2026-06-20T00:16:32 Sure, but I only care about the default OpenMW behaviors not regressing, especially now that there's little difference to the Vanilla game. 2026-06-20T00:38:56 I'm pretty sure vcpkg won't let you add patches to the msdfgen port that only make sense for MyGUI. The policies page here https://learn.microsoft.com/en-us/vcpkg/contributing/maintainer-guide#do-not-use-vendored-dependencies doesn't say what to do when a dependency is vendored in order to patch it. 2026-06-20T00:58:08 we need to patch mygui or roll our own ttfresource class 2026-06-20T00:58:33 I'm leaning on the former cause if there are other bugs I don't feel like going through this whole process again and again 2026-06-20T01:02:41 well, i've been making a lot of mygui PRs 2026-06-20T01:02:53 the repo is ALIVE 2026-06-20T01:05:22 I feel like the change to msdfgen shouldn't be relied on and it be devendorerd..that seems like the best way forward for maintenance 2026-06-20T01:05:31 otherwise if msdfgen updates, then we have to update it like in...multiple locations 2026-06-20T01:06:04 well keep in mind I haven't figured out the layout differences yet 2026-06-20T01:06:23 I get the impression that this is more of a WIP than we thought 2026-06-20T01:07:21 well the hard part is done and the rendering works, I still just think it's some missing load flag 2026-06-20T01:07:45 or hinting just makes things that different 2026-06-20T01:07:55 i guess I should compare the two with and without hinting 2026-06-20T01:09:23 but yes we should have waited until the MR was approved :sadcat: 2026-06-20T01:09:31 I'm thinking of salvaging the 3.4.4 PR on vcpkg side (i.e. gut the msdfgen stuff from it). We're going to have to do another mygui version cut and vcpkg pass anyway, so it might make sense to break it up into two waves. 2026-06-20T01:09:54 Hinting changes the shape and size of characters, so it's pretty obviously a prime suspect. 2026-06-20T01:10:07 I'm torn between saying to the vcpkg people: '3.4.4 vcpkg port update is abandoned, waiting until next ver cut with more goodies' or 'do MVP to get it updated since...it's been so long' 2026-06-20T01:10:12 any opinions? 2026-06-20T01:11:00 if we update again it will be much simpler right? I'm assuming just changing some hashes and stuff 2026-06-20T01:11:32 well, I'm doing work to eliminate patches, so I'd still need to do that round of patch elimination and I'd add the msdf flag again, but that's easy 2026-06-20T01:11:46 and I'd want to do that anyway like that's why I'm doing it 2026-06-20T01:12:07 the other option is to invlude msdfgen as an openmw dep and roll our own msdf implementation 2026-06-20T01:12:22 idk 2026-06-20T01:13:13 🤷 . None of this is that hard from my end, it's just a lot of...organization and 'what are we doing' work 2026-06-20T01:13:57 what's the issue with continuing to patch mygui? 2026-06-20T01:14:04 IDK, that's been very easy 2026-06-20T01:14:21 To me, the issue is having an edited vendored version of msdfgen in the repo 2026-06-20T01:14:43 well, also maybe to vcpkg (?) 2026-06-20T01:14:54 in the repo -> mygui repo* 2026-06-20T01:18:03 because relying on an edited version of msdfgen seems to raise a lot of...problems. 2026-06-20T01:49:09 Is map zooming supposed to be centered on the cursor (by supposed to mean I does it work like that for people) 2026-06-20T01:49:33 or does it like...move/zoom...in an unexpected way 2026-06-20T02:35:34 for people who are using normal mice/maybe not mac* 2026-06-20T02:37:05 Definitely on the cursor 2026-06-20T02:37:06 https://cdn.discordapp.com/attachments/260443767482482688/1517719911550550166/2026-06-19_21-36-34.mp4?ex=6a374e50&is=6a35fcd0&hm=d916f83876a7eadf42da9a13593812e29bd974cab08269df0b9227dc37ce336d& 2026-06-20T02:37:26 oh wow 2026-06-20T02:54:12 <.hemaris> it's weird and bad in the same way for me with both trackpad and mouse scroll 2026-06-20T05:57:31 This has been on the tracker for a while, my suspicion was that this had something to do with mouse position calculation on high DPI 2026-06-20T07:19:35 I'd look closely at MapWindow::zoomOnCursor 2026-06-20T07:20:27 @exalted_sun If you double-click, are you able to place a marker exactly where you clicked? 