Commit graph

  • e7ab3544ac removed some redundant code scrawl 2012-07-21 13:52:12 +0200
  • 17a5c22c8f don't use globbing scrawl 2012-07-20 23:31:49 +0200
  • 4bc93ecd1a Use the skeleton name for the main animation Chris Robinson 2012-07-20 11:09:05 -0700
  • acc5c3bbbf some fixes scrawl 2012-07-20 17:08:15 +0200
  • 41791ccaa2 add file scrawl 2012-07-20 16:44:40 +0200
  • 014396e80c remove the plugins.cfg files, do not enforce CG plugin scrawl 2012-07-20 16:44:03 +0200
  • 21728020f6 fixed the water on local map scrawl 2012-07-20 14:45:42 +0200
  • 2db80a1504 Rename a couple methods to match their scripting counterparts Chris Robinson 2012-07-20 00:53:12 -0700
  • 66860825cf Remove some unused and unneeded bits from the Animation class Chris Robinson 2012-07-20 00:29:22 -0700
  • 8b5b74f9ee Add a quick hack to let "playgroup all" work on creatures and NPCs Chris Robinson 2012-07-19 22:34:26 -0700
  • 4210880c06 Load the animation tracks into Ogre Chris Robinson 2012-07-19 21:46:16 -0700
  • 0986cd5962 Get the animation controller target names Chris Robinson 2012-07-19 20:48:12 -0700
  • c2acf47d88 Store the list of keyframe controllers when building the bones Chris Robinson 2012-07-19 20:30:10 -0700
  • f5ffea4d4b new button, water timescale scrawl 2012-07-19 23:30:41 +0200
  • e077814a8c water scrawl 2012-07-19 22:23:07 +0200
  • f6c837468f Load the proper NIF skeleton Chris Robinson 2012-07-19 11:44:08 -0700
  • e760219953 Use a unique loader for each skeleton resource Chris Robinson 2012-07-19 11:36:36 -0700
  • 9d7470e14c temp commit scrawl 2012-07-19 20:18:34 +0200
  • a86ed46ec4 Use the race ID specified in the ref base's record instead of the race record Chris Robinson 2012-07-19 11:00:26 -0700
  • 739455e6f8 new water WIP, caustics, chromatic abberation, accurate fresnel, underwater reflection, etc scrawl 2012-07-19 16:23:30 +0200
  • 6caa39629d Reimplement the skirt part Chris Robinson 2012-07-18 22:32:26 -0700
  • c9b1f72d81 Use a case-insensitive compare for the part filter Chris Robinson 2012-07-18 22:31:07 -0700
  • b505d4ace0 Fix feet and entity part detachment Chris Robinson 2012-07-18 21:39:50 -0700
  • bd74ab027a Mirror left-sided parts Chris Robinson 2012-07-18 21:21:49 -0700
  • 4af1bce659 Restore and fix some missing parts Chris Robinson 2012-07-18 20:14:23 -0700
  • d9b64b77ec Attach skinned parts to the scene node instead of the named bone Chris Robinson 2012-07-18 18:38:55 -0700
  • 5154188110 Allow specifying an alternate skeleton for mesh skinning Chris Robinson 2012-07-18 18:29:25 -0700
  • 626dcd54dc Store the skeleton name with the mesh resource loader instead of a flag Chris Robinson 2012-07-18 17:26:51 -0700
  • 04b244cf9e Use the mesh's skeleton to transform shapes into "bind pose" instead of the NIF nodes Chris Robinson 2012-07-18 17:18:21 -0700
  • 2890904fb5 Use lowercase names for the mesh and skeleton resources Chris Robinson 2012-07-18 15:27:33 -0700
  • e8ff304562 Fix the initial normal vector for vertex fixups Chris Robinson 2012-07-18 12:53:45 -0700
  • 3b29d280b9 Filter out skinned shapes that don't match the bone name Chris Robinson 2012-07-18 12:47:16 -0700
  • db948969c9 Attach NPC parts to the proper bone Chris Robinson 2012-07-18 11:14:13 -0700
