Chris Robinson
2e067e95a9
Handle NiWireframeProperty
2013-04-07 07:12:52 -07:00
Chris Robinson
ebff64a7a4
Fix UVController and add warn about unhandled material controllers
2013-04-07 06:56:12 -07:00
Marc Zinnschlag
ff1d908af4
added script table
2013-04-07 15:17:35 +02:00
Chris Robinson
be419bc891
Handle NiCamera nodes
2013-04-07 02:28:15 -07:00
Chris Robinson
2db72ae607
Rename EntityList to ObjectList
2013-04-07 01:52:35 -07:00
Chris Robinson
834a6a1f00
Remove old, unused code
2013-04-07 01:14:26 -07:00
Chris Robinson
d97b341dc6
Rename NIFMeshLoader to NIFObjectLoader
2013-04-07 01:02:21 -07:00
Marc Zinnschlag
ec7a8f1add
small fix
2013-04-06 21:58:28 +02:00
Chris Robinson
63cbf7ddeb
Specify a default return for failed lookups
2013-04-06 12:41:40 -07:00
Chris Robinson
ca289a317c
Separate the UVController function out and make it generic
...
Also fix a timing bug in it.
2013-04-06 12:26:58 -07:00
Marc Zinnschlag
8bf569d58a
added basic sound table
2013-04-06 21:21:10 +02:00
Chris Robinson
6b151be3f4
Create particle systems even when MRK was specified
2013-04-06 11:26:51 -07:00
Chris Robinson
41e410347e
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-06 10:35:01 -07:00
Chris Robinson
c283991126
Remove an unneeded method
2013-04-06 10:33:07 -07:00
Marc Zinnschlag
0f34c79d0a
Merge branch 'race'
2013-04-06 19:21:38 +02:00
Chris Robinson
ebcb4c66c3
Properly read and use the NIF root record list
2013-04-06 10:17:09 -07:00
Chris Robinson
59f1d4b047
Add support for NiUVController on meshes
2013-04-06 09:44:10 -07:00
Chris Robinson
e0da265972
Use accurate bone lookups for attaching objects
...
NIFs don't requires nodes to have unique names, which means looking up a
bone by name may get the wrong one. Instead, use a NifIndex:BoneHandle
map to make sure we can get the proper bone from a given Nif::Node.
2013-04-06 08:15:12 -07:00
Chris Robinson
95730cc127
Create entities and particle systems for hidden objects
...
They're set as (in)visible as appropriate.
2013-04-06 06:53:08 -07:00
Chris Robinson
f764f243d2
Fix the particle quota
2013-04-06 06:44:34 -07:00
Chris Robinson
41ce5464c9
Recognize NiBSAnimationNode as a record type
...
And don't warn about animated nodes without textkeys
2013-04-06 05:00:19 -07:00
Chris Robinson
99b915e652
Fix some material warnings
2013-04-06 00:54:53 -07:00
Chris Robinson
af756bfa9c
Merge remote-tracking branch 'zini/master' into nifogre
2013-04-06 00:22:31 -07:00
Chris Robinson
b5017e0543
Implement NiParticleGrowFade
2013-04-06 00:19:05 -07:00
Chris Robinson
aa9df818a5
Add support for NiVisController
2013-04-05 10:38:27 -07:00
Chris Robinson
0631b28646
Prepare for supporting controller objects
2013-04-05 10:13:54 -07:00
scrawl
75b462b974
If alpha rejection was forced, we also need to force depth_write and depth_check
2013-04-05 18:24:12 +02:00
Chris Robinson
bf0ae3ae72
Read NiVisData info
2013-04-05 06:29:14 -07:00
Chris Robinson
12fada2862
Don't offset the animation time to 0
2013-04-05 05:34:59 -07:00
Chris Robinson
dc9f5f93e7
Use a helper function to get node properties
2013-04-05 05:14:24 -07:00
Marc Zinnschlag
73da794d77
added basic race table
2013-04-04 14:34:39 +02:00
Chris Robinson
b5719e0ec7
Create particle systems for NiAutoNormalParticles and NiRotatingParticles nodes
...
Very incomplete, but it's something to work with.
2013-04-04 05:10:53 -07:00
Chris Robinson
77ba0fbe73
Prepare for creating particles
...
This adds a vector of ParticleSystems to the EntityList, and modifies
corresponding code to handle it. It also loads the ParticleFX plugin so
particles can be created (although they aren't yet).
2013-04-04 05:10:52 -07:00
Chris Robinson
ac10c5f05c
Even more particle information
2013-04-04 05:10:52 -07:00
Chris Robinson
2f6ae4a915
Read more particle information
2013-04-04 05:10:51 -07:00
Chris Robinson
ee0a20f9ce
Read some missing particle data from NIFs
2013-04-04 05:10:50 -07:00
Chris Robinson
97d617d43f
Use more appropriate VBO settings
...
Unskinned meshes don't need dynamic VBOs; they aren't rewritten since their
transformations are handled by the modelview matrix. They also don't need the
local RAM copy (the "shadow buffer") since it's really only useful for skinning
purposes (though this means the VBO has to be readable for static geometry to
work).
2013-04-04 05:10:49 -07:00
Marc Zinnschlag
18e046e628
cleaned up race record struct
2013-04-04 13:50:36 +02:00
Marc Zinnschlag
8c7d578ddc
moved the CellRef struct to its own header
2013-04-04 12:13:15 +02:00
Marc Zinnschlag
7136ac0079
added missing attribute columns to faction table
2013-04-04 10:58:53 +02:00
scrawl
a9b56eedc3
Support NIF "glow maps", which are basically an emissive channel.
2013-04-03 18:51:40 +02:00
scrawl
5625d73d84
Bump texture support
2013-04-03 17:16:34 +02:00
Chris Robinson
095daca058
Create entities when iterating through the NIF
2013-04-03 03:27:41 -07:00
Chris Robinson
512534be11
Read the correct texture resource for other layers
2013-04-02 22:58:07 -07:00
Chris Robinson
f6f165852d
Better handle material texture layers
2013-04-02 21:09:44 -07:00
Marc Zinnschlag
384c88182d
dealing with unset attribute fields
2013-04-02 14:15:22 +02:00
Marc Zinnschlag
f9f520df34
adjusted faction record to increase consistency with other records
2013-04-02 13:59:45 +02:00
Marc Zinnschlag
c71edb613d
added faction table
2013-04-02 12:00:45 +02:00
Marc Zinnschlag
fd0aa1a4b8
Issue #685 : Treat : as a whitespace
2013-03-31 14:46:46 +02:00
Marc Zinnschlag
607435aaf2
Merge branch 'class'
2013-03-31 10:49:56 +02:00