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Account for creatures not having a model in more places
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parent
3901084cc2
commit
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4 changed files with 6 additions and 4 deletions
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@ -229,6 +229,7 @@
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Bug #8299: Crash while smoothing landscape
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Bug #8299: Crash while smoothing landscape
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Bug #8364: Crash when clicking scrollbar without handle (divide by zero)
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Bug #8364: Crash when clicking scrollbar without handle (divide by zero)
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Bug #8378: Korean bitmap fonts are unusable
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Bug #8378: Korean bitmap fonts are unusable
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Bug #8439: Creatures without models can crash the game
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Feature #1415: Infinite fall failsafe
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Feature #1415: Infinite fall failsafe
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #2566: Handle NAM9 records for manual cell references
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Feature #3501: OpenMW-CS: Instance Editing - Shortcuts for axial locking
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Feature #3501: OpenMW-CS: Instance Editing - Shortcuts for axial locking
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@ -161,7 +161,7 @@ namespace MWRender
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bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
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bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
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{
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{
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if (Settings::game().mShieldSheathing)
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if (Settings::game().mShieldSheathing && mObjectRoot)
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{
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{
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const MWWorld::Class& cls = mPtr.getClass();
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const MWWorld::Class& cls = mPtr.getClass();
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MWMechanics::CreatureStats& stats = cls.getCreatureStats(mPtr);
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MWMechanics::CreatureStats& stats = cls.getCreatureStats(mPtr);
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@ -1695,7 +1695,7 @@ namespace MWRender
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mGlowUpdater->setColor(color);
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mGlowUpdater->setColor(color);
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mGlowUpdater->setDuration(glowDuration);
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mGlowUpdater->setDuration(glowDuration);
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}
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}
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else
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else if (mObjectRoot)
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mGlowUpdater = SceneUtil::addEnchantedGlow(mObjectRoot, mResourceSystem, color, glowDuration);
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mGlowUpdater = SceneUtil::addEnchantedGlow(mObjectRoot, mResourceSystem, color, glowDuration);
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}
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}
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}
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}
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@ -1869,7 +1869,7 @@ namespace MWRender
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void Animation::setAlpha(float alpha)
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void Animation::setAlpha(float alpha)
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{
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{
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if (alpha == mAlpha)
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if (alpha == mAlpha || !mObjectRoot)
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return;
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return;
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mAlpha = alpha;
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mAlpha = alpha;
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@ -259,7 +259,8 @@ namespace MWRender
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void CreatureWeaponAnimation::addControllers()
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void CreatureWeaponAnimation::addControllers()
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{
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{
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Animation::addControllers();
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Animation::addControllers();
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WeaponAnimation::addControllers(mNodeMap, mActiveControllers, mObjectRoot.get());
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if (mObjectRoot)
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WeaponAnimation::addControllers(mNodeMap, mActiveControllers, mObjectRoot.get());
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}
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}
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osg::Vec3f CreatureWeaponAnimation::runAnimation(float duration)
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osg::Vec3f CreatureWeaponAnimation::runAnimation(float duration)
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