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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-11 09:36:37 +00:00
OpenMW/apps/openmw
Chris Robinson 40f8e75763 Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations
Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished.
2013-01-18 15:39:28 -08:00
..
mwbase Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
mwclass Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
mwdialogue Merge remote-tracking branch 'potatoesmaster/dialogue-creatures' 2013-01-17 10:21:01 +01:00
mwgui DialogueWindow: do not execute onFrame() when not visible 2013-01-15 00:59:48 +01:00
mwinput Merge branch 'master' into videoplayback 2013-01-07 13:25:15 +01:00
mwmechanics Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations 2013-01-18 15:39:28 -08:00
mwrender Pass the key time to markerEvent 2013-01-18 14:50:55 -08:00
mwscript Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
mwsound Use const references where appropriate 2013-01-15 12:07:15 -08:00
mwworld Handle playgroup and skipanim through mwmechanics 2013-01-16 17:53:18 -08:00
CMakeLists.txt Treat activators as actors for rendering and mechanics 2013-01-16 14:37:32 -08:00
config.hpp.cmake
doc.hpp
engine.cpp Run physics right after updating the actors 2013-01-16 08:22:38 -08:00
engine.hpp Fixed crash on changing cell due to Utf8Encoder going out of scope 2013-01-12 01:18:36 +01:00
main.cpp added option to override the activation distance 2013-01-08 20:00:06 -08:00