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View Full Version : Version 0.705 done list


Shadow
03-22-2018, 07:00 PM
The previous done list is here (http://www.soldak.com/forums/showthread.php?t=37495).


added a loading screen logo
moved logo down a bit
added mutation XP orbs
added acid barrels
added water barrels



added a shadow to logo to make it standout a little more
water can now spread
water now stays around for 30 seconds instead of 10
got rid of TrapWaterBig stuff
hazards can now apply status effects directly (instead of needing to be a trap or actor)
hazards can now apply multiple status effects
steam now adds wet and fog status effects
fog now debuffs perception and casting time also
water + fire now equals steam cloud (causes wet & fog status effects)
wet status effect now lasts 10 seconds
lava + water/cold equals steam cloud
now get warm status effect when near braziers and campfires (+cold resistance, -fire resistance)
now outside in rain gives you wet status effect
now outside in snow gives you cold status effect
now inside a house prevents rain/wet and snow/cold
now full level fog adds fog status effect to sentients
now models can specify more than one object type (will use 1 randomly)
changed decorative objects in towns into real objects
now putting out a fire with water/ice causes smoke, smoke does fog status effect
changed fog status effect name to Fog/Smoke/Steam
increased relative chances of barrels
now breaking a manastone might result in a temporal flux, an anti-magic area, an explosion, or nothing happening
moved random hazard stuff from chest to entity so more types of entities could do it
wet status effect now debuffs cold resistance also
added Minor Darkness, Darkness, and Major Darkness status effects
human, mutated, and bounty hunters can't see in the dark - all other monsters can



hooked up 3 battlemage sounds
fixed some radar stuff still being applied in some cases
now get attack bonus if higher than enemy
now get attack penalty if lower than enemy
strong winds (wind trap, tornados, maelstrom, etc) can now disperse things like clouds, gas, and fire
set up dinslegacy dns stuff on server
pointed godaddy.con dns stuff to our server
added Dins Legacy section on website
added Overview category on website
added left and top menus on website
added overview page on website
fixed top and side menus on website
made TM in logo and loading screen smaller



wind gusts can now close doors (not just wind traps)
smoke & steam clouds are now clouds that will dissipate with wind
now player light attracts monsters
now some mutations that add/subtract "light" don't affect monster aggression range (night blindness, night vision, echo location, etc)
fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
can now specify that effect is attached to a tag on an item model instead of parent model
added torch items



added corruption mechanic
hazards can now cause named corruption to any entity in range
now hazards on entities can respond to specific named corruptions to spawn new entities
critters now become giant versions when get too close to a giant obelisk
unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
now corruption response can be a status effect
wisps now get a lightning imbued bonus when they get near manastones and energy vortexes
saurian mages now get a lightning imbued bonus when they get near energy vortexes
anti-magic can now kill skeletons
fixed liquids getting destroyed, not removed, and then no longer working correctly
now liquids and other things that spread will go down hill
added fire mushrooms
added yellow mushrooms
added yellow mold



removed saturated versions of human and mutated characters
now blocks have a chance to regrow (higher with rain)
added timer to player environmental stuff - should make sure never a slow down
ice bombs now have chance of leaving some ice behind
now lava can flow out of volcano (in addition to lava projectiles)
turned stamina off as a test
added Death Swarm skill to wisps
added a rain scroll
projectiles no longer cause explosion effect on something that wasn't damaged
yellow mold spores no longer hit other yellow mold
caveins should now be immune from damage from other caveins
made it so using correct icon on Windows is now automatic (Zombasite and next game icon)
built Windows icon
built Linux icon - just a 256x256 png
built Mac icon (didn't hook it up though)
improved lobbing projectiles and fixed a few issues with new ground height
added sparks to open torches (can set things on fire)



now need to stand still to throw ice bombs and other similar things
fixed torch effect not turning off when torch broke
torches now have level limits (a little strange but their defensive bonus does go up at higher levels)
fixed some issues when wielding a broken bow
traps are no longer triggered by a dead player
if yellow mold kills something, it spreads more
added MaxSpawnDistance to hazards so they can spread spawns out more
now small chance for any zombie to spready yellow mold on death
now yellow mold can grow into a yellow mushroom if rained on
added fire mold
added damage over time skill mutation
added hardcore/semi-hardcore character options back in
added min level to many scenarios (min level 5 for not starting character, min level 10 for more advanced things)
turned top on/off menus on and fixed a few things (website)
shortened Kivi's Underworld to Kivi (website)
fixed left menu (website)
announcement coming soon post (website)
fix top bar spacing slightly (website)
fixed page title (website)
set up dinslegacy.com redirect to http://www.soldak.com/Dins-Legacy/Overview.html (website)
changed to a Zombasite screenshot for now (website)
added logo to website
changed order link in game to correct webpage
ghost now counts as flying
speed now varies with terrain height changes
earthquakes can now hit town
now natural earthquakes & ones from earthquake machines can destroy houses



