forked from mirror/openmw-tes3mp
Always run preloadCommonAssets even when the menu is skipped
Move to before the content files are loaded so we can do preloading in parallel with content file loading
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839928e210
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066aa2e60e
4 changed files with 2 additions and 11 deletions
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@ -650,8 +650,6 @@ void OMW::Engine::go()
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}
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else if (!mSkipMenu)
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{
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mEnvironment.getWorld()->preloadCommonAssets();
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// start in main menu
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mEnvironment.getWindowManager()->pushGuiMode (MWGui::GM_MainMenu);
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try
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@ -95,8 +95,6 @@ namespace MWBase
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virtual ~World() {}
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virtual void preloadCommonAssets() = 0;
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virtual void startNewGame (bool bypass) = 0;
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///< \param bypass Bypass regular game start.
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@ -157,6 +157,8 @@ namespace MWWorld
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mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback, resourcePath);
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mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering, mPhysics));
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mRendering->preloadCommonAssets();
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mEsm.resize(contentFiles.size());
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Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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listener->loadingOn();
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@ -3348,9 +3350,4 @@ namespace MWWorld
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return mPhysics->getHitDistance(weaponPos, target) - halfExtents.y();
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}
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void World::preloadCommonAssets()
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{
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mRendering->preloadCommonAssets();
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}
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}
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@ -191,8 +191,6 @@ namespace MWWorld
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virtual void startNewGame (bool bypass);
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///< \param bypass Bypass regular game start.
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virtual void preloadCommonAssets();
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virtual void clear();
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virtual int countSavedGameRecords() const;
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