OpenMW 0.36.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Tes96
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Re: OpenMW 0.36.0

Post by Tes96 »

Ace (SWE) wrote:Have some Windows RCs:

32-bit
64-bit
Why isn't this in the latest Nightly builds?
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Amenophis
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Re: OpenMW 0.36.0

Post by Amenophis »

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Zini
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Re: OpenMW 0.36.0

Post by Zini »

What is the status of the OS X and Linux RC builds?
K1ll
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Re: OpenMW 0.36.0

Post by K1ll »

OpenMW 0.36.0 RC1 Linux targz packages:

32 Bit
64 Bit
TheInternet
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Re: OpenMW 0.36.0

Post by TheInternet »

OpenMW-CS is really coming along, but when will terrian editing be available? :)
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raevol
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Re: OpenMW 0.36.0

Post by raevol »

Changelog draft is here: https://gist.github.com/mickeylyle/1046f9a5e391b6599bb8

Please please please proofread this, as I am not known for my copyediting abilities...

Also, please address:
Is it correct to call this the "world origin"?
Bug #2407: Default to (0, 0) when "unknown cell" is encountered.
- Fixed not defaulting to world origin when an unknown cell is encountered

Scrawl do you want your name capitalized in the announcement?
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Zini
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Re: OpenMW 0.36.0

Post by Zini »

"World origin" for (0, 0) is fine.

Changelog looks good. But is this:
Crash when trying to view cell in render view in OpenMW-CS on OSX
still an issue?

Kinda disconcerting.

@TheInternet: Hard to predict, but I would guess that terrain editing will be one of the last features added. So that may still be a while.
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wareya
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Re: OpenMW 0.36.0

Post by wareya »

I restructured some stiffness in that changelog, what do you think?
https://gist.github.com/wareya/52362334 ... /revisions

line 31/32 looked like a typetypo, but I'm not sure.
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Zini
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Re: OpenMW 0.36.0

Post by Zini »

Works for me. And yes, that is a typo.
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Zini
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Re: OpenMW 0.36.0

Post by Zini »

Since 0.36.0 is dragging on a bit more than I anticipated I temporarily reverted the requirement for higher version bullet. This should get the nightly builds going again.
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