- Jun 14, 2017
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jonwd7 authored
Correct Fallout3Layer to remove enum values from BIPED_PART enum and to fix duplicate definition issues for FOL_BIPED.
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- Jun 13, 2017
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jonwd7 authored
Removed BIPED_PART enum values from end of Fallout3Layer. These are actually a different enum for the next byte (Flags and Part Number). Max layers is 64 so we know this to be a mistake. There were also no usages of Fallout3Layer in FO3/NV above FOL_NULL (43). Renamed value 29 to be more accurate.
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@perture authored
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@perture authored
Redefinition value="8"
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- Jun 09, 2017
- Jun 02, 2017
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jonwd7 authored
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- Jun 01, 2017
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jonwd7 authored
Niflib requires enum names be unique or it simply can't compile. Until a system is in place to compensate for this #26 needs to have these changes reverted.
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jonwd7 authored
Picked from #39
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jonwd7 authored
For a couple Oblivion NIFs which are pre-Havok version yet somehow use Havok..
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
Removed compounds: bhkRDTConstraint, bhkRDTMalleableConstraint. Renamed compound: SubConstraint->ConstraintData (to reflect hkpConstraintData*) Created: MalleableDescriptor (to reflect other Descriptor compounds) Corrected bhkRagdollTemplate inheritance. Fully decoded bhkRagdollTemplateData. bhkRDT now load without error or link validation warnings.
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jonwd7 authored
This was necessary so that Fallout3HavokMaterial actually applied to all FO3 NIF versions (e.g. User Version 2 == 16)
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jonwd7 authored
Pull in some of the documentation from #39 and fix the type names and the bone transform layout.
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jonwd7 authored
Seems niflib wants that row to be a special type, so fix "InertiaMatrix" to be the real type, `hkMatrix3` and use it for the Inertia Tensor.
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- May 31, 2017
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ousnius authored
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ousnius authored
Changes to: - BallAndSocketDescriptor - Renamed PivotAB to ConstraintInfo - bhkBallSocketConstraintChain - bhkPoseArray
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jonwd7 authored
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jonwd7 authored
Split BSVertexData into two versions, one for FO4 and one for SSE. This uncomplicates some of the conditions and lowers the row count for each vertex compound so will be faster to parse. Also some misc name/type changes for FO4 blocks.
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jonwd7 authored
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jonwd7 authored
Renamed to NiBound to reflect the actual Gamebryo type.
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jonwd7 authored
This repeats the previous 32 materials but with `_PLATFORM` and `_STAIRS` to reflect the bit 5 and 6 comments in the description. This makes them user selectable whereas before there was no way to set these materials.
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- May 30, 2017
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jonwd7 authored
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jonwd7 authored
NiTimeController, BSBehaviorGraphExtraData update
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jonwd7 authored
Num UV Sets fix. Merging as I have used this for months in NifSkope without issue. Handling it as one ushort instead of two bytes is the only correct way due to endianness issues. Addresses all regressions with Bethesda NIFs as well as maintaining non-Bethesda NIF support. Closes #51
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
This is a redo of #51 since I did not seem to have permission to rebase the PR. These changes work for all games and fix all FO3 UV Sets regressions. The only downside is for UV Sets > 1 in non-Bethesda games the UV Sets count now becomes a combination of flags. UV_1 + UV_2 = 3 UV Sets, and UV_1 + UV_4 = 5 UV Sets and so on. This was the only way to treat the field as a single ushort which is necessary for endianness changes when reading the field 16 bytes at once because the value is read/written 16 bytes at once and uses bitmasking to retrieve the UV count.
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- May 29, 2017
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ousnius authored
Changes to: - BallAndSocketDescriptor - NiAVObject (uint flags) - NiCamera - NiSwitchNode - NiPSysGravityModifier - BSPSysInheritVelocityModifier - BSPSysRecycleBoundModifier - BSPSysLODModifier - BSValueNode - BSStripPSysData - BSPSysMultiTargetEmitterCtlr - BSOrderedNode - BSDebrisNode - BSBlastNode - BSDamageStage - BSMultiBoundNode - BSMultiBound - BSMultiBoundSphere New objects: - BSRangeNode New bitflags: - NiSwitchFlags - BSValueNodeFlags New enums: - BSCPCullingType
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jonwd7 authored
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jonwd7 authored
The phrase "Shape Scale" was used as "Scale" was already taken for the MOPP Scaling Factor and is referred to by code.
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jonwd7 authored
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jonwd7 authored
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jonwd7 authored
Did bhkRigidBody and added the correct rows to bhkWorldObject for correct bhkSimpleShapePhantom size.
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