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  • #4917

Closed
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Opened Mar 16, 2019 by elsid@elsidDeveloper

Some objects should be ignored for navmesh generation

Morrowind content has objects which are present in physical system but don't have any impact for navmesh. But they are updating by scripts on each frame. This produces useless navmesh updates and fills cache with a lot of similar states of the same navmesh tile. One example is x/Furn_sign_inn_01.nif in Seyda Neen. It's a constantly rotating object by SignRotate script. Each frame it change rotation and produce a job for navmesh update.

Arrille_s_Tradehouse

This object doen't have any specific NiNode to be filtered by.

Furn_sign_inn_01.nif

We need to avoid useless navmesh updates for such objects somehow. Any ideas how we can make it?

Edited Mar 16, 2019 by elsid
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Reference: OpenMW/openmw#4917