From 613189d7d9da8e21f5c07c098edd5dd470cdb4f1 Mon Sep 17 00:00:00 2001 From: Bret Curtis Date: Tue, 7 Apr 2020 12:55:17 +0200 Subject: [PATCH] bump to 0.47 for new dev cycle --- CHANGELOG.md | 4 ++ CHANGELOG_PR.md | 97 ++++--------------------------------------------- CMakeLists.txt | 2 +- README.md | 2 +- 4 files changed, 13 insertions(+), 92 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 7c61f0ebc..31a5271db 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,7 @@ +0.47.0 +------ + + 0.46.0 ------ diff --git a/CHANGELOG_PR.md b/CHANGELOG_PR.md index 94b0d45ec..a699a3da7 100644 --- a/CHANGELOG_PR.md +++ b/CHANGELOG_PR.md @@ -5,10 +5,10 @@ *** -0.46.0 +0.47.0 ------ -The OpenMW team is proud to announce the release of version 0.46.0! Grab it from our Downloads Page for all operating systems. ***short summary: shadows, recastnavigation, etc.*** +The OpenMW team is proud to announce the release of version 0.47.0! Grab it from our Downloads Page for all operating systems. ***short summary: XXX *** Check out the release video (***add link***) and the OpenMW-CS release video (***add link***) by the ***add flattering adjective*** Atahualpa, and see below for the full list of changes. @@ -18,99 +18,16 @@ Known Issues: - On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings New Features: -- NIF files which contain an "AvoidNode" are ignored by the pathfinding algorithm (#1724) -- Navmeshes are used for AI pathfinding which should resolve most related issues (#2229) -- Movement input from gamepad joysticks is transformed into analogue values (#3025) -- Sane default values for openmw.cfg file to overcome the original morrowind.ini file (#3442) -- Option to invert x-axis for controllers (#3610) -- Local variables of objects selected in the console can now be directly read and set without explicitly stating the object (#3893) -- In-game option to enable or disable controllers (#3980) -- Sneak mode can be toggled using a controller (#4001) -- Controllers use original engine's default key bindings (#4360) -- Support for sheathing animations, including weapon holstering, scabbards (except for throwing weapons), and quivers for projectiles (#4673) -- Support for "NiRollController" in NIF files to ensure correct rotation of models in "Weapon Sheathing" mod (#4675) -- Support for native animated containers (#4730) -- Support for VAO ("Vertex Array Objects") from OSG 3.5.6 or later (#4756) -- Support for "NiSwitchNode" in NIF files to allow future implementation of native support for extended features like harvestable plants or glowing - windows (#4812) -- Native support for glowing windows (and other daytime-dependent meshes) by adding internal day-night-mode switch (#4836) -- Shadows (#4851) -- More configuration options for in-game water reflections (#4859) -- Command line option to specify a random seed to be used by the game's random-number generator ("RNG") for debugging purposes (#4887) -- Configuration options for distant terrain to adjust quality and performance impact (#4890) +- ? New Editor Features: -- "Faction Ranks" table for "Faction" records (#4209) -- Changes to height editing can be cancelled without changes to data (press esc to cancel) (#4840) -- Land heightmap/shape editing and vertex selection (#5170) -- Deleting instances with a keypress (#5172) -- Dropping objects with keyboard shortcuts (#5274) +- ? Bug Fixes: -- The Mouse Wheel can now be used for key bindings (#2679) -- Scripted Items cannot be stacked anymore to avoid multiple script execution (#2969) -- Stray text after an "else" statement is now ignored, like in the original engine, to handle mods which erroneously use "else if" statements (#3006) -- "SetPos" and "SetPosition" commands now more closely replicate the original engine's behaviour (#3109) -- "Reserved keys [F3], [F4], [F10], and [F11] cannot be assigned to in-game controls anymore (#3282) -- Windows: Reserved [Windows] key cannot be assigned to in-game controls anymore (#3282)" -- Windows: Windows-internal display scaling no longer breaks main menu (#3623) -- Normal maps on mirrored UVs are no longer inverted (#3733) -- Teleporting attempts are now also detected if teleporting is disabled to ensure compatibility with certain mods (#3765) -- Throwing weapons are now correctly rotated during throwing animation when using the "Improved Thrown Weapon Projectiles" mod (#3778) -- Birthsign abilities are no longer restored upon loading to ensure mod compatibility (#4329) -- Player character's model is no longer scaled in first-person mode to prevent issues with arrows obscuring the crosshair (#4383) -- Optional: Ranged attacks now bypass normal weapon resistance or weakness if ammunition and/or bow are appropriate (#4384) -- Fall damage is now also applied when first reloading a savegame and when your character is near the ground in the loaded game (#4411) -- Rain drops are no longer delayed when your character emerges from water (#4540) -- ESM record for prison markers is now hardcoded like, e.g., door markers or temple markers (#4701) -- Loading a savegame which includes active messages no longer crashes the game (#4714) -- An empty pointer actor no longer throws an exception upon exiting the dialogue menu (#4715) -- Inventory paper doll no longer simultaneously displays shield and two-handed weapon during drawing and holstering animations (#4720) -- "Reset actors" command ("ra") no longer tries to reset actors originating from inactive cells, e.g., followers (#4723) -- "Reset actors" command ("ra") now traces reset actors to the ground and also resets fall damage (#4723)" -- Land texture records can now be overwritten by content files to create mods