Overview

Request 711718 accepted

- update to 0.45.0
* Non-actor objects display visual effects during spellcasting
* Creatures without any collision box use auto-generated ones
* Launcher: File paths of selected content files can be copied via context menu
* Actors play casting animations during scripted spellcasting
* As an option, barter deals permanently modify merchant disposition
* Ranged weapons deal critical hits to unaware opponents
* 360° screenshots of various kinds can be made
* 'ToggleBorders' debug instruction ("tb") available in console
* Sound generator keys in activator animations are supported
* Some of the debug settings previously available as command line arguments can be set up in the launcher
* Support for per-group KF animation replacers has been added
* Shader water is rougher during bad weather
* The number of enchanted items in a stack is shown in the Spells window
* The actual chance of hitting the target is used for AI weapon rating instead of just the skill
* The real potential damage of a weapon is used for its rating
* A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target
* As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat
* The logging system has been heavily reworked
* AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance
* AI uses the root mean square of melee-weapon damage for more precise weapon rating
* AI accounts for weapon speed when rating a weapon
* Various vanilla GMSTs regarding combat action rating are utilised
* 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu
* New count field in the Alchemy window allows you to brew multiple potions at the same time
* To improve performance, actors outside of the AI processing range are no longer rendered but faded out
* AI processing range can be configured via an in-game slider and a configuration option
* If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback
* Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have
* All top-bar dropdown menu options and most context menu options have icons
* Actors are rendered in Scene view
* Verifier functionality covers Enchantment records
* Added a check box to execute a case-sensitive global search
* Shift + C is default shortcut for viewing cells
* Shift + V is default shortcut for previewing records
* Global search has a status bar
* Frame rate in Preview window can be limited
* Log files are created in case of a crash
* Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted
* As an option, base records are ignored in verifier runs
* Already existing marker models for light sources and creature levelled lists are now used
* All actors (not only those in active cells) restore Health and Magicka during player character rest
* Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file
* Actors now properly aim during scripted spellcasting
* Skills and attributes that affect trading no longer cause low selling prices if they're too high
* Landing sound behaviour for NPCs and the player character has been reworked
* Scripted movement of an object now adjusts the position of actors standing on top of that object
* The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires
* Restore effects can restore drained stats
* Attacks from unarmed, non-bipedal creatures no longer degrade armour
* For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash
* Using 'Resurrect' instruction on a dead player character fully resumes the game
* References to non-existent classes or factions no longer crash the game
* Weapons are visually unequipped before the start of a spellcasting stance transition
* The player character now gets a bounty when a player follower commits a murder
* Explicit reference calls no longer break [Tab] autocompletion in the console
* Naked expressions starting with a member operator are no longer allowed outside of the console
* The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour
* Enemies are no longer immune to ranged attacks at very close range
* Adding an item with a self-equipment script to an actor no longer causes a freeze
* Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death
* TrueType fonts are now properly rescaled
* Targets are now much easier to hit with on-touch spells
* The handling of scripted and death animations has been reworked to significantly improve mod compatibility
* 'GetSpellEffects' scripting function can now detect zero-duration effects
* Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated
* Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters
* Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation
* 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour
* Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution
* Message boxes can now have newline characters in the text argument
* Alignment of terrain texture painting has been corrected to match the vanilla look
* Attenuation of magic light sources is now properly calculated
* 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye'
* 'RemoveSpellEffects' scripting instruction now also removes permanent effects
* Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed
* Animated collision shapes are no longer erroneously optimised
* The terrain texture blending map is now upscaled to more closely match the vanilla look
* Issues with actors not returning to their initial position in various situations have been fixed
* AI packages with a non-unique target no longer choose a random target with the same ID
* Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour
* 'FixMe' script instruction has been reworked to more closely match vanilla behaviour
* Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain
* Pathgrid nodes which lie between an actor and that actor's destination are now ignored
* Actors with an AiTravel package now stop near their target position if that position is blocked by another actor
* [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions
* Turning animations no longer reset idle animations
* Death animations from pre-0.43.0 savegames are now forward-compatible
* 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively
* Faction members are now aware of faction ownership during barter
* AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package
* Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items
* Spellcasting stance transitions no longer interrupt movement animations
* OK button in the Settings window has key focus by default
