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When player move fast enough, tiles update for specific area square couldn't catch player move. Tiles to be removed are left in the queue with lower priority then tiles to be added which are nearest to player. This can lead to overflow for amount of tiles. So we try to do remove first. But we detect change type approximately using mixed change type, because even if we do it precise, change type could change while job is in queue. |
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.. | ||
asyncnavmeshupdater.cpp | ||
asyncnavmeshupdater.hpp | ||
cachedrecastmeshmanager.cpp | ||
cachedrecastmeshmanager.hpp | ||
chunkytrimesh.cpp | ||
chunkytrimesh.hpp | ||
debug.cpp | ||
debug.hpp | ||
dtstatus.hpp | ||
exceptions.hpp | ||
findsmoothpath.cpp | ||
findsmoothpath.hpp | ||
gettilespositions.hpp | ||
makenavmesh.cpp | ||
makenavmesh.hpp | ||
navigator.cpp | ||
navigator.hpp | ||
navmeshcacheitem.hpp | ||
navmeshmanager.cpp | ||
navmeshmanager.hpp | ||
recastmesh.cpp | ||
recastmesh.hpp | ||
recastmeshbuilder.cpp | ||
recastmeshbuilder.hpp | ||
recastmeshmanager.cpp | ||
recastmeshmanager.hpp | ||
recastmeshobject.cpp | ||
recastmeshobject.hpp | ||
settings.hpp | ||
settingsutils.hpp | ||
sharednavmesh.hpp | ||
tilebounds.hpp | ||
tilecachedrecastmeshmanager.cpp | ||
tilecachedrecastmeshmanager.hpp | ||
tileposition.hpp |