diff --git a/extern/CommonLibSSE-NG b/extern/CommonLibSSE-NG index f343b8cf75..ad5fc1e157 160000 --- a/extern/CommonLibSSE-NG +++ b/extern/CommonLibSSE-NG @@ -1 +1 @@ -Subproject commit f343b8cf75cace4ff942ef744ea34c406aa7f8e2 +Subproject commit ad5fc1e1576b6e023ee4f38e4508860938325489 diff --git a/src/Features/InteriorSun.cpp b/src/Features/InteriorSun.cpp index 76abdc0aec..b7965d1566 100644 --- a/src/Features/InteriorSun.cpp +++ b/src/Features/InteriorSun.cpp @@ -151,12 +151,6 @@ void InteriorSun::ClearArrays() arraysCleared = true; } -namespace RE -{ - class BSMultiBoundRoom : public NiNode - {}; -} - void InteriorSun::PopulateReplacementJobArrays(RE::TESObjectCELL* cell, const RE::NiPointer& portalGraph, const RE::BSShadowDirectionalLight* dirLight, RE::BSTArray>>& jobArrays) { if (cell != currentCell) { @@ -185,7 +179,7 @@ void InteriorSun::PopulateReplacementJobArrays(RE::TESObjectCELL* cell, const RE } const auto playerPos = RE::PlayerCharacter::GetSingleton()->GetPosition(); - auto lightDir = -dirLight->GetShadowDirectionalLightRuntimeData().lightDirection; + auto lightDir = -dirLight->GetShadowDirectionalLightRuntimeData().sunVector; lightDir.Unitize(); // Add extra rooms and portals that are in the direction of the sun diff --git a/src/Features/LightLimitFix.cpp b/src/Features/LightLimitFix.cpp index f565bcd91b..b3cc18c6e9 100644 --- a/src/Features/LightLimitFix.cpp +++ b/src/Features/LightLimitFix.cpp @@ -255,8 +255,8 @@ void LightLimitFix::BSLightingShader_SetupGeometry_GeometrySetupConstantPointLig if (i < a_pass->numShadowLights) { auto* shadowLight = static_cast(bsLight); - GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight); - light.shadowMaskIndex = shadowLightIndex; + GET_INSTANCE_MEMBER(maskIndex, shadowLight); + light.shadowMaskIndex = maskIndex; light.lightFlags.set(LightFlags::Shadow); } @@ -266,8 +266,8 @@ void LightLimitFix::BSLightingShader_SetupGeometry_GeometrySetupConstantPointLig for (uint32_t i = 0; i < a_pass->numShadowLights; i++) { auto bsLight = a_pass->sceneLights[i + 1]; auto* shadowLight = static_cast(bsLight); - GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight); - strictLightDataTemp.ShadowBitMask |= (1 << shadowLightIndex); + GET_INSTANCE_MEMBER(maskIndex, shadowLight); + strictLightDataTemp.ShadowBitMask |= (1 << maskIndex); } } @@ -375,12 +375,6 @@ void LightLimitFix::ClearShaderCache() clusterCullingCS = (ID3D11ComputeShader*)Util::CompileShader(L"Data\\Shaders\\LightLimitFix\\ClusterCullingCS.hlsl", {}, "cs_5_0"); } -namespace RE -{ - class BSMultiBoundRoom : public NiNode - {}; -} - void LightLimitFix::UpdateLights() { auto smState = globals::game::smState; @@ -447,8 +441,8 @@ void LightLimitFix::UpdateLights() if (bsLight->IsShadowLight()) { auto* shadowLight = static_cast(bsLight); - GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight); - light.shadowMaskIndex = shadowLightIndex; + GET_INSTANCE_MEMBER(maskIndex, shadowLight); + light.shadowMaskIndex = maskIndex; light.lightFlags.set(LightFlags::Shadow); } diff --git a/src/Menu.cpp b/src/Menu.cpp index a1618fc69a..52d0cf85ef 100644 --- a/src/Menu.cpp +++ b/src/Menu.cpp @@ -989,7 +989,7 @@ void Menu::OnFocusChanged() // Solves the alt+tab stuck issue, but disables tab after tabbing back in. if (const auto& inputMgr = RE::BSInputDeviceManager::GetSingleton()) { if (const auto& device = inputMgr->GetKeyboard()) { - device->Reset(); + device->ClearInputState(); } } // Allows tab to work again after alt+tabbing back in.