- Apr 11, 2016
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jonwd7 authored
There were 16 changed shader flags between game versions. This creates a new set of enums for FO4 so that the proper descriptions can be shown for the bits. Also, the original vercond for Shader Flags 1/2 was unnecessary. The Skyrim NIFs that are User Version == 11 are actually structured like FO3 NIFs and use different shader blocks. So changing the condition like I did is a sound change, and I've already scanned all vanilla Skyrim NIFs.
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- Apr 10, 2016
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jonwd7 authored
Also changed inheritance for bhkNPCollisionObject because the Flags are different now. Also bhk*System aren't actually extra data so I changed the inheritance there. Names were again changed to mimic what they are called in the engine. Some previously unknowns were clarified as well.
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- Apr 08, 2016
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jonwd7 authored
Changed to match the names found in the engine.
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- Apr 05, 2016
- Apr 02, 2016
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jonwd7 authored
After changes to NifSkope parsing there is no longer a huge benefit to bypassing all the cond="" / ARG checking on the BSVertexData. The other programs did not have this issue, so the variants can be removed.
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- Mar 29, 2016
- Jan 28, 2016
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jonwd7 authored
PyFFI does not like missing template attributes for Ref/Ptr despite the documentation saying the attribute is optional. Validation for "Skin" on BSTriShape is set only to NiObject for the time being. Setting it to BSSkin::Instance would require moving around the blocks.
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- Dec 21, 2015
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jonwd7 authored
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- Dec 17, 2015
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jonwd7 authored
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- Dec 15, 2015
- Dec 14, 2015
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jonwd7 authored
Supports several edge cases at the cost of being more complicated since the XML is not set up to allow testing of multiple flags in compounds. Now loads SCOL with crashing NifSkope and without any errors. The PreCombined folder now at least opens but with errors as BSPackedCombinedSharedGeomDataExtra is not decoded. Much wider support of meshes overall, without any NaN issues stemming from misassignment of half float types.
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- Dec 10, 2015
- Dec 02, 2015
- Nov 26, 2015
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jonwd7 authored
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- Nov 25, 2015
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jonwd7 authored
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- Nov 24, 2015
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jonwd7 authored
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- Nov 23, 2015
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jonwd7 authored
Running XML Checker on 755 armors went from 75s to 9s. There is definitely a problem with ARG speed that needs to be fixed.
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- Nov 22, 2015
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jonwd7 authored
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- Nov 20, 2015
- Nov 19, 2015
- Nov 17, 2015
- Nov 16, 2015
- Jun 25, 2015
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neomonkeus authored
Add zero option to ExtraVectorsFlags to allow blender plugin to set the
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- Jun 24, 2015
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Ghost authored
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- May 23, 2015
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Ghost authored
value during export.
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- Nov 26, 2014
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neomonkeus authored
bhkBreakableConstraint update
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ttl269 authored
1. Added PrismaticConstraint to list of available constraints in SubConstraint 2. Previously added enum "ConstraintType" renamed to "hkConstraintType"
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ttl269 authored
Added structure of bhkBreakableConstraint. It seems that it is (and also bhkMalleableConstraint) some kind of "parent descriptor" for behavior for their "children" constraint which must be inserted within it. This inserted constraint in named "Sub Constraint", its type is determined by "Constraint Type" integer value. After this integer there is inserted complete constraint - one of allowed "common" constraints. And then there are inserted parameters specific for parent constrains (for example breakable one has "Threshold" and "Remove if Broken"). From vanilla nifs it seems that this "Sub Constraint" has always set its "Num Entities" to 2 but also both references to "Entities" are set to None. I think that this is probably because the relation between two rigid bodies this constraint is affecting is determined earlier - in "Entities" of parent constraint (bhkBreakableConstraint or bhkMalleableConstraint) and therefore it is not necessary (or it is forbidden?) to set references to entities also in "Sub Constraint".
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