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Changelog for openmw-0.45+git.20200318-bp152.1.2.x86_64.rpm :
* Sat May 02 2020 Carsten Ziepke - Update to version 0.45+git.20200318: * Do not write empty trade time * Support for radial fog (feature #4708) * Cleanup ownership for items in containers * Do not use dynamic casts when using ObjectState * Compare revisions by equality to support overflow * Support recast mesh rendering * Accept an extra numerical argument in GetItemCount- Update to git fixes building with OpenSceneGraph 3.6.5- Added _service file to download fromt github- Added libboost_iostreams-devel to BuildRequires * Wed Jan 29 2020 Cristian Rodríguez - Build with -fvisibility=hidden, generates better and ~3MB smaller executables. * Fri Jul 12 2019 Michel Normand - update _constraints for PowerPC that needs more than 4.6G disk * Sun Jun 23 2019 Maximilian Trummer - update to 0.45.0 * Non-actor objects display visual effects during spellcasting * Creatures without any collision box use auto-generated ones * Launcher: File paths of selected content files can be copied via context menu * Actors play casting animations during scripted spellcasting * As an option, barter deals permanently modify merchant disposition * Ranged weapons deal critical hits to unaware opponents * 360° screenshots of various kinds can be made * \'ToggleBorders\' debug instruction (\"tb\") available in console * Sound generator keys in activator animations are supported * Some of the debug settings previously available as command line arguments can be set up in the launcher * Support for per-group KF animation replacers has been added * Shader water is rougher during bad weather * The number of enchanted items in a stack is shown in the Spells window * The actual chance of hitting the target is used for AI weapon rating instead of just the skill * The real potential damage of a weapon is used for its rating * A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target * As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat * The logging system has been heavily reworked * AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance * AI uses the root mean square of melee-weapon damage for more precise weapon rating * AI accounts for weapon speed when rating a weapon * Various vanilla GMSTs regarding combat action rating are utilised * \'sTo\' GMST (\"to\") replaces hyphen in the Spellmaking menu * New count field in the Alchemy window allows you to brew multiple potions at the same time * To improve performance, actors outside of the AI processing range are no longer rendered but faded out * AI processing range can be configured via an in-game slider and a configuration option * If the animated creature model lacks a collision box, the non-animated model\'s collision box is used as a fallback * Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have * All top-bar dropdown menu options and most context menu options have icons * Actors are rendered in Scene view * Verifier functionality covers Enchantment records * Added a check box to execute a case-sensitive global search * Shift + C is default shortcut for viewing cells * Shift + V is default shortcut for previewing records * Global search has a status bar * Frame rate in Preview window can be limited * Log files are created in case of a crash * Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted * As an option, base records are ignored in verifier runs * Already existing marker models for light sources and creature levelled lists are now used * All actors (not only those in active cells) restore Health and Magicka during player character rest * Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file * Actors now properly aim during scripted spellcasting * Skills and attributes that affect trading no longer cause low selling prices if they\'re too high * Landing sound behaviour for NPCs and the player character has been reworked * Scripted movement of an object now adjusts the position of actors standing on top of that object * The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires * Restore effects can restore drained stats * Attacks from unarmed, non-bipedal creatures no longer degrade armour * For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn\'t cause a crash * Using \'Resurrect\' instruction on a dead player character fully resumes the game * References to non-existent classes or factions no longer crash the game * Weapons are visually unequipped before the start of a spellcasting stance transition * The player character now gets a bounty when a player follower commits a murder * Explicit reference calls no longer break [Tab] autocompletion in the console * Naked expressions starting with a member operator are no longer allowed outside of the console * The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour * Enemies are no longer immune to ranged attacks at very close range * Adding an item with a self-equipment script to an actor no longer causes a freeze * Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death * TrueType fonts are now properly rescaled * Targets are now much easier to hit with on-touch spells * The handling of scripted and death animations has been reworked to significantly improve mod compatibility * \'GetSpellEffects\' scripting function can now detect zero-duration effects * Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated * Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters * Calling \'AddSoulGem\' and \'RemoveSpell\' scripting instructions with an extra argument no longer breaks script compilation * \'GetPCInJail\' scripting function has been reworked to more closely match vanilla behaviour * Previous placeholder implementation of \'GetPCTraveling\' scripting function has been replaced with a proper solution * Message boxes can now have newline characters in the text argument * Alignment of terrain texture painting has been corrected to match the vanilla look * Attenuation of magic light sources is now properly calculated * \'Goodbye\' scripting function in dialogue results now makes any additional choices act like \'Goodbye\' * \'RemoveSpellEffects\' scripting instruction now also removes permanent effects * Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile\'s speed * Animated collision shapes are no longer erroneously optimised * The terrain texture blending map is now upscaled to more closely match the vanilla look * Issues with actors not returning to their initial position in various situations have been fixed * AI packages with a non-unique target no longer choose a random target with the same ID * Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour * \'FixMe\' script instruction has been reworked to more closely match vanilla behaviour * Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain * Pathgrid nodes which lie between an actor and that actor\'s destination are now ignored * Actors with an AiTravel package now stop near their target position if that position is blocked by another actor * [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions * Turning animations no longer reset idle animations * Death animations from pre-0.43.0 savegames are now forward-compatible * \'CenterOnCell\' script instruction (\"coc\") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively * Faction members are now aware of faction ownership during barter * AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package * Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items * Spellcasting stance transitions no longer interrupt movement animations * OK button in the Settings window has key focus by default * It\'s no longer possible to cast an Absorb spell on oneself * Non-audio files no longer crash the game when the engine tries to play them * When there is a \'NiStringExtraData\' node with MRK value in a NIF model node, only \'NiTriShape\' meshes starting with \"Tri EditorMarker\" are ignored instead of the whole node * \'RotateWorld\' scripting instruction now rotates objects around the correct axis, while keeping the objects\' initial rotation * Applying the console command \"Lock 0\" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind * Actors without any AI packages now properly return to their initial position after combat or pursuit * Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it * \'Begin\' and \'End\' script keywords can now be followed by a comma * The default terrain texture no longer shines through terrain texture blending transitions * Broken items are now ignored when trying to equip an item via quick key * Actors now open doors more quickly * Light sources which cannot be carried no longer prevent the AI from auto-equipping shields * The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour * \'NotCell\' dialogue condition now supports partial name matches * Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races * When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility * General-number formatting (\"%g\") now works like in vanilla Morrowind and properly handles the fractional part * Cancelled AI packages are now removed from the package cache * Non-ASCII strings are now properly handled in the content selector and in the ESM reader * Silt striders in abot\'s \"Silt Striders\" mod are no longer rotated by 90 degrees * The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations * Actors who are vampires now display their regular record head when no vampire head is found * Scripted animations no longer move actors away from their initial position * Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur * \'Goodbye\' dialogue scripting