added Cemetery Hill unique graveyard
fires now go out with rain and start smoke
now add colored @ symbols to show which clan(s) are in a level
auto extra projectiles now are homing
added rain skill to druid
now get fog status effect from fog from the weather



turned off keys in next game
fixed a compile order issue in encryption stuff (needed to add Main.hpp include to Encryption.hpp)
set up everything for master server for next game
fixed game stats html



fixed a state issue im RenderingState::setAlphaTestMode
got shadow mapping basics working
now only show shadow mapping option if supported
added framebuffer support
now grab maxTextureSize from openGL
now bind and unbind depth texture to/from framebuffer (safer)
added r_shadowMapSize so easy to change depth shadow map size
now handle if shadow map size call fails
added showShadowMapShadowing user var - easier to see where shadows are drawn
fixed shadows not working over models very well
fixed shadows not working on player model - had to turn off see through stuff
fixed shadows on effects - turned off anything not writing depth
now fallback from framebuffer version to normal version
set up framebuffer stuff on Mac and Linux
split drawSurfaces/renderSurface into 3 version so can simplify them a lot
fixed shadows blinking in and out - had to set glColor4f after turning color array off
simplified renderSurfaceLightPass quite a bit
now check maxTextureUnits
changed light to a square fov
can now pass fov in view stuff
moved sun position for shadows to correct position
now calculate near/far z instead of hardcoding them
fixed not using vbos for animating models with shadow mapping on - at least for now shadow mapping is now faster
moved sun closer
fixed no shadows drawn every once in a while - forced setUseTextureAlpha to true in shadow map pass
fixed scale not working on non-entity models
moved depthClear call to framebuffer init
fixed vidRestart stuff
fixed model scale issue - not using vertex program, doing in model matrix
moved scale for all vbos to model matrix instead of vertex program - gets rid of some jitters
moved all model scaling to model matrix - faster and fixes some issues with shadow mapping
now use multitexturing to get shadows to work nicely with alphaTest surfaces
fixed YellowMushroom and FireMushroom
changed default to new shadow mapping
added filtering to shadow maps (just 1 extra mipmap level)
made glClientActiveTextureARB stuff safe
added glClientActiveTextureARB stuff to Mac and Linux
fixed shadows in dungeons
changed roofs to not fade out all of the way
fixed Matrix4x4 multiply being backwards
hooked up 4 battlemage sounds
stalker hunter shuriken now draws shadow
hooked up 10 mutation icons
changed bloom claming from GL_CLAMP to GL_CLAMP_TO_EDGE
fixed animating bush being destroyable



improved shadow mapping filtering
decreased default sun fov from 5.0 to 3.0
increased depth half spread from 600 to 1000
fixed r_shadowMapFilterting spelling
fixed ModificatioSkillDamagePrefix
for light stage no longer cull front or back for transparent objects - plant shadows more full
some short desert plants no longer fade out when "in way"
dead trees no longer fade out when in way
update donation lists from Patreon on website and Zombasite/next game
fixed Athleticism spelling
fixed Frost Hands mutation description
fixed Shadow mutation description
fixed Charged mutation description
decreased MaxTileHeightChange for ruins from 16.0 to 8.0
hooked up male battle shout sound
fixed aura/status effect text indentation
teleport stone hotkey now defaults to backspace
ground cracks, liquids, and other things no longer draw shadows with new shadow mapping
crystals no longer self shadow since they generate light themselves



hooked up concentrate fire battle mage sound
changed r_lodbias default from 0.0 to -0.2
fixed shadows not being cast on grass (use alphaTest from model instead of hardcoded value)
now when flattening blocks use average of edge instead of entire block
fixed highlighting objects causing them to be drawn darker
pets no longer trigger town attack sound/icon
fixed scale with old shadows (bug never public)



got compiling on Mac again
got compiling on Linux again
got shadow mapping working on Mac
whirlwind now repeats correctly when using right click (Mortac)
guard crystals no longer self shadow
fixed ice bomb not putting out fires any more (bug never public)
fixed shadow mapping drawing over effects
now start all players in same level in multiplayer
now cull models correctly when using shadow mapping
got shadow mapping working on Linux
fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
increased shadow mapping fov from 3.0 to 5.0 (good most of the time, eventually will calculate this so as
small as possible)
reworded RightClickMainSlot slightly
can now change left mouse click to a skill instead of basic attack



