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Consider land texture with given ID and index as override for base texture with the same ID and index (bug #4736)
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@ -18,6 +18,7 @@
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Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
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Bug #4720: Inventory avatar has shield with two-handed weapon during [un]equipping animation
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Bug #4723: ResetActors command works incorrectly
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Bug #4723: ResetActors command works incorrectly
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Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
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Bug #4745: Editor: Interior cell lighting field values are not displayed as colors
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Bug #4736: LandTexture records overrides do not work
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Bug #4746: Non-solid player can't run or sneak
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Bug #4746: Non-solid player can't run or sneak
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Bug #4747: Bones are not read from X.NIF file for NPC animation
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Bug #4747: Bones are not read from X.NIF file for NPC animation
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Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
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Bug #4750: Sneaking doesn't work in first person view if the player is in attack ready state
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@ -387,6 +387,21 @@ namespace MWWorld
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assert(plugin < mStatic.size());
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assert(plugin < mStatic.size());
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// Replace texture for records with given ID and index from all plugins.
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for (unsigned int i=0; i<mStatic.size(); i++)
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{
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ESM::LandTexture* tex = const_cast<ESM::LandTexture*>(search(lt.mIndex, i));
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if (tex)
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{
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const std::string texId = Misc::StringUtils::lowerCase(tex->mId);
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const std::string ltId = Misc::StringUtils::lowerCase(lt.mId);
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if (texId == ltId)
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{
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tex->mTexture = lt.mTexture;
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}
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}
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}
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LandTextureList <exl = mStatic[plugin];
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LandTextureList <exl = mStatic[plugin];
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if(lt.mIndex + 1 > (int)ltexl.size())
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if(lt.mIndex + 1 > (int)ltexl.size())
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ltexl.resize(lt.mIndex+1);
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ltexl.resize(lt.mIndex+1);
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@ -11,18 +11,9 @@ class ESMWriter;
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/*
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/*
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* Texture used for texturing landscape.
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* Texture used for texturing landscape.
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*
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* They are indexed by 'num', but still use 'id' to override base records.
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* They are probably indexed by 'num', not 'id', but I don't know for
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* Original editor even does not allow to create new records with existing ID's.
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* sure. And num is not unique between files, so one option is to keep
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* TODO: currently OpenMW-CS does not allow to override LTEX records at all.
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* a separate list for each input file (that has LTEX records, of
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* course.) We also need to resolve references to already existing
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* land textures to save space.
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* I'm not sure if it is even possible to override existing land
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* textures, probably not. I'll have to try it, and have to mimic the
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* behaviour of morrowind. First, check what you are allowed to do in
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* the editor. Then make an esp which changes a commonly used land
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* texture, and see if it affects the game.
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*/
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*/
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struct LandTexture
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struct LandTexture
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