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	Merge branch 'seductive_poses' into 'master'
Don't mark idle animations as bad when blocking them Closes #6730 See merge request OpenMW/openmw!1826
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					 2 changed files with 2 additions and 1 deletions
				
			
		|  | @ -117,6 +117,7 @@ | |||
|     Bug #6711: Log time differs from real time | ||||
|     Bug #6717: Broken script causes interpreter stack corruption | ||||
|     Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body | ||||
|     Bug #6730: LoopGroup stalls animation after playing :Stop frame until another animation is played | ||||
|     Feature #890: OpenMW-CS: Column filtering | ||||
|     Feature #1465: "Reset" argument for AI functions | ||||
|     Feature #2491: Ability to make OpenMW "portable" | ||||
|  |  | |||
|  | @ -2457,7 +2457,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int | |||
| 
 | ||||
|     // We should not interrupt persistent animations by non-persistent ones
 | ||||
|     if (isPersistentAnimPlaying() && !persist) | ||||
|         return false; | ||||
|         return true; | ||||
| 
 | ||||
|     // If this animation is a looped animation (has a "loop start" key) that is already playing
 | ||||
|     // and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
 | ||||
|  |  | |||
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