• 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.
  • Additional Items

  • 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.