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628 commits

Author SHA1 Message Date
Andrei Kortunov
2db9b91c10 Do not recreate animation object when harvesting a plant 2025-07-05 17:11:17 +04:00
Evil Eye
15f4368fe6 Account for creatures not having a model in more places 2025-04-05 10:19:50 +02:00
Sebastian Fieber
5cb6da4b02 add overwriteLighting a toggle option for addVfx 2024-12-31 01:57:09 +00:00
elsid
a550a8af36
Use normalized path for KeyframeManager::get 2024-11-20 21:29:36 +01:00
elsid
afa769408a
Use normalized path for correctActorModelPath 2024-11-03 13:50:17 +01:00
elsid
5532bc61c1
Support additional animation sources not only for 2 letter extensions
If extension is not 2 letters length (e.g. not .kf), replacing last 3 last
charaters leads to weird results like:
"meshes/basicplayer.dae" -> "animations/basicplayer./"

According to the doc this should be "animations/basicplayer/".
2024-10-06 16:33:59 +02:00
elsid
a6e075499b
Use normalize path in Animation::addAnimSource to change extension 2024-10-06 16:33:39 +02:00
Evil Eye
772a0b3711 Merge branch 'vfs_normalized_path_14' into 'master'
Use normalized path in multiple places (#8138)

See merge request OpenMW/openmw!4383
2024-09-22 16:38:55 +00:00
elsid
cd6e49796e
Properly initialize local static pointers and collections
Static variables should be initalized once instead of initializing them with
nullptr and then doing actual initialization behind if condition. Otherwise a
race condition may happen leading to undefined behaviour.
2024-09-21 13:52:43 +02:00
elsid
7e453d491a
Remove redundant toNormalized 2024-09-19 00:53:27 +02:00
elsid
d8189a5aa1
Use normalized path in SceneManager 2024-09-13 14:21:49 +02:00
elsid
9e36b3fc0b
Use normalized path for models settings 2024-08-30 20:50:59 +02:00
Sam Hellawell
b9a7bdc0c7 Dont use NormalizedView for yamlpath, use changeExtension, add setting to tests script 2024-07-20 20:15:17 +01:00
Sam Hellawell
a7a105dfdd Copy by ref, fix unable to find rules warning garbage 2024-07-20 03:10:05 +01:00
Sam Hellawell
014cba807b Refactor easings, serialize per-line items, constexpr path 2024-07-19 00:04:16 +01:00
Sam Hellawell
eb290bebbb Refactor AnimBlendControllers 2024-07-19 00:04:16 +01:00
Sam Hellawell
4040bd9231 FIx GCC debug build error 2024-07-19 00:04:16 +01:00
Sam Hellawell
00a7d0281f Cleanup, refactor, rename AnimBlendControllerBase -> AnimBlendController 2024-07-19 00:04:16 +01:00
Sam Hellawell
13e1df3bf0 Grammar cleanup, code cleanup, reduce logging, revert mRotation change 2024-07-19 00:04:16 +01:00
Sam Hellawell
22229dd674 Cleanup, use string_view comparison 2024-07-19 00:04:16 +01:00
Max Yari
55ffb6d7d2 Animation blending implementation for NIF and osgAnimation through YAML files
Signed-off-by: Sam Hellawell <sshellawell@gmail.com>
2024-07-19 00:04:15 +01:00
Evil Eye
2edbabd3d7 Don't display the harvested plant if graphic herbalism is off 2024-06-21 12:15:11 +02:00
Sam Hellawell
8c2c66d59e .nif check, matrix mult feedback, auto usage, reuse NodeMap typedef 2024-04-11 02:16:06 +01:00
Sam Hellawell
36cccef606 Fix formatting 2024-04-05 23:43:59 +01:00
Sam Hellawell
a51d560174 Move bone rename logic to ColladaDescriptionVisitor, undo formatting/refactoring 2024-04-05 01:59:40 +01:00
Sam Hellawell
2288a691d2 Replace osgAnimation bone underscore naming at load time, map bone instances, reset root bone transform each frame 2024-04-04 00:10:51 +01:00
psi29a
012d10703f Merge branch 'spellcast-refactor' into 'master'
Spellcast related Lua API + spellcasting/activespell refactor

See merge request OpenMW/openmw!3922
2024-03-25 13:50:23 +00:00
Mads Buvik Sandvei
320d8ef014 Spellcast related Lua API + spellcasting/activespell refactor 2024-03-25 13:50:23 +00:00
Cody Glassman
a4dd9224df Restructure colormasks at higher level 2024-03-23 21:56:30 +00:00
Mads Buvik Sandvei
36e1bdab10 Use a smaller integer type instead of dealing with casting issues. 2024-01-28 14:48:49 +01:00
Mads Buvik Sandvei
a94add741e Lua: Animation bindings 2024-01-26 21:39:33 +00:00
elsid
a2147d70cc
Use forward declaration for some VFS types
This will allow to save on preprocessed code size in the future changes.
2024-01-16 01:32:11 +01:00
elsid
145f7b5672
Avoid using osg::ref_ptr when reference is enough 2023-12-26 11:35:03 +01:00
Mads Buvik Sandvei
f6a6c278dd More cleanup of scripted animations 2023-12-05 14:13:35 +00:00
Mads Buvik Sandvei
93b723a066 Apply legs yaw to accumulated movement. 2023-11-01 20:30:26 +01:00
Mads Buvik Sandvei
afb9fa06d7 clang format 2023-10-29 14:54:01 +01:00
Mads Buvik Sandvei
70f41b22b6 Based on the reason for closing !1845, we *should* let a scripted animation get stuck forever if the animation was already playing. 2023-10-29 14:53:03 +01:00
Mads Buvik Sandvei
92a5e52407 rename "persisted" animations to "scripted", because that is what they actually are. And begin teaching the animation system to distinguish between a scripted and an unscripted animation. 2023-10-29 14:53:03 +01:00
elsid
1d94527a19
Avoid using settings in components to get actor model
Settings::Values are initialized only for engine. Accessing them from other
binaries leads to a crash.
2023-09-27 21:00:46 +02:00
elsid
ad509bb954
Use settings values for Models settings 2023-09-09 13:12:08 +02:00
Andrei Kortunov
35561450f1 Do not copy osg::ref_ptr when possible 2023-07-31 20:43:46 +04:00
elsid
b4868c6094
Filter evade directions by supported animations
To avoid trying those which will not lead to any actor movement due to absent
animation.
2023-07-22 17:30:40 +02:00
elsid
80ae8ce116
Cache supported animations 2023-07-22 17:30:40 +02:00
Evil Eye
7573004efc Implement the NegativeLight flag 2023-07-17 18:00:15 +02:00
elsid
6e8dcc16c6
Use settings values for Game settings 2023-07-01 00:59:35 +02:00
Petr Mikheev
f1beaa7b8c Put ESMStore to Environment 2023-04-20 21:45:49 +02:00
florent.teppe
486d15b19e moved light common to its own file
moved esm4light to it's own file
2023-02-07 16:29:17 +01:00
florent.teppe
dc961e3189 Adds the light into the scene.
Common struct for ESM3 and ESM4 light
2023-02-07 10:07:59 +01:00
Alexei Kotov
6ff9b5d326 Make use of ends_with for KF 2023-01-15 01:48:06 +03:00
unelsson
fe7660eec8 clang-format again 2022-12-31 00:53:36 +02:00