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Name: openmw | Distribution: openSUSE:Factory:zSystems |
Version: 0.49rc8 | Vendor: openSUSE |
Release: 1.1 | Build date: Sat Jun 7 12:09:04 2025 |
Group: Amusements/Games/RPG | Build host: reproducible |
Size: 47618251 | Source RPM: openmw-0.49rc8-1.1.src.rpm |
Packager: https://bugs.opensuse.org | |
Url: https://www.openmw.org | |
Summary: Reimplementation of The Elder Scrolls III: Morrowind |
OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games. Both OpenCS and OpenMW are written from scratch and aren’t made to support any third party programs the original Morrowind engine uses to improve its functionality. To give you a better idea of what this project is about, here are some of the aims for the future of the OpenMW engine: * Be a full-featured reimplementation of the Morrowind engine. * Run natively on Windows, Linux and MacOS X. * Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs). * Allow much greater modability: change game rules, create new spell effects, etc. through scripting. * Fix system design bugs, like save-game “doubling” problem. * Improve the interface and journal system. * Improved graphics by taking advantage of more modern hardware. * Support to improve game mechanics, physics, combat and AI. * (Possibly) Support to implement multiplayer * (Possibly) Support to run on mobile devices. NOTE(!!!): Playing Morrowind with this engine STILL REQUIRES one to own the Morrowind data files. OpenCS will support the editing of all OpenMW features. We aim for the editor to stay fully up-to-date with the corresponding OpenMW version, allowing the user to edit any newly implemented features. Post v1.0 features are going to be the use of OpenCS as a debugging tool for OpenMW content and the support for editor plugins. These are files that add to the editor code, improving its functionality to allow it to have some nice extras. The OpenCS is not based on the editing tool which came with the original Morrowind game, it is a program made by modders for modders. Important properties of the OpenCS are: * non-blocking * multi-threaded * multi-document support * multi-view support * high scalability * customisable GUI
GPL-3.0-only AND MIT
* Sat Jun 07 2025 Michael Pujos <pujos.michael@gmail.com> - Update to version 0.49rc8. Changes since v0.48.0: * Bug #2623: Snowy Granius doesn't prioritize conjuration spells * Bug #3438: NPCs can't hit bull netch with melee weapons * Bug #3842: Body part skeletons override the main skeleton * Bug #4127: Weapon animation looks choppy * Bug #4204: Dead slaughterfish doesn't float to water surface after loading saved game * Bug #4207: RestoreHealth/Fatigue spells have a huge priority even if a success chance is near 0 * Bug #4289: Script compilation fails if an NPC deleted in a content file is disabled * Bug #4382: Sound output device does not change when it should * Bug #4508: Can't stack enchantment buffs from different instances of the same self-cast generic magic apparel * Bug #4610: Casting a Bound Weapon spell cancels the casting animation by equipping the weapon prematurely * Bug #4683: Disposition decrease when player commits crime is not implemented properly * Bug #4710: Object tooltips don't always stick to the top of the object * Bug #4742: Actors with wander never stop walking after Loopgroup Walkforward * Bug #4743: PlayGroup doesn't play non-looping animations correctly * Bug #4754: Stack of ammunition cannot be equipped partially * Bug #4816: GetWeaponDrawn returns 1 before weapon is attached * Bug #4822: Non-weapon equipment and body parts can't inherit time from parent animation * Bug #4898: Odd/Incorrect lighting on meshes * Bug #5057: Weapon swing sound plays at same pitch whether it hits or misses * Bug #5062: Root bone rotations for NPC animation don't work the same as for creature animation * Bug #5065: Actors with scripted animation still try to wander and turn around without moving * Bug #5066: Quirks with starting and stopping scripted animations * Bug #5129: Stuttering animation on Centurion Archer * Bug #5280: Unskinned shapes in skinned equipment are rendered in the wrong place * Bug #5371: Keyframe animation tracks are used for any file that begins with an X * Bug #5413: