Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								bec538bfa1 
								
							 
						 
						
							
							
								
								Always declare operator<< for using a TextKeyMap with Ogre::Any  
							
							
							
						 
						
							2013-02-04 09:19:59 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								c45b4d6072 
								
							 
						 
						
							
							
								
								Clean up some NIF warning reports  
							
							
							
						 
						
							2013-02-02 22:27:08 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e6e7c69013 
								
							 
						 
						
							
							
								
								Fix handling of filtered entities  
							
							
							
						 
						
							2013-02-02 05:26:52 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								c6a9ea5007 
								
							 
						 
						
							
							
								
								Use the skeleton as defined in the NIF model  
							
							... 
							
							
							
							The avoids having to duplicate models that get attached to different character
skeletons. 
							
						 
						
							2013-01-30 22:37:39 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								b6354c6282 
								
							 
						 
						
							
							
								
								Don't share skeleton instances between bounded parts on an NPC  
							
							... 
							
							
							
							However, a skeleton instance will still be shared between entities in an entity
list. 
							
						 
						
							2013-01-30 09:29:16 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								0853fa335c 
								
							 
						 
						
							
							
								
								Avoid redundant string concatenations  
							
							
							
						 
						
							2013-01-29 01:36:17 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								487c83e943 
								
							 
						 
						
							
							
								
								Rename nonaccum to animroot  
							
							
							
						 
						
							2013-01-28 22:09:41 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e1d3933145 
								
							 
						 
						
							
							
								
								Remove an unused struct  
							
							
							
						 
						
							2013-01-28 01:27:12 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									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 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								d836b3d0ff 
								
							 
						 
						
							
							
								
								Don't try to create animations if there's no text keys and nonaccum node.  
							
							... 
							
							
							
							Such meshes apparently use NiBSAnimationNode, a Bethesda-specific extension
which has animation-related info in its flags (values currently unknown). 
							
						 
						
							2013-01-22 00:24:57 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								6905bd18ba 
								
							 
						 
						
							
							
								
								Filter out the group name from the text keys  
							
							... 
							
							
							
							It's already in the animation name, and the text keys are animation-specific
anyway. 
							
						 
						
							2013-01-21 02:59:12 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8e8900e422 
								
							 
						 
						
							
							
								
								Use the first bone with text keys as the nonaccum root.  
							
							
							
						 
						
							2013-01-20 22:51:39 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								536f8104e6 
								
							 
						 
						
							
							
								
								Do not create an 'all' animation.  
							
							
							
						 
						
							2013-01-20 17:24:43 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								94e30199d1 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into animation2  
							
							... 
							
							
							
							Conflicts:
	components/nifogre/ogre_nif_loader.cpp 
							
						 
						
							2013-01-15 14:59:30 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								b23fcb260c 
								
							 
						 
						
							
							
								
								Use the record index for finding the NiTriShape instead of the name  
							
							
							
						 
						
							2013-01-13 08:00:04 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Nathan Jeffords 
								
							 
						 
						
							
							
							
							
								
							
							
								d5ebd6654d 
								
							 
						 
						
							
							
								
								cache loaded NIF files to eliminate reloads  
							
							... 
							
							
							
							Created a NIF file caching mechanism to prevent the system from
reloading a NIF during a startup and cell changes. 
							
						 
						
							2013-01-10 21:47:02 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Nathan Jeffords 
								
							 
						 
						
							
							
							
							
								
							
							
								0989b44b41 
								
							 
						 
						
							
							
								
								spread some const around NIF loading  
							
							
							
						 
						
							2013-01-10 21:32:47 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								23ac1c2de5 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into animation2  
							
							... 
							
							
							
							Conflicts:
	components/nifogre/ogre_nif_loader.cpp 
							
						 
						
							2013-01-09 20:52:12 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									eduard 
								
							 
						 
						
							
							
							
							
								
							
							
								2dc0064cc2 
								
							 
						 
						
							
							
								
								more string lowercase  
							
							
							
						 
						
							2013-01-09 20:51:52 +01:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								c4c8295e0b 
								
							 
						 
						
							
							
								
								Rename NIFLoader to Loader, and update some comments  
							
							
							
						 
						
							2013-01-09 09:10:59 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								4b7cc1372f 
								
							 
						 
						
							
							
								
								Some cleanup  
							
							
							
						 
						
							2013-01-09 06:32:31 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a9bcbfd8d3 
								
							 
						 
						
							
							
								
								Use Node::_getFullTransform instead of building the matrix manually  
							
							
							
						 
						
							2013-01-09 05:11:32 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								015bb0bf1f 
								
							 
						 
						
							
							
								
								Use the calculated max time for the "all" animation  
							
							
							
						 
						
							2013-01-09 04:30:32 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								465fd9c8af 
								
							 
						 
						
							
							
								
								Offset animation times to start at 0  
							
							
							
						 
						
							2013-01-09 04:21:56 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								4054934f16 
								
							 
						 
						
							
							
								
								Store text keys for each animation  
							
							
							
						 
						
							2013-01-09 02:51:25 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								bb98542c5a 
								
							 
						 
						
							
							
								
								Build separate animations for each group  
							
							
							
						 
						
							2013-01-09 01:40:38 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e44729cd43 
								
							 
						 
						
							
							
								
								Make the text keys lower-case when extracting them  
							
							... 
							
							
							
							I think it's safe to assume all text keys are treated in a case-insensitive
manner. So far the only known NiTextKeyExtraData records are for animation
keys, which effectively are. 
							
