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Don't mark idle animations as bad when blocking them
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@ -117,6 +117,7 @@
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Bug #6711: Log time differs from real time
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Bug #6711: Log time differs from real time
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Bug #6717: Broken script causes interpreter stack corruption
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Bug #6717: Broken script causes interpreter stack corruption
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Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body
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Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body
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Bug #6730: LoopGroup stalls animation after playing :Stop frame until another animation is played
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Feature #890: OpenMW-CS: Column filtering
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Feature #890: OpenMW-CS: Column filtering
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Feature #1465: "Reset" argument for AI functions
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Feature #1465: "Reset" argument for AI functions
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Feature #2491: Ability to make OpenMW "portable"
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Feature #2491: Ability to make OpenMW "portable"
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@ -2457,7 +2457,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
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// We should not interrupt persistent animations by non-persistent ones
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// We should not interrupt persistent animations by non-persistent ones
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if (isPersistentAnimPlaying() && !persist)
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if (isPersistentAnimPlaying() && !persist)
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return false;
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return true;
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// If this animation is a looped animation (has a "loop start" key) that is already playing
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count
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