Merge branch 'master' into fix_quickkey_segfalt

0.6.3
Finbar Crago 7 years ago
commit 7ae388086b

@ -48,7 +48,6 @@
Bug #4459: NotCell dialogue condition doesn't support partial matches
Bug #4461: "Open" spell from non-player caster isn't a crime
Bug #4469: Abot Silt Striders Model turn 90 degrees on horizontal
Bug #4471: Retrieve SDL window settings instead of using magic numbers
Bug #4474: No fallback when getVampireHead fails
Bug #4475: Scripted animations should not cause movement
Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results

@ -110,7 +110,11 @@ void CSVWorld::EnumDelegate::paint (QPainter *painter, const QStyleOptionViewIte
int valueIndex = getValueIndex(index);
if (valueIndex != -1)
{
#if QT_VERSION >= QT_VERSION_CHECK(5,7,0)
QStyleOptionViewItem itemOption(option);
#else
QStyleOptionViewItemV4 itemOption(option);
#endif
itemOption.text = mValues.at(valueIndex).second;
QApplication::style()->drawControl(QStyle::CE_ItemViewItem, &itemOption, painter);
}

@ -381,33 +381,24 @@ void OMW::Engine::createWindow(Settings::Manager& settings)
setWindowIcon();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
int redSize;
int greenSize;
int blueSize;
int depthSize;
int stencilSize;
int doubleBuffer;
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &redSize);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &greenSize);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &blueSize);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depthSize);
SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencilSize);
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doubleBuffer);
SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
traits->red = redSize;
traits->green = greenSize;
traits->blue = blueSize;
traits->depth = depthSize;
traits->stencil = stencilSize;
traits->doubleBuffer = doubleBuffer;
traits->windowName = SDL_GetWindowTitle(mWindow);
traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
traits->vsync = vsync;
// We tried to get rid of the hardcoding but failed: https://github.com/OpenMW/openmw/pull/1771
// Here goes kcat's quote:
// It's ultimately a chicken and egg problem, and the reason why the code is like it was in the first place.
// It needs a context to get the current attributes, but it needs the attributes to set up the context.
// So it just specifies the same values that were given to SDL in the hopes that it's good enough to what the window eventually gets.
traits->red = 8;
traits->green = 8;
traits->blue = 8;
traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
traits->depth = 24;
traits->stencil = 8;
traits->vsync = vsync;
traits->doubleBuffer = true;
traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);

@ -328,7 +328,10 @@ namespace MWMechanics
if (race->mData.mFlags & ESM::Race::Beast)
return 0.f;
}
// Intended fall-through
else
return 0.f;
break;
// Creatures can not wear armor
case ESM::MagicEffect::BoundCuirass:
case ESM::MagicEffect::BoundGloves:

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