instruction now disables hyperlinks in dialogue topics * \'PositionCell\' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character\'s inventory twice * Training cap is now limited by the trainer\'s modified skill instead of their base skill * Crossbow reloading animations now only apply to the upper body * Crossbows now use animations for one-handed weapons as a fallback * Animations for turning in spellcasting stance are now used * Animated meshes without slashes in their full path are now properly classified as animations * Scripted spellcasting no longer increases the Alteration skill * A potential zero division in the Fatigue calculation has been removed * A knocked-down player character can no longer move or be moved in first-person view * Some issues with sun specularity in the water shader have been fixed * Movement animations without idle-animation fallback no longer trigger idle animations * The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character\'s head position * The inventory paper doll is now affected by GUI scaling * Items with an \'OnActivate\' command present in their script (such as \"cursed\" items) no longer visually disappear when they are picked up in menu mode * Creatures no longer incorrectly flee from werewolves * Minimum and maximum sound ranges with zero value are now separately reset to their default ranges * Non-actor objects can no longer have a dialogue window opened via script * Dialogue topics with reserved names, e.g., \"Barter\" or \"Repair\", now behave the same as in vanilla Morrowind * Optimiser search for reserved node names is now case-insensitive * Pinned windows are now properly updated * Fast-travel logic now always depends on the type of the service NPC\'s cell instead of the destination cell type * The underwater viewing distance limit is no longer broken * The player character no longer uses headtracking in first-person view * The handling of player character turning animations has been improved * Several weapon animation inconsistencies during movement in first-person view have been fixed * Idle animations are no longer reset in certain situations where they should be continuous * If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine * Attack strength is now 0 if the player spams the [Attack] button * The incorrect inequality operator \"[]\" is now interpreted as less-than operator \"[\" to ensure compatibility with certain mods * Picking a stack of gold up in menu mode now grabs the whole item stack * Scaling for animated collision shapes is no longer erroneously applied twice * Fall damage is no longer erroneously applied twice * The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations * A zero division occurring in \'NiFlipController\' nodes without textures has been removed * The flickering frequency of light sources and some light-related calculations have been fixed * The sneaking offset in first-person view is now also applied when switching to sneak mode in midair * Sneaking is no longer possible while flying * Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind * NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables * Sneaking stance no longer affects speed if the actor is not actually sneaking * \'GetPCJumping\' scripting function has been reworked to match vanilla behaviour * \"%Name\" string replacer can now be used in creature dialogue * Force-equipping a weapon now resets ongoing attack animations * HUD no longer displays an \"item condition\" for throwing weapons * Levelling up no longer fully restores health but rather applies the gained health points * Actors no longer fall from cliffs or run into obstacles when backing down from attackers * Enabling collision with \'ToggleCollision\' scripting instruction (\"tcl\") now snaps the player character down to the ground * The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill * Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour * Journal can no longer be opened while the Settings window is open * NPC fast-travel destination records without any data no longer crash the game upon loading * Declared but empty script variable lists no longer crash the game upon loading * The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind * Calling \'Say\' scripting instruction with non-existent sound as argument no longer breaks script compilation * Creatures that lack unique sounds now make use of fallback sound generator records * Loading bars no longer obscure message boxes but are instead moved to the centre of the screen * \'Revert\' action now properly updates subviews * A native colour picker is now used on all operating systems, fixing major issues on macOS * \'Undo\' and \'Redo\' actions now keep assigned shortcuts * Lock status of newly opened subviews is now correctly initialised * Instance dragging, which