scrawl
f326b8e5d2
Fix weapon animations playing on the lowerbody when swimming
2015-07-31 00:52:34 +02:00
scrawl
e8cbdcfb1e
Play swimming animation fallback on the upper body when possible
2015-07-31 00:35:41 +02:00
Arthur Moore
5ea596f38d
Refactor onChooseActionStatePerFrameActions
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This prevents playIdle errors from tyring to play idleAnimation 0
2015-07-30 08:15:45 -04:00
Arthur Moore
f69de1f263
Alert the user if trying to play a non-idle animation
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Continue to propagate success/failure up the call stack.
2015-07-30 08:08:58 -04:00
Arthur Moore
5e6fcc2aef
Alert the user if attempting to play an animation fails
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This is mostly propogating the error up the stack so the game can do something about it.
Working on avoiding log spam from calling an animation that doesn't exist every frame.
2015-07-30 08:00:26 -04:00
Marc Zinnschlag
26ea3aa1ad
Merge remote-tracking branch 'dteviot/refactoringAiWander'
2015-07-30 10:26:40 +02:00
dteviot
04aee1fe20
extracted function reactionTimeActions().
2015-07-26 17:32:29 +12:00
dteviot
c7aacaee70
extracted function returnToStartLocation().
2015-07-26 17:29:32 +12:00
dteviot
5e519ef550
extract function isPackageFinished().
2015-07-26 17:29:01 +12:00
dteviot
ad0d807103
extracted function reactionTimeActions().
2015-07-26 17:28:32 +12:00
dteviot
9c0e3d6c28
extracted functions doPerFrameActionsForState() and onChooseActionStatePerFrameActions().
2015-07-26 17:25:44 +12:00
dteviot
76f95eafe7
extract function onWalkingStatePerFrameActions().
2015-07-26 17:25:00 +12:00
dteviot
5ec310dfba
extract function onIdleStatePerFrameActions().
2015-07-26 17:24:33 +12:00
dteviot
b3d5b47fea
extracted function UpdateActorsMovement().
2015-07-26 17:23:45 +12:00
scrawl
dff84adf7e
Fix weapon animation priority
2015-07-26 01:35:36 +02:00
dteviot
aba7225817
Removed some duplicated operations.
2015-07-26 11:15:21 +12:00
scrawl
41996b0aad
Don't play turning animations in first person mode
2015-07-25 18:59:16 +02:00
scrawl
e0ee2fc01b
Adjust the movement animation speed every frame ( Fixes #1921 )
2015-07-25 18:22:48 +02:00
scrawl
278076e609
Include cleanup
2015-07-25 04:14:22 +02:00
scrawl
b3f5ac5dbb
Include cleanup
2015-07-25 02:11:49 +02:00
scrawl
e6b28d84f0
Outdated comment fix
2015-07-25 00:28:47 +02:00
scrawl
7f66339790
Remove a redundant function
2015-07-24 20:23:27 +02:00
scrawl
8286dc6c5a
Player followers don't report crimes ( Fixes #2457 )
2015-07-23 02:29:09 +02:00
Marc Zinnschlag
f3d3cbc58b
Merge remote-tracking branch 'dteviot/refactoringAiWander'
2015-07-20 09:57:46 +02:00
dteviot
2a4d35b98c
fixed "comma at end of enumerator list" warning.
2015-07-20 18:20:57 +12:00
Marc Zinnschlag
9b3d5c958f
Merge remote-tracking branch 'scrawl/music'
2015-07-19 11:49:00 +02:00
dteviot
00eef585af
renamed mPlayedIdle to mIdleAnimation.
2015-07-19 18:04:42 +12:00
dteviot
22f49128cc
replaced multiple booleans with single state variable.
2015-07-19 18:02:13 +12:00
dteviot
1ed6e95c07
Got rid of some radians to degrees to radians conversions.
2015-07-19 18:01:25 +12:00
dteviot
3ebe9fb34f
renamed mRotate to mTurnActorGivingGreetingToFacePlayer
2015-07-19 18:00:49 +12:00
scrawl
b01abe4d19
Stop title music when the game starts ( Fixes #2468 )
2015-07-19 02:08:24 +02:00
scrawl
278a078e9d
Unify magic effect tick functions
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- Removes duplicated code
- Handle some zero-duration instant effects that were not handled before (disintegrate, sun damage, elemental damage)
2015-07-18 20:39:45 +02:00
scrawl
77f1387da8
Include cleanup
2015-07-18 20:36:28 +02:00
scrawl
111cf5462b
Merge pull request #666 from scrawl/animation
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Animation refactoring & fixes
2015-07-18 13:33:41 +02:00
Jiří Kuneš
72728b9c01
disable cusor when item/container is owned
2015-07-17 16:32:35 +02:00
scrawl
660e7f5d89
Don't update animation states in skipAnim mode ( Fixes #2782 )
2015-07-17 03:28:17 +02:00
scrawl
cc59493cb2
Don't restart the jump animation when equipping a different weapon ( Fixes #2286 )
2015-07-16 20:03:16 +02:00
scrawl
b5c79738f1
Fix enchantments casting more than once per button press, broken by a1432b0255
2015-07-16 19:56:09 +02:00
scrawl
17ada63fcb
Don't play turning animations on the upperbody when in first person mode ( Fixes #2287 )
2015-07-15 16:43:11 +02:00
scrawl
83cceeee72
Use the extended animation priority for Block animations, allow starting attacks during a block animation ( Fixes #2761 )
2015-07-15 16:43:11 +02:00
scrawl
cf14d1748c
Use the extended animation priority for Hit animations
2015-07-15 16:33:10 +02:00
scrawl
50db6ed396
Use the extended animation priority for weapon animations
2015-07-15 14:40:36 +02:00
scrawl
335ef97cf5
Rename Animation::Group to Animation::BlendMask
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The old naming is problematic, because the term group was being used for another feature (text key groups) already.
