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)


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