diff --git a/apps/openmw/mwlua/types/actor.hpp b/apps/openmw/mwlua/types/actor.hpp index 0ea0a89747..9cc992134c 100644 --- a/apps/openmw/mwlua/types/actor.hpp +++ b/apps/openmw/mwlua/types/actor.hpp @@ -13,8 +13,6 @@ #include "apps/openmw/mwbase/environment.hpp" #include "apps/openmw/mwworld/esmstore.hpp" -#include -#include #include "../context.hpp" @@ -57,11 +55,9 @@ namespace MWLua sol::table travelDests(lua, sol::create); if (!rec.getTransport().empty()) { - int index = 1; for (const auto& dest : rec.getTransport()) { - sol::table travelDest(lua, sol::create); ESM::RefId cellId; diff --git a/apps/openmw/mwrender/ripplesimulation.cpp b/apps/openmw/mwrender/ripplesimulation.cpp index b7661ca664..3e8a6fd2ec 100644 --- a/apps/openmw/mwrender/ripplesimulation.cpp +++ b/apps/openmw/mwrender/ripplesimulation.cpp @@ -243,7 +243,7 @@ namespace MWRender } else { - if (mMaxNumberRipples == 0) + if (mMaxNumberRipples <= 0) return; osgParticle::ParticleSystem::ScopedWriteLock lock(*mParticleSystem->getReadWriteMutex()); diff --git a/files/settings-default.cfg b/files/settings-default.cfg index 1ad5131fb0..26722268a0 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -472,11 +472,10 @@ apply lighting to environment maps = false # 'force per pixel lighting' is enabled. lighting method = shaders compatibility -# Sets the bounding sphere multiplier of light sources if 'lighting method' is -# not 'legacy'. These are used to determine if an object should receive -# lighting. Higher values will allow for smoother transitions of light sources, -# but may carry a performance cost and requires a higher number of 'max lights' -# set. +# Sets the bounding sphere multiplier of light sources. +# The bounding sphere is used to determine if an object should receive lighting. +# Higher values will allow for smoother transitions of light sources, +# but may carry a performance cost and require a higher number of 'max lights' set. light bounds multiplier = 1.65 # The distance from the camera at which lights fade away completely.