Alpha 3, checkpoint release with engine v1.2.0
Been just a bit more than a month, trying to get back to more regular releases even if there are no "headline" type new things :-)
Note: The config.cfg
file in an existing game data directory must be deleted once if you reuse an old game data directory. Some configuration keys have changed. There are also library changes if you are running from source but haven't updated since the last release (re-run something like gradlew idea
to get the latest dependencies)
Primary engine changes:
- Lots of changes to rendering from @tdgunes as part of his GSOC project to implement a DAG pipeline (try out
F3
thenF9
to get the wireframe debug rendering view) - Lots of improvements to @rzats' NUI editor that can be used in-game now to make nice new UIs. Also GSOC.
- Assorted bits of engine support for other modules, such as @xrtariq2594 for TTA / JS modules and @skaldarnar for L&S
- Some network hardening by @indianajohn that handles initial disconnects and module transfers better
- Neater new config options by @emanuele3d to allow subscribing to config changes
- Our CrashReporter can now be embedded into a Terasology workspace as source to make it easier to work on
- Various minor bug fixes and translation work - also see the closed issues on GitHub for the release
Modules:
- PhysicalStats and Equipment modules have arrived, including a character screen accessed via
c
- your character can now equip things that increases overall damage and such. - GooeysQuests has been enhanced a fair bit, now generates small procedural dungeons in different shapes including chests containing items (including gear you can equip). Some related work on Structural templates have made it easier to make new templates for buildings (also in use in DynamicCities)
- DynamicCities is moving right along with @CptCrispyCrunchy's GSOC project, growing nicely now and getting into market dynamics for supply and demand
- Light & Shadow is moving again with a new magic dome covering the center of the world, meant to later restrict the play area. Could perhaps even constrict it over time like Crowfall's hunger dome? Note: A known issue exists where the player may spawn outside the dome with some world seed values. This usually ends poorly.
- Assorted tweaks over the Throughout the Ages and JoshariasSurvival module lines