Alexei Kotov
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8b47381162
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Merge branch 'more_move' into 'master'
Fix some Coverity Scan complaints
See merge request OpenMW/openmw!3829
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2024-02-03 17:24:53 +00:00 |
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Andrei Kortunov
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225e834b88
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Fix some Coverity Scan complaints
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2024-02-02 09:28:19 +04:00 |
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Mads Buvik Sandvei
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a59981e3fa
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Initialize mScripted again.
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2024-02-01 20:00:10 +01:00 |
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Mads Buvik Sandvei
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0ed94ead4e
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Check that count is non-zero before decrementing it.
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2024-01-28 17:34:22 +01:00 |
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Mads Buvik Sandvei
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24a0a0c3bf
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size_t -> uint32_t
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2024-01-28 16:34:44 +01:00 |
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Mads Buvik Sandvei
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993cea7d65
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MR Comments
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2024-01-28 16:31:01 +01:00 |
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Mads Buvik Sandvei
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36e1bdab10
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Use a smaller integer type instead of dealing with casting issues.
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2024-01-28 14:48:49 +01:00 |
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Mads Buvik Sandvei
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a94add741e
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Lua: Animation bindings
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2024-01-26 21:39:33 +00:00 |
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Andrei Kortunov
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9e55425b71
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Use std::move() in /apps/openmw
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2024-01-25 09:03:30 +04:00 |
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Mads Buvik Sandvei
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9d3ede7575
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Revert "Merge branch 'skating-olympics' into 'master'"
This reverts merge request !3631
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2023-12-27 19:11:49 +00:00 |
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elsid
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81a483fc7f
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Remove unused vfs argument from correctMeshPath
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2023-12-26 14:14:52 +01:00 |
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jvoisin
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2873f971a6
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Merge branch 'downsized' into 'master'
Remove explicitly sized reads
See merge request OpenMW/openmw!3663
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2023-12-21 22:50:10 +00:00 |
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Alexei Kotov
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78a8f9d692
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Merge branch 'skating-olympics' into 'master'
De-jank stationary animations
Closes #3330
See merge request OpenMW/openmw!3631
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2023-12-20 12:35:41 +03:00 |
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Evil Eye
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a9e6e63c4e
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Remove fixed size reads
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2023-12-17 13:00:14 +01:00 |
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Evil Eye
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41dc409238
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Don't consider empty effect lists exceptional
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2023-12-09 18:20:10 +01:00 |
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Mads Buvik Sandvei
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c79446818e
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Add a flag for jump when queueing movement, so inertia can be added accurately.
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2023-12-09 16:48:04 +01:00 |
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Mads Buvik Sandvei
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32d391f548
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Revert accumulating movement in the reset accum root callback.
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2023-12-09 15:50:17 +01:00 |
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Evil Eye
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0da620b3f9
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Don't crash on spells or enchantments without effects
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2023-12-09 15:40:23 +01:00 |
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Mads Buvik Sandvei
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81095686bf
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Reset mPreviousAccumulatePosition when not accumulating to avoid an instant transition when resuming idle anims.
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2023-12-09 14:49:58 +01:00 |
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Mads Buvik Sandvei
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cedc5289d7
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Dejank movement solver vs animation movement accumulation
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2023-12-09 14:49:42 +01:00 |
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Mads Buvik Sandvei
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f6a6c278dd
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More cleanup of scripted animations
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2023-12-05 14:13:35 +00:00 |
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Mads Buvik Sandvei
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f4cc16e469
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feedback
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2023-11-30 21:46:00 +01:00 |
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Mads Buvik Sandvei
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b7a4cb0c83
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The anim queue should still update when underwater. CharState_SpecialIdle should be retained until the animation queue is done.
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2023-11-30 21:45:59 +01:00 |
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Mads Buvik Sandvei
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acf6178ea5
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movement = movementFromAnimation; also when speed is 0.
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2023-11-05 16:46:11 +01:00 |
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Mads Buvik Sandvei
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e86a4ebafe
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Fixes based on comments by capo
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2023-11-04 21:01:06 +01:00 |
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Mads Buvik Sandvei
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9ebec27daf
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use const.
