OpenMW Engine

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ElderTroll
Grünschnabel
Grünschnabel
Beiträge: 1
Registriert: 27.03.2014 01:33


Greetings SureAI team community!

Hey I wanted to let you know about OpenMW, which is an open source reimplementation for Morrowind. It will also have a new open source alternative to the construction kit. This means it can use Morrowind data. I'm not allowed to have url's as my first post, but I will update this later with relevant links. Just do a youtube search for OpenMW 0.29.0 (the latest version so far). If you go to the MrOpenMW channel and look under videos you will see a playlist called "Feature Specific Videos" where they show that it's not limited to Morrowind graphics. This playlists includes tests with bump mapping, parallax maps, specular maps, etc.


The OpenMW community wants to create a small standalone game or example suite to show off the engine. These will not include Bethesda owned art assets. It would definitely be beneficial if SureAI chose to use OpenMW for their next project.

After Enderal's release your team could use OpenMW engine and thus be able to change any source code you needed included menus, game formulas, features, AI, etc. I have no idea about Enderal's release date, but let's say it takes a year or two to finish development. By 2015 or 2016 OpenMW will probably be in a complete state that you could use for a new game. A game that anyone could download without needing to already own a Bethesda game and which could run on even old computer systems. Anyways, good luck with Enderal. It looks amazing!

Version 0.29.0 demo video
https://www.youtube.com/watch?v=VoeIaYk ... mUsaFR004g

Tests showing off OpenMW's improved graphical abilities
https://www.youtube.com/watch?v=uLftoQq ... 4A73754549

OpenMW faq
https://openmw.org/faq/

Access to OpenMW's sourcecode (Github)
https://github.com/zinnschlag/openmw/network
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello,

after updating the post at the German forums, a quick heads-up for you English-speaking folks.

Yesterday, the OpenMW team released version 0.39.0 of our open source reimplementation of The Elder Scrolls III: Morrowind! OpenMW provides a modern, flexible and freely accessible engine natively running on Windows, Linux and MacOS X. The slowly but surely approximating Version 1.0 will be a full-featured reimplementation of Bethesda's engine, minus bugs, plus some minor features (e.g. an improved alchemy window, or better looking water).

In the future we will de-hardcode our engine to allow modders to change whatever they want in order to create their own modifications - or even completely new games! Our home-brew editor, OpenMW-CS, is in active development too. It will provide all functionalities of the original Construction Set, and more, while being easy to use and highly customisable. Additionally, we will extend the capabilities of our engine to keep pace with modern games. We recently added support for normal, specular and parallax maps - and more shiny features are coming in the future.

If you always tinkered with the idea of playing Morrowind again - this is your chance. Our engine is basically feature-complete, only some minor features are missing. You should be able to play through every quest of the main game as well as both add-ons without problems. The main things to do before releasing version 1.0 are bug-fixing and work on our editor.

Please note that you will need a copy of Morrowind to play the game using our engine. We support every localized version of Morrowind. Visit our Wiki for installation instructions and further information.

Visit the following links for more information:
Homepage ------ https://openmw.org
Forums ---------- https://forum.openmw.org/
Bugtracker ------ https://bugs.openmw.org/
Wiki ------------- https://wiki.openmw.org/index.php?title=Main_Page
Installation ------ https://wiki.openmw.org/index.php?title ... structions

I will add the release announcement to the follow-up post. Thanks for your time! :)


Best regards,

Atahualpa / the OpenMW team
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


And here's the announcement for version 0.39.0! This release brings some really cool features - but see for yourself:

OpenMW team hat geschrieben:
The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes.

The venerable Atahualpa has bravely stepped up to fill WeirdSexy's boundless shoes as our video producer, check out the video for this release and OpenMW-CS 0.39.0. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38.

Known Issues:
  • Shadows are not re-implemented at this time, as well as distant land
Changelog:
  • Implemented background cell loading and caching of loaded cells
  • Implemented support for object shaders in OSG
  • Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues
  • Implemented support for sphere map NiTextureEffects
  • Implemented the FixMe script instruction
  • Implemented support for RGB and RGBA embedded textures in NIF files
  • Implemented corpse clear delay
  • Implemented per-creature respawn time tracking
  • Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
  • Fixed Activate / OnActivate script instruction to match vanilla behavior
  • Fixed player spawning underwater when loading a game saved while swimming
  • Fixed NPCs not using correct animations with Animated Morrowind mod
  • Fixed Riekling raider pig screaming continuously
  • Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod
  • Fixed NPCs spamming restoration spells instead of defending themself
  • Fixed a crash caused by local script iteration
  • Fixed AI packages to not stack when duplicates are added
  • Fixed actor animations not being rebuilt on resurrection
  • Fixed dialog boxes for non-standard NPCs not scrolling correctly
  • Fixed wandering NPCs disappearing or getting teleported to strange places
  • Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest
  • Fixed bounding box used for items when dropping them from the inventory
  • Fixed spells exploding on an actor being applied twice
  • Fixed Azura's missing head
  • Fixed potion effect showing when ingredient effects are not known
  • Fixed hands turning partially invisible when chopping with a spear
  • Fixed fast travel breaking save files made afterwards
  • Fixed crash after casting recall spell
  • Fixed constant effect enchantment animation playing on dead bodies
  • Fixed spell effects to not persist after the caster dies
  • Fixed corpses that are submerged at the beginning of the game to stay submerged
  • Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply
  • Fixed camera snapping to straight up or down after teleporting
  • Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects
  • Fixed mods corrupting the hasWater() flag for exterior cells
  • Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
  • Fixed class image display when an image for the class is not found
  • Fixed possible infinite disposition through exploit
  • Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll
  • Fixed statics and activators not being able to cast spell effects on the player
  • Fixed cells not loading when using Poorly Placed Object Fix mod
  • Fixed female characters incorrectly using the male base animation skeleton
  • Fixed "use best attack" punches to match vanilla behavior
  • Fixed crash when clicking through the class selection menu a specific way
  • Fixed save list jumping to the top when deleting a saved game
  • Fixed the selected class and race not being cleared when starting a new game
  • Fixed crash when water normal map is missing
  • Fixed an issue with handling stray arguments in scripts
  • Fixed Drop script instruction to match vanilla behavior
  • OpenMW-CS: Implemented GMST verifier
  • OpenMW-CS: Implemented info record verifier
  • OpenMW-CS: Implemented rendering cell border markers in Scene view
  • OpenMW-CS: Implemented point lighting in Scene view
  • OpenMW-CS: Implemented optional line wrapping in script editor
  • OpenMW-CS: Reimplemented 3D scene camera system
  • OpenMW-CS: Implemented scenes being a drop target for referenceables
  • OpenMW-CS: Implemented rendering cell markers in Scene view
  • OpenMW-CS: Implemented Instance selection menu in Scene view
  • OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view
  • OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors
  • OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar
  • OpenMW-CS: Fixed objects dropped in the scene not always saving
  • OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
  • OpenMW-CS: Fixed land data being written twice
  • OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch
  • OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops
  • OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello again,

the OpenMW team has just released version 0.40.0 of our open source reimplementation of The Elder Scrolls III: Morrowind. If you need a break from Enderal, consider a little trip to Vvardenfell using our free and modern engine. Morrowind is already fully playable on OpenMW, and we are only missing a few minor features before version 1.0 can be released.

You can find the official release announcement below -- or here: https://openmw.org/2016/openmw-0-40-0-released/.


Best regards,

Atahualpa



"The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.

Check out the release video (http://www.youtube.com/watch?v=avPbctre9Qw) and the OpenMW-CS release video (http://www.youtube.com/watch?v=izlm2CAnCpY) by the prodigious Atahualpa, and see below for the full list of changes.

