After approximately 10 months in a release candidacy phase, OpenMW 0.48 has finally been released. A list of changes can be found in the link.
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.
A full list of changes can be found in the link to Gitlab.
What is OpenMW?
"OpenMW is a free, open source, and modern engine which re-implements and extends the 2002 Gamebryo engine for the open-world role-playing game The Elder Scrolls III: Morrowind."
It is an excellent way to play Morrowind on modern systems, and on alternative systems other than MS Windows. It requires the a copy of the original game data from Morrowind, as OpenMW does not include assets or any other game data - it is simply a recreation of the game engine. OpenMW can be found on Flathub for Linux users here. https://flathub.org/apps/org.openmw.OpenMW
I want to use global keyboard shortcuts with Wayland that can be defined in the application, not the compositor. This makes using Wayland much more difficult for me.
And I also want to use proper Flatpak file permissions, but for Flatpaks to stop generating fake stupid random file paths so that this common issue stops being an issue:
Come in and set the file path to my games directory in my emulator. It works fine. Come back a few days later and it loses all memory of games, because it is receiving a file path from a portal that no longer exists.