was broken in 0.44.0, has been fixed * Skeletons of animated objects are now properly initialised * The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number * Race condition in terrain code has been fixed * Skinning and AI optimisations * Support for Rapture3D OpenAL driver has been added * Record verifying functionality in OpenMW-CS has been revised * Mon Jul 30 2018 mimi.vxAATTgmail.com- update to 0.44.0- drop qt_5_11-cmake.patch * Spell search bar implemented * Launcher: Advanced settings tab added * Implemented option for fast travel services to charge for every companion * Added an option to have multiple quicksaves * Added an option to rebalance soul gem values based only on soul value, not soul times gem value * OpenMW-CS: Terrain Texture Brush button implemented * OpenMW-CS: Edit functions for terrain texture editing mode implemented * OpenMW-CS: New, and more complete, icon set added * Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open * Similar glyphs are now used as fallbacks when unsupported glyphs are encountered * Magic effects active when a save is loaded are now rendered * Journal alphabetical indexing now works in Russian language versions * Declaring OnPCHitMe in an actor’s script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero * Content selector now places Morrowind.esm at the beginning of the mod list, if it is present * Undefined weather settings now fallback to middle grey instead of pure black * Mods are now found if the mod directory is a parent of the installation directory * Flying and swimming creatures no longer use the pathgrid * SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod * ESM files with capital-case extensions now load correctly with the launcher * Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests * Combat music is now updated in menu mode * Extraneous carriage returns are cut from dialog output * SetPos can no longer place the target under terrain level * Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again * Enemies who are knocked out will no longer recover immediately * Imported content files are now sorted according to their dependencies, instead of just modified time * Scripts now support period and hyphen characters in the script name, as long as it is not the first character * Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game * Swim animation is no longer interrupted when attacking underwater * An empty battle music folder now results in explore music being played in combat * Added a vanilla absorb spell behavior option, which is enabled by default * Added vanilla enchanted weaponry behavior option, which is enabled by default * Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing * NPC base skeleton files are not longer optimized, fixes some body replacer mods * To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing * Fighting actors now face their target instead of the nearest actor * Weapon switch sound is no longer played when no different weapon is present to switch to * Guards can no longer initiate dialog with the player when the player is far above the guard * The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible * “Screenshot Saved” message has been removed * Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior * Dialog topics are now always highlighted when first encountered * Fixed an FPS drop after minimizing the game during rainy weather * Thrown weapon projectiles now all rotate when in the air * Spell casting chance now displays as zero if the player does not have enough magicka to cast it * Fixed double activation button presses when using a gamepad * The player’s current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list * Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers * Player movement from one directional key is now nullified if the opposite directional key is also pressed * Wireframe mode no longer affects the map * Fixed a crash when quick loading from the container screen * Greetings are no longer added to the journal topic list * Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants * Armor condition is now taken into account when calculating armor rating * Removed unintended jump cooldown * Fixed console spam when OpenMW encounters a non-music file in the Music folder * Magic effects from eaten ingredients now have the correct duration * Arrow position is now correct in third person view during attacks for beast races * Players in god mode are no longer affected by negative spell effects * Missing ‘sAnd’ GMST no longer causes a crash * Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill * The map is now updated with explored cells correctly, instead of only when the map window is opened * MessageBoxes now appear over the chargen menu * Optimizer no longer breaks LOD nodes * PlaceAtMe now correctly