- Finish internal server hardware setup
- Improvements to Client Performance
- First Pass new building system
- First Pass building system UI design.
- First Pass building system design.
- First Pass - List of all magic and spell types for tech and vfx scoping.
- First Pass Stormrider abilities for melee combat prototyping
- Channeling abilities
- First pass spell and ability crafting system back-end.
- Finish framework for additional ability resources.
- Fix to missing characters upon login due to SSL exploit patch.
- UI Layering - Synchronize order of input and order of rendering.
- UI Layering - Allow users to change a widget's layer.
- Move applicable UI fields to OnChanged callbacks rather than continuous polling.
- UI - Reduce inter-process redundancy.
- First Pass Ability Crafting System UI
- Color CSE account messages in client chat
- Implement sRGB colorspace for textures.
- Begin HDR/sRGB render target.
- Update store with additional, limited quantity, tiers.
- Update store with Lifetime pledge for Builders
- Various improvements to store - responsiveness and caching.
- Add human readable callstacks to database and CrashReporter UI.
- Create interface to sort crashes by time and file location.
- First pass building system UI
- Improve nameplate handling for large number of onscreen players.
- Character Art Pipeline - Pull geo from sub materials assigned to model.
- Character Art Pipeline - Reduce number of model files for a character.
- Character Art Pipeline - Character built from parts animates correctly.
- Character Art Pipeline - Load character art resources into slots according to layers.
- Character Art Pipeline - Merge per-slot pieces with vertex merg/averaging.
- Character Art Pipeline - First pass texture decaling.
- Set up Stormrider archetype for melee combat prototyping needs.
- New model loading solution to correctly verify model ready issues.
- Set up an import comparison system to reduce errors with FBX imports.
- Animation use hierarchical transformations
- First Pass Ability Crafting UI Design
- First Pass Building system UI artwork
- Determine first Camelot Unchained tshirt printing.
- Review all edited/pitch Lore Docs from Max
- Approve final edits to Lore Docs
- Second pass Crafting Doc
- Rewrites to the Ulfhednar Becoming story.
- Rewrites to the Dvergar Becoming story.
- Rewrites to the Luchorpan Becoming story.
- Rewrites to the Hamadryads Becoming story.
- Rewrites to the Golems Becoming story.
- Final rewrites to stories based on Mark's feedback
- Create worst case mage armor packet for modeling.
- First pass - Mage VFX and casting concept art.
- Second pass Stormrider textures.
- Preliminary vfx concepting for ability types. Determine tech needs moving forward.
- Second pass sculpt, texture, rig, Stormrider armor parts.
- First pass rough sculpt and layout of worst case mage armor.
- Integrate client/server commands compression into new proxy code.
- Abilities - Create physics shape Cone
- Abilities - Create physics entity Pool = AOE collider on ground.
- Abilities - Wind to push all the things around!
- Weapon illustrations for Viking warrior class doc.
- Begin work on social animations for later use.
- First Pass unarmed generic male locomotion animations.
- First Pass armor system spatial layout.
- First pass master cloak animations.
- Integrate second pass Stormrider armor for parts system prototyping.
- Begin moving client->server TCP connection to client->proxy
- Reduce texture sizes and remodel trees in PAT build.
- Improve duck pedestal collision in control game.
- Add lit braziers to capture points.
- First pass art and tech for grass system.
- Added “snow day” properties to our environment shader.
- Final sculpt and low res of mage armor approved.
- Building blocks can now be placed in world using mouse clicks instead of keystrokes.
- Building blocks can now use more than one material.
- Spells that use 'lob' aiming can now track their targets.
- Re-visit TDD heavy armor concept to work within new character art pipeline.
- Unify server and collision code.
- Move patcher off of main game server.
- Multithreaded renderable/animation updates on client.
- Better concurrency on octree updates.
- Editor - User is now able to create their own working channel in an easier manner.
- Better error handling in client if it encounters a missing resource.
- Models 2.0 complete - Assets can now be made of multiple parts, such as meshes, vfx, and lights.
- Slope Sliding - Character will now slide down slopes dependent upon the angle of terrain on which they stand.
- VFX now properly attach to bones at lower LODs.
- First pass Concept - TDD Archer.
- Culling of lights in game no longer linked to VFX. (Light radius continues to display with parent VFX off screen.)
- Improvements to physics accuracy at a distance.
- Box collision type added.
- Assertions now tracked by CrashReporter.
- First pass falling damage.
- Improved UI responsiveness when not auto-connecting and general UI stability.
- Optimized and updated Stormrider with new master rig.
- Improvements to client and server syncing during jumping.
- 2nd pass medium armor TDD archer concepts.
- First Draft Jotnar Becoming story.
- New performance HUD.
- Player can now queue an ability while moving.
- First pass rigged generic human female.
- First pass Úlfhéðnar visual concepts.
- Added block rotation to building system.
- First pass ability component editor for designers to tinker with.
- First pass ability crafting API.
- First pass Gargoyle Becoming concept.
- First pass design of new map layout.