April 30th, 2013· Implemented Item Repairing
· Implemented Enchanting
· Implemented NPC pathfinding
· Implemented NPC travelling AI Package
· Implemented levelled items
· Implemented texture animations
· Implemented fallback settings
· Implemented levelup description in levelup dialogue
· Implemented armor rating
· Implemented companion item UI
· Implemented basic particles
· Improved console object selection
· Fixed player colliding with placeable items.
· Fixed Jounal sounds playing when accessing the main menu with the Journal open.
· Fixed Bribing behavior
· Fixed rendering of bone boots
· Fixed NPCs not rendering according to race height
· Fixed inverted race detection in dialogue
· Fixed two-handed weapons being treated as one-handed
· Fixed crash when dropping objects without a collision shape
· Fixed handling for disabled/deleted objects
· Fixed merchants selling their keys
· Fixed game starting on Day 2
· Fixed “come unprepared” topic with Dagoth Ur
· Fixed Pickpocket “Grab all” taking items not listen in container window
· Fixed camera shaking when looking up or down too far
· Fixed player position at new game start
· Fixed the player not having the correct starting clothes
· Fixed merchant gold not changing when transacting
· Fixed starting fatigue
· Fixed incorrect coin stack behavior
· Fixed auto-equip ignoring equipment rules
· Fixed OpenMW not loading “loose file” texture packs
· Fixes for some NPC rendering issues
· Fixed a sail transparency issue
· Fixed a crash during character creation
· Fixed Tauryon growing in size every time the player enters/exits a nearby house
· Fixed NPC stats defaulting to 10
· Fixed talk and container dialogue not opening sometimes
· Fixed crash when trying to get Rank of NPC without a faction
· Various UI fixes
· Various scripting improvements
· Various mod compatibility improvements
· Various code cleanup
March 28th, 2013· 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
February 21st, 2013· 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
December 20th, 2012· 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
November 10th, 2012· Extreme shaking can occur during exterior cell transitions for some users
· Implemented sleep/wait
· Further implementation for alchemy/potions
· Implemented death
· Implemented spell creation and spell creation window
· Implemented travel and travel dialogue
· Implemented first layer of global map
· Implemented trainer window
· Implemented skill increase from skill books
· Implemented ESM/ESP record saving
· Fix for Character shaking in 3rd person mode near the origin
· Implemented gamma correct rendering (does not work without shaders)
· Fix for fortify attribute effects on the last 3 attributes
· Fix for NCC flag handling, fixes some collision issues
· Sort birthsign menu alphabetically
· Various fixes/cleanup for the launcher
· Fix for sound listener position updating incorrectly
· Implemented dynamically generating splash image list
· Fix for markers interfering with raycasting
· Fix for crash after picking up items from an NPC
October 1st, 2012· 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
August 29th, 2012· 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
May 30th, 2012· Reimplemented physics system/player movement
· Implemented terrain collision
· Implemented pulsating lights
· Implemented Magic Effect Bookkeeping, and Feather/Burden effects
· Implemented Book and Scroll windows
· Implemented Inventory, Container, and Trade windows
· Implemented item stacking in containers
· Implemented tooltips for items in the world, and many GUI elements
· Added faction and other information to Stats window
· Fixed Resizing arrows background transparency
· Fixed Stats window layout when resizing in the X direction
· Long topics in dialogue window now wrap and sort correctly, and other dialogue window fixes
· Fixed terrain handling in non-predefined cells
May 4th, 2012· Fix for meshes rendering with the wrong orientation
· Fix for better grabbing of small objects
· Fix to enable toggling of collision rendering
· Updates to be compatible with Ogre 1.8.0 RC1
· Fix for Wireframe mode applying to HUD and Console
· Fix for terrain crashing when moving away from predefined cells
· Fix to allow OS X Launcher to handle spaces in the binary path
· Fix to support TGA textures
· Fix to support wireframe mode in water
· Added water rendering
· Added terrain rendering
· Added ability to render Path Grid
· Added Factions support
· Added Local Map
· Added Compass/Mini-Map
· Added Clothing/Armour redering
· Added Window Pinning
· Added Auto-Equip.
· Added support for containers tracking changes to their contents
· Added several NPC Dialogue Window improvements
· Added backend for a game settings manager
· Added backend for a Spell List and selected spell
· Added backend for NPC holstered/drawn state
· Added a Morrowind.ini Importer (not yet included in the binary packages)
· Refactored the Sound code
· MyGUI updated to version 3.2.0
April 12th, 2012· Various rendering fixes and optimizations
· Refactored engine class
· Automatic package building
· Various build fixes and cleanup
· Various configuration fixes and cleanup, including detection of existing Morrowind installations
· Basic NPC/Creature animation support added, must be activated from console
· Basic implementation of Journal Window added
· Fix for local scripts continuing to run if associated object is deleted
· Fix for crash when taking screenshots
· Fix for crash when visiting Akulakhan's Chamber
· Added catching of exceptions thrown in input handling functions
· Fix for NPC Activation not working properly
· Allow the player to move away from pre-defined cells
February 21st, 2012· Be a full featured reimplementation of Morrowind.
· Run natively on Windows, Linux and MacOS X.
· Support all existing content, including Tribunal, Bloodmoon and all user created mods.
· Allow much greater modability: change game rules, create new spell effects, etc through scripting.
· Fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem.
· Improve the interface and journal system.
· (Possibly) Improve game mechanics, physics, combat and AI.
· (Possibly) Support multiplayer at some point.
· (Possibly) Improve graphics to use more modern hardware.
June 22nd, 2010· This release is a complete rewrite in C++.
· All D code has been culled, and all modules have been rewritten.
· The game is now back up to the level of rendering interior cells and moving around, but physics, sound, GUI, and scripting still remain to be ported from the old codebase.
March 3rd, 2009· This release adds a GUI (based on MyGUI) that mimics the original Morrowind GUI.
· It also adds a scripting engine (Monster) and moves several internal functions over to the scripting system.
· The Windows DLL package also has some updates, including a newer openal32.dll that fixes sound issues.
November 6th, 2008· Collision detection with Bullet
· Experimental walk & fall character physics
New key bindings:
· t - toggle physics mode (walking, flying, ghost)
· n - night-eye: brightens the scene
· Fixed incompatability with DMD 1.032 and newer
· Various minor changes and updates
August 31st, 2008· The sound library was switched from Audiere to OpenAL and FFmpeg.
· Various other updates were done.
August 28th, 2008· built and tested on Windows XP
· partial support for FreeBSD (exceptions do not work)
· you no longer have to download Monster separately
· made an alternative for building without DSSS (but DSSS still works)
· renamed main program from 'morro' to 'openmw'
· made the config system more robust
· added -oc switch for showing Ogre config window on startup
· removed some config files, these are auto-generated when missing. Separated plugins.cfg into linux and windows versions.
· updated Makefile and sources for increased portability (thanks to Dmitry Marakasov)
· confirmed to work against OIS 1.0.0 (Ubuntu repository package)