Torben Carrington
4d10a1c407
Fixed an additional 0 being sent into the AIWander idle parameters vector (Thanks to Chris)
2013-05-13 02:57:52 -07:00
Marc Zinnschlag
e2620a1edf
Issue #694 : allow float literals starting with .
2013-05-13 11:38:35 +02:00
Marc Zinnschlag
af191c7382
fixed AiWander arguments
2013-05-13 11:27:36 +02:00
Chris Robinson
a9928bb842
Split up the UpperBody group
...
Also recognize the [un]equip start and stop text keys.
2013-05-13 02:09:22 -07:00
Chris Robinson
70dc2f77ad
Move the priority enum to MWMechanics
2013-05-13 00:54:44 -07:00
Chris Robinson
7ba2508556
add a priority for death animations, and store it in the state list
2013-05-12 19:19:21 -07:00
graffy76
c71d921f09
Moved signalUpdateEditorSettings from UserSettingsDialog to
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UserSettings.
UserSettings is now derived from QObject.
2013-05-12 15:15:57 -05:00
graffy76
144be59735
Changed enum names to match OpenMW naming conventions
2013-05-12 14:28:36 -05:00
Chris Robinson
4e389b5a8f
Store whether a given animation loops in the state table
2013-05-12 05:59:39 -07:00
Chris Robinson
bbb38c61cc
Fix queued animations
2013-05-12 05:08:01 -07:00
Chris Robinson
3988866ecd
Make sure active groups are updated after a state is auto-disabled
2013-05-12 04:34:37 -07:00
Chris Robinson
2c556e4036
Be smarter about handling non-moving animations
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Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
2013-05-12 04:29:42 -07:00
Marc Zinnschlag
9835c6df11
Merge remote-tracking branch 'scrawl/tradefix'
2013-05-12 12:58:32 +02:00
Chris Robinson
4ea347ac52
Use shared pointers to store animation sources
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This ensures references to the sources stay valid as long it the object
is, rather than becoming invalidated whenever one is added or removed.
2013-05-11 19:38:23 -07:00
graffy76
88df3b980f
Implemented UserSettings as a singleton.
2013-05-11 20:55:36 -05:00
scrawl
b56d50287e
Barter mechanic fix
2013-05-11 22:56:36 +02:00
Marc Zinnschlag
e14cb6853f
Merge remote-tracking branch 'scrawl/containerui'
2013-05-11 19:23:02 +02:00
scrawl
0c4a963132
Container UI rewrite
2013-05-11 18:38:27 +02:00
graffy76
d0b23a4786
Relocated "User Settings" to Edit->Preferences
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Removed <QDebug> reference from view.hpp
2013-05-11 07:40:10 -05:00
graffy76
a8b45e0a13
Three primary changes:
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1. Declared QStringPair::isEmpty() const
2. Split the CsSettings namespace into two: CSMSettings and
CSVSettings. (Required splitting the support.hpp file)
3. Declared several classes as _noqt in CMakeLists.txt for OpenCS
2013-05-11 05:55:46 -05:00
Chris Robinson
6b8a687a79
Add methods to disable an animation
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And rename WeaponState to WeaponType
2013-05-10 22:22:39 -07:00
Chris Robinson
6605aa7dec
Create three bone groups
...
This still won't work as expected. Currently there is only one priority level,
and only one animation state per priority level can be active at a time.
It's close, though.
2013-05-10 20:45:09 -07:00
Chris Robinson
abc676eedd
Allow specifying which bone groups to play an animation on
2013-05-10 20:05:09 -07:00
Chris Robinson
56eede2610
Search more aggressively for an animation velocity
2013-05-10 19:31:33 -07:00
Chris Robinson
5a9c1e1245
Don't explicitly track the last position
2013-05-10 18:58:14 -07:00
Chris Robinson
7c3b014193
Figure out which animations to play based on priority
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Bone group will also be taken into account later.
2013-05-10 18:37:44 -07:00
Chris Robinson
921f534980
Parameterize the number of bone groups
2013-05-10 16:35:43 -07:00
Chris Robinson
8a9b0eb5f7
Store the AnimSource in the animation state
2013-05-10 15:27:29 -07:00
Glorf
6aaa8d6dc0
Fixed fading problem
2013-05-10 19:33:43 +02:00
Glorf
9cc85cbe81
Playing with moons part 1
2013-05-10 18:55:56 +02:00
graffy76
8d0f350446
New file structure separating view classes from model classes. Deleted
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.ui file.
2013-05-10 10:00:58 -05:00
Marc Zinnschlag
1981a3cb3c
Merge remote-tracking branch 'bwrsandman/master'
2013-05-10 13:42:51 +02:00
Chris Robinson
58efce5008
Rename animation layers to animation states
2013-05-10 04:01:30 -07:00
Chris Robinson
ccff364b52
Use a map of active layers instead of an array
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A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.
In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
2013-05-10 03:08:07 -07:00
kpp
24d619d6b4
Changes the logic of WindowManager::messageBox()
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Fixes removeItem
Fixes addItem
2013-05-10 14:06:25 +04:00
bwrsandman
8cdef343ef
take default prefix into account
2013-05-10 05:21:10 -04:00
Chris Robinson
d5490b0f8f
Fix an outdated comment
2013-05-09 23:07:50 -07:00
bwrsandman
642ac15721
moved openmw resources to /usr/share/games and added missing files
2013-05-09 23:24:46 -04:00
bwrsandman
a5db557e22
fixed /share to be /usr/share
2013-05-09 22:32:43 -04:00
Chris Robinson
74ed1f73b4
Merge remote-tracking branch 'zini/master' into animations
2013-05-09 13:53:38 -07:00
Marc Zinnschlag
7e05b725d0
updated credits file
2013-05-09 19:28:07 +02:00
Marc Zinnschlag
5c99f15ad3
Merge remote-tracking branch 'torben/aiescort'
2013-05-09 14:27:22 +02:00
Marc Zinnschlag
19ccbed553
Merge remote-tracking branch 'gus/AIFix'
2013-05-09 14:25:09 +02:00
Glorf
6417fa504e
Fixed constness
2013-05-09 13:56:13 +02:00
gus
fe5aaa9dff
fix NPC collisions
2013-05-09 11:12:55 +01:00
Torben Carrington
4928c9d079
Removed sqrt function call (minor optimization thanks to Chris)
2013-05-08 20:47:31 -07:00
Torben Carrington
d20178dd56
Removed unnecessary std::cout messages
2013-05-08 20:05:45 -07:00
Torben Carrington
133964f0e4
AIEscort complete
2013-05-08 20:02:24 -07:00
Torben Carrington
c03dca47f5
AIEscort implemented and working - only touchups are needed.
2013-05-08 17:19:47 -07:00
Glorf
c605f15a15
Another weather cleanup
2013-05-09 00:36:58 +02:00