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Releases: bryantmh/tes4skyrim

0.682

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@github-actions github-actions released this 10 Oct 05:54

Release 0.682

Changes since 0.681 (1 commit):

82c7073 feat(morrowind_runtime): use OpenMW keyword search for topic links instead of handwritten version. fixes missing topics like "rats"

Steps to re-run in the GUI:

[x] Package SKSE Mod

0.681

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@github-actions github-actions released this 09 Oct 19:32

Release 0.681

Changes since 0.680 (5 commits):

0b2d2bb fix(morrowind_runtime): check cell attachment for in-world refs. fixes arktwend softlock
4659a41 fix(tes5_import): rename clashing quest EditorIDs to avoid vanilla
eba05ac fix(papyrus_compile): refuse dependents when root statics are stale
fbe6da5 fix(script_convert): halt scripts on missing expression operands
1d84ff5 fix(tes5_import): give vampire races their own armature race entries

Steps to re-run in the GUI:

[x] 6. Import
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Package SKSE Mod

0.680

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@github-actions github-actions released this 07 Oct 18:28

Release 0.680

Changes since 0.679 (4 commits):

49971f0 fix(lod): write terrain LOD normals in vanilla's full-RGB layout
377e91f fix(land): keep the alpha layers of a quadrant that has no base layer
d958965 fix(conditions): settle a target GetIsID against the player instead of dropping it
2fa2e5b fix(lod): queue the last tile row/column when the max cell is on a tile edge

Steps to re-run in the GUI:

[x] 3. Meshes
[x] 6. Import
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Create LOD
[x] Pack LOD

0.679

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@github-actions github-actions released this 04 Oct 04:20
c43d5b8

Release 0.679

Changes since 0.678 (1 commit):

19d738c Treat compilation of zero owned scripts as successful

Steps to re-run in the GUI:

[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip

0.678

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@github-actions github-actions released this 04 Oct 04:18

Release 0.678

Changes since 0.677 (11 commits):

47ff040 feat(morrowind_runtime): support attribute effects and skill cap
1e9b739 feat(tes5_import): use FollowTo for Follow packages with destinations
7a9eb7a fix(morrowind_ids): index persistent cells by worldspace, not grid. should fix missing morrowind mode mod doors
4b7c955 feat(morrowind_runtime): support skyrim menu style and skill tooltips
1cf28e9 feat(morrowind_runtime): support TES4 player attributes and several pre-AE addresses
a477ea4 feat(morrowind_runtime): support chargen menus and statistics tab
cf8b67c feat(morrowind_runtime): support faction and level tooltips
7fe24dd docs: add some assorted docs and tools
ea8bc8a feat(morrowind_runtime): add perks menu button to open character sheet
855e0a5 feat(morrowind_runtime): color capped skills red in perks menu
4962400 feat(tes5_import): generate StartConversation walk routing scripts credit: NovNovikov

Steps to re-run in the GUI:

[x] 1. Export
[x] 3. Meshes
[x] 6. Import
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Package SKSE Mod

0.677

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@github-actions github-actions released this 02 Oct 16:28

Release 0.677

Changes since 0.676 (6 commits):

19864fa feat(morrowind_runtime): add object animation queue for PlayGroup
0372932 fix(asset_convert): fix some invisible converted morrowind nifs
77ff2b1 feat(asset_convert): read morroblivion patch from source esms, not export
4a53b39 feat(script_convert): support obse knockout, actor ai, and isactor from: Murray2k6
41e220e feat(asset_convert): support authored furniture enter animations. initial fix prototype by ThyMrMan
77b5afe feat(script_convert): support Fallout actor-value name remapping Co-Authored-By: ThyMrMan

Steps to re-run in the GUI:

[x] 1. Export
[x] 3. Meshes
[x] 6. Import
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Package SKSE Mod

0.676

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@github-actions github-actions released this 02 Oct 04:05