  • 04e496a6ca Store the entity lists for NPC parts Chris Robinson 2012-07-18 10:26:25 -0700
  • 6611b0b317 Use an array instead of a bunch of nearly-identical if blocks Chris Robinson 2012-07-18 10:09:16 -0700
  • 02d39080c8 Destroy entities when they're done with. Chris Robinson 2012-07-18 00:17:39 -0700
  • 4109d0d923 Destroy entities removed from the NPC Chris Robinson 2012-07-17 22:47:56 -0700
  • a32740cf5e Remove an unused parameter Chris Robinson 2012-07-17 22:41:26 -0700
  • b04c3cbcac Store the entities' root node in the EntityList Chris Robinson 2012-07-17 21:42:47 -0700
  • 92546ca18d Move the last bits of code to createEntities Chris Robinson 2012-07-17 20:23:09 -0700
  • 1c544682d5 Stub handling for NiTextKeyExtraData to suppress some spam Chris Robinson 2012-07-17 16:45:01 -0700
  • 496343b714 Use the proper member for the NIF type string Chris Robinson 2012-07-17 16:36:43 -0700
  • 94f3e7a6c0 Store the entity list in the object Chris Robinson 2012-07-17 16:00:03 -0700
  • a590db2cf4 Create entities when loading NIFs for the NPC base Chris Robinson 2012-07-17 15:43:40 -0700
  • 3efd2030e2 Create entities when loading NIFs for creatures Chris Robinson 2012-07-17 14:11:07 -0700
  • 3dedac5cb1 Create mesh entities for objects when loading the NIF Chris Robinson 2012-07-17 13:40:03 -0700
  • c6cc82a51a Handle multiple entities per NPC part Chris Robinson 2012-07-17 12:19:50 -0700
  • 89cfe778f0 Support multiple entities for the NPC base Chris Robinson 2012-07-17 11:38:20 -0700
  • 0a4a141f2e Support multiple meshes for creatures Chris Robinson 2012-07-17 11:23:34 -0700
  • 6047dc6a0c Merge remote branch 'zini/master' into nif-cleanup Chris Robinson 2012-07-17 10:57:15 -0700
  • 4434fb640e Merge branch 'master' into shadersystem scrawl 2012-07-17 19:12:02 +0200
  • 93f0043afc Set the mesh's attach point as the NiTriShape's node Chris Robinson 2012-07-17 10:04:21 -0700
  • 483b125aad avoid locking up in case actor updates repeatedly throw exceptions Marc Zinnschlag 2012-07-17 18:37:20 +0200
  • 6744375636 fixed a logic error in the auto equip code Marc Zinnschlag 2012-07-17 18:35:01 +0200
  • beb18282bb Issue #342: various fixes Marc Zinnschlag 2012-07-17 16:44:55 +0200
  • 76de2f7360 Issue #342: handle magic effects 79-82 and 17-20 Marc Zinnschlag 2012-07-17 15:49:37 +0200
  • a3652f16ce Issue #342: factored out dynamic stats calculation into a separate function Marc Zinnschlag 2012-07-17 12:18:43 +0200
  • 2c70a93553 Merge branch 'master' into potions Marc Zinnschlag 2012-07-17 10:32:18 +0200
  • 0d3a7d482e Merge remote branch 'modred11/master' Marc Zinnschlag 2012-07-17 10:21:46 +0200
  • 4bfed952bc Merge remote branch 'guidoj/master' Marc Zinnschlag 2012-07-17 10:17:06 +0200
  • 47ec8f68ee Merge branch 'fix' Marc Zinnschlag 2012-07-17 09:50:23 +0200
  • e9b95d55cd Revert "Proper way to find and use libtbb" Marc Zinnschlag 2012-07-17 09:49:52 +0200
  • a021165d9f Changed standard C lib includes to C++ format guidoj 2012-07-17 09:44:24 +0200
  • 0549e949ba Mostly removal of unnecessary #include's and a little clean up guidoj 2012-07-17 09:27:12 +0200
  • 65c20f128f Build bones for non-NiNode nodes (NiTriShapes, etc) Chris Robinson 2012-07-16 21:18:33 -0700
  • ada88596dc Fix an abort at shutdown Chris Robinson 2012-07-16 15:30:09 -0700
