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View File openmw.changes of Package openmw (Project home:mimi_vx:test)

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Thu May 09 10:16:58 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190507.e0af6532e:
  * Do not show magnitude for ingredients
  * Make sure pointers are set before GUI windows are brought up
  * Don't toggle sneaking while controls are disabled
  * Ignore containers, when we search for owner
  * Do not resolve container's content during search
  * Support negative effect magnitude in spell/ingredient/potion tooltips
  * Avoid using null pointer for player's cell in moveObjectImp
  * Add a documentation for extended settings
  * Fix spell deletion for character without a birthsign
  * Refactor Settings::Manager::apply()
  * Ignore containers without resolved content for Detect spells
  * Do not respawn container if player did not touch it
  * Add missing Organic flag check for herbalism
  * Handle GetAngle axis more gracefully too
  * Replace the openmw-plugin.png icon for launcher
  * Increase the viewing distance cap in the slider when the Distant Terrain is enabled
  * Use the StateSetUpdater to modify alpha for Animation objects (bug #5001)
  * Clean up androidpath
  * Native graphics herbalism support (feature #5010)
  * Handle invalid instruction axis more gracefully
  * Ignore extra numerical arguments for ForceGreeting, Position(Cell), PlaceItem(Cell)
  * Ignore string arguments for AITravel, GetDynamic, LowerRank, RaiseRank
  * Do not track resolution settings changes in the InputManager (bug #4902)
  * Allow to maximize windows via Shift + Double Click (feature #3999)
  * Shader adjustments
  * engine: fix window creation when SDL returns different-sized window
  * Editor: Don't accept overflowing input in NPC fields
  * Make Drop and soulgem instruction behavior closer to vanilla (bug #4999)
  * Do not use the xbase_anim.kf as a fallback for werewolves (bug #5004)
  * Make disabled shadow defines map static
  * Init shadow defines in the editor too for a good measure
  * Make sure forcePPL and clamp are defined in the editor
  * android: remove unused file
  * android: Switch to C++
  * Update changelog
  * Improve reset of idle animations (bug #4847)
  * AI: use a consistent check if a target is hidden (bug #4920)
  * Make progress bar close to vanilla
  * Bug #4971: OpenMW-CS: Make rotations display as degrees instead of radians
  * Increase music crossfade time to 1 second
  * Make pinnable windows hiding persistent (feature #4994)
  * spell window: don't manually recalculate edit box width every update
  * spellwindow: do onWindowResize in ctor after dimensions are set
  * Spell window: dynamically resize the edit box, change delete button caption
  * spell window layout: make longer to fit russian translation
  * spellmodel: add a break to getSelectedIndex
  * spell window: Use sDeleteSpell instead of hardcoding string caption
  * Add a button to delete spells from spellwindow
  * Don't recover normalise speed setting every frame
  * Document some gameplay settings
  * Add an option to restore MCP-like movement behavior
  * Always account for every follower travelling
  * Do not use the CPU affinity of OSG viewer (bug #4785)
  * Use the logging system for compiler errors
  * Tweak object VFX scaling (bug #4989)
  * Allow using functions in non-conditional expressions (bug #3725)
  * Increase required MyGUI version to 3.2.2
  * Fix arguments order for raytracing in the getHitContact() (bug #4990)
  * Add missing changelog entries
  * Allow to shrink tooltip width to its actual text width (bug #3812)
  * Update background texture if a new one is empty (regression #4986)
  * Apply looping particles when adding spell to existing actor (bug #4918)
  * Stray argument usage corrections
  * Made some clarifications in the changelog regarding [Bug#4748](https://bugs.openmw.org/issues/#4748)
  * Only collect every unique magic bolt sound once (bug #4964)
  * Merge branch 'issue-4805' into 'master'
  * Use friendly hits only for player's followers (bug #4984)
  * Add support for OpenGLES 3.2
  * Support eight possible blood types (feature #4958)
  * Make the default vertical FOV in line with vanilla (bug #4933)
  * Do not update drowning state for actors outside of AI distance (bug #4980)
  * Do not use the actors processing range to determine a maximum range of AiTravel (bug #4979)
  * Fix zero division in enchantment magnitude calculation
  * Remove unused field
  * Fix frozen rain when water refractions are disabled
  * Disable quick keys when fighting and spellcasting are disabled (bug #4962)
  * Fix a regression with disappearing cursor in the self-enchanting menu
  * Lock navmesh tile by thread while processing
  * Revise light source configuration (bug #4965)
  * Only play miss sound for player attacks (bug #4969)
  * make use of std::make_unique to test that MSVC2015 can handle that
  * Allow to calculate UI skin size based on texture resolution (feature #4968)
  * bump from 11 to 14
  * Fix NIF printVersion and allow 4.0.0.0 file loading
  * Add magic animation option to advanced page
  * Reset old record, if its ID does not match with ID of new record (bug #4932)
  * Use dice rolls instead of chance for spell magnitude (bug #4945)
  * Use a generic logging system for RecastNavigation
  * Correct the Enchant skill progress (bug #4963)
  * Add an option to use casting animations for magic items (feature #4962)
  * Remove unused defaultViewer / defaultViewPoint
  * Inherit the view point from main camera for water RTT cameras
  * Store preloaded terrain view in the main thread
  * Reuse traversal result for different traversal with same view point
  * Fix macOS nightly preupload check
  * Add include
  * Remove unnecessary include
  * Suggestion for PR changelog file to be maintained in parallel to the actual changelog. Uses the first draft of the 0.46.0 changelog as a basis.
  * Add various coordinate conversion functions
  * Update SDL controller mappings from upstream
  * Use loudness data for 2D voiceover (bug #4947)
  * Disable any footstep sounds when flying (bug #4948)
  * Only allow resting in air when a bed is used
  * Add spell effect argument validation (bug #4927)
  * Only set attack type randomly if "best attack" is on (bug #4942)
  * Get ccache path from Homebrew
  * Don't downgrade CMake
  * Bump Xcode version while I'm at it
  * Enable ccache for macOS CI
  * Replicate vanilla Position/SetPos behavior more closely (bug #3109)
  * Make sure the record hasn't ended in getHString hack (bug #4938)
  * Ignore extra arguments to PlayLoopSound3D too
  * Make fallback map static to simplify constructors
  * Improve compiler messages
  * Relax CMake version requirements on macOS
  * Do not store Viewer reference in the ViewData
  * Update paths.rst - Windows paths, shell friendly paths
  * Avoid menu button texture vertical cutoff
  * Ignore the rest of the line after else (bug #3006)
  * Disallow binding some reserved keys (bug #3282)
  * Do not update map texture if it did not change
  * Reduce default composite map distance to decrease GPU loading
  * Store map widgets and textures in one vector instead of 4 different ones
  * Remove unused and unfinished blendmap packing feature
  * Do not use the delayed map cells update
  * Take in account actor half extents for obstacle check
  * Remove unused argument
  * Stop walking for water and flying creatures after single stuck
  * Build path only by navmesh for wandering near spawn
  * Build straight path for wandering flying and water creatures
  * Check for height map when cast ray for AiWander path
  * Avoid build path through the ground for flying wandering creatures
  * Use if-continue to skip build path
  * Use auto for map value_type in range-based for loops
  * Skip extra text after variable declaration (bug #4867)
  * Do not recreate shaders to update transparency
  * Implement generic caching system
  * SearchVisitor copy a new std::string everytime CellsStore::search is called. Use a reference instead
  * Support for temporary stunted magicka effects
  * Update jail state once instead of for every single hour
  * Allow localization to use implicit keywords (bug #4841)

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Thu Mar 21 11:53:30 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190321.5e12073b4:
  * Enable light sources directly to avoid virtual calls
  * Do not allow different threads to compile the same composite map
  * Remove redundant mCompile set - we do not use data from it anyway
  * Use irreflexive, asymmetric comparator as required by the spec.
  * Do not block the loading thread while compiling composite maps in the draw thread
  * Minor NpcAnimation cleanup
  * Reset current attack during force update (bug #4922)
  * Init NPC type properly in the NpcAnimation
  * Add override to fix warnings
  * Avoid the 'structurally dead code' warning
  * Fix a couple of minor issues in shadows
  * Initialize missing variables
  * Catch possible boost::bad_any_cast exception
  * Vsync tweaks
  * Fix shader specular lighting (again)
  * Delete composite map layers in the background thread
  * Limit maximum FOV value
  * Add a changelog entry for terrain optimization
  * Reject empty quad tree nodes at the cell level without land data
  * Fix bounding box calculation for terrain shapes
  * Fix missing \n characters on the active effects tooltips
  * Report navigator stats
  * Fix clean unused navmeshes
  * Loop title screen music (bug #4896)
  * Use static vector to store stat names
  * Update optimizer with upstream improvements
  * Inline certain terrain storage functions
  * Match vertex colors data type to source
  * Correct look and behavior of some setting sliders
  * Merge upstream osgQt changes
  * Implement view cell from r-type hint
  * Use std::vector::data method to avoid reference binding to null pointer
  * Update CHANGELOG.md
  * Actually use specular shininess parameter instead of hardcoded value.
  * Print SDL version at startup
  * Do not pass nullptr to std::memcmp
  * Do not allocate empty callbacks in the RigGeometry
  * Place QWindow include under Qt version check
  * Do not load terrain beyond the viewing distance
  * Render nearby default cells if the Distant Terrain is disabled
  * Revert "Render default land texture for Wilderness cells with distant terrain"

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Thu Mar 14 07:06:20 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190313.f62c1c59b:
  * Do not swap buffers for non-exposed windows (bug #4911)
  * Don't set display list usage for navmesh
  * Consider land texture with given ID and index as override for base texture with the same ID and index (bug #4736)
  * Fix extra space in "no script" showvars output
  * Use selected object local variables in console (feature #3893)

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Mon Mar 11 08:25:24 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190311.7efdddd53:
  * Avoid key allocation to find tile in cache
  * Use display list to render navmesh
  * Swap outside critical section
  * Use default objects for NavigatorStub methods result
  * Check for jobs using predicate
  * Add missing cleanup
  * Clear all changed tiles after post
  * Remove useless variables
  * Store key by reference in tiles map
  * Make NavMeshCacheItem consistent
  * Use std::make_shared
  * Store weak pointers to navmesh in jobs queue
  * Store guarded navmesh cache item in shared_ptr
  * Remove unused actors and navmeshes on update
  * Fix missing null check
  * Include osgdb_freetype in builds with statically linked OSG
  * Fix the last audio packet getting lost
  * Combat AI: normalize hit chance in the weapon priority calculation
  * Combat AI: decrease priority multiplier for enchantments (bug #3830)
  * Mark OpenSceneGraph include directories as system
  * Do not scale duration when timescale is zero
  * Get rid of C-style limits in the shadows code
  * Allow to interrupt terrain preloading
  * Calculate bounding volumes when preloading model instance
  * Refactor main menu and settings toggling again
  * Drop path points while tolerance allows
  * Use custom steps size to make smooth path depending on half extents
  * Make path point tolerance depending on actor half extents
  * Use relative animation time only for bows and crossbows (bug #3778)
  * Add option to limit max number of navmesh tiles
  * Repost navmesh update jobs when failed because of out of memory
  * Notify workers when only at least one job is posted
  * Store priority values as named fields
  * Add navmesh update status builder
  * Move tile replacement into separate function
  * Fix name styleguide
  * Refactor menu toggling
  * Fix ODR violation for VDSMCameraCullCallback
  * Hopefully fix Clang warning about hiding overloaded virtual functions
  * Fix raki creatures in Skyrim: Home of the Nords (bug #4810)
  * Fix Clang warnings about hidden virtual methods
  * Correct odd toggling menu behavior.
  * Add bzzt to the AUTHORS.md
  * Use C++11-style loops in the game world instead of iterators
  * Use ccache for linux CI build
  * Update AUTHORS.md
  * Fix MSVC warning about variable re-declaration
  * Fix compare with empty value
  * Remove white spaces and trailing spaces
  * Fix version of cached archives for appveyor
  * DRY skill widget updates in stats window
  * Move forcePPL and clamp to global shader defines (bug #4869)
  * Use min point tolerance to prevent face wrong direction (bug #4814)
  * Remove unused code
  * Do not build path by navigator for pure water and flying creatures
  * Restructure script verifier message
  * Add explicit variant of Journal
  * Fix magic glow update for sheathing weapons
  * Fix switch from invalid navmesh number to valid
  * Update rotated objects in navigator
  * Update moved objects in navigator
  * Update scaled objects in navigator
  * Update scaled agent half extents in navigator (bug #4763)
  * Use not scaled player half extents as default to find path
  * Use player half extents only to find path in exterior cells
  * Reuse a previously-saved value
  * Revert "Merge pull request #2204 from elsid/fix_navigator_update"
  * Fix localized 'Invert Y axis' label cutoff
  * Update rotated objects in navigator
  * Update moved objects in navigator
  * Update scaled objects in navigator
  * Update scaled agent half extents in navigator (bug #4763)
  * Use not scaled player half extents as default to find path
  * Use player half extents only to find path in exterior cells
  * Fix tests
  * Update Recastnavigation to 3a619d773deb7e3a15ee215217c825995fe71312
  * Add detailed output for osg::Vec3f in tests
  * Gamepad controls now sent to keyboard input, excluding joystick. Added right thumbstick button to toggle mouse emulation.
  * Analogue Joystick Movement
  * Fix enchanted item icon update
  * Correct gamepad default bindings to exactly match vanilla XBOX, create fair interplay between toggling main menu and options menu, allow toggling menus at any time.
  * Replace boost GCD to the homebrew implementation
  * Allow to do not reflect terrain
  * Add more settings to water reflections in exteriors (feature #4859)
  * Use C++11-style loops in the GUI instead of iterators
  * Fix links
  * Remove duplicated option
  * Add setting to control composite geometry size
  * Allow to configure terrain vertex LOD
  * Optimize terrain QuadTree build
  * Make Distant Terrain more configurable (feature #4890)
  * Add Navigator settings documentation
  * Move makeOsgVec3f() to settingsutils.hpp
  * Fix Boost version check in the launcher
  * Don't discard object cache with uninitialized timestamp
  * Switch from a manual label to using the automatic title-based one
  * Fix quad tree node child bounding box dimensions
  * Delete composite map layers on demand
  * Prune empty quad tree nodes
  * Fix crash when incremental compile operation is not used
  * Add a line break to make label work
  * Enable toggling sneak via gamepad.
  * Simplify Misc::StringUtils::toLower
  * Run startup script once at engine start when game is running (bug #4877)
  * xbox-bindings
  * Fix creature model instance preloading
  * Don't reallocate light list vector unnecessarily
  * Use emplace instead of find-assign
  * Don't use MWRender namespace in common terrain components
  * Don't preload terrain when loading an interior save
  * Add preprocessor check to determine which common_factor header to use.
  * Update changelog
  * Ignore stray explicit references for names in expressions
  * Ignore stray references for variables in Set instruction
  * Option to set specific random seed for random number generator
  * Use new common_factor header in the launcher, too
  * Fix boost deprecation warning

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Tue Feb 26 08:31:10 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190225.f6da025f0:
  * Always include <memory> for smart pointers in MWGui
  * Some more de-boosting
  * Replace Boost format and replace_all where possible
  * Revise AI data handling
  * Add missing documentation for shadow normal offset distance setting.
  * Fix #4835 - undefined behavior - uninitialized mCtx
  * Remove redundant includes
  * Get rid of Boost.Array
  * Package FreeType plugin for OSG in Windows
  * Add option to restore the previous ammo behavior
  * Add more tests for TileCachedRecastMeshManager
  * Fix update navmesh for not changed objects
  * Make normal weapon resistance behavior closer to vanilla (bug #4384)
  * Move werewolf silver damage mult applying into a new function
  * Refactor normal weapon resistance
  * Make unsuccessful magic teleportation attempts detectable (bug #3765)
  * Handle initial actor's transparency (bug #4860)
  * Use enumerable instead of magic number
  * Add support for NiRollController (feature #4675)
  * Double buffer debug HUD frustum geometries to prevent race conditions.
  * Include cleanup
  * Correct jumping velocity
  * Avoid to keep reference to the local 'encoder' variable outside the Engine::go()
  * Fix API usage errors
  * Init missing variables
  * Simplify loop in the addSkills()
  * Fix endsWith() call
  * Remove some redundant checks
  * Throw exceptions by value instead of reference
  * Fix update navmesh
  * Add option to disable DetourNavigator component to find paths
  * Add default initializators for settings fields
  * Return empty path when navmesh is not found for agent
  * Add Navigator interface
  * Make Navigator::findPath independent from class fields
  * Fix operator ++ for OutputTransformIterator
  * Make navigator from settings manager setting in separate function
  * Option to disable controller (feature #3980)
  * Fix DetourNavigatorNavMeshTilesCacheTest on Windows
  * Do not create a redundant parent node for LOD and Switch nodes (bug #4837)
  * Fix hiding three-tab (Cyrillic) topic index
  * Make quest status update handling closer to vanilla (bug #4815)
  * use ubuntu for mygui as well
  * updated mygui links for gitlab
  * use ubuntu version, good enough
  * bump libbullet version for gitlab
  * Restore previous night time directional light path
  * Don't rely exclusively on a shadow map when out of its depth range
  * Make sure that proper operator function is used for char[N] argument
  * Correct behaviour of use front face culling setting to not use back face culling either when disabled.
  * Remove uneeded includes.
  * Prettify shadow define map setup.
  * Add line breaks to make settings more readable.
  * Make variable name less confusing
  * Fix enable/disable mixup.
  * Add normal-offset shadow mapping to remove shadow acne (flicker)
  * Allow creatures to play Attack voiceover
  * Move idle dialogue playback from AiWander (bug #4594)
  * Don't bother multiplying a matrix by its inverse and applying that to the light direction.
  * Use CullVisitor traversal mask for light manager.
  * Use the skeleton from the NPC's set model (bug #4747)
  * Fix nodemask snafu
  * Don't remove whitespace...
  * Fixes #4703 Disable preview for item levelled list
  * Account for stances when the player is in air (bug #4797)
  * Make scripted items not stack (bug #2969)
  * Editor: Added basic info window
  * Revert "Use forward declaration to reduce build times."
  * Use forward declaration to reduce build times.
  * Disable depth sorting for translucent objects in the shadow maps
  * Make the terrain paging system use the view point rather than the eye point to determine which nodes to use so that it can be inherited by RTT cameras.
  * Don't exclusively rely on a shadow map if its bounds have been expanded since the cull traversal.
  * Change default colour mode (as apparently it actually gets used sometimes)
  * Make shadow map front-face culling configurable
  * Make the shadow polygon offset parameters configurable
  * Resolve bugs with depth-clamped shadow maps
  * Fix debug hud frustum outline disappearence
  * Switch to better-performing data types for debug hud geometry
  * Make shadow maps use their whole depth range for the overlap with the view frustum and rely on depth clamping to ensure objects outside the frustum still cast shadows.
  * Correct debug hud frustum colour
  * Use distant shadow maps when the current fragment is outside the depth range of the near ones.
  * Switch alpha test from < to <= to fix weird shadows on actors with 50% chameleon
  * Disable shadows properly for water reflection/refraction RTT targets, eliminating remaining OpenGL errors.
  * Add extra uniforms to the disabled shadows StateSet so that the shadow texture samplers are bound ot the dummy shadow maps correctly.
  * Fix typo in lighting.glsl
  * Add todos in case they're left until after the shadow PR is merged
  * Move setting of colorMode to ShaderRequirements in case they're reused
  * Add alpha threshold for shadow casting.
  * Switch shadow map rendering to a specialised, simplified shader.
  * Convert colorMode shader define to a uniform
  * Add clipping planes when allow shadow map overlap is enabled
  * Fix another convex hull clipping issue and restore z-clipping
  * Remove sneaky tabs.
  * Make ConvexHull::clip more resilient against large values.
  * Fix ConvexHull::extendTowardsNegativeZ
  * Optimise lighting.glsl for Mesa users.
  * Make indoor shadows disableable.
  * Add missing documentation
  * Use JDGBOLT's indoor 'sun' direction.
  * Ensure RigGeometry child geometries have sensible bounds without actually computing them.
  * Revert "Prevent accidental culling of first person meshes"
  * Prevent accidental culling of first person meshes
  * Disable convex hull clipping based on render leaf traverser results in the z direction.
  * Use simplified convex hull clipping maths from the other function doing hte same thing
  * Add toggleable shadow debug overlay.
  * Move common shadow code to shared shadow shader headers
  * Fix water shader alignment issues noticed while removing tabs.
  * Sort out shader indentation
  * Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were.
  * Improve bounds calculation for shadow casters outside of the viewing frustum
  * Resolve computed near plane issues with extremely high viewing distances.
  * Restore water object refractions and reflections.
  * Update documentation
  * Use 3 shadow maps by default as 1 sucks.
  * Accidentally fix the one remaing case where shadows look awful while refactoring some stuff.
  * Disable CSM when disabled in the settings.
  * Make CSM shader changes controllable by the setting.
  * Begin to let settings toggle between CSM and PSSM
  * Remove function declaration that somehow snuck in.
  * Make shaders pick the correct shadow cascade level and blend near cascade edges.
  * Add a hacky temporary version of cascading shadow maps
  * Improve debug HUD frustum
  * Add the view frustum to the debug HUD (in the most annoying way possible)
  * Turning on shadows will now force shaders on
  * Add object shadows setting
  * Apply Scrawl's fix for the local map
  * Make a dynamic cast static
  * Fix another compiler warning
  * Fix some copiler warnings (hopefully)
  * Make RenderingManager::configureAmbient do what it was intended to.
  * fix RST error
  * Update documentation to clarify the effects of using shadows without shaders.
  * Make masks consecutive and ordered.
  * Make indoor shadows do something meaningful.
  * Replace a dynamic cast with string comarison
  * (Hopefully) add include which G++ requires even though VC++ doesn't.
  * Remove dependency on osgAnimation that somehow snuck in
  * Remove leftover import
  * Fix a couple of warnings
  * Separate indoor and outdoor shadow casting masks.
  * Tidy up the shadow manager
  * Make split point control parameters configurable with the new shadow technique.
  * Hook up the new shadow technique
  * Make whitespace match upstream OSG
  * Undo minor cockup where the same file appeared twice
  *  Remove TODO left in by accident. Also, become 100 commits ahead of upstream.
  * Ensure the debug HUD won't crash if settings are changed at runtime.
  * Make the debug hud enableable
  * Add the debug HUD to the new shadow technique
  * Make shadows disableable.
  * Transfer changes to cull to new shadow technique
  * Move CLSB changes to new shadow technique
  * Fix alignment issues caused by renaming classes
  * Rename old shadow class to shadow manager
  * Copy debug shader source into new shadow technique
  * Change class name
  * Move to the correct namespace part 2
  * Move to the correct namespace.
  * Add a notice clarifying the source of the shadow technique files.
  * Undo a modification from the upstream shadow technique which breaks compatibiltiy with OSG 3.4
  * Add osgShadow ViewDependentShadowMaps as they can be found in OSG's GitHub Repository
  * Add basic support for distant terrain CLSB
  * Move the declaration of ComputeLightSpaceBounds to the header so that it can be accessed from other compilation units.
  * Use CLSB results to reduce maximum shadow map distance when sensible.
  * Tweak headings in settings documentation
  * Add some more advanced settings to control shadows.
  * Prevent first-person meshes disappearing.
  * Ensure TerrainDrawables affect the computed near/far planes.
  * Mark a function as override
  * Add rst documentation for the shadow settings.
  * Remove outdated comments
  * Add settings
  * Make disabling shadows disable their performance impact, too.
  * Make shadow maps only cover regions where shadow receivers might be.
  * Make suspending viewer threads the responsibility of the caller, not the shader manager.
  * Make updating global shader defines update shaders.
  * Switch to a more industry-standard shadow map splitting scheme
  * Implement a more sensible shadow map cascading system
  * Force near plane out further for LiSpSM projection
  * Add check for null shaders when releasing OpenGL objects
  * Switch to insert_or_assign semantics when adding shadow defines to the global shader defines.
  * Add preliminary support for global shader defines.
  * Add some prerequisits for making shadows disableable
  * Prevent line count changes within conditional blocks (because of conditional includes or @foreach expansion) ruining line numbering.
  * Take into account previous #line directives when expanding @foreach shader macros
  * Create @foreach shader preprocessor macro in preparation for moving shadow setup out of shadermanager.cpp
  * Disable over-zealous shadows in the character preview.
  * Prevent the local map from being considered to be shadowed.
  * Add missing libraries to components target
  * Move Shadow to Components
  * Remove unused mask
  * Attempt (and fail) to make the local map show without unwanted shadow
  * Use three shadow maps per light
  * Dynamically adjust shaders to have the required number of shadow maps.
  * Turn off all shadow texture units for the sky now it is possible for there to be more than one
  * Enable parallel split shadow maps
  * Switch to a tidier way of disabling the correct texture unit
  * Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
  * Clean up the debug hud now it's working.
  * Attempt to force the sky to not accept the default shadow shader or shadow texture.
  * Enable shadow casting for terrain
  * Fix shader compile error
  * Revert change to node mask that appears to not serve any purpose
  * Add (potentially physically-flawed) shadow support to the water shader
  * Update the shadow frustrum bounds properly
  * Prevent debug HUD geometry from being culled erroneously.
  * Remove superfluous - sign and switch to other debug shader
  * Use a test image guaranteed to exist.
  * Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
  * Actually add shadow DLL under Windows automatically for real this time
  * Add shadow DLL under Windows automatically
  * Fix the same shader preprocessor variable issue for the third time now
  * Fix issue with shader preprocessor variables
  * Add specific shadow source files to MWRender
  * Remove unnecessary preprocessor variable in shaders
  * Tidy up the mess I made of lighting.glsl a bit by removing two single-line functions that are only ever called in one location.
  * Make shadows play nicely with per-vertex lighting
  * Stop shadowing ambient lighting from the light casting a shadow when using per-pixel lighting.
  * Adjust shaders to support shadows
  * Switch to LispSM
  * Add changes I missed in a merge.
  * osgShadow experiment

