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Releases: ProjectSWGCore/Holocore

2022.07.06-2

06 Jul 20:03
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2022.07.06-2 Pre-release
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2022.07.06

06 Jul 19:42
41af620
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2022.07.06 Pre-release
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What's Changed

  • Run verify workflow on the new branch, so we always know the state of… by @madsboddum in #526
  • Fixed usages of deprecated Gradle APIs, so we're compatible with the … by @madsboddum in #527
  • Don't apply non-existent buffs to vehicles #508 by @madsboddum in #528
  • Marked ServerFactory as deprecated so it's easier to know that it sho… by @madsboddum in #529
  • Extracted MappingTemplate loading into a DataLoader by @madsboddum in #530
  • mappingtemplate_sdb by @madsboddum in #531
  • Update static_city_points.sdf by @Skorpios0 in #534
  • Added possibility of being knocked down and added an option for it at… by @madsboddum in #537
  • Fixed invalid combat command warnings during startup by @madsboddum in #539
  • Remember the badges a player has between server restarts by @madsboddum in #540
  • Fixed cooldowns not displaying client-side by @madsboddum in #541
  • Security check on setcurrentskilltitle command, so a player must actu… by @madsboddum in #543
  • Removed NGE style item powerups by @madsboddum in #544
  • Display ? and ! above NPCs by @madsboddum in #546
  • Slower HAM regeneration to prevent getting back up from incapacitatio… by @madsboddum in #551
  • Optimized performance by stopping AI for combat NPCs once they're dead by @madsboddum in #549
  • Added support for more locomotions to prevent a lot of game-breaking … by @madsboddum in #538
  • Adjusted the default weapon, so it has pre-NGE stats instead of post-… by @madsboddum in #536
  • Unarmed Damage now increases the base damage done by the player, e.g.… by @madsboddum in #535
  • We should apply the accuracy bonus to the WeaponObject and remember i… by @madsboddum in #552
  • Added support for accuracy and defense skillmods, making it possible … by @madsboddum in #554
  • System messages for granted static items instead of the NGE loot box … by @madsboddum in #556
  • Modifying the customization variables of an item should notify the cl… by @madsboddum in #557
  • Added support for Center of Being by @madsboddum in #571
  • Added support for state checks on commands by @madsboddum in #572
  • Jedi state by @madsboddum in #573
  • Novice box in elite professions can now be learnt from trainers by @madsboddum in #574
  • Added some vehicle-related system messages by @madsboddum in #579
  • Added missing error message to SE goggle radial, guiding the player t… by @madsboddum in #577
  • Mastering a profession now gives you a badge by @madsboddum in #580
  • Removed stat mods and remnant NPE Uniform Box code by @madsboddum in #581
  • Removed unreferenced SetBonusService by @madsboddum in #582
  • Object attributes are now built dynamically, so we can show context-s… by @madsboddum in #583
  • Default value for Special Attack Cost should be consistently 100 to a… by @madsboddum in #586
  • Added support for Melee Assault and Melee Strike, special attack cost… by @madsboddum in #587
  • Added support for Leg Sweep and knockdown combat abilities in general by @madsboddum in #588
  • Sitting now increases HAM regeneration by 2x by @madsboddum in #593
  • Added support for Sweep Attack, which is an AoE knockdown ability by @madsboddum in #592
  • Wrote a couple of automated tests for "Your modified Speed" to ensure… by @madsboddum in #594
  • You must now have a supported weapon type equipped in order to execut… by @madsboddum in #595
  • Block loot radials while the executor is dead or incapacitated by @madsboddum in #599
  • Added support for Armor Break, which reduces the opponents armor prot… by @madsboddum in #600
  • Filled in placeholder for visibleComponents in TangibleObject and add… by @madsboddum in #602
  • Removed unused implementations of Persistable by @madsboddum in #603
  • Added support for Knockdown Recovery and prevented posture changes /s… by @madsboddum in #604
  • Fixed sometimes being stuck in combat by @madsboddum in #608
  • Server now re-uses previously generated resources instead of generati… by @madsboddum in #607
  • Added support for Lunge, the range of which is 20m instead of the ran… by @madsboddum in #609
  • Don't bother displaying required combat level if it's 1 by @madsboddum in #610
  • Changed network protocol to websockets by @Josh-Larson in #612
  • Added support for Burst Run by @madsboddum in #615
  • Added health check URL (/health-check) by @Josh-Larson in #616
  • Added server stats URL (/stats) by @Josh-Larson in #617
  • Fixed a couple of duel bugs by @madsboddum in #618