Known Issues:
  • Shadows are not re-implemented at this time, as well as distant land
  • To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system
Changelog:
  • Implemented NPC "Face" function
  • Implemented weather dependent sun/moon reflections
  • Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods
  • Implemented deletion of moved references
  • Fixed possible reference duplication when a mod modifies the corresponding refID
  • Fixed creatures in cells without pathgrids not wandering
  • Fixed death events to trigger at the end of the death animation instead of the beginning
  • Fixed timed effects not to be interrupted when resting
  • Fixed constant effects not to be put on hold when resting
  • Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence
  • Fixed several issues with telekinesis interaction
  • Fixed issues with how the "#" character was handled in directory names in the config
  • Fixed Slowfall spell to now stop forward momentum when jumping
  • Fixed not being able to replace parent cell references with a cell reference of different type
  • Fixed Cliff Racers not being able to attack targets below them
  • Fixed creatures and NPCs not being able to aim ranged attacks vertically
  • Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore
  • Fixed crash that could occur when using teleportation spells
  • Fixed ESS-Importer not separating item stacks
  • Fixed NPCs forgetting they had talked to the player before for their voiced dialog
  • Fixed NPCs not looping their AiTravel assignments
  • Fixed NPCs wandering to invalid locations after training
  • Fixed NPCs wandering off their pathgrid when player waits
  • Fixed "StopCombat" AI command not functioning correctly
  • Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest
  • Fixed monsters respawning when loading a quicksave
  • Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there
  • Fixed blight weather still occurring after killing Dagoth Ur
  • Fixed new dialog in a mod inheriting some data from the dialog it replaces
  • Fixed actors that start the game dead always using the same death pose
  • Fixed NPCs to not auto-equip ammunition
  • Fixed NPCs not favoring ranged weapons
  • Fixed NPCs detecting the player when they don't have line of sight
  • Fixed ashmire particles rendering outside of their pool
  • Fixed AiWander start time resetting when saving/loading
  • Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer
  • Fixed issues caused by the idle camera when the player is paralyzed
  • Fixed nearby monsters who have not detected the player not preventing the player from resting
  • Fixed an issue with the victim of a pickpocket not always being alerted
  • Fixed dead NPCs and creatures contributing to Sneak skill increases
  • Fixed weather dependent dialog playing in interior cells
  • Fixed effects cast by summons persisting after their death
  • Fixed an issue with parallax map rendering
  • Fixed level up graphic to match vanilla game behavior
  • Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod
  • Fixed issues with invisibility not dispelling correctly
  • Fixed the first couple of seconds of NPC speech being muted on some PCs
  • Fixed being able to stack effects from identical magic scrolls
  • Fixed 3rd person camera distance getting stuck
  • Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine
  • Fixed a couple of issues with how fatigue is displayed when the player has fortified strength
  • OpenMW-CS: Implemented multiple deletion of subrecords
  • OpenMW-CS: Reimplemented pathgrid rendering
  • OpenMW-CS: Implemented configurable key bindings
  • OpenMW-CS: Implemented pathgrid editing
  • OpenMW-CS: Fixed Start Scripts table not updating when a script is added
  • OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them
  • OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels
  • OpenMW-CS: Fixed being able to create duplicate pathgrid records
  • OpenMW-CS: Fixed data in Weapon records not being properly set
  • OpenMW-CS: Fixed Regions table to show weather options and allow editing them"
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello,

the OpenMW team has released version 0.41.0 of our open source reimplementation of The Elder Scrolls III: Morrowind. Our engine is nearly feature-complete and fully playable by now -- so why not give it a try to counter your New Year's Eve hangover?

You can find the official release announcement below -- or here: https://openmw.org/2016/openmw-0-41-0-released/.


Best wishes for the new year,

Atahualpa / the OpenMW team



"The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!

Check out the engine release video (https://www.youtube.com/watch?v=Wntey5M5kvc) and the OpenMW-CS release video (https://www.youtube.com/watch?v=KDlLxs87u4I) by the irrepressible Atahualpa.

Known Issues:
  • Shadows are not re-implemented at this time, as well as distant land
  • To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system
  • On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
  • On OSX, some users may experience the beginning of acted voice clips cut off
New Features:
  • Implemented zero-weight boots playing light armor boot footsteps
  • Implemented playing audio and visual effects for every effect in a spell
  • Implemented doubling the size of spell explosions
  • Implemented particle textures for spell effects
  • Implemented NPCs using opponent's weapon range to decide whether to dodge
  • Implemented dodging for creatures with the "biped" flag
  • Implemented drop shadow for items in the menu
  • Implemented correct range for "on touch" spells
  • Implemented using telekinesis with on touch spells on objects
  • Implemented AI Combat: Flee
  • Implemented player glow for non-portable lights added to the inventory
  • OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode
  • OpenMW-CS: Implemented water rendering
  • ESS-Importer: Implemented player control flags
Bug Fixes:
  • Almsivi and Divine intervention now display the correct spell effect
  • Instant spell effects now show an effect indicator
  • Fixed playback of weapon idle animation to include a part previously omitted
  • Stat review window at character creation now shows starting spells, powers, and abilities
  • Repair and recharge interfaces no longer cause a performance drop under certain circumstances
  • Fullscreen can now be disabled again after enabling it in-game on OSX
  • Disabled door markers no longer show up on the map
  • Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
  • Banners now show random animations during stormy weather
  • Inventory tooltip for zero-weight armor no longer displays weight info
  • Idle animations now always loop
  • Spark showers near Sotha Sil now appear at the right time
  • The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction
  • Fix for freeze when the cell was changed immediately after dying
  • Unalerted slaughterfish in the same cell as the player no longer prevent resting
  • Blood effects no longer occur when the hit is resisted
  • Todwendy can now be interacted with in the German version of the game
  • Fix for crash when opening the journal with missing fonts
  • SetInvisible command no longer applies a graphic effect
  • Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons
  • Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown
  • Corrected the order in which alembics and retorts are used
  • Animation replacer no longer hangs after one animation cycle
  • Corrected sounds and skill increases for bound armor and shields
  • Corky can now be sold to Drulene Falen
  • NPC disposition can no longer be lowered below zero
  • NPC autoequip behavior now better matches vanilla
  • State of enabled/disabled player controls is now correctly saved
  • Moved references are now properly handled in respawning code
  • Water ripples are now shown when walking on water
  • Argonian NPCs no longer swim like Khajiits
  • Spells with the "always succeed" flag can now be deleted from the spellbook
  • Bound equipment spells can no longer be recast
  • Fixed some objects added by Morrowind Rebirth not properly displaying their texture
  • Fixed OSX not being able to find settings-default.cfg
  • Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
  • Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack
  • Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water
  • Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
  • "Can't Cast" message now displayed when water walking is cast from too great of a depth
  • Player is now moved out of the water when casting water walking from a shallow enough depth
  • Levelled items in merchant inventory are no longer re-added every time the trade window is reopened
  • Weather manager now handles weather for regions added by plugins after a save game was created
  • Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist
  • Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php? ... 942#p43942)
  • Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
  • OpenMW-CS: Globals are now initialized with a valid type
  • OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked
  • OpenMW-CS: Fixed verification for "Not Local" info condition
  • OpenMW-CS: Fixed verification for special faction ID "FFFF"
  • OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode
  • OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside
  • OpenMW-CS: Fixed not being able to find the project file when launching the game
  • OpenMW-CS: Deleted instances will no longer reappear
  • OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates"
mariareese
Grünschnabel
Grünschnabel
Beiträge: 2
Registriert: 14.07.2017 12:32


I was looking out to know about these given features ..

Implemented doubling the size of spell explosions
Implemented particle textures for spell effects
Implemented NPCs using opponent's weapon range to decide whether to dodge..
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hey mariareese,
14.07.2017 12:34mariareese hat geschrieben:
Implemented doubling the size of spell explosions
This change affects the size of visual spell effects (e.g., explosions), adjusting them to fit the vanilla game.
14.07.2017 12:34mariareese hat geschrieben:
Implemented particle textures for spell effects
Spells have a base spell texture, depending on their magic school. However, some spells use custom textures which should override the default ones. This is now implemented.
14.07.2017 12:34mariareese hat geschrieben:
Implemented NPCs using opponent's weapon range to decide whether to dodge..
Formerly, actors always dodged melee attacks and never dodged ranged attacks. With this release, they will only dodge in melee combat, if their opponent has the same or a higher weapon reach. Moreover, they will now dodge ranged attacks.
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello again!

