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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
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