Make sure shadow shapes aren't visible (bug #5063)

pull/541/head
Capostrophic 6 years ago
parent 42f094fa7a
commit e06178bf0f

@ -103,6 +103,7 @@
Bug #5050: Invalid spell effects are not handled gracefully Bug #5050: Invalid spell effects are not handled gracefully
Bug #5056: Calling Cast function on player doesn't equip the spell but casts it Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
Bug #5069: Blocking creatures' attacks doesn't degrade shields Bug #5069: Blocking creatures' attacks doesn't degrade shields
Feature #1774: Handle AvoidNode Feature #1774: Handle AvoidNode
Feature #2229: Improve pathfinding AI Feature #2229: Improve pathfinding AI

@ -585,8 +585,11 @@ namespace NifOsg
{ {
const Nif::NiTriShape* triShape = static_cast<const Nif::NiTriShape*>(nifNode); const Nif::NiTriShape* triShape = static_cast<const Nif::NiTriShape*>(nifNode);
const std::string nodeName = Misc::StringUtils::lowerCase(triShape->name); const std::string nodeName = Misc::StringUtils::lowerCase(triShape->name);
static const std::string pattern = "tri editormarker"; static const std::string markerName = "tri editormarker";
if (!hasMarkers || nodeName.compare(0, pattern.size(), pattern) != 0) static const std::string shadowName = "shadow";
static const std::string shadowName2 = "tri shadow";
const bool isMarker = hasMarkers && !nodeName.compare(0, markerName.size(), markerName);
if (!isMarker && nodeName.compare(0, shadowName.size(), shadowName) && nodeName.compare(0, shadowName2.size(), shadowName2))
{ {
if (triShape->skin.empty()) if (triShape->skin.empty())
handleTriShape(triShape, node, composite, boundTextures, animflags); handleTriShape(triShape, node, composite, boundTextures, animflags);

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