Enemies do a battlecry everytime the player summons a creature * Bug #5714: Touch spells cast using ExplodeSpell don't always explode * Bug #5755: Reset friendly hit counter * Bug #5849: Paralysis breaks landing * Bug #5870: Disposing of actors who were selected in the console doesn't deselect them like vanilla * Bug #5883: Immobile creatures don't cause water ripples * Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load * Bug #6025: Subrecords cannot overlap records * Bug #6027: Collisionshape becomes spiderweb-like when the mesh is too complex * Bug #6146: Lua command `actor:setEquipment` doesn't trigger mwscripts when equipping or unequipping a scripted item * Bug #6156: 1ft Charm or Sound magic effect vfx doesn't work properly * Bug #6190: Unintuitive sun specularity time of day dependence * Bug #6222: global map cell size can crash openmw if set to too high a value * Bug #6240: State sharing sometimes prevents the use of the same texture file for different purposes in shaders * Bug #6313: Followers with high Fight can turn hostile * Bug #6402: The sound of a thunderstorm does not stop playing after entering the premises * Bug #6427: Enemy health bar disappears before damaging effect ends * Bug #6550: Cloned body parts don't inherit texture effects * Bug #6574: Crash at far away from world origin coordinates * Bug #6645: Enemy block sounds align with animation instead of blocked hits * Bug #6657: Distant terrain tiles become black when using FWIW mod * Bug #6661: Saved games that have no preview screenshot cause issues or crashes * Bug #6665: The kobolds in the skyrim: home of the nords mod are oversized * Bug #6716: mwscript comparison operator handling is too restrictive * Bug #6723: "Turn to movement direction" makes the player rotate wildly with COLLADA * Bug #6754: Beast to Non-beast transformation mod is not working on OpenMW * Bug #6758: Main menu background video can be stopped by opening the options menu * Bug #6807: Ultimate Galleon is not working properly * Bug #6846: Launcher only works with default config paths * Bug #6893: Lua: Inconsistent behavior with actors affected by Disable and SetDelete commands * Bug #6894: Added item combines with equipped stack instead of creating a new unequipped stack * Bug #6932: Creatures flee from my followers and we have to chase after them * Bug #6939: OpenMW-CS: ID columns are too short * Bug #6949: Sun Damage effect doesn't work in quasi exteriors * Bug #6964: Nerasa Dralor Won't Follow * Bug #6973: Fade in happens after the scene load and is shown * Bug #6974: Only harmful effects are reflected * Bug #6977: Sun damage implementation does not match research * Bug #6985: Issues with Magic Cards numbers readability * Bug #6986: Sound magic effect does not make noise * Bug #6987: Set/Mod Blindness should not darken the screen * Bug #6992: Crossbow reloading doesn't look the same as in Morrowind * Bug #6993: Shooting your last round of ammunition causes the attack animation to cancel * Bug #7009: Falling actors teleport to the ground without receiving any damage on cell loading * Bug #7013: Local map rendering in some cells is broken * Bug #7034: Misc items defined in one content file are not treated as keys if another content file uses them as such * Bug #7040: Incorrect rendering order for Rebirth's Stormfang * Bug #7042: Weapon follow animations that immediately follow the hit animations cause multiple hits * Bug #7044: Changing a class' services does not affect autocalculated NPCs * Bug #7051: Collada animated character models are optimized out of the collision box instance with object paging * Bug #7053: Running into objects doesn't trigger GetCollidingPC * Bug #7054: Quests aren't sorted by name * Bug #7064: NPCs don't report crime if the player is casting offensive spells on them while sneaking * Bug #7077: OpenMW fails to load certain particle effects in .osgt format * Bug #7084: Resurrecting an actor doesn't take into account base record changes * Bug #7088: Deleting last save game of last character doesn't clear character name/details * Bug #7092: BSA archives from higher priority directories don't take priority * Bug #7102: Some HQ Creatures mod models can hit the 8 texture slots limit with 0.48 * Bug #7103: Multiple paths pointing to