{"action":"created","comment":{"url":"https://api.github.com/repos/OpenMW/openmw/pulls/comments/45570369","id":45570369,"diff_hunk":"@@ -1,244 +1,709 @@\n-# WARNING: Editing this file might have no effect, as these\n-# settings are overwritten by your user settings file.\n+# WARNING: Editing this file might have no effect, as these settings\n+# are overwritten by your user settings file.  Your user settings file\n+# varies with your operating system:\n+#\n+# Linux: $HOME/.config/openmw\n+# Mac: $HOME/Library/Preferences/openmw\n+# Windows: C:\\Users\\Username\\Documents\\my games\\openmw\n+#   This path may vary depending on your installation hard drive, your\n+#   Windows username, and your default language.\n+#\n+# Additionally, the user settings file is often written to disk when\n+# exiting OpenMW, so comments and changes to that file may also be\n+# discarded after running OpenMW.  While most changes to the file will\n+# reflect setting changes made in game, some settings can have a wider\n+# range of values in the settings file than the GUI settings widgets\n+# allow.  You may want to exercise some caution and backup this file\n+# when editing it by hand.\n \n-[Video]\n-resolution x = 800\n-resolution y = 600\n-\n-fullscreen = false\n-window border = true\n-screen = 0\n-\n-# Minimize the window if it loses key focus?\n-minimize on focus loss = true\n+[Camera]\n \n-# Valid values: 0 for no antialiasing, or any power of two\n-antialiasing = 0\n+# This floating point setting controls the distance to the near\n+# clipping plane.  The value must be greater than zero.  Values\n+# greater than approximately 18.0 will occasionally clip objects in\n+# the world in front of the character.  Values greater than\n+# approximately 8.0 will clip the character's hands in first person\n+# view and/or the back of their head in third person view.\n+near clip = 5.0\n+\n+# This boolean setting determines whether objects that render to one\n+# pixel or smaller will be culled.  It generally improves performance\n+# to enable this feature.\n+small feature culling = true\n \n-vsync = false\n+# Set the maximum visible distance.  Larger values significantly\n+# improve rendering in exterior spaces, but also increase the amount\n+# rendered geometry and significantly reduce the frame rate.  This\n+# value is a floating point value that defaults to 6666.0.  This value\n+# interacts with the \"exterior cell load distance\" setting in that\n+# it's probably undesired for this value to provide visibility into\n+# cells that have not yet been loaded.  When cells are visible before\n+# loading, the geometry will \"pop-in\" suddenly, creating a jarring\n+# visual effect.  To prevent this effect, this value must be less\n+# than:\n+#\n+#   8192 * exterior cell load distance - 1024\n+#\n+# The constant 8192 is the size of a cell, and 1024 is the threshold\n+# distance for loading a new cell.  Additionally, the \"field of view\"\n+# setting also interacts with this setting because the view frustrum\n+# end is a plane, so you can see further at the edges of the screen\n+# than you should be able to.  This can be observed in game by looking\n+# at distant objects and rotating the camera so the object are near\n+# the edge of the screen.  As a result, the \"viewing distance\" setting\n+# should further be reduced by a factor that depends on the \"field of\n+# view\" setting.  In the default configuration this reduction is 7%.\n+# Using this factor, approximate values recommended for other\n+# \"exterior cell load distance\" settings are: 14285 for 2 cells, 21903\n+# for 3 cells, 29522 for 4 cells, and 35924 for 5 cells.\n+# \n+# Reductions of up 25% or more can be required to completely eliminate\n+# pop-in for wide fields of view and long viewing distances near the\n+# edges of the screen, but such situations are unusual and probably\n+# not worth the performance penalty introduced by loading geometry\n+# obscured by fog in the center of the screen.\n+#\n+# This setting can be adjusted in game from the ridiculously low value\n+# of 2000 to a maximum of 6666, using the \"View Distance\" slider in\n+# the Detail tab of the Video panel of the Options menu.  See\n+# RenderingManager::configureFog for the relevant source code.\n+viewing distance = 6666.0\n \n-gamma = 1.00\n-contrast = 1.00\n+[Cells]\n \n-# Maximum framerate in frames per second, 0 = unlimited\n-framerate limit = 0\n+# This integer setting determines the number of exterior cells\n+# adjacent to the character that will be loaded for rendering.  It\n+# interacts with \"viewing distance\" and \"field of view\" as described\n+# previously, and it is generally very wasteful for this value to load\n+# geometry than will almost never be visible due to viewing distance\n+# and fog.  For low frame rate screenshots of scenic vistas, this\n+# setting should be set high, and viewing distances adjusted\n+# accordingly.  This value must be greater than or equal to 1.\n+exterior cell load distance = 1\n \n [GUI]\n-scaling factor = 1.0\n \n-# 1 is fully opaque\n+# These two settings determine the background color of the tool tip\n+# and the crosshair when hovering over an item owned by an NPC.  The\n+# color definitions are composed of four floating point values between\n+# 0.0 and 1.0 inclusive, representing the red, green, blue and alpha\n+# channels.  The alpha value is currently ignored.  The crosshair\n+# color will have no effect if the \"crosshair\" setting in the HUD\n+# section is disabled.  These colors are used only if the \"show owned\"\n+# setting is enabled in the Game section.\n+color background owned = 0.15 0.0 0.0 1.0\n+color crosshair owned = 1.0 0.15 0.15 1.0\n+\n+# This boolean setting enables or disables the \"red flash\" overlay\n+# that provides a visual clue when the character has taken damage.\n+hit fader = true\n+\n+# This floating point setting controls the transparency of the GUI\n+# windows.  The value should be between 0.0 (transparent) and 1.0\n+# (opaque).  The setting can be adjusted in game with the \"Menu\n+# Transparency\" slider in the Prefs panel of the Options menu.\n menu transparency = 0.84\n \n-# 0 - instantly, 1 - max. delay\n-tooltip delay = 0\n+# This floating point setting scales the GUI interface windows.  The\n+# value must be greater than 0.0.  A value of 1.0 results in the\n+# default scale.  Values much larger than 2.0 may result in user\n+# interface components being inaccessible.