Welcome to the editor video of this release! While the OpenMW engine is being optimised for version 1.0, work on our editor has continued. This release only contains a small amount of editor-related fixes but brings some nice new features to the world of OpenMW-CS. So, let's have a look at what's new! ---------------------------------------------------------------------------------------------------- Previous versions of our editor had problems with weapon-related data. Changing certain values in a Weapon record wasn't properly noticed by the system, still marking the record as "Base". This issue has now been fixed. OpenMW-CS uses nested tables to structure data in sub views. Removing entries from such a table could get really annoying in the past for only single rows could be deleted. With this release, it is possible to select multiple entries in a table and delete them via the appropriate context menu option. The Start Scripts table has already been mentioned several times in our release commentaries. This time should be the last because our editor finally accepts adding scripts to this table, while correctly checking for duplicated entries. This should prevent a former issue where multiple instances of the same script could be added to the Start Scripts table. ---------------------------------------------------------------------------------------------------- OpenMW-CS version 0.40 finally allows modders to adjust the regional weather. Ash Storms in Seyda Neen? Blizzards in Sadrith Mora? -- Not restricted to foul Telvanni wizardry anymore! The current release comes with several changes regarding the pathgrid. To begin with, it should no longer be possible to add a record with an existing ID to the Pathgrid table -- a standard we provide for every other table in the editor. Then, OpenMW-CS is, once again, ready to render the pathgrid in the Scene view. This feature has been available in the Ogre3D version of our engine, and has eventually made its way into the OpenSceneGraph port. Moreover, it is now possible to edit the pathgrid by moving pathgrid points around, adding new pathgrid points to the game, and connecting them. In any case, this is a must-have for modders! Oh, and you may have noticed that tooltips weren't displayed when hovering your mouse cursor over an Object. This has been fixed now as well. ---------------------------------------------------------------------------------------------------- Last but not least, we have another nice feature to present: Configurable key bindings in OpenMW-CS! Yes, you may bind almost every action within the editor to a certain key or key combination. We also deliver a standard configuration for the most important actions, e.g. adding, cloning and removing records, or navigating in the Scene view in all three camera modes. ---------------------------------------------------------------------------------------------------- Well, that's it. You will definitely hear more about OpenMW-CS in the future. So far, we need to implement proper NPC and creature rendering as well as many of the required editing options in the Scene view, along with the corresponding icons. There's some more stuff missing, e.g. certain data tables I wouldn't have thought of being editable at all. But that will be part of future OpenMW-CS videos. Until then; thanks for watching.