I have been quite busy these days, which is why I forgot to post the 0.42.0 release announcement here. If you missed that release, look it up here. Meanwhile, we have just released version 0.43.0 of our engine! Have a look at the full release announcement below, and check out the release videos.

Best regards,
Atahualpa



"The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the release video and the OpenMW-CS release video by the masterful Atahualpa, and see below for the full list of changes.

Known Issues:
- Shadows are not re-implemented yet
- To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
- On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings

New Features:
- Implemented AI resurfacing to breathe (#1374)
- Implemented rain and snow induced water ripples (#452, 4156)
- Implemented fade to black on cell transitions (#824)
- Implemented starting in an unnamed exterior cell with --start (#3941)
- Implemented AI using "WhenUsed" enchantments (#3953)
- Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
- Implemented keyboard navigation for menus (#3400)
- Implemented an option to show the success rate while enchanting (#3492)
- Implemented an option to show projectiles' damage in tooltips (#2923)
- Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
- Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
- Implemented the ability to close the inventory while dragging items (#1692, #3099)
- OpenMW-CS: Implemented LTEX record table (#933)
- OpenMW-CS: Implemented LAND record table (#936)
- OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
- OpenMW-CS: Implemented using one resource manager per document (#2748)
- OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
- OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
- OpenMW-CS: Implemented reloading data files (#3530)
- ess-Importer: Implemented converting projectiles (#2320)

Bug Fixes:
- Water visibility is now consistent across different setting configurations (#815)
- Autosaves are now created when waiting, to match vanilla behavior (#1452)
- Container Close button no longer loses key focus when an item is clicked (#1555)
- Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
- Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
- UI window pinning now persists between saves and boots (#2489, #2834)
- First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
- Stat review menu now reads correctly from the player's stats (#2628)
- Player states are now correctly reset when a save is loaded (#2639)
- Rain and snow weather effects no longer move with the player (#2698)
- Implemented some missing creature swim animations (#2704)
- "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
- Drag-and-drop is now ended if the item is removed (#3097)
- GetDetected can now be used without a reference (#3110)
- Fixed poor performance when resizing the dialog window (#3126)
- Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
- Improved water reflection rendering along shorelines (#3365)
- Improved AI usage of Dispel magic effect (#3341)
- Disposing of corpses no longer breaks related quests (#3528)
- Framerate limit is now enforced in videos and menus (#3531)
- Only one copy of a given sound effect may now be played at a time (#3647)
- Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
- Added a fade-out for music transitions (#3665)
- Spellcasting effects now disappear when resting (#3679)
- Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
- Fixed magicka calculation during character generation (#3694)
- Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
- Death counts are now checked to be for valid actors before they are loaded (#3720)
- Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
- Yagrum Bagarn no longer twitches (#3749)
- DisableLevitation now removes Levitate visual spell effect indicators (#3766)
- Script commands now run if they were in voiced dialog scripting (#3787)
- Added enabled check to animation script commands (#3793)
- Default sound buffer size was increased (#3794)
- RemoveItem behavior adjusted (#3796)
- Godmode adjusted to match vanilla (#3798)
- Animations now loop correctly in the "Animated Morrowind" mod (#3804)
- Fixed enchantment point calculation to match vanilla (#3805)
- Missing book art now logs a warning instead of showing a pink rectangle (#3826)
- Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
- Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
- InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
- Fixed fatigue loss calculations when jumping (#3843)
- Underwater effects are now not applied to scripted "say" commands (#3850)
- Actors no longer try to speak underwater (#3851)
- Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
- Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
- Fixed jail state not being cleared when a game is loaded (#3879)
- Journal no longer displays empty entries (#3891)
- An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
- PositionCell in dialog no longer closes the dialog window (#3898)
- "Could not find Data Files location" dialog no longer appears multiple times (#3906)
- Fixed a case where the user could get stuck when installing without a CD (#3908)
- Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
- Scroll in launcher window can no longer be cut off by resizing the window (#3910)
- NC text key on nifs now works correctly (#3915)
- Menu click sound no longer plays for right clicks (#3919)
- Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
- AI now avoids enemy hits while casting self-ranged spells (#3922)
- Copy/Paste now uses the correct command key on macOS (#3934)
- AI attack strength is now reset when starting a new attack (#3935)
- Changed spell priority calculation to match vanilla (#3937)
- UI sounds are no longer distorted under water (#3942)
- Fixed the game not pausing when minimized on Windows (#3943)
- Vendors now confiscate stolen items that the player tries to sell them back (#3944)
- Fixed some character preview rendering issues (#3955)
- EditEffectDialog close button now updates range button and area slider properly (#3956)
- Fixed some issues with body part rendering with mods (#3957)
- Clothing value is now unsigned, preventing some value overflow issues (#3960)
- Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
- Journal sounds are now played when flipping pages and closing the journal (#3974)
- Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
- Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
- Corrected down and up sounds played when trading (#3982)
- NPCs taunted to aggression no longer continue dialog with the player (#3987)
- Journal can no longer be opened at the main menu (#3991)
- Fixed Dispel to only cancel spell effects (#3995)
- Fixed missing header inclusion breaking OpenBSD clang build (#4002)
- Inventory avatar now fits within display border (#4003)
- Manis Virmaulese now speaks to the player before attacking (#4004)
- AI spawn position is now reset if they are moved to another cell (#4010)
- Keypresses consumed by the UI are no longer processed again by the game (#4016)
- GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
- Music track shuffling is improved (#4024)
- Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
- NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
- Reloading a save game while falling no longer prevents fall damage (#4049)
- Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
- Disposition is now updated correctly when dialog is closed (#4076)
- Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
- GetResist commands now work like in vanilla (#4093)
- Level-up messages for levels past 20 are now used (#4094)
- Fixed error in framelistener when taking all items from a corpse (#4095)
- Default 0 float precision is now used in float formatting (#4096)
- Cycling through weapons now only selects weapons that can be equipped (#4104)
- A scroll bar has been added to the birthsign effects list at character creation (#4105)
- Changed inventory sort order to be more consistent (#4112)
- Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
- Fixed pickpocketing behavior to match vanilla (#4131)
- Fixed a case where NPCs would not equip a second ring (#4155)
- NPCs now do not autoequip clothing of the same price (#4165)
- Multiple GUI and AI fixes and improvements
- OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
- OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
- OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
- OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
- OpenMW-CS: New greetings now work in-game (#4037)
- OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
- OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)"
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello,

I'd like to inform you that we, the OpenMW team, have released version 0.45.0 of our OpenMW engine. See below for the official release announcement and don't forget to watch the two release commentaries at our YouTube channel.

Best regards,
Atahualpa


The OpenMW team is proud to announce the release of version 0.45.0! Grab it from our Downloads Page for all operating systems. This release brings yet another horde of bug fixes and several new features, including support for per-group KF animation replacers, 360° screenshots, and the ability to brew a whole stack of a potion at once.

Check out the release video and the OpenMW-CS release video by the illustrious Atahualpa, and see below for the full list of changes.