\n+scaling factor = 1.0\n+\n+# Stretch or shrink the introductory movie, new game screen, and\n+# loading screens to fill the specified video resolution.  The default\n+# assets have a 4:3 aspect ratio, but other assets may have other\n+# resolutions.  If this setting is false, the assets will be centered\n+# in their correct aspect ratio.\n+stretch menu background = false\n \n+# Enable or disable subtitles for NPC spoken dialog (and some sound\n+# effects).  Subtitles will appear in a tool tip box in the lower\n+# center of the screen.  The setting can be toggled in game with the\n+# \"Subtitles\" button in the Prefs panel of Options menu.\n subtitles = false\n \n-hit fader = true\n+# Set the delay between when you begin hovering over an item and when\n+# it's tooltip appears.  This setting is a floating point value\n+# between 0.0, which displays the tool tip instantly and 1.0 which\n+# results in the maximum delay (approximately 1.5 seconds).  This\n+# setting does not affect the tooltip delay for object under the\n+# crosshair in the \"look mode\", only widgets in the GUI windows.  This\n+# setting can be adjusted in game with the \"Menu Help Delay\" slider in\n+# the Prefs panel of the Options menu.\n+tooltip delay = 0.0\n+\n+# Enable or disable the werewolf overlay.  Unable to evaluate fully\n+# due to issues with becoming a werewolf.\n werewolf overlay = true\n \n-stretch menu background = false\n+[Game]\n \n-# colour definitions (red green blue alpha)\n-color background owned = 0.15 0 0 1\n-color crosshair owned = 1 0.15 0.15 1\n+# If this boolean setting is true, the character will always use the\n+# most powerful attack when striking with a weapon (chop, slash or\n+# thrust).  If this setting is false, the type of attack is determined\n+# by the direction that the character is moving at the time the attack\n+# begins.  The setting can be toggled with the \"Always Use Best\n+# Attack\" button in the Prefs panel of the Options menu.\n+best attack = false\n \n-[General]\n-# Camera field of view\n-field of view = 55\n+# This integer setting adjusts the difficulty of the game and is\n+# intended to be in the range -100 to 100 inclusive.  Given the\n+# default game setting for fDifficultyMult of 5.0, a value of -100\n+# results in the player taking 80% of the usual damage, doing 6 times\n+# the normal damage.  A value of 100 results in the player taking 6\n+# times as much damage, but inflicting only 80% of the usual damage.\n+# Values less than -500 will result in the player receiving no damage,\n+# and values greater than 500 will result in the player inflicting no\n+# damage.  The setting can be controlled in game with the Difficulty\n+# slider in the Prefs panel of the Options menu.\n+difficulty = 0\n+\n+# Show the remaining duration of magic effects and lights if this\n+# boolean setting is true.  The remaining duration is displayed in the\n+# tooltip by hovering over the magical effect.\n+show effect duration = false\n \n-# Texture filtering mode. valid values:\n-# bilinear\n-# trilinear\n-texture filtering =\n+# Enable visual clues for items owned by NPCs when the crosshair is on\n+# the object.  If the setting is 0, no clues are provided which is the\n+# default Morrowind behavior.  If the setting is 1, the background of\n+# the tool tip for the object is highlight in the color specified by\n+# the \"color background owned\" setting in the \"GUI\" section.  If the\n+# setting is 2, the crosshair is the color of the \"color crosshair\n+# owned\" setting in the \"GUI\" section.  If the setting is 3, both the\n+# tool tip background and the crosshair are colored.  Settings 2 and 3\n+# only color the crosshair if it's enabled in the \"HUD\" section.\n+show owned = 0\n \n+[General]\n+\n+# Set the maximum anisotropic filtering on textures.  Anisotropic\n+# filtering is a method of enhancing the image quality of textures on\n+# surfaces that are at oblique viewing angles with respect to the\n+# camera.  Valid values range from 0 to 16.  Modern video cards can\n+# often perform 8 or 16 anisotropic filtering with a minimal\n+# performance impact.  This effect of this setting can be seen in the\n+# Video panel of the Options menu by finding a location with straight\n+# lines (striped rugs and Balmora cobblestones work well) radiating\n+# into the distance, and adjusting the anisotropy slider.  This\n+# setting can be changed in game using the \"Anisotropy\" slider in the\n+# Detail tab of the Video panel of the Options menu.\n anisotropy = 4\n \n+# Sets the camera field of view in degrees.  Recommended values range\n+# from 30 degrees to 110 degrees.  Small values provide a very narrow\n+# field of view that creates a \"zoomed in\" effect, while large values\n+# cause distortion at the edges of the screen.  The \"field of view\"\n+# setting interacts with aspect ratio of your video resolution in that\n+# more square aspect ratios (e.g. 4:3) need a wider field of view to\n+# more resemble the same field of view on a widescreen (e.g. 16:9)\n+# monitor.  This setting can be adjusted in game from the Video tab of\n+# the Video panel of the Options menu using the \"Field of View\"\n+# slider.\n+field of view = 55.0\n+\n+# Specify the format for screenshots taken by pressing F12.  This\n+# setting should be the file extension commonly associated with the\n+# desired format.  The formats supported will be determined at\n+# compilation, but \"jpg\", \"png\", and \"tga\" should be allowed.\n screenshot format = png\n \n-[Shadows]\n-# Shadows are only supported when object shaders are on!\n-enabled = false\n+# Set the isotropic texture filtering mode to bilinear or trilinear.\n+# Bilinear filtering is a texture filtering method used to smooth\n+# textures when displayed larger or smaller than they actually are.\n+# Bilinear filtering is reasonably accurate until the scaling of the\n+# texture gets below half or above double the original size of the\n+# texture.  Trilinear filtering is an extension of the bilinear\n+# texture filtering method, which also performs linear interpolation\n+# between mipmaps.  Both methods use mipmaps in OpenMW, and the\n+# corresponding OpenGL modes are LINEAR_MIPMAP_NEAREST and\n+# LINEAR_MIPMAP_LINEAR.  Trilinear filtering produces better texturing\n+# at a minimal cost on modern video cards.  