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461 commits

Author SHA1 Message Date
scrawl
508c57d6e2 addEffect crash fix for objects with no model 2015-06-07 17:09:37 +02:00
scrawl
0a411cbd7c Enable particle lighting 2015-06-07 04:41:55 +02:00
scrawl
30ab15e605 Fix -Wunused-private-field clang warnings 2015-06-04 20:42:05 +02:00
scrawl
8c50f8ed26 Fix for lights with no mesh 2015-06-02 17:06:55 +02:00
scrawl
5a7f2a4f1f Restore light attenuation settings 2015-06-02 17:02:56 +02:00
scrawl
ccd95419e5 Restore various raycasting 2015-06-01 01:57:15 +02:00
scrawl
60f55997fd Rotate first person meshes, sneak camera offset in first person 2015-05-31 02:26:58 +02:00
scrawl
988a9cad58 getHitContact Head exception fix 2015-05-30 01:41:38 +02:00
scrawl
5c7ecb9c1d string::compare exception fix 2015-05-29 23:38:31 +02:00
scrawl
af2f26d04d Particle fixes 2015-05-29 20:45:27 +02:00
scrawl
f4ee805e3b Object animation fix 2015-05-28 15:44:58 +02:00
scrawl
3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl
da24e298ee Fix -Wreorder warnings 2015-05-23 22:44:00 +02:00
scrawl
2235d2978b Restore animation text key handling 2015-05-22 04:36:33 +02:00
scrawl
9b8e2e9db3 Port MWRender::Camera 2015-05-22 00:29:27 +02:00
scrawl
0fb97bd2e7 Readded baseonly parameter to Animation::setObjectRoot
Fixes the first person view.
2015-05-21 23:24:22 +02:00
scrawl
72c1f37527 Port CharacterPreview 2015-05-20 02:18:20 +02:00
scrawl
4ad0b83aa5 Eliminate string lookups in AnimationTime 2015-05-14 16:33:41 +02:00
scrawl
ccab8cc9a1 Register Player in the PhysicsSystem 2015-05-12 17:40:42 +02:00
scrawl
bd8f0248f0 Player rendering 2015-05-01 18:21:50 +02:00
scrawl
83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 2015-04-30 00:10:24 +02:00
scrawl
2db097f80e Fix nested callbacks bug 2015-04-25 15:10:37 +02:00
scrawl
a3417a9c49 CharacterController compiles 2015-04-25 01:20:07 +02:00
scrawl
6f3e920f85 Animation port complete 2015-04-23 23:30:06 +02:00
scrawl
86b4a610cb Movement accumulation works 2015-04-23 22:46:07 +02:00
scrawl
09742d5b95 Animation playback works, no movement accumulation yet 2015-04-23 20:41:31 +02:00
scrawl
1a19cd3607 Some cleanup 2015-04-22 19:08:56 +02:00
scrawl
04accb7652 Add LightController 2015-04-22 17:37:39 +02:00
scrawl
68f93294da Port EffectManager 2015-04-19 17:55:56 +02:00
scrawl
fcc7aa02ab Port addExtraLight 2015-04-19 15:03:08 +02:00
scrawl
edc5cad79e Port Animation::addEffect 2015-04-19 01:57:52 +02:00
scrawl
083c41c950 Environment map for enchanted objects 2015-04-17 01:23:37 +02:00
scrawl
5b8c28f641 NpcAnimation compiles 2015-04-15 22:11:38 +02:00
scrawl
c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
dteviot
e197f5318b fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
scrawl
191c0104f6 Crash fix for creatures with no skeleton base (Fixes #2419) 2015-03-02 15:19:57 +01:00
scrawl
0c6e2170db Include cleanup 2015-02-05 04:18:42 +01:00
scrawl
5a9b30a8ca Don't show VFX on the map (Fixes #2324) 2015-01-31 22:40:38 +01:00
scrawl
41b3a9dba9 Rewrite animated collision shape support (Fixes #2123) 2015-01-13 05:37:37 +01:00
scrawl
91571f51be Ogre crash workaround (Fixes #1745) 2015-01-10 22:45:08 +01:00
scrawl
ef7e0070a6 Don't right-shift signed integers which is implementation-defined 2015-01-08 16:27:13 +01:00
scrawl
d56906acf7 Fix the creature position glitch 2015-01-03 19:10:15 +01:00
scrawl
59f21c6105 Use "hair" as filter for PRT_Hair parts (Fixes #2218) 2014-12-24 15:45:14 +01:00
scrawl
d55fe43fc9 Support animation groups for Light and Door objects (Fixes #2039) 2014-12-24 15:45:14 +01:00
scrawl
42d63a4eb2 Fix position flicker after an animation ends 2014-12-24 15:45:14 +01:00
scrawl
8bc7eb5530 PlayGroup: Don't loop animations with no loop keys (Fixes #2223) 2014-12-24 15:45:13 +01:00
scrawl