Full Changelog: 2022.05.22...2022.07.06

2022.05.22

23 May 02:16
d7359f7
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2022.05.22 Pre-release
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Fixed database connection string

What's Changed

  • CU conversion by @madsboddum in #367
  • Skill training, with brawler trainer as example by @madsboddum in #384
  • Fixed issue with money, where the system both thought you had some bu… by @madsboddum in #381
  • Fixes vehicle test failures, possibly in-game problems as well by @madsboddum in #390
  • Switched required combat level on items from NGE string to CU string by @madsboddum in #389
  • Apply Special Attack Cost to weapons by @madsboddum in #391
  • Required profession -> required skill by @madsboddum in #394
  • Apply Accuracy Bonus to weapons by @madsboddum in #393
  • Apply Wound Chance to weapons by @madsboddum in #395
  • Actually use the new badge dataloader that uses sdb instead of the old code that uses iff by @madsboddum in #401
  • Regenerated skills.sdb from CU clientdata, so we don't need to keep NGE skills in memory by @madsboddum in #408
  • Deleted expertise sdbs and loaders by @madsboddum in #407
  • Prevent european system locales from using comma in wound chance by @madsboddum in #396
  • Removed NGE collections code and data by @madsboddum in #412
  • Fix being unable to unequip and then re-equip the starter clothes, ca… by @madsboddum in #413
  • We repurposed the nge serverdata for cu instead, so there's no reason… by @madsboddum in #415
  • Credit option for blue frog that gives the player money for training,… by @madsboddum in #419
  • Fix loot radials appearing twice by @madsboddum in #414
  • Combat level is now a reflection of trained skills instead of accumul… by @madsboddum in #421
  • Removed Restuss from the restricted PVP Zone. by @Skorpios0 in #425
  • CU uses percentages for action and mind, so let's just set the attrib… by @madsboddum in #489
  • Fixed behavior where client never dequeued successful commands, becau… by @madsboddum in #488
  • Fixed double loot radial bug #420 by @madsboddum in #486
  • Fixed a couple of broken item attributes #478 by @madsboddum in #485
  • Fixed bug with 'Set name' on containers not doing anything #482 by @madsboddum in #483
  • Removed unused versioning #479 by @madsboddum in #480
  • Allow players to get to safety after being incapacitated, to prevent … by @madsboddum in #427
  • Fixed Combat XP gain being too high and reduced spammyness of "XP gai… by @madsboddum in #481
  • Buildscript fixes by @madsboddum in #495
  • Readme: Removed unnecessary steps, removed duplicate information by @madsboddum in #493
  • CU client isn't as intelligent as the NGE client, so it'll let player… by @madsboddum in #492
  • Changed movement to Pre-NGE variant by @madsboddum in #499
  • Removed some NGE combat logic that would sometimes cause server error… by @madsboddum in #505
  • Removed a Gradle task that created a shadow jar for code that was rem… by @madsboddum in #506
  • Updates to Static Cities and Travel shuttleports by @Skorpios0 in #523
  • Update README.md by @Skorpios0 in #524
  • Fixed 'Invalid npc -' error, causing most creatures to not spawn in t… by @madsboddum in #497