						 
						
							2013-01-09 00:17:42 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								14d814d1d3 
								
							 
						 
						
							
							
								
								Avoid creating bones for NiTriShape nodes  
							
							... 
							
							
							
							The offset specified for them can be just as easilly handled by the tag point
they get connected to, and as such it's just needless extra nodes. 
							
						 
						
							2013-01-07 04:21:25 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								7ba09ff025 
								
							 
						 
						
							
							
								
								Catch errors from buildBones  
							
							
							
						 
						
							2013-01-06 20:05:50 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8ebf49a35b 
								
							 
						 
						
							
							
								
								Only lower-case the model name  
							
							... 
							
							
							
							The skeleton name will already be lower-case 
							
						 
						
							2013-01-05 20:54:57 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								18389c7b04 
								
							 
						 
						
							
							
								
								Set non-bone nodes as manually controlled  
							
							
							
						 
						
							2013-01-05 17:50:22 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								e5ce55b6a4 
								
							 
						 
						
							
							
								
								Remove a hack  
							
							
							
						 
						
							2013-01-05 06:20:21 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								58d35dbfcf 
								
							 
						 
						
							
							
								
								Have createEntities' caller retrieve the text keys as needed  
							
							
							
						 
						
							2013-01-05 04:01:11 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								761914bdaa 
								
							 
						 
						
							
							
								
								Use a separate method to build the animation  
							
							
							
						 
						
							2013-01-05 03:31:51 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								8a086e3afb 
								
							 
						 
						
							
							
								
								Cache the mesh names from the mesh/skeleton pairs  
							
							
							
						 
						
							2013-01-04 20:58:35 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								3131e8dae6 
								
							 
						 
						
							
							
								
								Don't get the text keys if they're not being requested  
							
							
							
						 
						
							2013-01-04 20:33:26 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								683ced54a0 
								
							 
						 
						
							
							
								
								Store and retrieve the node text keys in the bones' user object bindings  
							
							
							
						 
						
							2013-01-04 19:41:37 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								a3d33db415 
								
							 
						 
						
							
							
								
								Store a NiNode's NiTextKeyExtraData in a user object binding on Ogre::Bone  
							
							
							
						 
						
							2013-01-04 15:55:47 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								1d4d67f811 
								
							 
						 
						
							
							
								
								Avoid underflows if the texture name doesn't include a '.'  
							
							
							
						 
						
							2013-01-04 15:03:57 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								3f19b13695 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'zini/master' into animation2  
							
							
							
						 
						
							2013-01-04 14:47:01 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Nathan Jeffords 
								
							 
						 
						
							
							
							
							
								
							
							
								2181393518 
								
							 
						 
						
							
							
								
								change texture renaming logic to increase performance  
							
							... 
							
							
							
							ResourceGroupManager::resourceExistsInAnyGroup is slow (at least on
windows) if the tested path does not exist, but is fast if it does (due
to finding it in the index). This change tries the '.dds' version of the
name first, and reverts to the original if the '.dds' version was not
found. 
							
						 
						
							2013-01-04 11:36:22 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								61ad8bb3dd 
								
							 
						 
						
							
							
								
								Use a list of mesh names instead of mesh objects  
							
							
							
						 
						
							2013-01-04 00:14:41 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								019893b5c6 
								
							 
						 
						
							
							
								
								Get rid of some unnecessary case-insensitive compares  
							
							
							
						 
						
							2013-01-03 23:44:58 -08:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								cd8515396a 
								
							 
						 
						
							
							
								
								Use a multimap to store the text keys  
							
							
							
						 
						
							2012-09-28 23:20:15 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Chris Robinson 
								
							 
						 
						
							
							
							
							
								
							
							
								9b491edbf8 
								
							 
						 
						
							
							
								
								Small cleanup for loading animation keyframes  
							
							
							
						 
						
							2012-09-28 18:53:24 -07:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								906d290935 
								
							 
						 
						
							
							
								
								Markers are actually hidden now. Inspecting the markers in NifSkope revealed why it didn't work previously: the flag that is being looked for is not present in any of the markers, nor any other flag or extra data to identify them. However, the root node name always starts with "marker", making it possible to do a string search.  
							
							
							
						 
						
							2012-09-12 12:41:12 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Marc Zinnschlag 
								
							 
						 
						
							
							
							
							
								
							
							
								e3d893b001 
								
							 
						 
						
							
							
								
								Merge remote-tracking branch 'jhooks/animationsmooth'  
							
							
							
						 
						
							2012-09-06 09:09:46 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									scrawl 
								
							 
						 
						
							
							
							
							
								
							
							
								4f1bcb749f 
								
							 
						 
						
							
							
								
								turned off redundant edge list building  
							
							
							
						 
						
							2012-09-02 10:09:41 +02:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Jason Hooks 
								
							 
						 
						
							
							
							
							
								
							
							
								5202b11235 
								
							 
						 
						
							
							
								
								just moving a comment  
							
							
							
						 
						
							2012-08-18 15:31:54 -04:00 
							
								 
							
						 
					 
				
					
						
							
								
								
									Jason Hooks 
								
							 
						 
						
							
							
							
							
								
							
							
								4a219404fc 
								
							 
						 
						
							
							
								
								Super smooth animations; 100 PERCENT COMPLETE  
							
							
							
						 
						
							2012-08-18 15:21:43 -04:00