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Setup the ICO settings only once instead of every loading (bug #5025)
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@ -89,6 +89,7 @@
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Bug #5001: Possible data race in the Animation::setAlpha()
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Bug #5004: Werewolves shield their eyes during storm
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Bug #5018: Spell tooltips don't support purely negative magnitudes
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Bug #5025: Data race in the ICO::setMaximumNumOfObjectsToCompilePerFrame()
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Bug #5028: Offered price caps are not trading-specific
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Bug #5038: Enchanting success chance calculations are blatantly wrong
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Feature #1774: Handle AvoidNode
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@ -165,11 +165,6 @@ namespace MWGui
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if (mMainWidget->getVisible())
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return;
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if (mViewer->getIncrementalCompileOperation())
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{
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mViewer->getIncrementalCompileOperation()->setMaximumNumOfObjectsToCompilePerFrame(100);
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}
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// Assign dummy bounding sphere callback to avoid the bounding sphere of the entire scene being recomputed after each frame of loading
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// We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound()
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mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback);
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@ -268,6 +268,7 @@ namespace MWRender
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{
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mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation);
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mViewer->getIncrementalCompileOperation()->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
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mViewer->getIncrementalCompileOperation()->setMaximumNumOfObjectsToCompilePerFrame(100);
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}
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mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
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