-------------------------------------------------------------------
Sat Feb 16 00:16:29 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190207.4a9abf1c1:
  * Fix upside-down night-time lighting
  * use ubuntu for mygui as well
  * updated mygui links for gitlab
  * use ubuntu version, good enough
  * bump libbullet version for gitlab
  * Fix some color picker regressions
  * Remove looping particles from dead actors
  * Init target for AI packages from old saves
  * Fix redundant searchPtr call
  * Fix macOS CI
  * Don't re-enable collision object for dead actors
  * Share RigGeometry node data
  * Do not check if additional animation sources are supported for every animation object
  * Daytime node switch support (feature #4836)
  * Hide hairs when replace the Head bodypart by item's one in the editor
  * Account for inverted tangents on normal-mapped objects (bug #3733)
  * Update magic effects VFX immediately after effects update (bug #4828)
  * Add creature-with-the-same-model soundgen fallback (bug #4813)
  * Update fonts setup guide
  * Revert poor animation decisions
  * Editor: Implement faction ranks table (feature #4209)

-------------------------------------------------------------------
Tue Jan 29 11:27:59 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190128.e748abde7:
  * Improve switchable nodes handling by optimizer
  * Fill Switch and LOD nodes names
  * Apply UVControllers only for given UV Set (bug #4827)
  * Optimize HUD update (do not do unnecessary work)
  * Don't apply effects when spell absorption is successful (bug #4820)
  * Gmst typo in MWMechanics::NpcStats::increaseSkill
  * Support NiSwitchNode (feature #4812)
  * Formatting of CMakeLists made consistent with other CMakeLists files.
  * Google Test / Google Mock / OpenMW unit tests on Windows
  * Replace BSAOpt hash calculation with a custom function
  * Ensure Unique Instance Refnum after clone, add, or move
  * Fix compressed BSA loading on non-Windows systems

-------------------------------------------------------------------
Mon Jan 21 07:46:08 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190120.b4a78a7e6:
  * add libboost-iostreams-dev
  * Get navmesh to update osg node only if rendering is enabled
  * Update navmesh in a separate method
  * Fix -Wstring-plus-int warnings
  * [macOS, CI] Update dependencies
  * CompressedBSAFile::FileRecord::isCompressed implementation simplified. Double space in CompressedBSAFile::FileRecord::getSizeWithoutCompressionFlag removed.
  * Missing header on Linux
  * Removed TES4 from file names. Correct Git file history / attribution.
  * Remove files with incorrect Git history / attribution
  * Fix crashcatcher
  * Replaced C++ 14 make_unique with C++ 11 compliant code
  * Strange issue with Linux compilation (<memory> header)
  * Fixed warnings reported by GCC
  * Linux requires <memory> header
  * Replace raw pointer in BsaArchive with unique_ptr
  * Proper conversion from shared_ptr<bsa::MemoryinputStream> to shared_ptr<std::istream>
  * Memory leak fixed. Proper file names in headers.
  * Spaces instead of tabs in CMakeLists.txt
  * [macOS] Update deploy script to use ssh/scp
  * Fix Linux build
  * Win32 specific library
  * Zlib only for Win32
  * Missing boost library
  * Missing boost Linux library
  * Read any BSA file - detection based on version in BSA header
  * Fix out of range exception when try to load a particle node with empty sizes array (bug #4804)
  * Allow stray special characters before a begin statement
  * Use case-insensitive compare when searching for game data by the wizard.
  * Update moved object collisions even if the cell is the same (bug #4800)
  * Update .gitlab-ci.yml
  * RigGeometry optimization: optimize geometry optimization
  * Get rid of some remaining instances of C limit macros
  * RigGeometry optimization: vector iteration is more cheap than map iteration
  * Handle possible invalid iterator issue during settings parsing
  * Handle invalid string length for hinting
  * Fix MSVC warning
  * Get rid of unnecessary string streams
  * Do not restore birthsign abilities upon game load (bug #4329)
  * Fix extra semicolon, redundant getStore calls and random creature spawn loop
  * Don't reset player jumping flag unnecessarily (bug #4775)
  * Split physics update from world update in the profiler
  * Do not scale player's model in the 1st-person view depending on race (bug #4383)
  * Don't interrupt compilation when spell/effect functions are used for non-actors
  * Instructions on removing tex effect blocks quickly
  * Make sure AI data is initialized when loading actor records
  * Remove some redundant code
  * Simplify some world loops
  * Cherry-pick cc9cii's editor improvements
  * Fix error when create new OpenCS addon
  * Do not read font size just for every single widget
  * README update.
  * OpenCS Integration.
  * OpenMW Integration.
  * TES4/TES5 ESM/ESP file reader.
  * Allow TES4 ESM/ESP to co-exist with TES3 ESM/ESP.
  * README update.
  * BSA enhancements.
  * Resolved conflicts and build fixes.
  * Rename to lowerCaseInPlace
  * Do not assert() for invalid land data in plugins (Bug #3037)
  * Move rng to components
  * consolidate random number logic
  * Set editor limits on hard-coded string lengths (Bug #3066)
  * Update README.md regarding the cc9cii fork.
  * Fix bug where new addons could not be created since commit ff072441fde05d189cb06cb44cc9c360690c2f09.
  * Reduce the call to tolower() for each character when the string is already in lower case.
  * Minor performance gains on loading cell references.
  * Move resource names listing code out of CSMWorld::Resources ctor in order to avoid multiple scan of the same resources.
  * Performance improvements for loading Info records.
  * Fix crash when repeatedly performing delete/undo due to empty moved record.
  * Suppress additional MSVC warnings after Update 1
  * More efficient implementation of an earlier fix so that id is searched only once
  * Convert std::to_string() calls to snprintf() for cell references.
  * Minor formatting change.
  * Use load message system for moved ref target cell error logging.
  * Convert some of ostringstream << operations to std::to_sting() calls.
  * Convert the CellRef record index lookup maps to use integer keys rather than strings.
  * Fix bug (#3067) where content file number was being ignored while searching for already loaded cell references.
  * Fix exception when deleting a record while dialogue subview for that record is open.
  * Convert RefNum index map to use find().
  * Fix Preview and Unpaged World subviews not rendering.  Not sure if this is related to a later version of Ogre being used.
  * Change the loader's top progress bar to show total number of records processed rather than the number of files.
  * Suppress MSVC 2015 warnings about hidden/deleted base class move constructors and move assignment operators.
  * Reduce copying further by adding move constructors and move assignment operators to CellRef structs.
  * Use std::unique_ptr to store records in collections,  RefidCollection and RefIdData.
  * Call push_back() if inserting to the end of the vector.  It seems MSVC may be generating different code compared to insert().
  * Fix table being sorted twice (at least it appeared that way according to the sample profiler)
  * Not found Land Textures are no longer a fatal error (Bug #3037)
  * StringUtils: use the locale-unaware tolower function
  * make initial size of script error panel configurable (Fixes #2996)
  * remember script error panel height per scriptsubview
  * do not adjust error panel height if panal was already open
  * hide script error list when there are no errors (Fixes #2867)
  * Removed validator for filenames in OpenMW-CS (Fixes #2918)
  * adjusted startup warning message for recent improvements regarding loading/saving
  * Ignore Creature INDX subrecords
  * Fix double writing of Dialogue NAME in OpenCS
  * Remove unused SOUND_INPUT_INCLUDES cmake variable.
  * Add FFMPEG to include path for OpenMW
  * Resolve merge issues.
  * Adjust tests to work with esm_rewrite branch.
  * Tests: add record overwrite test
  * Tests: add record deletion test
  * Tests: add content_diagnostics_test (requires some data files)
  * Tests: add dialogue_merging_test (requires some data files)
  * Delete empty test
  * esmtool fix
  * Move common subrecord definitions (NAME, DELE) to defs.hpp
  * Make saving of deleted ESM records more consistent
  * Fix missing break in switch statement
  * Remove unused includes
  * Load methods (for ESM records) accept a deleted flag in ESSImporter
  * Load methods (for ESM records) accept a deleted flag in ESMTool
  * Load methods (for ESM records) accept a deleted flag in OpenCS
  * Load/read methods (for ESM records) accept a deleted flag in OpenMW
  * Make deleted flag a parameter of load/save methods (instead of a record member) in ESM records
  * Fix build errors & warnings
  * Remove <cstdint> include file from loaddial.cpp
  * Rework ESS importer code. Remove explicit NAME handling for ESM records
  * Rework EsmTool code. Remove explicit NAME handling
  * Implement saving of deleted records
  * Delete infos of deleted dialogue when loading a content file
  * Add a separate method to check whether a record is deleted or not for IdCollection
  * Some refactoring. Remove unused code
  * More ESM records have DELE handling. Changed records: Race, Land, Pathgrid, StartScript, DebugProfile, Filter
  * Refine DELE handling in ESM records. Add position-independent DELE search
  * Handle deleted records in RefCollection
  * Move DELE handling to CellRef record
  * Return a correct index for a loaded record that was deleted
  * Rework RefIdData code. Update the index map when a new record is loaded
  * Add NAME handling to DebugProfile and Filter records
  * Remove INAM handling from InfoCollection
  * Move ID loading into a separate method for Dialogue and DialInfo records
  * Remove NAME and DELE handling from IdCollection
  * Remove DELE and NAME handling from RefIdCollection and RefIdData
  * Load/read methods in MWWorld::Store return a pair (record ID, deleted flag)
  * Add removing of deleted Infos to Dialogue::clearDeletedInfos()
  * Some fixes for ESM Dialogues and Infos
  * Set Deleted flag to false when initializing ESM records
  * Letter case fix for MWWorld::Globals
  * Convert IDs of loaded records to lower case in MWWorld::Store
  * Remove NAME handling from MWWorld::Globals
  * Remove NAME handling from MWWorld::ESMStore
  * Remove explicit record ID in load/read methods of MWWorld::Store
  * Add NAME handling to GameSetting record
  * Add NAME and DELE handling to Global record
  * Remove redundant code
  * Add NAME handling to Race record
  * Add NAME and DELE handling to Cell record
  * Add DELE handling to Info record
  * Add NAME and DELE handling to Dialogue record
  * Change DELE sub-record value to 0 (4 bytes)
  * Add NAME and DELE handling to Script record
  * Add NAME and DELE handling to ESM records. Changed records are those where DELE is inserted at the beginning of a record (before NAME). The record has all required sub-records in this case.
  * Add NAME and DELE handling to ESM records. Changed records are those where DELE is located after NAME sub-record. And DELE is the last sub-record.
  * fixed an interference with script warning mode and error downgrading (Fixes #2990)
  * Compiler: remove unused mNameStartingWithDigit (cherry picked from commit f7d0d06134c8b82c5142451d9ff256c1effcce74)
  * Fix warning C4458 (declaration of 'data' hides class member)
  * Fix warning C4457 (declaration hides function parameter)
  * Fix warning C4456 (declaration hides previous local declaration)
  * Fix warning C4838 (conversion from 'double' to 'const float' requires a narrowing conversion)
  * Add missing Ogre headers.
  * Further clean up of moving out NpcAutoCalc from Data.
  * Move NPC autocal code out to a separate class.
  * Resolve merge issues and add back user preference setting for auto selecting a modified record.
  * Fix include file issue.
  * Fix some sub-tables becoming uneditable since commit 80869d
  * Add a check for scale value of 0.  Should resolve bug #2880.
  * Rename a variable to make it less confusing.
  * Fix saving when only topic info was modified (topic itself unchanged)
  * Move TableEditModes enum inside a class scope.
  * Re-add mistakenly removed line and fix a silly typo.
  * Disable context menu for fixed size sub-tables.  Should resolve bug #2932.
  * Fix issue where mandatory effects field was allowed to be empty (and vice versa)
  * Fix skills and attributes being possible to add to irrelevant effects.  Should resolve bug #2980.
  * Fix editing ingredient effects sub-table.  Should resolve bug #2978.
  * Fixed filter reapplication on Description column change and on State column change.
  * If table dont use any filter, filter update now dont cause a reapply of empty filter
  * Stream error handling, and other minor changes.
  * Implemented line and col calculations in scriptsubview
  * deal with script execution from within a script (Fixes #2964)
  * Disable toolbar context menu.  Should resolve bug #2953.
  * Fix AiWander sub-table editing.  Should resolve bugs #2888 and #2930.
  * Further rationalise the use of ColumnIds
  * updated credits file
  * Add StartScriptCreator to a factory manager.
  * add getIdValidatorResult method to GenericCreator, for use in subclass StartScriptCreator
  * Fix namespace, add file to CMakeLists.txt
  * Added StartScriptCreator class with redefined getErrors method.
  * adjusted a workaround for names starting with digits that interfered with some numerical expressions written without spaces
  * removed a redundant else and made unary + work also in the console
  * scripts: recognize '+' also as a unary operator
  * fixed local variable caching issue in automatic error checking (Fixes #2927)
  * more cleanup
  * removed some left-over signal slot stuff that shouldn't have been there in the first place
  * updated credits file
  * Add travis-ci script to detect tab characters in the code
  * Fix tab indentations in apps/ and components/
  * replaced context-sensitive implementation of allowing digits at the beginning of names with a more general implementation (Fixes #1730)
  * Fix typo.
  * Set default creature scale to 1.  Partially resolves bug #2880. (no creature verifier yet)
  * Remove AI flag from the UI and instead auto-detect whether to save AIDT records.  Should resolve bug #2879.
  * Add missing fields for editing creatures.
  * Rationalise the use of ColumnIds
  * Ensure ColumnId names are unique.  Filter parser calls Columns::getId() which implies that these should be unique.
  * CONTRIBUTING.md: clarify "if applicable"
  * Add CONTRIBUTING.md
  * Add some comments to ESM::Land
  * adjust FindMyGUI.cmake to correctly handle REQUIRED and QUIETLY
  * disable on-demand loading of land data (for now, maybe)
  * fixed an indexing error
  * various minor fixes
  * handle missing land texture records properly during merge
  * fixed a texture indexing bug (only affects the editor)
  * merge land tables
  * removed indirection in OpenMW-CS land record
  * refactored loading of land data
  * more const-ness fixes
  * made return type of ESMTerrain::Storage::getLand const
  * additional safety check for land texture listing merge stage
  * added copy constructor and assignment operator for Land record struct
  * merge land texture tables
  * fixed merge stage order; added proper initialisation
  * merge references tables
  * fixed record state issues after merge
  * merge referenceables table
  * silenced a warning
  * simplifying merge stage
  * made merge operation more fluent
  * added info tables and pathgrid table to merge operation
  * flag newly merged documents as dirty (triggering an 'are you sure' dialogue when closing without saving first)
  * merge id collections
  * copy meta data from game file when merging
  * create merged document and open a view for it (document is still empty at this point)
  * forgot to connect merge operation signals
  * inheriting Merge from QWidget instead of QDialog, because QDialog is bloody useless for non-modal dialogues (which makes the class completely useless, since modal dialogues are the spawn of Satan)
  * added merge operation (doesn't do anything yet)
  * disable merge menu item when a merge is already in progress
  * improved adjuster widget problem reporting
  * added UI for merge tool (merge tool itself is still missing)
  * replaced State_Compiling (not requried anymore) with State_Merging
  * Use the correct format specifier for ess-imported savegames
  * Refuse loading save games of unknown format
  * Use the format field instead of version field
  * Savegame loading optimization
  * Increment save file version and mark it as used, will be used in next commit
  * Add missing includes to columnimp.hpp
  * Inform about State change (not a whole row) when modifying a table value
  * Show race only when mesh type is Skin (in BodyParts table)
  * Convert AiWanderRepeat to bool in ActorAiRefIdAdapter::getNestedData()
  * Columns with Display_Boolean use Combobox editor even for non-boolean values
  * Remove enum names for AiWanderRepeat column
  * ModifyCommand uses a proper name of a modified nested value
  * Sort tables by ID in the ascending order initially
  * Fix the ESM::LandTexture NAME being discarded on loading
  * Adjust OpenCS saving stages order to stop vanilla MW complaining about missing records
  * Remove empty line at the beginning of files
  * Editor: fix a typo in ESM::Light flag mappings
  * Editor: remove creature flag of unknown purpose from the UI
  * Editor: fix magic effect magnitudes incorrectly labelled as Min/Max Range
  * Remove additional instance of Display_YesNo (in cc9cii branch but not in master)
  * #2730 and #2725
  * Remove check for an empty Particle from Magic effects verifier
  * Don't allow empty value of School field in Magic Effects table
  * Add magic effect verifier
  * Removed now unneeded script
  * Cleaned up niftest's output
  * niftest now scans BSA files in directories for nif errors
  * Updated niftest's help message
  * Have niftest handle directories as well
  * Added a help message to niftest
  * make non-editable fields in dialogue sub view selectable (Fixes #2818)
  * allow use of IDs as function arguments, even if the ID matches a keyword (Fixes #2830)
  * Rewrite of the description
  * Add appdata file for openmw and install it
  * Correct comparison of enum values in IdTableProxyModel
  * Activate editing of nested table cells by a double click
  * Close EditWidget when a proper row removed
  * Restore Modified status of a record when adding/removing nested rows
  * Inform about Modified status change when modifying a value of a model
  * Proper index for Modified column in ModifyCommand
  * Fix compiling with MSVC 2013 (typo mistake with the include file).
  * Fix compilation when using 1.9 Ogre branch (i.e. the previous change on this file was in fact not related to MSVC 2015, but rather the use of the Ogre default branch).
  * Support MSVC 2015.  Tested(*) with updated dependencies: - Microsoft Visual Studio Community 2015 Version 14.0.23107.0 D14REL - Qt 5.5, commit 1d3966833b5f27fb262f2d3727557ef2c8947828 - SDL2 default branch, Changeset: 9834 (d3fa6d0d3793) - Ogre default branch, Changeset: 8048 (19479be2c7c5) - Boost 1.59, commit 9a02cf8eb34eb31f0858c223ce95319f103addfa - OpenAL commit 8fa4f276f89985be44007ce166109837cbfd5763
  * Update to keeping config comments (Feature #2535)
  * Initial support for Land and LandTexture tables.  Updates Features #936 and #933.
  * Fix for issue #6 (https://github.com/cc9cii/openmw/issues/6) where dialogue subview for editing an NPC fails with an "invalid ID" exception.
  * Remove duplicated config scanning (see: https://forum.openmw.org/viewtopic.php?f=7&t=2922&p=32940#p32940)
  * Fix loading openmw-template.omwgame with debug builds (see: https://forum.openmw.org/viewtopic.php?f=7&p=34026#p34026).  Script::load() was failing with debug assertion fail (vector subscript out of range)
  * Fix formatting issues after cherry-picking commit ab0b5932f76ff57b79e894567d9a2d9bde8ffd12
  * allow keywords in quotes (Fixes #2794)
  * (Re) Wrote a tool to test NIF files in BSAs and on the filesystem.
  * Add edit locking to ExtendedCommandConfigurator
  * Close the extended configurator when all respective records were removed outside
  * Rewording of the user setting for extended configuration
  * ExtendedCommandConfigurator: layout changes
  * TableBottomBox: Creator/Configurator can be closed via Escape
  * Fix build error
  * ExtendedCommandConfigurator: the perform button is now the default for the widget
  * ExtendedCommandConfigurator: the perform button takes the name of the command that is executed
  * The configuration panel gets a focus when opening
  * ExtendedCommandConfigurator: disable the perform button when all tables are unchecked
  * TableBottomBox adjusts its size according to the current widget size
  * Rework widget layout of ExtendedCommandConfigurator
  * Add the ability to configure extended commands for tables
  * Add the user setting for enabling the configuration of extended commands
  * Add the configuration widget to the bottom box
  * Add the configuration widget for extended commands
  * Don't inform about a nested row addition in proxy models for top-level tables
  * Rework Table to use rowAdded() signal of a proxy model
  * Inform about a row addition after re-sorting in InfoTableProxyModel
  * Create a custom signal to inform about a row addition in IdTableProxyModel
  * Fix a typo
  * Proper index creation for nested data
  * IdTableProxyModel refreshes the filter when the source model data or rows changed
  * Proper sorting of columns with enum values
  * Fix building OpenCS with Qt 5.
  * updated credits file
  * Fix definition conflict
  * incorrect sBribe GMSTs for new omwgame files (Fixes #2785)
  * do not allow editing of deleted scripts
  * make compilation delay configurable via a user setting
  * put script compilation in script subview behind a timer
  * do not try to jump to source location for errors that do not have a source location
  * consider column when jumping to error in source text
  * jump to line in source text when clicking on an error in error table
  * made error table read only
  * improved error table layout
  * consider script warning settings for script subview
  * refactored mapping from message severity enum to string
  * improved error reporting
  * display script errors in script subview
  * hooked up script subview buttons to bottom box (enables add and clone)
  * fixed deleted button sensitivity state
  * improving consistency of subview layouts
  * replaced the script subview status bar with a bottom box (including a status bar)
  * added user settings option to toggle toolbars in single-record subviews
  * renaming a few user settings categories
  * added button bar to script subview
  * Fix config file priority in the launcher to match OpenMW
  * Fix calculation of selected blocks in ScriptEdit
  * Count of nested columns can be retrieved for a collection with no records
  * Add Edit 'ID' action for nested fields
  * TableEditIdAction: prevent creation of a UniversalId with Type_None
  * Add Edit 'ID' action for nested tables
  * Rework Table (view) code to use a TableEditIdAction
  * Create a separate class for Edit 'ID' action to use in tables' context menus
  * IdContextMenu: don't add Edit action if it's already in the context menu
  * Prevent the Edit 'ID' action for the current ID of the dialogue subview
  * IdContextMenu: if the ID field is empty show the standard context menu (if available)
  * Edit 'ID' action is available in dialogue sub-views (for LineEdits and Labels)
  * Create a context menu handler for dialogue editors with ID information
  * implemented sorting in report views (Fixes #2540)
  * Add the RecordType column to the MetaData table
  * Not accepted drag event must be ignored
  * Deleted records can be cloned
  * Add the proper getErrors() method to CellCreator. Fix the impossibility of the Exterior Cell creation.
  * Close the creator when the original record is removed (in clone mode)
  * Cell type can be changed when cloning a cell
  * Creating/cloning Cell sets the proper Interior flag
  * Add the ability to add nested values to the Create command
  * Add the ability to search a nested column index
  * Fix merge issues.
  * Fix undo for NPC autocalc changes.  Fix the lack of refresh after race powers subtable.
  * Simplify npc data update and fix data copy when autocal flag changed.
  * Fix dereferencing a null pointer.
  * Address review comments.
  * Fix initialisation order - properly this time.
  * Fix initialisation order.
  * Remove extra qualification.
  * Resolve merge issues and change the getSpells() interface.
  * Address review feedback.
  * Remove more c++11 dependencies.
  * Add missing files for autocalc.  Remove c++11 dependency.
  * Include <cmath> for fmod() and floor()
  * Add missing files for autocalc.
  * Move NPC autocalc to a separate component so that it can be shared between OpenMW and OpenCS.
  * Mimic vanilla CS behaviour with NPC stats auto calculations.  Should resolve Bug #2663.
  * Fix physics model not being moved since commit ec80884.
  * Feature #1278: Editor: Mouse picking in worldspace widget
  * Scroll the selected row to the middle of the viewport.
  * Get the correct index for the type of the record being cloned.
  * Refresh filter only if one exists. Fixes Qt warning message "QSortFilterProxyModel: inconsistent changes reported by source model" when a record is deleted.
  * Add a per table subview options section and a checkbox option to scroll the table to the modified record (from another subview).
  * Modifying an object instance (e.g. 3D edit) triggers the instances table to scroll to the corresponding record.  Should resolve Feature #2554.
  * Feature #2532.  Global filter shortcuts for project::added and project::modified.
  * Feature #2532.  Global filter shortcuts for project::added and project::modified.
  * Feature #2533.  Similar but less complete implementation PR was not accepted (see https://github.com/OpenMW/openmw/pull/276#issuecomment-57612802).
  * Changes made to DialogueSubview pathgrid tables are now reflected on PagedWorldspaceWidget.
  * Undo now working via signals.
  * Undo rendering works, but not using signals yet.
  * Saving to document via UndoStack implemented.
  * Add updated pathgrid marker nif file and fix merge issues.
  * Resolve merge issues.
  * Remove no longer needed code.
  * Don't delete physics object if it was never created.
  * Pathgrid edge resource management for editing multiple cells or multiple documents.
  * Check the resource group's existence before destroying it.
  * Remove duplicate parameter.
  * Move element filtering back out of castRay().
  * Reduce code duplication.
  * Enhanced snap functionality for pathgrid points.
  * Added a simplistic snap to closest object or terrain.
  * Increase the sensitivity of the wheel movement.
  * Simplistic drop-to-ground functionality for pathgrid points.
  * Fix saving pathgrid positions when adding or moving.
  * Better mouse cursor tracking for the third axis.
  * Allow adding or dragging pathgrid points over objects as well as terrain.
  * Fix deleting physic objects.
  * Fix installing pathgrid_pt.nif
  * Suppress warnings.
  * Visibility mask working correctly.
  * Adding, deleting and moving pathgrid points work.  However still not saving to the document.
  * Fix scene node being erased in the object reference map.
  * Render pathgrid points and edges.  Can move the points but the edges are not updated.  Visibility mask does not work properly because pathgrid points are considered as objects by the physics engine.

