Version: 0.45+git.20200318-bp152.1.2
* Sat May 02 2020 Carsten Ziepke <kieltux@gmail.com>
- Update to version 0.45+git.20200318:
* Do not write empty trade time
* Support for radial fog (feature #4708)
* Cleanup ownership for items in containers
* Do not use dynamic casts when using ObjectState
* Compare revisions by equality to support overflow
* Support recast mesh rendering
* Accept an extra numerical argument in GetItemCount
- Update to git fixes building with OpenSceneGraph 3.6.5
- Added _service file to download fromt github
- Added libboost_iostreams-devel to BuildRequires
* Wed Jan 29 2020 Cristian RodrÃguez <crrodriguez@opensuse.org>
- Build with -fvisibility=hidden, generates better and ~3MB
smaller executables.
* Fri Jul 12 2019 Michel Normand <normand@linux.vnet.ibm.com>
- update _constraints for PowerPC that needs more than 4.6G disk
* Sun Jun 23 2019 Maximilian Trummer <opensuse@trummer.xyz>
- 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
* Mon Jul 30 2018 mimi.vx@gmail.com
- update to 0.44.0
- drop qt_5_11-cmake.patch
* Spell search bar implemented
* Launcher: Advanced settings tab added
* Implemented option for fast travel services to charge for every companion
* Added an option to have multiple quicksaves
* Added an option to rebalance soul gem values based only on soul value, not soul times gem value
* OpenMW-CS: Terrain Texture Brush button implemented
* OpenMW-CS: Edit functions for terrain texture editing mode implemented
* OpenMW-CS: New, and more complete, icon set added
* Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open
* Similar glyphs are now used as fallbacks when unsupported glyphs are encountered
* Magic effects active when a save is loaded are now rendered
* Journal alphabetical indexing now works in Russian language versions
* Declaring OnPCHitMe in an actor?s script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero
* Content selector now places Morrowind.esm at the beginning of the mod list, if it is present
* Undefined weather settings now fallback to middle grey instead of pure black
* Mods are now found if the mod directory is a parent of the installation directory
* Flying and swimming creatures no longer use the pathgrid
* SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod
* ESM files with capital-case extensions now load correctly with the launcher
* Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests
* Combat music is now updated in menu mode
* Extraneous carriage returns are cut from dialog output
* SetPos can no longer place the target under terrain level
* Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again
* Enemies who are knocked out will no longer recover immediately
* Imported content files are now sorted according to their dependencies, instead of just modified time
* Scripts now support period and hyphen characters in the script name, as long as it is not the first character
* Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game
* Swim animation is no longer interrupted when attacking underwater
* An empty battle music folder now results in explore music being played in combat
* Added a vanilla absorb spell behavior option, which is enabled by default
* Added vanilla enchanted weaponry behavior option, which is enabled by default
* Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing
* NPC base skeleton files are not longer optimized, fixes some body replacer mods
* To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing
* Fighting actors now face their target instead of the nearest actor
* Weapon switch sound is no longer played when no different weapon is present to switch to
* Guards can no longer initiate dialog with the player when the player is far above the guard
* The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible
* ?Screenshot Saved? message has been removed
* Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior
* Dialog topics are now always highlighted when first encountered
* Fixed an FPS drop after minimizing the game during rainy weather
* Thrown weapon projectiles now all rotate when in the air
* Spell casting chance now displays as zero if the player does not have enough magicka to cast it
* Fixed double activation button presses when using a gamepad
* The player?s current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list
* Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers
* Player movement from one directional key is now nullified if the opposite directional key is also pressed
* Wireframe mode no longer affects the map
* Fixed a crash when quick loading from the container screen
* Greetings are no longer added to the journal topic list
* Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants
* Armor condition is now taken into account when calculating armor rating
* Removed unintended jump cooldown
* Fixed console spam when OpenMW encounters a non-music file in the Music folder
