Script 'mail_helper' called by obssrc Hello community, here is the log from the commit of package openmw for openSUSE:Factory checked in at 2025-06-10 09:04:26 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/openmw (Old) and /work/SRC/openSUSE:Factory/.openmw.new.19631 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "openmw" Tue Jun 10 09:04:26 2025 rev:19 rq:1283848 version:0.49rc8 Changes: -------- --- /work/SRC/openSUSE:Factory/openmw/openmw.changes 2024-09-19 21:18:55.642412343 +0200 +++ /work/SRC/openSUSE:Factory/.openmw.new.19631/openmw.changes 2025-06-10 09:07:57.154050473 +0200 @@ -1,0 +2,355 @@ +Sat Jun 7 10:09:04 UTC 2025 - Michael Pujos <pujos.mich...@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 ++++ 58 more lines (skipped) ++++ between /work/SRC/openSUSE:Factory/openmw/openmw.changes ++++ and /work/SRC/openSUSE:Factory/.openmw.new.19631/openmw.changes Old: ---- _service _servicedata openmw-0.48.0+git20240913.tar.bz2 New: ---- openmw-49-rc8.tar.gz ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ openmw.spec ++++++ --- /var/tmp/diff_new_pack.dPEbY2/_old 2025-06-10 09:07:57.870080071 +0200 +++ /var/tmp/diff_new_pack.dPEbY2/_new 2025-06-10 09:07:57.874080237 +0200 @@ -1,7 +1,7 @@ # # spec file for package openmw # -# Copyright (c) 2024 SUSE LLC +# Copyright (c) 2025 SUSE LLC # # All modifications and additions to the file contributed by third parties # remain the property of their copyright owners, unless otherwise agreed @@ -21,14 +21,15 @@ # are not compatible with it # 1.69 is the first boost version that is supposed to work with C++ 20: %define min_boost_version 1.69 +%define archive_version 49-rc8 Name: openmw -Version: 0.48.0+git20240913 +Version: 0.49rc8 Release: 0 Summary: Reimplementation of The Elder Scrolls III: Morrowind License: GPL-3.0-only AND MIT Group: Amusements/Games/RPG URL: https://www.openmw.org -Source: %{name}-%{version}.tar.bz2 +Source: https://github.com/OpenMW/openmw/archive/refs/tags/%{name}-%{archive_version}.tar.gz Source2: %{name}.rpmlintrc BuildRequires: MyGUI-devel >= 3.2.1 BuildRequires: cmake @@ -106,7 +107,7 @@ * customisable GUI %prep -%autosetup -p1 -n %{name}-master +%autosetup -p1 -n %{name}-%{name}-%{archive_version} cp 'files/data/fonts/DejaVuFontLicense.txt' ./DejaVuFontLicense.txt ## fix __DATE__ and __TIME__