-------------------------------------------------------------------
Wed Jan 02 17:07:36 UTC 2019 - mimi.vx@gmail.com

- Update to version 0.46.0~20190102.91ec1d1c2:
  * Clean up fallback record creation again
  * Fix constant raining
  * Update Fonts documentation
  * Revert to lexical_cast<float>, catch out-of-range exceptions
  * Improve fallback numerical value handling (bug #4768)
  * Clean up fallback record creation
  * Make sure CopyFramebufferToTextureCallback is only called once and not every frame
  * Replace volatile bools with std::atomic<bool>
  * loadingscreen: Fix UaF in loading screen.
  * Avoid falling height reset if onGround state didn't change (bug #4411)

-------------------------------------------------------------------
Thu Dec 27 11:58:34 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181226.807e0311b:
  * [macOS] Fail CMake when trying to use CMake 3.13 for macOS packaging
  * [macOS, CI] Use CMake 3.12.4
  * android: Add a method so that we can send relative mouse movements from java.
  * android_main.c: Replace nullptr back to NULL since there are no nullptr in C
  * Update macOS dependencies, use Xcode 10.1
  * Do not package Recastnavigation headers and static libs
  * Add a script to verify macOS package contents
  * Editor: handle AI settings, regional sound and levelled list "none" chances as shorts (bug #2987)

-------------------------------------------------------------------
Fri Dec 21 10:11:56 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181219.0f9f7f0b5:
  * Fix animation bug with VAOs
  * Uncomment commented lines
  * bump bullet version for gitlab-ci
  * wrap git command in gitfound
  * if unable to run git at this moment, use empty string
  * Use if(EXISTS ${OSGDB_LIB} AND NOT IS_DIRECTORY ${OSGDB_LIB})
  * Native animated containers support (feature #4730)
  * Revert "fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO"
  * Adapt to CMake 3.13's new meaning of OSGDB_LIBRARY (i.e. that it can now be a list) while allowing for the possibility that the found libraries may be in different directories when debug and optimised versions exist.
  * Sanity check for text input in toggleWalking
  * Update graphicspage.cpp
  * add new bugtracker
  * add commit date; revert boost as we are not breaking anything yet
  * fix accidental header namespace inclusion
  * move to debugging.[ch]pp
  * remove verbose comments and example
  * indentation
  * makes openmw.appdata.xml a template that accepts @OPENMW_VERSION@ so we do not have to update it all the time; fix deprecated warning for boost header; un-ignore openmw.appdata.xml
  * Use pointer to check is NavMeshTilesCache::Value initialized
  * Don't check for equality in move assignment
  * Don't interrupt sneak and swim idles in first person view (bug #4750)
  * fix typo
  * fix missing _WIN32 guard
  * enable win32 debug console when launching from console
  * Fix if statements
  * Add NMake support to the Windows prebuild script.

-------------------------------------------------------------------
Fri Dec 07 11:20:03 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181207.79eab6c55:
  * fix missing include
  * Add Invert X Axis option (feature #3610)

-------------------------------------------------------------------
Thu Dec 06 11:16:25 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181206.5700394c1:
  * Don't consider non-solid actors truly levitating (bug #4746)
  * Display Ambient, Sunlight and Fog field values as colors (bug #4745)
  * esmtool cleanup

-------------------------------------------------------------------
Wed Dec 05 09:55:28 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181204.45d7c005a:
  * Fix incorrect event argument which messed with hidden light pointers
  * fix a rig bug visible with OSG_VERTEX_BUFFER_HINT=VAO
  * fix moc achieving to reach unparsable boost code
  * Revert unnecessary case changes for fallback records
  * Fix regressions in the animation system (bug #4729)

-------------------------------------------------------------------
Mon Nov 26 08:58:06 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181125.10a049b08:
  * Fix visible sheaths for invisible actors
  * Improve ResetActors command (bug #4723)
  * added TODO and updated notification email for coverity
  * we now have gcc-5 _and_ gcc-8, along with QT5 and use system tinyxml
  * give Xenial a try

-------------------------------------------------------------------
Mon Nov 19 09:29:52 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181118.c1473d537:
  * Fix shield displaying on inventory avatar (bug #4720)

-------------------------------------------------------------------
Sat Nov 17 18:34:36 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.46.0~20181116.a35487947:
  * Refactor tools to do not use boost exceptions and exit() command
  * Refactor dynamic casts in the editor

-------------------------------------------------------------------
Thu Nov 15 11:38:35 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181115.a21792657:
  * bump our versions to 0.46, keep this commit in mind when trying to automate this into one place
  * fix typo
  * disable openmw-cs as well, only build the rest due to time constraints
  * Throw exceptions with some info int the editor if dynamic_cast failed
  * Catch exception in the NIFTest
  * enable niftest by default, coverity branch covers everything but openmw now due to timeouts; we run coverity manually for openmw for now; re-order options to be readable and logical sequence
  * Fix many Coverity Scan warnings
  * Update OpenAL-soft to 1.19.1
  * try gcc5 as last resort
  * Add a missing check if mPtr is empty (bug #4715)
  * Improve tooltips cleanup (bug #4714)
  * try with gcc-6
  * try gcc-7 instead
  * all on one line
  * try and set this globally
  * try using conditionals
  * give this a try
  * fix win32 app manifest copy-paste error
  * Fix some Clang 7 warnings
  * Handle case in the editor when actor's bodypart was not found
  * Make Clang analyzer to take assertions in account, even for release builds
  * Avoid making string copies instead of references
  * Don't use bitwise AND
  * Simplify some actor loops and avoid some redundant calculations
  * Disable tools build to try and stay under the time limit

-------------------------------------------------------------------
Fri Nov 09 10:02:26 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181109.461ba74d6:
  * use c++11 std::align from <memory> (#2026)
  * Fix some compiler warnings
  * fix rain delay when exiting water
  * Add prison marker record fallback definition (bug #4701)
  * fix resolution on HiDPI displays under Windows
  * Weapon sheathing support, including quivers and scabbards (feature #4673)
  * fix CI msvc build outside git bash

-------------------------------------------------------------------
Thu Nov 08 09:40:47 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181107.6c4772526:
  * Tweak the default chargen and level up messages

-------------------------------------------------------------------
Mon Nov 05 18:49:51 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181105.33535eb1b:
  * bump /extern/recastnavigation to commit 3087e805b02d5eb8fff7851234fa2b3f71290eba; fixes clang warning about missing delete: https://github.com/recastnavigation/recastnavigation/issues/359
  * Double key size for item cache size
  * Add missing decrease for free navmesh data size
  * Add align implementation
  * Use callback to iterate over chunks
  * Add global recast allocator to allocate temp buffers on stack
  * Fix MSVC2015 C4503 warning
  * Rewrite media decoder to use FFMpeg 3.2+ API (task #4686)
  * Use new change type for update object
  * Add TODOs
  * Limit navmesh cache size by data size + key size
  * Improve toggleactorspaths console command
  * Remove compile definition which inadvertently broke other compile definitons
  * Remove incorrect comment
  * Remove unwanted compile definition.
  * AI package cleanup
  * Use explicit default ctors call
  * Include missing Windows header before calling Windows-specific functions
  * Use default tolerance to drop last point from path
  * Fix isWithinMaxRange function
  * Remove FindRecastNavigation.cmake
  * Add files with recastnavigation current commit hash and url to clone
  * Do not build recastnavigation tests
  * Build recastnavigation static libraries
  * Add recastnavigation as subdirectory
  * Ensure different Boost versions get different names
  * Remove outdated include
  * Remove another duplicate operator<<
  * Remove recastnavigation conflicts
  * Add default return value
  * Mark virtual methods in the mechanicsmanagerimp.hpp as overrides
  * Allow OSG objects to be sent to the debug log.
  * Update CHANGELOG.md
  * additional cleanups for non-essential fallbacks
  * remove unnecessary fallbacks
  * Make sure we reset current weapon animation when resurrect actor (addition to bug #2626)
  * Follow the redirects
  * Use https://http.kali.org/pool/main/m/mygui/ instead since debian doesn't keep old packages.
  * Update to new packages
  * wip 1
  * Use Shift-C and Shift-V keybindings for View and Preview (feature #2845)
  * Add icons for Edit and Touch actions (kudos to akortunov)
  * Add icons for record context menu actions
  * Use real thrown weapon damage in tooltips and weapon rating (feature #4697)
  * Clean up redundant getClass calls in classes
  * Fix calculation for shape local AABB
  * Allow to use zero cache size
  * Add settings option to set max number of polygons per navmesh tile
  * Minor tweaks for actors processing range setting
  * Center progress bar when there are active messageboxes (bug #4691)
  * Fixed up grammar in the game settings documentation.
  * Fix revert record icon
  * Add missing changelog entries
  * Worked with formatting the documentation source to conform to standards desired. Also corrected numerous spelling errors and inconsistencies.
  * Fix testcase for RootCollisionNode with MRK data
  * Print warning if the RootCollisionNode is attached to non-root node (bug #4311)
  * Revert "Handle RootCollisionNode, attached to non-root node (bug #4311)"
  * Optimize actors processing 1. Do not update physics and animations for actors outside processing range (bug #4647) 2. Do not render such actors 3. Add transparency to actors near processing border, so they will not pop up suddenly
  * Log find path exception with level verbose, add more info to message
  * Do not write to global log async navmesh updater exceptions
  * Lower log level
  * Split makeNavMeshTileData
  * Remove macroses to check recastnavigation functions result
  * Cache navmesh tiles
  * Add doc for Navigator
  * Use ScopeGuarded instead of raw mutex
  * Add classes to encapsulate value guarded by mutex
  * Add special type for object id
  * Support multiple threads for async nav mesh updater
  * Reset shorcutting if actor can't move by z-axis on reaction time
  * Check whether can actor move along z-axis in separate function
  * Use different tolerance for path point and destination
  * Assign world to local variable once per function
  * Use osg::Vec3f
  * Use actor half extent for interior cells
  * Add off mesh connections for doors without teleport
  * Update doors objects in navigator
  * Build path by navigator
  * Find path for actors according to their abilities to swim and walk
  * Add command and settings option to enable actors paths render
  * Support water for NavMesh
  * Add enums for area type and flags
  * Add unwalkable areas to NavMesh
  * Prioritise NavMesh jobs first to remove and last to add
  * Log thread id
  * Create collision shape for all avoided nodes
  * Explicitly use RC_NULL_AREA constant to mark unwalkable areas
  * Remove useless parameter
  * Add log sinks (stdout and file)
  * Remove and add tile in single critical section
  * Support animated objects
  * Limit number of NavMesh tiles to add by distance from player tile
  * Split RecastMesh into tiles
  * Add NavMeshItem generation to fix update NavMesh for render
  * Measure total time for NavMesh build from first pop
  * Log update NavMesh status
  * Update navigator when unload cell or add/remove object to scene
  * Allow to create empty RecastMesh
  * Increment NavMesh revision on remove or add tile
  * Option to initially enable NavMesh render
  * Log to detournavigator log cell load and unload
  * Do not use NavMesh to find changed tiles
  * Support btBoxShape for RecastMesh
  * Add command to enable NavMesh render
  * Use one recast mesh for all jobs
  * Write detournavigator log to file
  * Support btCompoundShape for RecastMesh
  * Option to enable/disable file names revisions
  * Store recast mesh bounds
  * Update NavMesh one by one tile in order from nearest to player
  * Options to enable/disable write recast mesh and nav mesh into file
  * Option in settings to enable/disable detour navigator debug log
  * Load cells in order from nearest to player to furthest
  * Build NavMesh tile data only for changed tiles
  * Use only player's half extents
  * Use recastnavigation to find path
  * Add dependency to recastnavigation
  * Add operators for osg types
  * Add operators for bullet types
  * Use local constant
  * Fix warning implicit conversion changes singedness
  * Move physics object, heightfield, ptrholder into separate files
  * Update and check for complete Pathfinder path by different methods
  * Make Pathfinder constructor inline
  * Make PathFinder::ClearPath inline
  * Set PathFinder::mCell to nullptr when clear path
  * Clear path without check for empty
  * Do not store pointer to Pathgrid in PathFinder
  * Make PathFinder::getPathCell inline
  * Fix constant style
  * Add const
  * Evade obstacles after set rotation
  * Remove unused parameters
  * Remove useless variable
  * Remove duplicate zTurn call
  * Remove unused parameters
  * Remove useless else
  * Update ObstacleCheck once per frame
  * Remove unused
  * Check is path completed by osg::Vec3f position
  * Simplify PathFinder::checkPathCompleted
  * Fix indent
  * Remove unused functions
  * Fix functions name style
  * Store aStarSearch result to deque
  * Store path points in deque
  * Use rbegin
  * Fix warning
  * Use osg::Vec3f to store path nodes in Pathfinder
  * Mark local variables const which one does not change
  * Remove unused virtual

-------------------------------------------------------------------
Sat Oct 27 19:08:17 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181027.9f4892ce9:
  * Avoid making expensive visitEffectSources calls if no spell absorption effect is active
  * Make constants usage more obvious
  * Adjust magic light source linear attenuation (bug #3890)
  * [macOS, CI] Use dependencies with downgraded MyGUI, fixing #4665

-------------------------------------------------------------------
Fri Oct 26 16:30:33 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181026.3ead33814:
  * Fix selected weapon HUD durability percentage
  * Make spell absorption multiplicative (bug #4684)

-------------------------------------------------------------------
Fri Oct 26 08:19:25 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181025.0fad2449f:
  * Implement getNormalizedEnchantmentCharge() method and use it
  * Implement getItemNormalizedHealth() method and use it
  * Avoid item condition and charge zero divisions

-------------------------------------------------------------------
Thu Oct 25 15:21:00 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181025.2c8bbde7e:
  * Allow creatures to use the autogenerated collision box (feature #2787)
  * Utilize the default soundgen entries when necessary (bug #4689)
  * Backport loop from tinyxml 2.6 to avoid CVE
  * Unify random generator usage
  * Remove redundant code

-------------------------------------------------------------------
Wed Oct 24 09:09:15 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181024.ecc671bfb:
  * Fix fixme behavior in interiors

-------------------------------------------------------------------
Thu Oct 18 19:08:23 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181018.6c4116cc8:
  * Catch exceptions inside the loadVoice() (bug #4685)
  * Force actor to the 'weapon equipped' state if the weapon disappeared in the middle of attack (bug #4646)

-------------------------------------------------------------------
Wed Oct 17 07:53:32 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181016.e406c5ff8:
  * Try to use collisions from basic actor model if an animated one has no collisions (feature #4682)
  * Check for obstacle before back up (bug #4656)

-------------------------------------------------------------------
Tue Oct 16 13:49:02 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181015.358a70286:
  * Cleanup
  * Re-enable using soundgen land for creatures
  * Support soundgen calls for activators (feature #4285)
  * Allow apps without logging system to display log messages
  * Unified settings list and cfg file names. Added brief tutorial.

-------------------------------------------------------------------
Sat Oct 13 16:58:12 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181013.60241431a:
  * Avoid overflow when handling output characters (bug #4676)
  * Fix crash in the ESM reader, when SCVR has no variable names
  * Fix crash in the ESM reader, when list is empty (bug #4677)
  * Re-fix water reflections while making a no-GUI screenshot

-------------------------------------------------------------------
Thu Oct 11 20:16:20 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181010.c45ec9171:
  * Disallow to open the journal while settings window is open (bug #4674)

-------------------------------------------------------------------
Wed Oct 10 14:35:40 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181010.2d87d1d9d:
  * Replace all NULLs to nullptr
  * getSkill usage cleanup (bug #4671)
  * Trace the player down after enabling collision with TCL (bug #4669)

-------------------------------------------------------------------
Wed Oct 10 11:09:20 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181009.e2dbb115f:
  * Improve pitch factor handling for crossbow animations (bug #4672)

-------------------------------------------------------------------
Mon Oct 08 06:50:46 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181007.6540ef68a:
  * Fix AppVeyor build
  * Editor: display light source color as a color (bug #4668)
  * Fix redundant drag call in instance dragging (bug #4593)
  * Fix first person swimming animations

-------------------------------------------------------------------
Thu Oct 04 18:23:41 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20181003.503352e84:
  * Remove non-looping effects after rest
  * Do not use a PartHolder for spell effect node
  * Improve the 'part has no parents' warning
  * Cleanup magic effects, when create a new ActorAnimation
  * Fix quick key system regressions (bug #4662)

-------------------------------------------------------------------
Mon Oct 01 12:22:42 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180930.c19905d0a:
  * Revert "Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437)"

-------------------------------------------------------------------
Sat Sep 29 15:43:43 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180929.38758a955:
  * Content selector: allow to copy paths to clipboard (feature #2847)
  * Use specific googletest version
  * Move WeakCache to components/misc
  * Fade out sun glare and specularity completely at night start, not sunset start
  * Implement wearing priority for editor
  * Use male bodyparts as fallback for females in the editor
  * Periodically prune empty elements in weak cache
  * cleanup
  * Re-add logic for empty model
  * Centralize actor data, simplify logic
  * Workaround inconsistencies with record status changes
  * Fix issue with body part events not propogating to actors
  * Reorganize ActorAdapter data, use weak cache for sharing
  * Simplify update logic, update when race parts are changed.
  * Handle changes to race record when rendering actors
  * Fix qt4 build
  * Use new Log class for error message
  * Move data handling out of rendering code, equip armor/clothes
  * Handle creatures too
  * Move common stuff to scene util, fix errors with 1st person meshes
  * Start rendering npc's
  * Traverse child nodes of cell node in the editor (bug #4654)
  * Rename reflected absorb spells setting and add it to Advanced tab
  * Restore dynamic stats for actors in inactive cells (bug #1875)
  * Handle length of UTF-8 strings properly in plugin metadata (bug #4653)
  * Respect selected encoding in the content selector (bug #4467)
  * Ugly hack: don't reset player idle and movement animations in first person view
  * Make sure the idle animations are reset while jumping
  * Reset sneak and swim idle animations when moving
  * Experimental animation regression fixes
  * Fix issues with sun specularity (bug #4527)
  * Make coc and fixme console commands close to vanilla (bug #4292, bug #4217)

-------------------------------------------------------------------
Wed Sep 26 18:44:17 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180925.0e06a25f2:
  * Paperwork for the pull request #1935
  * Change 'after function'-style doxygen comment to normal.
  * Add const to canRest()
  * Fix MSVC C4596 illegal qualified name
  * Fix tab characters
  * Wrap up World::canRest() implementation by moving enemiesNearby() from InputManager::rest() to World::canRest().
  * Store character controller in the variable make code less bulk
  * Optimize drowning state update
  * Handle current health level during levelup (bug #4649)
  * Check if current weapon has health at all in HUD (bug #4648)
  * Cache player's position outside of loops
  * Optimize combat music update
  * Optimize AI loop a bit

-------------------------------------------------------------------
Mon Sep 24 07:14:40 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180924.621ef69f5:
  * Discard count arguments for AddSoulGem and RemoveSpell (bug #3762)
  * Use C++ limits instead of C ones
  * Mass potion creation (feature #4642)
  * Combat AI: take ranged weapon speed in account
  * Show attack speed of ranged weapons
  * Do not show duration for infinite light sources as -1
  * Use book font by default in the text formatter
  * Do not use book fonts for dialogue window
  * Use constants instead of widely used magic numbers (task #4645)

-------------------------------------------------------------------
Tue Sep 18 13:51:04 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180917.07be9ae8a:
  * Fix MSVC warning about possibly uninitialized movestate variable
  * Allow to use the %Name for creatures (bug #4644)
  * Update changelog
  * Tweaks to script parser messages and pathgrid warnings
  * Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437)
  * Make GetPCJumping return true only when jumping (bug #4641)
  * Make underwater SFX always apply based on camera position (bug #4532)
  * Cleanup
  * Implement enchantment record effect list verification (feature #1617)
  * Make several messages more strict and clean up topic info verifier
  * Remove now redundant NPC fields checks
  * Implement basic enchantment record verifier (feature #1617)
  * Get rid of deprecated Messages::push_back()
  * Renovate reference record verifier
  * Cleanup
  * Make finishing touches to object record verifiers
  * Use messages::add in object record verifiers
  * Revert unnecessary universalid changes in Journal record verifier
  * Avoid duplicate duplicate pathgrid point warnings
  * Use Messages::add in skill record verifier
  * Use Messages::add in race, soundgen, spell and start script record verifiers
  * Fix bolt object type
  * Use Messages::add in Faction, Sound, Bodypart and Class record verifiers
  * Use Messages::add in birthsign record verifier
  * Use Messages::add in magic effect record verifier
  * Update cell reference record verifier messages
  * Add item icon checks to object record verifier
  * Purge unnecessary namespaces
  * Add model checks to object record verifier
  * Add sound file checks to sound record verifier
  * Update journal, start script and spell verifiers messages
  * Update topic info verifier messages
  * Update region and pathgrid record verifier messages
  * Update faction and body part record verifier messages
  * Update class and race record verifier messages
  * Update object and script record verifier messages
  * Update soundgen record verifier messages
  * Update skill record verifier messages
  * Add texture check to birthsign verifier
  * Refactor magic effect record verifying
  * Use field for columns count instead of out integer
  * Support for user-defined TrueType fonts
  * Scale journal fonts separately from common ones
  * Validate 'ttf resolution' option value
  * Minor layout fixes to fit different font size
  * Improve GUI scaling (bug #3288)

-------------------------------------------------------------------
Sun Sep 16 20:27:10 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180915.29ea72ed6:
  * Actually fix General number formatting
  * Do not use universal IDs for menu items
  * Add missing icons for UniversalId tables and use them in the editor menu (feature #912)
  * Don't make sTo strings static references
  * Do not update mIdleState directly
  * Randomize attacks for non-bipedal creatures with Weapon flag
  * Fix swim crossbow animations
  * Fix integer result formatting of scripting functions
  * Set focus to Close button when opening the container window (bug #4333)
  * Handle MyGUI exceptions inside destructors
  * Avoid possible memory leak by using the unique_ptr
  * Print warning, if can not close or remove temporary file
  * Initialize missing struct fields
  * Fix some issues, found by Coverity Scan
  * Use drag and drop for ActionTake when InventoryWindow is active (bug #4543)
  * Disable repeating for ENTER key in GUI
  * Disable repeating for Accept action in keyboard navigation (bug #4260)
  * Use sTo GMST in spellmaking menu (feature #4636)
  * Make sure the actor is actually crouching/running before tweaking movement speed

-------------------------------------------------------------------
Sun Sep 09 13:40:41 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180909.947f20ddb:
  * add changelog entry
  * forget about the setting till #2887 is implemented at least
  * Implements vanilla's off-by-one error, fixing #4611

-------------------------------------------------------------------
Thu Sep 06 20:53:13 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180906.778dfa035:
  * Utilize AI GMSTs for priority rating (feature #4632)

-------------------------------------------------------------------
Thu Sep 06 11:42:25 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180904.387b3e9e8:
  * Fix MSVC warning C4389
  * Remove redundant declaration

-------------------------------------------------------------------
Tue Sep 04 14:25:38 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180904.86809af2c:
  * Disable C4643 MSVC warning, caused by boost
  * Fix a couple of Clang warnings
  * Make NPC record reputation, disposition and faction rank have unsigned char type
  * Fix erroneous assumption that ranged weaponry has speed
  * Better checks for enemy incapacitation
  * Avoid potential zero division
  * Update changelog
  * Account for enemy armor rating in weapon rating
  * Slight cleanup
  * Cache weapon type strings
  * Make AI Blind, Sound and Silence effect rating more logical
  * Make rateWeapon more sensible and account for weapon speed

-------------------------------------------------------------------
Mon Sep 03 13:16:21 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180902.322d6ab32:
  * Check if there are textures in FlipController to avoid division by zero (bug #4614)
  * Grant Enchant experience even if recharging fails (bug #4622)
  * Remove deprecated GMST get* functions
  * Optimize combat action iteration
  * Use square distance to target
  * Do not initialize magic schools map every time we access it
  * Do not initialize map every call
  * Don't apply falling damage twice (bug #4608)
  * Purge effects from all permanent spells with the same ID
  * Remove effects from all active spells with the same ID
  * Make RemoveSpellEffects affect permanent spells (bug #3920)

-------------------------------------------------------------------
Thu Aug 30 19:46:14 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180829.c280a71b3:
  * Knockdown and godmode fixes
  * Don't allow actors to use sneaking while flying (bug #4618)
  * Fix light flicker amplitude calculation
  * Rework pulsing light sources (bug #4615)
  * Apply sneaking offset to camera while the character is in air (bug #4617)
  * Update pinned windows in-game (bug #4560)
  * Add a small threshold for player turning animations
  * Optimize new magic effects update system
  * Do not apply scale twice for animated collision nodes (bug #4607)

-------------------------------------------------------------------
Tue Aug 28 11:01:19 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180827.232ea4f79:
  * Add issue #4613 to changelog
  * Add Sophie Kirschner (me) to AUTHORS.md
  * Remove commented lines in UnrefWorkItem::doWork
  * Fix: 'sizeof' to an incomplete type 'Video::VideoPlayer'
  * Fix error: member access into incomplete type 'SceneUtil::UnrefWorkItem'

-------------------------------------------------------------------
Sun Aug 26 13:15:48 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180826.327f36b08:
  * Optimize skinning (task #4605)
  * Update changelog
  * Update some comments
  * Set the OpenAL source offset after setting the buffer
  * Make Move and MoveWorld console commands move actors standing on moving object (bug #2274)
  * Adding Changelog entry
  * Allow messageboxes arguments to have newline characters (bug #3836)
  * Check for impact immediately when launch a projectile (bug #3059)
  * Fix gold count calculation in pickupObject (bug #4604)
  * Fixes #3681

-------------------------------------------------------------------
Thu Aug 23 19:38:00 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180823.78d978721:
  * Correct special case soundgen comparisons
  * Move "land" check earlier
  * Play landing sound manually and ignore land soundgen textkeys (bug #2256)
  * Make some more optimizations to actor processing loops
  * Fix freeze in getActorsSidingWith
  * Addiong missing "to" word
  * Adding common problems that were previous on the site FAQ
  * Treat <> and << operators as < and  >< and >> as > in scripts
  * stage1: priorities for event music and other minor improvements to the music system

-------------------------------------------------------------------
Tue Aug 21 07:13:12 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180821.b748bb11a:
  * Use the correct skill for creature AI weapon hit chance rating

