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Do not sort the Land store every savegame load - it is static anyway (bug #4844)
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3 changed files with 8 additions and 0 deletions
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@ -51,6 +51,7 @@
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Bug #4828: Potion looping effects VFX are not shown for NPCs
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Bug #4828: Potion looping effects VFX are not shown for NPCs
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Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
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Bug #4837: CTD when a mesh with NiLODNode root node with particles is loaded
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Bug #4841: Russian localization ignores implicit keywords
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Bug #4841: Russian localization ignores implicit keywords
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Bug #4844: Data race in savegame loading / GlobalMap render
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Bug #4847: Idle animation reset oddities
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Bug #4847: Idle animation reset oddities
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Bug #4851: No shadows since switch to OSG
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Bug #4851: No shadows since switch to OSG
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Bug #4860: Actors outside of processing range visible for one frame after spawning
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Bug #4860: Actors outside of processing range visible for one frame after spawning
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@ -500,7 +500,12 @@ namespace MWWorld
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}
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}
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void Store<ESM::Land>::setUp()
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void Store<ESM::Land>::setUp()
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{
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{
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// The land is static for given game session, there is no need to refresh it every load.
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if (mBuilt)
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return;
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std::sort(mStatic.begin(), mStatic.end(), Compare());
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std::sort(mStatic.begin(), mStatic.end(), Compare());
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mBuilt = true;
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}
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}
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@ -247,6 +247,8 @@ namespace MWWorld
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RecordId load(ESM::ESMReader &esm);
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RecordId load(ESM::ESMReader &esm);
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void setUp();
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void setUp();
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private:
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bool mBuilt = false;
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};
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};
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template <>
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template <>
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