Project History

Version 0.11.1
 Released September 26 2011 
 * Launcher implemented
 * Misc. code cleanup
 * Some optimizations implemented, further optimizations are planned
 * Fix to allow resource loading outside of BSA files
 * Fix to search for openmw.cfg in the correct locations
 * Added the TCL alias for ToggleCollision
 * Added missing cfg file support for some command line options
 * Added reporting of resulting state to Toggle type script instructions
 * Fix for some NPC IDs being interpreted as Topic IDs
 * Implemented back end for player journal
 * Implemented MessageBox
 * Implemented tab completion in console
 * Implemented handling multiple data directories
 * Fix for accessing objects in cells via ID with mixed or upper case IDs
 * Fixed unicode conversion issue to allow localized encoding of gui strings

Version 0.10.0
 Released April 03 2011 
 * NPC dialogue window (not functional yet)
 * Collisions with objects
 * Refactor the PlayerPos class
 * Adjust file locations
 * CMake files and test linking for Bullet
 * Replace Ogre raycasting test for activation with something more precise
 * Adjust player movement according to collision results
 * FPS display
 * Various Portability Improvements
 * Mac OS X support is back!

Version 0.9.0
 Released January 13 2011 
 * Exterior cells loading, unloading and management
 * Character Creation GUI
 * Character creation
 * Make cell names case insensitive when doing internal lookups
 * Music player
 * NPCs rendering

Version 0.8.0
 Released September 10 2010 
 * GUI
 * Complete and working script engine (thanks to Marc Zinnschlag)
 * In game console
 * Sky rendering
 * Sound and music
 * Tons of smaller stuff

Version 0.7.0
 Released June 22 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.

Version 0.6.0
 Released March 3 2009 
 * Coded a GUI system using MyGUI
 * Skinned MyGUI to look like Morrowind (work in progress)
 * Integrated the Monster script engine
 * Rewrote some functions into script code
 * Very early MyGUI < > Monster binding
 * Fixed Windows sound problems (replaced old openal32.dll)

Version 0.5.0
 Released November 5 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 compilers
 * * (thanks to tomqyp)
 * Various minor changes and updates

Version 0.4.0
 Released August 30 2008 
 * Switched from Audiere to OpenAL
 * * (BIG thanks to Chris Robinson)
 * Added complete Makefile (again) as a alternative build tool
 * More realistic lighting (thanks again to Chris Robinson)
 * Various localization fixes tested with Russian and French versions
 * Temporary workaround for the Unicode issue: invalid UTF displayed as '?'
 * Added ns option to disable sound, for debugging
 * Various bug fixes
 * Cosmetic changes to placate gdc Wall

Version 0.3.0
 Released July 10 2008  confirmed to work against OIS 1.0.0 (Ubuntu repository package)
 * 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)

Version 0.2.0
 Released June 17 2008 
 * Compiles with gdc
 * Switched to DSSS for building D code
 * Includes the program esmtool

Version 0.1.0
 Released June 03 2008 
 * first release