Marc Zinnschlag
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78a2725169
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Merged pull request #1806
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7 years ago |
Andrei Kortunov
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38fa4e0a8a
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Do not play un-equipping animation when we switch to hand-to-hand
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7 years ago |
Andrei Kortunov
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30716344f2
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Fix possible division by zero in the fatigue calculation (bug #4510)
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7 years ago |
Andrei Kortunov
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3d1daaebab
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Rework manual spellcasting (e.g. via scripts)
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7 years ago |
Capostrophic
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5cb9dc9d12
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Use SpellTurnLeft/TurnRight animation groups
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7 years ago |
Andrei Kortunov
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1c35e20fcc
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Use 1h animations as fallback for crossbows
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7 years ago |
Andrei Kortunov
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75dcbea365
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Apply weapon reload animations only for upper body
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7 years ago |
Marc Zinnschlag
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d9de8ccb5b
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Merged pull request #1781
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7 years ago |
Capostrophic
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9abfabb065
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Ensure forward-compatibility of death animations in old saves (fixes #4274)
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7 years ago |
Capostrophic
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faf3e9ba5a
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Make spellcasting stance transition more smooth (fixes #4358)
If a movement animation was identical to the previous one that was played, restart it from the point the previous animation ended
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7 years ago |
Capostrophic
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bccba24c40
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Make unarmed creature attacks not affect armor condition (fixes #2455)
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7 years ago |
Andrei Kortunov
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5455490ad2
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Avoid fall-through in spell selection
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7 years ago |
Andrei Kortunov
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ec73011617
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Clean temporary storage if we assign new AI package (bug #4464)
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7 years ago |
Andrei Kortunov
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ee45f54b53
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Refactor AiTemporaryStorage usage
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7 years ago |
Andrei Kortunov
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3c7ab976c3
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Ignore movement from scripted animations (bug #4475)
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7 years ago |
Andrei Kortunov
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c9756cee4c
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Fast-forward death animation to end if death animation was finished earlier (regression #4468)
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7 years ago |
Capostrophic
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6c23caadd7
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Fix crash when a target in a different cell is (un)locked
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7 years ago |
Capostrophic
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0c4fa55f16
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Make Open spells casted by anything trigger player crime event (fixes #4461)
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7 years ago |
Andrei Kortunov
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5fd3ec1035
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Implement unlockable locks with 'lock 0' console command
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7 years ago |
Marc Zinnschlag
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a8ad530db9
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Merged pull request #1749
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7 years ago |
Marc Zinnschlag
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2a52ade219
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Merged pull request #1760
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7 years ago |
Andrei Kortunov
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e08b0d3070
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Ignore lights without CanCarry flags when NPC selects torch (bug #4457)
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7 years ago |
Andrei Kortunov
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9c3da41130
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Add murder bounty when a player follower commits murder (bug #2852)
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7 years ago |
Marc Zinnschlag
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2b35c5efd7
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Merge remote-tracking branch 'upstream/master'
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7 years ago |
Marc Zinnschlag
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aea481eacb
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Merged pull request #1753
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7 years ago |
Andrei Kortunov
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61c968d550
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Ignore broken items when search for replacement (bug #4453)
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7 years ago |
Andrei Kortunov
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81b78a82e8
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AI: try to open doors every AI_REACTION_TIME seconds (bug #4454)
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7 years ago |
Bret Curtis
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3e4dc31e39
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Merge branch 'master' into fatigue
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7 years ago |
Andrei Kortunov
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9c45cc7e48
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Use player reference instead of pointer
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7 years ago |
Andrei Kortunov
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f299be8158
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Play scripted animations even if SkipAnim is used
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7 years ago |
Andrei Kortunov
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25bb7c1826
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Make 'PlayGroup idle' to cancel scripted animations
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7 years ago |
Andrei Kortunov
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0e441d48ac
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Give scripted animations highest priority (bug #4286)
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7 years ago |
Andrei Kortunov
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0c92655250
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Avoid code duplication in character manager
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7 years ago |
Andrei Kortunov
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e3812f4075
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Check creature stats only for actors
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7 years ago |
Andrei Kortunov
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ebaa6fb5a2
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Play death scream only once
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7 years ago |
Andrei Kortunov
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427be928d0
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Do not update animation state for dead actors
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7 years ago |
Andrei Kortunov
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977a27ecb7
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Do not clear corpses until end of death animation (bug #4307)
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7 years ago |
Andrei Kortunov
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a42c663fd7
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Do not interrupt scripted animations by death animation (bug #4286)
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7 years ago |
Andrei Kortunov
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d0619cfb35
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Play death animation for non-persisting actors with 0 health (bug #4291)
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7 years ago |
Andrei Kortunov
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6099735c60
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Early out only when scripted animation is playing
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7 years ago |
Andrei Kortunov
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e234dd2a36
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Do not interrupt scripted animations
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7 years ago |
Andrei Kortunov
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9fd2d57b86
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Move previous items to player
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7 years ago |
Andrei Kortunov
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f977c6876f
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Bound items: store item ID instead of pointer
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7 years ago |
Andrei Kortunov
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4de9d9fa77
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Split adjustBoundItem()
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7 years ago |
Andrei Kortunov
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d1b1cb748d
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Reequip previous item only if the expired bound item was equipped
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7 years ago |
Andrei Kortunov
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9b72a6ac69
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Use the MWWorld::Ptr() instead of string ID
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7 years ago |
Andrei Kortunov
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0375bedab2
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Equip previous item after a bound item expires (bug #2326)
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7 years ago |
Andrei Kortunov
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ae87e0d3fc
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Do not reset mUpperBodyState for weapon->weapon switch (regression #4446)
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7 years ago |
Marc Zinnschlag
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7d9de93fd3
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Merged pull request #1477
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7 years ago |
Andrei Kortunov
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6ed2773299
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Do not stack return packages
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7 years ago |