*** PLEASE PUT YOUR ISSUE DESCRIPTION FOR DUMMIES HERE FOR REVIEW *** - I'm just a placeholder description (#1337) - I'm also just a placeholder description, but I'm a more recent one (#42) *** 0.46.0 ------ 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.*** 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. Known Issues: - There's currently no way to redirect the logging output to the command prompt on Windows Release builds -- this will be resolved in version 0.46.0 - To use generic Linux binaries, Qt4 and libpng12 must be installed on your system - 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)