— to follow TESCS compiler behavior, the rest of the line after an else operator is skipped so the compilation doesn't break due to arbitrary things in there (like invalid "else if" construction). Without a warning, though, exactly like in TESCS (adding a warning would have been complicated, but I'd like to adjust some script-related verifying functionality later anyway). Now, I know that you're not very familiar with the scripting system and Zini wanted to research into the approach first, but Zini is MIA and I still hope this could get a look on sooner than later because it's the single most important thing that "finishes up" my existing fixes for Sotha Sil Expanded incompatibilities (specifically actually unbreaking the falling pipe script and Interiors of Illusion script a lot of people have been complaining about).
— to follow Morrowind behavior, normal weapon resistance and weakness are only applied if both the ranged weapon and the projectile the weapon fires are considered normal.
— allows NPCs with a model set to actually use the skeleton of the model and not just the animations it introduces, replicating vanilla behavior and fixing some logged errors with Animated Morrowind, Arktwend and likely other things. Also allows Khajiit/Argonian NPCs to still look right even if their race has beast flag untoggled, even if the player looks weird.
— moves handling of disabled teleportation into the Mark/Recall/Intervention effect handling itself so that they are still added to the effect list briefly when they are cast without actually doing anything. It works in my testing and it doesn't seem like there would be any troubles with the approach.
— allows actors without AiWander to play idle voice lines. Allows creatures to play Attack voice lines (has no effect with vanilla assets and content files but has potential in modding). Currently has no changelog entries.
— further fixes to in-air running and sneaking stance usage. GetPCSneaking and GetPCRunning will return 1 and sneaking skill usage is possible when the player is falling or jumping when the player is in the respective stances.
— fixes SetJournalIndex and Journal behavior making it in line with vanilla, though if the player somehow gets the same status-changing index entry twice the quest status won't change. "Bailing out" behavior is messy at the moment anyway and will likely have to be refactored later.
PR 2163 is basically finished (has all the connected things I wanted to tweak in it) but I need to file an issue on the tracker.
PR 2168 is basically finished in the same sense but it likely needs more discussion.
— fixes some very minor issues found by PVS-Studio.
— generally reduces the number of includes in mechanics and world (and some dependent GUI).
— fixes the actor-visible-during-the-first-frame-of-being-loaded sometimes that has been bugging akortunov for a while. LGTM, I guess.
— disables Preview for levelled list objects (which logically cannot be previewed) specifically.
— fixes an inconsistency of override priority under MSVC leading to a unit test breaking and probably other things.
— makes sure ESM reader context is always initialized before being used, fixing a unit test.
— fixes a navigator unit test on Windows by using the real sizes of the necessary types instead of hardcoded values.
These changes are the ones I think are not extremely debatable.