like "Winter in Morrowind" (#4736) -- Disabling collision no longer forces your character to walking speed, but also allows them to run or sneak (#4746) -- NPCs now also use the skeleton associated with their specified model, not only the animations (#4747) -- Sneaking und swimming idle animations are no longer interrupted if your character is in attack-ready state in first-person view (#4750) -- Numerical fallback values with invalid values (e.g., stray text) in the openmw.cfg file no longer crash or break the game (#4768) -- Character's "jumping" flag is no longer unnecessarily reset to ensure compatibility with certain mods, e.g., "Sotha Sil Expanded" (#4775) -- Calling "GetSpellEffects", "GetEffect", or "GetSpell" function on non-actor objects now returns 0, fixing issues with "Sotha Sil Expanded" - (#4778) -- AI values for actors without AIDT ("AI Data") subrecord are now set to zero upon loading instead of filling in "random" values (#4778) -- Running and sneaking are now also considered in in-game checks when your character is in midair, fixing an issue with the "Reign of Fire" mod - (#4797) -- Collision checks are now immediately updated when an object is moved to ensure compatibility with "Sotha Sil Expanded" (#4800) -- Stray special characters before the "begin" statement of a script are now ignored to ensure, once again, compatibility with "Sotha Sil Expanded" - (#4803) -- Particle nodes with an empty "sizes" array are now correctly loaded and no longer cause an exception (#4804) -- Handling of "root bone" and "bip01" nodes in NIF files now matches the original engine's behaviour to ensure compatibility with "Skyrim: Home of - the Nords" (#4810) -- Creatures without specified sound files now fallback to the sounds of the first creature sharing the same model (#4813) -- "Journal" command now also closes a quest when the specified "finish quest" entry has a lower value than the current one for that quest (#4815) -- Spell effects are no longer applied when a spell is successfully absorbed (#4820) -- World state is no longer updated for every in-game hour your character is in jail but only once, which should significantly reduce loading times - (#4823) -- "NiUVController" in NIF files now only affects textures which use the specified "UV Set" index, usually 0; ensures compatibility with "Glow in the Dahrk" (#4827) -- Visual effects ("VFX") for magic effects are now played immediately after the effect is triggered to not accidentally skip the VFX, e.g., when actors drink potions in battle (#4828) -- Meshes with "NiLODNode" or "NiSwitchNode" no longer cause crashes when they contain particles (#4837) -- Localisations can now make use of implicit keywords to create hyperlinks in dialogue text (#4841) -- Actors outside of the processing range no longer appear for one frame when they are spawned (#4860) -- Stray text after a local-variable declaration is now ignored to ensure mod compatibility (#4867) -- Range and default values of AI data fields now match the original engine's ones (#4876) -- "Startup" scripts are now always run once upon starting OpenMW (#4877) -- Stray explicit reference calls for global variables are now ignored to ensure mod compatibility, e.g., with "Sotha Sil Expanded" (#4888) -- Title screen music now loops (#4896) -- "Specular power" is no longer hardcoded but uses the specified value in the shader code (#4916) -- Werewolves can now also attack if their transformation happened during an attack move (#4922) -- Plug-ins with valid empty subrecords are now correctly loaded, which fixes issues with the "DC - Return of Great House Dagoth" mod (#4938) -- Hand-to-hand attacks are now movement-based when the "always use best attack" option is turned off, like in the original engine (#4942) +- ? Editor Bug Fixes: -- Certain numerical fields now only accept unsigned 8-bit integers to avoid overflows (#2987) -- Preview option is now disabled for levelled lists (#4703) -- Opening the "Scene" view from the "Instances" table now also works for exterior cells (#4705) -- Colour fields in interior-cell records now also use the colour picker widget (#4745) -- Cloned, added, or moved instances no longer disappear at load-time (#4748) -- "Clear" function in the content selector no longer tries to execute a "Remove" action on an empty file list (#4757) -- Terrain texture editing for plugins now correctly handles drags from base file (#4904) -- Engine no longer tries to swap buffers of windows which weren't exposed to Qt's window management system (#4911) -- Minimap doesn't get corrupted, when editing new omwgame (#5177) +- ? Miscellaneous: -- Upgraded to FFMPEG3 for media decoding (#4686) -- Optimised terrain code to drastically increase performance with distant terrain enabled (#4695) -- Windows: Added support for NMake to the prebuild script (#4721) +- ? \ No newline at end of file diff --git a/CMakeLists.txt b/CMakeLists.txt index d69352c94..b7329ea7c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -54,7 +54,7 @@ endif() message(STATUS "Configuring OpenMW...") set(OPENMW_VERSION_MAJOR 0) -set(OPENMW_VERSION_MINOR 46) +set(OPENMW_VERSION_MINOR 47) set(OPENMW_VERSION_RELEASE 0) set(OPENMW_VERSION_COMMITHASH "") diff --git a/README.md b/README.md index 6f453a741..07479933e 100644 --- a/README.md +++ b/README.md @@ -7,7 +7,7 @@ OpenMW is an open-source game engine that supports playing Morrowind by Bethesda OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set. -* Version: 0.46.0 +* Version: 0.47.0 * License: GPLv3 (see [LICENSE](https://github.com/OpenMW/openmw/blob/master/LICENSE) for more information) * Website: https://www.openmw.org * IRC: #openmw on irc.freenode.net