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	Merge pull request #2422 from Capostrophic/shadow
Make sure "Tri Shadow"-named shapes aren't visible (bug #5063)
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					 2 changed files with 6 additions and 2 deletions
				
			
		|  | @ -103,6 +103,7 @@ | |||
|     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 #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 | ||||
|     Feature #1774: Handle AvoidNode | ||||
|     Feature #2229: Improve pathfinding AI | ||||
|  |  | |||
|  | @ -585,8 +585,11 @@ namespace NifOsg | |||
|             { | ||||
|                 const Nif::NiTriShape* triShape = static_cast<const Nif::NiTriShape*>(nifNode); | ||||
|                 const std::string nodeName = Misc::StringUtils::lowerCase(triShape->name); | ||||
|                 static const std::string pattern = "tri editormarker"; | ||||
|                 if (!hasMarkers || nodeName.compare(0, pattern.size(), pattern) != 0) | ||||
|                 static const std::string markerName = "tri editormarker"; | ||||
|                 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()) | ||||
|                         handleTriShape(triShape, node, composite, boundTextures, animflags); | ||||
|  |  | |||
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