scrawl
b0c2aec374
Add warning for missing body parts
2015-01-23 17:31:26 +01:00
scrawl
cc7be1600d
Make missing hair/head in NpcAnimation non-fatal for consistency with addOrReplaceIndividualPart
2015-01-23 15:34:14 +01:00
scrawl
41b3a9dba9
Rewrite animated collision shape support ( Fixes #2123 )
2015-01-13 05:37:37 +01:00
scrawl
9c693d078b
Fix equipment update removing ammunition ( Fixes #2144 )
2014-12-30 16:22:06 +01:00
scrawl
59f21c6105
Use "hair" as filter for PRT_Hair parts ( Fixes #2218 )
2014-12-24 15:45:14 +01:00
scrawl
c2771bc8ab
Head tracking fix
2014-12-17 02:15:40 +01:00
scrawl
d962f0918d
Implement NPC head tracking ( Fixes #1720 )
2014-12-16 20:47:45 +01:00
scrawl
bc85bb32c2
Fix vampirism magic effect not applying immediately ( Fixes #1984 )
2014-12-12 02:39:59 +01:00
scrawl
a355550cab
Add support for NPCs with missing head/hair models ( Fixes #2078 )
2014-12-11 21:43:31 +01:00
scrawl
65536f0857
Load initial particle system state from NIF files ( Fixes #2178 )
2014-12-05 18:00:30 +01:00
scrawl
fee08f97ed
Fix crash in character preview for non-existing meshes ( Fixes #2128 )
2014-12-03 18:28:35 +01:00
scrawl
75b0da5dce
Don't updateBoneTree for non-skinned parts ( Fixes #2124 )
2014-12-03 18:28:35 +01:00
scrawl
5892fd9e65
Fix NpcAnimation non-existing skeleton crash ( Fixes #2028 )
2014-10-17 23:07:01 +02:00
Lukasz Gromanowski
e1663de7cf
Fixes #1887 : Equipped items do not emit sounds
...
Added getSound() method to MWClass class and implementation
into Light class.
Also added additional bool parameter responsible for enabling/disabling
of playing items sounds into NpcAnimation class constructor.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-12 11:40:14 +02:00
Lukasz Gromanowski
b44ba84a80
Issue #1887 : Equipped items do not emit sounds
...
Use separate arrays for sound ids and object parts.
Restored getting inventoryStore via getInventoryStore()
call (removed mInv introduced in previous commit).
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 23:20:40 +02:00
Lukasz Gromanowski
1a0c3dc6cf
Issue #1887 : Equipped items do not emit sounds
...
Removed unused mUnequipping and mFirstEquip member variables.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:33:11 +02:00
Lukasz Gromanowski
3b9cfba03c
Issue #1887 : Equipped items do not emit sounds
...
Sounds are played only when actors draw state
is equal to MWMechanics::DrawState_Nothing
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 22:21:59 +02:00
Lukasz Gromanowski
fa65c8981a
Issue #1887 : Equipped items do not emit sounds
...
Played sound items are based on parts not inserted items.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-11 21:05:12 +02:00
Lukasz Gromanowski
bcb38c3eba
Issue #1887 : Equipped items do not emit sounds
...
Added handling of autoEquip and unequipAll cases.
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 22:27:23 +02:00
Lukasz Gromanowski
e566e4abf2
Issue #1887 : Equipped items do not emit sounds
...
Added playing of sounds for equipped items (at this moment only for lights).
Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
2014-10-04 16:47:29 +02:00
scrawl
7252cb63a6
Fix cppcheck issues
2014-09-26 17:48:14 +02:00
scrawl
83037a1a91
Move fast-forward of particle systems outside of OgreNifLoader ( Fixes #1830 )
...
Particle systems were being fast-forwarded before the skeleton base was attached, so particles without the LocalSpace flag would spawn at an incorrect position.
2014-08-18 16:37:47 +02:00
scrawl
d8943aef2f
Encapsulate magic effect magnitude (Feature #1489 )
2014-08-17 03:58:04 +02:00
scrawl
34847baa54
Disable head animations for dead actors ( Fixes #1781 )
2014-08-11 05:00:13 +02:00
scrawl
0943ff0886
Fix normalizing sample values
2014-07-29 14:19:12 +02:00
scrawl
625f9a35e6
Implement NPC eye blinking ( Fixes #1721 )
2014-07-29 01:16:08 +02:00
scrawl
598c0c4ae7
Implement mouth animation for NPCs based on say sound ( Fixes #642 )
2014-07-29 01:15:22 +02:00
scrawl
b68a8e38cd
Remove unused map
2014-06-06 15:24:06 +02:00
scrawl
54a5dba3f5
Don't reserve Pauldron parts for robes ( Fixes #1396 )
2014-06-06 15:20:56 +02:00
scrawl
d442853b3e
Allow opposite gender's parts as fallback ( Fixes #1404 )
2014-06-06 01:30:23 +02:00
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
...
