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2 changes: 1 addition & 1 deletion extern/CommonLibSSE-NG
Submodule CommonLibSSE-NG updated 1686 files
8 changes: 1 addition & 7 deletions src/Features/InteriorSun.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -151,12 +151,6 @@ void InteriorSun::ClearArrays()
arraysCleared = true;
}

namespace RE
{
class BSMultiBoundRoom : public NiNode
{};
}

void InteriorSun::PopulateReplacementJobArrays(RE::TESObjectCELL* cell, const RE::NiPointer<RE::BSPortalGraph>& portalGraph, const RE::BSShadowDirectionalLight* dirLight, RE::BSTArray<RE::BSTArray<RE::NiPointer<RE::NiAVObject>>>& jobArrays)
{
if (cell != currentCell) {
Expand Down Expand Up @@ -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
Expand Down
18 changes: 6 additions & 12 deletions src/Features/LightLimitFix.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -255,8 +255,8 @@ void LightLimitFix::BSLightingShader_SetupGeometry_GeometrySetupConstantPointLig

if (i < a_pass->numShadowLights) {
auto* shadowLight = static_cast<RE::BSShadowLight*>(bsLight);
GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight);
light.shadowMaskIndex = shadowLightIndex;
GET_INSTANCE_MEMBER(maskIndex, shadowLight);
light.shadowMaskIndex = maskIndex;
light.lightFlags.set(LightFlags::Shadow);
}

Expand All @@ -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<RE::BSShadowLight*>(bsLight);
GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight);
strictLightDataTemp.ShadowBitMask |= (1 << shadowLightIndex);
GET_INSTANCE_MEMBER(maskIndex, shadowLight);
strictLightDataTemp.ShadowBitMask |= (1 << maskIndex);
}
}

Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -447,8 +441,8 @@ void LightLimitFix::UpdateLights()

if (bsLight->IsShadowLight()) {
auto* shadowLight = static_cast<RE::BSShadowLight*>(bsLight);
GET_INSTANCE_MEMBER(shadowLightIndex, shadowLight);
light.shadowMaskIndex = shadowLightIndex;
GET_INSTANCE_MEMBER(maskIndex, shadowLight);
light.shadowMaskIndex = maskIndex;
light.lightFlags.set(LightFlags::Shadow);
}

Expand Down
2 changes: 1 addition & 1 deletion src/Menu.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
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