This setting can be\n+# changed in game using the \"Texture filtering\" pull down in the\n+# Detail tab of the Video panel of the Options menu.\n+texture filtering = trilinear\n \n-# Split the shadow maps, allows for a larger shadow distance\n-split = false\n+[HUD]\n \n-# Increasing shadow distance will lower the shadow quality.\n-# Uses \"shadow distance\" or \"split shadow distance\" depending on \"split\" setting.\n-shadow distance = 1300\n-# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.\n-split shadow distance = 14000\n+# This boolean setting determines whether the crosshair or reticle is\n+# displayed.  If this setting is disabled it will override \"show\n+# owned\" and \"color crosshair owned\".  This setting can be toggled\n+# with the \"Crosshair\" button in the Prefs panel of the Options menu.\n+crosshair = true\n \n-# Size of the shadow textures, higher means higher quality\n-texture size = 1024\n+[Input]\n \n-# Turn on/off various shadow casters\n-actor shadows = true\n-misc shadows = true\n-statics shadows = true\n-terrain shadows = true\n+# Allow zooming in and out using the middle mouse wheel in third\n+# person view.\n+allow third person zoom = false\n \n-# Fraction of the total shadow distance after which the shadow starts to fade out\n-fade start = 0.8\n+# If this boolean setting is true, the character is running by\n+# default, otherwise the character is walking by default.  The shift\n+# key will temporarily invert this setting, and the caps lock key will\n+# invert this setting while it's \"locked\".  Confusingly, this setting\n+# is updated every time you exit the game, based on whether the caps\n+# lock key was on or off at the time you exited.\n+always run = false\n \n-debug = false\n+# This floating point setting controls the camera/mouse sensitivity\n+# when in \"look mode\".  The default sensitivity is 1.0, with smaller\n+# values requiring more mouse movement, and larger values requiring\n+# less.  This setting is multiplicative in magnitude.  This setting\n+# does not affect mouse speed in GUI mode.\n+camera sensitivity = 1.0\n \n-[HUD]\n-crosshair = true\n+# This floating point setting controls the vertical camera/mouse\n+# sensitivity relative to the horizontal sensitivity (see \"camera\n+# sensitivity\") above.  It is multiplicative with the previous\n+# setting, meaning that it should remain set at 1.0 unless the player\n+# desires to have different sensitivities in the two axes.\n+camera y multiplier = 1.0\n \n-[Objects]\n-shaders = true\n+# OpenMW will capture control of the cursor if this boolean setting is\n+# true.  In \"look mode\", OpenMW will capture the cursor regardless of\n+# the value of this setting (since the cursor/crosshair is always\n+# centered in the OpenMW window).  However, in GUI mode, this setting\n+# determines the behavior when the cursor is moved outside the OpenMW\n+# window.  If true, the cursor movement stops at the edge of the\n+# window preventing access to other applications.  If false, the\n+# cursor is allowed to move freely on the desktop.\n+#\n+# This setting does not apply to the screen where escape has been\n+# pressed, where the cursor is never captured.  Regardless of this\n+# setting \"Alt-Tab\" or some other operating system dependent key\n+# sequence can be used to allow the operating system to regain control\n+# of the mouse cursor.  This setting interacts with the \"minimize on\n+# focus loss\" setting by affecting what counts as a focus loss.\n+# Specifically on a two-screen configuration it may be more convenient\n+# to access the second screen with setting disabled.\n+grab cursor = true\n+\n+# Invert the vertical axis while in \"look mode\".  If this setting is\n+# true, moving the mouse away from the player will look down, while\n+# moving it towards the player will look up.  This setting does not\n+# affect cursor movement in GUI mode.\n+invert y axis = false\n+\n+# This boolean setting causes the behavior of the sneak key (Ctrl by\n+# default) to toggle sneaking on and off rather than requiring the key\n+# to be held while sneaking.  Players that spend significant time\n+# sneaking may find the character easier to control with this option\n+# enabled.\n+toggle sneak = false\n+\n+# This setting continues to be loaded and saved, but has no known\n+# effect.  Presumably it and a related but also removed option named\n+# \"ui y sensitivity\" used to control mouse sensitivity while in GUI\n+# mode.  The default value is 1.0.\n+ui sensitivity = 1.0\n \n [Map]\n-# Adjusts the scale of the global map\n+\n+# It is not currently possible to control how many adjacent cells are\n+# displayed in the map.  It appears that this is hardcoded to one\n+# adjacent cell (3x3) in the code.  These settings control the canvas\n+# and resolution sizes, and therefore the amount of panning required\n+# to see the entire map, and the level of detail visible.\n+\n+# This integer setting adjusts the scale of the world map in the GUI\n+# mode map display. The value is the width in pixels of each cell in\n+# the map, so larger values result in larger more detailed world maps,\n+# while smaller values result in smaller less detailed world maps.\n+# However, the native resolution of the map source material appears to\n+# be 9 pixels per unexplored cell and approximately 18 pixels per\n+# explored cell, so values larger than 36 don't produce much\n+# additional detail.  Similarly, the size of place markers is\n+# currently fixed at 12 pixels, so values smaller than this result in\n+# overlapping place markers.  Values from 12 to 36 are recommended.\n+# For reference, Vvardenfell is approximately 41x36 cells.\n global map cell size = 18\n \n+# This integer setting controls the zoom level for the HUD map display\n+# (the map in the lower right corner while not in GUI mode).  A value\n+# of 64 results in the HUD map displaying one exterior cell.  Since\n+# the GUI mode map displays 3x3 cells, a value of approximately 21\n+# displays the same area as the GUI mode map.  Larger values increase\n+# the level of zoom, while smaller values are wasteful.\n+#\n+# Note that the actual size of the widget is always the same on the\n+# screen unless the \"scaling factor\" setting in the \"GUI\" section is\n+# changed.  Increasing both the scaling factor of the GUI and this\n+# setting does result in a higher resolution HUD map, but\n+# unfortunately with a scaled direction pointer on top of it.