-------------------------------------------------------------------
Sun Aug 19 18:24:57 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180819.7f3769d5f:
  * Fix incorrect function call
  * Fix function with no return value
  * Update authors
  * Update Authors
  * Updated AUTHORS.md
  * AiCast: fix aiming
  * Rework spell effects management
  * Implement getHalfExtents() for non-actor objects
  * Update AUTHORS.md - add Loriel (Documentation)
  * Fix issue in which murder wouldn't be reported after paying fine
  * Fix incorrect 'preparing' word spelling
  * Do not stop idle animation in spellcasting stance
  * Update idle animations after reset of mIdleState (bug #4531)
  * Add missing changelog entries
  * Do not reset idle animations when turning
  * AiCombat: Avoid jittering when aiming in melee
  * Do not play min attack -> max attack animation when attack strength is 0 (bug #4591)
  * Fix attack after shoot
  * Add comment
  * Move code to seperate functions for reusability
  * fixed some spelling mistakes in .rst files
  * Implement 'g' flag
  * Add support for scietific notation flag for MessageBox

-------------------------------------------------------------------
Fri Aug 17 22:26:32 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180817.088463ebe:
  * Use container ID in Equip command warning
  * Fix Equip command infinite loop (bug #3072)
  * Update changelog
  * Replace std::find with std::set::find where applicable
  * Make search for followers in getEnemiesNearby recursive
  * Make search for allies in actorAttacked recursive
  * Refactor follower and enemy actor processing
  * Keep jailing state for one frame after leaving jail (bug #3788)
  * Implement GetPCTraveling console command

-------------------------------------------------------------------
Thu Aug 16 10:10:32 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180816.dcd381049:
  * Remove an outdated checkbox from the advanced page
  * fix rebase issue
  * Use new logging system for game itself
  * updated credits file
  * Added entry to the changelog.
  * Fixed merge conflicts
  * Fixed wrong starting index
  * Made the werewolf check optional
  * Added check for werewolves
  * Factored strength into hand-to-hand combat
  * Use new logging system for editor
  * Use new logging system for components

-------------------------------------------------------------------
Tue Aug 14 18:44:08 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180814.c0e50b2c0:
  * Move crashcatcher initialization to components
  * Move cerr initialization out of 'try' block
  * Update changelog
  * Do modifiers for dynamic stats before attributes
  * Drain and fortify fixes for dynamicStats
  * Add zero-duration spells effects to effect list (bug #3533)
  * Use fallbacks for missing weapon animations (bug #4470)
  * Implement advanced logging system (feature #4581)
  * Fix race condition
  * Use the correct spell projectile speed GMST in AI aiming

-------------------------------------------------------------------
Sun Aug 12 10:01:07 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180812.4a2703aec:
  * updated credits file
  * Added entry to the changelog.
  * Replace raw pointers by unique_ptr
  * Add unit tests for BulletNifLoader
  * Support build with coverage for components and test suite
  * Add dependency for GMock
  * Init SDL2 before Qt4 to avoid crash on Linux (bug #4529)
  * Fixed merge conflicts
  * Fixed wrong starting index
  * Made the werewolf check optional
  * Added check for werewolves
  * Factored strength into hand-to-hand combat

-------------------------------------------------------------------
Fri Aug 10 11:16:10 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180810.1cfc1f9bd:
  * Handle RootCollisionNode, attached to non-root node (bug #4311)
  * Fix combat engagement for creatures
  * Do not reset idle animations if we do not have ammo
  * Increase priority of 1st-person weapon animations to avoid issues with animation blending
  * Apply only crossbow reload animation to upper body
  * Give jumping animations higher priority than movement ones
  * Reduce jittering during turning animations for player
  * Do not touch GUI modes when taking screenshots (bug #4528)
  * Use the isPlayer variable to do not check if the current actor is player every time
  * Do not use headtracking in the 1st-person view (bug #4573)
  * Do not touch GUI modes when taking screenshots (bug #4528)
  * Revert untextured shapes rendering changes
  * Fix guild guide fast travelling to exteriors time
  * Cap underwater view distance (bug #4565)
  * Check the actor cell instead of the destination cell in fast travel price logic

-------------------------------------------------------------------
Thu Aug 09 09:51:09 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180809.144f37f9b:
  * Do not use fall-through
  * Fix a bunch of MSVC warnings
  * Update appveyor.yml

-------------------------------------------------------------------
Wed Aug 08 14:24:08 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180807.a19d55e03:
  * Fix nodemask

-------------------------------------------------------------------
Mon Aug 06 08:50:51 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180806.a9729878d:
  * Don't render NiTriShapes without NiTexturingProperty (bug #4483)

-------------------------------------------------------------------
Sun Aug 05 12:15:57 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180805.b75b5d139:
  * Use special behavior for all topics with reserved names (bug #4557)
  * Make partial binary search case insensitive, as it supposed to be (bug #4558)
  * Make forcegreeting a non-op for non-actor objects (bug #4553)

-------------------------------------------------------------------
Sat Aug 04 13:48:50 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180804.452a70604:
  * Don't adjust weapon rating according to weapon condition twice
  * Remove redundant changelog entry
  * Move boost include
  * Check if item model exists inside drag and drop functions
  * Check if next char exists
  * Move crash catcher wrapper to separate file
  * Update changelog
  * Fix changelog
  * Update changelog
  * Add missing file
  * Rename mIsScripted variable because its name is ambiguous
  * Use log file for editor (feature #4012)
  * Use the actual damage for deducting weapon rating
  * Revert addition change
  * Replace 0 sound range values separately
  * Handle explicit calls before handling quotes
  * Don't apply iWereWolfFleeMod to creatures
  * Make tab autocompletion work with explicit reference calls
  * Make ranged weapon bonus a distance-dependent multiplier
  * Check if a temporary file was successfully closed
  * Combat AI: take the actual hit chance in account when rating weapon
  * Initialize missing variables
  * Handle case when index < 0
  * Initialize cubeSize variable for 360 degrees screenshots correctly
  * Avoid dereference after null check
  * Add permanent barter disposition change option (feature #3103)
  * Reset animation state after weapon unequipping

-------------------------------------------------------------------
Wed Aug 01 14:48:30 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180801.1c1325645:
  * Sort out some tabs which snuck into the water shader
  * Add two missing gameplay settings to Advanced tab
  * Make casting caster-linked on-self effects no-op (bug #4378)
  * Limit difficulty scaling, as mentioned in docs
  * Do not try to handle shape controllers as node controllers
  * Rescale player avatar (bug #4539)
  * Implement ranged crits (feature #3703)

-------------------------------------------------------------------
Wed Aug 01 08:03:17 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180731.aac580da6:
  * Finish AiTarget package, if destination is blocked by other actor
  * Prevent NPC from chosing farther pathgrid node
  * Provide launcher icons

-------------------------------------------------------------------
Mon Jul 30 08:31:35 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0+20180729.9e6cba09a:
  * Fix quick key activation delay code (regression #4536)
  * Actually enable is_pod test
  * Make sure we apply OT_Murder only once
  * Do not try to find missing animated collision shape again and again
  * Do not optimize animated shapes (bug #3950)
  * Use file selection dialogue result (bug #4524)

-------------------------------------------------------------------
Fri Jul 27 11:20:32 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180727.b7c159e5b:
  * Fix MSVC C4456 warning: declaration of 'stats' hides previous local declaration
  * Add resumeGame method
  * Do not use magic numbers in capacity calculations
  * Fix issue 4494 number
  * Fix NPC "can't teach more" message (bug #4494)

-------------------------------------------------------------------
Mon Jul 23 08:23:12 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180722.84b80ae40:
  * no spaces in assignment
  * Catch an unbound variable before it happens.
  * Added CSS to drop shadow of figure images
  * Initialise lock state of newly opened subviews (fixes issue #4520)

-------------------------------------------------------------------
Sat Jul 21 11:31:27 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180720.4c9e1295e:
  * Revert "Revert "remove breath/doxygen autodoc""
  * Set movement speed to 0 when unconscious (bug #4519)
  * Force RTD to not build any other types of docs.
  * Revert "remove breath/doxygen autodoc"
  * Sort icons in the DataDisplayDelegate
  * Do not play un-equipping animation when we switch to hand-to-hand
  * Update CHANGELOG
  * Fix possible division by zero in the fatigue calculation (bug #4510)
  * Fix debugger detection on macOS (#4511)
  * Change wave parameters based on weather

-------------------------------------------------------------------
Mon Jul 16 14:39:59 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180716.e7e3dab13:
  * Show magic items count in spells window (feature #4509)
  * Use editor markers for lights and creatures levelled lists

-------------------------------------------------------------------
Thu Jul 12 20:37:49 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180712.0bd607882:
  * Add missing changelog entries
  * Rework manual spellcasting (e.g. via scripts)
  * Use the DejaVuLGCSansMono.ttf in profilier output
  * changelog cleanup
  * Updated credits file
  * Update changelog
  * Put check for nif file name into separate function
  * Fix check whether file name starts with x or X
  * Make Equip console command to bypass most of restrictions (bug #4460)
  * Update changelog
  * Use SpellTurnLeft/TurnRight animation groups

-------------------------------------------------------------------
Tue Jul 10 19:18:19 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180710.b390ce300:
  * Update CHANGELOG.md
  * Use 1h animations as fallback for crossbows
  * Apply weapon reload animations only for upper body
  * Update disabled warnings
  * Update changelog
  * Update CMake lists for Windows
  * Refactor NifStream class (eliminate LNK4221 MSVC warning)
  * Fix MSVC warnings C4456
  * Make void function to do not return value
  * Update trainingwindow.cpp
  * Renamed cc_install to something less cryptic (crashCatcherInstall)
  * Fixed changelog entry
  * Updated change log
  * Moved crashcatcher to a component and also use it in CS Reworked debugger detection (failed on gdb 7.11), it now uses /proc to detect the debugger
  * Issue a single dataChanged() when the modified column changes
  * Fixed comment
  * Notify views of changes in all columns when updating the ColumnId_Modification column
  * Changed the way the revert command works: it now clones the changed record and uses the new RecordBase::revert() method to restore the previous value Added Flag_Dialogue_Refresh to var type and var value columns so that sub views update properly
  * Updated change log
  * Use setData() instead of emtitting dataChanged() which does not work on CI. Also Fixes the remaining issue with subviews not updating due to only the modified flag emitting a change, which prevented the widget mapper from working for updates.
  * Notify views of changes of all cells in a row to properly update the row after revert
  * Fixed spelling error
  * Update changelog
  * Updates to the texture modding page
  * Fix double call of addContainerScripts on player in moveObject (fixes #4490)
  * Migrated textures section of wiki.
  * Update documentationHowTo.rst Add a section, under the provisional name "Baby Steps" to describe a minimal process for editing/contributing. Basically just create an account on GitLab, fork openmw there, then edit the relevant document to create Merge Request
  * Make Goodbye block using hyperlinks

-------------------------------------------------------------------
Fri Jul 06 15:50:04 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180706.f4146d007:
  * Update changelog
  * Ensure forward-compatibility of death animations in old saves (fixes #4274)
  * Removed QDebug include, moved updateUndoRedoAction to an anonymous namespace
  * Removed invalid / unused signal / slot connection
  * Update docs/source/reference/documentationHowTo.rst
  * Update documentationHowTo.rst - extend to integrate GitLab into PyCharm
  * Update changelog
  * Make spellcasting stance transition more smooth (fixes #4358)
  * Updated change log
  * Updated change log
  * Updated change log
  * Fixed undo / redo actions losing their shortcuts
  * Implemented search case sensitivity
  * Build everything but branches until we can allow VM/CIs to run on forked projects.
  * Update before_script.msvc.sh
  * ; it?
  * detect existing dir
  * Try passing the _real_ windows dir to innoinstaller, then using the linux-like directory for mv.
  * try just converting the \ to a /
  * updated credits file
  * updated changelog
  * Sort EnumDelegate values by name
  * Editor: limit FPS in 3D preview windows (feature #3641)
  * Adding missing override keywords
  * [Fixes #4482] Missing HandToHand on key quick key 0 (introduced in MR !11 for issue #4480)
  * updated credits file
  * updated changelog
  * Update before_script.msvc.sh
  * reverting back
  * cleanup more unnecessary struct keywords...
  * try this...
  * Update before_script.msvc.sh
  * Try this on for size...
  * Update before_script.msvc.sh
  * Update before_script.msvc.sh
  * Add missing empty attacker checks
  * Make unarmed creature attacks not affect armor condition (fixes #2455)
  * # because our CI VMs are not public, MRs can't use them and timeout
  * try limiting scope
  * cleanup unnecessary struct keywords...
  * Update .gitlab-ci.yml
  * fix QuickKeysMenu crash on reopening window after item drop + pickup [see: !11#note_85086570]
  * Update before_script.msvc.sh
  * Update before_script.msvc.sh
  * Update before_script.msvc.sh
  * updating for the nits
  * Update before_script.msvc.sh
  * correcting from GH/AV feedback, testing on GL.
  * Update before_script.msvc.sh
  * Update before_script.msvc.sh
  * Use 1.67
  * use boost_temp
  * try using the powershell trick from AnyOldName3
  * Update before_script.msvc.sh
  * Give pwd -W a try
  * fix updateActivatedQuickKey() crash
  * Update before_script.msvc.sh
  * try %TMP% ?
  * try using just ${TMP}
  * Update before_script.msvc.sh
  * fix crash on simultaneous key presses
  * remove toolset_real, use just toolset, do proper comparison
  * Use boost 1.67 instead of 1.61
  * Update before_script.msvc.sh
  * Update before_script.msvc.sh
  * Using SYSTEMDRIVE because TEMP apparently means something different in bash then to windows cmd.
  * Bash it out!
  * Try using @TEMP@ instead of hard coding it.
  * with 260 char path fixed, this should work.
  * gather up everything with 7zip
  * use quotes
  * Try creating a zip and archiving it.
  * switch mSelectedIndex/mActivatedIndex int to mSelected/mActivated keyData pointers
  * add keyData struct + general cleanup
  * gather up artifacts and use all processors available
  * give boost 1.67 a spin with msvc 14.1
  * try a set and call?
  * Try calling it directly
  * fix broken QT 5.7.0 link
  * try to extract boost higher up in dir, then move.
  * bad syntax
  * be more aggressive about suppressing message boxes
  * get more output from boost
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * give %% a try
  * Update .gitlab-ci.yml
  * try a wildcard?
  * see if we can get win10 going
  * Clean temporary storage if we assign new AI package (bug #4464)
  * Refactor AiTemporaryStorage usage
  * check MWWorld::Ptr != NULL for MWGui ItemPtr tooltips
  * rm ContainerStore/refItem
  * add string vectors for name/id in QuickKeysMenu for item lookups
  * prevent segfalt in QuickKeysMenu when item has been removed from player inventory

-------------------------------------------------------------------
Fri Jun 29 18:40:53 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180629.a45d86bdf:
  * Separating "Game" Advanced Settings into "Game Mechanics" and "User Interface"
  * Do not use deprecated function
  * Avoid fall-through in spell selection
  * Replace FIXME with a detailed explanation of the issue
  * Revert "Merge pull request #1771 from Xenkhan/master"

-------------------------------------------------------------------
Wed Jun 27 21:00:37 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180627.87d9a4ff0:
  * last minute updates from zini
  * added post-1.0 design document
  * Ignore movement from scripted animations (bug #4475)
  * preserve dmg artifact
  * what if we try make -j2 package ?
  * What happens when we don't make install?
  * only delete files inside OpenMW.app dir
  * clean up after our previous build.
  * Let make install do it's thing, it's more reasonable on macos and let's only archive that.
  * tell unzip to overwrite all files
  * actually step into the build directory and build!
  * only download via curl if file on server is different than what is currently cached on VM.
  * no need for macos_qt_formula since on osx there is no more qt4, just qt5
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml
  * Update .gitlab-ci.yml

-------------------------------------------------------------------
Mon Jun 25 10:49:02 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180625.705b2dca0:
  * Check if the local was not found, just for sure
  * Check cell for null
  * Validate map size
  * Initialize some missing fields in constructors
  * Update changelog
  * Fall back to regular head when getVampireHead fails
  * Update changelog

-------------------------------------------------------------------
Mon Jun 25 10:45:58 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180625.705b2dca0:
  * Check if the local was not found, just for sure
  * Check cell for null
  * Validate map size
  * Initialize some missing fields in constructors
  * Update changelog
  * Fall back to regular head when getVampireHead fails
  * Update changelog
  * Consider <p> tag when discarding post-EOL tag text (regression #4473)
  * Update changelog
  * Update .editorconfig to include GLSL
  * Remove unneeded whitespace
  * Get rid of reinterpret_cast<>
  * [macOS, CI] Build using macOS 10.13 SDK
  * formatting
  * updated credits file
  * Move the changelog entry to 0.44.0
  * Take transformation from first node with given name in file (bug #4469)
  * Adds the option to ignore "Base" records when running the verifier. (fixes #4466)
  * Fast-forward death animation to end if death animation was finished earlier (regression #4468)
  * Adds the option to ignore "Base" records when running the verifier. (fixes #4466)
  * Retrieve SDL window settings instead of using magic numbers
  * Fix crash when a target in a different cell is (un)locked
  * Re-link bugtracker links to Gitlab
  * Update changelog
  * Make Open spells casted by anything trigger player crime event (fixes #4461)
  * Force software decompression if OPENMW_DECOMPRESS_TEXTURES is set
  * Change imageToSurface to return a unique_ptr to avoid manual surface cleanup
  * Handle exception if we try to play non-music file (bug #4416)
  * update changelog
  * Fix #4452 and remove dead code
  * Decompress cursors using SDL software renderer on Mac or if OSG >= 3.5.8

-------------------------------------------------------------------
Tue Jun 19 13:11:59 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180619.101f0b157:
  * Implement unlockable locks with 'lock 0' console command
  * Fixed inconsistent use of "since"
  * Update CHANGELOG.md, technically solved by moving from redmine over to gitlab.
  * Update changelog
  * Allow partial matches in NotCell condition (fixes #4459)
  * Put together most of the informal guide on contributing to documentation.
  * Started migrating installation guide from the wiki. Fixed a bunch of errors that popped up on my local build.
  * Add murder bounty when a player follower commits murder (bug #2852)
  * Remove screenshot taken message
  * Add NPC validation to esmstore (bug #2772)
  * Add changelog entries, related to animations
  * Play scripted animations even if SkipAnim is used
  * Make 'PlayGroup idle' to cancel scripted animations
  * Give scripted animations highest priority (bug #4286)
  * Avoid code duplication in character manager
  * Check creature stats only for actors
  * Disable actor collision only after end of death animation
  * Play death scream only once
  * Warn about mod conflicts
  * Do not update animation state for dead actors
  * Do not clear corpses until end of death animation (bug #4307)
  * Do not interrupt scripted animations by death animation (bug #4286)
  * Play death animation for non-persisting actors with 0 health (bug #4291)
  * Early out only when scripted animation is playing
  * Do not interrupt scripted animations

-------------------------------------------------------------------
Sun Jun 17 19:46:14 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180617.70dec71c0:
  * Update door.cpp
  * Fix arguments parsing for AiWander console command (bug #4458)
  * Ignore lights without CanCarry flags when NPC selects torch (bug #4457)
  * Forbid actors to use teleporting doors (bug #2562)
  * Moving csignal import from main to graphicspage
  * Adding Changelog records
  * Move SDL initialization from main.cpp to graphicspage.cpp
  * Fix indent
  * Update CHANGELOG
  * Set node mask to cell borders
  * Make tb work with distant terrain
  * Move cell border management to World
  * Make tb command work again
  * Use REAL_SIZE constant
  * Start cell border debug drawing

-------------------------------------------------------------------
Thu Jun 14 09:53:54 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180613.ccfc07e7e:
  * Add FIXME comment
  * Update CHANGELOG
  * Add missing changelog entries
  * Disable testing for now, not yet necessary.
  * Ignore broken items when search for replacement (bug #4453)
  * set search status bar to 'no results' message when search yields no results
  * AI: try to open doors every AI_REACTION_TIME seconds (bug #4454)
  * Update README.md to indicate that our gitlab pipeline is building
  * added statusbar to search window (Fixes #3276)
  * try to use as many cores as possible
  * Update README.md to be more generic about OpenMW
  * Update .gitlab-ci.yml so that we only build with -j2
  * try this dance again
  * Try to get it to run and build on my docker instance.
  * Remove try catch block
  * #4324/Updating Changelog.md
  * Adding CFBundleIdentifier to OpenMW's Info.plist file for Macs
  * Use player reference instead of pointer
  * updated credits file
  * Set ok button focus in settings window by default (fixes #4368)
  * naked expressions beginning with the member operator were allowed erroneously outside of the console (Fixes issue #2971)
  * what does this give us from a CI perspective?
  * Store previous items in the savegame
  * Move previous items to player
  * Bound items: store item ID instead of pointer
  * Split adjustBoundItem()
  * Reequip previous item only if the expired bound item was equipped
  * Use the MWWorld::Ptr() instead of string ID
  * Equip previous item after a bound item expires (bug #2326)
  * Add missing changelog entry
  * Unhardcode sunset and sunrise settings (bug #1990)
  * Update changelog
  * Use relative stat difference for haggling
  * Improve the offered price formula (Fixes #2222)
  * add more precise float-spinbox and use it for rotations
  * Add default settings for 360 screenshots
  * Change spherical screenshot filtering to nearest
  * Replace switch with ifs in shader
  * Update shaders in CMakeLists
  * preincrement
  * use linear filtering for the cubemap
  * remove no longer needed stuff
  * use loading screen to freeze the screen
  * allow non-power-of-2 sized cubemaps
  * display confirming message for all screenshots
  * select closest power of 2 resolution for the cubemap
  * add scene switch node
  * move camera freeze code
  * get rid of sphericalscreenshot class
  * render cubemaps in OGL coordinates
  * dirty 360 screenshot GPU setup
  * freeze screen during screenshot taking
  * remove unused include
  * planet mapping adjustment
  * reference screenshot settings only from one place
  * more unused stuff cleanup
  * remove no longer used method
  * get rid of special key for 360 screenshot
  * enable water effects for 360 screenshots
  * disable 360 screenshots in vanity/preview mode
  * small corrections
  * set cubemap width differently
  * add cubemap mapping
  * add settings for cubemap size
  * delete accidentally commited files
  * correct player mask
  * fix mirrored spherical screenshots
  * add settings for spherical screenshots
  * segfault fix
  * save 360 screenshots in the configured directory
  * make a new action for 360 screenshot
  * disable water effects for spherical screenshots
  * small planet mapping
  * spherical mapping
  * dirty cylindrical projection
  * make spherical screenshot class
  * hide player in first person 360 screenshot
  * basic cubemap rendering
  * basic setup for 360 screenshots

-------------------------------------------------------------------
Tue Jun 12 15:22:03 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180612.296ad8424:
  * updated changelog
  * Allow comma after Begin and End script instruction (Fixes #4451)
  * Update README.md with an important distinction.
  * Do not show any book text after last <BR> tag.
  * Make WakeUpPC interrupt waiting if it was supposed to be (fixes #3629)
  * Adding Feature #4345
  * updated changelog
  * Adding version number of macOS build of OpenMW
  * remove indentation from blank lines
  * remove unnecessary conditions
  * Fix assertion fail related to NiLookAtController
  * Do not reset mUpperBodyState for weapon->weapon switch (regression #4446)
  * Renaming Launcher::DataFilesPage::signalSelectedFilesChanged to signalLoadedCellsChanged
  * Explicitly flagging loaded cells changed as queued
  * fix #3876 and #3993
  * Add changelog entries
  * Do not stack return packages
  * AI: return back after pursuit
  * Store last AI package in savegame
  * AiTravel: store mHidden flag in savegame
  * Remove unnecessary hack
  * Remove redundant condition
  * Add mHidden field to AiTravel
  * AiWander: resume moving to destination after combat
  * Add the parameter to AiSequence::stack() to control ability to cancel other AI packages
  * AiWander: return to initial position only after combat
  * Revert erroneous changes
  * Fix changelog
  * Store integer actor ID in AI packages (bug #4036)
  * Fix indentation issue: replace tab by spaces
  * Added support for per-group animation files
  * Update changelog
  * Make Goodbye and Choice choices mutually exclusive
  * Improve MRK NiStringExtraData handling (bug #4419)
  * updated changelog
  * Update authors
  * Update changelog
  * Add support for msvc with cmake version pre 3.9 (fixes #4429)
  * Make choices trigger goodbye if Goodbye is used (fixes #3897)
  * Add changelog entries
  * Update AppVeyor build status link
  * small commit to rigger AV
  * Use link to OpenMW Wiki page instead of direct NifSkope page
  * Add easily understood error messages to the prebuild script instead of vague/silent failures.
  * Add missing changelog entries
  * Add unequip animation during stance switching (bug #4327)
  * Use hitboxes and focused object for touch spells (bug #3374)
  * Use default hit formula as fallback
  * Aim from center of attacker to center of target
  * Use hitbox cone only as fallback
  * Increase hit distance for player by halfExtents
  * updated changelog
  * Importing mutex
  * Fixing bug with autocomplete not loading correctly during startup
  * Using a mutex lock to prevent race conditions
  * Update faction-owned items confiscation
  * Don't make unnecessary faction ID searches
  * Consider faction ownerships in item stolen checks (fixes #4293)
  * Changing join to detach so that the thread will not block the UI
  * Add pursue package only when crime was reported (bug #4433)
  * RotateWorld: rotate around world axis (bug #4426)
  * Changing where we are loading cells to prevent Qt access issue
  * Moving autocomplete code to thread
  * Changing so that data changes happen only after the addon is checked
  * Adding WIP code to dynamically change the autocomplete fields
  * Allow jumping when you're stuck on a slope (fixes #4221)
  * Add autocomplete to the "Start default character at" field
  * Moving testing options to Advanced page
  * Changing label "and may cause issues" to "and will cause issues"
  * Adding message indicating the purpose of the "Testing" block
  * Fixing Skip Menu checkbox not working correctly
  * Making "start default character at" field enabled or disabled by the previous checkbox
  * Add testing options to the Settings page