hooked up 8 mutation icons
fixed a few things so that immortal clan members would work (treborx555)
ui_hideItemsDuringCombat now defaults to on
fixed claustrophobia icon
fixed animation timing issue with new animation variants
added many unique monsters from DC into DL



fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
fixed model culling in light and shadow mapping pass
got rid of several lock functions and associated bool
added Mutated History button to character screen
improved build tool to not include duplicate files when have multiple source directories like Din's Legacy does
changed stamina potions spawn chance to 0.0 (will need to turn back on if readd stamina)
now cull models better in light pass of shadow mapping
updated donation lists from Patreon
fixed a rare infinite loop in trap activation
split levels and world stuff so can make big changes for Din's Legacy
made boundaries must more obvious (rock, fence, wall) - desert1, desert2, desert3, desert4, tropics1, tropics2, tropics3, graveyard1, graveyard2, graveyard3, graveyard4, graveyard5, grassland1, grassland2, grassland3, grassland4, grassland5, forest1, forest2, forest3, forest4, forest5, forest6, forest7, forest8, and forest9
can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
made forest, deserts, plains, and tropics more open
made male imps much faster
doubled NoiseAmbushChance
increased OutdoorSunrisePitch/OutdoorSundownPitch another 10 degrees
decreased game to real time (day twice as long now)
added Mutated to bestiary
fixed player double footstep sounds
fixed getting partial zombie immunity sometimes - no longer go through clear infection if don't have one
YellowMold and FireMold now give you 5 seconds before they can trigger first time
removed an extra getGroundHeightAtPosition call in shouldCullModel - went from 64.9 to 69.2
now cache tile normals - went from 73.2 to 75.2
now cache tile heights/normals - went from 70.4 to 73.4
now cache static object heights - went from 75.8 to 77.3
removed SimplePerLevel stuff, it wasn't working as intended
can no longer get stealth buff skill modifier on other buffs
sped up movement to zombasite with full stamina levels
added Dense Projectiles skill modification (slow, but powerful)
added Knockback skill modification (50% more knockback)
added Homing Projectiles skill modification
added Swarm Projectiles skill modification (extra projectiles, but less damage)
fixed Echolocation icon not being power of 2



hooked up new buttons
hooked up 2 mutation icons
fixed mana steal/life steal on item not color coded and indented
fixed "Attacking or using a skill disrupts this effect" not indented correctly (Prayer skill)
doubled MaxDropAmount for mana potions
removed stamina from player menu, stamina item modifier, Infused Energy skill, and ObjectObeliskInfiniteStamina
removed stamina part of StatusEffectFastDraw, StatusEffectSprint, and StatusEffectGaseousForm
changed monster stamina drain enhancements to slow player directly instead of draining some stamina
added Rebecca to the credits
now adding points to basic skills gives you a stat benefit



increased terrain height changes by 50%
fixed not being able to equip weapons any more
no longer draw linked box on linked skills (no longer necessarily next to each other or in order)
fixed value for UseSymbolsForSystemControl not being used
sped up attacks without a weapon
hooked up Relentless Strikes, Bleeding Strike, and Retreat skill sounds
can no longer attack camp fires
fixed ?, !, and other UI icons drawing before shadows
now can decrease basic skills after adding skill points to them
can now get rid of positive mutations that you don't want
no longer show next level data if no per level database entry for that skill
fixed being able to increase multi-strike skill modification (and others like it)
fixed not being able to decrease multi-strike skill modification (and others like it)
removed 2 extra right click slots
starting town can now overlap inwards
starting town can now be more open to neighbor level
hooked up 7 mutation icons