\n+local map hud widget size = 256\n+\n+# This integer setting controls the resolution of the GUI mode local\n+# map widget.  Larger values generally increase the visible detail in\n+# map.  If this setting is half the \"local map widget size\" or\n+# smaller, the map will generally be be fairly blurry.  Setting the\n+# both options to the same value results in a map with good detail.\n+# Values that exceed the \"local map widget size\" setting by more than\n+# a factor of two are unlikely to provide much of an improvement in\n+# detail since they're subsequently scaled back to the approximately\n+# the map widget size before display.  The video resolution setting\n+# interacts with this setting in that regard.\n local map resolution = 256\n \n+# This integer setting controls the canvas size of the GUI mode local\n+# map widget.  Larger values result in a larger physical map size on\n+# screen, and typically require more panning to see all available\n+# portions of the map.  This larger size also enables an overall\n+# greater level of detail if the \"local map resolution\" setting is\n+# also increased.\n local map widget size = 512\n-local map hud widget size = 256\n \n-[Cells]\n-exterior cell load distance = 1\n+[Objects]\n \n-[Camera]\n-near clip = 5\n+# This boolean setting currently has no known impact, but is\n+# presumably intended to enable shaders for objects other than water.\n+# Whenever the setting file is written by the game, this option is\n+# currently reset to false.\n+shaders = true\n \n-# The maximum distance with no pop-in will be: (see RenderingManager::configureFog)\n-# viewing distance * view frustum factor <= cell size (8192) - loading threshold (1024)\n-# view frustum factor takes into account that the view frustum end is a plane, so at the edges of the screen you can see further than you should be able to.\n-# exact factor would depend on FOV\n-viewing distance = 6666\n+[Saves]\n \n-# Culling of objects smaller than a pixel\n-small feature culling = true\n+# This string setting contains the default character name for loading\n+# saved games.  This setting is automatically updated from the Load\n+# game menu option when a different character is selected.\n+character =\n \n-[Terrain]\n-distant land = false\n+# This boolean setting determines whether the game will be\n+# automatically saved when the character rests.  This setting can be\n+# toggled in game with the \"Auto-Save when Rest\" button in the Prefs\n+# panel of the Options menu.\n+autosave = true\n \n-shader = true\n+# This boolean setting determines whether the amount of the time the\n+# player has spent playing will displayed for each saved game in the\n+# menu for saving and loading games.  This setting can not currently\n+# be adjusted in game. This setting is disabled by default for players\n+# who would prefer not to know how many hours they've spent\n+# playing. :-)\n+timeplayed = false\n \n-[Water]\n-shader = false\n+[Shadows]\n \n-refraction = false\n+# Shadows in general are dependent on the \"shaders\" setting be enabled\n+# in the Objects section.  Additionally, the \"enabled\" setting in this\n+# section must be true for any other options in this section to have\n+# effect.  Both that setting and the Shadows section options are\n+# temporarily disabled following the conversion to the OpenSceneGraph\n+# engine.  None of these option can be adjusted in game at the present\n+# time.\n \n-rtt size = 512\n+# This boolean setting enables actors to cast shadows.\n+actor shadows = true\n+\n+# Enable debugging of shadows?\n+debug = false\n+\n+# Are shadows enabled in general?  \n+enabled = false\n+\n+# This floating point setting determines the fraction of the total\n+# shadow distance after which the shadow starts to fade out.\n+fade start = 0.8\n+\n+# Allows miscellaneous object to cast shadows.\n+misc shadows = true\n+\n+# This setting will only have effect if the \"split\" setting in the\n+# Shadows section is false.  Increasing shadow distance will lower the\n+# shadow quality.\n+shadow distance = 1300\n+\n+# Split the shadow maps, allowing for a larger shadow distance?\n+split = false\n+\n+# This setting will only have effect if the \"split\" setting in the\n+# Shadows section is true.  # This one shouldn't be too low, otherwise\n+# you'll see artifacts. Use at least 2x max viewing distance.\n+split shadow distance = 14000\n+\n+# Allow static objects to cast shadows.\n+statics shadows = true\n+\n+# Allow terrain to cast shadows.\n+terrain shadows = true\n+\n+# Size of the shadow textures.  Higher resolution texture produce more\n+# detailed shadows and a better visual effect.\n+texture size = 1024\n \n [Sound]\n-# Device name. Blank means default\n+\n+# This string setting determines which audio device to use. A blank or\n+# missing setting means to use the default device, which should\n+# usually be sufficient, but if you need to explicitly specify a\n+# device name try doing so here.\n device =\n \n-# Volumes. master volume affects all other volumes.\n-master volume = 1.0\n-sfx volume = 1.0\n-music volume = 0.5\n+# The settings in the Sound section are generally floating point\n+# settings in the range from 0.0 (silent) to 1.0 (maximum volume).\n+# All sound settings are multiplied by the \"master volume\" setting, and\n+# will thus have no effect if the master volume is set to 0.0.  These\n+# settings can be adjusted in game from the Audio panel of the Options\n+# menu under the appropriately labeled slider.\n+\n+# The volume of footsteps from the character and other actors.\n footsteps volume = 0.2\n-voice volume = 0.8\n \n+# The master volume is multiplied with all other volume settings to\n+# determine the final volume \n+master volume = 1.0\n \n-[Input]\n+# The volume for music tracks.\n+music volume = 0.5\n \n-grab cursor = true\n+# The volume for special effect sounds such as combat noises, etc.\n+sfx volume = 1.0\n \n-invert y axis = false\n+# The volume for spoken dialog from NPCs.\n+voice volume = 0.8\n \n-camera sensitivity = 1.0\n+[Terrain]\n \n-ui sensitivity = 1.0\n+# Not currently used, presumably due to the OpenSceneGraph upgrade.\n+distant land = false\n \n-camera y multiplier = 1.0\n+# Not currently used, presumably due to the OpenSceneGraph upgrade.\n+shader = true\n \n-always run = false\n+[Video]\n \n-allow third person zoom = false\n+# This integer setting controls anti-aliasing.  