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Merge branch 'ocd' into 'master'
Assorted nitpicks See merge request OpenMW/openmw!4194
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commit
5cf809f39b
@ -13,8 +13,6 @@
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#include "apps/openmw/mwbase/environment.hpp"
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#include "apps/openmw/mwbase/environment.hpp"
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#include "apps/openmw/mwworld/esmstore.hpp"
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#include "apps/openmw/mwworld/esmstore.hpp"
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#include <components/esm3/loadclas.hpp>
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#include <components/esm3/loadnpc.hpp>
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#include "../context.hpp"
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#include "../context.hpp"
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@ -57,11 +55,9 @@ namespace MWLua
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sol::table travelDests(lua, sol::create);
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sol::table travelDests(lua, sol::create);
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if (!rec.getTransport().empty())
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if (!rec.getTransport().empty())
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{
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{
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int index = 1;
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int index = 1;
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for (const auto& dest : rec.getTransport())
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for (const auto& dest : rec.getTransport())
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{
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{
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sol::table travelDest(lua, sol::create);
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sol::table travelDest(lua, sol::create);
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ESM::RefId cellId;
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ESM::RefId cellId;
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@ -243,7 +243,7 @@ namespace MWRender
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}
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}
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else
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else
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{
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{
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if (mMaxNumberRipples == 0)
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if (mMaxNumberRipples <= 0)
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return;
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return;
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osgParticle::ParticleSystem::ScopedWriteLock lock(*mParticleSystem->getReadWriteMutex());
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osgParticle::ParticleSystem::ScopedWriteLock lock(*mParticleSystem->getReadWriteMutex());
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@ -472,11 +472,10 @@ apply lighting to environment maps = false
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# 'force per pixel lighting' is enabled.
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# 'force per pixel lighting' is enabled.
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lighting method = shaders compatibility
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lighting method = shaders compatibility
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# Sets the bounding sphere multiplier of light sources if 'lighting method' is
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# Sets the bounding sphere multiplier of light sources.
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# not 'legacy'. These are used to determine if an object should receive
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# The bounding sphere is used to determine if an object should receive lighting.
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# lighting. Higher values will allow for smoother transitions of light sources,
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# Higher values will allow for smoother transitions of light sources,
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# but may carry a performance cost and requires a higher number of 'max lights'
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# but may carry a performance cost and require a higher number of 'max lights' set.
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# set.
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light bounds multiplier = 1.65
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light bounds multiplier = 1.65
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# The distance from the camera at which lights fade away completely.
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# The distance from the camera at which lights fade away completely.
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