* Magic effects from eaten ingredients now have the correct duration
* Arrow position is now correct in third person view during attacks for beast races
* Players in god mode are no longer affected by negative spell effects
* Missing ?sAnd? GMST no longer causes a crash
* Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill
* The map is now updated with explored cells correctly, instead of only when the map window is opened
* MessageBoxes now appear over the chargen menu
* Optimizer no longer breaks LOD nodes
* PlaceAtMe now correctly inherits the scale of the calling object
* Resistance to magic now affects all resistable magic effects
* Opening doors is now restricted to bipedal actors
* Rainy weather no longer slows down the game when changing from indoors to outdoors
* Meshes with CollisionType=Node flag are no longer ignored
* Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons
* NPC negative faction reaction modifier now works correctly
* Taking owned items is no longer considered a crime if the owner is dead
* Torch and shield equipping behavior now is more consistent with the original game
* Installation wizard now appends ?/Data Files? if needed when autodetecting path
* ?Interior? removed from cell not found message
* Inventory item count for very high numbers no longer shows incorrect values due to truncation
* Using AddSoulgem no longer fills all sould gems of the specified type
* A message is displayed if the spell a player tries to select via quickkey is missing
* Inventory filter is now reset to All when loading a game
* Terrain is now rendered for empty cells
* OpenMW now handles marker definitions correctly, fixing mod Arktwend
iniimporter no longer ignores data paths
* Moving with zero strength no longer uses all of your fatigue
* Camera no longer flickers when opening and closing menu while sneaking
* Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK
* Item health is no longer considered a signed integer, it can no longer be negative
* Adding items to currently disabled creatures will no longer crash the game
* Encumbrance value is now rounded up
* Werewolf health is now correctly calculated
* NiLookAtController node is now ignored, like in vanilla
* OpenMW-CS: ?Original Creature? field renamed to ?Parent Creature?
* OpenMW-CS: Unchecking ?Auto Calc? flag when editing an NPC record no longer causes unreasonable values to be filled in
* OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting
* OpenMW-CS: ?Model? column renamed to ?Model/Animation?
* Tue Jun 12 2018 mimi.vx@gmail.com
- add new _constraints, build on x86_64 takes more than 2G ram
* Mon Jun 11 2018 mimi.vx@gmail.com
- add qt_5_11-cmake.patch to fix build with QT-5.11
Version: 0.43.0-bp150.1.2
* Sat Dec 09 2017 mimi.vx@gmail.com
- fix boost BuildRequires
* Mon Dec 04 2017 mimi.vx@gmail.com
- update to new release 0.43.0 - see CHANGELOG.md for details
* Wed Aug 02 2017 mimi.vx@gmail.com
- Update to new release 0.42.0 see CHANGELOG.md for more details
* Fri Dec 23 2016 mimi.vx@gmail.com
- Update to new release 0.41.0 see CHANGELOG.md for more details
* Mon Nov 28 2016 mimi.vx@gmail.com
- Force use of Qt5
* Sat Sep 10 2016 mimi.vx@gmail.com
- add OpenSceneGraph-plugins to requires -- fixes dds texture loading
* Fri Sep 09 2016 mimi.vx@gmail.com
- Update new release 0.40.0, for changelog see CHANGELOG.md
- dropped fix-unordered-map.patch
- moved to Qt5
- use system tinyxml
- spec-cleaned with spec-cleaner
- correctly handle desktop file
* Sun Jul 10 2016 rpm@fthiessen.de
- Added fix-unordered-map.patch to fix build with gcc >= 6.0
* Wed May 04 2016 rpm@fthiessen.de
- Update to new release 0.39.0, for change log see CHANGELOG.md or
https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md
* Tue Jan 26 2016 rpm@fthiessen.de
- Update to upstream version 0.38.0:
* Fixed player object being deletable
* Fixed AiCombat distance check to take into account collision box
* Fixed saw in Dome of Kasia not hurting a stationary player
* Fixed rats floating when killed near a door
* Fixed kwama eggsacks pulsing too fast
* Fixed NPC voice sound source not being placed at their head
* Fixed crash with OpenMW install wizard
* Fixed reseting delete flag when loading a reference from a save game
* Fixed issues with clicking on unexpected inventory items on character doll
* Fixed spell absorption to apply once per effect
* Fixed enchantment merchant items reshuffling every time barter is clicked
* Fixed not being able to resurrect the player through the console if health is zero
* Fixed projectile weapon behavior when underwater
* Fixed not being able to use keywords in strings for message boxes
* Fixed items not sinking when dropped underwater
* Fixed crash when onPcEquip script removes the equipped item
* Fixed dialog not triggering correctly in Julan Ashlander Companion mod
* Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren't visible
* Fixed guards accepting gold for crimes even when you don't have enough
