scrawl
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8bd712cc95
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Fix being able to move slowly when over encumbered
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2013-05-31 04:08:44 +02:00 |
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Miroslav Puda
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dc17fa1636
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Removal of duplicit enumeration and unnecessary conditions.
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2013-05-29 00:01:18 +02:00 |
|
Marc Zinnschlag
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bbec3680c6
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Merge remote-tracking branch 'pakanek/enchanting-mechanics'
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2013-05-28 10:02:03 +02:00 |
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Miroslav Puda
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7a4a386cbe
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Removal of tab characters.
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2013-05-27 20:47:53 +02:00 |
|
Torben Carrington
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dbbc96f600
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AIWander Segmentation Fault Fix - Fixes the segmentation fault that used to occur when there was no pathgrid in the cell and a range was passed to AIWander.
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2013-05-27 11:44:46 -07:00 |
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Miroslav Puda
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b40e24c50c
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Refactorization
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2013-05-27 20:23:04 +02:00 |
|
Miroslav Puda
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4e17bc1499
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Fix for display of cast cost decimal value
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2013-05-27 20:16:57 +02:00 |
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Miroslav Puda
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9a9b075a02
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Correct cast cost for enchantments.
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2013-05-27 18:08:12 +02:00 |
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Torben Carrington
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ebc1fdd017
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AIWander Patch - fixed another possibility of a bug occuring, best to fix it now then wait until it happens.
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2013-05-27 09:05:42 -07:00 |
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Miroslav Puda
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1c7b94e94f
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Switching in nextCastStyle() is now based on enum CastingStyle.
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2013-05-27 16:08:58 +02:00 |
|
Miroslav Puda
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252a1d9223
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Replacement of some magical constants
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2013-05-27 15:50:47 +02:00 |
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Miroslav Puda
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9e1eb8b3b1
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Merge branch 'master' of https://github.com/zinnschlag/openmw into enchanting-mechanics
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2013-05-27 14:45:22 +02:00 |
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Miroslav Puda
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4788b5e226
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Better formula for enchantment cost and code refactorization.
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2013-05-27 14:42:08 +02:00 |
|
Miroslav Puda
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56edc1b213
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Correction of getting spell range "Target".
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2013-05-27 12:26:06 +02:00 |
|
Torben Carrington
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bd6d54cc8f
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AIWander Minor Patch - Forgot an else statement and another check on an empty node vector, previously no nodes in range or only one would cause the AIWander to not do anything, now they will play idles correctly still.
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2013-05-27 03:24:41 -07:00 |
|
Marc Zinnschlag
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bd8344b387
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Merge remote-tracking branch 'torben/aiwander'
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2013-05-27 10:16:37 +02:00 |
|
Torben Carrington
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3b43ee751e
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AI Execute Fix - May as well not create the object either to save extra time.
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2013-05-26 19:54:59 -07:00 |
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Torben Carrington
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feb180724c
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AI Execution Fix - Preiovusly AiExecute was being called even when in a menu, this was not correct behavior.
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2013-05-26 19:33:45 -07:00 |
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Torben Carrington
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fd96d47fe4
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AIWander Completed. Replicates vanilla as best possible, pathfinding needs fixing before this looks correct but once the pathfinding files are edited this will behave pretty much exactly as vanilla. Major credit to Hrnchamd for major research.
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2013-05-26 11:30:42 -07:00 |
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Torben Carrington
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96daad7a22
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AIWander - shortened some if statements and made super minor optimizations to others, now using proper GMST to load proper idlechance instead of hacky set value."
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2013-05-26 09:31:56 -07:00 |
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Torben Carrington
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e37324b967
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AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm.
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2013-05-26 08:49:44 -07:00 |
|
Marc Zinnschlag
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5fac75845c
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Merge remote-tracking branch 'torben/aiescortclean'
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2013-05-25 15:35:56 +02:00 |
|
Torben Carrington
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ddf28ca201
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AIEscort Cleanup - Fixed spacing, removed unnecessary includes, fixed branch itself. The other pull requests were fine, it was just this one with the problem.
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2013-05-25 04:36:21 -07:00 |
|
Marc Zinnschlag
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94474e8952
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Merge remote-tracking branch 'torben/checkidlecomplete'
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2013-05-25 12:35:34 +02:00 |
|
Torben Carrington
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c8c1ddd927
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Adds functionality for checking if the animation group passed is currently playing on the actor passed. This is needed for AIWander.
|
2013-05-24 20:10:07 -07:00 |
|
Torben Carrington
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56b1384c90
|
AITravel Cleanup - Removed unnecessary includes and other varius cleanups.
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2013-05-24 18:16:35 -07:00 |
|
Torben Carrington
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1cfe037d6b
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AIWander - Added support for the Repeat parameter to mimic vanilla.
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2013-05-24 04:49:20 -07:00 |
|
scrawl
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d9dd02c610
|
Security fixes
|
2013-05-20 12:42:11 +02:00 |
|
scrawl
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2715520d6f
|
Cleanup Security class
|
2013-05-19 23:19:48 +02:00 |
|
scrawl
|
5173779f4b
|
Add sounds for security skill
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2013-05-19 19:48:51 +02:00 |
|
scrawl
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7a2d1cd8ce
|
Security skill
|
2013-05-19 18:40:37 +02:00 |
|
Chris Robinson
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e8bbb755c3
|
Play the left-arm torch animation when it's equipped
|
2013-05-17 06:21:59 -07:00 |
|
Chris Robinson
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4b9a888d74
|
Use the PickProbe animation group as appropriate
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2013-05-17 01:46:51 -07:00 |
|
Chris Robinson
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6201cb0093
|
Add a method to clear the animation queue
|
2013-05-16 06:59:41 -07:00 |
|
Chris Robinson
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6c6200efef
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Merge remote-tracking branch 'zini/master' into animations
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2013-05-15 16:34:51 -07:00 |
|
scrawl
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c41f119ba6
|
Added new game button
|
2013-05-15 17:54:18 +02:00 |
|
Chris Robinson
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e069215583
|
Don't clear the last queued animation when it stops
|
2013-05-15 06:32:20 -07:00 |
|
Chris Robinson
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66f55b3178
|
Play the item up/down sound when readying/unreadying weapons
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2013-05-15 01:45:47 -07:00 |
|
Chris Robinson
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b459a010b0
|
Fix vec.z being applied while not in the air
|
2013-05-14 23:03:28 -07:00 |
|
Chris Robinson
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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
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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
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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 |
|