* It's no longer possible to cast an Absorb spell on oneself
* Non-audio files no longer crash the game when the engine tries to play them
* When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node
* 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation
* Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind
* Actors without any AI packages now properly return to their initial position after combat or pursuit
* Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it
* 'Begin' and 'End' script keywords can now be followed by a comma
* The default terrain texture no longer shines through terrain texture blending transitions
* Broken items are now ignored when trying to equip an item via quick key
* Actors now open doors more quickly
* Light sources which cannot be carried no longer prevent the AI from auto-equipping shields
* The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour
* 'NotCell' dialogue condition now supports partial name matches
* Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races
* When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility
* General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part
* Cancelled AI packages are now removed from the package cache
* Non-ASCII strings are now properly handled in the content selector and in the ESM reader
* Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees
* The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations
* Actors who are vampires now display their regular record head when no vampire head is found
* Scripted animations no longer move actors away from their initial position
* Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur
* 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics
* 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice
* Training cap is now limited by the trainer's modified skill instead of their base skill
* Crossbow reloading animations now only apply to the upper body
* Crossbows now use animations for one-handed weapons as a fallback
* Animations for turning in spellcasting stance are now used
* Animated meshes without slashes in their full path are now properly classified as animations
* Scripted spellcasting no longer increases the Alteration skill
* A potential zero division in the Fatigue calculation has been removed
* A knocked-down player character can no longer move or be moved in first-person view
* Some issues with sun specularity in the water shader have been fixed
* Movement animations without idle-animation fallback no longer trigger idle animations
* The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position
* The inventory paper doll is now affected by GUI scaling
* Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode
* Creatures no longer incorrectly flee from werewolves
* Minimum and maximum sound ranges with zero value are now separately reset to their default ranges
* Non-actor objects can no longer have a dialogue window opened via script
* Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind
* Optimiser search for reserved node names is now case-insensitive
* Pinned windows are now properly updated
* Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type
* The underwater viewing distance limit is no longer broken
* The player character no longer uses headtracking in first-person view
* The handling of player character turning animations has been improved
* Several weapon animation inconsistencies during movement in first-person view have been fixed
* Idle animations are no longer reset in certain situations where they should be continuous
* If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine
* Attack strength is now 0 if the player spams the [Attack] button
* The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods
* Picking a stack of gold up in menu mode now grabs the whole item stack
* Scaling for animated collision shapes is no longer erroneously applied twice
* Fall damage is no longer erroneously applied twice
* The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations
* A zero division occurring in 'NiFlipController' nodes without textures has been removed
* The flickering frequency of light sources and some light-related calculations have been fixed
* The sneaking offset in first-person view is now also applied when switching to sneak mode in midair
* Sneaking is no longer possible while flying
* Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind
* NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables
* Sneaking stance no longer affects speed if the actor is not actually sneaking
* 'GetPCJumping' scripting function has been reworked to match vanilla behaviour
* "%Name" string replacer can now be used in creature dialogue
* Force-equipping a weapon now resets ongoing attack animations
* HUD no longer displays an "item condition" for throwing weapons
* Levelling up no longer fully restores health but rather applies the gained health points
* Actors no longer fall from cliffs or run into obstacles when backing down from attackers
* Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground
* The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill
* Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour
* Journal can no longer be opened while the Settings window is open
* NPC fast-travel destination records without any data no longer crash the game upon loading
* Declared but empty script variable lists no longer crash the game upon loading
* The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind
* Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation
* Creatures that lack unique sounds now make use of fallback sound generator records
* Loading bars no longer obscure message boxes but are instead moved to the centre of the screen
* 'Revert' action now properly updates subviews
* A native colour picker is now used on all operating systems, fixing major issues on macOS
* 'Undo' and 'Redo' actions now keep assigned shortcuts
* Lock status of newly opened subviews is now correctly initialised
* Instance dragging, which was broken in 0.44.0, has been fixed
* Skeletons of animated objects are now properly initialised
* The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number
* Race condition in terrain code has been fixed
* Skinning and AI optimisations
* Support for Rapture3D OpenAL driver has been added
* Record verifying functionality in OpenMW-CS has been revised