Known Issues:
- Shadows are not yet re-implemented
- There's currently no way to redirect the logging output to the command prompt on Windows Release builds -- this will be resolved in version 0.46.0
- To use generic Linux binaries, Qt4 and libpng12 must be installed on your system
- On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings

New Features:
- Non-actor objects display visual effects during spellcasting (#1645)
- Creatures without any collision box use auto-generated ones (#2787)
- Launcher: File paths of selected content files can be copied via context menu (#2847)
- Actors play casting animations during scripted spellcasting (#3083)
- As an option, barter deals permanently modify merchant disposition (#3103)
- Ranged weapons deal critical hits to unaware opponents (#3703)
- 360° screenshots of various kinds can be made (#4222)
- 'ToggleBorders' debug instruction ("tb") available in console (#4256)
- Sound generator keys in activator animations are supported (#4285)
- On macOS, function key shortcuts can be used (#4324)
- Some of the debug settings previously available as command line arguments can be set up in the launcher (#4345)
- Support for per-group KF animation replacers has been added (#4444)
- Shader water is rougher during bad weather (#4488)
- The number of enchanted items in a stack is shown in the Spells window (#4509)
- The actual chance of hitting the target is used for AI weapon rating instead of just the skill (#4548)
- The real potential damage of a weapon is used for its rating (#4549, #4697)
- A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target (#4550)
- As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat (#4579)
- The logging system has been heavily reworked (#4581)
- AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance (#4624)
- AI uses the root mean square of melee-weapon damage for more precise weapon rating (#4625)
- AI accounts for weapon speed when rating a weapon (#4626)
- Various vanilla GMSTs regarding combat action rating are utilised (#4632)
- 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu (#4636)
- New count field in the Alchemy window allows you to brew multiple potions at the same time (#4642)
- To improve performance, actors outside of the AI processing range are no longer rendered but faded out (#4647)
- AI processing range can be configured via an in-game slider and a configuration option (#4647)
- If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback (#4682)
- Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have (#4697)

New Editor Features:
- All top-bar dropdown menu options and most context menu options have icons (#912, #4506)
- Actors are rendered in Scene view (#1221)
- Verifier functionality covers Enchantment records (#1617)
- Added a check box to execute a case-sensitive global search (#2606)
- Shift + C is default shortcut for viewing cells (#2845)
- Shift + V is default shortcut for previewing records (#2845)
- Global search has a status bar (#3276)
- Frame rate in Preview window can be limited (#3641)
- Log files are created in case of a crash (#4012)
- Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted (#4404)
- As an option, base records are ignored in verifier runs (#4466)
- Already existing marker models for light sources and creature levelled lists are now used (#4512)

Bug Fixes:
- All actors (not only those in active cells) restore Health and Magicka during player character rest (#1875)
- Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file (#1990)
- Actors now properly aim during scripted spellcasting (#2131)
- Skills and attributes that affect trading no longer cause low selling prices if they're too high (#2222)
- Landing sound behaviour for NPCs and the player character has been reworked (#2256)
- Scripted movement of an object now adjusts the position of actors standing on top of that object (#2274)
- The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires (#2326)
- Restore effects can restore drained stats (#2446)
- Attacks from unarmed, non-bipedal creatures no longer degrade armour (#2455)
- For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash (#2562)
- Using 'Resurrect' instruction on a dead player character fully resumes the game (#2626)
- References to non-existent classes or factions no longer crash the game (#2772)
- Weapons are visually unequipped before the start of a spellcasting stance transition (#2835, #4327)
- The player character now gets a bounty when a player follower commits a murder (#2852)
- To prevent issues on macOS, SDL is only initialised for the Graphics tab of the launcher when Qt5 is used (#2862, #3911)
- Explicit reference calls no longer break [Tab] autocompletion in the console (#2872)
- Naked expressions starting with a member operator are no longer allowed outside of the console (#2971)
- The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour (#3049, #4231)
- Enemies are no longer immune to ranged attacks at very close range (#3059)
- Adding an item with a self-equipment script to an actor no longer causes a freeze (#3072)
- 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 (#3219)
- TrueType fonts are now properly rescaled (#3288)
- Targets are now much easier to hit with on-touch spells (#3374)
- The handling of scripted and death animations has been reworked to significantly improve mod compatibility (#3486, #4286, #4291, #4307)
- 'GetSpellEffects' scripting function can now detect zero-duration effects (#3533)
- Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated (#3591)
- Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters (#3629)
- Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation (#3762)
- 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour (#3788)
- Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution (#3788)
- Message boxes can now have newline characters in the text argument (#3836)
- Alignment of terrain texture painting has been corrected to match the vanilla look (#3876)
- Attenuation of magic light sources is now properly calculated (#3890)
- 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye' (#3897)
- 'RemoveSpellEffects' scripting instruction now also removes permanent effects (#3920)
- Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed (#3948)
- Animated collision shapes are no longer erroneously optimised (#3950)
- The terrain texture blending map is now upscaled to more closely match the vanilla look (#3993)
- Issues with actors not returning to their initial position in various situations have been fixed (#3997, #4251, #4393)
- AI packages with a non-unique target no longer choose a random target with the same ID (#4036)
- On macOS, version numbers are now properly displayed in the application properties (#4047)
- Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour (#4215)
- 'FixMe' script instruction has been reworked to more closely match vanilla behaviour (#4217)
- Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain (#4221)
- Pathgrid nodes which lie between an actor and that actor's destination are now ignored (#4230)
- Actors with an AiTravel package now stop near their target position if that position is blocked by another actor (#4230)
- [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions (#4260)
- Turning animations no longer reset idle animations (#4271)
- Death animations from pre-0.43.0 savegames are now forward-compatible (#4274)
- 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively (#4292)
- Faction members are now aware of faction ownership during barter (#4293)
- AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package (#4304)
- Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items (#4333)
- Spellcasting stance transitions no longer interrupt movement animations (#4358)
- OK button in the Settings window has key focus by default (#4368)
- It's no longer possible to cast an Absorb spell on oneself (#4378)
- Non-audio files no longer crash the game when the engine tries to play them (#4416)
- 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 (#4419)
- 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation (#4426)
- Some issues with building OpenMW on Windows and macOS were fixed (#4429, #4613)
- Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind (#4431)
- Actors without any AI packages now properly return to their initial position after combat or pursuit (#4432)
- Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it (#4433)
- 'Begin' and 'End' script keywords can now be followed by a comma (#4451)
- The default terrain texture no longer shines through terrain texture blending transitions (#4452)
- Broken items are now ignored when trying to equip an item via quick key (#4453)
- Actors now open doors more quickly (#4454)
- Light sources which cannot be carried no longer prevent the AI from auto-equipping shields (#4457)
- The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour (#4458)
- 'NotCell' dialogue condition now supports partial name matches (#4459)
- Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races (#4460)
- 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 (#4461)
- General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part (#4463)
- Cancelled AI packages are now removed from the package cache (#4464)
- Non-ASCII strings are now properly handled in the content selector and in the ESM reader (#4467, #4653)
- Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees (#4469)
- The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations (#4470)
- Actors who are vampires now display their regular record head when no vampire head is found (#4474)
- Scripted animations no longer move actors away from their initial position (#4475)
- Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur (#4480)
- 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics (#4489)
- 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice (#4490)
- Training cap is now limited by the trainer's modified skill instead of their base skill (#4494)
- Crossbow reloading animations now only apply to the upper body (#4495)
- Crossbows now use animations for one-handed weapons as a fallback (#4495)
- Animations for turning in spellcasting stance are now used (#4496)
- Animated meshes without slashes in their full path are now properly classified as animations (#4497)
- Scripted spellcasting no longer increases the Alteration skill (#4503)
- A potential zero division in the Fatigue calculation has been removed (#4510)
- A knocked-down player character can no longer move or be moved in first-person view (#4519)
- Some issues with sun specularity in the water shader have been fixed (#4527)
- Movement animations without idle-animation fallback no longer trigger idle animations (#4531)
- The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position (#4532)
- The inventory paper doll is now affected by GUI scaling (#4539)
- 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 (#4543)
- Creatures no longer incorrectly flee from werewolves (#4545)
- Minimum and maximum sound ranges with zero value are now separately reset to their default ranges (#4551)
- Non-actor objects can no longer have a dialogue window opened via script (#4553)
- Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind (#4557)
- Optimiser search for reserved node names is now case-insensitive (#4558)
- Pinned windows are now properly updated (#4560)
- Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type (#4563)
- The underwater viewing distance limit is no longer broken (#4565)
- The player character no longer uses headtracking in first-person view (#4573, temporary workaround for another issue)
- The handling of player character turning animations has been improved (#4574)
- Several weapon animation inconsistencies during movement in first-person view have been fixed (#4575)
- Idle animations are no longer reset in certain situations where they should be continuous (#4576)
- 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 (#4582)
- Attack strength is now 0 if the player spams the [Attack] button (#4591)
- The incorrect inequality operator "<>" is now interpreted as less-than operator "<" to ensure compatibility with certain mods (#4597)
- Picking a stack of gold up in menu mode now grabs the whole item stack (#4604)
- Scaling for animated collision shapes is no longer erroneously applied twice (#4607)
- Fall damage is no longer erroneously applied twice (#4608)
- The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations (#4611)
- A zero division occurring in 'NiFlipController' nodes without textures has been removed (#4614)
- The flickering frequency of light sources and some light-related calculations have been fixed (#4615)
- The sneaking offset in first-person view is now also applied when switching to sneak mode in midair (#4617)
- Sneaking is no longer possible while flying (#4618)
- Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind (#4622)
- NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables (#4628)
- Sneaking stance no longer affects speed if the actor is not actually sneaking (#4633)
- 'GetPCJumping' scripting function has been reworked to match vanilla behaviour (#4641)
- "%Name" string replacer can now be used in creature dialogue (#4644)
- Force-equipping a weapon now resets ongoing attack animations (#4646)
- HUD no longer displays an "item condition" for throwing weapons (#4648)
- Levelling up no longer fully restores health but rather applies the gained health points (#4649)
- Actors no longer fall from cliffs or run into obstacles when backing down from attackers (#4656)
- Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground (#4669)
- The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill (#4671)
- Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour (#4672)
- Journal can no longer be opened while the Settings window is open (#4674)
- NPC fast-travel destination records without any data no longer crash the game upon loading (#4677)
- Declared but empty script variable lists no longer crash the game upon loading (#4678)
- The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind (#4684)
- Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation (#4685)
- Creatures that lack unique sounds now make use of fallback sound generator records (#4689)
- Loading bars no longer obscure message boxes but are instead moved to the centre of the screen (#4691)