inherits the scale of the calling object * Resistance to magic now affects all resistable magic effects * Opening doors is now restricted to bipedal actors * Rainy weather no longer slows down the game when changing from indoors to outdoors * Meshes with CollisionType=Node flag are no longer ignored * Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons * NPC negative faction reaction modifier now works correctly * Taking owned items is no longer considered a crime if the owner is dead * Torch and shield equipping behavior now is more consistent with the original game * Installation wizard now appends “/Data Files” if needed when autodetecting path * “Interior” removed from cell not found message * Inventory item count for very high numbers no longer shows incorrect values due to truncation * Using AddSoulgem no longer fills all sould gems of the specified type * A message is displayed if the spell a player tries to select via quickkey is missing * Inventory filter is now reset to All when loading a game * Terrain is now rendered for empty cells * OpenMW now handles marker definitions correctly, fixing mod Arktwend iniimporter no longer ignores data paths * Moving with zero strength no longer uses all of your fatigue * Camera no longer flickers when opening and closing menu while sneaking * Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK * Item health is no longer considered a signed integer, it can no longer be negative * Adding items to currently disabled creatures will no longer crash the game * Encumbrance value is now rounded up * Werewolf health is now correctly calculated * NiLookAtController node is now ignored, like in vanilla * OpenMW-CS: “Original Creature” field renamed to “Parent Creature” * OpenMW-CS: Unchecking “Auto Calc” flag when editing an NPC record no longer causes unreasonable values to be filled in * OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting * OpenMW-CS: “Model” column renamed to “Model/Animation” * Tue Jun 12 2018 mimi.vxAATTgmail.com- add new _constraints, build on x86_64 takes more than 2G ram * Mon Jun 11 2018 mimi.vxAATTgmail.com- add qt_5_11-cmake.patch to fix build with QT-5.11 * Sat Dec 09 2017 mimi.vxAATTgmail.com- fix boost BuildRequires * Mon Dec 04 2017 mimi.vxAATTgmail.com- update to new release 0.43.0 - see CHANGELOG.md for details * Wed Aug 02 2017 mimi.vxAATTgmail.com- Update to new release 0.42.0 see CHANGELOG.md for more details * Fri Dec 23 2016 mimi.vxAATTgmail.com- Update to new release 0.41.0 see CHANGELOG.md for more details * Mon Nov 28 2016 mimi.vxAATTgmail.com- Force use of Qt5 * Sat Sep 10 2016 mimi.vxAATTgmail.com- add OpenSceneGraph-plugins to requires -- fixes dds texture loading * Fri Sep 09 2016 mimi.vxAATTgmail.com- Update new release 0.40.0, for changelog see CHANGELOG.md- dropped fix-unordered-map.patch- moved to Qt5- use system tinyxml- spec-cleaned with spec-cleaner- correctly handle desktop file * Sun Jul 10 2016 rpmAATTfthiessen.de- Added fix-unordered-map.patch to fix build with gcc >= 6.0 * Wed May 04 2016 rpmAATTfthiessen.de- Update to new release 0.39.0, for change log see CHANGELOG.md or https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md * Tue Jan 26 2016 rpmAATTfthiessen.de- Update to upstream version 0.38.0: * Fixed player object being deletable * Fixed AiCombat distance check to take into account collision box * Fixed saw in Dome of Kasia not hurting a stationary player * Fixed rats floating when killed near a door * Fixed kwama eggsacks pulsing too fast * Fixed NPC voice sound source not being placed at their head * Fixed crash with OpenMW install wizard * Fixed reseting delete flag when loading a reference from a save game * Fixed issues with clicking on unexpected inventory items on character doll * Fixed spell absorption to apply once per effect * Fixed enchantment merchant items reshuffling every time barter is clicked * Fixed not being able to resurrect the player through the console if health is zero * Fixed projectile weapon behavior when underwater * Fixed not being able to use keywords in strings for message boxes * Fixed items not sinking when dropped underwater * Fixed crash when onPcEquip script removes the equipped item * Fixed dialog not triggering correctly in Julan Ashlander Companion mod * Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren\'t visible * Fixed guards accepting gold for crimes even when you don\'t have enough * Fixed Show Owned option affecting tooltips that are not objects * Fixed player sound source being at the feet * Fixed not being able to replace interactive message boxes * Fixed fatal error on OpGetTarget when the target has disappeared * Fixed first person rendering glitches with high field of view * Fixed crash on new game at character class selection * Fixed RigGeometry bone references to be