Anti-aliasing is\n+# technique designed to reduce distortions called aliasing caused by\n+# displaying high resolution textures at a lower resolution.\n+# Anti-aliasing can correct these distortions at the cost of a minor\n+# reduction in the frame rate.  A value of 0 disables anti-aliasing.\n+# Other powers of two (e.g. 2, 4, 8, 16) are supported according to\n+# the capabilities of your graphics hardware.  Higher values do a\n+# better job of correcting the distortion and have a greater impact on\n+# frame rate. This setting can be configured from a list of valid\n+# choices in the Graphics panel of the OpenMW Launcher.\n+antialiasing = 0\n \n-toggle sneak = false\n+# This floating point setting controls the contrast correction for all\n+# video in the game.  This setting does not currently work under\n+# Linux, and the in-game setting in the Options menu has been\n+# disabled.\n+contrast = 1.00\n \n-[Game]\n-# Always use the most powerful attack when striking with a weapon (chop, slash or thrust)\n-best attack = false\n+# This floating point setting determines the maximum frame rate in\n+# frames per second.  If this setting is 0.0, the frame rate is\n+# unlimited.  There are several reasons to consider capping your frame\n+# rate, especially if you're already experiencing a relatively high\n+# frame rate (greater than 60 frames per second).  Lower frame rates\n+# will consume less power and generate less heat and noise.  Frame\n+# rates above 60 frames per second rarely produce perceptible\n+# improvements in visual quality.  Capping the frame rate may in some\n+# situations reduce the perception of choppiness (highly variable\n+# frame rates during game play) by lowering the peak frame rates.\n+# This setting interacts with the \"vsync\" setting in the Video section\n+# in the sense that enabling vertical sync limits the frame rate to\n+# the refresh rate of your monitor (often 60 frames per second).\n+framerate limit = 0.0\n+\n+# This boolean setting determines whether the entire screen is used\n+# for the specified resolution.  This setting can be toggled in game\n+# using the \"Fullscreen\" button in the Video tab of the Video panel in\n+# the Options menu.  It can also be toggled with the \"Full Screen\"\n+# check box in the Graphic tab of the OpenMW Launcher.\n+fullscreen = false\n \n-difficulty = 0\n+# Theses two setting determine the horizontal and vertical resolution\n+# of the OpenMW game window.  Larger values produce more detailed\n+# images within the constraints of your graphics hardware but also\n+# significantly reduce the frame rate. The window resolution can be\n+# selected from a menu of common screen sizes in the Video tab of the\n+# Video Panel of the Options menu.  The resolution can also be set to\n+# a custom value in the Graphics tab of the OpenMW Launcher.\n+resolution x = 800\n+resolution y = 600\n \n-# Change crosshair/toolTip color when pointing on owned object\n-#0: nothing changed\n-#1: tint toolTip\n-#2: tint crosshair\n-#3: both\n-show owned = 0\n-# Show the remaining duration of magic effects and lights\n-show effect duration = false\n+# This boolean setting determines whether there's an operating system\n+# border drawn around the OpenMW window.  If this setting is true, the\n+# window can be moved and resized with the operating system window\n+# controls.  If this setting is false, the window has no operating\n+# system border.  This setting has no effect if the \"fullscreen\"\n+# setting in the Video section is true.  This setting can be toggled\n+# in game using the \"Window Border\" button in the Video tab of the\n+# Video panel in the Options menu.  It can also be toggled with the\n+# \"Window Border\" check box in the OpenMW Launcher.\n+window border = true\n \n-[Saves]\n-character =\n-# Save when resting\n-autosave = true\n-# display time played\n-timeplayed = false\n+# This integer setting determines which screen the game will open on\n+# in multi-monitor configurations.  This setting is particularly\n+# important when \"fullscreen\" setting in the Video section is true,\n+# since this is the only way to control which screen is used, but it\n+# can also be used to control which screen a normal window or a\n+# borderless window opens on as well.  This setting can be selected\n+# from a pull down menu in the Graphics tab of the OpenMW Launcher,\n+# but not adjusted during game play.\n+screen = 0\n \n-[Windows]\n-inventory x = 0\n-inventory y = 0.4275\n-inventory w = 0.6225\n-inventory h = 0.5725\n+# Minimize the OpenMW window if it loses cursor focus.  This setting\n+# has no effect if the \"fullscreen\" setting is false.  This setting is\n+# primarily useful for single screen configurations, so that the\n+# OpenMW screen in full screen mode can be minimized when the\n+# operating system regains control of the mouse and keyboard.  On\n+# multiple screen configurations, disabling this option make make it\n+# easier to switch between screens while playing OpenMW.\n+minimize on focus loss = true\n \n-inventory container x = 0\n-inventory container y = 0.4275\n-inventory container w = 0.6225\n-inventory container h = 0.5725\n+# This boolean setting determines whether frame draws are synchronized\n+# with the vertical refresh rate of your monitor.  Enabling this\n+# setting can reduce \"tearing\", a visual defect caused by updating the\n+# image buffer in the middle of a screen draw.  Enabling this option\n+# typically implies limiting the framerate to 60 frames per second,\n+# but may also introduce additional delays caused by having to wait\n+# until the appropriate time (the vertical blanking interval) to draw\n+# a frame.\n+\n+# This setting can be adjusted in game using the \"VSync\" button in the\n+# Video tab of the Video panel in the Options menu.  It can also be\n+# changed by toggling the \"Vertical Sync\" check box in the Graphics\n+# tab of the OpenMW Launcher.\n+vsync = false\n \n-inventory barter x = 0\n-inventory barter y = 0.4275\n-inventory barter w = 0.6225\n-inventory barter h = 0.5725\n+# This floating point setting controls the gamma correction for all\n+# video in the game.  This setting does not currently work under\n+# Linux, and the in-game setting in the Options menu has been\n+# disabled.\n+gamma = 1.00\n \n-inventory companion x = 0\n-inventory companion y = 0.4275\n-inventory companion w = 0.6225\n-inventory companion h = 0.5725\n+[Water]\n \n-container x = 0.25\n-container y = 0\n-container w = 0.75\n-container h = 0.375\n+# The water settings can be tested experimentally in the Water tab of\n+# the Video panel in the Options menu.  