changed IronMan from stamina to armor
changed HugeHeart from stamina to health
changed ExtraLungs from stamina to move speed
removed stamina from Zealot and Ruthless
improved fire mold texture
improved yellow mold texture
fixed destroy clan quests failing
fixed brawl not finishing correctly when all clans destroyed
added CovenantXEmerged
can no longer get tunnels to shared levels
no longer show @ on level name for clans not met
now player starts at war with other clans in brawl scenario (still have to meet them though)
fixed god altar blessing prints
changed god altar text to gold instead of white/green
hooked up 9 mutation icons
added Well of Life
added Fuse's Orb, Fountain of Youth, Elder Tree, Spirit of Lulan, Draaien's Banner, Tree of Life, Tree of Knowledge, Holy Well, Corrupted Lifestone, Corrupted Manastone, Corrupted Healthstone, Mudbeard's Stump, Ciglio's Bones, Fryse's Crystal, Freeze, Corruption, Hellfire, Bolt, Lishlot's Cauldron, Vakoil's Obelisk, Ciglio's Cauldron, Bevan's Grave, Brenna's Grave, Greta's Grave, Retter's Grave, Skadd's Grave, Damek's Grave, Sven's Grave, Tover's Grave, Eeanlee's Grave, Drel's Grave, Raven's Grave, Dez's Grave, Alek's Grave, and Charmed Trillium
detail models in longer hide in model editor
increased AntiMagic effect time from 2.5 to 10.0



male imps, torvas, and skeletons now have add additional chances (more horde like)
now hellhounds and ragnars have much higher sprint speed
increased DeathKnight defense mult from 1.5 to 3.0
doubled DeathKnight mana drain
increased DeathKnight life steal from enhancement 1 to 2
increased Guardian ArmorMult from 3.0 to 5.0
scree and dark elf warriors now have longer attack range
got rid of old hamstring stuff
hellhounds and ragnars now both have hamstring skill
hooked up 3 battle mage sounds
added backstab skill to dark elf assassins
decreased ComboMaxMult from 5.0 to 2.0
stalker hunters and fire throwers now throw where their enemy is going to be, not where they are
decreased challenge chest IncreasedMagicChance from 1000.0 to 500.0, but added a minimum of rare item
increased vendors IncreasedMagicChance from 1000.0 to 1500.0
increased elite vendors IncreasedMagicChance from 1500.0 to 2500.0
changelings now only change when they have been damaged a little bit



hooked up 2 mutation icons
hooked up 8 spellsword icons
fixed conflicting energy shield skills
fixed Flametongue status effect
created new versions of caves and dungeons
added Ancient Ruins specific special room - arches, stone ground, traps, hidden chests, and monsters
added Encampment specific special room - campfires, alarm traps, chests, lots of monsters
added Monolith specific special room - towering stone pillar, skeletons, ambush traps
added Sacred Grove specific special room - ring of tree, altar, possible specific god altar
added Ancient Grove specific special room - different trees, manastone, healthstone



added another Sacred Grove to a tropics area
added Haunted Meadow specific special room - ghost ambush traps
added Mushroom Grove specific special room - possible poison mushroom, manastone
some special rooms now marked as a Sanctuary - monsters will not see or hear you there, they will still follow
you in if they already hate you
fixed GargoyleGroupMult stuff
detail models always drawn in editor now
added Statuary special rooms
added Witch Circle specific special room - pentagram trap, circle of candles, witches
added Warlock Circle specific special room - pentagram trap, circle of candles, warlocks
added Forest Temple specific special room - evil altar(s), fanatics
added Mystic Arch specific special room - dungeon arch, possible ambush traps, possible altar
added Temple Ruins specific special room - temple walls/floors, possible altar, possible evil altar(s), monsters
added Chamber of Gold specific special room - lots of gold veins
added Hall of Death specific special room - oil, fire nova traps, and exploding barrels
added Unstable Chamber specific special room - lots of support beams, possible alarm, possible explosion trap
now NPCs spawned in special rooms can be attached to a quest
hopefully made it so enemies don't telport around in brawl
changed ui outlines to a purple color to match buttons better
now if player dies during survive X minutes quests, that world is lost
fixed effects on items not always carrying over after a world win/loss



fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes
renegade and is below the min level of that world (Buttermilk)
fixed getting fog status effect when no fog could be seen
now when spawning guards tries to find a valid position
fixed sometimes monster getting double promoted or saying player ran away when the player died
added ghost crystals (can break to release the ghost trapped inside)
added ghost chests (can break to release the ghost trapped inside)

Shadow
03-23-2018, 07:06 PM
added a shadow to logo to make it standout a little more
water can now spread
water now stays around for 30 seconds instead of 10
got rid of TrapWaterBig stuff
hazards can now apply status effects directly (instead of needing to be a trap or actor)
hazards can now apply multiple status effects
steam now adds wet and fog status effects
fog now debuffs perception and casting time also
water + fire now equals steam cloud (causes wet & fog status effects)
wet status effect now lasts 10 seconds
lava + water/cold equals steam cloud
now get warm status effect when near braziers and campfires (+cold resistance, -fire resistance)
now outside in rain gives you wet status effect
now outside in snow gives you cold status effect
now inside a house prevents rain/wet and snow/cold
now full level fog adds fog status effect to sentients
now models can specify more than one object type (will use 1 randomly)
changed decorative objects in towns into real objects
now putting out a fire with water/ice causes smoke, smoke does fog status effect
changed fog status effect name to Fog/Smoke/Steam
increased relative chances of barrels
now breaking a manastone might result in a temporal flux, an anti-magic area, an explosion, or nothing happening
moved random hazard stuff from chest to entity so more types of entities could do it
wet status effect now debuffs cold resistance also
added Minor Darkness, Darkness, and Major Darkness status effects
human, mutated, and bounty hunters can't see in the dark - all other monsters can

