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Site URL: gitlab.com/OpenMW/openmw

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Posts: 625

Followers: 1

jvoisin approved merge request !5621: Drop TemplateRef/TemplateMultiRef wrappers at OpenMW / openmw

Published: September 20, 2026 19:36

Drop TemplateRef/TemplateMultiRef wrappers Both classes existed only to hold a ref_ptr to another osg::Object so it could be parked in a UserDataContainer. But UserDataContainer already refs anything you hand it, so the wrapper bought nothing. Now the…

Alexei Kotov approved merge request !5631: Assume non-gold items used to contain garbage NAM9 subs at OpenMW / openmw

Published: September 20, 2026 18:13

Fixes #9167. Referencing !3902 (merged), !3889 (merged), !3698 (merged). Apparently it's possible for NAM9 to contain values like 3335332. I assume the field didn't get initialized in some versions of OpenMW, but investigating that seems like a pain.…

Alexei Kotov approved merge request !5632: Handle invalid teleport door destinations more gracefully at OpenMW / openmw

Published: September 20, 2026 17:52

The save in #7836 (closed) was made using the French version of Morrowind. As such it contains a door leading to the French C&E offices cell which doesn't exist in the English version. This causes log spam from the preloader, the map, and potentially…

AnyOldName3 approved merge request !5634: Don't truncate BA2 offsets at OpenMW / openmw

Published: September 20, 2026 17:00

BA2GNRLFile::loadFiles attempts to read 8 bytes into FileRecord::mOffset. This results in an out of bounds write to mPackedSize which is fineish because that field gets read next anyway. This MR increases the size of mOffset so I could test !5633.

AnyOldName3 approved merge request !5633: Support files over 4GB on Windows at OpenMW / openmw

Published: September 20, 2026 16:59

Closes #8546. Also makes error handling more sensible and prevents a hypothetical case where reading more than std::numeric_limits<DWORD>::max() could read down to 0 bytes.

Alexei Kotov approved merge request !5630: Remove remaining non-GMST uses of StringUtils::format at OpenMW / openmw

Published: September 20, 2026 16:49

Part of #5868. This basically reduces it to #8846 + removing the code itself. Also replaces string concatenation with std::format usage in the files that had <format> added.

Evil Eye opened merge request !5634: Don't truncate BA2 offsets at OpenMW / openmw

Published: September 20, 2026 15:53

BA2GNRLFile::loadFiles attempts to read 8 bytes into FileRecord::mOffset. This results in an out of bounds write to mPackedSize which is fineish because that field gets read next anyway. This MR increases the size of mOffset so I could test !5633.

Evil Eye opened merge request !5633: Support files over 4GB on Windows at OpenMW / openmw

Published: September 20, 2026 15:52

Closes #8546. Also makes error handling more sensible and prevents a hypothetical case where reading more than std::numeric_limits<DWORD>::max() could read down to 0 bytes.

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 15:33

As far as I've been able to tell, Roblox's actual ARM Windows clients are just emulated anyway, so they seem to prefer it that way also. My broader concern with platform availability would be RISC-V, iOS, or even the odd game console. I also really don't…

AnyOldName3 commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 15:28

Windows on AArch64 Our test build didn't actually end up running any faster on Urm's Arm laptop than emulating an AMD64 one, and the point of native builds was that they were supposed to be faster, so this went back on the backburner. It wouldn't be too…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 15:00

Yeah, that's kind of where I'm leaning also. I have some wacky ideas I might actually be able to execute on to demonstrate this, but I also have deeper problems with enabling the CodeGen module to begin with: I don't trust scripters with @native Not using…

Thomas Portal commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 14:53

I don't have a use case in mind directly so my question is a bit more rhethorical than I'd wish - considering the overall massive gains from the luau move, maybe it's cool to use some of it back for future-proofing, at the risk of YAGNI ?