-------------------------------------------------------------------
Thu Jun 07 11:21:24 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180606.98063c5af:
  * updated changelog with last-minute crash-bug fix
  * Fix crash when adding items to certain disabled creatures (bug #4441)

-------------------------------------------------------------------
Tue Jun 05 12:00:39 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.44.0~20180605.7605d928d:
  * added section for 0.45 to changelog
  * Revert "Don't force DDS file usage (fixes #1392)"
  * updated changelog
  * increased version number
  * Fix UTF-8 econding
  * Make weapon health short unsigned (fixes #4435)
  * Fix warnings: catching polymorphic type by value
  * Fix regressions in spell resistance
  * AppVeyor: build with Release configuration

-------------------------------------------------------------------
Mon May 28 08:25:27 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180527.dbb727754:
  * Revert "set rebalance soul gem values to true by default"
  * Verifier: improve handling of class name and description

-------------------------------------------------------------------
Sun May 27 09:22:11 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180526.cfdf99f60:
  * Revert "Merged pull request #1573"
  * Revert "Merge pull request #1701 from akortunov/standfix"
  * code cleanup
  * minor tooltip fixes
  * Try to generate PDB for release builds
  * [macOS, CI] Do not upload a nightly if there's already one of the same commit
  * Enable release builds
  * Preserve AppVeyor builds
  * Capitalize enchanted items names again in spells window
  * Use utf8 lowercase function for journal index to avoid code duplication
  * Implement case-insensitive search in spell window
  * Implement filtering in the spells window
  * set rebalance soul gem values to true by default
  * Remove texture filtering, better ltex importing, reindexing duplicates
  * Render default land texture for Wilderness cells with distant terrain
  * Tidy in-code comment
  * Replace spelling: soulgem -> soul gem in code comment
  * Replace spelling: soulgem -> soul gem
  * Get soul magnitude before checking the rebalance setting
  * Use Rebalance soulgem values option to set soulgem value
  * Add advanced option to Rebalance soulgem values to the launcher
  * Fix missed worldspacehits, add linebreak to tooltip
  * Handle invalid texture id's
  * Give boost the correct toolset for 2017
  * Use different environments for 2015 and 2017
  * Use the right boost version for Appveyor
  * Use the VS2017 packaging of Qt5 for Appveyor
  * Use soulgem value rebalance formula from morrowind code patch
  * Change Appveyor to use Visual Studio 2017
  * Switch to the supported VS versions on Appveyor
  * Bumping Qt to 5.10 for Appveyor
  * Enable verbose logging for CI
  * Don't reset sneaking camera offset while in GUI (fixes #4420)
  * Brush maximum size to a custom setting
  * Write settings before invoking openmw-iniimporter
  * Read data paths from `data-local` section too
  * Replace MwIniImporter::numberToString with std::to_string
  * Setting "Scene Drops" rename "3D Scene Editing"
  * Show texture id + filename
  * Use actor's physics position as a ray origin in tracer
  * Make 0/0 encumbrance 0% encumbrance
  * Fix movement fatigue loss encumbrance calculation (fixes #4413)
  * Fix jumping encumbrance calculation
  * Use data paths from config (bug #4412)
  * List initialization -> initialization in constructor
  * Brush history menu
  * Tooltips, fixes
  * clean-up
  * Revert unintended changes
  * Select dragged texture-assets, add brush settings widget-type, fixes.
  * User setting for selective cell editing or new land creation
  * improve hit calculation accuracy for texture editing
  * Drop textures to landtextures from assets (try-method)
  * Brush button window opens at modebutton, slider 1-50, doxygen comments
  * Fixed brush calculations, implement undostack macro when clicked.
  * c_str -> fromStdString, remove TextureBrushButton class
  * Command macro for complete drag-editing operations.
  * Brush affects adjancent cells
  * Formatting, fixes
  * 15 to landTextureSize-1
  * Drag terrain painting, code cleanup
  * Command system and undo
  * fix texture index +1, better icons
  * {} to ()
  * Direct data terrain editing
  * Terrain texture brush frame
  * Less cryptic abbreviations
  * Smart-sorting in iniimporter (time + dependency)
  * Do not apply queue movement for standing actors
  * ESMReader::close now clears mHeader
  * Remove unnecessary command from QuadTreeWorld destructor (bug #4408)
  * Play spellcasting effects from objects
  * Extend magic resistance/weakness to all effects that can be resisted (fixes #4309)
  * Write chapters about tables and record types.

-------------------------------------------------------------------
Fri May 18 14:08:09 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180518.ec900ef4a:
  * Rename Original Creature column to Parent Creature (fixes #2897)
  * Initialize srate variable in openal_output
  * Fix 'maybe-uninitialized' warning in openal_output
  * Avoid left shift of negative value

-------------------------------------------------------------------
Wed May 16 09:28:41 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180516.caf176025:
  * Display weapon reach on tooltips in feet.
  * Fix compiler warning in getNestedData
  * updated credits file
  * Update MapWindow every frame, not just when it's open (bug #4279)
  * Avoid excessive loadSound calls
  * Prevent PlaySound overlapping

-------------------------------------------------------------------
Fri May 11 10:15:11 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180511.b7cce1a66:
  * updated credits file
  * Replacing tab with spaces
  * Dropping a separate NPDTstruct12 object and instead use NPDTstruct52

-------------------------------------------------------------------
Wed May 09 10:42:24 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180508.3197ebd8e:
  * Load default markers definitions in editor
  * minor code cleanup
  * updated credits file
  * updated credits file
  * new run icon
  * CSVTools::ReportTable should now have case insensitive sorting
  * Get rid of unnecessary find
  * Object record verifier updates
  * Remove empty class description warning
  * Fix sound range warning message
  * Use range-based for loop
  * Load default markers definitions (bug #4410)
  * Rename "Model" column to "Model/Animation" (feature #2694)
  * Initialize mandatoryIds vector C++11-way
  * Uncomment is_pod test in fixed string tests
  * Add topic, journal and related -info icons.
  * Assume Morrowind.esm dependency for dependency-less content addons (fixes #2829)
  * implement +6 icons
  * Lamoot's new icon set

-------------------------------------------------------------------
Tue May 01 00:07:55 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180429.b995584ad:
  * Handle NiLookAtController (feature #4407)
  * Set character preview scene ambient to 0, 0, 0
  * Add section on dealing with regressions
  * Utilize inventory character preview lighting rotation fallback settings
  * Initialize playlist file list in playPlaylist (fixes #4134)
  * Utilize inventory character preview lighting color fallback settings
  * Revert log spam
  * Slight appdata cleanup and improvement
  * Remove useless comparison.
  * Fix crash when rollDice is called with 0.
  * Inherit the calling object scale in PlaceAt (fixes #4308)
  * Improve random number generation
  * Display a message if a spell the player tries to use via a quick key is missing (fixes #4391)
  * Don't force DDS file usage (fixes #1392)
  * [Fix] Some PVS-Studio and cppcheck fixes
  * Some PVS-Studio and cppcheck fixes
  * Delete old mygui_resource_plugin which is unlikely to be brought back in its current form because resources can't be accessed by MyGUI's editor if not using the Ogre resources system.
  * Add an empty compileGLObjects implementation to Rig/MorphGeometry to avoid unnecessary creation of display list done by osg
  * Clarify how to link bugs
  * Fix build with Qt 5.11_beta3 (dropping qt5_use_modules)

-------------------------------------------------------------------
Tue Apr 17 06:34:57 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180414.fc72483dd:
  * Use centroid interpolation for shader lighting (fixes #4143)
  * Reset an inventory filter after reload or a new game start (bug #4392)
  * Add guidelines for pull request reviews

-------------------------------------------------------------------
Thu Apr 12 07:36:35 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180409.0982d2175:
  * Option to charge for all companions travelling (fixes #4064)
  * Fix a typo
  * Handle OnPCHitMe variable (bug #2703)
  * Implement sBookSkillMessage GMST
  * Add virtual destructors
  * Font loader fallback character reorganization (fixes #1987)
  * Add vanilla enchanted weaponry behavior option, on by default (fixes #4136)
  * Implement fWerewolfHealth GMST (fixes #4142)
  * Remove a redundant check
  * Make hasMaster() behavior consistent with isGameFile() (fixes #3618)
  * Reworded one of the descriptions
  * Add vanilla absorb attribute behavior option, on by default (Fixes #4135)
  * Don't apply harmful spell effects on the player in god mode (fixes #4264)
  * Don't move the player if opposite direction keys are held down at the same time (Fixes #4233)
  * Auto-detect the actual Morrowind assets path (Fixes #4336)
  * Replace a redundant playerAllies check with a boolean (Fixes #4229)
  * Don't use a different setting for distant viewing distance
  * Make settings for distant fog parameters
  * Workaround older MSVC quirk
  * Use alternate fog parameters when distant land is enabled
  * Increase the far clip plane when distant terrain is enabled

-------------------------------------------------------------------
Fri Mar 30 20:37:41 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180330.f97d094aa:
  * android: Update for sdl 2.0.8
  * remove native GLESv* support, as it never worked; make things less complicated as result, fixed lighting.glsl to work with gl2es thanks to ptitSeb

-------------------------------------------------------------------
Mon Mar 26 19:17:38 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180323.1e600de44:
  * Typofix: updateCrimePersuit -> ...Pursuit
  * Weather manager: get rid of World dependency
  * Update magic effect particles after building new animation (bug #2254)
  * AI: hide torches during bad weather (bug #4334)
  * Do not unequip two-handed weapon when equipping torch
  * OpenMW-CS: Fix a typo in startup warning.
  * Restrict opening doors to bipedal actors (Fixes #4313)

-------------------------------------------------------------------
Mon Mar 19 18:36:25 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180316.eb723f5ae:
  * Print a warning in case a fallback value wasn't found
  * Fix memory leak
  * Remove duplicated include
  * Label gtest directories as system
  * Use middle gray instead of pure black as default fallback color (Fixes #2841)
  * Prevent overlapping for journal and books scrolling
  * Unstack soulgem, added via AddSoulGem console command (bug #4351)

-------------------------------------------------------------------
Fri Mar 09 07:32:16 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180308.e81faf5f2:
  * Add an option to disable GUI keyboard navigation (Bug #4333)
  * Remove missing souls, remove some runaway exceptions (Fixes #4111)
  * http to https for supported urls (#1625)
  * Remove the word "interior" from cell not found message
  * Don't use floating point arithmetics for formatted count (Bug #4346)
  * Account for all possible count values in getCountString (Bug #4346)
  * Preventing max quicksaves from being saved to settings.cfg if it is unchanged.
  * Prevent items in a container owned by a dead actor from being counted as stolen (Bug #4328)
  * Account for empty victimRef (Bug #4328)
  * Consider items with dead owner not stolen (fixes bug #4328)

-------------------------------------------------------------------
Wed Mar 07 15:09:32 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180303.839196e4f:
  * Force normal polygon mode for the map camera (Fixes #4235)
  * Formatting improvement for advanced page
  * Adding Max Quicksaves setting to Launcher
  * Update AUTHORS.md
  * break for all errors that would raise when checking for version, make them UNRELEASED
  * fix rtd
  * Set default number of quicksaves to 1
  * Remove numeric quicksave slot IDs
  * Use unsigned integer types for QuickSave indices
  * Follow openmw style guide
  * Add the option for multiple quicksave slots

-------------------------------------------------------------------
Tue Feb 27 12:36:14 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180224.31d7e6af3:
  * Round up displayed encumbrance
  * Update [Windows] documentation
  * Bring UI dimensions and positions more in line with Morrowind UI
  * Improve settings documentation
  * Fixing "Show Enchant Chance" checkbox setting melee info instead
  * Only display "new journal entry" message in dialogue if there *is* a new entry

-------------------------------------------------------------------
Wed Feb 14 09:37:21 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180213.9b8c56761:
  * Fix timing error
  * Fix Windows builds

-------------------------------------------------------------------
Tue Feb 13 15:06:23 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.43.0+20180213.ac1609c43:
  * Make the CompositeMapRenderer use available time and add related setting
  * Don't call Store::setUp() unnecessarily
  * Cap the rain emitter's frame time (Fixes #4314)
  * Don't use Activate and Move keys for GUI navigation if bound to mouse buttons (Fixes #4225, Fixes #4320)
  * Take in account PC rank during disposition calculation (bug #4322)
  * removed the unnecessary comment
  * Removed NIF flag handling to replicate vanilla engine behaviour

-------------------------------------------------------------------
Tue Feb 06 16:27:33 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.4.3+20180205.2a5a57413:
  * Changing page description to address Zini's concerns
  * Removing "Use these settings at your own risk"
  * Use unique_ptr over new/delete (Fixes #4305)
  * Replacing Qt5-only method with Qt4-compatible code
  * Fix the optimizer messing up LOD node's children (Fixes #4301)
  * Fixing typo "Tooltip" -> "Tool Tip"
  * Adding panel for advanced settings.cfg options

-------------------------------------------------------------------
Mon Jan 29 09:45:40 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.4.3+20180128.89c6b59c3:
  * loadtes3: don't pack() non-POD structs
  * VideoState::queue_picture: ffmpeg expects a buffer of 4 pointers in sws_scale
  * Android: Add callbacks for basic cursor handling.
  * GraphicsWindowSDL2: support setting up GLESv2 context for android
  * Android: register a virtual controller definition
  * SDLCursorManager: fix possibly invalid read when no cursor present

-------------------------------------------------------------------
Thu Jan 18 11:44:18 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.4.3+20180116.588c1df0f:
  * Update android port.
  * Adding a tutorial for placing the ring in plain sight (#1598)
  * Workaround to make sure message box remains on top (Fixes #4298)
  * Add default value for 'sAnd' GMST (Fixes #4269)
  * Catch exceptions in updateWindowManager (Bug #4269)
  * Ignore duplicate data directories to work around the fallout of (Fixes #3557)
  * Change default installation directory from 'data' to 'basedata' (Bug #3557)
  * Print a warning when an ambiguous file on a case-sensitive file system is found
  * allow . and - in the name part of a begin script statement, but not at the beginning of a name. Fixes #4061
  * Do not summon the bound bow if there is no suitable ammo
  * implement rateAmmo() function
  * Don't update off-screen animations
  * Fix crash in getDistance when invoked before the game starts
  * Fix Reset Controls button not functioning properly
  * Revert "Merge pull request #1595"
  * Remove the 'Screenshot saved' message (bug #4191)
  * Moving controller file out of the controllers subdirectory
  * Display the 'Screenshot saved' message after the screenshot saving (bug #4191)
  * Adding gamecontrollerdb.txt file that got left behind due to being on .gitignore
  * Providing different mappings depending on the version of SDL installed
  * Updating controller mappings to latest version
  * Update refraction scaling docs
  * Revert "Add slider for refraction size in settings window"
  * Add slider for refraction size in settings window
  * Add basic refraction scale documentation
  * Add setting option to scale water refractions

-------------------------------------------------------------------
Tue Jan 02 14:00:09 UTC 2018 - mimi.vx@gmail.com

- Update to version 0.4.3+20180102.b86118f76:
  * overriden -> overridden
  * update openmw.appdata.xml to fix https://lintian.debian.org/tags/appstream-metadata-legacy-format.html
  * camelCase
  * fix building on mips machines
  * Don't incorrectly discard root node transformation (Fixes #4272)
  * Remove unintended jump cooldown (Fixes #4250)

-------------------------------------------------------------------
Thu Dec 21 17:37:29 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.3+20171221.b8c25e6bf:
  * Use the correct priority of animation sources in getStartTime (Fixes #4263)
  * Do not allow to sell items from containers with zero capacity (bug #4268)
  * Explicitly setting CMAKE_CXX_STANDARD to C++11
  * CS: Reorder 3D input menu
  * CS: Add tooltip to camera-ortho-size preference
  * CS: Change camera parameter types to int
  * CS: Mover object-marker-alpha under Rendering
  * Remove unused variable
  * Fix orbit camera axis
  * Make sure we have cmake for the before_install step
  * Do not skip weather transitions from SetPos script command (bug #3603)
  * Set duration of magic effects from ingredients (bug #4261)
  * Do not allow to place actors underground via SetPos (bug #3783)
  * Restore exception throwing to the decoder
  * If a sound effect fails to load, substitute silence.
  * CS: Rename variables (AppVeyor fix)
  * CS: Add fixed roll setting, plus ortho fix
  * CS: Add ortho camera setting
  * CS: Fix camera orbit control with keys
  * Don't throw exceptions from the audio decoder
  * CS: Fix camera orbit with arbitrary roll
  * CS: Make camera FOV change dynamically
  * CS: Make orbit camera not change roll
  * CS: Add rendering prefs and camera FOV

-------------------------------------------------------------------
Sat Dec  9 19:46:30 UTC 2017 - mimi.vx@gmail.com

- Fix boost requires 

-------------------------------------------------------------------
Fri Dec 08 21:45:44 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.3+20171208.9cee439e3:
  * Take in account armor condition in the armor rating calculation (bug #4246)
  * Prevent combat on/off cycling for calmed actors
  * Stop guards trying to arrest player when calm
  * Do not sell ingredients from organic containers
  * Do not display cyrillic soft/hard signs in the journal index
  * Do not add greetings to the journal index (bug #4342)
  * Contributing.md: referencing issues in commit messages

-------------------------------------------------------------------
Mon Dec 04 21:06:23 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171203.58de366c2:
  * Fixes crash on quickload from the container menu (bug #4239)
  * Update SDL to 2.0.7
  * Update AUTHORS.md
  * Added checkMagicka parameter
  * Revert condition changes
  * Move mana reducing code back
  * Update music state in the menu mode (bug #3664)
  * AiWander: do not allow flying/swimming creatures to use pathgrid
  * Move PathgridGraph out of CellStore
  * Fix rendering depth/order issues
  * Move code to apps/openmw/mwmechanics/spellcasting.cpp, move reduce mana code to CastSpell::cast(const ESM::Spell*)
  * Do not interrupt swim and sneak idle animations during attack (bug #4122)
  * Adjust rotation markers
  * Fix displayed spell success chance in God Mode
  * Display 0 chance for spell if player does not have enought magic energy
  * Update dialogue topics list after result script is run
  * Fixed parameter naming
  * Removed escape_hash_filter::mPrevious, removed usage of boost::replace_all
  * Added StringUtil::replaceAll()
  * Fixed escaping @ in boost program options filter
  * Disable Activate key when textinput is active (Bug #4151)
  * Make movement keys not function in text input mode
  * Fix overlapping widgets in trade window layout (Fixes #4205)
  * AiWander fast forwarding improvements (bug #3638)
  * Fix render order for markers
  * Update marker transparency when changed.
  * Use configured transparency.
  * Prevent arrows for move/scale markers from intersecting.
  * Add missing WaitDialog::clear() (Fixes #4196)
  * Transparent object markers
  * Update Links to Documentation in settings.cfg files (#1523)
  * Downgrade MyGUI to 3.2.2 for Windows builds
  * Missed the OpenCS config file
  * Update CPack configuration for NSIS packages
  * updated changelog
  * increased version number

-------------------------------------------------------------------
Mon Nov 27 11:22:22 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171125.88ec6179f:
  * Set default values for class and birthsign select menus (bug #4226)
  * Correct projectile rotation
  * Rotate thrown projectiles around the bb center
  * Do not save thrown state for projectiles
  * Move toUpper() from StringUtils to the JournalViewModel
  * Remove redundant include
  * Make use of mEffectAnimationTime for projectile rotation
  * Save new projectile state
  * Fix the Topics button position if the Tribunal is not installed
  * Make thrown projectiles rotate
  * Get rid of the redundant Utf8Stream when during journal index creation
  * Remove getEncoding() from WindowManager
  * Add missing include
  * Clean code up a bit
  * Convert topic name to Unicode
  * Determine when need to use the Cyrillic journal index
  * Split the JournalBooks::createTopicIndexBook()
  * Provide multibyte toLower() and single chars comparator
  * A Russian journal index

-------------------------------------------------------------------
Thu Nov 23 21:23:58 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171123.02b37dc03:
  * Do not show carriage return characters (bug #3696)
  * Reapply commit a3f821cdc which got lost in a merge
  * Reworked trade window
  * Clean up layout files to use Spacer class
  * Disable keyboard for trade +/- buttons
  * Fix NumericEditBox behavior broken by switch to std::stoi
  * Handle 128px Tx_menubook_topics textures
  * Fix search paths in FindSDL2.cmake to find SDL2 built from source
  * Fix memory leak in WindowManager
  * Don't increase simulationTime while the game is minimized (Fixes #4211)

-------------------------------------------------------------------
Thu Nov 16 12:53:02 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171115.cf40d19d7:
  * Fix reorder warning
  * Parse dialogue text for keywords after the resultscript runs (Fixes #4210)
  * Update dialogue topics list after result script is run
  * Enable word-wrapping for the console history
  * Change abs to std::abs
  * Do not track a nearest actor during combat and pursue (bug #4179)
  * changed variable name to be more descriptive
  * remove redundant allowedToInsertItems() function from ItemModel
  * Bound items detection refactoring
  * Handle item owners during pickpocketing
  * Disable Activate key when textinput is active (Bug #4151)
  * Add NPC base skeleton files to the optimizer blacklist (Fixes #4159)
  * Fix error message that referred to the wrong file (Bug #4159)
  * Make movement keys not function in text input mode
  * Fix overlapping widgets in trade window layout (Fixes #4205)
  * don't initialise rangeAttackOfTarget
  * Move onClose() check to item models
  * Move onDropItem() check to item models
  * Move onTakeItem() to item models
  * don't use a pointer for ActionWeapon
  * Fixed parameter naming
  * Removed escape_hash_filter::mPrevious, removed usage of boost::replace_all
  * Added StringUtil::replaceAll()
  * Backing up distance is now dependent on opponents's weapon range; don't back up from ranged oponents
  * use fProjectileMaxSpeed for ranged weapons distance
  * Fixed escaping @ in boost program options filter

-------------------------------------------------------------------
Thu Nov 09 14:36:27 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171108.9ecdcc187:
  * Clarify a warning message refers to inventory objects
  * Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects (Fixes #4190)
  * Add missing WaitDialog::clear() (Fixes #4196)
  * Reduce error spam
  * Fall back to non-shader material if creating the shader fails

-------------------------------------------------------------------
Tue Nov 07 08:26:56 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171105.801f2d42d:
  * fix possible bug in aipursue
  * additional animation refactor
  * mTimeUntilWake is initialised in the constructor
  * Create LICENSE (#1532)
  * Update AUTHORS.md
  * use game time instead of real time
  * check the real distance to target in aipursue
  * use uniform_int_distribution instead of rand()
  * fixed randomness
  * break invisibility first
  * prevent activation, leave the rest to the script
  * use real time; wait random number of seconds
  * knocked out characters wait some time before getting up
  * OnActivate is triggered when the item is picked up
  * refactor jump animation
  * check the presence of OnActivate using the SuppressActivate flag instead of looking for keywords
  * use mcurrentjump instead of custom attrib
  * item added to the player and OnActivate is triggered when the inventory is closed
  * added a function to determine if a script contains OnActivate
  * move animation disabling code to a better place
  * stop landing animation when turning
  * standerdise on 3.1.0

-------------------------------------------------------------------
Fri Nov 03 11:18:56 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171031.5e69f6033:
  * weapon cycle fix
  * remove redundant condition
  * Make indentation consistent.
  * Switch to a more reliable method of passing the git-version targt the data it needs
  * Add missing variables to those forwarded to the git-version target
  * Don't reset journal index to a lower value (Fixes #4172)
  * fix rain ripple regression
  * Add explicit variant of 'OnActivate'
  * Refactor dialogue responses to make sure messages from scripts are printer afterwards, not before the dialogue response (Fixes #4166)
  * Hide modal window before deleting it (Fixes #4168)
  * Updating OSG packages to 3.4.1
  * Fix behavior of 'journal' command when invoked with already seen entry
  * Fix dialogue topics displayed in lower case
  * Fix assert with empty setting value
  * use getIndex to handle other windows, nullsafe fixes
  * refactor, use dragItem method
  * simplify drag and drop on avatar for potions and ingredients