Shadow
03-26-2018, 07:14 PM
hooked up 3 battlemage sounds
fixed some radar stuff still being applied in some cases
now get attack bonus if higher than enemy
now get attack penalty if lower than enemy
strong winds (wind trap, tornados, maelstrom, etc) can now disperse things like clouds, gas, and fire
set up dinslegacy dns stuff on server
pointed godaddy.con dns stuff to our server
added Dins Legacy section on website
added Overview category on website
added left and top menus on website
added overview page on website
fixed top and side menus on website
made TM in logo and loading screen smaller

Shadow
03-27-2018, 06:54 PM
wind gusts can now close doors (not just wind traps)
smoke & steam clouds are now clouds that will dissipate with wind
now player light attracts monsters
now some mutations that add/subtract "light" don't affect monster aggression range (night blindness, night vision, echo location, etc)
fixed a case when scale could be wrong if a shadow being drawn was using vbo but model not using a normal map
can now specify that effect is attached to a tag on an item model instead of parent model
added torch items

Shadow
03-28-2018, 07:10 PM
added corruption mechanic
hazards can now cause named corruption to any entity in range
now hazards on entities can respond to specific named corruptions to spawn new entities
critters now become giant versions when get too close to a giant obelisk
unique monster and renegade quests that can be on any level now try to sync more times (now 200, was 20)
now corruption response can be a status effect
wisps now get a lightning imbued bonus when they get near manastones and energy vortexes
saurian mages now get a lightning imbued bonus when they get near energy vortexes
anti-magic can now kill skeletons
fixed liquids getting destroyed, not removed, and then no longer working correctly
now liquids and other things that spread will go down hill
added fire mushrooms
added yellow mushrooms
added yellow mold

Shadow
03-29-2018, 08:13 PM
removed saturated versions of human and mutated characters
now blocks have a chance to regrow (higher with rain)
added timer to player environmental stuff - should make sure never a slow down
ice bombs now have chance of leaving some ice behind
now lava can flow out of volcano (in addition to lava projectiles)
turned stamina off as a test
added Death Swarm skill to wisps
added a rain scroll
projectiles no longer cause explosion effect on something that wasn't damaged
yellow mold spores no longer hit other yellow mold
caveins should now be immune from damage from other caveins
made it so using correct icon on Windows is now automatic (Zombasite and next game icon)
built Windows icon
built Linux icon - just a 256x256 png
built Mac icon (didn't hook it up though)
improved lobbing projectiles and fixed a few issues with new ground height
added sparks to open torches (can set things on fire)

Shadow
03-30-2018, 07:09 PM
now need to stand still to throw ice bombs and other similar things
fixed torch effect not turning off when torch broke
torches now have level limits (a little strange but their defensive bonus does go up at higher levels)
fixed some issues when wielding a broken bow
traps are no longer triggered by a dead player
if yellow mold kills something, it spreads more
added MaxSpawnDistance to hazards so they can spread spawns out more
now small chance for any zombie to spready yellow mold on death
now yellow mold can grow into a yellow mushroom if rained on
added fire mold
added damage over time skill mutation
added hardcore/semi-hardcore character options back in
added min level to many scenarios (min level 5 for not starting character, min level 10 for more advanced things)
turned top on/off menus on and fixed a few things (website)
shortened Kivi's Underworld to Kivi (website)
fixed left menu (website)
announcement coming soon post (website)
fix top bar spacing slightly (website)
fixed page title (website)
set up dinslegacy.com redirect to http://www.soldak.com/Dins-Legacy/Overview.html (website)
changed to a Zombasite screenshot for now (website)
added logo to website
changed order link in game to correct webpage
ghost now counts as flying
speed now varies with terrain height changes
earthquakes can now hit town
now natural earthquakes & ones from earthquake machines can destroy houses