the same plugin but with different cases lead to automatically removed config entries * Bug #7122: Teleportation to underwater should cancel active water walking effect * Bug #7131: MyGUI log spam when post processing HUD is open * Bug #7134: Saves with an invalid last generated RefNum can be loaded * Bug #7145: Normals passed to post-processing shaders are broken * Bug #7146: Debug draw for normals is wrong * Bug #7163: Myar Aranath: Wheat breaks the GUI * Bug #7168: Fix average scene luminance * Bug #7172: Current music playlist continues playing indefinitely if next playlist is empty * Bug #7202: Post-processing normals for terrain, water randomly stop rendering * Bug #7204: Missing actor scripts freeze the game * Bug #7229: Error marker loading failure is not handled * Bug #7243: Supporting loading external files from VFS from esm files * Bug #7284: "Your weapon has no effect." message doesn't always show when the player character attempts to attack * Bug #7292: Weather settings for disabling or enabling snow and rain ripples don't work * Bug #7298: Water ripples from projectiles sometimes are not spawned * Bug #7307: Alchemy "Magic Effect" search string does not match on tool tip for effects related to attributes * Bug #7309: Sunlight scattering is visible in inappropriate situations * Bug #7322: Shadows don't cover groundcover depending on the view angle and perspective with compute scene bounds = primitives * Bug #7351: Unsupported MSAA level fallback wrecks GL context extension checks * Bug #7353: Normal Map Crashes with Starwind Assets in TES3MP and OpenMW * Bug #7354: Disabling post processing in-game causes a crash * Bug #7364: Post processing is not reflected in savegame previews * Bug #7380: NiZBufferProperty issue * Bug #7413: Generated wilderness cells don't spawn fish * Bug #7415: Unbreakable lock discrepancies * Bug #7416: Modpccrimelevel is different from vanilla * Bug #7428: AutoCalc flag is not used to calculate enchantment costs * Bug #7447: OpenMW-CS: Dragging a cell of a different type (from the initial type) into the 3D view crashes OpenMW-CS * Bug #7450: Evading obstacles does not work for actors missing certain animations * Bug #7459: Icons get stacked on the cursor when picking up multiple items simultaneously * Bug #7469: Reloading lua with a orphaned lua UI element causes crash * Bug #7472: Crash when enchanting last projectiles * Bug #7475: Equipping a constant effect item doesn't update the magic menu * Bug #7502: Data directories dialog (0.48.0) forces adding subdirectory instead of intended directory * Bug #7505: Distant terrain does not support sample size greater than cell size * Bug #7531: Some bitmap font glyph substitutes are erroneous or missing * Bug #7535: Bookart paths for textures in OpenMW vs vanilla Morrowind * Bug #7548: Actors cannot open doors that were teleported from a different cell * Bug #7553: Faction reaction loading is incorrect * Bug #7557: Terrain::ChunkManager::createChunk is called twice for the same position, lod on initial loading * Bug #7573: Drain Fatigue can't bring fatigue below zero by default * Bug #7582: Skill specializations are hardcoded in character creation * Bug #7585: Difference in interior lighting between OpenMW with legacy lighting method enabled and vanilla Morrowind * Bug #7587: Quick load related crash * Bug #7603: Scripts menu size is not updated properly * Bug #7604: Goblins Grunt becomes idle once injured * Bug #7609: ForceGreeting should not open dialogue for werewolves * Bug #7611: Beast races' idle animations slide after turning or jumping in place * Bug #7617: The death prompt asks the player if they wanted to load the character's last created save * Bug #7619: Long map notes may get cut off * Bug #7623: Incorrect placement of the script info in the engraved ring of healing tooltip * Bug #7627: Сrash at the start * Bug #7630: Charm can be cast on creatures * Bug #7631: Cannot trade with/talk to Creeper or Mudcrab Merchant when they're fleeing * Bug #7633: Groundcover should ignore non-geometry Drawables * Bug #7636: Animations bug out when switching between 1st and 3rd person, while playing a scripted animation * Bug #7637: Actors can sometimes move while playing scripted animations * Bug #7639: NPCs don't use