-------------------------------------------------------------------
Sun Oct 22 13:35:22 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20171021.bb4ffb774:
  * Fix a 'Good Beast' companion window
  * Do not replace an equpped ring of the same value
  * Tidy up indentation 2
  * Tidy up indentation
  * fixed new clothing replacing old clothing of same value
  * Force new project file when creating new project
  * Switch defaultfilters to be handled by a binary-friendly version of the resource macro
  * Make MWWorld::World final to enable compiler optimisations
  * Remove redundant virtual keywords implied by override keywords
  * Mark a method I missed out the first time as override
  * Mark worldimp functions as override to stop distracting Travis CI warnings and prevent future typos
  * Do the same for the CS
  * Strip quotes from the data-local setting if present (because for whatever reason it's a string, not a boost::filesystem::path)
  * Use SwimTurnLeft/Right animations correctly
  * fix water shader switching bug
  * update uniform from one place
  * make snow create water ripples
  * move rain intensity uniform to water node
  * Add documentation.
  * Switch openmw-cs to the escape versions of option types
  * Fix incomplete settings in recreateShaders()
  * Fix some style issues flagged by cppcheck
  * Fix missing null check
  * Fix unused event handler
  * Fix crash when adding a NULL object to the cache
  * Merge changes to coverity scan script
  * Handle Trespassing crime differently from Theft (bug #4158)
  * Add a third copy of a comment where I felt clarification was missing
  * Load 'data=...' lines correctly when starting the wizard or launcher, and save them correctly when exiting the launcher.
  * Save 'data=...' lines correctly when exiting the wizard
  * use operator instead of drawcallback
  * wrap weather around in all directions
  * use bbox as wrap range & apply to all particle systems
  * transform weather particles to world space
  * make use of renderinfo
  * search for particle system by class name
  * rain independent from camera plus wrap-around
  * Get rid of duplicate function, fix flag checking
  * Add OPENMW_DECOMPRESS_TEXTURES environment variable to decompress textures in software if not supported by graphics hardware
  * Fix LTEX import bug.
  * Merge cleanup.
  * Merge Land/LandTextures
  * Fix jail screen fading
  * ExtraSpell magic effect: a basic implementation
  * Update AUTHORS.md
  * removed unnecessary comments, added gitignore for clion cmake
  * Set cursor active when moving by controller
  * npc swap cheaper ring during auto equip
  * added some comments for autoEquip
  * fixed autoequiping rings by npc - now checks if right hand is free
  * Remove superfluous argument
  * Fix list length error
  * Remove superfluous copy_all_files macro
  * Fix getting cmake property as variable
  * Fix resource copying on non-MSVC targets
  * Use CMAKE_CONFIGURATION_TYPES instead of manually listing the possible configuration types.
  * Remove duplicate macro definition and fix warning
  * Fix mismatched indentation that apparently the .editorconfig file doesn't handle automatically
  * Remove MESSAGE calls I accidentally left in
  * Adjust CMake's run-time resource handling such that the Windows CI script does not have to copy these files
  * Allow training window exit()
  * Add a launch checkbox to the OpenMW installer
  * Add showsInInventory() check to the ContainerItemModel
  * Fix region colors
  * Fix a crash when exit() already hides the window (Fixes #4148)
  * Fix owned tooltip in the spellwindow
  * Remove item by id from InventoryStore
  * Fix non-top level Windows accepting key focus
  * Add screen fading for exterior cell transitions
  * Fix exiting savegamedialog with 'esc' when no game is running
  * Update the saves list/preview image when character selection changes to make it more convenient to flip through characters with the keyboard
  * Fade screen out during loading screen (when travelling)
  * Use MyGUI frame events for ScreenFader
  * Fix pinned windows not being updated
  * Remove 'visibility mask' gui feature which did not end up being useful
  * Don't require modal windows to be removed in the same order they were added
  * Use owned tooltips for items in containers correctly
  * Fix GUI regressions
  * [macOS, CI] Update dependencies
  * Fix book window buttons overlap
  * Remove now unnecessary overrides.
  * Hide base land textures.
  * AI: Autoequip armor when bound armor spell expires
  * Improve owned crosshair feature behaviour
  * Do not speak with unconscious creatures
  * Make unconscious actors do not speak and do not track targets
  * Make unconscious actors do not report about crimes
  * Consider taking items from unconscious NPC as a theft
  * Use a pickpocket crime instead of theft when pickpocketing was failed
  * Fix console selected object persisting on a new game
  * Fix travel service not showing
  * Ignore case when comparing textures, also add new textures to lookup map.
  * Fix a failed assert in the getCell() check during a new game start
  * fix rain ripple bug
  * Use first resolution in fullscreen if current is not supported (Fixes #4113)
  * get rid of buggy shader trick
  * Fix tooltips showing when cursor isn't visible
  * fix non-refraction water rain ripples
  * link rain water ripple effect to actual rain
  * Check to make sure button is enabled
  * Restore keyfocus to goodbye when selecting a topic
  * Hide message box before deleting it
  * Remove redundant code
  * Fix wrong skin for levelup attribute values
  * Fix being able to escape interactive messageboxes
  * Fix 'blocking' messageboxes not handling key focus properly
  * Fix 'new game' from the main menu not removing menu afterwards
  * Disable keyfocus for world map button
  * Fix controls window regression
  * improve rain ripples
  * Inherit owner, if an item is in container (regression #4128)
  * water shader refactor plus basic rain ripples
  * Update AUTHORS.md
  * Make 'Delete game' button not accept keyfocus, to prevent accidents
  * Fix key focus resets in SaveGameDialog
  * Additionally use movement keys (default WASD) to navigate GUI buttons
  * Include cleanup
  * Fix what looks like a copy/paste error
  * Add key focus for some more button skins
  * Slightly improve journal window keyboard navigation
  * Add key focus handling for WaitDialog
  * Fix dialogue window not being exited properly
  * Avoid rebuilding the dialogue topics pane unnecessarily
  * Allow MWList items to retain key focus
  * Don't ignore my own advice
  * Improve KeyboardNavigation to better handle modal windows
  * Select first widget if we can't find the current widget
  * Workaround keyfocus issues in current versions of MyGUI
  * Set AutoSizedEditBox as Static by default
  * Fix tooltip widgets being set to accept key focus
  * Fix order of buttons in book window layout for key cycling
  * Workaround key focus being reset in BookWindow when next/prev are hidden
  * Fix HBox/VBox not using Client widget with MyGUI <= 3.2.2
  * Hide the mouse cursor until it's used
  * Restrict the 'fake mouse movement' workaround to where it's actually required (Fixes #3978)
  * Update AUTHORS.md
  * Move physics framerate from setting to environment variable
  * Exit drag-and-drop if dragged item is deleted (Fixes #3097)
  * Make physics framerate configurable
  * make water depth independent of view frustum
  * Refactor dialogue GUI to talk to the dialogue manager, not the other way around and not both ways.
  * Remove redundant code
  * Remove duplicate disposition code
  * Fix crash in dialogue filter if local variables are not configured
  * Undo the console portion of 84657271c760 because it results in the console forgetting its object on opening
  * Remove redundant resetHistory argument
  * Add missing null check
  * Remove redundant Services enum
  * Topic passed to keywordSelected() no longer has to be lower case
  * Make TradeWindow not depend on DialogueWindow
  * Fix duplicate code
  * Disable NeedKey for ScrollView skins
  * Add 'delay' argument for screen fading operations
  * Make Tab work if selected widget is marked as not needing keyfocus
  * Use keypad to control the camera
  * Fix crash due to not calling WindowModal::onClose()
  * Make Activate key accept GUI buttons
  * Support Up/DownArrow keys to change NumericEditBox value
  * Make Enter on trade window price attempt the trade
  * Make Enter on a name edit accept the dialog
  * Handle the wait progress bar as part of the GUI mode
  * Extend code that detects whether a key was consumed by the GUI (Fixes #4016)
  * Hide sneak indicator by default
  * Remove redundant setVisible(false)
  * Improve keyboard navigation of book/scroll windows
  * Remove obsolete Container GUI keyboard handling
  * Call changeInputMode() from updateVisible()
  * Extend HUD::clear()
  * Reset screen faders in clear()
  * Remove unneeded window pointers
  * Remove redundant update function
  * Call clear() for every window
  * Call onResChange for every window
  * Call WindowBase::onFrame() for every active window
  * Use a generic container to delete windows
  * Remove redundant RestBed gui mode
  * Fix pinned windows showing in other GUI modes
  * Make Tab select the first widget if none is selected
  * Remember key focus per GUI mode
  * Remove unused and slightly broken custom button titles in ConfirmationDialog
  * toggleGui renamed to toggleHud, remove unused variable
  * Adjust some more windows to be keyboard friendlier
  * Refactor exitCurrentGuiMode
  * Associate open/close sounds with the GUI mode
  * Allow drag-and-drop to be cancelled (Esc or Inventory key)
  * Restore the previous key focus widget when exiting modal dialog
  * Remove redundant player cell variable
  * Improve WindowManager API with a generic way of passing a Ptr to the opened GUI window
  * Refactor the unholy mess that is WindowManager::updateVisible
  * Remove excessive padding in some GUI layouts
  * Rename WindowBase's open/close to onOpen/onClose
  * Fix tab completion in console to not cycle key focus
  * Adjust some layouts to take better advantage of keyboard navigation
  * Adjust ImageButton to accept key focus and use the 'highlighted' texture
  * Add basic keyboard navigation for the GUI
  * Pass repeat key events to the GUI
  * Check 'sYes' in addition to 'sOk' for message box's default keyfocus
  * Fix a crash in the World::isUnderwater() if the cell is empty
  * Fix idle animations playing
  * AiWander: reset spawn position, if an actor was moved to another cell (bug #4010)
  * Clean up faraway projectiles
  * removed an iostream include used for debug prints from nifstream.hpp
  * Fix a typo in attack animation name
  * Fix Qt4 build
  * Change flag for base land textures
  * Use map for texture lookup.
  * Get rid of reinterpret cast.
  * updates for nifstream optimization including fixing the non-x86 path for little endian reads
  * rename a constant in water shader
  * add deleted letter in macro
  * fix depth computation in water shader
  * Implement SwimTurnLeft/Right animations
  * Implement SwimHit animation
  * Implement SwimKnockdown/out animations
  * Implement SwimAttack1-3 and SwimDeathKnockDown/Out animations
  * fix water shader
  * Unequip all items from dead corpse when take all items (bug #4095)
  * make streaming to a type array in nif a direct copy from the file into the vector
  * made nif basic type read optimizations more portable
  * fix typo
  * remove commented code
  * fix water shader artifacts at shores
  * Do not play draw weapon animation when equip a new weapon (bug #4056)
  * first pass on optimization of nif parsing functions from the file stream
  * Fix global map arrow/button not showing for a split second when the window is opened for the first time
  * Don't use MW_Dialog skin with plain Widgets
  * Use client coordinates in HBox/VBox
  * Fix skins incorrectly named 'Client' to avoid a collision with new MyGUI feature cfdaf5f
  * Fix global map arrow/button not showing for a split second when the window is opened for the first time
  * Don't use MW_Dialog skin with plain Widgets
  * Use client coordinates in HBox/VBox
  * Fix skins incorrectly named 'Client' to avoid a collision with new MyGUI feature cfdaf5f
  * ESS-Importer: Convert magic projectiles (Closes #2320)
  * Remove unwanted warnings
  * increase water fudge to get rid of artifacts
  * Improve item sorting in inventory and containers
  * Restack soulgems when use SoulTrap
  * Fixed padding of MessageBox buttons
  * Allow to use GetDetected without a reference (bug #3110)
  * Mark some functions with override
  * Avoid creating temp strings when looking for an animation stop key
  * Don't spam about missing animations
  * Remove a function from the sound manager interface
  * Get rid of some templates, exceptions instead of assert, and other small changes.
  * Remove unnecessary cache dump
  * Fix careless mistake.
  * Changes to land data access in tables, also update Land once per frame in scene view.
  * Fix potential segfault, cleanup, get rid of warnings.
  * Some bug fixes, changes to land load code.
  * Changes to land creation, add ability to specifically clear terrain cache
  * Tweaks to land loading, land cloning, terrain signals, placeholder land update handling
  * Cleanup. Also modify ltex index generation.
  * LTEX importing
  * Fix includes
  * Temporary fix for adding new lands, cloned lands will still reference old data though
  * Land creator
  * Add more land table columns
  * Move touch command to creator, to allow customization and not break abstraction
  * Add ability to touch records, LAND records in particular
  * Replace nonconst getId with setId, add template specialization and specialized derived classes for LandTexture
  * Initial LTEX/LAND tables

-------------------------------------------------------------------
Tue Sep 19 12:26:51 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170918.e6caacec0:
  * Update a disposition bar when a dialogue widget is disabled, but visible
  * If CMake supports it, sets the debugger working directory for Visual Studio
  * Log a warning in case of missing bookart instead of showing a pink rectangle (Fixes #3826)
  * Move new behaviour into macro to reduce code duplication
  * Restore trailing new lines to shrink PR
  * Add a missed trailing new line.
  * Change CMake version check to include 3.8
  * Try using cmake_parse_arguments to make the macro work
  * Use const nodeMap in creature animation
  * Seemingly fix everything by setting policies that were unset upon entering the macro
  * Allow guards to attack fighting creatures only in fAlarmRadius range
  * Move calls to cmake_minimum_required as early in the CMake process as possible.
  * Change ctl to ctrl in OpenMW-CS shortcut manager
  * Take in account elemental shields for GetResist and SetResist script commands (bug #4093)
  * Allow to add levelup a description for levels > 20
  * updated credits file
  * Manual modding - extend mod installation instructions (#1448)
  * Update tour.rst
  * add support for png and dds splashscreens to begin with.
  * adding 3 more extensions
  * add ktx support for splashscreens
  * ESS-Importer: Convert ballistic projectiles (Feature #2320)
  * ESS-Importer: Fix uninitialized paid crime ID
  * Replace some shared_ptrs with pointers to deque entries
  * Include alext.h to get OpenAL extension definitions
  * Make a note that stopTrack needs to be called for a stopping track
  * Make Sound and Stream sibling types
  * Simplify checking for near water sfx change
  * Load EFX functions when available
  * Load an effect and filter for underwater
  * Set the appropriate meter/unit scale for sound
  * Properly update the near water sound volume
  * Increase the default buffer cache sizes
  * Use unordered_map for the music playlist and sound buffer caches
  * Apply reverb and a low-pass filter when underwater
  * Avoid copying the same Ptr with each iteration
  * Ensure 3D sources are spatialized
  * Move the soundlist when updating a Ptr instead of copying
  * Don't be so throw-happy in the sound manager
  * Set HRTF when initializing the device
  * Avoid some explicit loops
  * Replace a few more explicit loops
  * Make the PlayMode and PlayType enums scoped
  * Use an std::array for the OpenAL stream buffers
  * Clear player fields upon reload (bug #2639)
  * Update differences.rst
  * Reset attackStrength when starting a new attack (Fixes #3935)
  * Try opening the default device fallback in OpenAL_Output
  * Print a bit more information for sound initialization
  * Avoid more explicit loops
  * Use range-for loops instead of for_each
  * Prepare all Sound_Buffers when retrieving the first one
  * Avoid an extra call to get the buffer size
  * Docs CS-Manual - tour - add ring to chest
  * Update tour.rst
  * Fix preferences pane width
  * Add scrollbar to a birth effect lists (bug #4105)
  * Use default 0 precision in the float formatting (bug #4096)
  * Check death counts are for valid actors before loading them
  * Cycle only through weapons which can be equipped by player (bug #4104)
  * Fix really obvious flaw with ignored records not being skipped that I missed
  * Move fall height reset into PhysicsSystem (Fixes #4049)
  * Fix player Ptr in RenderingManager not being updated on cell changes
  * Fix possible fall damage when switching from falling to flying

-------------------------------------------------------------------
Fri Sep 08 06:58:48 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170907.8f1c8759e:
  * Do not allow to loot fighting actors during death animation (bug #3528)
  * Restored pickpocket and werewolf check
  * AiFollow: add a threshold when turning to target
  * Making knownEffect aware that there can be more than 4 potion effects
  * Added a delay before summoned creature corpse despawning
  * Owned crosshair improvements (bug #2789)
  * Preliminary asset reloading
  * Revert commit 67d59bead51ce4948c0e0256ee014bdab3bc8b5f (a better implementation found)
  * Get only text from clipboard (bug #4025)
  * Add an EditorConfig file
  * Add VS2017 aps files to gitignore
  * Implement a Fisher-Yates shuffle on background music
  * Clear cached resources
  * Update scene assets
  * Removed cursor from Favorite Attributes label
  * Disabled transparency for description edit fields
  * Revert "Implement a Fisher-Yates shuffle on background music"
  * A bit of cleanup
  * Re-index BSAs
  * Clear out GPU texture/stateset cache
  * Reload water
  * Clear terrain cache and reload terrain
  * Use scoped lock instead of directly locking/unlocking mutex
  * Code cleanup and more cache clearing
  * VFS changes, one VFS and resource system per document.
  * Combat AI: allow only one summoned creature at time
  * Fix seg fault, undo changes BsaArchive
  * Display large entries in journal correctly
  * Fix wrong folder name
  * Fix pathgrid segfault
  * Change default topic info values
  * Use "Remove Branch" instead of "Remove" in normals tutorial
  * Escape content file names before sending them to the GUI
  * Improved shuffle (#1412)
  * Implement releaseGLObjects for cached resources
  * Implement lightmode/vertmode of NiVertexColorProperty
  * Use white color if told to use nonexisting vertexcolors (Fixes #3833)
  * Do not allow player to change weapon/spell during attack or spellcasting (bug #2445)
  * Combat AI: use effective cast cost when rate enchanted weapon
  * Check for a Geometry node when attaching bodyparts (Fixes #3957)
  * Display negative values on fatigue progress bar
  * OpenMW CS Manual - typo fixes etc (#1422)
  * Revert "Check for a Geometry node when attaching bodyparts"
  * Respect the framelimit in all cases (Fixes #3531)
  * Do not allow to switch weapon to probe or lockpick during attack
  * Do not allow to unequip weapon from inventory during attack
  * Allow to play only one copy of given sound at time (bug #3647)
  * Set the shader on the node containing the StateSet
  * Revert "Revert "Check for a Geometry node when attaching bodyparts""
  * Revert unintended change to mOnGround variable that was somehow introduced with 38a2de3c51edd808e5a3acba9e94c8ed11d227dd
  * Fixes a regression with bound weapons equipping (bug #4050)
  * Allow to interrupt an attack, if attack button is held
  * Reset player attack animation when unequip weapon or tool
  * Fix bug of Animation::mSkeleton not being assigned
  * Move double buffering implementation inside RigGeometry
  * Warn if removing a node fails
  * Fix ShaderVisitor to deal with the fact RigGeometry no longer derives from Geometry
  * Add custom version of MorphGeometry replacing osgAnimation
  * Add const qualifiers
  * Fix node path issue
  * Fix OpenMW-CS internal name
  * Adding that Reflect Actors can be toggled in the video panel
  * Fix intersections with Rig/MorphGeometry, was caused by an issue in the LineSegmentIntersector not respecting the cullingActive flag of a drawable.
  * Remove redundant _boundingBoxComputed which no longer exists in osg master (Fixes #4075)
  * Update alchemy effects after every created potion (#4079)
  * Declare mClient variable
  * Use base skill value when calculating rank requirements

-------------------------------------------------------------------
Thu Aug 17 07:13:13 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170816.c231d2041:
  * Combat AI: use WhenUsed enchantments
  * Dispel only effects from spells (bug #3995)
  * Get only text from input fields (bug #4025)
  * Check animation state for GetPCRunning and GetPCSneaking

-------------------------------------------------------------------
Tue Aug 15 18:51:09 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170814.8acf0ba63:
  * Fix orbit camera jumping back to old position
  * Confiscate an item when you try to sell it to its owner (bug #3944)
  * Prevent followers from attacking player if crime was reported
  * Confiscate stolen item/gem when enchanting

-------------------------------------------------------------------
Mon Aug 14 10:53:13 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170812.1bdcecc32:
  * Journalbook layout fixes
  * Correcting https://bugs.openmw.org/issues/3906.
  * Do not allow to use journal in a main menu (bug #3991)
  * Ensure jail does not decrease a skill past zero
  * Update AUTHORS.md
  * Disable AiPursue package for player's followers
  * Add missing include for isatty function (Fixes #4002)
  * Fade out music before change occurs
  * Allow starting at an (unnamed) exterior cell using --start (Feature #3941)
  * Revert "Merge redundant input events"
  * Update AUTHORS.md
  * Fixes regression in spell school detection (bug #4007)
  * remove redundant mMusicFader variable
  * avoid starting sound updates more than necessary
  * Add transparency for interactive messageboxes in game mode
  * Add transparency for tooltips in game mode
  * Disable transparency for persuation dialogue menu
  * Added transparency to 'owned' tooltip
  * Changing "New Installation" to "Retail CD/DVD" for clarity
  * Swap the OIS Ctrl and Meta keys on macOS to match Qt
  * Removing erroneous comment since Qt is not relevant here
  * Make inventory avatar to fit within border (bug #4003)
  * Create autosave when waiting (bug #1452)
  * Do not make target reference unavailable on cell change (bug #3898)

