Commit Graph

7528 Commits (ae183cb3e4808834c5a5704ee7f24103aa14f06a)
 

Author SHA1 Message Date
Chris Robinson 80d271aeb1 Remove unused stuff 12 years ago
Chris Robinson 3555476dfd Use Animation-derived objects for generic objects 12 years ago
Chris Robinson a9dca21d05 Create the Animation SceneNode in the constructor 12 years ago
Chris Robinson 48784c7e2f Use for_each and functors to avoid some for loops 12 years ago
Chris Robinson de95926e9f Use controllers to animate lights in ObjectLists 12 years ago
Chris Robinson 8984d8f8ee Use a map to simplify NPC part referencing 12 years ago
Chris Robinson e976bb16c5 Add a light for torches 12 years ago
Chris Robinson 57fb065a86 Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
12 years ago
Chris Robinson a9cc3a2844 Ensure a valid CellStore for Ptr::isInCell 12 years ago
Chris Robinson 1f436f9886 Render torches 12 years ago
Chris Robinson 643e7651e0 Use a null material for non-SubEntities in the selection buffer 12 years ago
Chris Robinson 8f69c51b24 Avoid some unnecessary references 12 years ago
Chris Robinson 2c03fec4bb Use the fatigue term for jumping 12 years ago
Chris Robinson eab4e09566 Handle the pick/probe in the character controller 12 years ago
scrawl 3f7daa4884 Forgot to change initTerrainTextures 12 years ago
Alex de1f423bd7 initial move of script opcodes and registerExtensions functions to components/compiler 12 years ago
scrawl 76e538c22a Unused variable fix 12 years ago
scrawl 726c93c365 Terrain fixes to match vanilla better - vertices need to be mapped directly to texels for colormap and blendmap (this also caused seams at cell borders), layer uv scale appears to be 8 not 10 12 years ago
Marc Zinnschlag 2cfe6db389 Merge remote-tracking branch 'corristo/patch-1' 12 years ago
Marc Zinnschlag 03af7175dd Merge remote-tracking branch 'potatoesmaster/bug-839' 12 years ago
Emanuel Guevel c59ad62c57 Fix UndoWerewolf script instruction 12 years ago
Emanuel Guevel 5188a1c2cd Implement script instructions Become/UndoWerewolf 12 years ago
Emanuel Guevel 20d40c4368 Implement MWWorld::World::setWerewolf() 12 years ago
Emanuel Guevel aa563e947e Implement MWWorld::InventoryStore::unequipAll() 12 years ago
Emanuel Guevel ddc92d1fbd Set appropriate weapon icon when player is a werewolf 12 years ago
Emanuel Guevel d054366460 Permit to force hiding GUI windows 12 years ago
Greendogo df9d681a63 Update readme.txt
Straightened out the command line options area.  Some lines were broken up badly.
12 years ago
scrawl 4caac0d859 Fix idle animations repeating 12 years ago
vorenon 76a1abe9fa Don't allow the use of the "jump" key while sneaking - Update 12 years ago
vorenon 56cb36caf1 Don't allow the use of the "jump" key while sneaking 12 years ago
Emanuel Guevel 71da2f0a12 Do not allow magic/combat stance unless magic/inventory window are accessible 12 years ago
Marc Zinnschlag 41b2fa985b silenced some warnings 12 years ago
Marc Zinnschlag 9123afa863 Merge remote-tracking branch 'gus/MeleeCombat2' 12 years ago
gus a23e7fac93 clean up 12 years ago
scrawl 982f743ddd Fix wrong idle animations played 12 years ago
gus c8bb32c40d small maths correction 12 years ago
gus a25ee360dc use angles and GMST. not sure this work as it should 12 years ago
Marc Zinnschlag 8f330e7e3c Merge remote-tracking branch 'potatoesmaster/sneak' 12 years ago
gus 4c7dcdc8aa check if there is an object in the way 12 years ago
gus 830762722d first attempt: hit detection with a sphere (not finished) 12 years ago
Emanuel Guevel a9483dbdf1 Show sneak indicator when sneaking
Temporary solution, as the indicator should be shown only when the
player is not detected by any other actor.
12 years ago
Emanuel Guevel 8f8362d2c4 Expose sneak indicator widget through WindowManager 12 years ago
Emanuel Guevel 9757694060 Update sneaking indicator position with other widgets 12 years ago
Emanuel Guevel add3bb9904 Add sneaking indicator UI widget 12 years ago
Emanuel Guevel 4685aea2a1 mwiniimport: ignore empty values 12 years ago
vorenon aa45127895 Adjusted swish sounds
Sorry Chris, I was wrong. The game actually uses SwishM for every attack, but at a different pitch depending on the force of the attack. I realized it after testing your changes.
12 years ago
Chris Robinson f57c829cba Play the appropriate swish sound and follow-up animation 12 years ago
Chris Robinson b70975a74d Move getEvasion to CreatureStats 12 years ago
Chris Robinson 9e7d670745 Inline Class::get(const Ptr& ptr) 12 years ago
Nikolay Kasyanov e7500b22ba Fixed listener call issue spotted by @scrawl 12 years ago