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fix underwater effect staying active when teleporting from underwater to a cell that doesn't have water
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c6da3872b4
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2 changed files with 8 additions and 1 deletions
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@ -512,11 +512,13 @@ Shadows* RenderingManager::getShadows()
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void RenderingManager::switchToInterior()
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void RenderingManager::switchToInterior()
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{
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{
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mObjects.setInterior(true);
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mObjects.setInterior(true);
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mRendering.getScene()->setCameraRelativeRendering(false);
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}
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}
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void RenderingManager::switchToExterior()
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void RenderingManager::switchToExterior()
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{
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{
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mObjects.setInterior(false);
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mObjects.setInterior(false);
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mRendering.getScene()->setCameraRelativeRendering(true);
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}
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}
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} // namespace
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} // namespace
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@ -176,7 +176,12 @@ void Water::toggle()
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void Water::checkUnderwater(float y)
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void Water::checkUnderwater(float y)
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{
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{
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if (!mActive) return;
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if (!mActive)
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{
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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return;
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}
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if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
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if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
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{
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{
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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