Shadow
04-02-2018, 06:49 PM
added Cemetery Hill unique graveyard
fires now go out with rain and start smoke
now add colored @ symbols to show which clan(s) are in a level
auto extra projectiles now are homing
added rain skill to druid
now get fog status effect from fog from the weather

Shadow
04-03-2018, 06:45 PM
turned off keys in next game
fixed a compile order issue in encryption stuff (needed to add Main.hpp include to Encryption.hpp)
set up everything for master server for next game
fixed game stats html

Shadow
04-12-2018, 06:51 PM
fixed a state issue im RenderingState::setAlphaTestMode
got shadow mapping basics working
now only show shadow mapping option if supported
added framebuffer support
now grab maxTextureSize from openGL
now bind and unbind depth texture to/from framebuffer (safer)
added r_shadowMapSize so easy to change depth shadow map size
now handle if shadow map size call fails
added showShadowMapShadowing user var - easier to see where shadows are drawn
fixed shadows not working over models very well
fixed shadows not working on player model - had to turn off see through stuff
fixed shadows on effects - turned off anything not writing depth
now fallback from framebuffer version to normal version
set up framebuffer stuff on Mac and Linux
split drawSurfaces/renderSurface into 3 version so can simplify them a lot
fixed shadows blinking in and out - had to set glColor4f after turning color array off
simplified renderSurfaceLightPass quite a bit
now check maxTextureUnits
changed light to a square fov
can now pass fov in view stuff
moved sun position for shadows to correct position
now calculate near/far z instead of hardcoding them
fixed not using vbos for animating models with shadow mapping on - at least for now shadow mapping is now faster
moved sun closer
fixed no shadows drawn every once in a while - forced setUseTextureAlpha to true in shadow map pass
fixed scale not working on non-entity models
moved depthClear call to framebuffer init
fixed vidRestart stuff
fixed model scale issue - not using vertex program, doing in model matrix
moved scale for all vbos to model matrix instead of vertex program - gets rid of some jitters
moved all model scaling to model matrix - faster and fixes some issues with shadow mapping
now use multitexturing to get shadows to work nicely with alphaTest surfaces
fixed YellowMushroom and FireMushroom
changed default to new shadow mapping
added filtering to shadow maps (just 1 extra mipmap level)
made glClientActiveTextureARB stuff safe
added glClientActiveTextureARB stuff to Mac and Linux
fixed shadows in dungeons
changed roofs to not fade out all of the way
fixed Matrix4x4 multiply being backwards
hooked up 4 battlemage sounds
stalker hunter shuriken now draws shadow
hooked up 10 mutation icons
changed bloom claming from GL_CLAMP to GL_CLAMP_TO_EDGE
fixed animating bush being destroyable

Shadow
04-20-2018, 07:34 PM
improved shadow mapping filtering
decreased default sun fov from 5.0 to 3.0
increased depth half spread from 600 to 1000
fixed r_shadowMapFilterting spelling
fixed ModificatioSkillDamagePrefix
for light stage no longer cull front or back for transparent objects - plant shadows more full
some short desert plants no longer fade out when "in way"
dead trees no longer fade out when in way
update donation lists from Patreon on website and Zombasite/next game
fixed Athleticism spelling
fixed Frost Hands mutation description
fixed Shadow mutation description
fixed Charged mutation description
decreased MaxTileHeightChange for ruins from 16.0 to 8.0
hooked up male battle shout sound
fixed aura/status effect text indentation
teleport stone hotkey now defaults to backspace
ground cracks, liquids, and other things no longer draw shadows with new shadow mapping
crystals no longer self shadow since they generate light themselves

Shadow
04-23-2018, 06:58 PM
hooked up concentrate fire battle mage sound
changed r_lodbias default from 0.0 to -0.2
fixed shadows not being cast on grass (use alphaTest from model instead of hardcoded value)
now when flattening blocks use average of edge instead of entire block
fixed highlighting objects causing them to be drawn darker
pets no longer trigger town attack sound/icon
fixed scale with old shadows (bug never public)

Shadow
04-24-2018, 07:15 PM
got compiling on Mac again
got compiling on Linux again
got shadow mapping working on Mac
whirlwind now repeats correctly when using right click (Mortac)
guard crystals no longer self shadow
fixed ice bomb not putting out fires any more (bug never public)
fixed shadow mapping drawing over effects
now start all players in same level in multiplayer
now cull models correctly when using shadow mapping
got shadow mapping working on Linux
fixed 1 DarkLord texture capitalization issue (Linux is case sensitive)
fixed 9 PlagueLord texture capitalization issues (Linux is case sensitive)
increased shadow mapping fov from 3.0 to 5.0 (good most of the time, eventually will calculate this so as
small as possible)
reworded RightClickMainSlot slightly
can now change left mouse click to a skill instead of basic attack