AnyOldName3 commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 14:47

A lot of the things it sounds like they're doing in Lua are things that we're not doing in Lua, and quite a bit is probably stuff the engine's going to do rather than leave to mods. I could be wrong about that, though. Even if they do happen in mods, I'm…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 14:23

I think the way that I would go about this, then, is the following, during the end while I'm working through documentation updates: Enable Vec4 Hide openmw.util from documentation, but leave it existing in code, as-is Add openmw_aux.math which fills in…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 14:02

Oh, I see. This is nasty, actually. I read the original PR, but never the issue where he discussed it. There's a later one where he's even more explicit about it. We use native vectors for 2D coordinates, 3D coordinates, homogeneuous coordinates, RGBA…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 13:34

The problem case I'm envisioning here is that we merge this branch, make it two years or so down the line with CodeGen enabled happily, and then someday when the API is really far along you or Wazabear or someone come up with a really cool feature that…

AnyOldName3 commented on merge request !5621 at OpenMW / openmw

Published: September 20, 2026 13:30

It's not necessarily the end of the world, or even a bad thing if the dumped scenegraph shows that a subgraph is referencing objects from its template rather than having made a unique copy.

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 13:26

That's a useful answer in mathematical terms, but I'm having trouble making it concrete. Perhaps I could frame it another way: Say that, hypothetically, you're doing a lot of (all?) of the in-game graphics work in Lua. What would you use Vec4 for in this…

AnyOldName3 commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 13:21

The key thing with vec4 is that it lets you do things like translations via matrix multiplication, even though in Cartesian space, that's impossible. That in itself is pretty easy to hide from user scripts, though - if they multiply a mat4 by a vec3, you…

AnyOldName3 accepted merge request !5623: Add fullscreen fix at OpenMW / openmw

Published: September 20, 2026 12:57

Without this fix, on macOS at least, the game focuses and unfocuses quickly when exiting. Shown below, followed by the fixed behavior. Unsure if this is the right way.

Evil Eye opened merge request !5632: Handle invalid teleport door destinations more gracefully at OpenMW / openmw

Published: September 20, 2026 12:24

The save in #7836 (closed) was made using the French version of Morrowind. As such it contains a door leading to the French C&E offices cell which doesn't exist in the English version. This causes log spam from the preloader, the map, and potentially…

Evil Eye opened merge request !5631: Assume non-gold items used to contain garbage NAM9 subs at OpenMW / openmw

Published: September 20, 2026 11:25

Fixes #9167. Referencing !3902 (merged), !3889 (merged), !3698 (merged). Apparently it's possible for NAM9 to contain values like 3335332. I assume the field didn't get initialized in some versions of OpenMW, but investigating that seems like a pain.…

psi29a commented on merge request !5621 at OpenMW / openmw

Published: September 20, 2026 10:30

TemplateRef had a second job I missed: it was the only nameable thing in that container, which is what let serialize.cpp ignore it. A bare osg::Node can't be. Without it, dumps hoist the whole template subtree into the user-data block and the node's real…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 10:06

One other element of the discussion I'd like to draw some attention to because it's a somewhat awkward decision I can't/shouldn't make on my own: Luau offers Vector4 types. The tradeoff is that you lose out on CodeGen (for now) and increase the size of…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 20, 2026 10:02

Nah, trivial. I decided to never emit Luau vectors, but we accept them anywhere we would accept osg::Vec2f or osg::Vec3f. Vec4 is a special case I'm making another post about. Long-term, we can squeeze a bit more blood out of the stone by using Luau…

Evil Eye opened merge request !5630: Remove remaining non-GMST uses of StringUtils::format at OpenMW / openmw

Published: September 20, 2026 09:51

Part of #5868. This basically reduces it to #8846 + removing the code itself. Also replaces string concatenation with std::format usage in the files that had <format> added.