* Fixed Show Owned option affecting tooltips that are not objects
* Fixed player sound source being at the feet
* Fixed not being able to replace interactive message boxes
* Fixed fatal error on OpGetTarget when the target has disappeared
* Fixed first person rendering glitches with high field of view
* Fixed crash on new game at character class selection
* Fixed RigGeometry bone references to be case-insensitive
* Fixed NPCs using wrong sound when landing
* Fixed missing journal textures without Tribunal and Bloodmoon installed
* Fixed multiple AiFollow packages causing the distance to stack
* Fixed creature dialogs not being handled correctly
* Fixed crash when entering Holamayan Monastery with mesh replacer installed
* Fixed dreamers spawning too soon
* Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf
* Fixed being able to soultrap a creature more than once
* Fixed summoned creatures and objects disappearing at midnight
* Fixed gamecontrollerdb file being created as a txt instead of a cfg
* Fixed "same race" dialog functions never triggering
* Fixed dialog choice condition issue
* Fixed body part rendering when in a pose
* Fixed reversed sneak awareness check
* Fixed positional sound acceleration issue
* Fixed fatal error when LandTexture is missing
* For all changes see also CHANGELOG.md or
https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md
* Tue Jun 09 2015 devel.suse@gmail.com
- Update to upstream version 0.36.1:
* Fixed additional startup scripts failing to launch
Known Issues:
* Crash when trying to view cell in render view in OpenMW-CS on OSX
* Crash when switching from full screen to windowed mode on D3D9
* Sat May 23 2015 devel.suse@gmail.com
- Change libffmpeg-devel to ffmpeg-devel in .spec file due to
new dependency package name
* Mon Mar 16 2015 devel.suse@gmail.com
- Update to upstream version 0.35.1:
* Implemented being able to dress corpses (you weirdos)
* Implemented checking Cmake sets correct MSVC compiler settings for release build
* Implemented default values for mandatory global records
* Implemented basic joystick support
* Implemented a progress bar for Morrowind.ini import progress in the launcher
* Implemented passage of time indicator when training or serving jail time
* Fixed a crash caused by a land record without data
* Fixed creatures with no skeleton base causing a crash
* Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory
* Fixed error caused by relying on subrecord order when reading content files
* Fixed sun trajectory
* Fixed stolen items handling to match vanilla Morrowind
* Fixed Divine Intervention sending the player to the wrong place in some cases
* Fixed telekinesis not working to avoid traps
* Fixed combat AI for unreachable enemies
* Fixed object scale being considered in the Move instruction
* Fixed multi-effect spells with different ranges not all applying
* Fixed launcher not responding to Ctrl+C command from the terminal
* Fixed drag-and-drop creating duplicate content files in the launcher when Alt is pressed
* Fixed addon files with no dependencies not showing in the launcher
* Fixed Detect Animal detecting dead creatures
* Fixed Cmake not respecting LIB_SUFFIX
* Fixed changing active magic holstering magic hands
* Fixed switching spells with next or previous while holding shift raising the delete spell dialog
* Fixed regression causing ignored clicks on the HUD mini-map
* Fixed instant restore effect behavior
* Fixed CE restore attribute items permanently boosting the stat they restore
* Fixed being able to fall off the prison ship
* Fixed wrong starting position in "Character Stuff Wonderland"
* Fixed plugin load order being sorted incorrectly when importing Morrowind settings
* OpenMW-CS: Fixed skills saving incorrectly
* OpenMW-CS: Fixed file extension inconsistency
Known Issues:
* Crash when trying to view cell in render view in OpenMW-CS on OSX
* Crash when switching from full screen to windowed mode on D3D9
- Drop openmw-lib-suffix.patch (fixed upstream)
* Sat Mar 07 2015 devel.suse@gmail.com
- Change datadir to /usr/share/openmw
* Tue Feb 17 2015 devel.suse@gmail.com
- Add /sbin/ldconfig call to .spec
* Tue Feb 17 2015 devel.suse@gmail.com
- Add openmw-lib-suffix.patch
* Tue Feb 17 2015 devel.suse@gmail.com
- Update to upstream version 0.35.0:
* Implemented Calm effect removing combat packages
* Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
* Implemented previous/next weapon and spell equipping hotkeys
* Implemented XYZ rotation keys support
* Implemented AI fast-forward
* Implemented NPC drowning while knocked out
* Implemented setting for exterior cell grid size
* Implemented some leveled list script functions
* Implemented testing dialog scripts with --script-all
* Implemented NPC lookAt controller
* Implemented handling initial state of particle system
* Implemented a warning when loading a savegame that depends on non-existent content files
