Do we need to re-build release packages?
HAHAHA thank you!!
Do we need to re-build release packages?
HAHAHA thank you!!
To answer this very late, no, I work in Santa Barbara during the summer and couldn't make it down to San Diego this year
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*Your introduction* *Blaming Atahualpa for the delay* *Videos* (Engine video: https://www.youtube.com/watch?v=YKhfdOxkafo) (Editor video: https://www.youtube.com/watch?v=exWbXBAJYtY) 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 // I don't know whether the latter two are still relevant. New Features: - Implemented water sound effects - Implemented light particles showing in inventory character preview - Implemented magic projectiles emitting light - Implemented NiSphericalCollider - OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records - OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records - OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records - OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records - ess-Importer: Implemented converting mark location - ess-Importer: Implemented converting last known exterior cell Bug Fixes: - Falling leaves in Vurt's tree mods now render correctly - Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground) - Collision handling has been improved (better performance and overall behaviour) - Collision is now not disabled for actors until their death animation has finished playing - Players can no longer climb sheer terrain by jumping and then moving forwards in the air - Doors no longer stutter when colliding with the player - Dialog boxes now appear in the center of the screen after the window is resized - Weapon and spell cycling is now disabled while in GUI mode - Weapon and spell cycling can now be bound to a gamepad - Gamepad and mouse/keyboard may now be used at the same time - Inventory window titles are now centered vertically - Changed name tooltips' behavior on enemies to match vanilla behavior - The maximum width of a tooltip is no longer set to a fixed value - The drowning widget now more accurately matches the vanilla one - Fall height is now reset when the player teleports - Changed Slowfall spell effect to better match vanilla behavior while jumping - Combat with water creatures now ends when leaving the water - AI actors no longer hit unintended targets - Changed NPC wander and idle behavior to better match vanilla - Fixed some summoned creatures not engaging underwater creatures in combat - Enemies now initiate combat with player followers on sight - Creatures now auto-equip their shields on creation - Changed combat engagement logic to better match vanilla behavior - The Command spell effect now brings enemies out of combat - Followers now continue to follow after resting and saving and reloading the game - Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up) - Icon shadows no longer persist in GUI windows - Disintegrate Armor/Weapon spell effects are no longer bound to the framerate - Enchanted arrows now explode when they hit the ground or a static object - Fixed a crash that occurred while using a container and the console at the same time - Fixed the beginning of NPC speech being cut off on macOS - Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly - The correct swish sound is now played for NPC weapon attacks - The player now has to pay for their followers when using fast travel - Fixed a regression with Dispel; it now is an instant spell effect again - Corrected greetings in Antares' Big Mod - The ProjectileManager no longer crashes when a sound ID fails to play or is not found - Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod) - Fixed possible game-breaking exception caused by trying to access NPC stats on a creature - Identification papers can now be picked back up after they are dropped - Fixed the interpreter to properly handle a reference change caused by an Activate command // Is this right for #3727? // - Interpreter context now properly handles Activate actions in the middle of script execution - Changed behavior of stat script commands to better handle stats above 100 - Fixed gun sounds in Clean Hunter Rifles mod - Fixed selling success chance when bartering - Fixed objects doubling when loading a save game after editing the used game files // Bug #1956: Relevant pull request: https://github.com/OpenMW/openmw/pull/1173 (thanks Capostrophic for pointing me to this) - Silenced SDL events of types 0x302 and 0x304 - Fixed a rare crash that occurred on cell loading // Bug #3580: Crash: Error ElementBufferObject::remove BufferData<0> out of range - Activation flags are now reset when an object is copied // Bug #3671: Incorrect local variable value after picking up bittercup - Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod) - Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call // Bug #3816: Expression parser thinks the -> token is unexpected when a given explicit refID clashes with a journal ID - Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path // Bug #3822: Custom added creatures are not animated - Fixed handling of enchantments' spell effects to correctly display these effects in the GUI - OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix - OpenMW-CS: Fixed sorting verification results by Record Type - OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file - OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop - OpenMW-CS: Added missing Text field to allow editing a book's actual text - OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
Yep, that's the plan. The first comment is obsolete, if the issues with Linux and macOS versions are still relevant; the other comments contain your questions which I answered in the line above in each case. These need proof-reading of course.
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