hand-to-hand if their other melee skills were damaged during combat * Bug #7641: loopgroup loops the animation one time too many for actors * Bug #7642: Items in repair and recharge menus aren't sorted alphabetically * Bug #7643: Can't enchant items with constant effect on self magic effects for non-player character * Bug #7646: Follower voices pain sounds when attacked with magic * Bug #7647: NPC walk cycle bugs after greeting player * Bug #7654: Tooltips for enchantments with invalid effects cause crashes * Bug #7660: Some inconsistencies regarding Invisibility breaking * Bug #7661: Player followers should stop attacking newly recruited actors * Bug #7665: Alchemy menu is missing the ability to deselect and choose different qualities of an apparatus * Bug #7675: Successful lock spell doesn't produce a sound * Bug #7676: Incorrect magic effect order in alchemy * Bug #7679: Scene luminance value flashes when toggling shaders * Bug #7685: Corky sometimes doesn't follow Llovyn Andus * Bug #7696: Freeze in CompositeMapRenderer::drawImplementation * Bug #7707: (OpenCS): New landscape records do not contain appropriate flags * Bug #7712: Casting doesn't support spells and enchantments with no effects * Bug #7721: CS: Special Chars Not Allowed in IDs * Bug #7723: Assaulting vampires and werewolves shouldn't be a crime * Bug #7724: Guards don't help vs werewolves * Bug #7728: Fatal Error at Startup * Bug #7733: Launcher shows incorrect data paths when there's two plugins with the same name * Bug #7737: OSG stats are missing some data on loading screens * Bug #7742: Governing attribute training limit should use the modified attribute * Bug #7744: Player base record cannot have weapons in the inventory * Bug #7753: Editor: Actors Don't Scale According to Their Race * Bug #7758: Water walking is not taken into account to compute path cost on the water * Bug #7761: Rain and ambient loop sounds are mutually exclusive * Bug #7763: Bullet shape loading problems, assorted * Bug #7765: OpenMW-CS: Touch Record option is broken * Bug #7769: Sword of the Perithia: Broken NPCs * Bug #7770: Sword of the Perithia: Script execution failure * Bug #7780: Non-ASCII texture paths in NIF files don't work * Bug #7785: OpenMW-CS initialising Skill and Attribute fields to 0 instead of -1 on non-FortifyStat spells * Bug #7787: Crashing when loading a saved game (not always though) * Bug #7794: Fleeing NPCs name tooltip doesn't appear * Bug #7796: Absorbed enchantments don't restore magicka * Bug #7823: Game crashes when launching it. * Bug #7832: Ingredient tooltips show magnitude for Fortify Maximum Magicka effect * Bug #7840: First run of the launcher doesn't save viewing distance as the default value * Bug #7841: Editor: "Dirty" water heights are saved in modified CELLs * Bug #7859: AutoCalc flag is not used to calculate potion value * Bug #7861: OpenMW-CS: Incorrect DIAL's type in INFO records * Bug #7872: Region sounds use wrong odds * Bug #7886: Equip and unequip animations can't share the animation track section * Bug #7887: Editor: Mismatched reported script data size and actual data size causes a crash during save * Bug #7891: Launcher Reverts 8k Shadows to default * Bug #7896: Editor: Loading cellrefs incorrectly transforms Refnums, causing load failures * Bug #7898: Editor: Invalid reference scales are allowed * Bug #7899: Editor: Doors can't be unlocked * Bug #7901: Editor: Teleport-related fields shouldn't be editable if a ref does not teleport * Bug #7908: Key bindings names in the settings menu are layout-specific * Bug #7912: Lua: castRenderingRay fails to hit height map * Bug #7943: Using "addSoulGem" and "dropSoulGem" commands to creatures works only with "Weapon & Shield" flagged ones * Bug #7950: Crash in MWPhysics::PhysicsTaskScheduler::removeCollisionObject * Bug #7970: Difference of GetPCSleep (?) behavior between vanilla and OpenMW * Bug #7980: Paralyzed NPCs' lips move * Bug #7993: Cannot load Bloodmoon without Tribunal * Bug #7997: Can toggle perspective when paralyzed * Bug #8002: Portable light sources held by creatures do not emit lighting * Bug #8005: F3 stats bars are sorted not according to their place in the timeline * Bug #8018: Potion effects should never explode and always apply on self * Bug #8021: Player's scale doesn't reset when starting a new game * Bug #8048: Actors can generate negative collision extents and have no collision * Bug #8063: menu_background.bik video with audio freezes the game forever * Bug #8064: Lua move360 script doesn't respect the enableZoom/disableZoom Camera interface setting * Bug #8085: Don't search in scripts or shaders directories for "Select directories you wish to add" menu in launcher * Bug #8097: GetEffect doesn't detect 0 magnitude spells * Bug #8099: Reaching Lua memory limit leads to a crash * Bug #8124: Normal weapon resistance is applied twice for NPCs * Bug #8132: Actors without hello responses turn to face the player * Bug #8171: Items with more than 100% health can be repaired * Bug #8172: Openmw-cs crashes when viewing `Dantooine, Sea` * Bug #8187: Intervention effects should use Chebyshev distance to determine the closest marker * Bug #8189: The import tab in the launcher doesn't remember the checkbox selection * Bug #8191: NiRollController does not work for sheath meshes * Bug #8206: Moving away from storm wind origin should make you faster * Bug #8207: Using hand-to-hand while sneaking plays the critical hit sound when the target is not getting hurt * Bug #8208: The launcher's view distance option's minimum value isn't capped to Vanilla's minimum * Bug #8223: Ghosts don't move while spellcasting * Bug #8231: AGOP doesn't like NiCollisionSwitch * Bug #8237: Non-bipedal creatures should *not* use spellcast equip/unequip animations * Bug #8252: Plugin dependencies are not required to be loaded * Bug #8295: Post-processing chain is case-sensitive * Bug #8299: Crash while smoothing landscape * Bug #8364: Crash when clicking scrollbar without handle (divide by zero) * Bug #8378: Korean bitmap fonts are unusable * Bug #8439: Creatures without models can crash the game * Bug #8441: Freeze when using video main menu replacers * Bug #8445: Launcher crashes on exit when cell name loading thread is still running * Bug #8462: Crashes when resizing the window on macOS * Bug #8465: Blue screen w/ antialiasing and post-processing on macOS * Bug #8503: Camera does not handle NaN gracefully * Bug #8541: Lua: util.color:asHex produces wrong output for some colors * Feature #1415: Infinite fall failsafe * Feature #2566: Handle NAM9 records for manual cell references * Feature #3501: OpenMW-CS: Instance Editing - Shortcuts for axial locking * Feature #3537: Shader-based water ripples * Feature #5173: Support for NiFogProperty * Feature #5492: Let rain and snow collide with statics * Feature #5926: Refraction based on water depth * Feature #5944: Option to use camera as sound listener * Feature #6009: Animation blending - smooth animation transitions with modding support * Feature #6152: Playing music via lua scripts * Feature #6188: Specular lighting from point light sources * Feature #6411: Support translations in openmw-launcher * Feature #6447: Add LOD support to Object Paging * Feature #6491: Add support for Qt6 * Feature #6505: UTF-8 support in Lua scripts * Feature #6556: Lua API for sounds * Feature #6679: Design a custom Input Action API * Feature #6726: Lua API for creating new objects * Feature #6727: Lua API for records of all object types * Feature #6823: Animation layering for osgAnimation formats * Feature #6864: Lua file access API * Feature #6922: Improve launcher appearance * Feature #6933: Support high-resolution cursor textures * Feature #6945: Support S3TC-compressed and BGR/BGRA NiPixelData * Feature #6979: Add support of loading and displaying LOD assets purely based on their filename extension * Feature #6983: PCVisionBonus script functions * Feature #6995: Localize the "show effect duration" option * Feature #7058: Implement TestModels (T3D) console command * Feature #7087: Block resolution change in the Windowed Fullscreen mode * Feature #7091: Allow passing `initData` to the :addScript call * Feature #7125: Remembering console commands between sessions * Feature #7129: Add support for non-adaptive VSync * Feature #7130: Ability to set MyGUI logging verbosity * Feature #7142: MWScript Lua API * Feature #7148: Optimize string literal lookup in mwscript * Feature #7160: Editor: Moving the Response column of Topicinfos in a better