Roundup 2

July

  • 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