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2023-11-04 16:18:36 +01:00 |
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Mads Buvik Sandvei
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c7c3a52e6a
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Clang
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2023-11-04 14:41:08 +01:00 |
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Mads Buvik Sandvei
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475bb1af65
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Move calculating the animation direction into its own function to help simplify update(). Eliminate a pointless epsilon.
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2023-11-04 14:34:41 +01:00 |
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Mads Buvik Sandvei
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1edc82062d
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Account for strafing when draw state is not nothing, and "turn to movement direction" is true
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2023-11-04 14:13:02 +01:00 |
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Mads Buvik Sandvei
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68fe1361f1
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Attempt at clarifying the code
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2023-11-04 14:00:13 +01:00 |
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Mads Buvik Sandvei
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452f7a470e
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fabsf -> abs
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2023-11-01 23:19:13 +01:00 |
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Mads Buvik Sandvei
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a0f8bbc621
|
Bad merge
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2023-11-01 20:34:39 +01:00 |
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Mads Buvik Sandvei
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f41de6b02d
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Use accumulated movement whenever possible. Apply diagonal movement by rotating accumulated movement and sliding based on that, rather than ignoring accumulated movement.
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2023-11-01 20:31:57 +01:00 |
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Mads Buvik Sandvei
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58e3fdac36
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Clang format
|
2023-10-29 16:32:35 +01:00 |
|
Mads Buvik Sandvei
|
85f104fefe
|
Comments from Capo
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2023-10-29 15:33:07 +01:00 |
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Mads Buvik Sandvei
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70f41b22b6
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Based on the reason for closing !1845, we *should* let a scripted animation get stuck forever if the animation was already playing.
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2023-10-29 14:53:03 +01:00 |
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Mads Buvik Sandvei
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cf5b782c76
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More persist -> script language.
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2023-10-29 14:53:03 +01:00 |
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Mads Buvik Sandvei
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426f5952a5
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Prevent movement only when *scripted* animations are playing. Otherwise idle animations of wandering NPCs will slide.
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2023-10-29 14:53:03 +01:00 |
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Mads Buvik Sandvei
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a9ade184d8
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mLoopCount is the number of *remaining* loops. So we should be checking for >0, not >1.
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2023-10-29 14:53:03 +01:00 |
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Mads Buvik Sandvei
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92a5e52407
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rename "persisted" animations to "scripted", because that is what they actually are. And begin teaching the animation system to distinguish between a scripted and an unscripted animation.
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2023-10-29 14:53:03 +01:00 |
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Mads Buvik Sandvei
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24890a729b
|
clang'd
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2023-10-29 14:53:03 +01:00 |
|
Mads Buvik Sandvei
|
8792e76f5d
|
explicitly prevent movement whenever playing scripted animations
|
2023-10-29 14:53:03 +01:00 |
|
Mads Buvik Sandvei
|
cdb325f19a
|
Rewrite CharacterController::updateAnimQueue() to properly maintain the animation queue and clean up finished animations.
|
2023-10-29 14:53:03 +01:00 |
|
Mads Buvik Sandvei
|
e893767ed0
|
Redundant line
|
2023-10-22 17:23:27 +02:00 |
|
Mads Buvik Sandvei
|
45a2b8042d
|
Derive the value of MovementAnimationControlled instead of storing it.
|
2023-10-22 17:23:27 +02:00 |
|
Mads Buvik Sandvei
|
dcf6a1fc3c
|
Refresh mMovementAnimationControlled when refreshing idle animations.
|
2023-10-22 17:22:50 +02:00 |
|
Alexei Kotov
|
79bda2e694
|
Avoid redundant animation resets in updateIdleStormState
|
2023-10-04 22:26:52 +03:00 |
|
Alexei Dobrohotov
|
9723912ee0
|
Evaluate the attack early for non-biped attacks with no hit key (#7524)
|
2023-08-11 01:27:55 +03:00 |
|
elsid
|
b4868c6094
|
Filter evade directions by supported animations
To avoid trying those which will not lead to any actor movement due to absent
animation.
|
2023-07-22 17:30:40 +02:00 |
|
elsid
|
6e8dcc16c6
|
Use settings values for Game settings
|
2023-07-01 00:59:35 +02:00 |
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