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openmw-tes3mp/apps/openmw
Chris Robinson b1ffdf855f Reset the initial state of animated nodes on the skeleton instances
This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
..
mwbase Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
mwclass Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
mwdialogue Merge remote-tracking branch 'potatoesmaster/dialogue-creatures' 2013-01-17 10:21:01 +01:00
mwgui DialogueWindow: do not execute onFrame() when not visible 2013-01-15 00:59:48 +01:00
mwinput Merge branch 'master' into videoplayback 2013-01-07 13:25:15 +01:00
mwmechanics Handle looping in the Animation object 2013-01-21 22:51:13 -08:00
mwrender Reset the initial state of animated nodes on the skeleton instances 2013-01-26 04:48:53 -08:00
mwscript Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
mwsound Use const references where appropriate 2013-01-15 12:07:15 -08:00
mwworld Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
CMakeLists.txt Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
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 Run physics right after updating the actors 2013-01-16 08:22:38 -08:00
engine.hpp Fixed crash on changing cell due to Utf8Encoder going out of scope 2013-01-12 01:18:36 +01:00
main.cpp added option to override the activation distance 2013-01-08 20:00:06 -08:00