-------------------------------------------------------------------
Fri Aug 04 18:57:24 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170803.a78f25488:
  * Add a new option to show arrow damage (feature #2923)
  * Vanilla-like tgm (fixes #3798)
  * Savegame dialog improvements
  * List scroll fix
  * Confirmation dialogs size fix
  * Ini-importer progress bar fills the whole width of the ui element now
  * Hide WorldButton when in game mode
  * Adds persisted pin (feature #2834, bug #2489)
  * Add option to show reach and attack speed for melee weapons
  * Remove unnecessary line
  * Count dialog layout changes
  * Cache allies found while iterating engageCombat
  * Fixed inventory crash and skipmenu launch
  * Minor changes to getActorsSidingWith
  * Adjustments to RemoveItem behavior
  * fixed magicka calculation on chargen (bug #3694)
  * sceneutil/attach: inherit the UserDataContainer to avoid the resource cache from being cleared incorrectly
  * Updated documentation for new weapon tooltips options
  * Updated documentation for windows settings
  * Save a proto gender in racemenu
  * Reviewmenu: read name, race, class and birthsign from player stats (fixes bug #2628)
  * Service menus layout fixes
  * Fixed drowning widget initialization
  * Reduced scope of fHoldBreathTime variable
  * Check for disabled levitation (fixes #3766)
  * Change mWaterEnabled from float to bool
  * Reduce scope of variables
  * Remove unused variable
  * Add InventoryWindow::clear() as part of world cleanup
  * Add parentheses to clarify calculations
  * Remove unused function
  * Added all settings that are in settings.cfg but were not yet documented.
  * Fix invalid iterator warning
  * Fixed dynamic stats tooltips in review menu
  * Fixed progressbars layout in review menu
  * Pass parameters by const reference
  * Fixed race menu skills layout
  * Remove renderWorldMap()
  * Call the WindowManager::updatePlayer after the startup script is run
  * Run scripts for voiced dialogue
  * Fix shadowing warnings
  * Use sLevel GMST instead of hardcoded text in load game menu
  * Escaped class name string
  * Treat =< and => as == in scripts
  * Add enabled check to animation script commands
  * Remove unused code
  * Move updatePinnedWindows() function to private section
  * Check for NULL before running voice scripts
  * Fix check for default material
  * Improved bodypart select fallback (fixes #2594)
  * Removed 31 symbols cap from service menus
  * Merchant repair and travel window scroll fix
  * Fix wrong incrementation in InventoryStore::visitEffectSources (Fixes #3838)
  * Add comment/uncomment actions to the context menu
  * Implement commentSelection() and uncommentSelection()
  * Fix infinite recursion bug in uncommentSelection()
  * Add setting to change keyboard shortcut and fix another crash
  * improved ScriptErrorTable handling of script errors that don't have line/column associated with them (also avoiding a segfault)
  * Purge all effects with same ID instead only first (fixes #3839)
  * Fixed jump fatigue loss formula (fixes #3843)
  * Fix existing context menu in script editor
  * Fix script editor undo/redo context menu actions
  * updated credits file
  * Enable highlighting when cursor is placed over a name (script editor)
  * Add setting so feature can be turned off
  * Tooltips: level, race, class, specialization layout fixes
  * Do not apply underwater effects to player's voice (Fixes #3850)
  * Tooltips: skills and attributes layout fixes
  * Tooltips: dynamic stats, birthsign and hand-to-hand layout fixes
  * Tooltips: faction, magic effects layout fixes
  * Levelup menu layout fixes
  * Class generation menu layout fixes
  * Listbox spacing fix
  * Class choice layout fix
  * Make name highlighting more consistent and only for variable names
  * Spell priority: check spell resistance, check if actor is already has a non-magnitude effect
  * Spell priority: item wearing check when disintegrate weapon/armor
  * Fix commit 8f71b65d38f (don't overwrite the previous user data)
  * Update Windows CI scripts to use ffmpeg 3.2.4
  * And apparently they're only doing zips now
  * Add option to reset settings to default
  * Keep the settings page in sync with the real settings
  * Forgot to remove debugging code
  * Remove unneeded dependencies
  * Missed another one
  * Fix tabs
  * Fix indenting
  * Use a partial binary search in isReservedName (Fixes #3835)
  * Update test
  * Revert everything
  * Fixed Travis CI build
  * Don't make NPCs or player speak while underwater
  * Rewrite feature to reset options to default
  * Add reset context menu for key binding pages
  * Fix pointer initialisation bug
  * Show context menu when user clicks on empty space
  * Add a more elegant way of showing the context menu
  * Prevent context menu appearing when right-clicking shortcut setting
  * Prevent context menu appearing for modifier settings
  * Move context menu code to PageBase
  * Remove C++11 features
  * Don't switch pages when right-clicking on list
  * Converted all settings files to semantic linefeeds. Corrected default segments in Windows settings. Removed all default declarations in the prose of the setting descriptions except where clarification or additional information was also provided. Some minor, but not thorough grammar corrections.
  * Swap enchant type when clean selected soulgem widget (fixes #3878)
  * Makes cells cache size configurable
  * Fixed enchant points calculations formula
  * Fix build with osg >= 3.5.6
  * Select specialization menu layout fix
  * Spell priority: ignore some effects useless in battle
  * Improved recharge widget
  * Improved repair widget
  * Spell priority: feather and burden
  * clear mGoToJail flag on load
  * [macOS, CI] Fix dependency installation
  * Spell priority: dispel usage improvements
  * Show success chance when self-enchanting (Feature #3492)
  * Move a setting to show enchanting success chance from GUI to Game section
  * Update AUTHORS.md
  * Removed unused variable
  * Fix unused ICS_MAX warning
  * Removed empty space before dialogue entry (bug #3892)
  * Handle greetings differently from responses
  * Spell priority: make AI do not cast target spells under water
  * use c++11 and see what happens
  * try to fix enums
  * Switch to latest Qt5 version which is C++11-compatible
  * only bundle with Qt5, for now
  * fix std::move
  * matching ifs
  * stdlib to libc++
  * only set libc++ for APPLE
  * [OS X, CI] Use dependencies build against libc++
  * [OS X] Add libc++ to linker flags
  * [OS X] Temporarily disable OpenCS build on CI
  * [OS X, CI] Use Xcode 8/macOS 10.12 SDK
  * [OS X, CI] Disable packaging
  * convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
  * use nullptr instead of NULL
  * Use most recent Xcode
  * [macOS, CI] Enable OpenCS build and see what happens
  * [macOS, CI] Use Release configuration
  * replace boost::shared_ptr in extern and components
  * purge all instances of <boost/shared_ptr.hpp>, clean up unused headers
  * purge the rest of boost::shared and any other boost related things that no longer are required
  * remove more unused imports, including boost headers
  * remove boost/tuple
  * replace boost::bind
  * replace and purge boost::lexical_cast
  * replace and purge boost::function
  * replace and purge boost::math::gcd and other non-used headers
  * purge unnecessary imports
  * Playing sound when AI is opening a door
  * gcd is not available in msvc until 2017.3 P2, back to boost::math::gcd for now
  * algo needed for std::min/max in msvc2013
  * needs this head for getuid
  * Allow AI to use keys to open doors
  * Doors: small key search optimizations
  * Correcting https://bugs.openmw.org/issues/3906
  * Spell priority: make AI do not cast target spells when enemy is under water
  * [macOS, CI] reenable packaging to make nightlies work
  * Added missed return statement
  * Update CONTRIBUTING.md
  * use own inline hash_combine function
  * std::stof can not handle comma in us localization and can not handle period in french localization, using std::replace is not a solution, going back to boost::lexical_cast
  * be explicit about what we are trying to catch instead of catching everything and fixed up formatting
  * Update AUTHORS.md
  * [macOS, CI] Use most recent dependencies
  * Use mRange to check spell range instead of mArea.
  * [macOS, CI] Use Qt 5.7
  * Stopping the thread in the wizard that prevented it to stop correctly
  * Fixes for building in MSVC
  * Make guards that are attacked try to arrest player
  * Make stationary actors return to position on load
  * Adjust restock calculations to ignore filled soul gems.
  * Combat AI: do not use range weapons under water
  * Combat AI: take in account enemy weapon resistance
  * Combat AI: select target by priority
  * msbuild was always defaulting to building the Debug configuration so it was impossible to build any other configurations with build.msvc.sh
  * Revert "Correcting https://bugs.openmw.org/issues/3906"
  * Change NCO/NCC flags to NC* (Fixes #3915)
  * Add missing cell update for physics system (Fixes #3917)
  * Don't play 'menu click' sound for right clicks (Fixes #3919)
  * Don't reset idle time when there is no camera movement (Fixes #3902)
  * Fix saved joystick bindings being discarded when running without joystick connected
  * Fix joystick binding for an action being discarded when default for another action is loaded (Bug #3900)
  * Do not show empty journal entries (fixes #3891)
  * Make spell priority calculation close to vanilla (bug #3937).
  * Fix crash introduced by commit 1d8a9ff62243cb6b8e218840d839e6d554f3e8d9 (Fixes #3940)
  * Added door detection based by ray casting
  * Added a special function for GUI sounds playing
  * Add '0' as an alias for 'OFF' for OPENMW_OPTIMIZE
  * Fix checking a variable before it's assigned (Bug #3950)
  * Add Visual Studio 2017 support
  * Disable sound distortion for PlaySound script command
  * Disable sound distortion for player actions in GUI mode
  * Fixed Close button handler in EditEffectDialog (fixes #3956)
  * Quick keys menu fixes
  * Spellview fixes
  * Make popup in character select menu non-transparent
  * Combat AI: avoid enemy hits when casting Self-ranged spells (fixes #3922)
  * Disable transparency for all popup lists
  * Change mValue type for clothes to unsigned short (fixes #3960)
  * Update the facedObject after the camera is updated
  * Terrain: use the main camera's viewpoint for intersection tests
  * Terrain: remove ref argument that is now always true
  * Add 'prediction time' setting for cell/terrain pre-loading
  * Fix the viewport of the character preview being set a frame ahead due to a threading issue
  * Pause game when minimised on Windows
  * Remove tooltip object as part of WindowManager::clear
  * Update the tooltip when the focusObject is set
  * Fix character preview item selection
  * Fix character preview zNear/zFar not being autocomputed as intended (Bug #3955)
  * Remove TOOLSET and XP_TOOLSET
  * [macOS, CI] Use most recent dependencies
  * Fade screen in on a new game start
  * Fix occurrence highlighting preferences panel
  * Stop VS2017 spamming warnings
  * Move spell magicka cost calculation to standalone function
  * Move Morrowind Content Language label to section header
  * Fixed encumberance check (bug #3963)
  * Added AiBreathe package (feature #1374)
  * Editor: fix handling of colour columns
  * Editor: Use colour field for cell map colour
  * UI adjustments to prevent parchment scroll from being cut off (fixes #3910)
  * improve dialogue window performance
  * Update AUTHORS.md
  * Editor: Do int to color conversion in ColorEditor
  * Editor: Do color to int conversion in ColorEditor
  * Spellbuying menu improvements
  * Fixing link to bug tracker
  * remove breath/doxygen autodoc
  * expand to max-depth 3 and remove indices and tables
  * Update effects during rest (bug #3679)
  * appstream to new location: https://lintian.debian.org/tags/appstream-metadata-in-legacy-location.html
  * Add policy on original engine "fixes"
  * Fix problem with animations not looping
  * Update CONTRIBUTING.md
  * Add missing journal sounds (bug #3974)
  * [macOS] Fixes accidental loading of plugins from system-wide Qt install
  * [macOS] remove use of deprecated CMake policy
  * [macOS, CI] Use most recent available Qt
  * Fix key focus issue with the journal hotkey
  * Go back to index when selecting 'cancel' on topics list
  * Renaming duplicate horizontalSpacer variable
  * [macOS, CI] Remove encrypted FTP credentials from repo
  * Add feature additions policy
  * Add Spacer class derived from AutoSizedWidget
  * Fixed count widget buttons alignment
  * AI: Check angle between actor and door
  * Fixed DamageHealth and AbsorbHealth effects applying
  * Prevent respawned references from being added to the scene twice in certain cases (Fixes #3864)
  * Split weapons and spells rating code from combat actions
  * [macOS, CI] Use FTP URL from environment
  * Copy PathFinder::mPath back value when pass to MWMechanics::AiPackage::pathTo as dest
  * Update AUTHORS.md
  * merge redundant input events
  * Adding myself to Authors.md
  * Play Up sounds instead of Down ones in trade window (bug #3982)
  * Restock items after trade deal instead of trade window opening
  * Take in account a temporary disposition in isAggressive check (bug #3987)

-------------------------------------------------------------------
Fri Aug 04 16:20:19 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170729.cf6f36856:
  * 

-------------------------------------------------------------------
Thu Aug 03 21:33:17 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170803.a78f25488:
  * merge redundant input events
  * Play Up sounds instead of Down ones in trade window (bug #3982)
  * Restock items after trade deal instead of trade window opening
  * Take in account a temporary disposition in isAggressive check (bug #3987)

-------------------------------------------------------------------
Thu Aug 03 13:24:35 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170803.d32ea7f28:
  * Copy PathFinder::mPath back value when pass to MWMechanics::AiPackage::pathTo as dest
  * Update AUTHORS.md
  * Adding myself to Authors.md

-------------------------------------------------------------------
Wed Aug 02 07:08:57 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.2+20170801.60c7876c3:
  * Ini-importer progress bar fills the whole width of the ui element now
  * increased version number
  * updated changelog
  * Cache allies found while iterating engageCombat
  * Minor changes to getActorsSidingWith
  * Fix wrong incrementation in InventoryStore::visitEffectSources (Fixes #3838)
  * Fix build with osg >= 3.5.6
  * Combat AI: do not use range weapons under water
  * Combat AI: take in account enemy weapon resistance
  * Combat AI: select target by priority
  * Don't reset idle time when there is no camera movement (Fixes #3902)
  * Make spell priority calculation close to vanilla (bug #3937).
  * Fix crash introduced by commit 1d8a9ff62243cb6b8e218840d839e6d554f3e8d9 (Fixes #3940)
  * Added door detection based by ray casting
  * Add Visual Studio 2017 support
  * Remove TOOLSET and XP_TOOLSET
  * Stop VS2017 spamming warnings
  * Move spell magicka cost calculation to standalone function
  * Move Morrowind Content Language label to section header
  * Fixed encumberance check (bug #3963)
  * Added AiBreathe package (feature #1374)
  * Editor: fix handling of colour columns
  * Editor: Use colour field for cell map colour
  * UI adjustments to prevent parchment scroll from being cut off (fixes #3910)
  * improve dialogue window performance
  * Update AUTHORS.md
  * Editor: Do int to color conversion in ColorEditor
  * Editor: Do color to int conversion in ColorEditor
  * Spellbuying menu improvements
  * Fixing link to bug tracker
  * remove breath/doxygen autodoc
  * expand to max-depth 3 and remove indices and tables
  * Update effects during rest (bug #3679)
  * appstream to new location: https://lintian.debian.org/tags/appstream-metadata-in-legacy-location.html
  * Add policy on original engine "fixes"
  * rtd backport fix
  * Fix problem with animations not looping
  * Update CONTRIBUTING.md
  * Add missing journal sounds (bug #3974)
  * [macOS] Fixes accidental loading of plugins from system-wide Qt install
  * [macOS] remove use of deprecated CMake policy
  * [macOS, CI] Use most recent available Qt
  * Fix key focus issue with the journal hotkey
  * Go back to index when selecting 'cancel' on topics list
  * Renaming duplicate horizontalSpacer variable
  * [macOS, CI] Remove encrypted FTP credentials from repo
  * Add feature additions policy
  * Add Spacer class derived from AutoSizedWidget
  * Fixed count widget buttons alignment
  * AI: Check angle between actor and door
  * Fixed DamageHealth and AbsorbHealth effects applying
  * Prevent respawned references from being added to the scene twice in certain cases (Fixes #3864)
  * Split weapons and spells rating code from combat actions
  * [macOS, CI] Use FTP URL from environment

-------------------------------------------------------------------
Mon Jul 24 10:34:42 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170724.cfc5cdd30:
  * Pause game when minimised on Windows
  * Fix character preview item selection
  * Fix character preview zNear/zFar not being autocomputed as intended (Bug #3955)
  * [macOS, CI] Use most recent dependencies
  * Fade screen in on a new game start
  * Fix occurrence highlighting preferences panel

-------------------------------------------------------------------
Fri Jul 21 14:58:58 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170720.c9f8a220d:
  * Added a special function for GUI sounds playing
  * Disable sound distortion for PlaySound script command
  * Disable sound distortion for player actions in GUI mode
  * Fixed Close button handler in EditEffectDialog (fixes #3956)
  * Quick keys menu fixes
  * Spellview fixes
  * Make popup in character select menu non-transparent
  * Combat AI: avoid enemy hits when casting Self-ranged spells (fixes #3922)
  * Disable transparency for all popup lists
  * Change mValue type for clothes to unsigned short (fixes #3960)
  * Update the facedObject after the camera is updated
  * Terrain: use the main camera's viewpoint for intersection tests
  * Terrain: remove ref argument that is now always true
  * Add 'prediction time' setting for cell/terrain pre-loading
  * Fix the viewport of the character preview being set a frame ahead due to a threading issue
  * Remove tooltip object as part of WindowManager::clear
  * Update the tooltip when the focusObject is set

-------------------------------------------------------------------
Tue Jul 11 10:39:53 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170710.40dc1dd6f:
  * Add '0' as an alias for 'OFF' for OPENMW_OPTIMIZE
  * Fix checking a variable before it's assigned (Bug #3950)

-------------------------------------------------------------------
Fri Jun 30 07:44:10 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170630.951c4e12e:
  * Make stationary actors return to position on load
  * Adjust restock calculations to ignore filled soul gems.
  * msbuild was always defaulting to building the Debug configuration so it was impossible to build any other configurations with build.msvc.sh
  * Revert "Correcting https://bugs.openmw.org/issues/3906"
  * Change NCO/NCC flags to NC* (Fixes #3915)
  * Add missing cell update for physics system (Fixes #3917)
  * Don't play 'menu click' sound for right clicks (Fixes #3919)
  * Don't reset idle time when there is no camera movement (Fixes #3902)
  * Fix saved joystick bindings being discarded when running without joystick connected
  * Fix joystick binding for an action being discarded when default for another action is loaded (Bug #3900)
  * Do not show empty journal entries (fixes #3891)
  * Fix crash introduced by commit 1d8a9ff62243cb6b8e218840d839e6d554f3e8d9 (Fixes #3940)

-------------------------------------------------------------------
Sun Jun 18 06:51:03 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170615.3356fb81c:
  * Handle greetings differently from responses
  * Spell priority: make AI do not cast target spells under water
  * use c++11 and see what happens
  * try to fix enums
  * Switch to latest Qt5 version which is C++11-compatible
  * only bundle with Qt5, for now
  * fix std::move
  * matching ifs
  * stdlib to libc++
  * only set libc++ for APPLE
  * [OS X, CI] Use dependencies build against libc++
  * [OS X] Add libc++ to linker flags
  * [OS X] Temporarily disable OpenCS build on CI
  * [OS X, CI] Use Xcode 8/macOS 10.12 SDK
  * [OS X, CI] Disable packaging
  * convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
  * use nullptr instead of NULL
  * Use most recent Xcode
  * [macOS, CI] Enable OpenCS build and see what happens
  * [macOS, CI] Use Release configuration
  * replace boost::shared_ptr in extern and components
  * purge all instances of <boost/shared_ptr.hpp>, clean up unused headers
  * purge the rest of boost::shared and any other boost related things that no longer are required
  * remove more unused imports, including boost headers
  * remove boost/tuple
  * replace boost::bind
  * replace and purge boost::lexical_cast
  * replace and purge boost::function
  * replace and purge boost::math::gcd and other non-used headers
  * purge unnecessary imports
  * Playing sound when AI is opening a door
  * gcd is not available in msvc until 2017.3 P2, back to boost::math::gcd for now
  * algo needed for std::min/max in msvc2013
  * needs this head for getuid
  * Allow AI to use keys to open doors
  * Doors: small key search optimizations
  * Correcting https://bugs.openmw.org/issues/3906
  * Spell priority: make AI do not cast target spells when enemy is under water
  * [macOS, CI] reenable packaging to make nightlies work
  * Added missed return statement
  * Update CONTRIBUTING.md
  * use own inline hash_combine function
  * std::stof can not handle comma in us localization and can not handle period in french localization, using std::replace is not a solution, going back to boost::lexical_cast
  * be explicit about what we are trying to catch instead of catching everything and fixed up formatting
  * Update AUTHORS.md
  * [macOS, CI] Use most recent dependencies
  * Use mRange to check spell range instead of mArea.
  * [macOS, CI] Use Qt 5.7
  * Stopping the thread in the wizard that prevented it to stop correctly
  * Fixes for building in MSVC
  * Make guards that are attacked try to arrest player

-------------------------------------------------------------------
Thu Jun 08 19:08:05 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170607.59eb0aba7:
  * Removed empty space before dialogue entry (bug #3892)

-------------------------------------------------------------------
Mon Jun 05 18:52:26 UTC 2017 - mimi.vx@gmail.com

- Update to version 0.4.1+20170604.6f878327b:
  * clear mGoToJail flag on load
  * Spell priority: dispel usage improvements
  * Show success chance when self-enchanting (Feature #3492)
  * Move a setting to show enchanting success chance from GUI to Game section
  * Update AUTHORS.md
  * Removed unused variable
  * Fix unused ICS_MAX warning

-------------------------------------------------------------------
Fri Dec 23 18:28:09 UTC 2016 - mimi.vx@gmail.com

- Update to new release 0.41.0 see CHANGELOG.md for more details 

-------------------------------------------------------------------
Mon Nov 28 06:20:04 UTC 2016 - mimi.vx@gmail.com

- Force use of Qt5 

-------------------------------------------------------------------
Sat Sep 10 12:47:02 UTC 2016 - mimi.vx@gmail.com

- add OpenSceneGraph-plugins to requires -- fixes dds texture loading 

-------------------------------------------------------------------
Fri Sep  9 22:46:31 UTC 2016 - mimi.vx@gmail.com

- Update new release 0.40.0, for changelog see CHANGELOG.md
- dropped fix-unordered-map.patch
- moved to Qt5
- use system tinyxml
- spec-cleaned with spec-cleaner
- correctly handle desktop file

-------------------------------------------------------------------
Sun Jul 10 10:13:33 UTC 2016 - rpm@fthiessen.de

- Added fix-unordered-map.patch to fix build with gcc >= 6.0

-------------------------------------------------------------------
Wed May  4 15:33:07 UTC 2016 - rpm@fthiessen.de

- Update to new release 0.39.0, for change log see CHANGELOG.md or
    https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md

-------------------------------------------------------------------
Tue Jan 26 19:20:05 UTC 2016 - rpm@fthiessen.de

- Update to upstream version 0.38.0:
  * Fixed player object being deletable
  * Fixed AiCombat distance check to take into account collision box
  * Fixed saw in Dome of Kasia not hurting a stationary player
  * Fixed rats floating when killed near a door
  * Fixed kwama eggsacks pulsing too fast
  * Fixed NPC voice sound source not being placed at their head
  * Fixed crash with OpenMW install wizard
  * Fixed reseting delete flag when loading a reference from a save game
  * Fixed issues with clicking on unexpected inventory items on character doll
  * Fixed spell absorption to apply once per effect
  * Fixed enchantment merchant items reshuffling every time barter is clicked
  * Fixed not being able to resurrect the player through the console if health is zero
  * Fixed projectile weapon behavior when underwater
  * Fixed not being able to use keywords in strings for message boxes
  * Fixed items not sinking when dropped underwater
  * Fixed crash when onPcEquip script removes the equipped item
  * Fixed dialog not triggering correctly in Julan Ashlander Companion mod
  * Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren't visible
  * Fixed guards accepting gold for crimes even when you don't have enough
  * Fixed Show Owned option affecting tooltips that are not objects
  * Fixed player sound source being at the feet
  * Fixed not being able to replace interactive message boxes
  * Fixed fatal error on OpGetTarget when the target has disappeared
  * Fixed first person rendering glitches with high field of view
  * Fixed crash on new game at character class selection
  * Fixed RigGeometry bone references to be case-insensitive
  * Fixed NPCs using wrong sound when landing
  * Fixed missing journal textures without Tribunal and Bloodmoon installed
  * Fixed multiple AiFollow packages causing the distance to stack
  * Fixed creature dialogs not being handled correctly
  * Fixed crash when entering Holamayan Monastery with mesh replacer installed
  * Fixed dreamers spawning too soon
  * Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf
  * Fixed being able to soultrap a creature more than once
  * Fixed summoned creatures and objects disappearing at midnight
  * Fixed gamecontrollerdb file being created as a txt instead of a cfg
  * Fixed "same race" dialog functions never triggering
  * Fixed dialog choice condition issue
  * Fixed body part rendering when in a pose
  * Fixed reversed sneak awareness check
  * Fixed positional sound acceleration issue
  * Fixed fatal error when LandTexture is missing
  * For all changes see also CHANGELOG.md or
    https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md

-------------------------------------------------------------------
Tue Jun  9 15:13:38 UTC 2015 - devel.suse@gmail.com

- Update to upstream version 0.36.1:

 * Fixed additional startup scripts failing to launch 

  Known Issues:
 
 * Crash when trying to view cell in render view in OpenMW-CS on OSX
 * Crash when switching from full screen to windowed mode on D3D9

-------------------------------------------------------------------
Sat May 23 23:51:50 UTC 2015 - devel.suse@gmail.com

- Change libffmpeg-devel to ffmpeg-devel in .spec file due to
  new dependency package name

-------------------------------------------------------------------
Mon Mar 16 01:43:43 UTC 2015 - devel.suse@gmail.com

- Update to upstream version 0.35.1:

 * Implemented being able to dress corpses (you weirdos)
 * Implemented checking Cmake sets correct MSVC compiler settings for release build
 * Implemented default values for mandatory global records
 * Implemented basic joystick support
 * Implemented a progress bar for Morrowind.ini import progress in the launcher
 * Implemented passage of time indicator when training or serving jail time
 * Fixed a crash caused by a land record without data
 * Fixed creatures with no skeleton base causing a crash
 * Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory
 * Fixed error caused by relying on subrecord order when reading content files
 * Fixed sun trajectory
 * Fixed stolen items handling to match vanilla Morrowind
 * Fixed Divine Intervention sending the player to the wrong place in some cases
 * Fixed telekinesis not working to avoid traps
 * Fixed combat AI for unreachable enemies
 * Fixed object scale being considered in the Move instruction
 * Fixed multi-effect spells with different ranges not all applying
 * Fixed launcher not responding to Ctrl+C command from the terminal
 * Fixed drag-and-drop creating duplicate content files in the launcher when Alt is pressed
 * Fixed addon files with no dependencies not showing in the launcher
 * Fixed Detect Animal detecting dead creatures
 * Fixed Cmake not respecting LIB_SUFFIX
 * Fixed changing active magic holstering magic hands
 * Fixed switching spells with next or previous while holding shift raising the delete spell dialog
 * Fixed regression causing ignored clicks on the HUD mini-map
 * Fixed instant restore effect behavior
 * Fixed CE restore attribute items permanently boosting the stat they restore
 * Fixed being able to fall off the prison ship
 * Fixed wrong starting position in "Character Stuff Wonderland"
 * Fixed plugin load order being sorted incorrectly when importing Morrowind settings
 * OpenMW-CS: Fixed skills saving incorrectly
 * OpenMW-CS: Fixed file extension inconsistency

  Known Issues:

 * Crash when trying to view cell in render view in OpenMW-CS on OSX
 * Crash when switching from full screen to windowed mode on D3D9

- Drop openmw-lib-suffix.patch (fixed upstream)

-------------------------------------------------------------------
Sat Mar  7 13:04:47 UTC 2015 - devel.suse@gmail.com

- Change datadir to /usr/share/openmw

-------------------------------------------------------------------
Tue Feb 17 21:27:35 UTC 2015 - devel.suse@gmail.com

- Add /sbin/ldconfig call to .spec

-------------------------------------------------------------------
Tue Feb 17 20:36:33 UTC 2015 - devel.suse@gmail.com

- Add openmw-lib-suffix.patch

-------------------------------------------------------------------
Tue Feb 17 11:02:18 UTC 2015 - devel.suse@gmail.com

- Update to upstream version 0.35.0:

 * Implemented Calm effect removing combat packages
 * Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
 * Implemented previous/next weapon and spell equipping hotkeys
 * Implemented XYZ rotation keys support
 * Implemented AI fast-forward
 * Implemented NPC drowning while knocked out
 * Implemented setting for exterior cell grid size
 * Implemented some leveled list script functions
 * Implemented testing dialog scripts with --script-all
 * Implemented NPC lookAt controller
 * Implemented handling initial state of particle system
 * Implemented a warning when loading a savegame that depends on non-existent content files
 * Implemented conversion of global map exploration overlay for ess-Importer
 * Implemented command line option to load a save game
 * Implemented new display of load order problems in the Data Files tab of the launcher
 * Fixed some sound effects playing at very loud levels
 * Fixed transparency issues with some UI elements
 * Fixed launcher handling of master and plugin selections loaded from openmw.cfg
 * Fixed water display issue on AMD cards
 * Fixed a text display issue when highlighting words in dialog
 * Fixed a launcher crash when a content file is locked
 * Fixed being able to stand on top of hostile creatures
 * Fixed creatures climbing on top of the player
 * Fixed AITravel to more accurately emulate vanilla
 * Fixed some moon display issues
 * Fixed place-able items having collision
 * Fixed AIFollow distance for groups of multiple followers
 * Fixed some staircase climbing issues in Vivec
 * Fixed permanent magic effects not being saved in savegames
 * Fixed crash due to zero-sized particles
 * Fixed a model scaling issue
 * Fixed activated enchanted item magic not being saved in savegames
 * Fixed a crash caused by Ogre shadow handling
 * Fixed not being able to equip a shield with a two-handed weapon
 * Fixed an issue with player fall height when stepping down
 * Fixed an error-handling issue preventing the Sword of Perithia mod from loading
 * Fixed launcher reseting alterations made to the mod list order
 * Fixed some issues with NPC idle voices
 * Fixed vampire corpses standing up when being looted
 * Fixed spell cost not highlighting on mouseover
 * Fixed tooltips still showing when menu is toggled off
 * Fixed rain effect showing while underwater
 * Fixed extreme framedrop when running into certain corners
 * Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working
 * Fixed animation groups for light and door objects
 * Fixed slaughterfish not attacking partially submerged enemies
 * Fixed air movement mechanics
 * Fixed handling of NPCs with missing hair/head models
 * Fixed position flicker after an animation ends
 * Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"
 * Fixed issues with animated collision shape
 * Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision
 * Fixed summons to reset when the spell is recast
 * Fixed equipment update when unequipping non-related items removing ammunition
 * Fixed not falling back to the top-level directory when looking for resources
 * Fixed mod pathgrids not overwriting the existing pathgrid
 * Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
 * Fixed the resurrect function to work correctly
 * Fixed functionality to allow mods to overwrite existing records in the IndexedStore
 * Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"
 * Fixed multi-character comparison operators to allow spaces
 * Fixed handling deleted references to fix the "Gateway Ghost" quest
 * Fixed summoning to allow multiple instances of the same creature by using different spells
 * Fixed pathgrid in the (0, 0) exterior cell not loading
 * Fixed actor original position not being saved with the wander package
 * Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 )
 * Fixed enchant cost issue
 * Fixed handling of missing spells and factions to be more graceful
 * Fixed several book display issues
 * Fixed some script compilation issues
 * Fixed scale field for creatures not being handled
 * Fixed being able to use enchantments from items that failed to equip
 * Fixed handling names for helmet models
 * Fixed some NPCs not attacking when they are pickpocketed
 * Fixed chargen race preview head default orientation
 * Fixed animations with no loop keys being looped
 * Fixed spell making to allow adding multiple attribute/skill effects
 * Fixed crash when northmarker has been disabled
 * Fixed area effect on touch spell behavior
 * Fixed dwarven crossbow clipping through the ground when dropped
 * Fixed torch animation playing when torch is hidden
 * Fixed sneak re-applying after attacking an NPC
 * Fixed handling for bipedal creatures without weapons
 * Fixed conflict resolution for conflicting dialog topics
 * Fixed tab completion for exterior cell names
 * Fixed third person view being preserved in save games
 * Fixed save/load progress bar behavior
 * Fixed TogglePOV not being bindable to the Alt key
 * Fixed exception for empty dialog topics
 * Fixed PlaceAt function's count behavior
 * Fixed map notes to display on the door marker leading to the cell with that note
 * Fixed some UI issues to be better compatible with UI overhaul mods
 * Fixed an issue with leveled item arguments
 * Fixed enchanted arrows being added to the victim
 * Fixed missing sound for drawing throwing weapons
 * Fixed guards detecting invisible players
 * Fixed camera not being attached properly when player becomes a vampire
 * Fixed visual effects showing on the overhead map
 * Fixed health modifier not resetting when an actor dies
 * Fixed God Mode to not require magicka when casting spells
 * Fixed attachArrow exception when changing weapon
 * Fixed error when disabled objects are moved between cells
 * Fixed scripts with names starting with digits failing to compile
 * Fixed click activate and de-activate behavior in the Data Files list
 * Renamed "profile" to "content list" in the launcher
 * Added comments to the local/global openmw.cfg files to clarify their identity
 * OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the
   respective line/column
 * OpenMW-CS: Implemented deleting selected rows from result windows
 * OpenMW-CS: Fixed window opening issue when the config file doesn't exist
 * OpenMW-CS: Fixed skills to allow values other than 0 through 99
 * OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
 * OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
 * OpenMW-CS: Cleanup for the Opening Window and User Settings Window

