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openmw-tes3mp/apps/openmw
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
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mwbase Merge remote-tracking branch 'kolek/thirdpersonzoom' 2013-07-20 18:29:59 +02:00
mwclass Use the attack strength as determined by how long the attack was held 2013-07-24 03:18:53 -07:00
mwdialogue Added new game button 2013-05-15 17:54:18 +02:00
mwgui Merge remote-tracking branch 'gus/MeleeCombat2' 2013-07-23 09:12:23 +02:00
mwinput Merge remote-tracking branch 'gus/MeleeCombat2' 2013-07-23 09:12:23 +02:00
mwmechanics Don't play casting animations for enchantments 2013-07-24 05:39:15 -07:00
mwrender Use time values for the aniamtion's start, stop, and loop points 2013-07-24 08:38:36 -07:00
mwscript Allow specifying the sound type to playSound and playSound3D 2013-07-18 21:50:11 -07:00
mwsound Remove some unnecessary debug messages 2013-07-23 03:44:52 -07:00
mwworld Add beginnings of melee hits 2013-07-24 02:51:42 -07:00
CMakeLists.txt Merge branch 'master' of git://github.com/zinnschlag/openmw 2013-07-06 16:08:29 +02:00
config.hpp.cmake another minor correction (fixing the previous one) 2011-07-08 16:16:06 +02:00
doc.hpp first set of additional doxygen comments 2010-09-25 15:03:53 +02:00
engine.cpp update player position on engine start 2013-07-07 15:06:05 +04:00
engine.hpp Removed the no longer needed --debug switch 2013-06-16 20:39:40 +02:00
main.cpp Make OpenMW able to initialize SDL in windows builds 2013-06-25 15:05:10 +02:00