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A bit of an upheaval. Each animation is now a "layer", instead of each layer having an animation. Incidentally, this is much closer to how Ogre handles animation states. In the future, each layer will have a priority, which will be used to determine which one affects a given bone group (which we currently only have one of). |
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| .. | ||
| bsatool | ||
| esmtool | ||
| launcher | ||
| mwiniimporter | ||
| opencs | ||
| openmw | ||
| openmw_test_suite | ||
| doc.hpp | ||