Hello community, here is the log from the commit of package openmw for openSUSE:Factory checked in at 2019-06-24 21:53:46 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Comparing /work/SRC/openSUSE:Factory/openmw (Old) and /work/SRC/openSUSE:Factory/.openmw.new.4615 (New) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Package is "openmw" Mon Jun 24 21:53:46 2019 rev:4 rq:711718 version:0.45.0 Changes: -------- --- /work/SRC/openSUSE:Factory/openmw/openmw.changes 2018-08-02 14:58:20.120296862 +0200 +++ /work/SRC/openSUSE:Factory/.openmw.new.4615/openmw.changes 2019-06-24 21:54:21.292151924 +0200 @@ -1,0 +2,190 @@ +Sun Jun 23 16:51:55 UTC 2019 - Maximilian Trummer <[email protected]> + +- update to 0.45.0 + * Non-actor objects display visual effects during spellcasting + * Creatures without any collision box use auto-generated ones + * Launcher: File paths of selected content files can be copied via context menu + * Actors play casting animations during scripted spellcasting + * As an option, barter deals permanently modify merchant disposition + * Ranged weapons deal critical hits to unaware opponents + * 360° screenshots of various kinds can be made + * 'ToggleBorders' debug instruction ("tb") available in console + * Sound generator keys in activator animations are supported + * Some of the debug settings previously available as command line arguments can be set up in the launcher + * Support for per-group KF animation replacers has been added + * Shader water is rougher during bad weather + * The number of enchanted items in a stack is shown in the Spells window + * The actual chance of hitting the target is used for AI weapon rating instead of just the skill + * The real potential damage of a weapon is used for its rating + * A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target + * As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat + * The logging system has been heavily reworked + * AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance + * AI uses the root mean square of melee-weapon damage for more precise weapon rating + * AI accounts for weapon speed when rating a weapon + * Various vanilla GMSTs regarding combat action rating are utilised + * 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu + * New count field in the Alchemy window allows you to brew multiple potions at the same time + * To improve performance, actors outside of the AI processing range are no longer rendered but faded out + * AI processing range can be configured via an in-game slider and a configuration option + * If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback + * Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have + * All top-bar dropdown menu options and most context menu options have icons + * Actors are rendered in Scene view + * Verifier functionality covers Enchantment records + * Added a check box to execute a case-sensitive global search + * Shift + C is default shortcut for viewing cells + * Shift + V is default shortcut for previewing records + * Global search has a status bar + * Frame rate in Preview window can be limited + * Log files are created in case of a crash + * Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted + * As an option, base records are ignored in verifier runs + * Already existing marker models for light sources and creature levelled lists are now used + * All actors (not only those in active cells) restore Health and Magicka during player character rest + * Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file + * Actors now properly aim during scripted spellcasting + * Skills and attributes that affect trading no longer cause low selling prices if they're too high + * Landing sound behaviour for NPCs and the player character has been reworked + * Scripted movement of an object now adjusts the position of actors standing on top of that object + * The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires + * Restore effects can restore drained stats + * Attacks from unarmed, non-bipedal creatures no longer degrade armour + * For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash + * Using 'Resurrect' instruction on a dead player character fully resumes the game + * References to non-existent classes or factions no longer crash the game + * Weapons are visually unequipped before the start of a spellcasting stance transition + * The player character now gets a bounty when a player follower commits a murder + * Explicit reference calls no longer break [Tab] autocompletion in the console + * Naked expressions starting with a member operator are no longer allowed outside of the console + * The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour + * Enemies are no longer immune to ranged attacks at very close range + * Adding an item with a self-equipment script to an actor no longer causes a freeze + * Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death + * TrueType fonts are now properly rescaled + * Targets are now much easier to hit with on-touch spells + * The handling of scripted and death animations has been reworked to significantly improve mod compatibility + * 'GetSpellEffects' scripting function can now detect zero-duration effects + * Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated + * Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters + * Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation + * 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour + * Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution + * Message boxes can now have newline characters in the text argument + * Alignment of terrain texture painting has been corrected to match the vanilla look + * Attenuation of magic light sources is now properly calculated + * 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye' + * 'RemoveSpellEffects' scripting instruction now also removes permanent effects + * Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed + * Animated collision shapes are no longer erroneously optimised + * The terrain texture blending map is now upscaled to more closely match the vanilla look + * Issues with actors not returning to their initial position in various situations have been fixed + * AI packages with a non-unique target no longer choose a random target with the same ID + * Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour + * 'FixMe' script instruction has been reworked to more closely match vanilla behaviour + * Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain + * Pathgrid nodes which lie between an actor and that actor's destination are now ignored + * Actors with an AiTravel package now stop near their target position if that position is blocked by another actor + * [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions + * Turning animations no longer reset idle animations + * Death animations from pre-0.43.0 savegames are now forward-compatible + * 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively + * Faction members are now aware of faction ownership during barter + * AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package + * Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items + * Spellcasting stance transitions no longer interrupt movement animations + * OK button in the Settings window has key focus by default + * It's no longer possible to cast an Absorb spell on oneself + * Non-audio files no longer crash the game when the engine tries to play them + * When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node + * 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation + * Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind + * Actors without any AI packages now properly return to their initial position after combat or pursuit + * Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it + * 'Begin' and 'End' script keywords can now be followed by a comma + * The default terrain texture no longer shines through terrain texture blending transitions + * Broken items are now ignored when trying to equip an item via quick key + * Actors now open doors more quickly + * Light sources which cannot be carried no longer prevent the AI from auto-equipping shields + * The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour + * 'NotCell' dialogue condition now supports partial name matches + * Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races + * When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility + * General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part + * Cancelled AI packages are now removed from the package cache + * Non-ASCII strings are now properly handled in the content selector and in the ESM reader + * Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees + * The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations + * Actors who are vampires now display their regular record head when no vampire head is found + * Scripted animations no longer move actors away from their initial position + * Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur + * 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics + * 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice + * Training cap is now limited by the trainer's modified skill instead of their base skill + * Crossbow reloading animations now only apply to the upper body + * Crossbows now use animations for one-handed weapons as a fallback + * Animations for turning in spellcasting stance are now used + * Animated meshes without slashes in their full path are now properly classified as animations + * Scripted spellcasting no longer increases the Alteration skill + * A potential zero division in the Fatigue calculation has been removed + * A knocked-down player character can no longer move or be moved in first-person view + * Some issues with sun specularity in the water shader have been fixed + * Movement animations without idle-animation fallback no longer trigger idle animations + * The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position + * The inventory paper doll is now affected by GUI scaling + * Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode + * Creatures no longer incorrectly flee from werewolves + * Minimum and maximum sound ranges with zero value are now separately reset to their default ranges + * Non-actor objects can no longer have a dialogue window opened via script + * Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind + * Optimiser search for reserved node names is now case-insensitive + * Pinned windows are now properly updated + * Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type + * The underwater viewing distance limit is no longer broken + * The player character no longer uses headtracking in first-person view + * The handling of player character turning animations has been improved + * Several weapon animation inconsistencies during movement in first-person view have been fixed + * Idle animations are no longer reset in certain situations where they should be continuous + * If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine + * Attack strength is now 0 if the player spams the [Attack] button + * The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods + * Picking a stack of gold up in menu mode now grabs the whole item stack + * Scaling for animated collision shapes is no longer erroneously applied twice + * Fall damage is no longer erroneously applied twice + * The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations + * A zero division occurring in 'NiFlipController' nodes without textures has been removed + * The flickering frequency of light sources and some light-related calculations have been fixed + * The sneaking offset in first-person view is now also applied when switching to sneak mode in midair + * Sneaking is no longer possible while flying + * Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind + * NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables + * Sneaking stance no longer affects speed if the actor is not actually sneaking + * 'GetPCJumping' scripting function has been reworked to match vanilla behaviour + * "%Name" string replacer can now be used in creature dialogue + * Force-equipping a weapon now resets ongoing attack animations + * HUD no longer displays an "item condition" for throwing weapons + * Levelling up no longer fully restores health but rather applies the gained health points + * Actors no longer fall from cliffs or run into obstacles when backing down from attackers + * Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground + * The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill + * Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour + * Journal can no longer be opened while the Settings window is open + * NPC fast-travel destination records without any data no longer crash the game upon loading + * Declared but empty script variable lists no longer crash the game upon loading + * The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind + * Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation + * Creatures that lack unique sounds now make use of fallback sound generator records + * Loading bars no longer obscure message boxes but are instead moved to the centre of the screen + * 'Revert' action now properly updates subviews + * A native colour picker is now used on all operating systems, fixing major issues on macOS + * 'Undo' and 'Redo' actions now keep assigned shortcuts + * Lock status of newly opened subviews is now correctly initialised + * Instance dragging, which was broken in 0.44.0, has been fixed + * Skeletons of animated objects are now properly initialised + * The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number + * Race condition in terrain code has been fixed + * Skinning and AI optimisations + * Support for Rapture3D OpenAL driver has been added + * Record verifying functionality in OpenMW-CS has been revised + +------------------------------------------------------------------- Old: ---- openmw-0.44.0.tar.gz New: ---- openmw-0.45.0.tar.gz ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Other differences: ------------------ ++++++ openmw.spec ++++++ --- /var/tmp/diff_new_pack.pdyxJC/_old 2019-06-24 21:54:22.108152552 +0200 +++ /var/tmp/diff_new_pack.pdyxJC/_new 2019-06-24 21:54:22.108152552 +0200 @@ -18,7 +18,7 @@ Name: openmw -Version: 0.44.0 +Version: 0.45.0 Release: 0 Summary: Reimplementation of The Elder Scrolls III: Morrowind License: GPL-3.0-only AND MIT ++++++ _constraints ++++++ --- /var/tmp/diff_new_pack.pdyxJC/_old 2019-06-24 21:54:22.148152583 +0200 +++ /var/tmp/diff_new_pack.pdyxJC/_new 2019-06-24 21:54:22.148152583 +0200 @@ -1,12 +1,7 @@ <constraints> - <overwrite> - <conditions> - <arch>x86_64</arch> - </conditions> - <hardware> - <memory> - <size unit="G">4</size> - </memory> - </hardware> - </overwrite> + <hardware> + <memory> + <size unit="G">4</size> + </memory> + </hardware> </constraints> ++++++ openmw-0.44.0.tar.gz -> openmw-0.45.0.tar.gz ++++++ ++++ 49906 lines of diff (skipped)