2015-07-15 13:49:16 +02:00
dteviot
e294cd95cd
extracted function playIdleDialogueRandomly()
2015-07-12 17:15:14 +12:00
dteviot
22059d68f6
Remove duplicated code.
2015-07-12 17:14:48 +12:00
dteviot
0b089a5564
extracted function evadeObstacles()
2015-07-12 16:38:36 +12:00
dteviot
1ef78b1e56
extracted playGreetingIfPlayerGetsTooClose()
2015-07-12 16:37:31 +12:00
dteviot
df421fce92
extracted function setPathToAnAllowedNode()
2015-07-12 16:35:15 +12:00
dteviot
b508846a64
Renamed mStoredAvailableNodes to mPopulateAvailableNodes.
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Don't call getAllowedNodes() needlessly.
2015-07-12 16:32:48 +12:00
Marc Zinnschlag
08d2b196bd
Merge remote-tracking branch 'ace/explicit-instantiation'
2015-07-10 08:58:53 +02:00
Alexander "Ace" Olofsson
b3b55a5842
Explicitly instantiate MWWorld::Store
2015-07-09 19:22:04 +02:00
Alexander "Ace" Olofsson
b1cc74dd9a
Explicity instantiate MWMechanics::Stat
2015-07-09 14:41:37 +02:00
dteviot
f1774ee7c3
Fixed compile failing on OSX and Linux.
2015-07-08 19:34:33 +12:00
dteviot
52cf8541f5
End point tolerance restored to 64 units.
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Corrected problem pointed out by Scrawl.
Destination needs tolerance of 64 to avoid overcrowding.
2015-07-08 18:41:03 +12:00
Alexander "Ace" Olofsson
3655ef16af
Explicitly instantiate ESM::StatState
2015-07-07 19:19:37 +02:00
dteviot
40a925ad37
Merge branch 'Bug1317MakeExtraWaypoints' into Bug2726
2015-07-07 18:16:15 +12:00
Marc Zinnschlag
88f1220a77
Merge remote-tracking branch 'dteviot/Bug2726'
2015-07-06 13:07:40 +02:00
scrawl
531bca1273
Add a threshold for changing aicombat targets ( Fixes #2755 )
2015-07-05 18:09:13 +02:00
dteviot
1239667cb4
AiWander uses points between PathGrid points ( Fixes #1317 )
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When there is only on PathGrid point within a NPC's wander distance, expand possible wander destinations by using positions between PathGrid points.
2015-07-05 18:21:35 +12:00
dteviot
eb2aa965b9
Extracted function SetCurrentNodeToClosestAllowedNode()
2015-07-05 18:17:18 +12:00
dteviot
0095737c40
Use correct type of variable. Remove unnecessary casts.
2015-07-05 18:09:14 +12:00
dteviot
f942db2b27
Simplified code.
2015-07-05 18:08:09 +12:00
dteviot
9a02a85a24
Pulled duplicate code into function.
2015-07-05 18:07:14 +12:00
dteviot
fae93e3d82
Bugfix: was not resetting mStuckCount.
2015-07-04 19:00:27 +12:00
dteviot
46a654286b
Remove fix for #1317
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Expanding the AiWander distance for path grid nodes causes bigger problems than it solved.
2015-07-04 18:57:56 +12:00
dteviot
164994f3d3
Made PathFinder::buildPath() private.
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Now all paths are built by calling PathFinder::buildSyncedPath().
Also removed useless comment.
