Remove some useless includes from the launcher
See merge request OpenMW/openmw!775
(cherry picked from commit a84bd643b334eb6ac715681c497184ac22212ced)
d3fff8cf Remove some useless includes from the launcher
Minor optimization in aicombat.cpp
See merge request OpenMW/openmw!737
(cherry picked from commit f1d19035cccfff2523faad0d4e4d96cd3ddae2e6)
bbbfc520 Minor optimization in aicombat.cpp
237b34a6 Fix style
a14911cb Fix indentation
C++17 doesn't allow to declare defaulted move ctor with not matching
exception specification to the calculated one:
/Users/eddie/Downloads/BUILD/openmw-master/apps/openmw/mwclass/creature.cpp:63:9: error:
exception specification of explicitly defaulted move constructor does not
match the calculated one
CreatureCustomData(CreatureCustomData&& other) noexcept = default;
^
http://wg21.link/p1286r2 makes this possible in C++20 and newer compilers
already have it working even with -std=c++17 but older onces give an error.
To avoid triggering NavMesh update when RecastMesh change should not change
NavMesh.
Based on the following assumption:
Given a set of transformations and a bounding shape for all these
tranformations, a new object transformation that does not change this
bounding shape also should not change navmesh if for all of this object
transformations resulting navmesh tiles are equivalent
The idea is to report back to RecastMeshManager all changes of NavMesh if there
are any assiciated with RecastMesh version. So we know the last time when
RecastMesh change resulted into the NavMesh change. When later report shows
that there was no NavMesh change for a new RecastMesh version we can assume
that any object transformation within the same bounding box should not change
NavMesh.
Fixes build errors with older OSG builds and some issues with 'shared' layout.
Bring back ambient in inventory through lightmodel instead of sun ambient, mirrors scene ambient/sunlight relationship.
Forces shaders when certain lighting methods are enabled and finalize settings.
Correctly override sun for localmap.
Previous MR change the meaning of mPositionOffset: it is now just a log
of relative movement that were already applied to allow the physics
simulation to catch up, instead of changes that needs to be applied. As
such, after a teleport we need to reset it. Also, since mWorldPosition
is already with the offset we should not update its value in
applyPositionOffset().