Roundup 2
Posted: 2017-02-15 Filed under: Coding Leave a commentJuly
- Model cache improvements
- furnishing stuff
- multiple cabinet drawer containers
- location targeting
- object storage/holding actions
- client UI work
- portal cleanup
August
- movement budget consumed on failed movement
- grasp awareness improvements
- bump-into awareness
- movement and lighting tweaks
- RoomIndex
September
- performance and edge case tweaks
- room awareness performance
- value-type usage increased
- move-cost factors for moving objects
- LocatorIndex
- removed shader effects reference
October
- auto-pump the time-tracker
- turn time-extension when creatures acting (especially moving)
- client UI concurrency stabilizations
- pouch and devotional symbol slots (for caster classes)
- menus via ObservableCollection
- auto-hit (unattended objects, friendlies with harmless)
- grip rules for climbing improved
November
- more climbing test and fix
- multi-level fractional power die
- ghoul/ghast (mostly)
- extraordinary power actions
December
- poison as a trait
- paralysis power
- mental actions
- secret saves
- disease trait
- more undead immunities (paralysis/disease)
- violet fungus
- tentacle natural weapon
- construct guard (automaton)
- extra health for constructs
- dart/javelin (needed for goblins)
- container notifies of lighting changes
- thread per actor window
- team affiliations
- user/creature binding
January
- IsMaster client handling
- multiple (closeable) actor windows
- UI re-organization
- portrait cache on client
- initiative visualizer (IsMaster)
- IsMaster master and any actor prerequisite list
- auto-turn tracker startup on unfriendly awareness