github Lattymoy/daggerfall-js-source app-v0.1.3826

latest releases: app-v0.1.3858, app-v0.1.3847, app-v0.1.3845...
2 hours ago

What's Changed

  • IG6: arms fixed to the screen, like classic Daggerfall by @Lattymoy in #26
  • The door gets its pair: Install stands beside Play by @Lattymoy in #27
  • IG6b: abandon the poisoned arms toggle - key bump + action-named button by @Lattymoy in #28
  • IG6c: the look is no longer an input to the fixed arms pass by @Lattymoy in #29
  • The site cleanup: no pictures, half the words, the same page by @Lattymoy in #30
  • The site's words, written plainer by @Lattymoy in #31
  • IG7: a loot-side click takes, immediately by @Lattymoy in #32
  • MW-D39: the jump animation - the fourth slot by @Lattymoy in #33
  • The site follows the saddle: horse disclaimer out, Ko-fi out of the credits by @Lattymoy in #34
  • EV1+EV2: the judder dies and the render loop stops feeding the GC by @Lattymoy in #35
  • EV3: frustum culling - pure plane math, three-grain host gates, ?cull=off by @Lattymoy in #36
  • EV4: distant land - live-distance fog, far-ring LOD with skirts, ghost-row normals by @Lattymoy in #37
  • EV5: moonlight and the night - the second directional term by @Lattymoy in #38
  • EV6: GL state shadowing, mesh-sorted draw lists, the sprite RT unclogged by @Lattymoy in #39
  • EV7: terrain generation off the main thread - the crossing hitch dies by @Lattymoy in #40
  • EV8: the far province ring - real mountains on the horizon by @Lattymoy in #41
  • AUDIT EV: the Enhanced Visuals arc audited whole - every confirmed finding fixed by @Lattymoy in #42
  • HOTFIX: createMesh copies sub-meshes - the frozen windmill bake crashed drawMesh by @Lattymoy in #43
  • MW-D40..42: the Pegas horse - the enhanced ride, from the player's own mod by @Lattymoy in #44
  • AUDIT-39: the comprehensive parity/bug audit - 166 findings fixed, port status measured by @Lattymoy in #45
  • Road to 1:1, Wave A: the slice band - 34 classic features ported, reviewed, fixed by @Lattymoy in #46
  • SOLID REVERT: restore edab46e (Wave A closed) - remove the broken EE/NPC/MW afternoon, whole by @Lattymoy in #47
  • SITE BISECT step 1: deploy the pre-Wave-A checkpoint (d6e9f01) by @Lattymoy in #48
  • The campaign returns, repaired: Wave A + Wave B first flight + the texture incident fixes by @Lattymoy in #49
  • Road to 1:1 - Waves B5, C, D and the closeout, the bow salvage, the incident record - merged with main's Roads/EE arcs by @Lattymoy in #50
  • Road to 1:1 - Wave E: the buildable remainder by @Lattymoy in #51
  • Road to 1:1 - MAPS.BSA: the ship landing, and the record verified against the real file by @Lattymoy in #52
  • Road-to-1:1 Wave F and AUDIT 58: the host-scope flags closed, the whole tree audited after the campaign by @Lattymoy in #53
  • Road-to-1:1 Wave G: the audit's deliberately-left remainder, built and reviewed by @Lattymoy in #54
  • Dungeon seams and ceiling bats: mesh materials opaque, black interior clear, mip chains; foe capsules and flyer anchors from DFU by @Lattymoy in #55
  • DS1: Dynamic Skies 2.3.4 vendored 1:1 with permission, the enhanced lane's sky by @Lattymoy in #56
  • PR #55 review round: the transform is the sprite centre; the NPC flat, UI mips, emission mips and the world-hosted clear by @Lattymoy in #57
  • PR #57 review round: distanceToTarget and the target's transform in transform-space; more contact sites; the restore's lift; the pre-fix ghost; un-mipped item icons by @Lattymoy in #58