Changes there will be saved to\n+# these settings.\n+\n+# This boolean setting enables the refraction rendering feature of the\n+# water shader.  Refraction causes deep water to be more opaque and\n+# objects seen through the plane of the water to have a wavy\n+# appearance.  Enabling this feature results in better visuals, and a\n+# marginally lower framerate depending on your graphics hardware.  The\n+# \"shader\" setting in the Water section must be enabled for this\n+# setting to have any effect.\n+refraction = false\n \n-companion x = 0.25\n-companion y = 0\n-companion w = 0.75\n-companion h = 0.375\n+# Refracted texture size.  In the Video panel of the options menu, the\n+# choices are Low (512), Medium (1024) and High (2048).  This setting\n+# determines the resolution of the textures used for rendering objects\n+# on the other wide of the plane of water (which have a wavy\n+# appearance caused the by the refraction).  Higher values produces\n+# better visuals and result in a marginally lower framerate depending\n+# on your graphics hardware.  The \"refraction\" setting in the \"Water\"\n+# section must be enabled for this setting to have any effect.\n+rtt size = 512\n \n-map x = 0.625\n-map y = 0\n-map w = 0.375\n-map h = 0.5725\n+# This boolean setting enables or disables the water shader, which\n+# results in much more realistic looking water surfaces, including\n+# shadows of reflected objects.\n+shader = false\n \n-barter x = 0.25\n-barter y = 0\n-barter w = 0.75\n-barter h = 0.375\n+[Windows]\n+\n+# Each window in the GUI mode remembers it's previous location.  Each\n+# setting is a floating point number representing a fraction of the\n+# \"resolution x\" or \"resolution y\" setting in the Video section.  The\n+# X and Y values locate the top left corner, while the W value\n+# determines the width of the window and the H value determines the\n+# height of the window.\n \n+# The alchemy window, for crafting potions.  Activated by dragging an\n+# alchemy tool on to the rag doll.  Unlike most other windows, this\n+# window hides all other windows when opened.\n+alchemy h = 0.5\n+alchemy w = 0.5\n alchemy x = 0.25\n alchemy y = 0.25\n-alchemy w = 0.5\n-alchemy h = 0.5\n \n-stats x = 0\n-stats y = 0\n-stats w = 0.375\n-stats h = 0.4275\n+# The NPC bartering window, displaying goods owned by the shopkeeper\n+# while bartering.  Activated by clicking on the \"Barter\" choice in\n+# the dialog window for an NPC.\n+barter h = 0.375\n+barter w = 0.75\n+barter x = 0.25\n+barter y = 0\n \n-spells x = 0.625\n-spells y = 0.5725\n-spells w = 0.375\n-spells h = 0.4275\n+# Unused?\n+companion h = 0.375\n+companion w = 0.75\n+companion x = 0.25\n+companion y = 0\n \n+# The console command window. Activated by pressing the tilde (~) key.\n+console h = 0.5\n+console w = 1\n console x = 0\n console y = 0\n-console w = 1\n-console h = 0.5\n \n+# The container window, showing the contents of the container.\n+# Activated by clicking on a container.  The same window is used for\n+# searching dead bodies, and pickpocketing people.\n+container h = 0.375\n+container w = 0.75\n+container x = 0.25\n+container y = 0\n+\n+# The dialog window, for talking with NPCs. Activated by clicking on a\n+# NPC.\n dialogue h = 0.810\n dialogue w = 0.810\n dialogue x = 0.095\n dialogue y = 0.095\n+\n+# The character inventory window while bartering.  It displays goods\n+# owned by the character while bartering.  Activated by clicking on the\n+# \"Barter\" choice in the dialog window for an NPC.\n+inventory barter h = 0.5725\n+inventory barter w = 0.6225\n+inventory barter x = 0\n+inventory barter y = 0.4275\n+\n+# Unused?\n+inventory companion h = 0.5725","path":"files/settings-default.cfg","position":823,"original_position":823,"commit_id":"7b64b35eb3eea82911763a7eff67761fcd37c377","original_commit_id":"7b64b35eb3eea82911763a7eff67761fcd37c377","user":{"login":"scrawl","id":720642,"avatar_url":"https://avatars.githubusercontent.com/u/720642?v=3","gravatar_id":"","url":"https://api.github.com/users/scrawl","html_url":"https://github.com/scrawl","followers_url":"https://api.github.com/users/scrawl/followers","following_url":"https://api.github.com/users/scrawl/following{/other_user}","gists_url":"https://api.github.com/users/scrawl/gists{/gist_id}","starred_url":"https://api.github.com/users/scrawl/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/scrawl/subscriptions","organizations_url":"https://api.github.com/users/scrawl/orgs","repos_url":"https://api.github.com/users/scrawl/repos","events_url":"https://api.github.com/users/scrawl/events{/privacy}","received_events_url":"https://api.github.com/users/scrawl/received_events","type":"User","site_admin":false},"body":"See \"companion\"","created_at":"2015-11-23T03:06:09Z","updated_at":"2015-11-23T03:06:09Z","html_url":"https://github.com/OpenMW/openmw/pull/817#discussion_r45570369","pull_request_url":"https://api.github.com/repos/OpenMW/openmw/pulls/817","_links":{"self":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/comments/45570369"},"html":{"href":"https://github.com/OpenMW/openmw/pull/817#discussion_r45570369"},"pull_request":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/817"}}},"pull_request":{"url":"https://api.github.com/repos/OpenMW/openmw/pulls/817","id":51480095,"html_url":"https://github.com/OpenMW/openmw/pull/817","diff_url":"https://github.com/OpenMW/openmw/pull/817.diff","patch_url":"https://github.com/OpenMW/openmw/pull/817.patch","issue_url":"https://api.github.com/repos/OpenMW/openmw/issues/817","number":817,"state":"open","locked":false,"title":"Added comments (and commentary) to the settings-default.cfg file.","user":{"login":"cfcohen","id":2515512,"avatar_url":"https://avatars.githubusercontent.com/u/2515512?v=3","gravatar_id":"","url":"https://api.github.com/users/cfcohen","html_url":"https://github.com/cfcohen","followers_url":"https://api.github.com/users/cfcohen/followers","following_url":"https://api.github.com/users/cfcohen/following{/other_user}","gists_url":"https://api.github.com/users/cfcohen/gists{/gist_id}","starred_url":"https://api.github.com/users/cfcohen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cfcohen/subscriptions","organizations_url":"https://api.github.com/users/cfcohen/orgs","repos_url":"https://api.github.com/users/cfcohen/repos","events_url":"https://api.github.com/users/cfcohen/events{/privacy}","received_events_url":"https://api.github.com/users/cfcohen/received_events","type":"User","site_admin":false},"body":"These changes started as comments to myself while experimenting with less documented configuration settings.  