Marc Zinnschlag
475f4f9311
implicitly add Tribunal/Bloodmoon GMSTs to base, if present neither in base nor in modified
2013-02-17 20:03:39 +01:00
scrawl
52d0f0b750
Fixed OpAddItem, OpRemoveItem
2013-02-17 19:44:00 +01:00
Marc Zinnschlag
abd307d70e
Issue #567 : workaround for crash with non-English ESX files
2013-02-17 19:26:01 +01:00
scrawl
e1ca0a15ae
Add message box when item is added to player's inventory
2013-02-17 18:58:54 +01:00
scrawl
170a9762ac
Fix travel services not actually costing gold.
2013-02-17 18:30:21 +01:00
scrawl
791d16bbdb
Use infinite AAB for sky meshes to fix them from disappearing from underwater refraction, while still taking advantage of CPU culling for other meshes
2013-02-17 18:12:38 +01:00
Marc Zinnschlag
31bfe62bbc
Merge remote-tracking branch 'scrawl/bug_562' into next
2013-02-17 17:41:19 +01:00
Marc Zinnschlag
9221c861c5
Merge remote-tracking branch 'graffy76/next' into next
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Conflicts:
apps/opencs/CMakeLists.txt
2013-02-17 17:38:33 +01:00
Marc Zinnschlag
bb990b96bf
Merge branch 'globaltype' into next
2013-02-17 17:27:41 +01:00
Marc Zinnschlag
50d61a5b6e
proper implementation of gmst type column
2013-02-17 17:27:25 +01:00
scrawl
7ffcfa3622
Water and clouds no longer depend on timescale.
2013-02-17 16:23:55 +01:00
scrawl
5a11ddc485
Pressing F1 again hides the quick keys menu.
2013-02-17 16:01:36 +01:00
scrawl
d899f33444
Race/Class/Birth dialogs: immediately enable OK buttons since they have a preselected entry now.
2013-02-17 16:00:31 +01:00
scrawl
00db13be32
Reverted previous commits, and handle disallowed inventory in MWWorld::Class. Wanted to avoid this, but the previous solution broke teleport door sounds. Also fixed book/scroll window take button showing when inventory was not allowed.
2013-02-17 15:56:22 +01:00
Chris Robinson
6356d3a385
Start actors with collision enabled
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NPCs are now affected by gravity. The player still starts in no-collision mode
though, since they start in the void rather than a door marker.
2013-02-17 06:02:57 -08:00
graffy76
ceefae81e8
fix for the opencs icon
2013-02-17 07:46:50 -06:00
Chris Robinson
e2d7cc49e3
Merge remote-tracking branch 'zini/next' into animation2
2013-02-17 03:42:37 -08:00
Marc Zinnschlag
44d66cbf5a
Merge remote-tracking branch 'scrawl/bug_562' into next
2013-02-17 09:09:31 +01:00
Marc Zinnschlag
448293f270
Merge remote-tracking branch 'scrawl/bug_559' into next
2013-02-17 09:09:06 +01:00
Marc Zinnschlag
b8c0c94d5f
Merge remote-tracking branch 'wareya/master' into next
2013-02-17 08:58:41 +01:00
scrawl
c4f17f5596
playercontrols switch now disables activation in general (Chris' suggestion)
2013-02-17 03:03:41 +01:00
scrawl
373de19aee
Removed dialogue fix again, now on separate branch
2013-02-17 03:02:47 +01:00
scrawl
df8e502f8c
Ouch, I used && instead of &, this broke actions without a sound
2013-02-17 02:52:49 +01:00
Wareya
c98a815581
Remove debug printing from previous commit
2013-02-16 13:37:25 -05:00
Wareya
f0220fb06b
Implement "Rest Until Healed"
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Fixes: https://bugs.openmw.org/issues/563
2013-02-16 13:35:03 -05:00
scrawl
a5c8d5748f
fix FailedAction.
2013-02-16 18:05:25 +01:00
scrawl
0bc34c1c0d
Action::executeImp returns a bool value to indicate if the sound should be played.