Release 0.676

Changes since 0.675 (6 commits):

e0912bc fix(asset_convert): fix some morrowind animated meshes
bc9e8fc fix(tes4_export): handle colon separator in morrowind cell names
92be2fc fix(asset_convert): strip morrowind marker shapes under MRK root
acd39b9 feat(tes4_export): use morroblivion textures when in morroblivion mode when possible
cdacb6c fix(asset_convert): give morrowind load doors expanded collision so it doesn't fall fully behind a wall and make the doors unenterable
1b1213e fix(tes4_export): fix some bad fire rotations in morroblivion mode

Steps to re-run in the GUI:

[x] 1. Export
[x] 3. Meshes
[x] 4. SpeedTrees
[x] 5. Creatures
[x] 6. Import
[x] 7. Sounds
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip

0.675

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@github-actions github-actions released this 01 Oct 04:20

Release 0.675

Changes since 0.674 (21 commits):

a6c6bce fix(navmesh): FNV edge links and door links
21356b0 fix(dialogue): identify service topics by FormID, not EditorID. Fixes Nehrim bartering
e827a5c fix(actor_common): treat Evil faction members as non-crime-victims
51ba114 fix(navmesh): key exterior meshes by fid to preserve multiple per cell
a5ef621 fix(script_convert): type PlaceAtMe arguments as base forms, not scripts. fixes infinite rat spawns
1446f24 feat(morrowind_runtime): add Levitate, SlowFall, SwiftSwim, Sanctuary
a012962 fix(morrowind runtime): filter npcs
d56ff1f fix(tesgameselect): allow travel scroll when no game is current
e06e276 feat: add nehrim no-start developer patch builder
63b9239 fix(morrowind_runtime): merge dialogue responses per view, not globally. saves some space
8efaec8 refactor(morrowind_patch): integrate patch build into normal pipeline
7d54e4d refactor: centralize master resolution in core.plugin_masters
0cac169 fix(import): adopt support records from masters at any depth
d9e64f4 refactor(morrowind_runtime): extract menu widgets and scaleform logging. fix scrollbar
7160f6f refactor(tes5_import): speed up import
fb87e87 feat(morrowind_runtime): add character sheet and level-up dialog. disabled for now
830f5c8 fix(tes5_import): skip inherited masters when joining origin factions
63fee5a perf(dev): skip unrelated plugins when checking job dependencies
b8faafd fix(tes5_import): require all factions to be evil for crime immunity
0301df2 fix(asset_convert): preserve billboard rotation in spin-axis mode
41a05a9 fix(tes4_export): improve tes3 grass conversion

Steps to re-run in the GUI:

[x] 1. Export
[x] 2. Extract
[x] 3. Meshes
[x] 4. SpeedTrees
[x] 5. Creatures
[x] 6. Import
[x] 7. Sounds
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Create LOD
[x] Pack LOD
[x] Convert to Master
[x] Package Start Mod
[x] Body Slot Patch
[x] Package SKSE Mod
[x] Convert Oblivion UI

Every step, because of: core/subprocess_flags.py, output_layout.py

0.674

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@github-actions github-actions released this 30 Sep 00:50

Release 0.674

Changes since 0.673 (10 commits):

da63cc6 feat(cellview): add pinned drop links between triangles and collision slider
1fb0300 fix(script_convert): add targets in same-frame startcombat bursts. fixes only targeting the second of two actors in subsequent startcombat calls
c5e00d0 fix(cellview): compute pinned links from frozen patch, not edit history
b784fa9 feat(script_convert): re-check alias packages when quest stage is set. fixes nightmare ambush in nehrim
cb0e03e fix(navmesh): pin frozen doors. fixes bad manual pin that softlocks oblivion chargen
ac9ad91 fix(tesgameselect): fix sometimes getting into nehrim before menu pops up
610e9fd fix(combat_style): cap defensive at offensive to prevent backing away
2ea50bf refactor(object_scripts): bind declared variables only when compiled + some pinned navmesh edits
796135a fix(paths): derive plugins dir from game exe, not runtime dll
57328c1 fix(pgrd): read PGRI local point as U16, not U32 with garbage