65536f0857 Load initial particle system state from NIF files (Fixes #2178) 2014-12-05 18:00:30 +01:00
scrawl
ed686ddd2f Don't update nodes with an empty name from the skeleton source (Fixes #2125) 2014-12-01 23:09:46 +01:00
scrawl
5f5fcc2fef Make PlayGroup use an indefinite number of loops (Fixes #2156) 2014-11-28 17:15:31 +01:00
scrawl
deabc52c16 Treat "Root Bone" as the animation root if existing (Fixes #2019) 2014-10-17 23:29:59 +02:00
scrawl
db6b04d127 Use the footstep volume slider for jump landing sounds (Fixes #1968) 2014-10-04 19:50:38 +02:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
447e93bdb4 Use SpellCast animation for creatures that have it (flame atronach) 2014-09-18 03:24:47 +02:00
scrawl
3ce3f31452 Adjust turning animation speed multiplier based on turning speed 2014-09-17 07:02:19 +02:00
scrawl
8b0cb239a9 Ignore text keys for zero-length animations (Fixes #1876)
This fixes an issue where the Riekling's attack animation would trigger *two* hits on each swing. It has the "min hit" and "hit" keys at the same time, so the MinHitToHit segment a zero-length animation. This caused problems as the "hit" text key will be encountered twice; once when playing the "max attack to min hit" segment and once when playing the "min hit to hit" segment.
2014-09-08 15:23:35 +02:00
scrawl
0fe9612afb Implement basic spellcasting AI (Fixes #961)
Select a weapon to attack with in AiCombat and equip it (Fixes #1609, Fixes #1772)
2014-08-28 00:55:37 +02:00
scrawl
e0e4cbbb41 Implement Light magic effect (Fixes #1122) 2014-08-24 02:37:59 +02:00
scrawl
714c927fda Fix being able to change camera during death via mouse wheel 2014-08-24 02:37:59 +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
7432771ac7 For non-active torches set the particle system speed factor to zero instead of destroying it (Fixes #1811) 2014-08-16 00:51:02 +02:00
scrawl
e2ee3b2497 Merge branch 'master' of https://github.com/OpenMW/openmw
Conflicts:
	apps/openmw/mwrender/terrainstorage.cpp
2014-08-12 19:53:37 +02:00
MiroslavR
baa14511cf Use ResourceHelpers to replace DDS hacks scattered throughout the code, fix prefix comparision 2014-08-12 12:18:38 +02:00
scrawl
28fe81df90 Make Lights with OffDefault flag not emit light nor particles when placed in a cell (Fixes #1796) 2014-08-11 20:39:56 +02:00
scrawl
fc1687906b Use the last Loop Stop key for calculating animation velocity (Fixes #1776) 2014-08-11 05:29:36 +02:00
scrawl
516014c071 Trigger hit on start key if there's no hit key (Fixes #1574) 2014-06-28 01:06:53 +02:00
scrawl
78d02d97da Find text keys in reverse (Bug #1578) 2014-06-28 00:06:08 +02:00
scrawl
37c85f0af4 Don't update object root controllers with no time source (Fixes #1564) 2014-06-27 19:35:41 +02:00
scrawl
ec64f1a53a Reset accumulation root when its animation finishes
Fixes a position flicker after standing up from knockdown.
2014-06-25 02:46:39 +02:00
scrawl
ee098de0a6 Don't ignore lighting values of particles not attached to a character 2014-06-25 01:14:21 +02:00
mrcheko
fc6366fb27 Merge remote-tracking branch 'upstream/master'
Equipping_Weapon check isn't needed cause there won't be WeapType_None in
that case

Conflicts:
	apps/openmw/mwmechanics/character.cpp
2014-06-13 14:12:41 +04:00
scrawl
14a9f0ebf8 Handle Quadratic and Linear attenuation independently (Fixes #1456) 2014-06-11 02:24:17 +02:00
mrcheko
d6d9df6cec split getStartTime 2014-06-11 00:20:46 +04:00
mrcheko
08e8dab067 merge openmw master 2014-06-09 22:37:49 +04:00
mrcheko
67abc60264 aiming to moving target in ranged combat ai
1) Taking into account target move vector and speed. However aiming is not
ideal, since attack strength can't be controlled directly. I did achieve
almost 100% accuracy updating it everyframe but then thought it would be
unfair, cause AI should mimic human targetting.