Editor Bug Fixes:
- 'Revert' action now properly updates subviews (#3249)
- A native colour picker is now used on all operating systems, fixing major issues on macOS (#3681)
- 'Undo' and 'Redo' actions now keep assigned shortcuts (#4110)
- Lock status of newly opened subviews is now correctly initialised (#4520)
- Instance dragging, which was broken in 0.44.0, has been fixed (#4593)
- Skeletons of animated objects are now properly initialised (#4654)
- The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number (#4668)

Other:
- Windows builds in 'Release' mode no longer automatically open a command prompt window (#2490)
- Race condition in terrain code has been fixed (#4584)
- Skinning and AI optimisations (#4605, #4621)
- Support for Rapture3D OpenAL driver has been added (#4606)
- Record verifying functionality in OpenMW-CS has been revised (#4643)
OpenMW
Gauner
Gauner
Beiträge: 19
Registriert: 17.04.2016 14:14
Danksagung erhalten: 15 Mal


Hello all,

we've just released a new version of our OpenMW engine. The new release includes over 270 solved issues, ranging from bug fixes and mod compatibility fixes to new features and next-gen mod support. Please see below for the full list of changes.

Best regards,
Atahualpa
After over a year of development, the OpenMW team is proud to announce the release of version 0.46.0! Grab it from our Downloads Page for all supported operating systems. This release, potentially the largest ever since the move to OpenSceneGraph, finally reintroduces the long-awaited real-time shadows and also introduces a new improved navigation mesh-based AI pathfinding system based on recastnavigation library, among tons of other improvements.

Mod compatibility has been significantly improved in this release, and you can expect dozens of mods that worked poorly previously to become playable starting with this version.

Check out the release video by the splendiferous johnnyhostile and see below for the full list of changes. The corresponding OpenMW-CS release video is planned to follow soon.

One more thing: one of our major contributors, Capostrophic, has recently started a Patreon. AnyOldName3, our resident Master of Shadows, and psi29a, OpenMW’s new project lead, are also on Patreon. So consider supporting them if you want to help OpenMW grow. Other contributors accept donations as well: you can find links to their Patreon pages in our FAQ. Don’t forget to support the software that helps make this all possible: OpenSceneGraph, OpenAL-Soft and SDL2 to name a few.