case-insensitive * Fixed NPCs using wrong sound when landing * Fixed missing journal textures without Tribunal and Bloodmoon installed * Fixed multiple AiFollow packages causing the distance to stack * Fixed creature dialogs not being handled correctly * Fixed crash when entering Holamayan Monastery with mesh replacer installed * Fixed dreamers spawning too soon * Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf * Fixed being able to soultrap a creature more than once * Fixed summoned creatures and objects disappearing at midnight * Fixed gamecontrollerdb file being created as a txt instead of a cfg * Fixed \"same race\" dialog functions never triggering * Fixed dialog choice condition issue * Fixed body part rendering when in a pose * Fixed reversed sneak awareness check * Fixed positional sound acceleration issue * Fixed fatal error when LandTexture is missing * For all changes see also CHANGELOG.md or https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md * Tue Jun 09 2015 devel.suseAATTgmail.com- Update to upstream version 0.36.1: * Fixed additional startup scripts failing to launch Known Issues: * Crash when trying to view cell in render view in OpenMW-CS on OSX * Crash when switching from full screen to windowed mode on D3D9 * Sat May 23 2015 devel.suseAATTgmail.com- Change libffmpeg-devel to ffmpeg-devel in .spec file due to new dependency package name * Mon Mar 16 2015 devel.suseAATTgmail.com- Update to upstream version 0.35.1: * Implemented being able to dress corpses (you weirdos) * Implemented checking Cmake sets correct MSVC compiler settings for release build * Implemented default values for mandatory global records * Implemented basic joystick support * Implemented a progress bar for Morrowind.ini import progress in the launcher * Implemented passage of time indicator when training or serving jail time * Fixed a crash caused by a land record without data * Fixed creatures with no skeleton base causing a crash * Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory * Fixed error caused by relying on subrecord order when reading content files * Fixed sun trajectory * Fixed stolen items handling to match vanilla Morrowind * Fixed Divine Intervention sending the player to the wrong place in some cases * Fixed telekinesis not working to avoid traps * Fixed combat AI for unreachable enemies * Fixed object scale being considered in the Move instruction * Fixed multi-effect spells with different ranges not all applying * Fixed launcher not responding to Ctrl+C command from the terminal * Fixed drag-and-drop creating duplicate content files in the launcher when Alt is pressed * Fixed addon files with no dependencies not showing in the launcher * Fixed Detect Animal detecting dead creatures * Fixed Cmake not respecting LIB_SUFFIX * Fixed changing active magic holstering magic hands * Fixed switching spells with next or previous while holding shift raising the delete spell dialog * Fixed regression causing ignored clicks on the HUD mini-map * Fixed instant restore effect behavior * Fixed CE restore attribute items permanently boosting the stat they restore * Fixed being able to fall off the prison ship * Fixed wrong starting position in \"Character Stuff Wonderland\" * Fixed plugin load order being sorted incorrectly when importing Morrowind settings * OpenMW-CS: Fixed skills saving incorrectly * OpenMW-CS: Fixed file extension inconsistency Known Issues: * Crash when trying to view cell in render view in OpenMW-CS on OSX * Crash when switching from full screen to windowed mode on D3D9- Drop openmw-lib-suffix.patch (fixed upstream) * Sat Mar 07 2015 devel.suseAATTgmail.com- Change datadir to /usr/share/openmw * Tue Feb 17 2015 devel.suseAATTgmail.com- Add /sbin/ldconfig call to .spec * Tue Feb 17 2015 devel.suseAATTgmail.com- Add openmw-lib-suffix.patch * Tue Feb 17 2015 devel.suseAATTgmail.com- Update to upstream version 0.35.0: * Implemented Calm effect removing combat packages * Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete * Implemented previous/next weapon and spell equipping hotkeys * Implemented XYZ rotation keys support * Implemented AI fast-forward * Implemented NPC drowning while knocked out * Implemented setting for exterior cell grid size * Implemented some leveled list script functions * Implemented testing dialog scripts with --script-all * Implemented NPC lookAt controller * Implemented handling initial state of particle system * Implemented a warning when loading a savegame that depends on non-existent content files * Implemented conversion of global map exploration overlay for ess-Importer * Implemented command line option to load a save game * Implemented new display of load order problems in the Data Files tab of the launcher * Fixed some sound effects playing at very loud levels * Fixed transparency issues with