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It's meant for spherical mapping, and it has been implemented in 0.39.0 specifically to support the reflection effects replacers may utilize. Dropping its support yet again isn't very useful. Some replacers, like Pherim's Real Reflective Weapons, look perfectly fine in OpenMW, in fact.
#2923: inventory, as an optional setting ([Game], show projectile damage). #3851: Boethia should still speak through the player. Script command "say" bypasses dialogue manager and uses sound manager instead, which doesn't check if the actor is a submerged NPC. Non-scripted dialogue, though, like pai...
The linked commit just fixes something unrelated that I broke a few commits earlier. oh, my bad. Anyway, my description of the current behavior of pinned windows should be accurate. raevol: #3934: basically yes, since Qt is only used in the launcher and the editor (and I don't think you can select ...
- 06 Nov 2017, 15:05
- Forum: Off Topic
- Topic: Accusations of OpenMW having an in-built bitcoin miner?
- Replies: 18
- Views: 929
Such claim is so ridiculous I don't even know what would be the motivation for anyone to make it.
#1555: Close button will stay under focus unless you've clicked Take All button. #2405: a check was added to Guard class NPCs so they don't become aggressive to creatures that are beyond fAlarmRadius distance. #2489: "pinned" status is global across all characters, but there's no issue Matthew Smith...
I meant shadowmap resolution, it noticeably depends upon view angle so if you look straight down or straight up shadows become much more pixelated, and if you rotate the camera to the side the resolution may shift.