* Implemented conversion of global map exploration overlay for ess-Importer
* Implemented command line option to load a save game
* Implemented new display of load order problems in the Data Files tab of the launcher
* Fixed some sound effects playing at very loud levels
* Fixed transparency issues with some UI elements
* Fixed launcher handling of master and plugin selections loaded from openmw.cfg
* Fixed water display issue on AMD cards
* Fixed a text display issue when highlighting words in dialog
* Fixed a launcher crash when a content file is locked
* Fixed being able to stand on top of hostile creatures
* Fixed creatures climbing on top of the player
* Fixed AITravel to more accurately emulate vanilla
* Fixed some moon display issues
* Fixed place-able items having collision
* Fixed AIFollow distance for groups of multiple followers
* Fixed some staircase climbing issues in Vivec
* Fixed permanent magic effects not being saved in savegames
* Fixed crash due to zero-sized particles
* Fixed a model scaling issue
* Fixed activated enchanted item magic not being saved in savegames
* Fixed a crash caused by Ogre shadow handling
* Fixed not being able to equip a shield with a two-handed weapon
* Fixed an issue with player fall height when stepping down
* Fixed an error-handling issue preventing the Sword of Perithia mod from loading
* Fixed launcher reseting alterations made to the mod list order
* Fixed some issues with NPC idle voices
* Fixed vampire corpses standing up when being looted
* Fixed spell cost not highlighting on mouseover
* Fixed tooltips still showing when menu is toggled off
* Fixed rain effect showing while underwater
* Fixed extreme framedrop when running into certain corners
* Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working
* Fixed animation groups for light and door objects
* Fixed slaughterfish not attacking partially submerged enemies
* Fixed air movement mechanics
* Fixed handling of NPCs with missing hair/head models
* Fixed position flicker after an animation ends
* Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"
* Fixed issues with animated collision shape
* Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision
* Fixed summons to reset when the spell is recast
* Fixed equipment update when unequipping non-related items removing ammunition
* Fixed not falling back to the top-level directory when looking for resources
* Fixed mod pathgrids not overwriting the existing pathgrid
* Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
* Fixed the resurrect function to work correctly
* Fixed functionality to allow mods to overwrite existing records in the IndexedStore
* Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"
* Fixed multi-character comparison operators to allow spaces
* Fixed handling deleted references to fix the "Gateway Ghost" quest
* Fixed summoning to allow multiple instances of the same creature by using different spells
* Fixed pathgrid in the (0, 0) exterior cell not loading
* Fixed actor original position not being saved with the wander package
* Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 )
* Fixed enchant cost issue
* Fixed handling of missing spells and factions to be more graceful
* Fixed several book display issues
* Fixed some script compilation issues
* Fixed scale field for creatures not being handled
* Fixed being able to use enchantments from items that failed to equip
* Fixed handling names for helmet models
* Fixed some NPCs not attacking when they are pickpocketed
* Fixed chargen race preview head default orientation
* Fixed animations with no loop keys being looped
* Fixed spell making to allow adding multiple attribute/skill effects
* Fixed crash when northmarker has been disabled
* Fixed area effect on touch spell behavior
* Fixed dwarven crossbow clipping through the ground when dropped
* Fixed torch animation playing when torch is hidden
* Fixed sneak re-applying after attacking an NPC
* Fixed handling for bipedal creatures without weapons
* Fixed conflict resolution for conflicting dialog topics
* Fixed tab completion for exterior cell names
* Fixed third person view being preserved in save games
* Fixed save/load progress bar behavior
* Fixed TogglePOV not being bindable to the Alt key
* Fixed exception for empty dialog topics
* Fixed PlaceAt function's count behavior
* Fixed map notes to display on the door marker leading to the cell with that note
* Fixed some UI issues to be better compatible with UI overhaul mods
* Fixed an issue with leveled item arguments
* Fixed enchanted arrows being added to the victim
* Fixed missing sound for drawing throwing weapons
* Fixed guards detecting invisible players
* Fixed camera not being attached properly when player becomes a vampire
* Fixed visual effects showing on the overhead map
* Fixed health modifier not resetting when an actor dies
* Fixed God Mode to not require magicka when casting spells
