2026-05-09T00:47:07 Has anyone in the last...6 months tried building openmw on a mac WITHOUT OPENMW_OSX_DEPLOYMENT (which is default setup in the typical scripts used to make a mac build). 2026-05-09T00:47:56 > Has anyone in the last...6 months tried building openmw on a mac correction 2026-05-09T00:48:54 Months is certainly not the right unit to be asking about. 2026-05-09T00:49:07 The answer would be probably not if it were years. 2026-05-09T00:49:15 I was aiming for 'since vcpkg deps changes for Mac' but I didn't bother checking when that was merged 2026-05-09T00:50:32 The answer is also probably not if you're asking about a decade, but if we go back as far as fifteen years, the answer's almost certainly yes. 2026-05-09T00:50:51 I mean, I know I've built it locally but not without OPENMW_OSX_DEPLOYMENT 2026-05-09T00:51:05 yeah, I doubt there's anyone 2026-05-09T00:51:22 I guess I am free to nuke it in a mac tangent related cleanup. The dubvious yak shave continues 2026-05-09T00:51:33 one day™ 2026-05-09T00:52:27 I think it went from not existing to always being used, as most of the time, there's only zero or one people building for Mac at once, and I think the person who added it probably switched to always using it. 2026-05-09T00:53:23 Presumably corristo 2026-05-09T00:53:28 Yep 2026-05-09T00:55:30 I think from a commit message I saw today he was originally building it like Windows or Linux and then copying files into the right place to make a bundle, then altered out CMake to do that for him, but instead of doing the copying as a packaging step, he just made the build system emit a nearly-working bundle directory structure, then told CMake to copy the whole thing as the install step, then had packaging just 2026-05-09T00:55:30 call the fixup script. 2026-05-09T00:56:20 One of the OGs, by the way, he had been around when 0.1.0 was published in 2008 (deep lore) 2026-05-09T01:02:45 I think yes 2026-05-09T01:13:43 yeah, I only core if you were specifically omitting that var 2026-05-09T01:13:58 if you are doing the normal steps and just...not running to make a package, then that doesn't count since it uses that var 2026-05-09T01:33:57 The new configuration files and dirs list is so great that its kinda unfortunate we can't yet edit config files while the launcher is open. 2026-05-09T11:07:14 <.arrean> Not sure of better place to ask, so my apologies for intruding on the dev channel. Can someone talk to me about the way skeleton extensions work, or point me to where it happens in c++ land? Having quite a bit of trouble adding extra bones to Almalexia skeleton, and currenty at 33%/33%/33% for "my screw up"/"not possible by design"/"this is a bug" 2026-05-09T12:26:47 I wonder, how many concurrent actors can openmw support? 2026-05-09T12:58:13 More than Morrowind. 2026-05-09T12:58:30 Would absolutely suck at them if they're skinned. 2026-05-09T12:59:07 (Morrowind fares a little better at rendering those but not enough for it to beat OpenMW in other departments). 2026-05-09T13:03:04 If you use cylinder actor collision shape you will notice worse performance than using the default collision shape. 2026-05-09T13:03:39 Is it in the hundreds or thousands? 2026-05-09T13:04:07 Thousands, what your hardware can do...etc. 2026-05-09T13:04:19 Keeping in mind there's room for optimization. 2026-05-09T13:05:05 I checked the source a bit, i see that animation is done on the CPU, i doubt it can do 1000... I wrote an esp parser, specifically a combat simulator with all 136 mwscript opcodes to test the difference between cpu/gpu skinning and well... gpu skinning is just so much better 2026-05-09T13:05:28 Obviously. 2026-05-09T13:05:56 I did a test previously, OpenMW handles 600 actors like it was a breeze. 2026-05-09T13:06:06 Morrowind was screeching at 400+ 2026-05-09T13:06:28 yeah vanilla does everything on the cpu side single-threaded, sucks 😛 2026-05-09T13:06:51 Didn't dare to use more because it was not useful to me. 2026-05-09T13:07:35 i still think that the architecture lacks a bit because you can't do multi-threading 2026-05-09T13:08:41 It can definitely have thousands, people tried that, performance has been improved a lot since those tests, but not when it comes to skinning, which is only mostly available for actors when modding. 2026-05-09T13:09:30 are you sure about that? even if you don't add skinning to the equation, all LUA/MWScript interpretation runs on the main thread 2026-05-09T13:10:03 Yes, I'm not hallucinating. 2026-05-09T13:10:31 Those are in a closed off discord server though. 2026-05-09T13:10:52 Interesting, i'd be curious to see and play it myself 2026-05-09T13:11:27 OpenMW has a Lua thread, I don't know what its used for but that probably means not all things Lua are on the main thread. 2026-05-09T13:15:10 well the Lua thread has to eventually propagate to the main thread 2026-05-09T13:15:32 I believe what you're looking for is under the sceneutils component in the codebase. You can probably follow its entry point from Animation::setObjectRoot where the mapping from the bone names to actual bones begins. Loading body parts can also be found in the animation.cpp file in mwrender https://gitlab.com/OpenMW/openmw/-/blob/master/apps/openmw/mwrender/animation.cpp?ref_type=heads#L1551 2026-05-09T13:15:43 Morrowind does multi-threading. 2026-05-09T13:15:57 One for background loading, one for audio...etc. 2026-05-09T13:17:25 I don't remember where the message I quoted the main MWSE developer is but you can still find it here. 2026-05-09T13:18:18 i see, would love to have a chat with that person. 2026-05-09T13:22:10 <.arrean> :ur: Am I reading that right that it only injects new bones if a creature is marked as a "biped"? which almalexia isn't 2026-05-09T13:22:10 <.arrean> https://cdn.discordapp.com/attachments/260443767482482688/1502661959848431767/image.png?ex=6a008681&is=69ff3501&hm=2201c2416702c6539e7f2139031966126b9fb48b9eefb4dce8ec735ca291ba61& 2026-05-09T13:36:30 😅 Yeah that seems to be right. It passes that inject variable into getModelInstance which then reads it to determine if injectCustomBones is performed or not. 2026-05-09T13:36:48 <.arrean> riiight 2026-05-09T13:37:12 <.hemaris> what happens if you use a plugin to give her the biped flag? 2026-05-09T13:45:02 <.arrean> Doesn't seem to work. I've added flag in cs and added the addon, but > Lua[almalexia_warrior] self.type.record(self.recordId).isBiped > false Always a chance that I've screwed up elsewhere though. But the plugin is loaded. I'm not sure how to check that flag except from lua though