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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-15 09:39:53 +00:00

4047 Commits

Author SHA1 Message Date
Chris Robinson
82e4da4e64 Get the half-extents from the physicactor 2013-02-05 07:41:57 -08:00
scrawl
499f3ac0d1 Slightly better ripple normal blending. Not physically accurate at all, but looks good. 2013-02-05 16:40:41 +01:00
Chris Robinson
1c604445ba Store movement vectors as they get returned 2013-02-05 06:59:01 -08:00
scrawl
3772cd9257 Refraction can be disabled separately now 2013-02-05 14:29:46 +01:00
Chris Robinson
4bd1e63ac1 Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
	apps/openmw/mwworld/worldimp.cpp
2013-02-05 03:26:46 -08:00
Marc Zinnschlag
c409f1184e cleaned up object movement and fixed a bug regarding local scripts 2013-02-05 12:19:06 +01:00
Chris Robinson
786cb6e928 Merge remote-tracking branch 'zini/master' into animation2 2013-02-05 02:57:02 -08:00
Marc Zinnschlag
86fb3574a0 Merge remote-tracking branch 'wheybags/master' into next 2013-02-05 11:55:47 +01:00
Chris Robinson
bd4fdf47a3 Merge remote-tracking branch 'zini/master' into animation2
Conflicts:
	apps/openmw/mwrender/sky.cpp
2013-02-05 02:27:57 -08:00
scrawl
a29919d02d restored global map 2013-02-05 00:39:56 +01:00
scrawl
35b5fdab5d Merge branch 'terrainfix' into graphics 2013-02-05 00:28:59 +01:00
scrawl
09180666b2 Merge branch 'master' of git://github.com/zinnschlag/openmw into terrainfix 2013-02-05 00:21:42 +01:00
scrawl
58cf182db2 better place for syncing 2013-02-05 00:21:29 +01:00
scrawl
bb1f23875d Merge branch 'terrainfix' into graphics 2013-02-04 23:16:11 +01:00
scrawl
596628d339 Fix terrain derived data update (bug 534, bug 544) 2013-02-04 23:13:01 +01:00
Chris Robinson
5ee298cdc1 Make sure the player updates last 2013-02-04 14:08:38 -08:00
Chris Robinson
2f8affc955 Make sure the player's controller is properly updated when they change 2013-02-04 12:58:06 -08:00
scrawl
0f37c24d5f Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-02-04 21:55:41 +01:00
Chris Robinson
ee9b19d2ed Make sure to remove a Ptr from the activators when requested 2013-02-04 12:04:06 -08:00
Chris Robinson
39cf7b0b42 Pass the Ptr of the object being moved to the move method
This prevents having to store another copy of it, which risks getting out of
sync.
2013-02-04 11:17:48 -08:00
Chris Robinson
1a5cb8760d Rotate movement vector to world space before passing to the movement solver 2013-02-04 11:04:20 -08:00
Chris Robinson
6b32fa7999 Use the correct position for the actor 2013-02-04 09:48:21 -08:00
scrawl
bf037b7d29 Removed problematic ModVertexAlpha method, now done in shader 2013-02-04 18:03:03 +01:00
Chris Robinson
1747c1e01a Integrate a new movement solver to handle object movement and collisions
Temporary, and pretty breoken. Needs some serious integration fixes.
2013-02-04 07:10:14 -08:00
Chris Robinson
91513206a0 Don't use per-animation accumulation values
This breaks walking diagonally and "jumping" (which technically wasn't jumping
anyway).
2013-02-03 12:02:51 -08:00
scrawl
fa07288b15 tweaked map light color 2013-02-03 20:29:50 +01:00
scrawl
5cc8af0f14 fix map positions 2013-02-03 20:06:03 +01:00
scrawl
a44dfcd2ac Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good. 2013-02-03 19:28:31 +01:00
scrawl
109d0a942f Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-02-03 19:02:57 +01:00
scrawl
979a874220 Fixed the custom near clip planes 2013-02-03 19:01:59 +01:00
scrawl
5334934612 Listen to render window updates and properly activate/deactivate occlusion queries pre/post update. 2013-02-03 18:03:09 +01:00
Chris Robinson
51d5efeeb2 Work out the state in the character controller update method 2013-02-03 07:15:34 -08:00
Mark Siewert
3e43db5f76 Merge remote-tracking branch 'upstream/master' into multiple_esm_esp 2013-02-03 16:14:41 +01:00
scrawl
15e51b76de Experimental: Directional shading on local map, separated out refraction render, no longer uses screen depth 2013-02-03 15:46:23 +01:00
Tom Mason
ac112ef972 refactored special variable code 2013-02-03 13:27:27 +00:00
Marc Zinnschlag
c97553703a fixes for static build without cg 2013-02-03 13:47:55 +01:00
Chris Robinson
23acf4b130 Don't break right away when the animation time remaining is 0 2013-02-03 01:38:42 -08:00
Chris Robinson
60a75cb5ee Make sure to keep the character preview animation updated 2013-02-03 00:54:50 -08:00
Chris Robinson
7fe877d8ea Add a couple more character states 2013-02-03 00:19:22 -08:00
Chris Robinson
007a5963de Handle most state changes in the character controller when setting the movement vector 2013-02-02 23:39:43 -08:00
Tom Mason
f785659297 Implemented OnPCAdd special variable
Had to edit OpAddItem in miscextensions.cpp, as local variables were not being initialised
for items added through it.
Does not get reset on drop, as per original morrowind.
2013-02-02 17:36:12 +00:00
Chris Robinson
c23a96d606 Run an aniamtion update after "playing" the inventory idle
This is so all the NPC parts get updated correctly.
2013-02-02 06:08:03 -08:00
Chris Robinson
fc7590694d Revert "Revert "Use a child scene node for the accumulation root""
This reverts commit 376dfed15ba01cee8d24d122dfafc797a86fd303.

I was wrong. It's needed at least for NPCs since they're attaching multiple
animated skeletons to an object, and they all need to be offset correctly.

Would be nice to use a Node, Bone, or TagPoint instead of a hefty SceneNode,
though.
2013-02-02 05:43:37 -08:00
Marc Zinnschlag
85697e4628 reverted to C++03 2013-02-02 13:24:28 +01:00
Chris Robinson
7f87c1873b Use an array to store the entity parts 2013-02-02 02:53:22 -08:00
scrawl
a461b282c1 water ripples (experimental) 2013-02-01 23:43:23 +01:00
Chris Robinson
376dfed15b Revert "Use a child scene node for the accumulation root"
This reverts commit d6f923f2743afd4bd781e5a31bc5f897f3f18785.

We don't need it for any of the NIFs we're currently handling. As long as
there's no NIF files that would break it, we should require a stationary root
if an animation wants to accumulate. If we must, a better idea may be to inject
an extra bone into the skeleton instance and make that the accumulation root.
2013-02-01 08:50:32 -08:00
scrawl
3ec703e6af Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-02-01 16:25:54 +01:00
Tom Mason
0f58e03343 Unequipping items will reset OnPCEquip variable 2013-01-31 19:04:39 +00:00
Tom Mason
9ad08520fd Implemented OnPCDrop special variable
Scripts are responsible for resetting to 0, as investigation showed that is how vanilla handled it.
2013-01-31 18:45:32 +00:00