Paweł Kołodziejski
20cb0ae228
ALL: Cleanup ResidualVM -> ScummVM
2021-12-26 21:19:38 +01:00
Eugene Sandulenko
abea37c9bb
ALL: Update ScummVM project license to GPLv3+
2021-12-26 18:48:43 +01:00
Dmitry Gladkov
9487c4bdd3
STARK: Workaround to support Emma's lipsync
2020-10-26 07:12:03 +01:00
Bastien Bouclet
e3c6748a7f
STARK: Rework skeletal animation blending control
...
The previous animation blending system had some flows. The
AnimationHandler was owned by the model which was incorrect, since it's
possible to change models during an animation sequence. The
AnimationHandler is now owned by the item, ensuring there is only one
per character instance.
We now ignore animation change requests for one frame. This is because
the scripts often cause an animation change, and request another one the
very next frame. This used to cause issues because we were blending the
latest animation with the previous one which was only active for one
frame, causing a discontinuity. This new solution is kind of a hack.
Hopefully it is good enough and there is no need to implement animation
blending for more than two animations at once.
2019-01-25 09:48:31 +01:00
Bastien Bouclet
3c80722658
STARK: Use the center of item's bounding rect as the scroll target
2018-12-02 19:51:35 +01:00
Douglas Liu
fedd80005a
STARK: Move _castsShadow from RenderEntry to VisualActor
2018-08-04 15:43:41 +08:00
Bastien Bouclet
883755b5f8
STARK: Use the same data structures for props and actors
...
Faces and materials only
2017-06-10 14:35:53 +02:00
Bastien Bouclet
23f1222eec
STARK: Implement the floatScene opcode
2017-05-25 21:31:17 +02:00
Bastien Bouclet
052be38c96
STARK: Implement the swayScene opcode
2017-05-25 13:00:44 +02:00
Bastien Bouclet
74704d522a
STARK: Implement lipsync
2017-01-02 19:48:24 +01:00
Bastien Bouclet
f5e082d13a
STARK: Implement skeletal animation blending
2016-04-10 11:35:30 +02:00
Bastien Bouclet
7a090fd5e7
STARK: Move the skeletal animation code around
2016-04-09 17:23:07 +02:00
Bastien Bouclet
993eadccc2
STARK: Fix actor direction placement
...
Finally!
2016-01-01 07:29:57 +01:00
Bastien Bouclet
7e621e13f6
STARK: Add mouse picking for 3D items
...
This works at the bone bounding box level, whereas the original does
pixel-perfect picking.
2016-01-01 07:29:56 +01:00
Bastien Bouclet
f67675e377
STARK: Fixed the actor transformation matrix
...
So that no additional transform is performed in the vertex shader
2016-01-01 07:29:55 +01:00
Bastien Bouclet
3498e65818
STARK: Move the 3D model related classed to the model directory
2016-01-01 07:29:54 +01:00
Bastien Bouclet
e6d842e8a4
STARK: Abstract out the actor rendering
2016-01-01 07:29:39 +01:00
Bastien Bouclet
6f4b811529
STARK: Draw the actors using an OpenGL shader
2016-01-01 07:29:39 +01:00
Bastien Bouclet
eefe0d4162
STARK: Replace the Coordinate class with a Quaternion and a Vector
2016-01-01 07:29:38 +01:00
Bastien Bouclet
72d2286911
STARK: Shorten Gfx class names to comensate for the added namespace
2015-02-13 20:35:52 +01:00
Bastien Bouclet
a120d1c8ea
STARK: Move Gfx classes to the Gfx namespace
2015-02-13 20:33:47 +01:00
Bastien Bouclet
dd82239ca1
STARK: Refactor texture handling
2015-02-13 17:07:24 +01:00
Bastien Bouclet
5c69f1e9e4
STARK: Improve actor rotation
...
Better in most cases but something is still missing
2015-02-13 09:08:00 +01:00
Bastien Bouclet
7e90e6e1cc
STARK: Draw the actors using the positions provided by the scripts
2015-01-07 20:42:40 +01:00
Bastien Bouclet
90c1eba94f
STARK: Let the resources handle the animation updates
2015-01-04 20:30:45 +01:00
Bastien Bouclet
ccfa875aa1
STARK: Prepare data loading for mesh instanciation by the resources
2015-01-04 17:56:30 +01:00
Bastien Bouclet
3fadd5833f
STARK: Renaming
2015-01-04 08:21:02 +01:00
Bastien Bouclet
f4ebba0d88
STARK: Setup the camera using the game coordinate system
2015-01-03 19:22:54 +01:00
Bastien Bouclet
180df49567
STARK: Separate the file format readers from the renderers
2015-01-03 08:22:43 +01:00