2015-07-04 18:47:26 +12:00
scrawl
6bcea21e14
Use fCombatDelayCreature, fCombatDelayNpc for random delays between aicombat attacks (Bug #1876 )
2015-07-04 05:19:05 +02:00
scrawl
a7bd050928
Accurate attack timings in AiCombat
2015-07-03 05:58:12 +02:00
scrawl
741e5db862
Fix for non-bipedal creatures that use weapons, e.g. rieklings
2015-07-03 05:37:18 +02:00
scrawl
82740c1645
Remove completely broken code
2015-07-03 02:29:42 +02:00
scrawl
d07b176b36
Take into account hit recovery, knockdown and other animations for AiCombat attack timing
2015-07-03 02:18:35 +02:00
scrawl
520a832a9a
Remove an already resolved todo comment
2015-07-02 22:24:23 +02:00
scrawl
a1432b0255
Move attackingOrSpell flag to the CharacterController
2015-07-02 19:14:28 +02:00
scrawl
1956e2c988
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/CMakeLists.txt
2015-06-28 00:38:39 +02:00
scrawl
59db9664ba
Pass the CharacterController to AiPackage::execute
2015-06-26 17:47:04 +02:00
scrawl
882e359008
Move attackStrength to the CharacterController, where it should have been to begin with
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Only relevant for actors in active cells, so doesn't belong in CreatureStats. This change should slightly reduce the game's memory usage.
2015-06-26 05:15:07 +02:00
scrawl
beb1086260
Fix attackStrength being unset for creatures with no weapons
2015-06-26 04:21:10 +02:00
scrawl
5bc6513e2d
Fix projectile hit bug where the incorrect attackStrength would be used if a new attack has been performed in the meantime
2015-06-26 02:32:41 +02:00
scrawl
6f34a0501a
Attempting to make a potion with no effects removes the ingredients ( Fixes #2722 )
2015-06-24 05:17:45 +02:00
scrawl
33a3dabc31
An alchemy effect listed more than once in the same ingredient should not automatically create a potion of that effect (Bug #2722 )
2015-06-24 05:17:45 +02:00
scrawl
a5670b5133
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/CMakeLists.txt
apps/opencs/main.cpp
apps/openmw/mwworld/player.hpp
2015-06-22 20:09:02 +02:00
Marc Zinnschlag
83961e9109
Merge remote-tracking branch 'dteviot/FixRunningInCircles'
2015-06-22 15:20:58 +02:00
scrawl
2ce269c0fc
Werewolf stats compatibility with old save files
2015-06-21 18:45:49 +02:00
scrawl
44582fe3b3
Don't use separate werewolf skills/attributes for non-player werewolves
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Still need to deal with save files.
2015-06-21 17:28:18 +02:00
dteviot
c65e7a31e7
Aquatic creatures no longer try to get onto land.
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AiWander for aquatic creatures no longer uses path grid points as they're usually on land.
2015-06-21 16:23:40 +12:00
scrawl
c719b7038e
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
2015-06-18 15:00:21 +02:00
scrawl
6e5f3339ad
Make sure to play IdleSwim when the character is swimming (Bug #2696 )
2015-06-17 20:49:01 +02:00
Marc Zinnschlag
5a5c2bb5bc
Merge remote-tracking branch 'dteviot/FixRunningInCircles'
2015-06-17 15:56:01 +02:00
scrawl
3663511cdb
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/opencs/CMakeLists.txt
extern/ogre-ffmpeg-videoplayer/CMakeLists.txt
2015-06-16 19:53:41 +02:00
scrawl
5347d407d8
Disallow AiWander fast-forward for water creatures
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Pathgrid nodes are usually above the water level, so appearing at a random node would have the creature break out of the water level it's supposed to be constrained to.
2015-06-15 20:13:59 +02:00
scrawl
98a77f68a3
Fix AiWander::fastForward using incorrect pathgrid coordinates when actor recently moved to a new cell
2015-06-15 20:04:36 +02:00
scrawl
f017fd6860
Reduce includes in animation.hpp
2015-06-14 23:13:26 +02:00
scrawl
cad18969e3
Merge branch 'master' of https://github.com/OpenMW/openmw into osg
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Conflicts:
apps/openmw/mwmechanics/aicombat.cpp
apps/openmw/mwmechanics/aitravel.cpp
2015-06-14 16:32:13 +02:00
dteviot
520fbd63c4
simplified pathfinding code.
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remove mIsPathConstructed. Instead call !mPath.empty().
2015-06-14 15:14:02 +12:00
dteviot
bfff84ba8f
replaced #include with forward class declaration, as suggested by slaugherfish.
2015-06-14 10:30:55 +12:00
scrawl
d4c45efb2b
Remove useless #undef's for windows now that we have NOMINMAX flag
2015-06-12 04:39:44 +02:00
dteviot
cb8ca2f03a
Moved logic for building a Sync'ed path from AiCombat to PathFinding.
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Is now used by AiFollow, which should fix "running in circles" bug caused when recalc a path and closest way point is the one NPC has just passed.
2015-06-11 18:31:35 +12:00
dteviot
6d7e6cd30c
AiTravel logic merged into AiPackage.
2015-06-11 18:28:31 +12:00
scrawl
4c09ecef72
Normalize fixes
2015-06-05 03:41:10 +02:00
scrawl
a0b0ae9bd1
Remove an unused variable
2015-06-04 21:51:24 +02:00