place * Feature #7161: OpenMW-CS: Make adding and filtering TopicInfos easier * Feature #7180: Rename water_nm file and move it to the vfs * Feature #7194: Ori to show texture paths * Feature #7214: Searching in the in-game console * Feature #7245: Expose the argument `cancelOther` of `AiSequence::stack` to Lua * Feature #7248: Searching in the console with regex and toggleable case-sensitivity * Feature #7318: Ability to disable water culling * Feature #7468: Factions API for Lua * Feature #7477: NegativeLight Magic Effect flag * Feature #7499: OpenMW-CS: Generate record filters by drag & dropping cell content to the filters field * Feature #7538: Lua API for advancing skills * Feature #7546: Start the game on Fredas * Feature #7554: Controller binding for tab for menu navigation * Feature #7568: Uninterruptable scripted music * Feature #7590: [Lua] Ability to deserialize YAML data from scripts * Feature #7606: Launcher: allow Shift-select in Archives tab * Feature #7608: Make the missing dependencies warning when loading a savegame more helpful * Feature #7618: Show the player character's health in the save details * Feature #7625: Add some missing console error outputs * Feature #7634: Support NiParticleBomb * Feature #7648: Lua Save game API * Feature #7652: Sort inactive post processing shaders list properly * Feature #7698: Implement sAbsorb, sDamage, sDrain, sFortify and sRestore * Feature #7709: Improve resolution selection in Launcher * Feature #7777: Support external Bethesda material files (BGSM/BGEM) * Feature #7788: [Lua] Add ignore option to nearby.castRenderingRay * Feature #7792: Support Timescale Clouds * Feature #7795: Support MaxNumberRipples INI setting * Feature #7805: Lua Menu context * Feature #7860: Lua: Expose NPC AI settings (fight, alarm, flee) * Feature #7875: Disable MyGUI windows snapping * Feature #7914: Do not allow to move GUI windows out of screen * Feature #7916: Expose all AiWander options to Lua, extend other packages as well * Feature #7923: Don't show non-existent higher ranks for factions with fewer than 9 ranks * Feature #7932: Support two-channel normal maps * Feature #7936: Scalable icons in Qt applications * Feature #7953: Allow to change SVG icons colors depending on color scheme * Feature #7964: Add Lua read access to MW Dialogue records * Feature #7971: Make save's Time Played value display hours instead of days * Feature #7985: Support dark mode on Windows * Feature #8038: (Lua) Containers should have respawning/organic flags * Feature #8067: Support Game Mode on macOS * Feature #8078: OpenMW-CS Terrain Equalize Tool * Feature #8087: Creature movement flags are not exposed * Feature #8092: Lua - Vector swizzling * Feature #8109: Expose commitCrime to Lua API * Feature #8130: Launcher: Add the ability to open a selected data directory in the file browser * Feature #8145: Starter spell flag is not exposed * Feature #8286: Launcher: Preserve semantically identical openmw.cfg * Feature #8287: Launcher: Special handling for comma in openmw.cfg entries is unintuitive and should be removed * Task #5859: User openmw-cs.cfg has comment talking about settings.cfg * Task #5896: Do not use deprecated MyGUI properties * Task #6085: Replace boost::filesystem with std::filesystem * Task #6149: Dehardcode Lua API_REVISION * Task #6624: Drop support for saves made prior to 0.45 * Task #7048: Get rid of std::bind * Task #7113: Move from std::atoi to std::from_char * Task #7117: Replace boost::scoped_array with std::vector * Task #7151: Do not use std::strerror to get errno error message * Task #7182: FFMpeg 5.1.1+ support * Task #7394: Drop support for --fs-strict * Task #7720: Drop 360-degree screenshot support * Task #8141: Merge Instance Drop Modes * Task #8214: Drop script blacklisting functionality * Mon Mar 17 2025 Michael Pujos <pujos.michael@gmail.com> - Update to version 0.49rc6 * Wed Feb 19 2025 Michael Pujos <pujos.michael@gmail.com> - Update to version 0.49rc5 * Mon Feb 03 2025 Michael Pujos <pujos.michael@gmail.com> - Update to version 0.49rc4 * Fri Sep 13 2024 Michael Pujos <pujos.michael@gmail.com> - Update to git version as of Sept 13th 2024. Fixes compilation issue with internal component osg-ffmpeg-videoplayer - Re-enabled compilation of openmw-cs * Fri