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Define default actor half extents in settings
Player's half extents may change over time when wolfskin model is used for example. Having it in settings is a more presistent approach.
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3 changed files with 15 additions and 2 deletions
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@ -135,7 +135,9 @@ namespace MWWorld
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: mResourceSystem(resourceSystem), mLocalScripts (mStore),
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mCells (mStore, mEsm), mSky (true),
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mGodMode(false), mScriptsEnabled(true), mDiscardMovements(true), mContentFiles (contentFiles),
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mUserDataPath(userDataPath), mShouldUpdateNavigator(false),
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mUserDataPath(userDataPath),
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mDefaultHalfExtents(Settings::Manager::getVector3("default actor pathfind half extents", "Game")),
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mShouldUpdateNavigator(false),
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mActivationDistanceOverride (activationDistanceOverride),
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mStartCell(startCell), mDistanceToFacedObject(-1.f), mTeleportEnabled(true),
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mLevitationEnabled(true), mGoToJail(false), mDaysInPrison(0),
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@ -2471,7 +2473,6 @@ namespace MWWorld
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applyLoopingParticles(player);
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mDefaultHalfExtents = mPhysics->getOriginalHalfExtents(getPlayerPtr());
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mNavigator->addAgent(getPathfindingHalfExtents(getPlayerConstPtr()));
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}
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@ -455,3 +455,12 @@ If disabled actors without the ability to swim will not follow other actors to t
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Has effect only when Navigator is enabled.
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This setting can be controlled in Advanced tab of the launcher.
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default actor pathfind half extents
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-----------------------------------
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:Type: 3D vector floating point
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:Range: All components > 0
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:Default: 29.27999496459961 28.479997634887695 66.5
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Actor half extents used for exterior cells to generate navmesh.
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@ -373,6 +373,9 @@ graphic herbalism = true
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# (true, false)
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allow actors to follow over water surface = true
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# Default size of actor for navmesh generation
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default actor pathfind half extents = 29.27999496459961 28.479997634887695 66.5
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[General]
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# Anisotropy reduces distortion in textures at low angles (e.g. 0 to 16).
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