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Correct drawable property apply order (bug #5313)
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2 changed files with 4 additions and 4 deletions
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@ -205,6 +205,7 @@
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Bug #5278: Console command Show doesn't fall back to global variable after local var not found
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Bug #5300: NPCs don't switch from torch to shield when starting combat
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Bug #5308: World map copying makes save loading much slower
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Bug #5313: Node properties of identical type are not applied in the correct order
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #3025: Analogue gamepad movement controls
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@ -63,6 +63,8 @@ namespace
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// Collect all properties affecting the given drawable that should be handled on drawable basis rather than on the node hierarchy above it.
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void collectDrawableProperties(const Nif::Node* nifNode, std::vector<const Nif::Property*>& out)
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{
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if (nifNode->parent)
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collectDrawableProperties(nifNode->parent, out);
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const Nif::PropertyList& props = nifNode->props;
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for (size_t i = 0; i <props.length();++i)
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{
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@ -81,8 +83,6 @@ namespace
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}
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}
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}
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if (nifNode->parent)
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collectDrawableProperties(nifNode->parent, out);
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}
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// NodeCallback used to have a node always oriented towards the camera. The node can have translation and scale
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@ -1719,9 +1719,8 @@ namespace NifOsg
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int lightmode = 1;
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for (std::vector<const Nif::Property*>::const_reverse_iterator it = properties.rbegin(); it != properties.rend(); ++it)
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for (const Nif::Property* property : properties)
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{
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const Nif::Property* property = *it;
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switch (property->recType)
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{
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case Nif::RC_NiSpecularProperty:
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