2013-02-16 16:40:44 +01:00
scrawl
7d918caa93
Don't allow dialogue if player controls are disabled.
2013-02-16 16:26:40 +01:00
Marc Zinnschlag
910858c300
Merge remote-tracking branch 'sergeyshambir/guiconvience' into next
2013-02-16 14:50:42 +01:00
Douglas Mencken
eb09662f1d
Don't include boost/filesystem/v3/operations.hpp, use boost/filesystem/operations.hpp instead.
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It is boost headers' job to deal with their internals.
2013-02-16 14:49:11 +01:00
Douglas Mencken
a3e421167b
esmtool/labels: bodyPartLabel, meshPartLabel, meshTypeLabel
...
Signed chars, unsigned chars... Just use int for index everywhere.
2013-02-16 14:48:44 +01:00
Chris Robinson
158e18b98d
Remove an unused method
2013-02-16 00:30:07 -08:00
Chris Robinson
c965bd8e18
Increase step size to 30
2013-02-15 17:22:55 -08:00
Douglas Mencken
df5919f2c5
Use `signed char' explicitly where needed. It is important because:
...
- It is implementation-dependent if plain `char' signed or not.
- C standard defines three *distinct* types: char, signed char,
and unsigned char.
- Assuming that char is always unsigned or signed can lead to
compile-time and run-time errors.
You can also use int8_t, but then it would be less obvious for developers
to never assume that char is always unsigned (or always signed).
Conflicts:
components/esm/loadcell.hpp
2013-02-15 20:28:14 +01:00
scrawl
4da11a96a5
Fixed gold ref count always becoming 1 when dropped on the ground
2013-02-15 17:34:55 +01:00
Pieter van der Kloet
fd430dc5a9
Merge remote-tracking branch 'mike-sc/sel_widget' into settings_selwidget
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Conflicts:
apps/launcher/datafilespage.cpp
components/fileorderlist/datafileslist.cpp
2013-02-15 15:38:30 +01:00
Pieter van der Kloet
ee27e3bb58
Merge remote-tracking branch 'upstream/next' into settingsnext
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Conflicts:
apps/launcher/CMakeLists.txt
apps/launcher/datafilespage.cpp
apps/launcher/datafilespage.hpp
apps/launcher/graphicspage.cpp
components/fileorderlist/utils/filedialog.cpp
components/fileorderlist/utils/filedialog.hpp
2013-02-15 15:21:14 +01:00
Pieter van der Kloet
0e143b1926
Merge remote-tracking branch 'upstream/master' into settingsparser
2013-02-15 14:45:19 +01:00
Pieter van der Kloet
43e9ad8733
The text color of the profiles dialog now turns red on invalid names
2013-02-15 14:26:09 +01:00
Pieter van der Kloet
990895fd2b
Mainwindow size and position now gets saved/restored
2013-02-15 14:12:25 +01:00
Chris Robinson
c57001e3bd
Remove an unused field
2013-02-15 05:11:06 -08:00
Chris Robinson
e4341525c8
Add a jump state
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Currently unused
2013-02-15 04:45:28 -08:00
Chris Robinson
ff0099fa6e
Scale the animation speed based on the animation velocity and movement speed
...
This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
2013-02-15 02:15:39 -08:00
Chris Robinson
e1a1530774
Better implement Npc::getSpeed
2013-02-15 01:27:57 -08:00
Chris Robinson
3348e8a436
Clarify a comment
2013-02-14 22:41:14 -08:00
Chris Robinson
ac717373b1
Add a method to check if an object is on the ground
2013-02-14 22:35:15 -08:00
Chris Robinson
18b606fddf
Use the PhysicActor's set/getOnGround method
2013-02-14 20:10:04 -08:00
Chris Robinson
15dc82f454
Increase step size to 15
2013-02-14 18:59:05 -08:00
Chris Robinson
a729b1b12a
Snap to the ground after moving
...
Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement
This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
2013-02-14 18:34:51 -08:00
Pieter van der Kloet
1b9cf8c23f
More work on integrating the settings parser, profiles are handled correctly
2013-02-15 01:20:48 +01:00