some UI elements * Fixed launcher handling of master and plugin selections loaded from openmw.cfg * Fixed water display issue on AMD cards * Fixed a text display issue when highlighting words in dialog * Fixed a launcher crash when a content file is locked * Fixed being able to stand on top of hostile creatures * Fixed creatures climbing on top of the player * Fixed AITravel to more accurately emulate vanilla * Fixed some moon display issues * Fixed place-able items having collision * Fixed AIFollow distance for groups of multiple followers * Fixed some staircase climbing issues in Vivec * Fixed permanent magic effects not being saved in savegames * Fixed crash due to zero-sized particles * Fixed a model scaling issue * Fixed activated enchanted item magic not being saved in savegames * Fixed a crash caused by Ogre shadow handling * Fixed not being able to equip a shield with a two-handed weapon * Fixed an issue with player fall height when stepping down * Fixed an error-handling issue preventing the Sword of Perithia mod from loading * Fixed launcher reseting alterations made to the mod list order * Fixed some issues with NPC idle voices * Fixed vampire corpses standing up when being looted * Fixed spell cost not highlighting on mouseover * Fixed tooltips still showing when menu is toggled off * Fixed rain effect showing while underwater * Fixed extreme framedrop when running into certain corners * Fixed mod \"Shrines - Restore Health and Cancel Options\" restore health option not working * Fixed animation groups for light and door objects * Fixed slaughterfish not attacking partially submerged enemies * Fixed air movement mechanics * Fixed handling of NPCs with missing hair/head models * Fixed position flicker after an animation ends * Fixed supporting region names in cell dialog filter for mod \"Julan Ashlander Companion\" * Fixed issues with animated collision shape * Fixed mod \"Morrowind Rebirth 2.81\" causing Balmora bridges to not have collision * Fixed summons to reset when the spell is recast * Fixed equipment update when unequipping non-related items removing ammunition * Fixed not falling back to the top-level directory when looking for resources * Fixed mod pathgrids not overwriting the existing pathgrid * Fixed a gameplay stopper with the Russian version of the ChaosHeart mod * Fixed the resurrect function to work correctly * Fixed functionality to allow mods to overwrite existing records in the IndexedStore * Fixed an issue with extra bytes to fix an error with the mod \"Animated Morrowind - Expanded\" * Fixed multi-character comparison operators to allow spaces * Fixed handling deleted references to fix the \"Gateway Ghost\" quest * Fixed summoning to allow multiple instances of the same creature by using different spells * Fixed pathgrid in the (0, 0) exterior cell not loading * Fixed actor original position not being saved with the wander package * Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 ) * Fixed enchant cost issue * Fixed handling of missing spells and factions to be more graceful * Fixed several book display issues * Fixed some script compilation issues * Fixed scale field for creatures not being handled * Fixed being able to use enchantments from items that failed to equip * Fixed handling names for helmet models * Fixed some NPCs not attacking when they are pickpocketed * Fixed chargen race preview head default orientation * Fixed animations with no loop keys being looped * Fixed spell making to allow adding multiple attribute/skill effects * Fixed crash when northmarker has been disabled * Fixed area effect on touch spell behavior * Fixed dwarven crossbow clipping through the ground when dropped * Fixed torch animation playing when torch is hidden * Fixed sneak re-applying after attacking an NPC * Fixed handling for bipedal creatures without weapons * Fixed conflict resolution for conflicting dialog topics * Fixed tab completion for exterior cell names * Fixed third person view being preserved in save games * Fixed save/load progress bar behavior * Fixed TogglePOV not being bindable to the Alt key * Fixed exception for empty dialog topics * Fixed PlaceAt function\'s count behavior * Fixed map notes to display on the door marker leading to the cell with that note * Fixed some UI issues to be better compatible with UI overhaul mods * Fixed an issue with leveled item arguments * Fixed enchanted arrows being added to the victim * Fixed missing sound for drawing throwing weapons * Fixed guards detecting invisible players * Fixed camera not being attached properly when player becomes a vampire * Fixed visual effects showing on the overhead map * Fixed health modifier not resetting when an actor dies * Fixed God Mode to not require magicka when casting spells * Fixed attachArrow exception when changing weapon * Fixed error