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0.2.1
StableAll checks were successfulci / Lua content lint (push) Successful in 12srelease / Lua content lint (push) Successful in 25sci / Lint & Test (push) Successful in 3m27srelease / Lint & Test (push) Successful in 3m53srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 2m26srelease / Publish isommo-auth (push) Successful in 2m36srelease / Deploy via Semaphore (push) Successful in 10srelease / Create release (push) Successful in 21srelease / Server artifacts (push) Successful in 3m10srelease / Server artifacts-1 (push) Successful in 3m11srelease / Client artifacts (push) Successful in 4m8sreleased this
2026-07-25 23:27:58 +02:00 | 47 commits to main since this releaseFeatures
- typed layer/skill constants + auto-derived kind; fix GameServer image build (#212)
Bug Fixes
- pin actions/cache to v4 to unblock Forgejo builds (#213)
Chores
- update https://github.com/docker/setup-buildx-action action to v4 (#210)
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0.1.5
StableAll checks were successfulci / Lint & Test (push) Successful in 3m37srelease / Lint & Test (push) Successful in 3m34srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 2m28srelease / Publish isommo-auth (push) Successful in 2m29srelease / Deploy via Semaphore (push) Successful in 3srelease / Create release (push) Successful in 12srelease / Server artifacts-1 (push) Successful in 3m1srelease / Server artifacts (push) Successful in 3m1srelease / Client artifacts (push) Successful in 3m43sreleased this
2026-07-22 23:14:38 +02:00 | 78 commits to main since this releaseBug Fixes
- ship map/asset editors as macOS .app + launch.command (#161)
Refactor
- read-only World.Mobiles / World.Items views (drop scalar count props) (#160)
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0.1.4
StableAll checks were successfulci / Lint & Test (push) Successful in 2m17srelease / Lint & Test (push) Successful in 3m13srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 2m21srelease / Publish isommo-auth (push) Successful in 2m29srelease / Deploy via Semaphore (push) Successful in 4srelease / Create release (push) Successful in 11srelease / Server artifacts (push) Successful in 2m58srelease / Server artifacts-1 (push) Successful in 3m33srelease / Client artifacts (push) Successful in 4m39sreleased this
2026-07-22 22:43:08 +02:00 | 80 commits to main since this releaseFeatures
- export Prometheus metrics (system + game KPIs) via OpenTelemetry (#159)
- structured JSON logging + trace/player scopes + client-intent audit (#156)
- PvP arena — sealed stone pit + stone static art + asset-naming hard gate (#109) (#154)
- death onboarding — tell the player to reach an ankh (#153)
- unify Player + creatures under one Mobile base (fixes PvP targeting) (#149) (#151)
- map editor — paint terrain + statics on the iso grid (#113) (#147)
- static/object layer — Tree off terrain to sparse statics (#89) (#144)
- biomes foundation — data-driven terrain + walkable biome grounds (#136) (#142)
- character creation wizard (#108) (#134)
- worn equipment visible on other players — layered anim + paperdoll (#18) (#132)
- asset-extraction tooling + natural-size placed fixtures (#131)
- ankh resurrection replacing the timed auto-respawn (#112) (#129)
- greyscale death screen + one death path (#30) (#126)
- DEBUG-only harness to pilot the client (socket + screenshots) (#123)
Refactor
- TargetedSpell base owns target+range+LOS validation once (#152)
- data-driven tiledata behind an IMapFormat seam (#143) (#145)
- GM + targeting feedback to the string catalog (#73) (#127)
Documentation
- PvP arena design + vision index (#148)
- enforce design invariants via a critical-design-review skill and checklist (#128)
Chores
- client/tools standards nits — dedup, splits, idioms (#51) (#125)
- backpack README + own-art test gaps (#103) (#124)
Other
- feat/world-terrain (#121)
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0.1.2
StableAll checks were successfulci / Lint & Test (push) Successful in 2m38srelease / Lint & Test (push) Successful in 2m47srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 2m5srelease / Publish isommo-auth (push) Successful in 2m5srelease / Deploy via Semaphore (push) Successful in 4srelease / Create release (push) Successful in 8srelease / Server artifacts-1 (push) Successful in 2m56srelease / Server artifacts (push) Successful in 2m56srelease / Client artifacts (push) Successful in 3m27sreleased this
2026-07-20 06:28:20 +02:00 | 106 commits to main since this releaseFeatures
- macOS .app client bundle + compiled server zips (#101)
Documentation
- macOS first-launch unlock for the unsigned .app (#102)
Other
- Own-art backpack gump + inventory rework (invisible grid) (#100)
