forked from mirror/openmw-tes3mp
Merge branch 'master' into fix_quickkey_segfalt
This commit is contained in:
commit
7ae388086b
4 changed files with 20 additions and 23 deletions
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@ -48,7 +48,6 @@
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Bug #4459: NotCell dialogue condition doesn't support partial matches
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Bug #4461: "Open" spell from non-player caster isn't a crime
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Bug #4469: Abot Silt Striders – Model turn 90 degrees on horizontal
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Bug #4471: Retrieve SDL window settings instead of using magic numbers
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Bug #4474: No fallback when getVampireHead fails
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Bug #4475: Scripted animations should not cause movement
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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@ -110,7 +110,11 @@ void CSVWorld::EnumDelegate::paint (QPainter *painter, const QStyleOptionViewIte
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int valueIndex = getValueIndex(index);
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if (valueIndex != -1)
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{
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#if QT_VERSION >= QT_VERSION_CHECK(5,7,0)
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QStyleOptionViewItem itemOption(option);
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#else
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QStyleOptionViewItemV4 itemOption(option);
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#endif
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itemOption.text = mValues.at(valueIndex).second;
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QApplication::style()->drawControl(QStyle::CE_ItemViewItem, &itemOption, painter);
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}
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@ -381,33 +381,24 @@ void OMW::Engine::createWindow(Settings::Manager& settings)
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setWindowIcon();
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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int redSize;
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int greenSize;
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int blueSize;
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int depthSize;
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int stencilSize;
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int doubleBuffer;
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &redSize);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &greenSize);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &blueSize);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depthSize);
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SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &stencilSize);
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SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doubleBuffer);
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SDL_GetWindowPosition(mWindow, &traits->x, &traits->y);
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SDL_GetWindowSize(mWindow, &traits->width, &traits->height);
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traits->red = redSize;
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traits->green = greenSize;
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traits->blue = blueSize;
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traits->depth = depthSize;
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traits->stencil = stencilSize;
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traits->doubleBuffer = doubleBuffer;
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traits->windowName = SDL_GetWindowTitle(mWindow);
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traits->windowDecoration = !(SDL_GetWindowFlags(mWindow)&SDL_WINDOW_BORDERLESS);
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traits->screenNum = SDL_GetWindowDisplayIndex(mWindow);
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traits->vsync = vsync;
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// We tried to get rid of the hardcoding but failed: https://github.com/OpenMW/openmw/pull/1771
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// Here goes kcat's quote:
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// It's ultimately a chicken and egg problem, and the reason why the code is like it was in the first place.
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// It needs a context to get the current attributes, but it needs the attributes to set up the context.
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// 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.
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traits->red = 8;
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traits->green = 8;
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traits->blue = 8;
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traits->alpha = 0; // set to 0 to stop ScreenCaptureHandler reading the alpha channel
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traits->depth = 24;
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traits->stencil = 8;
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traits->vsync = vsync;
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traits->doubleBuffer = true;
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traits->inheritedWindowData = new SDLUtil::GraphicsWindowSDL2::WindowData(mWindow);
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osg::ref_ptr<SDLUtil::GraphicsWindowSDL2> graphicsWindow = new SDLUtil::GraphicsWindowSDL2(traits);
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@ -328,7 +328,10 @@ namespace MWMechanics
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if (race->mData.mFlags & ESM::Race::Beast)
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return 0.f;
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}
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// Intended fall-through
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else
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return 0.f;
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break;
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// Creatures can not wear armor
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case ESM::MagicEffect::BoundCuirass:
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case ESM::MagicEffect::BoundGloves:
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