  Known Issues:

 * Crash when trying to view cell in render view in OpenCS on OSX
 * Crash when switching from full screen to windowed mode on D3D9

-------------------------------------------------------------------
Wed Jan 21 02:47:29 UTC 2015 - devel.suse@gmail.com

- Update to upstream version 0.34.0:

 * Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
 * Implemented INI-importer for the launcher
 * Implemented "encoding" option in the launcher
 * Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
 * Fixed several launcher and installation issues
 * Fixed issue with BIK video/audio playback sync
 * Fixed NPCs ignoring player invisibility when engaged in combat
 * Fixed long class names being cut off in the UI
 * Fixed running while levitating draining fatigue
 * Fixed handling of disabled plugins
 * Fixed ToggleMenus not closing dialog windows
 * Fixed crash when calling getDistance on items in the player's inventory
 * Fixed the Buglamp tooltip showing the item weight
 * Fixed slave crime reaction to PC picking up slave's bracers
 * Fixed Dremora death animation
 * Fixed Mansilamat Vabdas's floating corpse
 * Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
 * Fixed silenced enemies attempting to cast spells
 * Fixed The Warlords quest
 * Fixed sneak attacks on hostiles causing a bounty
 * Fixed a crash caused by incorrect handling of getPcRank and similar defines
 * Fixed pause in Storm Atronach animation
 * Fixed a bug in TerrainGrid::getWorldBoundingBox
 * Fixed crash on exceptions while adding startup scripts
 * Fixed AiWander path finder hang when quickly changing cells
 * Fixed crash when playing OGG files
 * Fixed Dagoth Gares talking to the player even when he is not there
 * Fixed overflow exploit in bartering
 * Fixed a crash when maximizing the window with the race selection dialog open on D3D9
 * Fixed script command "Activate, player" not working
 * Fixed buttons only lighting on hover over their label
 * Fixed Slowfall effect being too weak
 * Fixed several skeleton/bone model and animation issues
 * Fixed script handling to treat the [ character as whitespace
 * Fixed a crash in character preview for non-existing meshes
 * Fixed abrupt transition when ash storms end
 * Fixed mouse movements being tracked during video playback
 * Fixed a crash on exit
 * Fixed being able to attack Almalexia during her final monologue
 * Fixed the frame time cap not being applied to Ogre's ControllerManager
 * Fixed recalculation of Magicka to be less aggressive
 * Fixed Azura's spirit fading away too fast
 * Fixed Magicka becoming negative
 * Fixed health so it drops to 0 if it goes below 1.
 * Fixed floating hairs in Westly's Pluginless Head And Hair Replacer
 * Fixed some issues with mods that use conversation scripts to update the PC
 * Fixed graphical issues with Morrowind Grass Mod
 * Fixed issues with renaming profiles in the launcher
 * OpenCS: Implemented rendering cell markers
 * OpenCS: Implemented double-click functionality in tables
 * OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
 * OpenCS: Implemented editing positions of references in the 3D scene
 * OpenCS: Implemented edit mode button on the scene toolbar
 * OpenCS: Implemented user setting for showing the status bar
 * OpenCS: Improved the layout of the user settings dialog
 * OpenCS: Fixed script compiler sometimes failing to find IDs
 * OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
 * OpenCS: Fixed display of combat/magic/stealth values
 * OpenCS: Fixed saving
 * OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
 * OpenCS: Fixed MDL subrecord error
 * OpenCS: Fixed coordinate and rotation editing
 * OpenCS: Fixed several window and view handling issues
 * OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
 * OpenCS: Fixed a crash when closing cell render window on OSX

  Known Issues:

 * Crash when trying to view cell in render view in OpenCS on OSX
 * Crash when switching from full screen to windowed mode on D3D11

- Drop openmw-cmake-OGRE-lib-path.patch
- Drop openmw-opencs-fix-saving.patch

-------------------------------------------------------------------
Mon Jul 28 16:31:52 UTC 2014 - devel.suse@gmail.com

- add openmw-opencs-fix-saving.patch and removed workaround

-------------------------------------------------------------------
Mon Jul 28 00:23:42 UTC 2014 - devel.suse@gmail.com

- fix OpenCS saving ability

-------------------------------------------------------------------
Thu Jul 17 04:21:19 UTC 2014 - devel.suse@gmail.com

- Update to upstream version 0.31.0:

 * Implemented periodic cleanup/refill
 * Implemented precipitation and weather particles
 * Implemented dialogue merging
 * Implemented saving missing creature state
 * Implemented saving fog of war state
 * Implemented NPCs and creatures fighting each other
 * Implemented murder crime
 * Implemented Sneak skill enhancements
 * Implemented item restock handling
 * Implemented save game levelled creature handling
 * Implemented modFactionReaction script instruction
 * Implemented animated main menu support
 * Implemented saving walk/run toggle state
 * Implemented save game naming changes
 * Implemented a delete button on the load game menu
 * Implemented using journal while in dialog
 * Implemented battle music while in combat
 * Implemented follower fast travel
 * Implemented disposition and distance based aggression
 * Fixed clouds and weather to better match vanilla Morrowind
 * Fixed local map not showing objects that span multiple cells
 * Fixed CenterOnCell behavior to better match vanilla Morrowind
 * Fixed local and world map display issues
 * Fixed water being luminescent at night
 * Fixed launcher not supporting non-latin paths on Windows
 * Fixed background tracks repeating
 * Fixed door animation behavior when leaving a cell
 * Fixed disabled stronghold statics showing on the world map
 * Fixed excessive vram usage after extended play
 * Fixed dead body collision behavior
 * Fixed several character creation issues
 * Fixed various issues with jumping
 * Fixed delay on reflection effects
 * Fixed being able to interact with the world during Wait/Rest dialog
 * Fixed being able to drop items inside walls and ceilings
 * Fixed corpses changing orientation when re-entering a cell
 * Fixed several footstep sound issues
 * Fixed several dialog link issues
 * Fixed broken dialog topics in Russian version
 * Fixed summoned creature duration issue
 * Fixed crimes against hostile NPCs issue
 * Fixed creature run speed formula
 * Fixed weakness to fire not working with fire damage in the same spell
 * Fixed NPCs killing each other while attacking the player
 * Fixed Bittercup script not working on 'Take' option
 * Fixed case sensitivity for .bsa files
 * Fixed crash when loading a save after being killed
 * Fixed jumping not being disabled when showing message boxes
 * Fixed binding keys to uncommon characters
 * Fixed container selection changing based on mouse pointer position
 * Fixed a load/save issue with dynamic records
 * Fixed double paste into console
 * Fixed crash with D3D9 shaders
 * Fixed incorrect slope climb allowing the player to skip chargen
 * Fixed slaughterfish detecting player when player is out of the water
 * Fixed error when loading Animated Morrowind
 * Fixed NPC footsteps persisting after killing a moving NPC
 * Fixed previously equipped items not shown as unequipped after attemping to sell them
 * Fixed actors ignoring vertical axis when deciding to attack
 * Fixed blank toggle option for shadows in options menu
 * Fixed Ashlands being visible during new game loading process
 * Fixed guards prompting with punishment options after player resists arrest with another guard
 * Fixed a gate activation in TR
 * Fixed dependent files not getting disabled in launcher when parent is disabled
 * Fixed several code fragments
 * Fixed incorrect voice type playing on sleep interrupt
 * Fixed save games not showing in menu in certain cases
 * Fixed lights without a model not working
 * Fixed Animation Compilation mod not working properly
 * Fixed third party SL_Pick01.nif not working
 * Fixed being unable to exit dialog after stealing in front of Sellus Gravius
 * Fixed installs to /usr/local not working
 * Fixed failure to load save if one of the content files is disabled
 * Fixed crash on loading Siege at Firemoth
 * Fixed Arkngthand door not opening
 * Fixed Segfault when modifying view distance in options
 * Fixed apostrophe and dash characters not displaying in French version
 * Fixed display issue with icon background for magic items
 * Fixed display issue with coin icon on level up dialog
 * Fixed Alt+F4 not working in Windows
 * Fixed changing ring behavior
 * Fixed robes hiding pauldrons
 * Fixed button orientation on some shrine dialogs
 * Fixed items floating in the air when dropped onto corpses
 * Fixed forearms not rendering on Argonian females
 * Fixed alchemy allowing making potions from two of the same item
 * Fixed Max Sale button behavior
 * Fixed rest until healed for characters with stunted magicka
 * Fixed empty travel window displaying during new game sequence
 * Fixed save game permission issue
 * Fixed crash when loading The Underground 2 mod
 * Fixed ignoring additional splash screens
 * Fixed perpetual save load issue
 * Fixed error with Skyrim: Home of the Nords
 * Fixed many script instruction behaviors
 * Fixed read skill books not being saved in save game
 * Fixed unusable items being able to get bound to hotkeys
 * Fixed text variables in journal topic list
 * Fixed repeating swings on friendly NPC counting as additional crimes
 * Fixed lack of punishment for stealing priceless items
 * Fixed door marker at Jobasha's Rare Books spawning PC in the air
 * Fixed topic selection menu to be wider
 * Fixed items dropped on rug being inaccessible
 * Fixed crime for dropping and taking looted items
 * Fixed location of dropped arrows and bolts
 * Fixed security trainers offering acrobatics instead
 * Fixed punishment dialog displaying instead of load when killed by a guard
 * Fixed script error in SkipTutorial
 * Fixed bad lighting when using morrowind.ini generated by MGE
 * Fixed mobile Heart of Lorkan
 * Fixed keybindings not saving
 * Fixed apathetic Dura Gra-Bol
 * Fixed Morrowind Patch preventing interior cell load
 * Fixed item value on tooltip
 * Fixed death count not storing in savegame
 * Fixed submerged portion of weapon not rendering when partially submerged
 * Fixed enemies attacking while dying
 * Fixed ESM error with INFO
 * Fixed projectiles shot at player ending up in inventory
 * Fixed monsters respawning on top of each other
 * Fixed dialog box opening on follower NPC when NPC is dead or game is paused
 * Fixed floating paralyzed cliffracers
 * Fixed message boxes not clearing when loading a different save game
 * Fixed underwater sound sometimes playing when transitioning from an interior
 * Fixed spell projectiles not colliding with water surface
 * Fixed console error message when information is refused by an NPC
 * Fixed being unable to remove arrow during Bloodmoon: The Ritual of Beasts quest
 * Fixed being unable to talk to Carnius Magius in Bloodmoon
 * Fixed crash when attempting to play a non-music file
 * Fixed world map not being centered on player in certain cases
 * Fixed arrow behavior in wait/rest dialog
 * Fixed kills not filling werewolf hunger
 * Fixed detect life behavior while a werewolf
 * Fixed crash during The Shrine of the Dead mission in Tribunal
 * Fixed selected text background color in the console
 * Fixed handling extra arguments given to script instructions
 * Fixed NPCs taunting after they are dead in An Assassionation Attempt quest
 * Fixed game halt when attacked by Centurion Archers
 * Fixed quest journal when completing The Missing Hand quest
 * Fixed several issues with the Dome of Serlyn
 * Fixed bounty being calculated from actual item value instead of highest value
 * Fixed terrain turning invisible on top of Red Mountain
 * Fixed steam appearance in Cave of the Hidden Music quest
 * Fixed display issues when picking up a stack of items, holding enter, and moving the mouse
 * Fixed Draugr and Riekling attacks
 * Fixed Bonewolf animation
 * Fixed particle effects being paralyzed when the player is paralyzed
 * Fixed Crimson Plague quest not updating when Gedna Relvel is killed
 * Fixed failed save game when saving in Old Mournhold: Forgotten Sewer
 * Fixed segfault when making Drain/Fortify Skill spells
 * Fixed case where game wouldn't switch to fullscreen
 * Fixed Morrowind Rebirth duplicate objects/vanilla objects not being removed
 * Fixed case where paralysis and switching view modes would prevent death notification
 * Fixed an alt+tab segfault
 * Various code maintenace and cleanup
 * OpenCS: Implemented object rendering in cells
 * OpenCS: Implemented configuration setup
 * OpenCS: Implemented threaded loading
 * OpenCS: Implemented cell record saving
 * OpenCS: Implemented body part table
 * OpenCS: Implemented enchantment effect table
 * OpenCS: Implemented deleting referenceables
 * OpenCS: Fixed Combat/Magic/Stealth values for creatures are not displayed
 * OpenCS: Fixed segfault after 'new' or 'load'
 * OpenCS: Fixed deleting Record Filter line not reseting the filter
 * OpenCS: Fixed crash when drag and dropping text
 * OpenCS: Fixed bogus filter being created when dragging multiple records to the filter bar of a non-applicable table

  Known Issues:
 * Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash

  Was this fixed?
 * Bug #1567: Editor: Deleting of referenceables does not work

- Known issue: OpenCS saving project doesn't work

-------------------------------------------------------------------
Wed Jul 16 06:37:24 UTC 2014 - devel.suse@gmail.com

- Add docs and opencs content editor to spec

-------------------------------------------------------------------
Wed Jun 18 13:51:54 UTC 2014 - devel.suse@gmail.com

- Update to upstream version 0.30.0:

 * Implemented Ranged Combat
 * Implemented Sneaking Skill icon
 * Implemented Crime and Punishment
 * Implemented correct trader gold handling
 * Implemented AIFollow package on summoned creatures
 * Implemented run stance in the AIFollow package
 * Implemented all NPCs in the area attacking the player when the player attacks one
 * Implemented terrain threading
 * Implemented correct GUI save/load progress bars
 * Implemented saving the weather state in save games
 * Implemented class creation form remembering previous changes
 * Implemented quicksave, quickload, and autosave
 * Implemented deleting saves
 * Implemented bribe gold being placed into the NPCs inventory
 * Implemented saving quick key bindings
 * Implemented NPCs returning to their default position after pursuing the player for a crime
 * Implemented vertical axis navigation for flying and swimming creatures
 * Implemented functionality for NPCs to evade each other when walking around
 * Fixed extreme shaking that could occur during cell transitions while moving
 * Fixed crash when a non-existent content file is added to openmw.cfg
 * Fixed OpenMW allowing resting/using a bed while in combat
 * Fixed crime punishment in the Census and Excise Office at the start of a new game
 * Fixed evidence chests not re-locking after new evidence is put in them
 * Fixed NPCs still attacking after punishment is served
 * Fixed taking items from a corpse being considered a crime
 * Fixed some creatures not being able to get close enough to attack
 * Fixed dead creatures dying again each time the player enters the cell
 * Fixed input manager state not being handled correctly when loading a save
 * Fixed crash when trying to get LOS of disabled NPC
 * Fixed incorrect inventory behavior before inventory is activated in a new game
 * Fixed NPCs not equipping torches in dark interiors
 * Fixed mouse wheel scrolling too fast in race selection
 * Fixed doors being blocked by NPCs
 * Fixed repair/charge indicators not updating
 * Fixed scribs not defending themselves
 * Fixed creatures life bar not always being empty when they are dead
 * Fixed creature and hand to hand attacks not increasing armor skill
 * Fixed undead and mechanical creatures bleeding red blood
 * Fixed Tarhiel never falling
 * Fixed script variables not being saved
 * Fixed custom class names not being handled properly in save games
 * Fixed NPCs stuttering when walking indoors
 * Fixed menu appearing when trying to skip intro movie
 * Fixed NPCs getting stuck when they run into each other
 * Fixed health bar showing permanently when running BTB-Settings
 * Fixed guard killing PC when Khajiit race is selected when running BTB-Character
 * Fixed HUD weapon icon showing a fist after loading a save, when a weapon is equipped
 * Fixed guild rank not showing in dialogue
 * Fixed flash of blue when sneaking and opening a container or the inventory
 * Fixed incorrect level-up class image when using a custom class
 * Fixed mis-aligned buttons on quit menu
 * Fixed an NPC stuck hovering in a jumping animation
 * Fixed crash when loading the Big City esm file.
 * Fixed mis-aligned dialogue topic list when scrolling
 * Fixed certain faction memberships not storing in saved games
 * Fixed pasting text always inserting at the end of a text box, instead of at the cursor
 * Fixed conversation loop when asking about "specific place" in Vivec
 * Fixed Caius not leaving at the start of the "Mehra Milo and the Lost Prophecies" quest
 * Fixed map markers not being saved in save games
 * Fixed "ring_keley" causing exception
 * Fixed open dialogues not being closed when loading a game
 * Fixed some collision geometry cleanup
 * Fixed a special case script instruction for the Athyn Sarethi mission
 * Fixed an improper handling of a special NIF format case that caused problems with the Pluginless Khajiit Head Pack
 * OpenCS: Implemented region map context menu
 * OpenCS: Implemented region map drag & drop
 * OpenCS: Implemented scene subview drop
 * OpenCS: Implemented preview subview
 * OpenCS: Implemented OGRE integration
 * OpenCS: Implemented Dialogue Sub-Views
 * OpenCS: Implemented lighting modes
 * OpenCS: Implemented different camera navigation modes
 * OpenCS: Refactored user settings
 * OpenCS: Fixed failure when dropping a region into the filter of a cell subview
 * OpenCS: Fixed exception when loading files

  Known Issues:

 * Character generation can be skipped
 * Some items can be stolen without raising an alarm
 * Sound may be disabled on videos in Windows

-------------------------------------------------------------------
Mon Apr  8 10:41:37 UTC 2013 - devel.suse@gmail.com

- Update to upstream version 0.22.0:

 * Implemented Active Spell Icons
 * Implemented walking, running, and swimming animation
 * Implemented support for ESPs and multiple ESMs
 * Implemented proper collision shapes for NPCs and creatures
 * Implemented lights that behave more like vanilla Morrowind
 * Implemented importing BSA files as part of the settings imported by the config importer
 * Implemented zoom in vanity mode
 * Implemented potion/ingredient effect stacking
 * Implemented object movement between cells
 * Implemented closing message boxes by pressing the activation key
 * Implemented random persuasion responses
 * Implemented closing message boxes when enter is pressed
 * Use rendered object shape for physics raycasts
 * Improved the race selection preview camera
 * Class and Birthsign menus options are now preselected
 * Disabled dialog window until character creation is finished
 * Decoupled water animation speed from timescale
 * Changed underwater rendering to more closely resemble vanilla Morrowind
 * Hid potion effects until discovered
 * Finished class selection-dialogue
 * Re-factored Launcher ESX selector into a re-usable component
 * Various fixes and implementations for the script compiler
 * Fix for a keyboard repeat rate issue
 * Fix for errant character outline on water in 3rd person
 * Fix for duplicate player collision model at origin
 * Fix for dialogue list jumping when a topic is clicked
 * Fix to prevent attributes/skills going below zero
 * Fix for global variables of type short being read incorrectly
 * Fix for collision and tooltip on invisible meshes
 * Fix for CG showing in Options when it is not available
 * Fix for crash when Alt-tabbing with the console open
 * Fix for pick up sound playing when object cannot be picked up
 * Fix for moving left or right canceling auto-move
 * Fix for gender being swapped (woops!)
 * Fix for footless guards
 * Fix for waterfalls not rendering at a certain distance
 * Fix for crash in “Mournhold, Royal Palace”
 * Fix for not finding non-DDS textures
 * Fix for some meshes being invisible from above water in Bloodmoon
 * Fix for Messagebox causing assert to fail
 * Fixes for Launcher file path selection
 * Fixes for missing/incorrect UI graphical elements
 * Fixes for various transparency rendering issues
 * Fixes fo various character generation UI issues
 * Fixes for config import in Launcher
 * Fixes for various new issues discovered when handling mod content
 * Various code cleanup

-------------------------------------------------------------------
Thu Feb 21 03:27:19 UTC 2013 - devel.suse@gmail.com

- Update to upstream version 0.21.0:

 * Various dialogue, trading, and disposition fixes and improvements
 * Torch flickering improved to better match vanilla Morrowind
 * Fix for attribute fluctuation when infected with Ash Woe Blight
 * Adjusted activation range to better match vanilla Morrowind
 * Fixes for the Journal UI
 * Fixed crash caused by Golden Saint models
 * Fix for beast races being able to wear shoes
 * Fix for background music not playing
 * Fix for meshes without certain node names not being loaded
 * Fix for incorrect terrain shape on inital cell load
 * Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
 * Added video playback
 * Added support for escape sequences in message box and dialogue text
 * Added AI related script functions, note that AI is not functional yet
 * Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
 * Implemented execution of scripts of objects in containers/inventories in active cells
 * Cell loading performance improvements
 * Removed broken GMST contamination fixing mechanism

  Known Issues:

 * No sound when playing videos on OS X
 * Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
 * Launcher crash on OS X < 10.8

-------------------------------------------------------------------
Wed Feb 13 12:17:36 UTC 2013 - devel.suse@gmail.com

- Update to upstream version 0.20.0:

 * Implemented all missing dialogue filters
 * Implemented Mercantile skill
 * Implemented Persuasion dialogue
 * Initial implementation of AI package classes
 * Implemented 2nd layer for Global map
 * Implemented Animation pausing while game is paused
 * Implemented Player race now changes visually during character creation
 * Fixed Cell reloading when using teleport doors that link to the same cell
 * Fixed “0 a.m.” to display as “12 a.m.”
 * Fixed text persisting in the “name” field of the potion/spell creation window
 * Fixed starting date of new games
 * Fixed console window close behavior
 * Fixed container window formatting to better accommodate long item names
 * Fixed some topics not automatically being added to the known topic list
 * Fixed auto-move working despite DisablePlayerControls being set
 * Fixed rest dialogue opening again after resting
 * Fixed double removal of ingredients when creating potions
 * Various engine code and scripting improvements

  Known Issues:

 * Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
 * The disposition implementation is severely broken and will give wrong numbers in many cases
 * Entering a cell containing a Golden Saint model will crash the game
 * A journal regression causes journal updates to not display correctly

-------------------------------------------------------------------
Sun Oct 14 17:02:23 UTC 2012 - devel.suse@gmail.com

- Update to upstream version 0.18.0:

 * Implemented Level-Up dialog
 * Implemented Hide Marker, fixes big black blocks
 * Implemented Hotkey dialog
 * Implemented Keyboard and Mouse bindings, input system rewritten
 * Implemented Spell Buying Window
 * Added support for handling resources across multiple data directories
 * Implemented Object Movement/Creation script instructions
 * Initial AI framework implemented
 * Implemented eating Ingredients
 * Implemented Door markers on the local map
 * Implemented using Keys to open doors/containers
 * Implemented Loading screens
 * Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
 * Fixed the size of Preferences menu buttons
 * Fixed Hand-to-hand always being 100
 * Fixes for NPC and character animation
 * Fix for sound coordinates
 * Fix for exception when drinking self-made potions
 * Fix for clothes showing up in 1st person
 * Fix for weird character on door tooltips
 * Collision fixes
 * Fix for “onOfferButtonClicked” crash

  Known Issues:

 * The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
 * “Shaking screen effect” can occur on cell change

-------------------------------------------------------------------
Sun Sep 23 19:04:51 UTC 2012 - devel.suse@gmail.com

- added .rpmlintrc file to skip "devel-files-in-no-devel-package"
- now game should be run from wrappers: openmw.sh and omwlauncher.sh

-------------------------------------------------------------------
Tue Sep 18 22:55:44 UTC 2012 - devel.suse@gmail.com

- Update to upstream version 0.17.0:

 * Fixes for physics shapes and dark textures
 * Fix for character normals
 * Fix for laggy input on OS X
 * Added support for objects crossing cell borders
 * Re-implemented dropping items
 * Implemented a Main Menu
 * Implemented Camera Modes and proper Player control
 * Added support for object rotation and scaling
 * Fix for NIF material sharing
 * Implemented potion usage
 * Implemented skill gain backend
 * Implemented Drain/Fortigy dynamic Stats/Attributes magic effects
 * Fix for various crashes and errors
 * Fixes for memory leaks
 * Various improvements for console scripts
 * Various code cleanup and improvements

  Known Issues:

 * Activating a bed can lock up the game
 * There is a minor memory leak that will be fixed in 0.18.0

-------------------------------------------------------------------
Sun Jul  1 18:49:21 UTC 2012 - devel.suse@gmail.com

- Initial package creation