Steps to re-run in the GUI:

[x] 1. Export
[x] 6. Import
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Package Start Mod
[x] Package SKSE Mod

0.673

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@github-actions github-actions released this 29 Sep 05:31

Release 0.673

Changes since 0.672 (40 commits):

7787a11 fix(packages): include creature authored packages
586bf46 fix(asset_pipeline): skip post-passes when converting mesh subdirs only
65effee refactor(release_notes): narrow patch notesattribution
5a4020a fix(asset_convert): bake root rotation to NonAccum for resting meshes. fixes missing nehrim intro torch stands
804f8a9 fix(dialog): remove bad npc topics. fixes nehrim dialog trees
67a9f8b fix(script_convert): handle TES4 Speed attribute and StopCombat
729ab70 fix(script_convert): handle MenuMode on carried items and Message dedup
766be35 fix(script_convert): missing change from previous commit
7b12998 fix(script_convert): pass messagebox format values to Show() and fix how we treat a stray elseif to align with oblivion
9ea5f84 fix(navmesh): extract lookup grid builder
ceac950 fix(cellview): rebase master FormIDs into child's numbering
de7b970 refactor(navmesh_cache): fix cache downloading from command line when setting turned off
c8096db fix(collision): include transparent layer in navmesh extraction
ee820ff fix(build_queue): fix module import path
d0b551f feat(navmesh): add lattice generator as experimental alternative to corridor
bc0b7d6 feat(navmesh): add frozen patch system to preserve human edits
b832535 fix(cellview): fix child worldspace
60dcf65 feat(navmesh_editor): add GUI panel to run cellview and manage pins
3476a2a cleanup(navmesh_pins): remove floor pins and welds
1904cce feat(navmesh_frozen): stitch frozen edges at refill vertices
c50dcc5 fix(navmesh_cache): fix rekeying on adopt
faaa5bd fix(various): incorrectly converted data
955e382 fix(asset_convert): sunbeam billboard correction
55502d0 feat(navmesh_frozen): carry ledges to patch triangles over removed ones
e07ca01 fix(packages/aliases): wire quest packages to every actor placement
0464bd3 feat(actors): convert TES4 combat styles and confidence thresholds
7bddb99 feat(actors): add combat approach pool for StartCombat behavior. fixes trolls in Nehrim intro exit
ff03e9d fix(dialog): fix incorrect race-typed combat barks
057fdc9 refactor(bsa_extract): unify BSA reader
7d4e948 fix(navmesh): prevent runaway triangle generation for some cells
47bbca7 fix(navmesh_cache): sample only stale entries when proving adoption
8476ab0 feat(script_convert): queue combat calls. fixes late fire in nehrim tutorial dungeon quest
819348e feat(actors): disallow talking to most creatures
44fa070 fix(navmesh): reject seam edges crossing the band
df40744 feat: new .cmd file that allows closer to single-click installation
4168a81 fix(navmesh): fix landmesh in child plugins
f9e63eb feat(actors): implement Oblivion's confidence levels more exactly
3fe16f5 fix(morrowind_patch): register data folder for base_anim.nif lookup
71ac190 feat(weather): bake Oblivion's HDR hue into dome and cloud colors at 50% strength
6ac39d6 fix(object_scripts): bind declared variables only when compiled to SCRO. fixes some sounds running every .1s

Steps to re-run in the GUI:

[x] 1. Export
[x] 2. Extract
[x] 3. Meshes
[x] 6. Import
[x] 8. Scripts
[x] 9. Pack BSAs
[x] 10. Pack Mod Zip
[x] Package SKSE Mod

Unmapped paths (no step selected -- judge for yourself, and add a rule in tools/release/release_notes.py):
TES Auto-Convert.cmd