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v0.1.1
StableAll checks were successfulci / Lint & Test (push) Successful in 1m23srelease / Lint & Test (push) Successful in 1m25srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 1m49srelease / Publish isommo-auth (push) Successful in 1m53srelease / Deploy via Semaphore (push) Successful in 4srelease / Create release (push) Successful in 8srelease / Client artifacts (push) Successful in 1m39sreleased this
2026-07-19 20:43:05 +02:00 | 109 commits to main since this releaseFeatures
- version the wire contract, reject mismatched clients (#97)
- UO-native tile metrics + fade creatures that hide the player (#93)
- heal sparkle + shield ward self-VFX (UO art) (#92)
- iso depth sorting + fade trees occluding the player (#66) (#88)
- /set + /setskill (instance-direct, auto-discovered commands) (#87)
- shield (GHY KOR) — timed damage-reduction ward (#85)
- heal (GHY REN) + readability + test scaffolding (#82)
- bold HUD/world font for readability (#78)
- cast by incantation words on the client; remove the instant Cast (2a, #36) (#77)
- server-paced incantation FSM (slice 2a, #36) (#75)
- training dummy swings when struck (#36) (#69)
- castable fire/water bolt with a visible UO fireball (#36) (#67)
- persist GM-placed creatures, remove seeding + respawn (#64)
- sprite-accurate click selection + overhead damage numbers (#63)
- pack the UO training-dummy art (#36) (#61)
- in-game training dummy (#36) (#60)
- server-authoritative fire/water bolt (#36) (#58)
- persisted mana + Magery on per-entity save serialization (#36) (#57)
- single-threaded world simulation, no lock (#54) (#56)
- binary world save instead of SQL (#23) (#40)
- gump art reader + backpack container background (#19) (#38)
- targeting system (cursor) — foundation for spells & GM commands (#32) (#37)
- bottom-left journal for system messages (#35)
- stats & use-based skills, skill-based hit chance (#8) (#34)
- GM/admin commands (spawn, tp, kill, resurrect) (#31)
- creatures leave a decaying corpse on death (#29)
- close the combat loop — creatures retaliate, players die & resurrect (#10) (#28)
- equipped weapon drives melee damage & swing time (#26) (#27)
- combat vertical slice (melee, timed swings, damage numbers) (#25)
- playable among friends (client/server config + chat throttle) (#24)
- graphical asset editor + single assets.isoa pack
- custom .isoa binary asset container replacing loose PNGs
- server-authoritative wandering creatures with real UO art (M7)
- render real UO static and land art (trees, ground items, grass)
- inventory, equipment, and a drag-and-drop paperdoll
- ground items (drop, pickup, area-of-interest scoped)
- area-of-interest broadcasts (local view and chat)
- bounded tile map with server-validated walkability
- persist character position across sessions
- migrate the client from Godot to MonoGame
- UO-style overhead chat
- godot client with legacy UO art pipeline and mouse movement
- silent login, characters and unbounded 8-direction world
- auth service and authoritative game server with grid movement
Bug Fixes
- stamp save blobs to prevent a periodic write rolling back a disconnect save (#96)
- discard a malformed client frame instead of dropping the session (#95)
- show heal +0 at full HP (#83)
- launch the spell projectile from the body, not the head (#76)
- scroll the animation list so every asset is reachable (#71)
- drain the simulation queue on shutdown to avoid a hang (#62)
- P0 security & integrity hardening (#46)
Refactor
- move placement + corpse-decay logic out of World (HARD GATE) (#94)
- Spell hierarchy + SpellCatalog (#79)
- cliloc-style message catalog for gameplay cues (#59) (#72)
- standards cleanup (dedup, config, one-type-per-file, dead code) (#50)
- World is a pure lock+delegate facade (HARD GATE) (#49)
- ModernUO-shaped Mobile/BaseCreature/PlayerMobile hierarchy
Documentation
- single-threaded simulation study (#54) + ModernUO as reference (#55)
- spell system design (Vulgare Arcano) (#48)
- game bible + game-design skill (#47)
- add CONTRIBUTING (#22)
- require a Definition of Done on every non-trivial issue
- multi-platform requirement and working agreement
Tests
- consolidate protocol round-trips, drop useless tests, cover item ownership (#53)
CI/CD
- lint + build + test on push/PR (Forgejo Actions, aac-board-style)
Chores
- containerize services + Forgejo release pipeline (#33) (#98)
- single-target IsoMmo.Shared on net10.0 (#86)
- drop the Postgres provider, run SQLite only (#44) (#45)
Other
- build: commit assets.isoa pack; fix client copy for clean checkouts
- build: CSharpier + Roslynator/Sonar analyzers with a phased .editorconfig policy
- build: zero-warning policy and one-command dev startup
Downloads
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v0.1.0
