Recast functions have preconditions for arguments they don't validate. This may
produce garbage data which may lead to crash. Check arguments and log when they
are invalid.
Do not throw exceptions when these function calls fail, capture Recast reported
errors via RecastContext inherited from rcContext and log them.
Moved debug draw to components, fixed some whitespace issues, added include guard
fixed uniform name, removed old files
Fixes some more whitespace weirdness
This class does not serve any useful purpose now. It was added as a first step
in attempt to define common interface for ESM3 and ESM4 readers. But this is not
going to happen.
Cylinder collision shape should give the best consistency between physics
simulation and pathfinding. Rotating box is already used by some actors, so
add it to have the same collision shape type for all actors.
Use LRU cache for ESMReaders. When cache capacity is reached close least
recently used ESMReader. Remember the file name if a reader was open. Once the
reader requested again open the file if there is stored name for it. Put
released ESMReader to the back of the free items list. Close ESMReader's from
the front of the free items list.
Cached item can be used only by one client at the same time. If the same item is
requested twice exception is thrown. This should never happen in practice. If
this happens need to fix the client logic.
It's allowed to go over the capacity limit when requesting different readers.
Ideally this should never happen but there will be system error anyway
signalizing about too many open files. Need to fix client logic in this case.
All places that were using a vector of ESMReaders now using the cache. Cache is
local for each use case and there is no need for a thread safety.
Multiview shaders.
Refactor Frustum management
Rewrite shared shadow map
cull mask should respect stereo
Stereo savegame screencap
LocalMap refactoring
use the vertex buffer hint instead of the display list patch to enable/disable display lists
Character preview fixes