openmw-tes3coop/apps/openmw
Chris Robinson 94b93227d3 Treat activators as actors for rendering and mechanics
Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
2013-01-16 14:37:32 -08:00
..
mwbase Add a method to get the Animation from a Ptr 2013-01-16 09:59:19 -08:00
mwclass Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
mwdialogue more string lowercase 2013-01-09 20:51:52 +01:00
mwgui Issue #479: Added additional magnitude parameter to known spells 2013-01-12 13:10:20 +01:00
mwinput Merge branch 'master' into videoplayback 2013-01-07 13:25:15 +01:00
mwmechanics Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
mwrender Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
mwscript fix spelling in comment 2013-01-16 04:19:16 +01:00
mwsound Use const references where appropriate 2013-01-15 12:07:15 -08:00
mwworld Add a method to get the Animation from a Ptr 2013-01-16 09:59:19 -08:00
CMakeLists.txt Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
config.hpp.cmake another minor correction (fixing the previous one) 2011-07-08 16:16:06 +02:00
doc.hpp first set of additional doxygen comments 2010-09-25 15:03:53 +02:00
engine.cpp Run physics right after updating the actors 2013-01-16 08:22:38 -08:00
engine.hpp Fixed crash on changing cell due to Utf8Encoder going out of scope 2013-01-12 01:18:36 +01:00
main.cpp added option to override the activation distance 2013-01-08 20:00:06 -08:00