# openmw openmw-0.48.0 — OpenMW 0.48.0 Released! - Product: openmw (https://whatsnew.fyi/product/openmw) - Vendor: OpenMW - Date: 2023-07-22 - Version: openmw-0.48.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.48.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.48.0 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Lua scripting API - **added** — Post-processing shader framework - **added** — Fonts and GUI layout files are now overridable through the VFS - **added** — TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation - **added** — GUI localisation support in French, German, Russian and Swedish - **added** — Character's head can be rotated in the preview area using the mouse wheel during character creation - **added** — TrueType font settings can be changed in the launcher - **added** — Repeat flag is supported for AI package script commands - **added** — Help console command that prints OpenMW's version string and every available command - **added** — APPLIED_ONCE spell effect flag has been properly implemented - **added** — Spell effect expiry is now tracked - **added** — Active spell effects are cleared from actors that are removed from the scene - **added** — Telekinesis now extends the activation range of activators - **added** — Gloss-mapping support - **added** — Optional zoom in and out for the in-game map - **added** — Default error marker model is now embedded into the engine - **added** — Generated navigation meshes are now cached on your storage device - **added** — Data directories can be set up and BSA archives can be registered through the launcher - **added** — No Camera Collision flag is properly implemented for NIF nodes - **added** — In-game log viewer assigned to F10 - **changed** — EXTRA SPELL spell effect expiry now triggers re-equipment - **changed** — Commas are treated as whitespace in scripts - **changed** — Ignored ESM record flag is now respected - **changed** — Directory configuration files can be read from a manually specified location to produce portable OpenMW distributions - **changed** — Every object instance in the game can now be uniquely identified - **changed** — Exponential fog support - **changed** — Sky blending support - **changed** — Optimised Collada model skinning - **changed** — Alpha testing support for Collada models - **changed** — Wizard warns the user if the used version of Morrowind is unrecognised and potentially too old - **changed** — Dimensions of the in-game settings window are saved and loaded - **changed** — Topics will not be considered exhausted if they can produce a hyperlink to a new topic - **changed** — Optional creature damage that damages armour - **added** — FFmpeg 5 support The OpenMW team is proud to announce the release of version 0.48.0 of our open-source engine! So what does another fruitful year of diligent work bring us this time? The two biggest improvements in this new version of OpenMW are the long-awaited post-processing shader framework and an early version of a brand-new Lua scripting API! Both of these features greatly expand what the engine can deliver in terms of visual fidelity and game logic. As usual, we've also solved numerous problems major and minor, particularly pertaining to the newly overhauled magic system and character animations. Read the full list of changes below! **Known Issues:** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * Performance of enchanted ranged weapons (e.g., darts) isn’t as good as other projectiles’ performance * \[[\#7354](https://gitlab.com/OpenMW/openmw/-/issues/7354)\] If reverse Z depth buffer and soft particles are off or unsupported, disabling all post-processing in-game will trigger a crash * Rarely, quitting the game may crash it on some setups for an unclear reason. If you encounter such an issue, please send us feedback regarding its circumstances **New Engine Features:** * *by ptmikheev, uramer and others* * \[[\#5996](https://gitlab.com/OpenMW/openmw/-/issues/5996)\] Lua scripting API * *by akortunov* * \[[\#4974](https://gitlab.com/OpenMW/openmw/-/issues/4974)\] Fonts and GUI layout files are now overridable through the VFS * \[[\#4975](https://gitlab.com/OpenMW/openmw/-/issues/4975)\] TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation * \[[\#6867](https://gitlab.com/OpenMW/openmw/-/issues/6867)\] GUI localisation support. Most of the previously hardcoded strings have been localised in French, German, Russian and Swedish * \[[\#6925](https://gitlab.com/OpenMW/openmw/-/issues/6925)\] In the character creation widget, the character's head can be rotated in the preview area using the mouse wheel, as if you scrolled the slider below it * \[[\#6941](https://gitlab.com/OpenMW/openmw/-/issues/6941)\] TrueType font settings can be changed in the launcher * *by Assumeru/Evil Eye* * \[[\#1465](https://gitlab.com/OpenMW/openmw/-/issues/1465), [\#6177](https://gitlab.com/OpenMW/openmw/-/issues/6177)\] 'Repeat' flag is supported for AI package script commands. * \[[\#2780](https://gitlab.com/OpenMW/openmw/-/issues/2780)\] 'Help' console command, which prints OpenMW's version string and every available command * \[[\#4297](https://gitlab.com/OpenMW/openmw/-/issues/4297)\] The remnants of 'APPLIED_ONCE' spell effect flag have been properly implemented * \[[\#4414](https://gitlab.com/OpenMW/openmw/-/issues/4414)\] EXTRA SPELL spell effect expiry now triggers re-equipment * \[[\#5198](https://gitlab.com/OpenMW/openmw/-/issues/5198)\] Spell effect expiry is now tracked * \[[\#5454](https://gitlab.com/OpenMW/openmw/-/issues/5454)\] Active spell effects are cleared from actors that are removed from the scene for any reason * \[[\#5489](https://gitlab.com/OpenMW/openmw/-/issues/5489)\] Telekinesis also extends the activation range of activators, like in Morrowind Code Patch * \[[\#6380](https://gitlab.com/OpenMW/openmw/-/issues/6380)\] Commas are treated as whitespace in scripts, heavily loosening the restrictions on their use * \[[\#6699](https://gitlab.com/OpenMW/openmw/-/issues/6699)\] 'Ignored' ESM record flag is now respected * *by Capo* * \[[\#6541](https://gitlab.com/OpenMW/openmw/-/issues/6541)\] Gloss-mapping support * *by Cédric Mocquillon* * \[[\#3616](https://gitlab.com/OpenMW/openmw/-/issues/3616)\] Optional: You can now zoom the in-game map in and out * \[[\#6248](https://gitlab.com/OpenMW/openmw/-/issues/6248)\] A default error marker model is now embedded into the engine * *by Dominique Martinet* * \[[\#6631](https://gitlab.com/OpenMW/openmw/-/issues/6631)\] FFmpeg 5 support * * _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.48.0]_