diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 6e6570b00..0856ffa21 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1915,7 +1915,7 @@ void CharacterController::update(float duration) vec.y() *= factor; vec.z() = 0.0f; } - else if(vec.z() > 0.0f && mJumpState == JumpState_None) + else if(vec.z() > 0.0f && mJumpState != JumpState_InAir) { // Started a jump. float z = cls.getJump(mPtr); diff --git a/components/nifosg/nifloader.cpp b/components/nifosg/nifloader.cpp index a3b81338e..6e04c6405 100644 --- a/components/nifosg/nifloader.cpp +++ b/components/nifosg/nifloader.cpp @@ -268,7 +268,7 @@ namespace NifOsg osg::ref_ptr skel = new SceneUtil::Skeleton; osg::Group* root = created->asGroup(); - if (root && root->getDataVariance() == osg::Object::STATIC) + if (root && root->getDataVariance() == osg::Object::STATIC && !root->asTransform()) { skel->setStateSet(root->getStateSet()); skel->setName(root->getName()); @@ -440,7 +440,7 @@ namespace NifOsg // The Root node can be created as a Group if no transformation is required. // This takes advantage of the fact root nodes can't have additional controllers // loaded from an external .kf file (original engine just throws "can't find node" errors if you try). - if (!nifNode->parent && nifNode->controller.empty()) + if (!nifNode->parent && nifNode->controller.empty() && nifNode->trafo.isIdentity()) { node = new osg::Group; dataVariance = osg::Object::STATIC; diff --git a/files/openmw.appdata.xml b/files/openmw.appdata.xml index 1c16cb9a4..932c82ad7 100644 --- a/files/openmw.appdata.xml +++ b/files/openmw.appdata.xml @@ -1,9 +1,12 @@ - - - openmw.desktop + + + org.openmw.desktop CC0-1.0 - GPL-3.0 and MIT and zlib + GPL-3.0 and MIT OpenMW Unofficial open source engine re-implementation of the game Morrowind @@ -32,8 +35,7 @@ Vivec seen from Ebonheart on OpenMW -nobrakal@gmail.com https://openmw.org https://bugs.openmw.org/ https://openmw.org/faq/ - +