Removed NIF flag handling to replicate vanilla engine behaviour

0.6.3
uramer 7 years ago
parent 2a5a574134
commit 86c25f5dba

@ -245,11 +245,6 @@ void BulletNifLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags,
{
assert(shape != NULL);
// Interpret flags
bool hidden = (flags&Nif::NiNode::Flag_Hidden) != 0;
bool collide = (flags&Nif::NiNode::Flag_MeshCollision) != 0;
bool bbcollide = (flags&Nif::NiNode::Flag_BBoxCollision) != 0;
// If the object was marked "NCO" earlier, it shouldn't collide with
// anything. So don't do anything.
if ((flags & 0x800))
@ -257,10 +252,17 @@ void BulletNifLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags,
return;
}
/* this is an improper way to handle NIF flags, see https://bugs.openmw.org/issues/4319#change-22066 for more details
// Interpret flags
bool hidden = (flags&Nif::NiNode::Flag_Hidden) != 0;
bool collide = (flags&Nif::NiNode::Flag_MeshCollision) != 0;
bool bbcollide = (flags&Nif::NiNode::Flag_BBoxCollision) != 0;
if (!collide && !bbcollide && hidden)
// This mesh apparently isn't being used for anything, so don't
// bother setting it up.
return;
return;*/
if (!shape->skin.empty())
isAnimated = false;

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