2026-06-20T08:04:41 @greatness7 does PayFine do anything weird during chargen? 2026-06-20T08:08:13 were you seeing some sus behavior or something? 2026-06-20T08:11:17 yeah 2026-06-20T08:13:16 my experience was: 2026-06-20T08:13:17 https://cdn.discordapp.com/attachments/260443767482482688/1517804517238898749/image.png?ex=6a379d1c&is=6a364b9c&hm=e3e3076145e8198202857f12582f80f42d4f3b6b3f6dedbba6070d8f347425cf& 2026-06-20T08:13:23 keeping the platter is the oddity 2026-06-20T08:13:23 Usually, stolen items which aren't in the player's inventory are confiscated at some point, but items that were picked up in Census and Excise are no longer tracked as stolen if you put them all away and let Ganciele "confiscate" them Ganciele's special crime greeting doesn't do anything special 2026-06-20T08:15:00 I think they are still confiscated outside if you never let Ganciele know you stole them 2026-06-20T08:16:34 It might not be particular to the PayFine function but that stolen flags are cleared at the end of chargen? There is a bunch of function call inside the pay fine function though so it will be hard to trace through all of them. 2026-06-20T08:17:01 It's not that 2026-06-20T08:17:17 if it was a flat flag clear then I would've kept more of my stuff in the above list of events 2026-06-20T08:17:39 I think it's somehow affected by having interacted with Ganciele's warning 2026-06-20T08:17:53 might not be specific to it, might be some kind of after-the-fact state check, hypothetically 2026-06-20T08:19:52 The first round of stealing was it before you finished the chargen menu (picking class/etc)? 2026-06-20T08:20:30 you can't pick stuff up until after you pick your class/sign and pick up your papers. then you're on your own chargen-wise until you get the popup about the magic ring. then the next forced chargen step is getting the caius quest from the last guy 2026-06-20T08:26:24 I see the PayFine function does call removeStolenFlag. So I assume the first time you got caught it removed the flags on those things 2026-06-20T08:28:22 now i have three possible scenarios for how this plays out in my head: - the rSF call is gated just by chargen progress, it removes it from the items in the world but not in your inventory - same, but it removes it from all items, even if they end up in the evidence chest (this would be very silly, but it's possible) - it happens SPECIFICALLY for the first time you get caught, independent of chargen progress 2026-06-20T08:28:46 3 would be easy to test, just do the platter trick but partly outside of chargen 2026-06-20T08:29:27 It also depends on the item types 2026-06-20T08:30:53 When you do PayFine it clears the stolen flags from all CLOT|LOCK|PROB|MISC|REPA|LIGH that were marked as stolen from that NPC 2026-06-20T08:31:15 why not the other types, i have no idea 😄 2026-06-20T08:34:53 Does that sound like it explains it? 2026-06-20T08:36:51 The items belong to a shady smuggler, not Ganciele 2026-06-20T08:39:36 It tracks the NPC you stole from. Not just the guard that triggered the PayFine d ialogue 2026-06-20T08:44:06 yes but isn't that normal outside of chargen 2026-06-20T08:45:38 From his description it sounds like: 1) Steals initial items. 2) Gets caught, triggers PayFine. 3) Game clears stolen flag from all [CLOT|LOCK|PROB|MISC|REPA|LIGH] records belonging to Shady Smuggler 4) Goes to next room, steal more stuff. 5) Attack guards, PayFine, everything in the 2nd theft wave gets confiscated. 2026-06-20T08:45:51 getting an item of those types not confiscated once doesn't mean it won't be confiscated later 2026-06-20T08:46:42 The likely explanation for why some things in the 2nd wave don't get taken is just that not all of them have owner (IIRC) 2026-06-20T08:46:58 I specifically tested things with an owner 2026-06-20T08:47:25 I'm going off wareya's msg, what was your test? 2026-06-20T08:49:50 yes, the only item with an owner that i was left with was the platter 2026-06-20T08:49:54 the others didn't have owners 2026-06-20T08:54:25 ok hold on I was testing Arrille's Mazte 2026-06-20T08:55:09 No, doesn't track 2026-06-20T08:56:10 It seems that the theftOwner actually only gets tracked in a menumode struct. The non-menumode struct gets cleared too fast 2026-06-20T08:56:59 Assuming your described behavior is not chargen-specific, this sequence: - steal a bottle of mazte (potion), steal a bottle (misc) - put them on the ground - PayFine - pick them up - PayFine should remove the mazte and keep the bottle, but it removes both 2026-06-20T08:59:55 my game is broken atm i cant even launch 😅 have some compile errors in mge i need to resolve. There's two branches, one where it reads a global stolenFrom actor, and another were it reads stolenFrom off of the crime witness. 