when disabled objects are moved between cells * Fixed scripts with names starting with digits failing to compile * Fixed click activate and de-activate behavior in the Data Files list * Renamed \"profile\" to \"content list\" in the launcher * Added comments to the local/global openmw.cfg files to clarify their identity * OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column * OpenMW-CS: Implemented deleting selected rows from result windows * OpenMW-CS: Fixed window opening issue when the config file doesn\'t exist * OpenMW-CS: Fixed skills to allow values other than 0 through 99 * OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running * OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well * OpenMW-CS: Cleanup for the Opening Window and User Settings Window Known Issues: * Crash when trying to view cell in render view in OpenCS on OSX * Crash when switching from full screen to windowed mode on D3D9 * Wed Jan 21 2015 devel.suseAATTgmail.com- Update to upstream version 0.34.0: * Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures * Implemented INI-importer for the launcher * Implemented \"encoding\" option in the launcher * Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file) * Fixed several launcher and installation issues * Fixed issue with BIK video/audio playback sync * Fixed NPCs ignoring player invisibility when engaged in combat * Fixed long class names being cut off in the UI * Fixed running while levitating draining fatigue * Fixed handling of disabled plugins * Fixed ToggleMenus not closing dialog windows * Fixed crash when calling getDistance on items in the player\'s inventory * Fixed the Buglamp tooltip showing the item weight * Fixed slave crime reaction to PC picking up slave\'s bracers * Fixed Dremora death animation * Fixed Mansilamat Vabdas\'s floating corpse * Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest * Fixed silenced enemies attempting to cast spells * Fixed The Warlords quest * Fixed sneak attacks on hostiles causing a bounty * Fixed a crash caused by incorrect handling of getPcRank and similar defines * Fixed pause in Storm Atronach animation * Fixed a bug in TerrainGrid::getWorldBoundingBox * Fixed crash on exceptions while adding startup scripts * Fixed AiWander path finder hang when quickly changing cells * Fixed crash when playing OGG files * Fixed Dagoth Gares talking to the player even when he is not there * Fixed overflow exploit in bartering * Fixed a crash when maximizing the window with the race selection dialog open on D3D9 * Fixed script command \"Activate, player\" not working * Fixed buttons only lighting on hover over their label * Fixed Slowfall effect being too weak * Fixed several skeleton/bone model and animation issues * Fixed script handling to treat the [ character as whitespace * Fixed a crash in character preview for non-existing meshes * Fixed abrupt transition when ash storms end * Fixed mouse movements being tracked during video playback * Fixed a crash on exit * Fixed being able to attack Almalexia during her final monologue * Fixed the frame time cap not being applied to Ogre\'s ControllerManager * Fixed recalculation of Magicka to be less aggressive * Fixed Azura\'s spirit fading away too fast * Fixed Magicka becoming negative * Fixed health so it drops to 0 if it goes below 1. * Fixed floating hairs in Westly\'s Pluginless Head And Hair Replacer * Fixed some issues with mods that use conversation scripts to update the PC * Fixed graphical issues with Morrowind Grass Mod * Fixed issues with renaming profiles in the launcher * OpenCS: Implemented rendering cell markers * OpenCS: Implemented double-click functionality in tables * OpenCS: Implemented user settings dialog grouping, labeling, and tooltips * OpenCS: Implemented editing positions of references in the 3D scene * OpenCS: Implemented edit mode button on the scene toolbar * OpenCS: Implemented user setting for showing the status bar * OpenCS: Improved the layout of the user settings dialog * OpenCS: Fixed script compiler sometimes failing to find IDs * OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources * OpenCS: Fixed display of combat/magic/stealth values * OpenCS: Fixed saving * OpenCS: Fixed exception caused by following the Creature column of a SoundGen record * OpenCS: Fixed MDL subrecord error * OpenCS: Fixed coordinate and rotation editing * OpenCS: Fixed several window and view handling issues * OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending * OpenCS: Fixed a crash when closing cell render window on OSX Known Issues: * Crash when trying to view cell in render view in OpenCS on OSX * Crash when switching from full screen to windowed mode on D3D11- Drop openmw-cmake-OGRE-lib-path.patch- Drop openmw-opencs-fix-saving.patch
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