Shadow
05-01-2018, 07:12 PM
hooked up 8 mutation icons
fixed a few things so that immortal clan members would work (treborx555)
ui_hideItemsDuringCombat now defaults to on
fixed claustrophobia icon
fixed animation timing issue with new animation variants
added many unique monsters from DC into DL

Shadow
05-11-2018, 06:16 PM
fixed always dark in coop player towns (=TEF= Alpha-9 the Ratman)
fixed model culling in light and shadow mapping pass
got rid of several lock functions and associated bool
added Mutated History button to character screen
improved build tool to not include duplicate files when have multiple source directories like Din's Legacy does
changed stamina potions spawn chance to 0.0 (will need to turn back on if readd stamina)
now cull models better in light pass of shadow mapping
updated donation lists from Patreon
fixed a rare infinite loop in trap activation
split levels and world stuff so can make big changes for Din's Legacy
made boundaries must more obvious (rock, fence, wall) - desert1, desert2, desert3, desert4, tropics1, tropics2, tropics3, graveyard1, graveyard2, graveyard3, graveyard4, graveyard5, grassland1, grassland2, grassland3, grassland4, grassland5, forest1, forest2, forest3, forest4, forest5, forest6, forest7, forest8, and forest9
can now have multiple BlockTypeIndex/BlockTypeMult for the same index (now multiple together instead of replacing)
made forest, deserts, plains, and tropics more open
made male imps much faster
doubled NoiseAmbushChance
increased OutdoorSunrisePitch/OutdoorSundownPitch another 10 degrees
decreased game to real time (day twice as long now)
added Mutated to bestiary
fixed player double footstep sounds
fixed getting partial zombie immunity sometimes - no longer go through clear infection if don't have one
YellowMold and FireMold now give you 5 seconds before they can trigger first time
removed an extra getGroundHeightAtPosition call in shouldCullModel - went from 64.9 to 69.2
now cache tile normals - went from 73.2 to 75.2
now cache tile heights/normals - went from 70.4 to 73.4
now cache static object heights - went from 75.8 to 77.3
removed SimplePerLevel stuff, it wasn't working as intended
can no longer get stealth buff skill modifier on other buffs
sped up movement to zombasite with full stamina levels
added Dense Projectiles skill modification (slow, but powerful)
added Knockback skill modification (50% more knockback)
added Homing Projectiles skill modification
added Swarm Projectiles skill modification (extra projectiles, but less damage)
fixed Echolocation icon not being power of 2

Shadow
05-25-2018, 07:10 PM
hooked up new buttons
hooked up 2 mutation icons
fixed mana steal/life steal on item not color coded and indented
fixed "Attacking or using a skill disrupts this effect" not indented correctly (Prayer skill)
doubled MaxDropAmount for mana potions
removed stamina from player menu, stamina item modifier, Infused Energy skill, and ObjectObeliskInfiniteStamina
removed stamina part of StatusEffectFastDraw, StatusEffectSprint, and StatusEffectGaseousForm
changed monster stamina drain enhancements to slow player directly instead of draining some stamina
added Rebecca to the credits
now adding points to basic skills gives you a stat benefit

Shadow
05-29-2018, 07:00 PM
increased terrain height changes by 50%
fixed not being able to equip weapons any more
no longer draw linked box on linked skills (no longer necessarily next to each other or in order)
fixed value for UseSymbolsForSystemControl not being used
sped up attacks without a weapon
hooked up Relentless Strikes, Bleeding Strike, and Retreat skill sounds
can no longer attack camp fires
fixed ?, !, and other UI icons drawing before shadows
now can decrease basic skills after adding skill points to them
can now get rid of positive mutations that you don't want
no longer show next level data if no per level database entry for that skill
fixed being able to increase multi-strike skill modification (and others like it)
fixed not being able to decrease multi-strike skill modification (and others like it)
removed 2 extra right click slots
starting town can now overlap inwards
starting town can now be more open to neighbor level
hooked up 7 mutation icons

