Michal Sciubidlo
f7e5ea24f4
Merge branch 'startup' into cs_load.
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Fix include in textinputdialog.cpp.
2013-02-05 21:23:49 +01:00
Chris Robinson
bd4fdf47a3
Merge remote-tracking branch 'zini/master' into animation2
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Conflicts:
apps/openmw/mwrender/sky.cpp
2013-02-05 02:27:57 -08:00
Michal Sciubidlo
66ec4ca7d9
Split launcher specific code from DataFilesList back to DataFilesPage.
2013-02-04 22:14:14 +01:00
Chris Robinson
bec538bfa1
Always declare operator<< for using a TextKeyMap with Ogre::Any
2013-02-04 09:19:59 -08:00
Mark Siewert
3e43db5f76
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
2013-02-03 16:14:41 +01:00
Chris Robinson
c45b4d6072
Clean up some NIF warning reports
2013-02-02 22:27:08 -08:00
Michal Sciubidlo
155cca0c9a
Upload missing files.
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Fix folder name.
Keep Qt optional.
Move open dialogue from doc to tools.
Rename 'load' to 'open'.
Deleted wrong comment.
2013-02-02 18:36:01 +01:00
Chris Robinson
e6e7c69013
Fix handling of filtered entities
2013-02-02 05:26:52 -08:00
Marc Zinnschlag
85697e4628
reverted to C++03
2013-02-02 13:24:28 +01:00
Michal Sciubidlo
492482de7f
Add "open" option in opencs.
2013-02-01 00:42:03 +01:00
Chris Robinson
c6a9ea5007
Use the skeleton as defined in the NIF model
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The avoids having to duplicate models that get attached to different character
skeletons.
2013-01-30 22:37:39 -08:00
Michal Sciubidlo
ac62dd050d
Rename datafilespage to datafileslist
2013-01-30 21:08:27 +01:00
Michal Sciubidlo
f029a9011a
Move datafilespage to shared space.
2013-01-30 20:21:03 +01:00
Chris Robinson
b6354c6282
Don't share skeleton instances between bounded parts on an NPC
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However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
0853fa335c
Avoid redundant string concatenations
2013-01-29 01:36:17 -08:00
Chris Robinson
487c83e943
Rename nonaccum to animroot
2013-01-28 22:09:41 -08:00
Chris Robinson
e1d3933145
Remove an unused struct
2013-01-28 01:27:12 -08:00
Chris Robinson
b1ffdf855f
Reset the initial state of animated nodes on the skeleton instances
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This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
Mark Siewert
dca8dc4fdb
Merge remote-tracking branch 'upstream/master' into multiple_esm_esp
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Conflicts:
apps/openmw/engine.cpp
apps/openmw/mwworld/cellstore.cpp
apps/openmw/mwworld/store.hpp
apps/openmw/mwworld/worldimp.cpp
apps/openmw/mwworld/worldimp.hpp
components/esm/esmreader.hpp
- Quick hack: OMW::Engine::prepareEngine only loads translation data for the first master file.
2013-01-25 18:22:01 +01:00
Chris Robinson
d836b3d0ff
Don't try to create animations if there's no text keys and nonaccum node.
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Such meshes apparently use NiBSAnimationNode, a Bethesda-specific extension
which has animation-related info in its flags (values currently unknown).
2013-01-22 00:24:57 -08:00
Chris Robinson
6905bd18ba
Filter out the group name from the text keys
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It's already in the animation name, and the text keys are animation-specific
anyway.
2013-01-21 02:59:12 -08:00
Chris Robinson
8e8900e422
Use the first bone with text keys as the nonaccum root.
2013-01-20 22:51:39 -08:00
Chris Robinson
536f8104e6
Do not create an 'all' animation.
