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0.673

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@github-actions github-actions released this 29 Sep 05:31
· 89 commits to master since this release

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