Merge pull request #462 from OpenMW/master

Add OpenMW commits up to 23 Jul 2018
fix/skillcap
David Cernat 7 years ago committed by GitHub
commit 65de028e0d
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GPG Key ID: 4AEE18F83AFDEB23

@ -428,6 +428,7 @@ fi
printf "Exists. " printf "Exists. "
elif [ -z $SKIP_EXTRACT ]; then elif [ -z $SKIP_EXTRACT ]; then
rm -rf Boost rm -rf Boost
CI_EXTRA_INNO_OPTIONS=""
[ -n "$CI" ] && CI_EXTRA_INNO_OPTIONS="//SUPPRESSMSGBOXES //LOG='boost_install.log'" [ -n "$CI" ] && CI_EXTRA_INNO_OPTIONS="//SUPPRESSMSGBOXES //LOG='boost_install.log'"
"${DEPS}/boost-1.67.0-msvc${MSVC_YEAR}-win${BITS}.exe" //DIR="${CWD_DRIVE_ROOT}" //VERYSILENT //NORESTART ${CI_EXTRA_INNO_OPTIONS} "${DEPS}/boost-1.67.0-msvc${MSVC_YEAR}-win${BITS}.exe" //DIR="${CWD_DRIVE_ROOT}" //VERYSILENT //NORESTART ${CI_EXTRA_INNO_OPTIONS}
mv "${CWD_DRIVE_ROOT_BASH}" "${BOOST_SDK}" mv "${CWD_DRIVE_ROOT_BASH}" "${BOOST_SDK}"

@ -646,6 +646,7 @@ void CSVDoc::View::addSubView (const CSMWorld::UniversalId& id, const std::strin
} }
assert(view); assert(view);
view->setParent(this); view->setParent(this);
view->setEditLock (mDocument->getState() & CSMDoc::State_Locked);
mSubViews.append(view); // only after assert mSubViews.append(view); // only after assert
int minWidth = windows["minimum-width"].toInt(); int minWidth = windows["minimum-width"].toInt();

@ -0,0 +1,5 @@
.figure img {
display: block;
margin: auto;
box-shadow: 10px 10px 40px -5px #bbbbbb;
}

@ -134,7 +134,7 @@ primary_domain = 'c'
# The theme to use for HTML and HTML Help pages. See the documentation for # The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes. # a list of builtin themes.
html_theme = 'default' html_theme = 'sphinx_rtd_theme'
# Theme options are theme-specific and customize the look and feel of a theme # Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the # further. For a list of options available for each theme, see the
@ -144,21 +144,27 @@ html_theme = 'default'
# Add any paths that contain custom themes here, relative to this directory. # Add any paths that contain custom themes here, relative to this directory.
#html_theme_path = [] #html_theme_path = []
#html_css_files = 'figures.css' use this once Sphinx 1.8 is released!!!
def setup(app):
app.add_stylesheet('figures.css')
# The name for this set of Sphinx documents. If None, it defaults to # The name for this set of Sphinx documents. If None, it defaults to
# "<project> v<release> documentation". # "<project> v<release> documentation".
#html_title = None #html_title = None
# A shorter title for the navigation bar. Default is the same as html_title. # A shorter title for the navigation bar. Default is the same as html_title.
#html_short_title = None #html_short_title = 'OpenMW Documentation'
# The name of an image file (relative to this directory) to place at the top # The name of an image file (relative to this directory) to place at the top
# of the sidebar. # of the sidebar.
#html_logo = None #html_logo = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/openmw.png'
# The name of an image file (within the static path) to use as favicon of the # The name of an image file (within the static path) to use as favicon of the
# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32 # docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
# pixels large. # pixels large.
#html_favicon = None #html_favicon = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/favicon.png'
# Add any paths that contain custom static files (such as style sheets) here, # Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files, # relative to this directory. They are copied after the builtin static files,

