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86 commits

Author SHA1 Message Date
scrawl
8f62ea2e80 Fix for "RigGeometry rendering with no skeleton" errors 2016-07-02 20:19:55 +02:00
scrawl
8fb8c2bae5 Fix "part has no parents" warning message caused by nodes being destroyed in the incorrect order 2016-06-07 02:43:25 +02:00
scrawl
e28dc3e72f Preload instances in SceneManager 2016-02-09 18:35:26 +01:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
58cd2b1a84 Remove "Tri Bip*" nodes in creature meshes (meant for debugging)? (Fixes #2148) 2015-08-15 19:01:21 +02:00
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.
2015-06-26 05:15:07 +02:00
scrawl
24bfb44b13 Move head tracking from NpcAnimation to Animation (Bug #2720) 2015-06-22 21:06:27 +02:00
scrawl
7f9f9a32d2 InitWorldSpaceParticles fix 2015-06-01 16:29:42 +02:00
scrawl
ed4863ad7d Restore ranged weapon aiming 2015-05-31 18:53:16 +02:00
scrawl
a066b24303 Restore WeaponAnimation 2015-05-31 01:07:43 +02:00
scrawl
f4ee805e3b Object animation fix 2015-05-28 15:44:58 +02:00
scrawl
627fee07bc Minor cleanup 2015-05-22 04:36:33 +02:00
scrawl
0fb97bd2e7 Readded baseonly parameter to Animation::setObjectRoot
Fixes the first person view.
2015-05-21 23:24:22 +02:00
scrawl
9cf9c2876e Pathgrid rendering 2015-05-02 22:45:39 +02:00
scrawl
6f3e920f85 Animation port complete 2015-04-23 23:30:06 +02:00
scrawl
09742d5b95 Animation playback works, no movement accumulation yet 2015-04-23 20:41:31 +02:00
scrawl
f7d2a28930 Port BoneOffset 2015-04-19 14:25:36 +02:00
scrawl
9c4b2ea61a CreatureAnimation compiles 2015-04-19 03:05:47 +02:00
scrawl
191c0104f6 Crash fix for creatures with no skeleton base (Fixes #2419) 2015-03-02 15:19:57 +01:00
scrawl
41b3a9dba9 Rewrite animated collision shape support (Fixes #2123) 2015-01-13 05:37:37 +01:00
scrawl
59f21c6105 Use "hair" as filter for PRT_Hair parts (Fixes #2218) 2014-12-24 15:45:14 +01:00
scrawl
dbe30e31b9 Make creature's model take priority over base_anim.nif (Fixes #2055) 2014-10-25 00:56:43 +02:00
scrawl
7252cb63a6 Fix cppcheck issues 2014-09-26 17:48:14 +02:00
scrawl
3067082534 Make base_anim.nif take priority for biped creatures
Fixes the skeletal minion's WalkForward1h animation.
2014-07-28 14:53:53 +02:00
scrawl
6a900e0aad Update weapon and shield controllers for creatures 2014-06-27 19:35:41 +02:00
scrawl
0cd40294a2 Fixed ranged combat for creatures 2014-03-12 11:30:44 +01:00
Marc Zinnschlag
367919200f moved CellRefList into a separate file 2014-02-23 20:11:05 +01:00
scrawl
13646a651b Issue #777: Handle creatures with weapons in CharacterController. Move attack strength to CreatureStats. 2014-01-19 13:32:58 +01:00
scrawl
198bb0de60 Issue #777: Add CreatureAnimation variant for creatures with weapons/shields 2014-01-19 13:05:26 +01:00
scrawl
805843d7ff Closes #1086: Implement blood effects 2014-01-17 11:27:13 +01:00
Chris Robinson
a9dca21d05 Create the Animation SceneNode in the constructor 2013-08-06 19:49:05 -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
e4c5aac966 Keep track of the animation layers a given object list is animating on
This only tracks layers they explicitly animate on. They may animate on other
layers as well, if nothing else is animating on them.
2013-04-23 02:48:11 -07:00
Chris Robinson
50bb92beb3 Use a method to set the visibility flags and render queue. 2013-04-19 02:01:50 -07:00
Chris Robinson
1b1f9f7921 Allow multiple ObjectLists to be created for Animations.
addObjectList may not currently be called outside of the related constructor.
2013-04-15 18:55:28 -07:00
Chris Robinson
69084139aa Use an array of objectlists, instead of one base objectlist and an array of 'animation sources' 2013-04-14 17:58:21 -07:00
Chris Robinson
878b4c15c5 Set visibility flags and the render queue group for particles 2013-04-07 02:08:33 -07:00
Chris Robinson
2db72ae607 Rename EntityList to ObjectList 2013-04-07 01:52:35 -07:00
scrawl
ca707aa65f Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
Chris Robinson
238a8feb18 Fix transparency checks 2013-03-01 13:27:25 -08:00
Chris Robinson
1168f15361 Don't disable depth writes when blending is enabled 2013-02-28 12:17:58 -08:00
Chris Robinson
b8f5813609 Set all animation sources at once 2013-02-23 03:34:03 -08:00
Chris Robinson
c839502743 Setup base_anim.nif as an initial skeleton source for biped creatures 2013-02-05 17:16:45 -08:00
Chris Robinson
9123f4f2af Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
Chris Robinson
b96a979719 Store an MWWorld::Ptr with the Animation 2013-01-06 17:05:48 -08:00
Chris Robinson
6e84d4bcdd Add a helper method to load entity objects 2013-01-04 23:19:48 -08:00
greye
3c2ce25f5f m prefix for mwworld/cellstore.hpp 2012-11-05 16:07:59 +04:00
greye
7606ebafd6 resolving conflicts, minor update 2012-09-17 11:37:50 +04:00
scrawl
2793096b50 Merge branch 'externalrendering' of https://github.com/zinnschlag/openmw into characterpreview
Conflicts:
	apps/openmw/CMakeLists.txt
	apps/openmw/mwbase/world.hpp
	apps/openmw/mwrender/renderingmanager.cpp
	apps/openmw/mwrender/renderingmanager.hpp
	apps/openmw/mwworld/worldimp.cpp
	apps/openmw/mwworld/worldimp.hpp
2012-09-15 00:57:29 +02:00