StableSome checks failedci / Lint & Test (pull_request) Successful in 1m54srelease / Lint & Test (push) Successful in 1m30srelease / test (push) Successful in 0srelease / Publish isommo-gameserver (push) Successful in 2m7srelease / Publish isommo-auth (push) Successful in 2m12srelease / Deploy via Semaphore (push) Failing after 4srelease / Create release (push) Successful in 7srelease / Client artifacts (push) Failing after 1m1sreleased this
2026-07-19 14:27:19 +02:00 | 109 commits to main since this releaseFeatures
- version the wire contract, reject mismatched clients
- UO-native tile metrics + fade creatures that hide the player (#93)
- heal sparkle + shield ward self-VFX (UO art) (#92)
- iso depth sorting + fade trees occluding the player (#66) (#88)
- /set + /setskill (instance-direct, auto-discovered commands) (#87)
- shield (GHY KOR) — timed damage-reduction ward (#85)
- heal (GHY REN) + readability + test scaffolding (#82)
- bold HUD/world font for readability (#78)
- cast by incantation words on the client; remove the instant Cast (2a, #36) (#77)
- server-paced incantation FSM (slice 2a, #36) (#75)
- training dummy swings when struck (#36) (#69)
- castable fire/water bolt with a visible UO fireball (#36) (#67)
- persist GM-placed creatures, remove seeding + respawn (#64)
- sprite-accurate click selection + overhead damage numbers (#63)
- pack the UO training-dummy art (#36) (#61)
- in-game training dummy (#36) (#60)
- server-authoritative fire/water bolt (#36) (#58)
- persisted mana + Magery on per-entity save serialization (#36) (#57)
- single-threaded world simulation, no lock (#54) (#56)
- binary world save instead of SQL (#23) (#40)
- gump art reader + backpack container background (#19) (#38)
- targeting system (cursor) — foundation for spells & GM commands (#32) (#37)
- bottom-left journal for system messages (#35)
- stats & use-based skills, skill-based hit chance (#8) (#34)
- GM/admin commands (spawn, tp, kill, resurrect) (#31)
- creatures leave a decaying corpse on death (#29)
- close the combat loop — creatures retaliate, players die & resurrect (#10) (#28)
- equipped weapon drives melee damage & swing time (#26) (#27)
- combat vertical slice (melee, timed swings, damage numbers) (#25)
- playable among friends (client/server config + chat throttle) (#24)
- graphical asset editor + single assets.isoa pack
- custom .isoa binary asset container replacing loose PNGs
- server-authoritative wandering creatures with real UO art (M7)
- render real UO static and land art (trees, ground items, grass)
- inventory, equipment, and a drag-and-drop paperdoll
- ground items (drop, pickup, area-of-interest scoped)
- area-of-interest broadcasts (local view and chat)
- bounded tile map with server-validated walkability
- persist character position across sessions
- migrate the client from Godot to MonoGame
- UO-style overhead chat
- godot client with legacy UO art pipeline and mouse movement
- silent login, characters and unbounded 8-direction world
- auth service and authoritative game server with grid movement
Bug Fixes
- stamp save blobs to prevent a periodic write rolling back a disconnect save (#96)
- discard a malformed client frame instead of dropping the session (#95)
- show heal +0 at full HP (#83)
- launch the spell projectile from the body, not the head (#76)
- scroll the animation list so every asset is reachable (#71)
- drain the simulation queue on shutdown to avoid a hang (#62)
- P0 security & integrity hardening (#46)
Refactor
- move placement + corpse-decay logic out of World (HARD GATE) (#94)
- Spell hierarchy + SpellCatalog (#79)
- cliloc-style message catalog for gameplay cues (#59) (#72)
- standards cleanup (dedup, config, one-type-per-file, dead code) (#50)
- World is a pure lock+delegate facade (HARD GATE) (#49)
- ModernUO-shaped Mobile/BaseCreature/PlayerMobile hierarchy
Documentation
- single-threaded simulation study (#54) + ModernUO as reference (#55)
- spell system design (Vulgare Arcano) (#48)
- game bible + game-design skill (#47)
- add CONTRIBUTING (#22)
- require a Definition of Done on every non-trivial issue
- multi-platform requirement and working agreement
Tests
- consolidate protocol round-trips, drop useless tests, cover item ownership (#53)
CI/CD
- lint + build + test on push/PR (Forgejo Actions, aac-board-style)
Chores
- containerize Auth + GameServer, add Forgejo release pipeline (#33)
- single-target IsoMmo.Shared on net10.0 (#86)
- drop the Postgres provider, run SQLite only (#44) (#45)
Other
- build: commit assets.isoa pack; fix client copy for clean checkouts
- build: CSharpier + Roslynator/Sonar analyzers with a phased .editorconfig policy
- build: zero-warning policy and one-command dev startup
Downloads
-
Source code (ZIP)
0 downloads
-
Source code (TAR.GZ)
0 downloads