* Fixed attachArrow exception when changing weapon
* Fixed error when disabled objects are moved between cells
* Fixed scripts with names starting with digits failing to compile
* Fixed click activate and de-activate behavior in the Data Files list
* Renamed "profile" to "content list" in the launcher
* Added comments to the local/global openmw.cfg files to clarify their identity
* OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the
respective line/column
* OpenMW-CS: Implemented deleting selected rows from result windows
* OpenMW-CS: Fixed window opening issue when the config file doesn't exist
* OpenMW-CS: Fixed skills to allow values other than 0 through 99
* OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
* OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
* OpenMW-CS: Cleanup for the Opening Window and User Settings Window
Known Issues:
* Crash when trying to view cell in render view in OpenCS on OSX
* Crash when switching from full screen to windowed mode on D3D9
* Wed Jan 21 2015 devel.suse@gmail.com
- Update to upstream version 0.34.0:
* Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
* Implemented INI-importer for the launcher
* Implemented "encoding" option in the launcher
* Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
* Fixed several launcher and installation issues
* Fixed issue with BIK video/audio playback sync
* Fixed NPCs ignoring player invisibility when engaged in combat
* Fixed long class names being cut off in the UI
* Fixed running while levitating draining fatigue
* Fixed handling of disabled plugins
* Fixed ToggleMenus not closing dialog windows
* Fixed crash when calling getDistance on items in the player's inventory
* Fixed the Buglamp tooltip showing the item weight
* Fixed slave crime reaction to PC picking up slave's bracers
* Fixed Dremora death animation
* Fixed Mansilamat Vabdas's floating corpse
* Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
* Fixed silenced enemies attempting to cast spells
* Fixed The Warlords quest
* Fixed sneak attacks on hostiles causing a bounty
* Fixed a crash caused by incorrect handling of getPcRank and similar defines
* Fixed pause in Storm Atronach animation
* Fixed a bug in TerrainGrid::getWorldBoundingBox
* Fixed crash on exceptions while adding startup scripts
* Fixed AiWander path finder hang when quickly changing cells
* Fixed crash when playing OGG files
* Fixed Dagoth Gares talking to the player even when he is not there
* Fixed overflow exploit in bartering
* Fixed a crash when maximizing the window with the race selection dialog open on D3D9
* Fixed script command "Activate, player" not working
* Fixed buttons only lighting on hover over their label
* Fixed Slowfall effect being too weak
* Fixed several skeleton/bone model and animation issues
* Fixed script handling to treat the [ character as whitespace
* Fixed a crash in character preview for non-existing meshes
* Fixed abrupt transition when ash storms end
* Fixed mouse movements being tracked during video playback
* Fixed a crash on exit
* Fixed being able to attack Almalexia during her final monologue
* Fixed the frame time cap not being applied to Ogre's ControllerManager
* Fixed recalculation of Magicka to be less aggressive
* Fixed Azura's spirit fading away too fast
* Fixed Magicka becoming negative
* Fixed health so it drops to 0 if it goes below 1.
* Fixed floating hairs in Westly's Pluginless Head And Hair Replacer
* Fixed some issues with mods that use conversation scripts to update the PC
* Fixed graphical issues with Morrowind Grass Mod
* Fixed issues with renaming profiles in the launcher
* OpenCS: Implemented rendering cell markers
* OpenCS: Implemented double-click functionality in tables
* OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
* OpenCS: Implemented editing positions of references in the 3D scene
* OpenCS: Implemented edit mode button on the scene toolbar
* OpenCS: Implemented user setting for showing the status bar
* OpenCS: Improved the layout of the user settings dialog
* OpenCS: Fixed script compiler sometimes failing to find IDs
* OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
* OpenCS: Fixed display of combat/magic/stealth values
* OpenCS: Fixed saving
* OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
* OpenCS: Fixed MDL subrecord error
* OpenCS: Fixed coordinate and rotation editing
* OpenCS: Fixed several window and view handling issues
* OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
* OpenCS: Fixed a crash when closing cell render window on OSX
Known Issues:
* Crash when trying to view cell in render view in OpenCS on OSX
* Crash when switching from full screen to windowed mode on D3D11
- Drop openmw-cmake-OGRE-lib-path.patch
- Drop openmw-opencs-fix-saving.patch
* Mon Jul 28 2014 devel.suse@gmail.com
- add openmw-opencs-fix-saving.patch and removed workaround
* Mon Jul 28 2014 devel.suse@gmail.com
- fix OpenCS saving ability