Loading...
Request History
Dirk Stoecker's avatar

dstoecker created request

- update to 0.45.0
* Non-actor objects display visual effects during spellcasting
* Creatures without any collision box use auto-generated ones
* Launcher: File paths of selected content files can be copied via context menu
* Actors play casting animations during scripted spellcasting
* As an option, barter deals permanently modify merchant disposition
* Ranged weapons deal critical hits to unaware opponents
* 360° screenshots of various kinds can be made
* 'ToggleBorders' debug instruction ("tb") available in console
* Sound generator keys in activator animations are supported
* Some of the debug settings previously available as command line arguments can be set up in the launcher
* Support for per-group KF animation replacers has been added
* Shader water is rougher during bad weather
* The number of enchanted items in a stack is shown in the Spells window
* The actual chance of hitting the target is used for AI weapon rating instead of just the skill
* The real potential damage of a weapon is used for its rating
* A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target
* As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat
* The logging system has been heavily reworked
* AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance
* AI uses the root mean square of melee-weapon damage for more precise weapon rating
* AI accounts for weapon speed when rating a weapon
* Various vanilla GMSTs regarding combat action rating are utilised
* 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu
* New count field in the Alchemy window allows you to brew multiple potions at the same time
* To improve performance, actors outside of the AI processing range are no longer rendered but faded out
* AI processing range can be configured via an in-game slider and a configuration option
* If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback
* Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have
* All top-bar dropdown menu options and most context menu options have icons
* Actors are rendered in Scene view
* Verifier functionality covers Enchantment records
* Added a check box to execute a case-sensitive global search
* Shift + C is default shortcut for viewing cells
* Shift + V is default shortcut for previewing records
* Global search has a status bar
* Frame rate in Preview window can be limited
* Log files are created in case of a crash
* Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted
* As an option, base records are ignored in verifier runs
* Already existing marker models for light sources and creature levelled lists are now used
* All actors (not only those in active cells) restore Health and Magicka during player character rest
* Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file
* Actors now properly aim during scripted spellcasting
* Skills and attributes that affect trading no longer cause low selling prices if they're too high
* Landing sound behaviour for NPCs and the player character has been reworked
* Scripted movement of an object now adjusts the position of actors standing on top of that object
* The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires
* Restore effects can restore drained stats
* Attacks from unarmed, non-bipedal creatures no longer degrade armour
* For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash
* Using 'Resurrect' instruction on a dead player character fully resumes the game
* References to non-existent classes or factions no longer crash the game
* Weapons are visually unequipped before the start of a spellcasting stance transition
* The player character now gets a bounty when a player follower commits a murder
* Explicit reference calls no longer break [Tab] autocompletion in the console
* Naked expressions starting with a member operator are no longer allowed outside of the console
* The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour
* Enemies are no longer immune to ranged attacks at very close range
* Adding an item with a self-equipment script to an actor no longer causes a freeze
* Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death
* TrueType fonts are now properly rescaled
* Targets are now much easier to hit with on-touch spells
* The handling of scripted and death animations has been reworked to significantly improve mod compatibility
* 'GetSpellEffects' scripting function can now detect zero-duration effects
* Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated
* Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters
* Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation
* 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour
* Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution
* Message boxes can now have newline characters in the text argument
* Alignment of terrain texture painting has been corrected to match the vanilla look
* Attenuation of magic light sources is now properly calculated
* 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye'
* 'RemoveSpellEffects' scripting instruction now also removes permanent effects
* Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed
* Animated collision shapes are no longer erroneously optimised
* The terrain texture blending map is now upscaled to more closely match the vanilla look
* Issues with actors not returning to their initial position in various situations have been fixed
* AI packages with a non-unique target no longer choose a random target with the same ID
* Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour
* 'FixMe' script instruction has been reworked to more closely match vanilla behaviour
* Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain
* Pathgrid nodes which lie between an actor and that actor's destination are now ignored
* Actors with an AiTravel package now stop near their target position if that position is blocked by another actor
* [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions
* Turning animations no longer reset idle animations
* Death animations from pre-0.43.0 savegames are now forward-compatible
* 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively
* Faction members are now aware of faction ownership during barter
* AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package
* Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items
* Spellcasting stance transitions no longer interrupt movement animations
* OK button in the Settings window has key focus by default
* It's no longer possible to cast an Absorb spell on oneself
* Non-audio files no longer crash the game when the engine tries to play them
* When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node
* 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation
* Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind
