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Merge branch 'master' into tooltips
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commit
0a223196e8
3 changed files with 39 additions and 10 deletions
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@ -15,7 +15,7 @@ include (OpenMWMacros)
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# Version
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set (OPENMW_VERSION_MAJOR 0)
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set (OPENMW_VERSION_MINOR 13)
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set (OPENMW_VERSION_MINOR 14)
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set (OPENMW_VERSION_RELEASE 0)
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set (OPENMW_VERSION "${OPENMW_VERSION_MAJOR}.${OPENMW_VERSION_MINOR}.${OPENMW_VERSION_RELEASE}")
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@ -308,12 +308,12 @@ void NpcAnimation::updateParts(){
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}
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if(!isBeast && boots != inv.end()){
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if(boots->getTypeName() == "struct ESM::Clothing"){
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if(boots->getTypeName() == typeid(ESM::Clothing).name()){
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const ESM::Clothing *clothes = (boots->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_Boots, 2, parts);
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}
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else
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else if(boots->getTypeName() == typeid(ESM::Armor).name())
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{
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const ESM::Armor *armor = (boots->get<ESM::Armor>())->base;
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std::vector<ESM::PartReference> parts = armor->parts.parts;
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@ -323,7 +323,7 @@ void NpcAnimation::updateParts(){
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}
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if(leftglove != inv.end()){
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if(leftglove->getTypeName() == "struct ESM::Clothing"){
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if(leftglove->getTypeName() == typeid(ESM::Clothing).name()){
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const ESM::Clothing *clothes = (leftglove->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_LeftGauntlet, 2, parts);
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@ -338,7 +338,7 @@ void NpcAnimation::updateParts(){
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}
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if(rightglove != inv.end()){
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if(rightglove->getTypeName() == "struct ESM::Clothing"){
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if(rightglove->getTypeName() == typeid(ESM::Clothing).name()){
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const ESM::Clothing *clothes = (rightglove->get<ESM::Clothing>())->base;
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std::vector<ESM::PartReference> parts = clothes->parts.parts;
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addPartGroup(MWWorld::InventoryStore::Slot_RightGauntlet, 2, parts);
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35
readme.txt
35
readme.txt
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@ -3,7 +3,7 @@ OpenMW: A reimplementation of The Elder Scrolls III: Morrowind
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OpenMW is an attempt at recreating the engine for the popular role-playing game
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Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work.
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Version: 0.13.0
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Version: 0.14.0
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License: GPL (see GPL3.txt for more information)
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Website: http://www.openmw.org
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@ -64,8 +64,6 @@ Allowed options:
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--start arg (=Beshara) set initial cell
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--master arg master file(s)
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--plugin arg plugin file(s)
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--fps [=arg(=1)] (=0) fps counter detail (0 = off, 1 = fps counter
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, 2 = full detail)
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--anim-verbose [=arg(=1)] (=0) output animation indices files
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--debug [=arg(=1)] (=0) debug mode
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--nosound [=arg(=1)] (=0) disable all sounds
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@ -90,6 +88,7 @@ Allowed options:
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win1252 - Western European (Latin) alphabet,
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used by default
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--report-focus [=arg(=1)] (=0) write name of focussed object to cout
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--fallback arg fallback values
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CREDITS
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@ -134,6 +133,36 @@ Thanks to Kevin Ryan for kindly providing us with the icon used for the Data Fil
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CHANGELOG
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0.14.0
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Bug #1: Meshes rendered with wrong orientation
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Bug #6/Task #220: Picking up small objects doesn't always work
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Bug #127: tcg doesn't work
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Bug #178: Compablity problems with Ogre 1.8.0 RC 1
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Bug #211: Wireframe mode (toggleWireframe command) should not apply to Console & other UI
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Bug #227: Terrain crashes when moving away from predefined cells
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Bug #229: On OS X Launcher cannot launch game if path to binary contains spaces
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Bug #235: TGA texture loading problem
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Bug #246: wireframe mode does not work in water
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Feature #8/#232: Water Rendering
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Feature #13: Terrain Rendering
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Feature #37: Render Path Grid
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Feature #66: Factions
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Feature #77: Local Map
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Feature #78: Compass/Mini-Map
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Feature #97: Render Clothing/Armour
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Feature #121: Window Pinning
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Feature #205: Auto equip
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Feature #217: Contiainer should track changes to its content
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Feature #221: NPC Dialogue Window Enhancements
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Feature #233: Game settings manager
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Feature #240: Spell List and selected spell (no GUI yet)
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Feature #243: Draw State
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Task #113: Morrowind.ini Importer
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Task #215: Refactor the sound code
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Task #216: Update MyGUI
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0.13.0
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Bug #145: Fixed sound problems after cell change
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