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Make sure shadow shapes aren't visible (bug #5063)
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2 changed files with 6 additions and 2 deletions
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@ -103,6 +103,7 @@
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5050: Invalid spell effects are not handled gracefully
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5056: Calling Cast function on player doesn't equip the spell but casts it
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5060: Magic effect visuals stop when death animation begins instead of when it ends
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Bug #5063: Shape named "Tri Shadow" in creature mesh is visible if it isn't hidden
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Bug #5069: Blocking creatures' attacks doesn't degrade shields
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Feature #1774: Handle AvoidNode
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Feature #1774: Handle AvoidNode
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Feature #2229: Improve pathfinding AI
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Feature #2229: Improve pathfinding AI
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@ -585,8 +585,11 @@ namespace NifOsg
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{
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{
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const Nif::NiTriShape* triShape = static_cast<const Nif::NiTriShape*>(nifNode);
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const Nif::NiTriShape* triShape = static_cast<const Nif::NiTriShape*>(nifNode);
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const std::string nodeName = Misc::StringUtils::lowerCase(triShape->name);
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const std::string nodeName = Misc::StringUtils::lowerCase(triShape->name);
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static const std::string pattern = "tri editormarker";
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static const std::string markerName = "tri editormarker";
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if (!hasMarkers || nodeName.compare(0, pattern.size(), pattern) != 0)
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static const std::string shadowName = "shadow";
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static const std::string shadowName2 = "tri shadow";
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const bool isMarker = hasMarkers && !nodeName.compare(0, markerName.size(), markerName);
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if (!isMarker && nodeName.compare(0, shadowName.size(), shadowName) && nodeName.compare(0, shadowName2.size(), shadowName2))
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{
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{
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if (triShape->skin.empty())
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if (triShape->skin.empty())
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handleTriShape(triShape, node, composite, boundTextures, animflags);
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handleTriShape(triShape, node, composite, boundTextures, animflags);
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