scrawl
5173779f4b
Add sounds for security skill
2013-05-19 19:48:51 +02:00
scrawl
7a2d1cd8ce
Security skill
2013-05-19 18:40:37 +02:00
Chris Robinson
e8bbb755c3
Play the left-arm torch animation when it's equipped
2013-05-17 06:21:59 -07:00
Chris Robinson
4b9a888d74
Use the PickProbe animation group as appropriate
2013-05-17 01:46:51 -07:00
Chris Robinson
6201cb0093
Add a method to clear the animation queue
2013-05-16 06:59:41 -07:00
Chris Robinson
6c6200efef
Merge remote-tracking branch 'zini/master' into animations
2013-05-15 16:34:51 -07:00
scrawl
c41f119ba6
Added new game button
2013-05-15 17:54:18 +02:00
Chris Robinson
e069215583
Don't clear the last queued animation when it stops
2013-05-15 06:32:20 -07:00
Chris Robinson
66f55b3178
Play the item up/down sound when readying/unreadying weapons
2013-05-15 01:45:47 -07:00
Chris Robinson
b459a010b0
Fix vec.z being applied while not in the air
2013-05-14 23:03:28 -07:00
Chris Robinson
e8661794fe
Avoid trying to find a state for non-actors.
...
They're only ever play idles, unless PlayGroup is called.
2013-05-14 07:29:07 -07:00
Chris Robinson
8ec722ac92
Use std::find_if instead of ugly for loops
2013-05-13 04:08:36 -07:00
Chris Robinson
f83ee5d316
Play ready/unready animations on the upper body
2013-05-13 03:32:00 -07:00
Chris Robinson
70dc2f77ad
Move the priority enum to MWMechanics
2013-05-13 00:54:44 -07:00
Chris Robinson
7ba2508556
add a priority for death animations, and store it in the state list
2013-05-12 19:19:21 -07:00
Chris Robinson
4e389b5a8f
Store whether a given animation loops in the state table
2013-05-12 05:59:39 -07:00
Chris Robinson
bbb38c61cc
Fix queued animations
2013-05-12 05:08:01 -07:00
Chris Robinson
2c556e4036
Be smarter about handling non-moving animations
...
Don't rely on being told by the play method, so the animation can
automatically change without impacting the character controller.
2013-05-12 04:29:42 -07:00
Chris Robinson
6b8a687a79
Add methods to disable an animation
...
And rename WeaponState to WeaponType
2013-05-10 22:22:39 -07:00
Chris Robinson
abc676eedd
Allow specifying which bone groups to play an animation on
2013-05-10 20:05:09 -07:00
Chris Robinson
7c3b014193
Figure out which animations to play based on priority
...
Bone group will also be taken into account later.
2013-05-10 18:37:44 -07:00
Chris Robinson
ccff364b52
Use a map of active layers instead of an array
...
A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.
In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
2013-05-10 03:08:07 -07:00
Chris Robinson
74ed1f73b4
Merge remote-tracking branch 'zini/master' into animations
2013-05-09 13:53:38 -07:00
Torben Carrington
4928c9d079
Removed sqrt function call (minor optimization thanks to Chris)
2013-05-08 20:47:31 -07:00
Torben Carrington
d20178dd56
Removed unnecessary std::cout messages
2013-05-08 20:05:45 -07:00
Torben Carrington
133964f0e4
AIEscort complete
2013-05-08 20:02:24 -07:00
Torben Carrington
c03dca47f5
AIEscort implemented and working - only touchups are needed.
2013-05-08 17:19:47 -07:00
Torben Carrington
10840765d9
Framework - duration and pathing implemented, no waiting for follower yet.
2013-05-08 15:27:20 -07:00
Marc Zinnschlag
51067698a8
minor cleanup
2013-05-08 21:26:39 +02:00
Chris Robinson
90e29c83c0
Merge remote-tracking branch 'zini/master' into animations
...
Conflicts:
apps/openmw/mwmechanics/character.cpp
2013-05-06 19:17:39 -07:00
gus
006f25d1c0
First try to improve AI. Does not work yet due to strange bug in physicsystem
2013-05-06 00:46:50 +01:00
gus
7fe7111c19
Fargoth quest almost works. There is still a sall problem as the path taken is not exactly the same. I need to copy the exact way morrowind do pathfinding...
2013-05-03 17:09:09 +01:00
kpp
dcccfd9f22
Initialize values
2013-05-02 22:43:21 +04:00
Chris Robinson
a120653c38
Implement handling weapon states
2013-05-01 10:19:16 -07:00
Marc Zinnschlag
95eeea2a27
Revert "Merge remote-tracking branch 'glorf/acrobatics'"
...
This reverts commit 089ef7a2a0
, reversing
changes made to 67422c397c
.
2013-05-01 16:56:16 +02:00
Glorf
b8630239d7
Code cleanup
2013-05-01 12:25:02 +02:00
Glorf
236ec3409f
Finished acrobatics
2013-05-01 12:21:59 +02:00
Chris Robinson
4b15da076b
Move getStateInfo into the character controller
2013-04-30 19:26:41 -07:00
Glorf
d30e43784a
Fatigue decrease when jumping, live decrease when falling
2013-04-30 23:39:56 +02:00
Glorf
5a8c1661be
Jump acrobatics working, started falling acrobatics implementation
2013-04-30 20:44:17 +02:00
Glorf
add3cd6456
Advance acrobatics on jump
2013-04-30 18:22:59 +02:00
Chris Robinson
05060e57ec
Add a weapon state to the character controller
2013-04-29 13:07:49 -07:00
scrawl
78596cad83
Fix enchantment points value
2013-04-29 10:19:09 +02:00
scrawl
07891fa213
Athletics skill increase
2013-04-28 07:53:04 +02:00
Chris Robinson
274f3c7b77
Force character state to update after switching view modes
2013-04-25 07:08:11 -07:00
Chris Robinson
e4eb4b7e30
Keep track of the character looping state
2013-04-25 06:29:17 -07:00
Chris Robinson
9da2c9153e
Don't store the animation group string in the character controller
2013-04-25 06:12:37 -07:00
Chris Robinson
24f1eba902
Keep track of whether an animation supplies movement
...
Also handle it when it doesn't.
2013-04-24 22:45:43 -07:00
Chris Robinson
0817d59f23
Allow specifying where to start in an animation
2013-04-24 19:09:36 -07:00
Chris Robinson
333354fe62
Remove the character controller from the Animation class
2013-04-24 07:10:41 -07:00