2) Also added in this commit func to measure real attack durations for
weapon.
2014-06-08 20:59:26 +04:00
scrawl
a6788cfb0e Support lights that do not have a model (Fixes #1361) 2014-05-29 16:44:50 +02:00
scrawl
4caa8c5cca Fix offset to accumulation root not being cleared when adding an animation state with startpoint=1.f (observed with death animations) 2014-05-26 20:52:38 +02:00
scrawl
039398c8ae Basic RefData and CellRef change tracking
Wrapped item charge handling in getItemHealth function
2014-05-25 14:30:07 +02:00
Thoronador
1b8c975d5b minor performance improvements in apps/openmw
Checking for emptiness using size() might be inefficient, because
it can take linear time, while empty() is guaranteed to take only
constant time.

For non-primitive types, postfix ++ operators are inefficient
compared to prefix ++ operators, because post-increment usually
involves keeping a copy of the previous value around.
2014-04-27 19:10:23 +02:00
scrawl
edb5a54092 Include some more required Ogre headers explicitely. 2014-03-05 21:46:37 +01:00
Marc Zinnschlag
f9d2fde783 Merge branch 'openmw-29'
Conflicts:
	apps/openmw/mwmechanics/aicombat.cpp
2014-03-04 09:34:38 +01:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
Marc Zinnschlag
7693f712bc started making CellStore into a proper class; encapsulated mCell member 2014-02-21 11:35:46 +01:00
scrawl
bc376e6649 Closes #888: Treat "Bip 01" as animation root if existing 2014-02-19 11:23:03 +01:00
mrcheko
a6be72673c improves animation-controlled velocity check 2014-02-08 16:59:15 +02:00
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
mrcheko
761f13d3ce activate whole-body attack animations 2014-02-02 16:29:51 +02:00
scrawl
60bbab52fe Support keyframe controllers for bones that aren't in the skeleton base 2014-01-31 05:06:34 +01:00
mrcheko
e50e94af0b remove CreatureStats::mAttackType, set/getAttackType() 2014-01-27 23:05:17 +02:00
scrawl
eba6c9a8fd Fix massive console spam regarding the scrib's idle3 animation 2014-01-26 02:49:32 +01:00
scrawl
cf378ec31e Support optional volume and pitch arguments for soundgen events (e.g. moan 0.5 1.0) as required for some actors 2014-01-22 15:25:03 +01:00
scrawl
16f5f5862d Feature #956: Implement blocking melee attacks 2014-01-21 23:25:24 +01:00
scrawl
9b32b1403b Feature #960: Implement Creature::hit 2014-01-17 17:19:08 +01:00
scrawl
805843d7ff Closes #1086: Implement blood effects 2014-01-17 11:27:13 +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
Marc Zinnschlag
a7be755db0 Merge remote-tracking branch 'mrcheko/master' 2014-01-08 20:13:31 +01:00
mrcheko
46519062d3 hit recoils/knockdowns feature 2014-01-08 16:05:14 +02:00
mrcheko
2591ff2d5a bug repairing 2014-01-06 22:00:01 +02:00
scrawl
634a53211c Make sure materials are built before trying to determine their transparency 2014-01-04 22:56:06 +01:00
mrcheko
7002412760 resolve conflict in character.cpp 2014-01-04 17:55:09 +02:00
mrcheko
09a0a69b04 more improvements 2014-01-01 21:40:31 +02:00
scrawl
be1938ee90 Closes #805: Don't add entities that are supposed to be invisible to static geometry 2013-12-31 18:32:46 +01:00
scrawl
6400f23ab0 Use the material controller manager for effects with overridden texture 2013-12-27 14:54:36 +01:00
scrawl
d262d9e6b0 Bug #1054: Set render queue group for effects 2013-12-27 14:51:59 +01:00
scrawl
d09a86e208 Issue #1018: Don't allow view mode switching while performing an action 2013-12-27 00:36:06 +01:00
scrawl
5931fdcbde Implement NiBillboardNode. Flags not handled yet. 2013-12-26 20:53:52 +01:00
scrawl
6d27ebabb6 Integrate AddGlow with material controllers 2013-12-26 20:53:45 +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
ffc885853a Fix bolt for magic effects that don't have one specified 2013-11-29 10:39:37 +01:00
scrawl
3452bd2e0b Add glow effect for enchanted items 2013-11-20 00:13:12 +01:00
scrawl
