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OpenMW/components/resource
fredzio c795e0bce6 Some actors are supposed to spawn on an object that belongs to an adjacent cell.
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.
2021-06-28 09:36:04 +02:00
..
animation.cpp
animation.hpp
bulletshape.cpp Some actors are supposed to spawn on an object that belongs to an adjacent cell. 2021-06-28 09:36:04 +02:00
bulletshape.hpp Some actors are supposed to spawn on an object that belongs to an adjacent cell. 2021-06-28 09:36:04 +02:00
bulletshapemanager.cpp Use nodemasks and visitors for detecting custom collision shapes 2021-02-03 21:16:54 +02:00
bulletshapemanager.hpp
imagemanager.cpp
imagemanager.hpp
keyframemanager.cpp Do not declare unused variables 2021-04-19 15:43:00 +04:00
keyframemanager.hpp Use accompanying txt file for textkeys in osgAnimation formats 2021-02-04 23:14:21 +02:00
multiobjectcache.cpp
multiobjectcache.hpp
niffilemanager.cpp
niffilemanager.hpp
objectcache.hpp
resourcemanager.hpp
resourcesystem.cpp
resourcesystem.hpp
scenemanager.cpp Share state 2021-05-18 17:57:47 +02:00
scenemanager.hpp Share state 2021-05-18 17:57:47 +02:00
stats.cpp Update engine stats for all levels above first, not only at the second. 2021-02-12 19:03:02 +01:00
stats.hpp Collect all available stats if OPENMW_OSG_STATS_FILE is set and point to 2021-01-27 08:04:33 +00:00