uramer commented on merge request !5589 at OpenMW / openmw

Published: September 20, 2026 08:57

I think there is a way to implement it without behavior change. You just need to split the implementation of :update() into the "update Lua values" part and "layout" part. The former works exactly the way it does now, the latter does the optimization, as…

Evil Eye closed issue #9355: Summoning creatures at the top of water surface spawns it at the bottom at OpenMW / openmw

Published: September 20, 2026 08:22

Issue Description While floating at the top of water surface (swimming, not waterwalking), when summoning a creature, instead of appearing next to the user floating on the surface or floating above surface (like a ghost), it spawned at the very bottom.…

Cole Green approved merge request !5623: Add fullscreen fix at OpenMW / openmw

Published: September 20, 2026 02:13

Without this fix, on macOS at least, the game focuses and unfocuses quickly when exiting. Shown below, followed by the fixed behavior. Unsure if this is the right way.

Cole Green commented on merge request !5623 at OpenMW / openmw

Published: September 20, 2026 02:13

Tested on windows using artifacts: Windowed fs + fullscreen alt+F4, menu exit, close via taskbar Gamma returns (I have a monitor temperature changer on my screens) properly, exits without refocus, no regressions

Cole Green approved merge request !5628: Fix windows update at OpenMW / openmw

Published: September 20, 2026 02:10

Currently when opening the options menu, the first time you change a non-loa menu option, it leaves windowed fullscreen for a second, then switches back. I believe when settings menu is opened a resolution update is queued, and activated when you click…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 20, 2026 01:59

These came about when dealing with complex mods that contain 4000-8000 widget combined subtrees. They're around in the case of, let's take the inventory UI for example, that can have quite the number of grid cell widgets and each can have numerous subtrees…

Kirill Blagodarov commented on merge request !5614 at OpenMW / openmw

Published: September 20, 2026 00:30

Ok, with this version my soul is finally at peace. It solves the issue I had and I think it's ready to be pushed out of draft. I removed the calculations entirely. It's 1 (one). It's always been 1 per consumption. Working around it is definitely out of…

AnyOldName3 approved merge request !5579: [MAC] x64 target matches arm64 target (both are now 14.8), update github to use 26 like gitlab at OpenMW / openmw

Published: September 19, 2026 23:03

Closes #9327 ~~I am not sure if https://github.com/OpenMW/openmw-deps-build/pull/47 has to be done to do this, but I feel like it should be done as part of this MR regardless. ~~ I have read the CONTRIBUTING guidelines My code runs locally My code…

AnyOldName3 approved merge request !5623: Add fullscreen fix at OpenMW / openmw

Published: September 19, 2026 22:46

Without this fix, on macOS at least, the game focuses and unfocuses quickly when exiting. Shown below, followed by the fixed behavior. Unsure if this is the right way.

S3kshun8 Games commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 22:45

I need to measure and get some numbers, but I'm curious - how committed are you to the various UI usertypes that have been added in this branch? I'm starting to wonder actually just how helpful they are. I've managed to get multiple fully functional…

holorat opened merge request !5629: Draft: Add config options --script-all-dialogue and --script-all to the launcher at OpenMW / openmw

Published: September 19, 2026 19:22

Closes #9219 Command line flags --script-all-dialogue and --script-all can already be set persistently in openmw.cfg, but that requires manual editing of the config file and knowledge that these options exist. This MR adds both options to the launcher's…

jvoisin approved merge request !5579: [MAC] x64 target matches arm64 target (both are now 14.8), update github to use 26 like gitlab at OpenMW / openmw

Published: September 19, 2026 18:48

Closes #9327 ~~I am not sure if https://github.com/OpenMW/openmw-deps-build/pull/47 has to be done to do this, but I feel like it should be done as part of this MR regardless. ~~ I have read the CONTRIBUTING guidelines My code runs locally My code…

Daisyhasacat commented on merge request !5628 at OpenMW / openmw

Published: September 19, 2026 17:31

It happens to two of my Mac’s, a m4 Mac mini and a m4 pro MacBook Pro. One was recently reset so maybe it’s a chip dependant issue. But this has been happening to me on Mac as long as i can remember.

