The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID
Slowly going through all the changes to make, still hundreds of errors
a lot of functions/structures use std::string or stringview to designate an ID. So it takes time
Continues slowly replacing ids. There are technically more and more compilation errors
I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type
Continue moving forward, changes to the stores
slowly moving along
Starting to see the fruit of those changes.
still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.
More replacements. Things are starting to get easier
I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.
Still moving forward, and for the first time error count is going down!
Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably
Cells are back to using string for the name, haven't fixed everything yet. Many other changes
Under the bar of 400 compilation errors.
more good progress <100 compile errors!
More progress
Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string
some more progress on other fronts
Mostly game settings clean
one error opened a lot of other errors. Down to 18, but more will prbably appear
only link errors left??
Fixed link errors
OpenMW compiles, and launches, with some issues, but still!
Remove WindowManager wrappers.
It's not safe to use WindowManager in all places and it's not required.
Environment stores resource system providing VFS required to call these
functions. In the case of ObjectPaging it's available from the member variable.
Also ObjectPaging::createChunk may access WindowManager when it's already
destructed when exiting the game because it's destructed before CellPreloader
finishes all background jobs. Engine::mResourceSystem is destructed after all
other systems so it's safe to use it.
for MWWorld::Action, ProjectileManager and ESSImport::Converter.
shared_ptr has additional cost of reference counter and requires additional
allocation when constructed as shared_ptr<T>(new T).
Currently, we use a peculiar mapping of ESM classes by their std::type_info::name. This mapping is an undefined behaviour because std::type_info::name is strictly implementation defined. It could return a non-unique value on some platforms. With this PR we use the unsigned int sRecordId of the ESM class as a more efficient lookup type that does not build on undefined behaviour. We can expect marginally faster save-game loading with these changes as well.
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.
Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
Phase out canBeActivated() to unify activation checks
Use getName() for the name caption in tooltips
Always use tooltips for non-activator objects
Invert hasTooltip default value