Package Release Info

openmw-0.45+git.20200318-bp153.1.27

Update Info: Base Release
Available in Package Hub : 15 SP3

platforms

AArch64
ppc64le
s390x
x86-64

subpackages

openmw

Change Logs

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
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 Rodríguez <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