2013-01-20 17:24:43 -08:00
Mark Siewert
713d324eeb
- Minor code cleanup
2013-01-20 19:07:33 +01:00
Mark Siewert
a8e02779b2
- Add support for multiple plugins trying to modify the same reference
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- Fix a small signed/unsigned warning
2013-01-19 23:33:18 +01:00
Chris Robinson
1ce8eaf52c
Merge remote-tracking branch 'zini/master' into animation2
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Conflicts:
apps/openmw/mwrender/actors.cpp
apps/openmw/mwrender/actors.hpp
2013-01-16 07:36:56 -08:00
Chris Robinson
94e30199d1
Merge remote-tracking branch 'zini/master' into animation2
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Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-01-15 14:59:30 -08:00
Chris Robinson
e5f040a06f
Improve filename pattern matching
2013-01-15 14:10:52 -08:00
Chris Robinson
b23fcb260c
Use the record index for finding the NiTriShape instead of the name
2013-01-13 08:00:04 -08:00
Chris Robinson
660d73fd88
Store the NIF index in the Record object
2013-01-13 06:56:58 -08:00
scrawl
31e6d28b19
Close NIF file resource after loading it into memory
2013-01-12 06:37:43 +01:00
Marc Zinnschlag
db48017c36
Merge remote-tracking branch 'blunted2night/nif_cache_v6'
2013-01-11 11:07:45 +01:00
Michal Sciubidlo
85bdb49d1b
Mix debug and release if necessary under non Windows systems.
2013-01-11 09:10:48 +01:00
Nathan Jeffords
d5ebd6654d
cache loaded NIF files to eliminate reloads
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Created a NIF file caching mechanism to prevent the system from
reloading a NIF during a startup and cell changes.
2013-01-10 21:47:02 -08:00
Nathan Jeffords
0989b44b41
spread some const around NIF loading
2013-01-10 21:32:47 -08:00
Nathan Jeffords
9d4f8c6722
changed bullet_nif_loader to not modifiy NIF file
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The code in bullet_nif_loader was modifing the loaded NIF file as part of
processing. Currently this is OK since the NIF file will be thrown away
immediately, but it causes problems when trying to share loaded NIF files.
2013-01-10 21:32:32 -08:00
Chris Robinson
23ac1c2de5
Merge remote-tracking branch 'zini/master' into animation2
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Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-01-09 20:52:12 -08:00
Marc Zinnschlag
4defb1a476
Merge remote-tracking branch 'trombonecot/lowerstring'
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Conflicts:
apps/openmw/mwgui/loadingscreen.cpp
2013-01-09 22:13:59 +01:00
eduard
2dc0064cc2
more string lowercase
2013-01-09 20:51:52 +01:00
Chris Robinson
a14132b5a0
Merge remote-tracking branch 'zini/master' into animation2
2013-01-09 11:12:26 -08:00
Chris Robinson
c4c8295e0b
Rename NIFLoader to Loader, and update some comments
2013-01-09 09:10:59 -08:00
Nathan Jeffords
44031ec3d7
fleshed out BSAArchive and DirArchive.
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Implemented both lists & finds, with pattern matching.
Conflicts:
components/bsa/bsa_archive.cpp
2013-01-09 08:53:27 -08:00
Chris Robinson
4b7cc1372f
Some cleanup
2013-01-09 06:32:31 -08:00
Chris Robinson
a9bcbfd8d3
Use Node::_getFullTransform instead of building the matrix manually
2013-01-09 05:11:32 -08:00
Chris Robinson
015bb0bf1f
Use the calculated max time for the "all" animation
2013-01-09 04:30:32 -08:00
Chris Robinson
465fd9c8af
Offset animation times to start at 0
2013-01-09 04:21:56 -08:00
Marc Zinnschlag
d1e51ebf42
silenced some warnings
2013-01-09 12:25:45 +01:00
Chris Robinson
4054934f16
Store text keys for each animation
2013-01-09 02:51:25 -08:00
Chris Robinson
bb98542c5a
Build separate animations for each group
2013-01-09 01:40:38 -08:00
Chris Robinson
e44729cd43
Make the text keys lower-case when extracting them
...
I think it's safe to assume all text keys are treated in a case-insensitive
manner. So far the only known NiTextKeyExtraData records are for animation
keys, which effectively are.
2013-01-09 00:17:42 -08:00