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@ -24,7 +24,7 @@ We will start by launching OpenMW CS, the location of the program depends on
your operating system. You will be presented with a dialogue with three your operating system. You will be presented with a dialogue with three
options: create a new game, create a new addon, edit a content file. options: create a new game, create a new addon, edit a content file.
.. figure:: _static/images/chapter-1/opening-dialogue.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png
:alt: Opening dialogue with three option and setting button (the wrench) :alt: Opening dialogue with three option and setting button (the wrench)
The first option is for creating an entirely new game, that's not what we want. The first option is for creating an entirely new game, that's not what we want.
@ -37,7 +37,7 @@ optionally a number of other addons we want to depend on. The name of the
project is arbitrary, it will be used to identify the addon later in the OpenMW project is arbitrary, it will be used to identify the addon later in the OpenMW
launcher. launcher.
.. figure:: _static/images/chapter-1/new-project.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
:alt: Creation dialogue for a new project, pick content modules and name :alt: Creation dialogue for a new project, pick content modules and name
Choose Morrowind as your content file and enter `Ring of Night Vision` as the Choose Morrowind as your content file and enter `Ring of Night Vision` as the
@ -47,7 +47,7 @@ to, but for this mod the base game is enough.
Once the addon has been created you will be presented with a table. If you see Once the addon has been created you will be presented with a table. If you see
a blank window rather than a table choose *World**Objects* from the menu. a blank window rather than a table choose *World**Objects* from the menu.
.. figure:: _static/images/chapter-1/objects.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
:alt: The table showing all object records in the game. :alt: The table showing all object records in the game.
Let's talk about the interface for a second. Every window in OpenMW CS has Let's talk about the interface for a second. Every window in OpenMW CS has
@ -83,7 +83,7 @@ We need to enter an *ID* (short for *identifier*) and pick the type. The
identifier is a unique name by which the ring can later be identified; I have identifier is a unique name by which the ring can later be identified; I have
chosen `ring_night_vision`. For the type choose *Clothing*. chosen `ring_night_vision`. For the type choose *Clothing*.
.. figure:: _static/images/chapter-1/add-record.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png
:alt: Enter the ID and type of the new ring :alt: Enter the ID and type of the new ring
The table should jump right to our newly created record, if not read further The table should jump right to our newly created record, if not read further
@ -101,7 +101,7 @@ instead of using the context menu; the default is double-clicking while
holding down the shift key. holding down the shift key.
.. figure:: _static/images/chapter-1/edit-record.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png
:alt: Edit the properties of the record in a separate panel :alt: Edit the properties of the record in a separate panel
You can set the name, weight and coin value as you like, I chose `Ring of Night You can set the name, weight and coin value as you like, I chose `Ring of Night
@ -221,7 +221,7 @@ The simplest way is probably to add it to the inventory of a shopkeeper.
An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game
and he's easy to find in the CS as his name comes early alphabetically. and he's easy to find in the CS as his name comes early alphabetically.
.. figure:: _static/images/chapter-1/Ring_to_Arrille.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Arrille.png
:alt: Putting the ring into Arrille's inventory :alt: Putting the ring into Arrille's inventory
Open the CS and open the *Objects* table (*World**Objects*). Open the CS and open the *Objects* table (*World**Objects*).
@ -239,7 +239,7 @@ So set his stock level too high for him to wear them all (3 works, 2 might do).
Another possibilty, again in Seyda Neen making it easy to access, would be for Another possibilty, again in Seyda Neen making it easy to access, would be for
Fargoth to give it to the player in exchange for his healing ring. Fargoth to give it to the player in exchange for his healing ring.
.. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png
:alt: Editing Fargoth to give ring to player :alt: Editing Fargoth to give ring to player
Open the *Topicinfo* Table (*Characters**Topic Infos*). Use a filter !string(Topic,ring) Open the *Topicinfo* Table (*Characters**Topic Infos*). Use a filter !string(Topic,ring)
@ -251,7 +251,7 @@ to give the ring to the player - the same as used earlier in the console
player->AddItem "ring_night_vision" 1 player->AddItem "ring_night_vision" 1
.. figure:: _static/images/chapter-1/Ring_to_Fargoth_2.png .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_2.png
:alt: Editing Fargoth to give ring to player :alt: Editing Fargoth to give ring to player
Placing in a chest Placing in a chest

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