  • fefbf86531 Use Ogre's matrix ops to transform normals Chris Robinson 2012-07-16 14:30:23 -0700
  • bf26f029f9 Fix some skinning-related transformations Chris Robinson 2012-07-16 13:47:19 -0700
  • df76c324a4 Handle the MRK text string marker Chris Robinson 2012-07-16 13:34:56 -0700
  • 63e40d6e92 Fix world transform calculation Chris Robinson 2012-07-16 13:16:11 -0700
  • d6bf2b7d29 Proper way to find and use libtbb Dmitry Marakasov 2012-07-17 00:11:56 +0400
  • 0e934a52ca Include soundmanager.hpp for Play_Normal enum Dmitry Marakasov 2012-07-16 23:54:04 +0400
  • 1c53add6c4 Include boost/shared_ptr.hpp for boost:shared_ptr Dmitry Marakasov 2012-07-16 23:53:33 +0400
  • 12f1785882 Use default bone names for duplicate names Chris Robinson 2012-07-16 11:43:16 -0700
  • 75ce10c580 Don't load data for hidden meshes Chris Robinson 2012-07-16 11:31:45 -0700
  • a539e98274 Handle all meshes when inserting objects into the scene Chris Robinson 2012-07-16 10:48:48 -0700
  • e862b6b5a5 Fix comparison in cmake Dmitry Marakasov 2012-07-16 15:53:02 +0400
  • ad75b47472 Build and set up a skeleton for meshes Chris Robinson 2012-07-15 19:07:31 -0700
  • b1f7fd9f7b Pre-transform the mesh vertices when there's no skinning or skeleton Chris Robinson 2012-07-15 17:00:27 -0700
  • 61f32eca77 Add methods to get a node's local and full transform as a 4x4 matrix Chris Robinson 2012-07-15 15:23:49 -0700
  • 441a5c2da2 Load NiTriShapes into Ogre meshes Chris Robinson 2012-07-15 14:12:12 -0700
  • 3029c221ef Create materials when creating meshes Chris Robinson 2012-07-15 12:59:39 -0700
  • 509e9d7034 Merge branch 'master' into shadersystem scrawl 2012-07-15 21:58:45 +0200
  • fb1f8082d2 fix link error with recent glibc versions scrawl 2012-07-15 21:27:57 +0200
  • b4c8375f3c Merge remote branch 'zini/master' into nif-cleanup Chris Robinson 2012-07-15 12:04:43 -0700
  • 9028cfe83c Look for the NiTriShape when the mesh resource wants to load Chris Robinson 2012-07-15 12:02:47 -0700
  • 69ed73399a Avoid exposing the NIF mesh resource loading class Chris Robinson 2012-07-15 11:37:36 -0700
  • 300730a834 Create the skeleton resource from NIFs Chris Robinson 2012-07-15 11:11:49 -0700
  • da916cecfb fixed a bug in a cmake script that resulted in some files being compiled twice Marc Zinnschlag 2012-07-15 19:29:09 +0200
  • 871b1d1c9b silenced a warning Marc Zinnschlag 2012-07-15 19:20:59 +0200
  • bc0a6bffcf Remove outdated comment Chris Robinson 2012-07-15 09:03:35 -0700
  • b353cfd457 Remove unused Mangle::VFS Chris Robinson 2012-07-15 08:54:00 -0700
  • bd68f7bd33 Remove final direct uses of Mangle::Stream Chris Robinson 2012-07-15 08:51:51 -0700
  • 2a3ce5ee6d Remove Mangle::Stream Chris Robinson 2012-07-15 08:40:18 -0700
  • 7734771245 Use Ogre to load ESM data instead of Mangle Chris Robinson 2012-07-15 08:31:03 -0700
  • a8ebb39883 Avoid Mangle for BSA accesses Chris Robinson 2012-07-15 07:41:19 -0700
  • 6a447c88fb Create meshes from the NiTriShapes in the NIF. Chris Robinson 2012-07-15 06:45:21 -0700
  • 9ed2f1df67 boost wave not needed anymore scrawl 2012-07-15 08:39:34 +0200
  • 778e59ee37 terrain as it was before, with about 4x less code scrawl 2012-07-15 08:21:43 +0200
  • 9caa264074 Merge remote branch 'zini/master' into nif-cleanup Chris Robinson 2012-07-14 17:27:36 -0700