Evil Eye commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 17:10

I only mean constrained in the sense that we shouldn't build user facing APIs exposing them. There's no real problem if people opt to use them because presumably anyone who has gone through the effort of figuring out they exist knows their limitations.…

Daisyhasacat opened merge request !5628: Fix windows update at OpenMW / openmw

Published: September 19, 2026 16:25

Currently when opening the options menu, the first time you change a non-loa menu option, it leaves windowed fullscreen for a second, then switches back. I believe when settings menu is opened a resolution update is queued, and activated when you click…

Cole Green opened merge request !5627: Make ui.getElements return elements in their rendered order at OpenMW / openmw

Published: September 19, 2026 15:56

Closes #9356 ui.getElements() doesn't return elements in any meaningful order. This changes it to return them in the rendered order (what's on top). Works for all overlapped=true MyGUI layers (which all Lua-created layers are). Internal ones are hit or…

Cole Green opened issue #9356: Make ui.getElements() return elements in rendered order at OpenMW / openmw

Published: September 19, 2026 15:54

Right now, ui.getElements uses a map and the keys are just pointers so the order is stable but not meaningful. There is no way to determine if one element on a layer overlaps another (happens when a user focuses/clicks into an element's widgets).…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 15:36

I wasn't feeling Subnautica 2 so I went ahead and just addressed both of your points there. ui.events ui.external ... now exist. Internal UI scripts use them now too. This allows subtree invalidations when they change; but staying backwards compatible by…

Andrii Gook commented on merge request !5336 at OpenMW / openmw

Published: September 19, 2026 14:47

This should double the damage values for thrown weapons, here's exerpt from native code MWGui::ToolTipInfo Weapon::getToolTipInfo: if (weaponType->mWeaponClass == ESM::WeaponType::Thrown) { // Thrown weapons have 2x real damage applied // as…

S3kshun8 Games commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:54

I think that would be a fine idea and also roughly align with how I was envisioning we could refactor the UI when I was talking about just having a ton of primitive setters for everything. If we made dedicated usertypes for those, we have space to allocate…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:39

Hmm, yeah, this has tanked a lot of the performance gains. The only thing I can think of is there also needs to be: ui.events ui.external So that there can be a potential to cache these properly. I imagine people are conditionally changing these

Alexei Kotov closed issue #9121: Lua allows engaging combat with a non-actor at OpenMW / openmw

Published: September 19, 2026 13:37

Full disclaimer: this was not fully verified, it's just the behavior I expect from looking at the relevant code. Combat AI expects the target to be an actor. C++ logic never creates any combat packages that don't have an actor target, but the AI interface…

Alexei Kotov accepted merge request !5620: Prevent combat AI from targeting non-actors at OpenMW / openmw

Published: September 19, 2026 13:37

Closes #9121 (closed) Lua can start a combat package with any object as its target. If that object is not an actor, combat target selection calls canFight() on it and attempts to read creature stats. This happens before the exception handler around package…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:34

That's probably the right idea, because I'm building a few ideas right now (like, testing them) and I've come up with essentially that you can't skip a clean subtree anymore because the auxiliary fields (like events or external) can possibly change.…

S3kshun8 Games commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:27

I have to admit regarding point 1 I'm not actually opposed to the way it works currently. It's somewhat unorthodox to set things up that way, and I don't know of any mods offhand that do that, but I haven't been looking recently either. I think I might be…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:11

For (1), no this isn't intentional. I'll need to think about that a bit to consider what's the best pathway forward there... since ui.props is cached because of its news userdata status but the others not so much.