2026-06-20T09:02:50 https://mwse.github.io/MWSE/types/tes3actionData/ if you have MWSE installed. check this field from the lua console 2026-06-20T09:02:57 .actionData.stolenFrom 2026-06-20T09:03:45 it checks that value, on the guard that caught you, and clears the stolen flag from everything of those types stolen from that actor 2026-06-20T09:06:17 maybe items that were personally witnessed by ganciele? 2026-06-20T09:07:07 a shady smuggler is the only owner of items in the office 2026-06-20T09:07:39 the guard personally witnessing theft seems like something i haven't looked at outside chargen 2026-06-20T09:08:51 that its stored on the guard's own actionData member does seem to point toward that being the case 2026-06-20T09:09:51 https://cdn.discordapp.com/attachments/260443767482482688/1517818752819925023/image.png?ex=6a37aa5e&is=6a3658de&hm=896e8094257199ca4ec6337b253516ebf53153a19eaf6cdd845702a90cd27d21& 2026-06-20T09:09:55 got my MW to run 2026-06-20T09:10:10 so yea after stealing the platter, that guards .stolenFrom is shady smuggler 2026-06-20T09:11:05 wait, what is that for 2026-06-20T09:11:17 is it a separate theft tracking system 2026-06-20T09:11:35 is it a single actor 2026-06-20T09:12:06 Yea, it's just one value. There is technically a list of crimeEvents that each have different metadata, but the game just drains those and doesn't persist. Only the most recent one persists in this field. 2026-06-20T09:12:25 There is a separate global for menumode crimes that has priority over this one 2026-06-20T09:12:28 ??? why have it 2026-06-20T09:12:43 why have which? 2026-06-20T09:12:49 this stolen from thing 2026-06-20T09:13:01 well as I mentioned above, they use it to clear stolen flags. 2026-06-20T09:13:47 and what does the normal stolen flag clearing go through 2026-06-20T09:13:55 as this is clearly non-standard 2026-06-20T09:14:17 seems like a :todd: design decision. maybe they wanted to have tutorial theft items not be confiscated, but wanted to limit it to only items that the guard watched you steal, or vice versa? 2026-06-20T09:14:52 I think they just didn't want to store a whole array of crime events on each NPC. 2026-06-20T09:14:53 the set of bits of data going into this decision don't seem to make sense for the observable behavior, in terms of game design, so i think the easiest explanation is that they were kind of messing around with multiple different ideas and didn't strip everything out 2026-06-20T09:14:57 So they just stored the most recent. 2026-06-20T09:15:24 if the guards confiscate items they haven't witnessed the theft of, do their stolen flags not get cleared??? 2026-06-20T09:15:36 and what about items that aren't of those types? 2026-06-20T09:15:55 It only clears the flag for items of those specific types that were stolen from that specific actor. 2026-06-20T09:16:00 what 2026-06-20T09:16:32 do items get confiscated forever if you stole them once and the guard didn't see it? this doesn't make sense 2026-06-20T09:17:11 I think so, from reading this code. 