Krieg c7b4b2cdd7 Fixed multiple spelling mistakes 8 years ago
MiroslavR 611d02ad43 Remove unused code 8 years ago
scrawl 1893617ec9 Improvements to ignored light list setting
The pointer to the LightListCallback is now stored in the Animation, which eliminates the need for dynamic_cast. Also, when the object root is recreated, the previously used LightListCallback will be reused, so we no longer need the objectRootReset() notifier.

Finally, there was a bug when saving and reloading the game, the getIgnoredLightSources() were not being set, as the ActorAnimation constructor completes before the NpcAnimation sets the ObjectRoot. This was solved by creating the LightListCallback in advance in the Animation constructor.
8 years ago
MiroslavR 11565b5966 Make actors with non-portable lights in inventory glow (Closes #2042, #3338) 8 years ago
Allofich 7db31ab58a Correct telekinesis glow length 8 years ago
scrawl 0fd810707e Remove unused stopLooping() 8 years ago
scrawl 0c9882956a Add AnimState::shouldLoop() 8 years ago
scrawl 6450c9be27 Simplify condition 8 years ago
Allofich bf9dc45b2b Emulate vanilla animation loops more closely 8 years ago
Allofich 775162ccdf Rewrite spell glow implementation 9 years ago
Allofich 35c14bb9bb Minor rewrite, make "open" spells play glow effect 9 years ago
Allofich e132b52a69 Handle spell glows within updatecallback 9 years ago
Allofich 57138b416e Fix spell glows to only run one at a time 9 years ago
Allofich 3841a8fb40 Make non-actors glow when they cast spells 9 years ago
MiroslavR b65f379b7f Save scripted animation state (Fixes #1931, #2150, #3393) 9 years ago
scrawl 0efbdb25ee Improve const-correctness in Animation 9 years ago
scrawl 8ece1885cd Animation: don't create the NodeMap if we don't need it 9 years ago
scrawl ae031b23d4 Do not detach NPC parts in destructor 9 years ago
scrawl 74c18f532e Fix comment 9 years ago
scrawl 0a723ab075 Animation: do not assume the object root is a Group 9 years ago
scrawl 795f6d77f2 Cache the Animation's Skeleton 9 years ago
scrawl c62c1693e9 Disable copy constructor and operator= in PartHolder 9 years ago
scrawl 637cd3a628 Adjust the FirstPersonNeckController to follow the camera with a reduced factor (Fixes #1784) 9 years ago
scrawl 6ef139e1d7 Implement a custom RenderBin for first person models (Fixes #1612) 9 years ago
scrawl f8d4bc378f Move setAlpha from NpcAnimation to Animation (Fixes #2917) 9 years ago
scrawl 126960261f Keep playing IdleSneak on the lower body when casting spells / using weapons 9 years ago
scrawl 5692ef1eae Add convenience operator [] to AnimPriority 9 years ago
scrawl 58cd2b1a84 Remove "Tri Bip*" nodes in creature meshes (meant for debugging)? (Fixes #2148) 10 years ago
scrawl a33ca75742 Pass AnimPriority by const reference 10 years ago
scrawl 3656851750 Remove the now unused changeBlendMask 10 years ago
scrawl 50db6ed396 Use the extended animation priority for weapon animations 10 years ago
scrawl e93a578f23 Extend the animation priority system to one priority value per bone group / distinct blend mask 10 years ago
scrawl 335ef97cf5 Rename Animation::Group to Animation::BlendMask
The old naming is problematic, because the term group was being used for another feature (text key groups) already.
10 years ago
scrawl 6724585777 Light magic effect
Notable change compared to the old (Ogre) effect: uses the ambient instead of diffuse term (Fixes #2364)
10 years ago
scrawl 882e359008 Move attackStrength to the CharacterController, where it should have been to begin with
Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
10 years ago
scrawl 24bfb44b13 Move head tracking from NpcAnimation to Animation (Bug #2720) 10 years ago
scrawl f017fd6860 Reduce includes in animation.hpp 10 years ago
scrawl 30ab15e605 Fix -Wunused-private-field clang warnings 10 years ago
scrawl 71bafcb52b Restore head tracking 10 years ago
scrawl 60f55997fd Rotate first person meshes, sneak camera offset in first person 10 years ago
scrawl a066b24303 Restore WeaponAnimation 10 years ago