Alexei Kotov accepted merge request !5551: Warm likely effects before first use at OpenMW / openmw

Published: September 19, 2026 13:08

Depends on !5500 (merged). Related to #4880. Warms likely one-shot effects before playback. The first pass queues the sound store for hardcoded and scripted sounds. Each cell change prioritizes active-grid region sounds, placed-object sounds, creature…

Cole Green commented on merge request !5589 at OpenMW / openmw

Published: September 19, 2026 13:01

When I implemented this there were regressions with Inventory Extender and some tooltips not disappearing properly as well as the search bar just not functioning - as it relies on removing itself under certain focus conditions. I.e., allowing a parent…

psi29a opened merge request !5626: Own work queue items with std::shared_ptr instead of osg::Referenced at OpenMW / openmw

Published: September 19, 2026 12:47

SceneUtil::WorkQueue is a thread pool. There is no scene graph in it. Neither it nor WorkItem needs an OSG base class to be reference counted, so both are now plain classes owned by std::shared_ptr. Result: components/sceneutil/workqueue.hpp, workqueue.cpp…

psi29a opened merge request !5625: Carry plain values as user data instead of osg::Object wrappers at OpenMW / openmw

Published: September 19, 2026 12:42

osg::UserDataContainer only accepts osg::Object. Four payloads that are pure game data inherited from it purely to get through that door: Class Was Now SceneUtil::TextKeyMapHolder deleted TextKeyMap MWRender::PtrHolder deleted MWWorld::Ptr …

AnyOldName3 commented on merge request !5619 at OpenMW / openmw

Published: September 19, 2026 12:37

I think OPENMW_USE_SYSTEM_GLM off by default so it uses FetchContent for everyone except particularly inflexible packagers is fine, and if particularly inflexible packagers hit build failures at build time instead of configure time, that's not the end of…

AnyOldName3 commented on issue #9353 at OpenMW / openmw

Published: September 19, 2026 12:33

If you want to design a mod to make the game slow on purpose, there are much easier ways to do so. There is no threat model here. The main consequence of a mod being slow is that users will complain it's slow, and then avoid it. If you want people to use…

AnyOldName3 closed issue #9353: Hash-collision CPU amplification loading interior-cell names from content files at OpenMW / openmw

Published: September 19, 2026 12:33

Interior cell names read from content files (.esm/.esp/.omwaddon) are inserted into an std::unordered_map keyed by the cell name with a fixed, unseeded case-insensitive hash (Misc::StringUtils::CiHash, FNV-1a). Because the hash has no per-process secret, a…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:25

Do you feel the same way about their vector types? Those are documented properly and have an immediate use case, despite being potentially confusing I think they're worth keeping.

Evil Eye commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:15

That RFC looks like something that should be constrained to (private) engine code. A numeric type that you can't do multiplication on and doesn't autoconvert to the regular number type can only confuse users. Something to deal with in the binding layer and…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:10

They are surprisingly non-footgunny, despite lacking documentation beyond the initial RFC. They don't get normal math operator semantics and are isolated behind their own module. So you have to know you're working with one and they do this very…

Evil Eye commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:10

Since you're rearranging lots of stuff in this MR anyway, I think it makes most sense to have you beat it into a sensible shape. Having types/ be about openmw.types again is probably most correct given that all the other Xbindings files in its parent…

Nelsson Huotari commented on issue #9340 at OpenMW / openmw

Published: September 19, 2026 12:10

Texture editing seems to add all sorts of texture records, and then cell's land texture records get garbled somehow. What I get is visual flicker of random textures. It's a different bug though.

Evil Eye commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:06

I think for anything coming from Lua we don't want to care if it's a float or an integer so we can have isFloat and isInteger methods, but I doubt they'd see any use (assuming there's an isNumber that combines the two.) I have to imagine it's worthwhile to…

S3kshun8 Games commented on merge request !5618 at OpenMW / openmw

Published: September 19, 2026 12:03

So you would prefer I just roll this stuff back to the current shape, or? I figure this MR will have a long enough tail I can just wait on you to do whatever and absorb it here if I need to.

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