Shadow
06-27-2018, 06:41 PM
changed IronMan from stamina to armor
changed HugeHeart from stamina to health
changed ExtraLungs from stamina to move speed
removed stamina from Zealot and Ruthless
improved fire mold texture
improved yellow mold texture
fixed destroy clan quests failing
fixed brawl not finishing correctly when all clans destroyed
added CovenantXEmerged
can no longer get tunnels to shared levels
no longer show @ on level name for clans not met
now player starts at war with other clans in brawl scenario (still have to meet them though)
fixed god altar blessing prints
changed god altar text to gold instead of white/green
hooked up 9 mutation icons
added Well of Life
added Fuse's Orb, Fountain of Youth, Elder Tree, Spirit of Lulan, Draaien's Banner, Tree of Life, Tree of Knowledge, Holy Well, Corrupted Lifestone, Corrupted Manastone, Corrupted Healthstone, Mudbeard's Stump, Ciglio's Bones, Fryse's Crystal, Freeze, Corruption, Hellfire, Bolt, Lishlot's Cauldron, Vakoil's Obelisk, Ciglio's Cauldron, Bevan's Grave, Brenna's Grave, Greta's Grave, Retter's Grave, Skadd's Grave, Damek's Grave, Sven's Grave, Tover's Grave, Eeanlee's Grave, Drel's Grave, Raven's Grave, Dez's Grave, Alek's Grave, and Charmed Trillium
detail models in longer hide in model editor
increased AntiMagic effect time from 2.5 to 10.0

Shadow
06-28-2018, 06:58 PM
male imps, torvas, and skeletons now have add additional chances (more horde like)
now hellhounds and ragnars have much higher sprint speed
increased DeathKnight defense mult from 1.5 to 3.0
doubled DeathKnight mana drain
increased DeathKnight life steal from enhancement 1 to 2
increased Guardian ArmorMult from 3.0 to 5.0
scree and dark elf warriors now have longer attack range
got rid of old hamstring stuff
hellhounds and ragnars now both have hamstring skill
hooked up 3 battle mage sounds
added backstab skill to dark elf assassins
decreased ComboMaxMult from 5.0 to 2.0
stalker hunters and fire throwers now throw where their enemy is going to be, not where they are
decreased challenge chest IncreasedMagicChance from 1000.0 to 500.0, but added a minimum of rare item
increased vendors IncreasedMagicChance from 1000.0 to 1500.0
increased elite vendors IncreasedMagicChance from 1500.0 to 2500.0
changelings now only change when they have been damaged a little bit

Shadow
06-29-2018, 07:05 PM
hooked up 2 mutation icons
hooked up 8 spellsword icons
fixed conflicting energy shield skills
fixed Flametongue status effect
created new versions of caves and dungeons
added Ancient Ruins specific special room - arches, stone ground, traps, hidden chests, and monsters
added Encampment specific special room - campfires, alarm traps, chests, lots of monsters
added Monolith specific special room - towering stone pillar, skeletons, ambush traps
added Sacred Grove specific special room - ring of tree, altar, possible specific god altar
added Ancient Grove specific special room - different trees, manastone, healthstone

Shadow
07-03-2018, 06:54 PM
added another Sacred Grove to a tropics area
added Haunted Meadow specific special room - ghost ambush traps
added Mushroom Grove specific special room - possible poison mushroom, manastone
some special rooms now marked as a Sanctuary - monsters will not see or hear you there, they will still follow
you in if they already hate you
fixed GargoyleGroupMult stuff
detail models always drawn in editor now
added Statuary special rooms
added Witch Circle specific special room - pentagram trap, circle of candles, witches
added Warlock Circle specific special room - pentagram trap, circle of candles, warlocks
added Forest Temple specific special room - evil altar(s), fanatics
added Mystic Arch specific special room - dungeon arch, possible ambush traps, possible altar
added Temple Ruins specific special room - temple walls/floors, possible altar, possible evil altar(s), monsters
added Chamber of Gold specific special room - lots of gold veins
added Hall of Death specific special room - oil, fire nova traps, and exploding barrels
added Unstable Chamber specific special room - lots of support beams, possible alarm, possible explosion trap
now NPCs spawned in special rooms can be attached to a quest
hopefully made it so enemies don't telport around in brawl
changed ui outlines to a purple color to match buttons better
now if player dies during survive X minutes quests, that world is lost
fixed effects on items not always carrying over after a world win/loss

Shadow
07-06-2018, 06:43 PM
fixed a crash when a level 100 npc goes renegade in a level 200 world - might happen any time an NPC goes
renegade and is below the min level of that world (Buttermilk)
fixed getting fog status effect when no fog could be seen
now when spawning guards tries to find a valid position
fixed sometimes monster getting double promoted or saying player ran away when the player died
added ghost crystals (can break to release the ghost trapped inside)
added ghost chests (can break to release the ghost trapped inside)