Evil Eye
e660a9ca16
Assign StringRefIds to attributes
2023-08-20 10:28:46 +02:00
psi29a
8a33edd64a
Merge branch 'cleanup_includes' into 'master'
...
Cleanup includes
See merge request OpenMW/openmw!3191
2023-07-03 16:01:48 +00:00
elsid
05a42a1816
Cleanup includes
2023-07-01 13:52:09 +02:00
elsid
6e8dcc16c6
Use settings values for Game settings
2023-07-01 00:59:35 +02:00
Evil Eye
65b22975c9
Remove SkillEnum
2023-06-08 18:35:50 +02:00
Evil Eye
7b0680de5f
Resolve attribute GMST members
2023-05-31 17:02:18 +02:00
Evil Eye
9c60a6fa4d
Replace sSkillNameIds with ESM::Skill::mName
2023-05-29 17:56:14 +02:00
Evil Eye
a5e1c87fb8
Remove sGmstAttributeIds, sGmstAttributeDescIds, sAttributeIcons
2023-05-28 15:10:53 +02:00
Mads Buvik Sandvei
410e8b100a
Elsid comments
2023-05-23 19:30:29 +02:00
Mads Buvik Sandvei
4bf23f152b
Revert use of string_view to std::string for effectIdTo* methods.
2023-05-23 18:12:06 +02:00
Mads Buvik Sandvei
9a59330561
refactor effect names in loadmgef. Added a map from effect index to non-gmst effect name for use in lua scripts.
2023-05-23 18:11:59 +02:00
Petr Mikheev
f1beaa7b8c
Put ESMStore to Environment
2023-04-20 21:45:49 +02:00
elsid
843753da14
Remove unused includes
2022-10-09 16:44:18 +02:00
clang-format-bot
ddb0522bbf
Apply clang-format to code base
2022-09-22 21:35:26 +03:00
Evil Eye
dfcd34372d
Use more string_view
2022-08-28 15:06:31 +02:00
Evil Eye
1d21330fcc
Return string_view from getGameSettingString
2022-08-24 22:16:03 +02:00
elsid
ce263af393
Use existing functions and objects to call correctMeshPath etc
...
Remove WindowManager wrappers.
It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
2022-06-29 00:58:49 +02:00
Bret Curtis
d1fb854521
move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
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esm typo
esm typo
2022-01-23 17:04:48 +01:00
Evil Eye
63a9203dde
Fix icon magnitude
2021-09-29 19:25:12 +02:00
Evil Eye
dc1fe62dde
Overhaul magic effects to work with onApply and onEnd events
2021-09-29 19:25:10 +02:00
Alexei Dobrohotov
5e91af230d
Reset effect icon transparency when they're hidden ( #5877 )
2021-03-03 21:17:59 +03:00
Andrei Kortunov
924f634bda
Support for multiple summons with same ID in the single spell
2020-08-28 21:14:54 +04:00
capostrophic
2affb8ed63
Human-readable light source duration (feature #5091 )
2019-07-31 21:37:20 +03:00
Andrei Kortunov
80e0fbdd88
Fix missing \n characters on the active effects tooltips
2019-03-18 08:47:46 +04:00
Andrei Kortunov
8df8bd3f37
Use C++11-style loops in the GUI instead of iterators
2019-03-02 13:27:59 +04:00
Capostrophic
7ef6fa9f61
Remove deprecated GMST get* functions
2018-08-29 18:38:12 +03:00
Emmanuel Anne
29a84452ab
durations in tooltips : use "show effect duration" setting
2015-09-16 22:42:54 +02:00
Emmanuel Anne
b0d373f7e6
durations in tooltips : water walking effects is seen differently
...
so move the duration info out of this block...
2015-09-16 19:19:29 +02:00
Emmanuel Anne
1472711583
add duration to spell icons too
...
and use gmststrings instead of direct strings in tooltips
durations can display minutes and hours
I don't know any effect lasting an hour or more but you never know...
2015-09-16 17:53:14 +02:00
dteviot
77a1d947cc
extracted MWMechanics::getPlayer()
2015-08-21 21:12:39 +12:00
scrawl
8e0a988289
Icon fix
2015-06-01 01:32:02 +02:00
scrawl
82c4d01b37
Add back resource handling workarounds to the gui code
2015-05-01 18:37:24 +02:00
scrawl
4e69e7cc0f
OpenMW compiles and runs w/o render window
2015-04-01 17:02:15 +02:00
dteviot
e197f5318b
fixing MSVC 2013 warning C4244: & C4305
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conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
2015-03-08 13:07:29 +13:00
scrawl
728b842e72
Use MyGUI::utility in favor of boost lexical_cast
2015-01-10 03:01:01 +01:00
scrawl
eecea4131f
Reduce MyGUI includes
2015-01-10 02:50:43 +01:00
scrawl
f267497c03
Allow separate summoned creature instances for each spell ID ( Fixes #2194 )
2015-01-06 16:11:05 +01:00
scrawl
363d1f9207
Merge remote-tracking branch 'upstream/master'
2014-12-30 23:01:45 +01:00
scrawl
0081a68376
Use fMagicStartIconBlink for spell effect indicator fading
2014-12-24 15:45:13 +01:00
Alexander "Ace" Olofsson
462b41a3a8
Missing files, aka; Why you shouldn't stresscommit
2014-12-19 11:26:54 +01:00
MiroslavR
baa14511cf
Use ResourceHelpers to replace DDS hacks scattered throughout the code, fix prefix comparision
2014-08-12 12:18:38 +02:00
Emanuel Guevel
1e4a854433
Remove static method MWWorld::Class::get(&Ptr)
...
It was just adding a level of indirection to Ptr.getClass().
All the call were replaced by that instead. The number of lines changed
is important, but the change itself is trivial, so everything should be
fine. :)
2014-05-22 20:50:00 +02:00
scrawl
dfacf8c044
Change ActiveSpells to use ActorId
2014-05-14 07:14:08 +02:00
scrawl
098f9712f1
Add getPlayerPtr() utility method. Reduces dependencies a lot.
2014-01-08 18:39:44 +01:00
scrawl
299690631f
Implement SoulTrap magic effect
2014-01-02 21:21:28 +01:00
scrawl
0dc2e829dd
Lots of cleanup. Implemented Absorb and Resist. Implemented several instant effects. Added hand VFX.
2013-11-17 23:31:08 +01:00
scrawl
c73217627e
Move code for listing effect sources to the spell management classes
2013-11-15 20:29:47 +01:00
scrawl
a6e2f43b75
Stop continuous VFX when the effect is no longer active.
2013-11-13 15:44:43 +01:00
scrawl
6f3d737498
Missing const, thanks to jeaye
2013-11-10 23:27:11 +01:00
scrawl
5c148a3d41
Fix effect source display
2013-11-09 11:09:44 +01:00