My goals were to:\r\n\r\n* document the current settings factually (types, defaults, interactions)\r\n* identify temporarily disabled or deprecated settings (e.g. OSG upgrade)\r\n* provide guidance on recommended values and ranges\r\n* explain the purpose of settings that might not be clear to novice users\r\n\r\nIf desired I can add this same commentary to the wiki instead of or in addition to this file. If this commit is considered \"too heavy\" for future maintenance,  please feel free to reject it.","created_at":"2015-11-23T00:35:52Z","updated_at":"2015-11-23T03:06:09Z","closed_at":null,"merged_at":null,"merge_commit_sha":"a891a9753cff1c8f5b0b9fb0da595d83568e89f2","assignee":null,"milestone":null,"commits_url":"https://api.github.com/repos/OpenMW/openmw/pulls/817/commits","review_comments_url":"https://api.github.com/repos/OpenMW/openmw/pulls/817/comments","review_comment_url":"https://api.github.com/repos/OpenMW/openmw/pulls/comments{/number}","comments_url":"https://api.github.com/repos/OpenMW/openmw/issues/817/comments","statuses_url":"https://api.github.com/repos/OpenMW/openmw/statuses/7b64b35eb3eea82911763a7eff67761fcd37c377","head":{"label":"cfcohen:master","ref":"master","sha":"7b64b35eb3eea82911763a7eff67761fcd37c377","user":{"login":"cfcohen","id":2515512,"avatar_url":"https://avatars.githubusercontent.com/u/2515512?v=3","gravatar_id":"","url":"https://api.github.com/users/cfcohen","html_url":"https://github.com/cfcohen","followers_url":"https://api.github.com/users/cfcohen/followers","following_url":"https://api.github.com/users/cfcohen/following{/other_user}","gists_url":"https://api.github.com/users/cfcohen/gists{/gist_id}","starred_url":"https://api.github.com/users/cfcohen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cfcohen/subscriptions","organizations_url":"https://api.github.com/users/cfcohen/orgs","repos_url":"https://api.github.com/users/cfcohen/repos","events_url":"https://api.github.com/users/cfcohen/events{/privacy}","received_events_url":"https://api.github.com/users/cfcohen/received_events","type":"User","site_admin":false},"repo":{"id":46582535,"name":"openmw","full_name":"cfcohen/openmw","owner":{"login":"cfcohen","id":2515512,"avatar_url":"https://avatars.githubusercontent.com/u/2515512?v=3","gravatar_id":"","url":"https://api.github.com/users/cfcohen","html_url":"https://github.com/cfcohen","followers_url":"https://api.github.com/users/cfcohen/followers","following_url":"https://api.github.com/users/cfcohen/following{/other_user}","gists_url":"https://api.github.com/users/cfcohen/gists{/gist_id}","starred_url":"https://api.github.com/users/cfcohen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/cfcohen/subscriptions","organizations_url":"https://api.github.com/users/cfcohen/orgs","repos_url":"https://api.github.com/users/cfcohen/repos","events_url":"https://api.github.com/users/cfcohen/events{/privacy}","received_events_url":"https://api.github.com/users/cfcohen/received_events","type":"User","site_admin":false},"private":false,"html_url":"https://github.com/cfcohen/openmw","description":"OpenMW is an unofficial open source engine reimplementation of the game Morrowind.","fork":true,"url":"https://api.github.com/repos/cfcohen/openmw","forks_url":"https://api.github.com/repos/cfcohen/openmw/forks","keys_url":"https://api.github.com/repos/cfcohen/openmw/keys{/key_id}","collaborators_url":"https://api.github.com/repos/cfcohen/openmw/collaborators{/collaborator}","teams_url":"https://api.github.com/repos/cfcohen/openmw/teams","hooks_url":"https://api.github.com/repos/cfcohen/openmw/hooks","issue_events_url":"https://api.github.com/repos/cfcohen/openmw/issues/events{/number}","events_url":"https://api.github.com/repos/cfcohen/openmw/events","assignees_url":"https://api.github.com/repos/cfcohen/openmw/assignees{/user}","branches_url":"https://api.github.com/repos/cfcohen/openmw/branches{/branch}","tags_url":"https://api.github.com/repos/cfcohen/openmw/tags","blobs_url":"https://api.github.com/repos/cfcohen/openmw/git/blobs{/sha}","git_tags_url":"https://api.github.com/repos/cfcohen/openmw/git/tags{/sha}","git_refs_url":"https://api.github.com/repos/cfcohen/openmw/git/refs{/sha}","trees_url":"https://api.github.com/repos/cfcohen/openmw/git/trees{/sha}","statuses_url":"https://api.github.com/repos/cfcohen/openmw/statuses/{sha}","languages_url":"https://api.github.com/repos/cfcohen/openmw/languages","stargazers_url":"https://api.github.com/repos/cfcohen/openmw/stargazers","contributors_url":"https://api.github.com/repos/cfcohen/openmw/contributors","subscribers_url":"https://api.github.com/repos/cfcohen/openmw/subscribers","subscription_url":"https://api.github.com/repos/cfcohen/openmw/subscription","commits_url":"https://api.github.com/repos/cfcohen/openmw/commits{/sha}","git_commits_url":"https://api.github.com/repos/cfcohen/openmw/git/commits{/sha}","comments_url":"https://api.github.com/repos/cfcohen/openmw/comments{/number}","issue_comment_url":"https://api.github.com/repos/cfcohen/openmw/issues/comments{/number}","contents_url":"https://api.github.com/repos/cfcohen/openmw/contents/{+path}","compare_url":"https://api.github.com/repos/cfcohen/openmw/compare/{base}...