Known Issues:
  • To use generic Linux binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings
  • Shadows and the new navigation system are not yet perfect and they will get further tuning and refining - particularly in the area of performance when it comes to the shadows - in the subsequent releases
0.45.0 Regression Fixes:
  • Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function (#4775) - Capostrophic
  • Attacking and landing no longer causes issues with the idle animation (#4847) - akortunov
  • Actors outside of the actor processing range are now invisible immediately upon loading (#4860) - akortunov
  • AiTravel no longer ceases execution erroneously if the AI processing range too low (#4979) - akortunov
  • Actors with their AI disabled, including those out of the AI processing range, can no longer drown (#4980) - akortunov
  • Collision shapes of dead actors no longer prevent hitting a different actor through them (#4990) - akortunov
  • Offered prices are now only capped in the barter window (#5028) - Capostrophic
  • Ranged weapon critical hits are now vanilla-friendly (#5067) - Capostrophic
  • Blocking unarmed creatures' attacks degrades shield condition again (#5069) - Capostrophic
  • Actors will only attempt to open a door when one really obstructs their path (#5073) - elsid
  • Player's creature followers killing enemies using spells triggers a crime event properly (#5206) - akortunov
  • Windows: Logging can now be redirected into the command prompt again if you launch OpenMW from there - sthalik
Major New Features:
  • Improved navigation mesh-based AI pathfinding system (#2229) - elsid
  • Native weapon and shield sheathing support (#4673, #5193) - akortunov
  • Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records (#4675, #4812, #4882, #5121) - akortunov & Capostrophic
  • Native seamless container open/close animations support (#4730) - akortunov
  • Real-time shadows (#4851) - AnyOldName3
  • Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games (#5000) - cc9cii & Azdul
  • Native graphic herbalism support (#5010) - akortunov
  • Support for custom attachment bones for different weapon types and custom bones in general (#5131) - akortunov
  • Support for unique animations for different weapon types (#5132) - akortunov
  • Environment-mapped bump-mapping support (#5304) - Capostrophic
Minor Feature Additions:
  • Actors avoid walking on the children geometry of an AvoidNode (#1724) - elsid
  • Gamepad player character movement is now analogue (#3025) - Perry Hugh
  • The global/local openmw.cfg now provides somewhat sensible default config values, making it possible to play a game without Morrowind.ini (#3442) - psi29a
  • Optionally, multiple projectiles can be enchanted at once (#3517) - akortunov
  • Option to invert input X axis (#3610) - Capostrophic
  • Local variables of the object selected in the console can be modified directly (#3893) - Capostrophic
  • Controller input can now be disabled in-game (#3980) - Capostrophic
  • Shift+Double Click shortcut maximises or restores the size of right-click menus (#3999) - akortunov
  • "Toggle sneak" shortcut on gamepads (double-tap of the Sneak button) (#4001) - Perry Hugh
  • BetaComment/ObjectReferenceInfo output is logged into openmw.log as well for convenience (#4129) - akortunov
  • RepairedOnMe, which is broken in vanilla, is implemented and always returns zero (#4255) - Capostrophic
  • RaiseRank/LowerRank instructions now work correctly and their rank changes are saved properly (#4316) - akortunov
  • The default controller bindings now replicate those from Xbox version of Morrowind (#4360) - Perry Hugh
  • Travelling, following and wandering actors can now properly decelerate before reaching their destination (#4544) - akortunov
  • Optional: Fog's intensity can be calculated based on the actual distance from the eye point (#4708) - akortunov
  • "Clone Content List" button in the launcher which allows you to copy the current load order into a content list (#4784) - Capostrophic
  • Search fields were added to the inventory, trading and companion share windows (#4831) - fr3dz10
  • Support for switch nodes that change their state depending on the time of the day (e.g. Glow in the Dahrk mod) (#4836) - akortunov
  • Water reflections have much more detail levels and can be disabled completely (#4859) - wareya & akortunov
  • Random number generator seed command line argument (#4887) - elsid
  • Various distant terrain settings (#4890) - bzzt
  • Audio and video playback is paused when the game is minimised (#4944) - akortunov
  • At least 8 supported blood types (like vanilla) instead of just 3 (#4958) - Capostrophic
  • Optional: Enchanted item usage triggers a casting animation (#4962) - akortunov
  • Most UI widget skins are now properly rescalable and can use a higher resolution texture (#4968) - akortunov
  • Pinnable windows hiding is persistent (#4994) - akortunov
  • GetWeaponType returns different values for tools which are consistent with those from a fix from Morrowind Code Patch (#5031) - Capostrophic
  • Creatures can make use of magic armor mitigation (#5033) - Capostrophic
  • Enchanting window stays open after a failed attempt to enchant an item, for the player's convenience (#5034) - Capostrophic
  • Characters can be removed from factions through scripting like the respective Morrowind Code Patch feature allows (#5036) - Capostrophic
  • Gamepad emulated cursor speed setting (#5046) - jrivany
  • Scroll bars now use separate replaceable textures (#5051) - akortunov
  • Optional light source duration display is now human-readable (#5091) - Capostrophic
  • Unix-like Ctrl+W and Ctrl+U shortcuts in the in-game console, which remove the last word and the entire line respectively (#5094) - Assumeru
  • User controller bindings (#5098) - alexarice
  • Refresh button in the launcher that allows you to reload the content files (#5114) - James Moore
  • Enchanted arrows glow correctly (#5122) - akortunov
  • Corpse disposal should be safe in most cases (#5146) - akortunov
  • Spell magicka cost is shown in the tooltip of the spell in spell buying window (#5147) - James Stephens
  • TestCells/TestInteriorCells debug instructions (#5219) - akortunov
  • NiTriShape can now be controlled by NiKeyframeControllers (#5224) - akortunov
  • Lighting can optionally be applied to environment maps like in Morrowind Code Patch, improving bump-mapped object appearance (#5304) - Capostrophic
  • On devices that have a gyroscope, its movement will optionally rotate the camera (#5311) - akortunov
  • Ingredients can be filtered by their name or their magic effects in the alchemy window (#5314) - fr3dz10
Editor Feature Additions:
  • Terrain texture selection (#3871) - unelsson
  • A more obvious way to reset key bindings to their defaults - a button (#4068) - Capostrophic
  • Content files can now be opened directly as a file association on Windows and GNU/Linux (#4202) - Utopium
  • Faction Ranks table (#4209) - akortunov
  • Transient terrain change support (#4840) - unelsson
  • Instance record editor can now be opened directly from the scene window (#5005) - Utopium
  • Terrain shape selection and editing (#5170) - unelsson
  • Object instances in the scene view can be deleted with a keypress (#5172) - unelsson
  • Edit mode tool outlines are displayed in the scene view (#5201) - unelsson
  • Keyboard shortcuts to drop objects to the ground in the scene view (#5274) - unelsson
Bug Fixes:
  • The console window will no longer hide the other windows (#1515) - akortunov
  • Items with differing redundant ownership information now stack (#1933) - akortunov
  • Content file selector dialogues in the launcher and the editor only list one instance of a content file with a specific file name (#2395) - Capostrophic
  • The mouse wheel can now be bound to most actions in the in-game Controls menu, e.g. Previous and Next Weapon shortcuts (#2679) - Stomy
  • Scripted items no longer stack so as to avoid scripting issues (#2969) - Capostrophic
  • Data folders listed in the global openmw.cfg configuration file will no longer be handled after those in the user configuration file (#2976) - Capostrophic
  • Stray text following 'else' operator is now discarded, fixing scripting issues in Bloodmoon and mods like Sotha Sil Expanded (#3006) - Capostrophic
  • SetPos/Position can now teleport actors into active exterior cells, allowing modded followers to correctly handle player teleportation (#3109) - Capostrophic
  • Reserved F3, F4, F10 and Windows (on non-Apple platforms) keys can no longer be shortcuts for other actions (#3282) - Capostrophic
  • Modded companions will no longer try to start combat with themselves (#3550) - Capostrophic
  • Stealing items from the "evidence" chest is always considered to be a crime (#3609) - akortunov
  • Windows: Display scaling no longer breaks in-game GUI mouse controls (#3623) - sthalik
  • Script functions like OnActivate can be used in non-conditional expressions and still work as expected (#3725) - Capostrophic
  • Normal maps are no longer inverted on mirrored UVs (#3733) - Capostrophic
  • DisableTeleporting instruction no longer makes teleportation magic effects undetectable by scripting (#3765) - Capostrophic
  • Melee and thrown weapons use absolute animation time for controllers, fixing issues in Improved Thrown Weapon Projectiles mod (#3778) - akortunov
  • Multi-line tool-tips now have the correct width when they use word wrapping (#3812) - akortunov
  • GetEffect script instruction no longer relies on outdated magic effect information (#3894) - Capostrophic
  • Object and script IDs can now contain non-ASCII characters in various situations (#3977) - akortunov
  • First run and missing game data dialogues of the launcher behave more consistently (#4009) - Capostrophic