0dc2e829dd Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX. 2013-11-17 23:31:08 +01:00
scrawl
e7993ced69 Fix invalid casts 2013-11-17 04:33:04 +01:00
scrawl
0b5f5351b5 Fix continuous FX getting removed instantly 2013-11-14 13:30:48 +01:00
scrawl
da5c59c8af addEffect should check effectId, not model. 2013-11-13 19:07:44 +01:00
scrawl
a6e2f43b75 Stop continuous VFX when the effect is no longer active. 2013-11-13 15:44:43 +01:00
scrawl
9b0e82a37f Projectile models are now spawned (no movement or impact yet). Refactored trap activation to apply range types properly. Handle ContinuousVFX for magic effects (note they aren't stopped yet when the effect ends) 2013-11-13 14:02:15 +01:00
scrawl
0dab7031c0 Make sure effects are destroyed with the animation 2013-11-12 02:22:44 +01:00
scrawl
ffdb91bb21 Add particles for Cast + Hit. Not looking quite right yet. 2013-11-11 23:43:28 +01:00
scrawl
cbe96a2170 Refactor ActiveSpells to track range type. Added basic self range magic. 2013-11-09 07:51:46 +01:00
Chris Robinson
bd6dd071aa Use the non-accumulation root's parent as the accumulation root
This relies on the non-accumulation root not being the skeleton root. I haven't
found an instance where this isn't the case.
2013-08-25 16:08:42 -07:00
Chris Robinson
3ca4d54bf9 Better handle animations with a 0-length loop 2013-08-19 07:26:42 -07:00
Chris Robinson
5ac82a50b7 Remove unused function 2013-08-08 04:40:30 -07:00
Chris Robinson
2b2101958d Destroy the scene node we create 2013-08-07 03:56:07 -07:00
Chris Robinson
0458fd5531 Remove unused/unneeded parameters 2013-08-07 03:56:06 -07:00
Chris Robinson
b4b095ca72 Don't try to get the center of a null bounding box 2013-08-07 01:32:36 -07:00
Chris Robinson
3555476dfd Use Animation-derived objects for generic objects 2013-08-06 19:49:07 -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
de95926e9f Use controllers to animate lights in ObjectLists 2013-08-06 19:49:04 -07:00
Chris Robinson
e976bb16c5 Add a light for torches 2013-08-06 19:49:02 -07:00
Chris Robinson
57fb065a86 Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
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
465f4d2063 Properly handle starting an animation at the end 2013-07-28 09:56:03 -07:00
Chris Robinson
92cc566fdc Rename the Class::attack method to Class::hit 2013-07-25 00:30:01 -07:00
Chris Robinson
59f1bc7542 Use time values for the aniamtion's start, stop, and loop points
This seems to be closer to the expected behavior. This more cleanly handles 0-
length animations, especially where the start marker comes after the stop
marker while still being on the same time key.
2013-07-24 08:38:36 -07:00
Chris Robinson
0c8d4d9be2 Add beginnings of melee hits 2013-07-24 02:51:42 -07:00
Chris Robinson
45302f9e25 Handle controllers in the NPC's bound object parts 2013-07-23 22:05:03 -07:00
Chris Robinson
fecb8c1cc4 Fix the completion amount for 0-length anims 2013-07-23 05:30:37 -07:00
Chris Robinson
537d5c4934 Avoid trying to play animations without any animation sources 2013-07-23 04:36:25 -07:00
Chris Robinson
ad6d663e09 Remove some unnecessary debug messages 2013-07-23 03:44:52 -07:00
Marc Zinnschlag
ec575200e3 Merge remote-tracking branch 'gus/MeleeCombat2'
Conflicts:
	apps/openmw/mwrender/animation.cpp
2013-07-23 09:12:23 +02:00
Chris Robinson
0cb7d186e7 Use Play_TypeFoot for 'left' and 'right' soundgen keys 2013-07-18 21:50:11 -07:00
Marc Zinnschlag
fdd47e5b73 silenced a warning 2013-07-18 13:50:12 +02:00
Chris Robinson
9ea6b22a83 Handle soundgen animation keys 2013-07-17 23:58:21 -07:00
scrawl
91e95e1404 Use the correct slash, chop or thrust animation 2013-07-16 23:32:41 +02:00
Chris Robinson
a932a89e02 Specify the velocity-based animation speed multiplier when playing it 2013-07-16 01:30:03 -07:00
Chris Robinson
f296d13c20 Add a speed multiplier to the animation state 2013-07-16 00:43:31 -07:00