😄 Let me see if the removeStolenFlag is used anywhere else 2026-06-20T09:17:55 Nope, it's only used in these PayFine and PayFineThief, both wiht same logic 2026-06-20T09:19:37 does MCP patch this- it does patch this Prevents guards from always taking items they have confiscated previously. When you pay a fine to guards or go to prison, they take all items that you have stolen at least one of. However, after paying, the guards will still keep taking the same items every time you are caught in the future. This fix prevents future confiscation of items they have taken from you, once you have 2026-06-20T09:19:37 paid the fine or done prison time. 2026-06-20T09:19:50 :ur: 2026-06-20T09:20:51 so there's a mechanic that makes it so items are not confiscated forever but it's completely broken 2026-06-20T09:20:59 good job todd 2026-06-20T09:21:39 😄 nice i didnt know there was a MCP fix 2026-06-20T09:22:05 it doesn't remove this mechanic so it becomes a little surreal 2026-06-20T09:22:31 so what you're saying is i can do the platter trick even after the tutorial, i just lose money 2026-06-20T09:22:45 "how to buy items that aren't for sale" 2026-06-20T09:23:03 it was classic exploit in xbox days 2026-06-20T09:23:21 and you specifically have to bring a guard along with you? 2026-06-20T09:24:08 guess so... 2026-06-20T09:24:34 well im sure everyone is used to that MCP fix so you dont have to replicate the old behavior 2026-06-20T09:24:37 not just bring, force them to witness your theft 2026-06-20T09:24:49 abdu believes it's deliberate 2026-06-20T09:25:01 well it is sort of deliberate but... sigh, deep sigh 2026-06-20T09:26:02 ok I think the part where ownership is getting cleared unconditionally even if the item is not confiscated is not deliberate 2026-06-20T09:27:10 holy shit. i just waited (not rested) for 1 hour in the ground floor of the tradehouse in front of arille and then i couldn't wait again because it said there were enemies. then i went upstairs and there was a DB assassin 2026-06-20T09:27:15 mw.exe is so broken 2026-06-20T09:27:36 or the part where the guard can't keep track of anything that he didn't see, or the part where only specific types of items are getting their ownership cleared 2026-06-20T09:27:59 that's most of the mechanic, actually, why do we even bother 2026-06-20T09:28:08 it seems like they didnt want expensive items to be exploitable as easy 2026-06-20T09:28:49 exploitable how? they're still getting confiscated 2026-06-20T09:28:52 am i the first person to ever get attacked by a DBA inside of the tradehouse 2026-06-20T09:29:04 nope got it to happen again 2026-06-20T09:29:15 As in you don't get stolen flag removed from that 180k gold daedric sword or what ever 2026-06-20T09:29:18 i thought DBAs only spawned on rest 2026-06-20T09:29:54 do you mean they could have run into the bug where putting the sword away makes it invincible to confiscation and decided to limit the types to this assortment 2026-06-20T09:30:03 morrowind doesn't have a fence system remember. if it's not the current stolen owner you can sell it to whoever 2026-06-20T09:30:21 so it would still be trivial to exploit either way 2026-06-20T09:30:23 yes but you would at least have to worry about it getting taken by guards all the time 2026-06-20T09:30:49 well, only clear the flag when the item is actually getting confiscated and then there's no issue 2026-06-20T09:31:57 They seemingly wanted paying the fine or serving jail time to be forgive-for-all-sins-against-that-actor kind of thing 2026-06-20T09:32:51 the whole crime system is so jank 2026-06-20T09:33:10 ok -> finish chargen, get some money -> go back into chargen (sellus's office) -> open inventory, pick up warehouse key, put it down -> close inventory, get caught, pay 300 gold -> pick up warehouse key, pick up bowl (theft) -> pay fine -> lose bowl, keep key 2026-06-20T09:34:07 a weird way to buy things 2026-06-20T09:34:43 they hardcode the id=="gold_001" everywhere 😄 2026-06-20T09:34:54 well if you think about it this makes more sense than taking the item and the full value of the item in gold 2026-06-20T09:35:00 every system that interacts with misc item types, always have to remember to hardcode that id lol 2026-06-20T09:35:45 all just so you can drop piles of money i guess 😄 2026-06-20T12:28:35 @anyoldname3 2026-06-20T13:37:21 Was this the issue https://gitlab.com/OpenMW/openmw/-/work_items/8226? The trackpad fixes like actually being able to do anything, but doesn’t fix the centering. So there was like….two separate issues I guess. I’ll check the map marker thing later 2026-06-20T14:56:26 Anyone doing pull requests on releases for linux? Im on void. 2026-06-20T15:02:25 What exactly are you looking into? 2026-06-20T16:42:05 *** ChanServ sets mode: +v OpenMW-bridge 2026-06-20T17:21:42 