  • Enchanted items outside the player's inventory are now recharged automatically as well (#4077) - akortunov
  • PCSkipEquip and OnPCEquip hardcoded script variable behavior is much closer to vanilla, resolving issues with commonly used book script templates (#4141) - Capostrophic
  • Hand shielding animation behavior is now consistent with vanilla (#4240) - Capostrophic
  • Ash storm origin coordinates are now accurate to vanilla (#4240) - Capostrophic
  • Various rain and snow settings normally included in Morrowind.ini are no longer hardcoded (#4262) - akortunov
  • Door closing/opening sound effect is now stopped when the door is obstructed (#4270) - James Stephens
  • Character stats window left pane now has a minimum width and height (#4276) - anikm21
  • Actors that are currently playing a random idle will not combine this idle with the sneaking idle animation (#4284) - Capostrophic
  • Removed birthsign abilities are no longer erroneously restored upon loading ensuring mod compatibility (#4329) - akortunov
  • Previously confusing GDB detection error message now prints the value of PATH environment variable for convenience (#4341) - akortunov
  • Pulled arrows are no longer off-center for the characters of races that are not scaled uniformly (#4383) - akortunov
  • Either the ranged weapon or its ammunition can be magical for its damage to ignore normal weapons resistance effects, with the previous behavior available as an option (#4384) - Capostrophic
  • Reloading a saved game where the player character was falling will no longer prevent the falling damage (#4411) - Capostrophic
  • Wind speed returned by GetWindSpeed function is now accurate to vanilla (#4449) - akortunov
  • AiActivate AI package now behaves mostly like in Morrowind (#4456, #5210) - akortunov
  • ModCurrentFatigue script instruction will always correctly knockdown the actor when their Fatigue reaches 0 due to it (#4523) - Capostrophic
  • The rain particles are no longer delayed when the camera emerges from the water (#4540) - sthalik
  • Having a wander package is no longer necessary for actors to use greeting and idle voiceover (#4594) - Capostrophic, akortunov
  • Script parser now fully supports non-ASCII characters, fixing scripting issues in Arktwend total conversion (#4598) - akortunov
  • Disabling the audio no longer causes issues or crashes in some situations (#4600) - jlaumon
  • Screen fading operations always correctly finish (#4639) - Capostrophic
  • Pressing Escape in the saved game window dialogues no longer resets the keyboard navigation focus (#4650) - James Stephens
  • Prison marker ESM record is now hardcoded as well to avoid issues in total conversions like Arktwend (#4701) - Capostrophic
  • Loading a saved game while a message box is active should no longer cause issues (#4714) - akortunov
  • Leaving the dialogue menu with Escape should no longer cause issues (#4715) - akortunov
  • Shields and two-handed weapons can no longer be displayed simultaneously on the inventory paper doll (#4720) - akortunov
  • ResetActors instruction now traces the affected actors down and no longer teleports them back to inactive cells (#4723) - akortunov
  • Land texture ESM records can be properly replaced (#4736) - akortunov
  • The player character can run and sneak when their collision shape is disabled by ToggleCollision instruction (#4746) - Capostrophic
  • NPCs correctly use the skeleton from the model set in their ESM record (#4747) - Capostrophic
  • The player character is no longer considered not sneaking when they are about to land an attack (#4750) - Capostrophic
  • Vertex Array Objects from OpenSceneGraph 3.6.x libraries are no longer incompatible (#4756) - AnyOldName3
  • openmw.cfg numeric fallback setting recovery handles invalid values more gracefully (#4768) - Capostrophic
  • Interiors of Illusion puzzle in Sotha Sil Expanded mod is solvable (#4778) - Capostrophic
  • Blizzard weather particles origin is no longer a direction perpendicular to Red Mountain (#4783) - Capostrophic
  • First person sneaking animation is no longer very slow (#4787) - Capostrophic
  • Sneaking and running stances are handled correctly when the player character is airborne (#4797) - Capostrophic
  • Object collisions are updated correctly immediately after it is teleported if the cell didn't change fixing issues in Sotha Sil Expanded mod (#4800) - Capostrophic
  • The player character should no longer be able to rest before taking falling damage (#4802) - Capostrophic
  • Stray special characters are allowed before a Begin statement in scripts (#4803) - Capostrophic
  • Particle systems with no sizes defined in their models are valid (#4804) - akortunov
  • Optional: NPC movement speed calculations take race Weight into account by default (#4805) - Utopium
  • Nodes named Bip01 now have higher priority than nodes named Root Bone when the movement accumulator node is determined, fixing Raki creature movement in Skyrim: Home of the Nords (#4810) - Capostrophic
  • Like in vanilla, but only as a last resort, creatures will try to use the sounds of their "model-sakes" that were loaded earlier (#4813) - Capostrophic
  • Journal instruction now affects the quest status even if it sets the quest index to a lower value (#4815) - Capostrophic
  • SetJournalIndex no longer changes the quest status (#4815) - Capostrophic
  • Spell absorption effect absorbs both harmful and beneficial effects once again (#4820) - Capostrophic
  • Jail progress bar's behavior is more intuitive and has better performance (#4823) - akortunov
  • NiUVController only updates the texture slots that use the defined UV set (#4827) - akortunov
  • Looping VFX caused by potion effects are now shown for NPCs (#4828) - akortunov
  • A NiLODNode can be the root node of a mesh with particles (#4837) - akortunov
  • Russian Morrowind localization no longer ignores implicit topic keywords (#4841) - akortunov
  • Arbitrary text after local variable declarations no longer breaks script compilation (#4867) - Capostrophic
  • Actors with no AI data defined like the player character no longer have corrupted AI data (#4876) - Capostrophic
  • Hello AI rating has 0-65535 range (#4876) - Capostrophic
  • Startup script can execute if you load a specific save through a command line argument (#4877) - elsid
  • SayDone script function no longer returns 0 on the frame Say instruction is executed (#4879) - Capostrophic
  • Stray explicit reference calls of global variables and in expressions no longer break script compilation, fixing issues in Sotha Sil Expanded mod (#4888) - Capostrophic
  • Title screen music is looped (#4896) - Capostrophic
  • Invalid resolution changes are no longer queued and then applied when settings are changed in-game (infamously those with sliders) (#4902) - akortunov
  • Specular power/shininess specular map channel is no longer ignored (#4916) - AnyOldName3
  • Permanent spells always play looping VFX correctly when they are applied (#4918) - akortunov
  • Combat AI checks Chameleon and Invisibility magic effects magnitude correctly (#4920) - akortunov
  • Werewolves' attack state is reset upon their transformation allowing them not to become helpless in combat (#4922) - akortunov
  • Invalid skill and attribute arguments are now automatically cleared from spell effects that do not accept them instead of causing severe issues (#4927) - Capostrophic
  • Instances with different base object IDs can no longer match when you are loading a saved game that depends on a plugin that was modified (#4932) - akortunov
  • The default vertical field of view is now 60 degrees like in Morrowind and not 55 degrees (#4933) - Capostrophic
  • ESM files can now contain both actually empty strings and zero-length null-terminated strings (#4938) - Capostrophic
  • Hand-to-hand attack type is no longer chosen randomly when "always use best attack" is turned off (#4942) - Capostrophic
  • Magic effect magnitude distribution now includes the maximum value in the range (#4945) - Capostrophic
  • Player character's 2D voiceover now uses lip animation (#4947) - Capostrophic
  • Footstep sounds are disabled for flying characters (#4948) - Capostrophic
  • Light source flickering and pulsing behavior now replicates vanilla calculations completely (#4952) - Capostrophic
  • Flying and swimming creatures no longer take vertical distance to their enemies into account, increasing cliff racer attack range (#4961) - Capostrophic
  • Enchant skill progression behaves like vanilla now (#4963) - akortunov
  • Only one instance of a specific Bolt sound will play for spell projectiles, fixing the loudness of Dagoth Ur's spell projectiles (#4964) - Capostrophic
  • All global attenuation settings from Morrowind.ini are now used (#4965) - Capostrophic
  • Light magic effect light source uses the global attenuation settings (#4965) - Capostrophic
  • Miss sound now only plays for the player character (#4969) - Capostrophic
  • Quick keys can no longer be used when DisablePlayerFighting script instruction is active (#4972) - terabyte25
  • Only the player's allies react to friendly hits as friendly hits (#4984) - akortunov
  • Object dimension-dependent VFX scaling behavior is now consistent with vanilla (#4989) - Capostrophic
  • Jumping mechanics are no longer framerate-dependent (#4991) - Capostrophic
  • Drop script instruction now behaves much closer to vanilla (#4999) - Capostrophic
  • Werewolves no longer shield their eyes during storm (#5004) - akortunov
  • Taking all items from a container no longer generates multiple "Your crime has been reported" messages (#5012) - akortunov
  • Spell tooltips now support negative magnitudes (#5018) - Capostrophic
  • Self-enchanting success chance is now calculated like in vanilla (#5038) - Capostrophic
  • Hash sign (#) in cell, region and object names no longer changes the color of a part of the name (#5047) - Capostrophic