Feb 02 2024 Michael Pujos <pujos.michael@gmail.com> - Update to git version as of Feb 2th 2024. This is needed for openmw to compile with MyGUI 3.4.2 - disabled compilation of openmw-cs (editor) as it fails * Thu Aug 10 2023 Carsten Ziepke <kieltux@gmail.com> - Update to version 0.48.0: * Set openmwluadocumentor version for luadoc generation in 0.48 * Share the dump directory for crash and freeze dumps * Merge branch 'macos_target_non_eol_version' into 'master' * Update Windows crash dump path once we know where we're logging * Stupid Win32 macro stuff * Don't put crash dumps in Temp on Windows * Merge branch 'font_changelog' into 'master' * Merge branch '0.48-changelog' into 'master' * Merge branch 'particles_fix' into 'master' * Allow OpenMW 0.48 to parse save headers from 0.49 * backport CLAMP_TO_EDGE fix to 0.48 * Use most recent OSG dependency to match 0.48 RC builds * Fix logging and config for portable setup * Fix build with GCC 13.1.1 * fix for macos intel for CI * Merge branch 'fix_element_destroy' into 'master' * Use different object id for avoid shape * Fix integration tests job deps * Update cell local map on different neighbour cells * Use LuaUtil::cast for casting sol::object to prevent crashing on type mismatch in Lua scripts. * Add function LuaUtil::cast * fix macos issue * Sun Apr 23 2023 Carsten Ziepke <kieltux@gmail.com> - Update to version 0.48.0~rc9: * Update file luascripts.hpp * Save original paths * Use set to track visited directories instead of removing duplicates * Don't capture temporaries by reference * In 0.46, SetPos was setting position of actors before physics simulation, and from this position movement was simulated. This changed with async physics merging, and at the same time problems started, mostly with abot's scenic travel. - Use gcc12 till upstream fixes all missing includes * Tue Mar 21 2023 Carsten Ziepke <kieltux@gmail.com> - Update to version 0.48.0~rc8: * Update AppData summary to be more concise * Empty-Commit to trigger pipeline * Ensure shader requirements are pushed at least once for subgraph * Revert "Attach shaders to geometry that lacks a stateset if necessary (bug #7251)" * SkyStereoStatesetUpdater was incorrectly always using reverseZ matrices. * Change assosiative order of stereo-related matrix multiplications to reduce FP errors. - Changes in version 0.48.0~rc6: * Merge branch 'fix_gpu_osg_stats' into 'master' * Restore 0936d716d96cd45b3efc2d1a3697614f7f96952d * Changelog for osga-animation layering * Stop updating navmeshtool progress on first bad message * Remove accidental copy-paste in global.doclua - Add BuildRequires pkgconfig(icu-i18n) and pkgconfig(icu-uc), use system provided libicu * Sun Jan 22 2023 Florian "spirit" <packaging@sp1rit.anonaddy.me> - Update to 0.48.0~rc5: * exremly long list of changes, see CHANGELOG.md shipped as part of this package in /usr/share/doc/packages/openmw/CHANGELOG.md. * current commit is e6b6f2c, part of the openmw-48 branch, used by upstream as RC5. - Dropped obsolete patches: * openmw-0.47.0-gcc12.patch * openmw-sigaltstack.patch * Sun Aug 14 2022 Antoine Belvire <antoine.belvire@opensuse.org> - Add openmw-0.47.0-gcc12.patch: Fix build with GCC 12 (gl#OpenMW/openmw#6744).
/etc/openmw /etc/openmw/defaults-cs.bin /etc/openmw/defaults.bin /etc/openmw/gamecontrollerdb.txt /etc/openmw/openmw.cfg /usr/bin/bsatool /usr/bin/esmtool /usr/bin/niftest /usr/bin/openmw /usr/bin/openmw-bulletobjecttool /usr/bin/openmw-cs /usr/bin/openmw-essimporter /usr/bin/openmw-iniimporter /usr/bin/openmw-launcher /usr/bin/openmw-navmeshtool /usr/bin/openmw-wizard /usr/share/appdata /usr/share/appdata/openmw.appdata.xml /usr/share/applications/org.openmw.cs.desktop /usr/share/applications/org.openmw.launcher.desktop /usr/share/doc/packages/openmw /usr/share/doc/packages/openmw/AUTHORS.md /usr/share/doc/packages/openmw/CHANGELOG.md /usr/share/doc/packages/openmw/README.md /usr/share/doc/packages/openmw/creating_file.tex /usr/share/doc/packages/openmw/files_and_directories.tex /usr/share/doc/packages/openmw/filters.tex /usr/share/doc/packages/openmw/img /usr/share/doc/packages/openmw/img/water.png /usr/share/doc/packages/openmw/main.tex 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Fabrice Bellet, Wed Jun 25 00:26:45 2025