Previously, a Container packet sent when using the Take All button included all the items in the container, not just all the items in the container window seen on the client. This was a problem when stealing from actors, as the container window does not give access to all of their items.
Previously, when using the Russian edition, all dialogue topics were translated into English before being sent to the server in an ObjectDialogueChoice packet and were then translated back into Russian when received again by the client. However, there were situations where different topics in English corresponded to the same Russian word, e.g. "chores" and "duties" were both translated as "задания", which led to the incorrect topic being used on the client in the end.
This commit makes it so that users of the Russian edition send ObjectDialogueChoice packets where the topicId variable contains both the untranslated topic and the translated one, delimited by a | character, with the client simply using the former when receiving the packet again.
This is a hotfix instead of the proper fix, as the proper fix would use different variables for the two versions of the topic and thus require the structure of the ObjectDialogueChoice packet to change.
To fix all possible situations when active message box overlaps with loading
screen progress.
The only used condition to center loading screen progress by height is
number of message boxes > 0. No need to pass it through interface.
LoadingScreen can check it inside setLabel function.
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.
Measure time at the computation end but before sleep. This allows to adjust
sleep interval for the next frame in case sleep is not precise due to syscall
overhead or too low timer resolution.
Remove old frame limiting mechanism.