  • Invalid spell effects are now dropped from spell records upon loading (#5050) - Capostrophic
  • Instant magic effects are now applied immediately if they're removed through scripting during the frame they were added (#5055) - Capostrophic
  • Player->Cast/Player->ExplodeSpell instruction calls make the player character equip the spell instead of casting it (#5056) - Capostrophic
  • Actors will do and will only do damage randomly chosen from their weapon damage range if their weapon animations lack the wind up animation (#5059) - Capostrophic
  • Most magic effect visuals stop when the death animation of an NPC ends instead of when it begins (#5060) - Alexander Perepechko
  • NIF file shapes named "Tri Shadow" are always hidden (#5063) - Capostrophic
  • Paralyzed actors can no longer greet the player (#5074) - Capostrophic
  • Enchanting cast style can no longer be changed if there's no object (#5075) - Capostrophic
  • DisablePlayerLooking/EnablePlayerLooking now work correctly (#5078) - Capostrophic
  • Scrolling with a controller in GUI is now possible (#5082) - jrivany
  • Much more script keywords can be used as string arguments, allowing more valid script names to work properly (#5087) - Capostrophic
  • Swimming actors are no longer traced down upon loading (#5089) - Capostrophic
  • "Out of charge" enchanted item sound no longer plays for NPCs (#5092) - Capostrophic
  • Hand-to-hand damage sound no longer plays on KO'ed enemies (#5093) - Capostrophic
  • String arguments can be parsed as number literals in scripts, fixing some issues in Illuminated Order mod (#5097) - Capostrophic
  • Non-swimming enemies will no longer enter water if the player is walking on water (#5099) - anikm21
  • Levitating player character can no longer be considered sneaking in more cases (#5103) - Capostrophic
  • Thrown weapons and ammunition now ignore their enchantment charge so they can always trigger their enchantment - like vanilla (#5104) - Capostrophic
  • Being over-encumbered no longer allows you to "jump" with zero vertical velocity (#5106) - Capostrophic
  • ModRegion accepts an additional numerical argument (#5110) - Capostrophic
  • Current spell HUD icon bar now correctly reflects the zero chance to cast a spell you don't have enough magicka to cast (#5112) - Capostrophic
  • Unknown effect question mark is now centered (#5113) - James Stephens
  • Local scripts will restart for respawned actors immediately (#5123) - Assumeru
  • Arrows are detached from the actor if their pulling animation is cancelled (#5124) - akortunov
  • Swimming creatures which lack RunForward animations but have WalkForward animations are no longer motionless (#5126) - Capostrophic
  • Lock script instruction now always resets the door rotation like a normal door rotation would, fixing gates in The Doors mod series (#5134) - akortunov
  • Textures that have tiling disabled are no longer too dark outside their boundaries (#5137) - Capostrophic
  • Actors have a lower chance to get stuck in a door when it is being opened (#5138) - elsid
  • Failing to pick a lock physically or magically is now a crime in all cases (#5149) - Capostrophic
  • Natural containers like plants can't be locked or unlocked using spells (#5155) - Assumeru
  • Lock and Unlock scripting instructions work on any object (#5155) - Assumeru
  • Objects can now use the ID as a substitution for their name in general case, allowing them to have tooltips and be activated (#5158) - Capostrophic
  • NiMaterialColorController target color is no longer hardcoded (#5159) - Capostrophic
  • Companions which use companion variable from Tribunal can always be activated (#5161) - Capostrophic
  • Node transformation data should no longer be shared between objects in some situations incorrectly (#5163) - akortunov
  • The player character will correctly get expelled from a faction upon an illegal interaction with an item owned by the faction (#5164) - akortunov
  • Scripts are no longer stopped after the player character's death (#5166) - akortunov
  • The player is no longer able to select and cast spells before the spells window is enabled (#5167) - akortunov
  • PCForce1stPerson/PCForce3rdPerson instructions now really force perspective changes (#5168) - akortunov
  • Nested levelled item and creature spawning chance is now calculated correctly (#5169) - Capostrophic
  • Random script function returns a floating point value (like 55.0) instead of an integer value (like 55) fixing math in scripts that rely on it (#5175) - Capostrophic
  • OnPCEquip flag is now set on skipped beast race attempts to equip something that cannot be equipped (#5182) - Capostrophic
  • Equipped item enchantments now affect creatures that can equip items (#5186) - Capostrophic
  • Non-projectile ranged weapons can no longer be enchanted on-strike which breaks the original game balance (#5190) - Capostrophic
  • On-strike enchantments cannot be used on non-projectile ranged weapons that were enchanted earlier (#5190) - Capostrophic
  • Dwarven ghosts play their idle animations properly (#5196) - akortunov
  • The launch position of spell projectiles takes the character's height into account (#5209) - akortunov
  • Excessive screen fading when a game saved in an interior cell is loaded first has been removed (#5211) - akortunov
  • Travelling actors are handled outside of AI processing range to avoid oddities in some mods (#5212) - Capostrophic
  • SameFaction script function is no longer broken (#5213) - Capostrophic
  • Exiting the game while the debug cell borders are active should no longer lead to crashes or serious issues (#5218) - akortunov
  • GetLineOfSight, GetDetected, StartCombat and Cast will no longer break scripts when they're working with actors that aren't present (#5220) - Capostrophic
  • The previous arrow is properly reattached when a spell with Bound Bow magic effect active on the player character expires (#5223) - akortunov
  • Actor reputation is now capped: it can no longer be above 255 or be negative (#5226) - akortunov
  • NIF controllers will no longer try to work without data and cause issues (#5229) - Capostrophic
  • On-self Absorb effect spells can be detected by scripting again (#5241) - Capostrophic
  • ExplodeSpell instruction behaves closer to Cast instruction (#5242) - Capostrophic
  • Water ripples will be correctly cleaned up when you enter a different cell again (#5246) - Capostrophic
  • Wandering actors wait longer after their greeting before starting walking again (#5249) - akortunov
  • Shields should always use the correct models when they are displayed on actors (#5250) - Capostrophic
  • GetTarget function with Player as an argument will return 1 when the affected actor is greeting the player (#5255) - Capostrophic
  • Wandering actors shouldn't become stuck when they are crossing cell borders (#5261) - akortunov
  • Absorb Fatigue effect will no longer bring Fatigue under 0 (#5264) - Capostrophic
  • Damage Fatigue effect will bring Fatigue under 0 only as an option (#5264) - Capostrophic
  • Show debug instruction will still show the value of relevant global variables even if the chosen object is not scripted or lacks a local variable with the given name (#5278) - Capostrophic
  • Thanks to an inefficient copy operation being removed from explored map loading - among other reasons - saved game loading should be slightly faster (#5308) - akortunov
  • NIF properties like NiAlphaProperty are always applied in the order they are listed, avoiding incorrect rendering when multiple properties of the same type are listed (#5313) - Capostrophic
  • Settings writer preserves blank lines more sensibly and should cause much less settings.cfg formatting issues (#5326) - Capostrophic
  • Skills of dead actors that were fortified or damaged are properly reset when their magic effects are cleared (#5328) - Capostrophic
  • dopey Necromancy mod scripts should execute correctly (#5345) - Assumeru
  • Magic bolts with invalid target direction should no longer cause issues (#5350) - akortunov
  • Light items won't use up their duration if the player character doesn't actually hold them while they are equipped (#5352) - Capostrophic
Editor Bug Fixes:
  • Various fields like probabilities and actor AI ratings can no longer overflow (#2987) - Capostrophic
  • NPC records can be filtered by gender again (#4601) - Capostrophic
  • It is no longer possible to "preview" levelled list records which obviously lack models (#4703) - jrivany
  • Exterior cell views can be correctly opened from the Instances table (#4705) - unelsson
  • Interior cell lighting field values are now displayed as colors (#4745) - Capostrophic
  • Cloned, moved and added instances can no longer incorrectly reuse existing reference numbers (#4748) - Stomy
  • Texture painting is possible with a duplicate of a base texture (#4904) - unelsson
  • Rotations are now displayed as degrees and not radians (#4971) - Utopium
  • "Alembic" apparatus type is no longer misspelled as "Albemic" (#5081) - Atahualpa
  • Unexplored map tiles are no longer corrupted when a file with the relevant terrain record is resaved (#5177) - unelsson
  • Empty cell name subrecords are now saved to improve vanilla ESM format compatibility (#5222) - Capostrophic
  • Non-ASCII characters are supported in file paths (#5239) - akortunov
  • Interior cell lighting should no longer be corrupted in cleaned content files that were resaved (#5269) - Capostrophic
Other Improvements:
  • Media decoding has been updated to a FFmpeg 4-compatible API (#4686) - akortunov
  • Serious distant terrain performance and memory usage optimisations (#4695) - bzzt
  • NMake support in Windows pre-build script (#4721) - AnyOldName3
  • Cell transition performance optimisations (#4789) - bzzt & akortunov
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