{head}","merges_url":"https://api.github.com/repos/cfcohen/openmw/merges","archive_url":"https://api.github.com/repos/cfcohen/openmw/{archive_format}{/ref}","downloads_url":"https://api.github.com/repos/cfcohen/openmw/downloads","issues_url":"https://api.github.com/repos/cfcohen/openmw/issues{/number}","pulls_url":"https://api.github.com/repos/cfcohen/openmw/pulls{/number}","milestones_url":"https://api.github.com/repos/cfcohen/openmw/milestones{/number}","notifications_url":"https://api.github.com/repos/cfcohen/openmw/notifications{?since,all,participating}","labels_url":"https://api.github.com/repos/cfcohen/openmw/labels{/name}","releases_url":"https://api.github.com/repos/cfcohen/openmw/releases{/id}","created_at":"2015-11-20T19:33:20Z","updated_at":"2015-11-20T19:33:29Z","pushed_at":"2015-11-23T00:28:58Z","git_url":"git://github.com/cfcohen/openmw.git","ssh_url":"git@github.com:cfcohen/openmw.git","clone_url":"https://github.com/cfcohen/openmw.git","svn_url":"https://github.com/cfcohen/openmw","homepage":"http://www.openmw.org/","size":49124,"stargazers_count":0,"watchers_count":0,"language":"C++","has_issues":false,"has_downloads":true,"has_wiki":false,"has_pages":false,"forks_count":0,"mirror_url":null,"open_issues_count":0,"forks":0,"open_issues":0,"watchers":0,"default_branch":"master"}},"base":{"label":"OpenMW:master","ref":"master","sha":"38510a56c206520472e505c7fca24f6f3b6275e5","user":{"login":"OpenMW","id":6727417,"avatar_url":"https://avatars.githubusercontent.com/u/6727417?v=3","gravatar_id":"","url":"https://api.github.com/users/OpenMW","html_url":"https://github.com/OpenMW","followers_url":"https://api.github.com/users/OpenMW/followers","following_url":"https://api.github.com/users/OpenMW/following{/other_user}","gists_url":"https://api.github.com/users/OpenMW/gists{/gist_id}","starred_url":"https://api.github.com/users/OpenMW/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/OpenMW/subscriptions","organizations_url":"https://api.github.com/users/OpenMW/orgs","repos_url":"https://api.github.com/users/OpenMW/repos","events_url":"https://api.github.com/users/OpenMW/events{/privacy}","received_events_url":"https://api.github.com/users/OpenMW/received_events","type":"Organization","site_admin":false},"repo":{"id":285722,"name":"openmw","full_name":"OpenMW/openmw","owner":{"login":"OpenMW","id":6727417,"avatar_url":"https://avatars.githubusercontent.com/u/6727417?v=3","gravatar_id":"","url":"https://api.github.com/users/OpenMW","html_url":"https://github.com/OpenMW","followers_url":"https://api.github.com/users/OpenMW/followers","following_url":"https://api.github.com/users/OpenMW/following{/other_user}","gists_url":"https://api.github.com/users/OpenMW/gists{/gist_id}","starred_url":"https://api.github.com/users/OpenMW/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/OpenMW/subscriptions","organizations_url":"https://api.github.com/users/OpenMW/orgs","repos_url":"https://api.github.com/users/OpenMW/repos","events_url":"https://api.github.com/users/OpenMW/events{/privacy}","received_events_url":"https://api.github.com/users/OpenMW/received_events","type":"Organization","site_admin":false},"private":false,"html_url":"https://github.com/OpenMW/openmw","description":"OpenMW is an unofficial open source engine reimplementation of the game Morrowind.","fork":false,"url":"https://api.github.com/repos/OpenMW/openmw","forks_url":"https://api.github.com/repos/OpenMW/openmw/forks","keys_url":"https://api.github.com/repos/OpenMW/openmw/keys{/key_id}","collaborators_url":"https://api.github.com/repos/OpenMW/openmw/collaborators{/collaborator}","teams_url":"https://api.github.com/repos/OpenMW/openmw/teams","hooks_url":"https://api.github.com/repos/OpenMW/openmw/hooks","issue_events_url":"https://api.github.com/repos/OpenMW/openmw/issues/events{/number}","events_url":"https://api.github.com/repos/OpenMW/openmw/events","assignees_url":"https://api.github.com/repos/OpenMW/openmw/assignees{/user}","branches_url":"https://api.github.com/repos/OpenMW/openmw/branches{/branch}","tags_url":"https://api.github.com/repos/OpenMW/openmw/tags","blobs_url":"https://api.github.com/repos/OpenMW/openmw/git/blobs{/sha}","git_tags_url":"https://api.github.com/repos/OpenMW/openmw/git/tags{/sha}","git_refs_url":"https://api.github.com/repos/OpenMW/openmw/git/refs{/sha}","trees_url":"https://api.github.com/repos/OpenMW/openmw/git/trees{/sha}","statuses_url":"https://api.github.com/repos/OpenMW/openmw/statuses/{sha}","languages_url":"https://api.github.com/repos/OpenMW/openmw/languages","stargazers_url":"https://api.github.com/repos/OpenMW/openmw/stargazers","contributors_url":"https://api.github.com/repos/OpenMW/openmw/contributors","subscribers_url":"https://api.github.com/repos/OpenMW/openmw/subscribers","subscription_url":"https://api.github.com/repos/OpenMW/openmw/subscription","commits_url":"https://api.github.com/repos/OpenMW/openmw/commits{/sha}","git_commits_url":"https://api.github.com/repos/OpenMW/openmw/git/commits{/sha}","comments_url":"https://api.github.com/repos/OpenMW/openmw/comments{/number}","issue_comment_url":"https://api.github.com/repos/OpenMW/openmw/issues/comments{/number}","contents_url":"https://api.github.com/repos/OpenMW/openmw/contents/{+path}","compare_url":"https://api.github.com/repos/OpenMW/openmw/compare/{base}...{head}","merges_url":"https://api.github.com/repos/OpenMW/openmw/merges","archive_url":"https://api.github.com/repos/OpenMW/openmw/{archive_format}{/ref}","downloads_url":"https://api.github.com/repos/OpenMW/openmw/downloads","issues_url":"https://api.github.com/repos/OpenMW/openmw/issues{/number}","pulls_url":"https://api.github.com/repos/OpenMW/openmw/pulls{/number}","milestones_url":"https://api.github.com/repos/OpenMW/openmw/milestones{/number}","notifications_url":"https://api.github.com/repos/OpenMW/openmw/notifications{?since,all,participating}","labels_url":"https://api.github.com/repos/OpenMW/openmw/labels{/name}","releases_url":"https://api.github.com/repos/OpenMW/openmw/releases{/id}","created_at":"2009-08-23T14:46:21Z","updated_at":"2015-11-22T17:28:30Z","pushed_at":"2015-11-23T02:26:34Z","git_url":"git://github.com/OpenMW/openmw.git","ssh_url":"git@github.com:OpenMW/openmw.git","clone_url":"https://github.com/OpenMW/openmw.git","svn_url":"https://github.com/OpenMW/openmw","homepage":"http://www.openmw.org/","size":51834,"stargazers_count":811,"watchers_count":811,"language":"C++","has_issues":false,"has_downloads":true,"has_wiki":false,"has_pages":false,"forks_count":395,"mirror_url":null,"open_issues_count":13,"forks":395,"open_issues":13,"watchers":811,"default_branch":"master"}},"_links":{"self":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/817"},"html":{"href":"https://github.com/OpenMW/openmw/pull/817"},"issue":{"href":"https://api.github.com/repos/OpenMW/openmw/issues/817"},"comments":{"href":"https://api.github.com/repos/OpenMW/openmw/issues/817/comments"},"review_comments":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/817/comments"},"review_comment":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/comments{/number}"},"commits":{"href":"https://api.github.com/repos/OpenMW/openmw/pulls/817/commits"},"statuses":{"href":"https://api.github.com/repos/OpenMW/openmw/statuses/7b64b35eb3eea82911763a7eff67761fcd37c377"}}}}