0.51 2026-06-20T17:22:30 Void Linux packaging is handled by third party 2026-06-20T17:23:30 https://github.com/void-linux/void-packages/tree/master/srcpkgs/openmw 2026-06-20T17:24:03 As for first party, we don't exactly "have" pull requests you might be thinking of, not yet 2026-06-20T17:25:02 Didn't know 2026-06-20T17:54:40 looks pretty accurate/spot on. I'm going to try looking into the map zooming myself since I would be easily able to verify if changes work 😂 2026-06-20T18:05:57 Does anyone know the purpose of Store https://gitlab.com/OpenMW/openmw/-/blob/3f11df1dfdccae5a553e111c0563a6413512b1d3/apps/openmw/mwworld/store.hpp#L471-495 ? It does not seem to be used anywhere now and in the original PR (https://github.com/OpenMW/openmw/pull/2413). 2026-06-20T18:26:32 *** ChanServ sets mode: +v OpenMW-bridge 2026-06-20T18:26:55 @Server Staff 2026-06-20T18:26:55 https://cdn.discordapp.com/attachments/260443767482482688/1517958857849307329/image.jpg?ex=6a382cda&is=6a36db5a&hm=c73c9ea6e506376762c5688eb12f03a6d71d4e6b69a42dd5693bdebb62b8bfe0& 2026-06-20T18:27:07 *** ChanServ sets mode: +v OpenMW-bridge 2026-06-20T18:27:18 <.gonzo.> ??? the bots are notifying the server staff pre-emptively now? 2026-06-20T18:27:29 :todd: 2026-06-20T18:27:35 yeah it's the first role in the role list for whatever reason 2026-06-20T18:28:15 I mean if they are gonna notify the dev team to ban them that's pretty gracious of the bots 2026-06-20T18:29:51 this is a good thing, ethical scammers 2026-06-20T18:37:36 Did no one create a video tutorial of how to benchmark OpenMW with the bundled benchmark tool? 2026-06-20T18:38:06 Does it open the game too? 2026-06-20T18:38:44 What are its most useful "strength"? 2026-06-20T18:44:43 Claude came in clutch again and has a 4 line fix. IRONICALLY, it's the same file/area as my current PR. I guess I might as well just push it to it, or would you rather me make another one (I ask since you approved it already @Capo ) 2026-06-20T19:07:29 diff --git a/components/sdlutil/sdlinputwrapper.cpp b/components/sdlutil/sdlinputwrapper.cpp index dfa01f5ee8..afdf16b881 100644 --- a/components/sdlutil/sdlinputwrapper.cpp +++ b/components/sdlutil/sdlinputwrapper.cpp @@ -450,6 +450,11 @@ namespace SDLUtil packEvt.zrel = zrel; packEvt.z = mMouseZ; packEvt.type = SDL_MOUSEWHEEL; + + #if SDL_VERSION_ATLEAST(2, 26, 0) 2026-06-20T19:07:30 + packEvt.x = evt.wheel.mouseX * mScaleX; + packEvt.y = evt.wheel.mouseY * mScaleY; + #endif } for ref, the reasoning beyond that it is getting the fresh mouse position rather than perhaps an outdated one 2026-06-20T19:50:09 the only weirdness is that the world/local toggle button was like flashing/flickering when I scrolled with it....idk if that's typical behavior 2026-06-20T19:56:11 I wanted to immediately say "no, that isn't normal" but then I tested in 0.51 and ... this kind of button flickering? 2026-06-20T19:56:12 https://cdn.discordapp.com/attachments/260443767482482688/1517981409959219291/2026-06-20_14-55-33.mp4?ex=6a3841da&is=6a36f05a&hm=6e7a6fdcd8eefa9e558b0f791c4df7c8fedeb41d6f42795dd1f36d967c53e119& 2026-06-20T20:05:02 Yes! 2026-06-20T20:07:07 Well I suppose you're in luck then 🙂 2026-06-20T20:12:08 The fact that you can zoom so much to swap maps is…interesting ?? 2026-06-20T20:13:01 IIRC someone requested that in the MR 2026-06-20T20:13:15 Its rather neat. 2026-06-20T20:13:55 Agreed, it’s kinda like unexpected but makes sense 2026-06-20T20:15:15 JRPG/Strategy games sometimes do that 2026-06-20T20:25:11 Oh its intentional by the author but was initially limited before this: https://gitlab.com/OpenMW/openmw/-/merge_requests/275#note_421758625 2026-06-20T22:23:55 I want to improve some of the Lua UI docs with examples (plus resulting imagery). The image-hosting docs repo is separate, so this would result in - One MR for the main OpenMW repo - One MR for the docs repo But because the main MR would need the image URL in the MR for review, the MR for the docs must be made, approved, merged first. However, if the main repo MR needs modifications then I'd have to make a new MR (let's 2026-06-20T22:23:55 same new images are needed or unused ones removed) in the docs repo. Is this right?