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
scrawl
45d2a00717
Fixes #1293 : Allow interpolation type 0 in case of 0 keys
2014-04-26 11:36:27 +02:00
scrawl
0cd40294a2
Fixed ranged combat for creatures
2014-03-12 11:30:44 +01:00
scrawl
072dc6d438
Feature #50 : Implement marksman mechanics.
2014-03-08 06:03:45 +01:00
scrawl
12de0afb03
Feature #50 : Spawn projectiles
...
Fix a bug in copyObjectToCell.
Make actor rotations more consistent.
2014-03-08 01:31:27 +01:00
scrawl
edb5a54092
Include some more required Ogre headers explicitely.
2014-03-05 21:46:37 +01:00
scrawl
8f949c6ae2
Fix lockpicks
2014-02-08 07:35:34 +01:00
scrawl
ffe19e7a52
Feature #50 : Handle attach & release of projectiles
2014-02-05 05:18:11 +01:00
scrawl
a07eaa0c0d
Feature #50 : Allow body pitch in third person for ranged weapon aiming
2014-02-05 05:18:10 +01:00
scrawl
7cf22391a5
Feature #50 : Handle weapon controllers (i.e. bowstring animations, etc)
2014-02-05 05:18:10 +01:00
scrawl
240d96a0f1
Renamed AnimationValue to AnimationTime
2014-01-17 10:55:46 +01:00
Marc Zinnschlag
f62497dfdc
Merge remote-tracking branch 'mrcheko/master'
2014-01-10 19:08:35 +01:00
mrcheko
d41f27451b
appropriate camera vanity<>preview mode switch + hit recoils fix
2014-01-09 23:36:40 +02:00
scrawl
634a53211c
Make sure materials are built before trying to determine their transparency
2014-01-04 22:56:06 +01:00
scrawl
c4e4a8fb57
Closes #1083 : Fix werewolf change handling
2014-01-04 20:50:18 +01:00
scrawl
0990ca4b75
Closes #1072 : Fix extra light being added multiple times when showCarriedLeft(true) is called repeatedly
2014-01-02 15:58:00 +01:00
scrawl
85ec80100c
Bug #1005 : Hide torches/shields during spellcasting and hand-to-hand combat
2013-12-27 22:00:16 +01:00
scrawl
5931fdcbde
Implement NiBillboardNode. Flags not handled yet.
2013-12-26 20:53:52 +01:00
scrawl
37a7ee8fcd
Set alpha value of character animations according to Invisibility / Chameleon effects.
2013-12-08 23:05:21 +01:00
scrawl
1624e0fd8a
Rename ObjectList to ObjectScene. Wrap it in a SharedPtr so we can automate the destruction routine.
2013-12-07 20:15:39 +01:00
scrawl
bb70deabb1
Add an incomplete implementation of SayAnimationValue (lip animation)
2013-12-07 14:15:45 +01:00
scrawl
d2ed77f3f2
Fix shields being visible during spellcasting
2013-11-23 20:24:52 +01:00
scrawl
a1fe07181c
Fix rotation offset of some lights (bug 955)
2013-11-23 05:55:03 +01:00
scrawl
4ed4c1e319
Add Vampirism and Sun Damage effects. Some fixes.
2013-11-21 00:41:31 +01:00
scrawl
3452bd2e0b
Add glow effect for enchanted items
2013-11-20 00:13:12 +01:00
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
2013-11-15 20:29:47 +01:00
scrawl
00af6b5617
Use an inventory store listener for animation parts and VFX update instead of updating them directly. Slightly more flexible, reduces InventoryStore dependencies and solves a crash during character creation due to the preview doll's animation not being registered in World.
2013-11-15 02:08:36 +01:00
scrawl
4083c55848
Make sure NpcAnimation base exists before runAnimation. Not sure yet why this is needed.
2013-11-14 19:18:27 +01:00
scrawl
992a8e9c36
Refactor NpcAnimation: get rid of delayed update (no longer required), make sure that the Animation is set up *before* the inventory store is accessed anywhere (which now triggers auto equip and animation update). Allows better tracking of magic VFX for permanent enchantments in InventoryStore.
2013-11-14 14:41:10 +01:00
Alex "rainChu" Haddad
f1b4c2e400
Fixed first person offset to use world transform
...
It slipped my mind that some necks might not be perfectly vertical.
2013-10-02 07:03:39 -04:00
Alex "rainChu" Haddad
ed0c31b485
Refactored, moved logic out of NpcAnimation
...
The logic is now handled by RenderingManager, and Camera sets its
animation's first person offset height. Due to how NpcAnimation seems to
be updated, it has to be the one to actually set its own nodes, in the
case of the hands. Otherwise, the hands would not move without a messier
hack.
2013-10-02 05:16:52 -04:00
Alex "rainChu" Haddad
0ddb5097fc
Revert "Bug #840 , First Person Sneaking Camera Height"
...
This reverts commit 296abfd48f
.
2013-10-01 11:44:45 -04:00
Alex "rainChu" Haddad
296abfd48f
Bug #840 , First Person Sneaking Camera Height
...
Also, added comments to existing code in the area.
2013-10-01 10:48:34 -04:00
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