* Actors without any AI packages now properly return to their initial position after combat or pursuit
* Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it
* 'Begin' and 'End' script keywords can now be followed by a comma
* The default terrain texture no longer shines through terrain texture blending transitions
* Broken items are now ignored when trying to equip an item via quick key
* Actors now open doors more quickly
* Light sources which cannot be carried no longer prevent the AI from auto-equipping shields
* The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour
* 'NotCell' dialogue condition now supports partial name matches
* Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races
* When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility
* General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part
* Cancelled AI packages are now removed from the package cache
* Non-ASCII strings are now properly handled in the content selector and in the ESM reader
* Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees
* The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations
* Actors who are vampires now display their regular record head when no vampire head is found
* Scripted animations no longer move actors away from their initial position
* Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur
* 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics
* 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice
* Training cap is now limited by the trainer's modified skill instead of their base skill
* Crossbow reloading animations now only apply to the upper body
* Crossbows now use animations for one-handed weapons as a fallback
* Animations for turning in spellcasting stance are now used
* Animated meshes without slashes in their full path are now properly classified as animations
* Scripted spellcasting no longer increases the Alteration skill
* A potential zero division in the Fatigue calculation has been removed
* A knocked-down player character can no longer move or be moved in first-person view
* Some issues with sun specularity in the water shader have been fixed
* Movement animations without idle-animation fallback no longer trigger idle animations
* The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position
* The inventory paper doll is now affected by GUI scaling
* Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode
* Creatures no longer incorrectly flee from werewolves
* Minimum and maximum sound ranges with zero value are now separately reset to their default ranges
* Non-actor objects can no longer have a dialogue window opened via script
* Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind
* Optimiser search for reserved node names is now case-insensitive
* Pinned windows are now properly updated
* Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type
* The underwater viewing distance limit is no longer broken
* The player character no longer uses headtracking in first-person view
* The handling of player character turning animations has been improved
* Several weapon animation inconsistencies during movement in first-person view have been fixed
* Idle animations are no longer reset in certain situations where they should be continuous
* If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine
* Attack strength is now 0 if the player spams the [Attack] button
* The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods
* Picking a stack of gold up in menu mode now grabs the whole item stack
* Scaling for animated collision shapes is no longer erroneously applied twice
* Fall damage is no longer erroneously applied twice
* The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations
* A zero division occurring in 'NiFlipController' nodes without textures has been removed
* The flickering frequency of light sources and some light-related calculations have been fixed
* The sneaking offset in first-person view is now also applied when switching to sneak mode in midair
* Sneaking is no longer possible while flying
* Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind
* NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables
* Sneaking stance no longer affects speed if the actor is not actually sneaking
* 'GetPCJumping' scripting function has been reworked to match vanilla behaviour
* "%Name" string replacer can now be used in creature dialogue
* Force-equipping a weapon now resets ongoing attack animations
* HUD no longer displays an "item condition" for throwing weapons
* Levelling up no longer fully restores health but rather applies the gained health points
* Actors no longer fall from cliffs or run into obstacles when backing down from attackers
* Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground
* The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill
* Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour
* Journal can no longer be opened while the Settings window is open
* NPC fast-travel destination records without any data no longer crash the game upon loading
* Declared but empty script variable lists no longer crash the game upon loading
* The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind
* Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation
* Creatures that lack unique sounds now make use of fallback sound generator records
* Loading bars no longer obscure message boxes but are instead moved to the centre of the screen
* 'Revert' action now properly updates subviews
* A native colour picker is now used on all operating systems, fixing major issues on macOS
* 'Undo' and 'Redo' actions now keep assigned shortcuts
* Lock status of newly opened subviews is now correctly initialised
* Instance dragging, which was broken in 0.44.0, has been fixed
* Skeletons of animated objects are now properly initialised
* The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number
* Race condition in terrain code has been fixed
* Skinning and AI optimisations
* Support for Rapture3D OpenAL driver has been added
* Record verifying functionality in OpenMW-CS has been revised


Factory Auto's avatar

factory-auto added opensuse-review-team as a reviewer

Please review sources


Factory Auto's avatar

factory-auto accepted review

Check script succeeded


Saul Goodman's avatar

licensedigger accepted review

ok


Staging Bot's avatar

staging-bot added openSUSE:Factory:Staging:adi:10 as a reviewer

Being evaluated by staging project "openSUSE:Factory:Staging:adi:10"


Staging Bot's avatar

staging-bot accepted review

Picked openSUSE:Factory:Staging:adi:10


Dominique Leuenberger's avatar

dimstar accepted review


Dominique Leuenberger's avatar

dimstar_suse accepted review

ready to accept


Dominique Leuenberger's avatar

dimstar_suse approved review

ready to accept


Dominique Leuenberger's avatar

dimstar_suse accepted request

Accept to openSUSE:Factory

openSUSE Build Service is sponsored by