Full Changelog: 2021.12.12...2022.05.22

Game Update 1 - TC ready

02 May 20:55
344f6cd
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Pre-release

What's Changed

  • CU conversion by @madsboddum in #367
  • Skill training, with brawler trainer as example by @madsboddum in #384
  • Fixed issue with money, where the system both thought you had some bu… by @madsboddum in #381
  • Fixes vehicle test failures, possibly in-game problems as well by @madsboddum in #390
  • Switched required combat level on items from NGE string to CU string by @madsboddum in #389
  • Apply Special Attack Cost to weapons by @madsboddum in #391
  • Required profession -> required skill by @madsboddum in #394
  • Apply Accuracy Bonus to weapons by @madsboddum in #393
  • Apply Wound Chance to weapons by @madsboddum in #395
  • Actually use the new badge dataloader that uses sdb instead of the old code that uses iff by @madsboddum in #401
  • Regenerated skills.sdb from CU clientdata, so we don't need to keep NGE skills in memory by @madsboddum in #408
  • Deleted expertise sdbs and loaders by @madsboddum in #407
  • Prevent european system locales from using comma in wound chance by @madsboddum in #396
  • Removed NGE collections code and data by @madsboddum in #412
  • Fix being unable to unequip and then re-equip the starter clothes, ca… by @madsboddum in #413
  • We repurposed the nge serverdata for cu instead, so there's no reason… by @madsboddum in #415
  • Credit option for blue frog that gives the player money for training,… by @madsboddum in #419
  • Fix loot radials appearing twice by @madsboddum in #414
  • Combat level is now a reflection of trained skills instead of accumul… by @madsboddum in #421
  • Removed Restuss from the restricted PVP Zone. by @Skorpios0 in #425
  • CU uses percentages for action and mind, so let's just set the attrib… by @madsboddum in #489
  • Fixed behavior where client never dequeued successful commands, becau… by @madsboddum in #488
  • Fixed double loot radial bug #420 by @madsboddum in #486
  • Fixed a couple of broken item attributes #478 by @madsboddum in #485
  • Fixed bug with 'Set name' on containers not doing anything #482 by @madsboddum in #483
  • Removed unused versioning #479 by @madsboddum in #480
  • Allow players to get to safety after being incapacitated, to prevent … by @madsboddum in #427
  • Fixed Combat XP gain being too high and reduced spammyness of "XP gai… by @madsboddum in #481
  • Buildscript fixes by @madsboddum in #495
  • Readme: Removed unnecessary steps, removed duplicate information by @madsboddum in #493
  • CU client isn't as intelligent as the NGE client, so it'll let player… by @madsboddum in #492
  • Changed movement to Pre-NGE variant by @madsboddum in #499
  • Removed some NGE combat logic that would sometimes cause server error… by @madsboddum in #505
  • Removed a Gradle task that created a shadow jar for code that was rem… by @madsboddum in #506
  • Updates to Static Cities and Travel shuttleports by @Skorpios0 in #523
  • Update README.md by @Skorpios0 in #524

New Contributors

Full Changelog: 2021.12.12...GU1

QA Release #25

11 Dec 23:28
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QA Release #25 Pre-release
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Added a new database for dynamic spawn zones (example)

Changed the waypoint marker to a new template (blue head to red shield)
Added 3 more patrol NPCs for Mos Eisley cantina

QA Release #24

25 Nov 04:31
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QA Release #24 Pre-release
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Loot groups updated

Drop chances for most NPCs updated

QA Release #23

02 Nov 21:57
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QA Release #23 Pre-release
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Updated numerous creatures and their min/max size

Updated dynamic spawn groups

QA Release #22

08 Oct 22:51
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QA Release #22 Pre-release
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Lowered the amount of spawned in NPCs for dynamic spawns

Lowered the chance for a dynamic spawn to be created
Merged numerous imperial and rebel dynamic spawn groups so they dont get picked too often in Dynamic Spawn Service

QA Release #21

30 Jun 14:40
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QA Release #21 Pre-release
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Updated all NPCs about default and thrown weapons in database

Added txt files to list up all possible npc actions / emotes / moods
Changed primary and secondary weapon to default and thrown weapon. Workahead for https://github.com/ProjectSWGCore/Holocore/issues/93
Added the default attack for all possible NPC weapons
Fixed a spawner on Corellia

QA Release #20

20 Mar 14:36
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QA Release #20 Pre-release
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Changed loop timer for combat actions from +/- 50 to 200 ms

Updated some NPCs