  • ROAD-G tail: the fixed-city route's catch-up loop and the watch's Wabbajack transform; no encounter roll while swimming by @Lattymoy in #59
  • SIB1: Seasons of the Iliac Bay ported 1:1 with permission, its textures the player's to supply by @Lattymoy in #60
  • AUDIT 61: the two mods, 1:1 on main - twelve fixes, one translation recorded by @Lattymoy in #61
  • ECV1: Enhanced Combat Visuals - a concealed foe drawn, not vanished by @Lattymoy in #62
  • AUDIT 62: the delta since AUDIT 58 - 39 findings fixed in six reviewed lanes, integrated onto main by @Lattymoy in #63
  • ROAD-H: AUDIT 62's deliberately-left remainder - the arrow origins, the AoE capsule sweep, the per-key seasons refresh, the texture-pack swap, and three residue items by @Lattymoy in #64
  • ROAD-H tail: the missile contact is the capsule everywhere, the reach carries the crouch dip, and the archers aim at whom they selected by @Lattymoy in #65
  • Volumetric Clouds arc (VC1-VC5): the smooth dome by default, GPU cloud noise, a raymarched sky-space cloud map and a real world-space cloud shadow by @Lattymoy in #66
  • AUDIT 63: the systems the fault-shape audits under-sampled - 50 findings fixed in seven reviewed lanes by @Lattymoy in #67
  • The Clock arc (CLK1-CLK4): the weather and the sky on the world clock, weather that evolves within the day, the moon continuous on the clock by @Lattymoy in #68
  • TL3 + CG2: the fast-travel arrival takes DFU's reposition; a DOM text field owns its key in the character creation by @Lattymoy in #69
  • SIB2: the Seasons mod audited (the bundle by its manifest, DFU's events per caller); the creators' names in the Mods pane's titles by @Lattymoy in #70
  • MODS AUDIT + FIX-C/D/E/F + DS2: the three mods re-audited 1:1, five fixes, the clouds ride the mod by @Lattymoy in #71
  • MW-LOAD: the Morrowind asset layer loads by range, extracts its records once, keeps its face verdict by @Lattymoy in #72
  • AUDIT 64: subsystem depth, round two - the ten classic systems AUDIT 63 did not reach by @Lattymoy in #73
  • WATER1 + WATER-AUDIT: the enhanced water surface over the oceans, rivers and ponds, audited by @Lattymoy in #74
  • HYGIENE + DOC-ROT: the gate's undeclared deps, and the rows the tree outran by @Lattymoy in #75
  • OT1: four open tasks - the exterior swim flag, the spellbook gesture, F301's dead exports, the saves picker's phone path by @Lattymoy in #76
  • MAC1: Mac's play report - seven fixes with a mechanism by @Lattymoy in #77
  • CS1: the cite shift - AUDIT 64's cite mapper, with its Ledger arm, landed as one tool by @Lattymoy in #78
  • AUDIT 65: the stub, published to claim the number by @Lattymoy in #79
  • TI2: the phone in hand, tuned - look, throw, gyro, chrome by @Lattymoy in #80
  • MWA1 + FPS1: the Morrowind arms at boot, and an in-game FPS counter by @Lattymoy in #81
  • PERF1 + PERF2: script time in the counter, the sky after the ground, the grass by the cell by @Lattymoy in #82
  • PERF3: the terrain block once a frame, the billboards sorted by texture, the renderer's counts in the counter by @Lattymoy in #83
  • PERF4: one mesh per pixel - the static models batched by texture by @Lattymoy in #85
  • AUDIT 65 round one: eight fix lanes, the record, main merged with cites by provenance by @Lattymoy in #84
  • PERF5: the level as one mesh - the dungeon's static models batched by @Lattymoy in #86
  • PERF6: the room as one mesh - the interior's static models batched by @Lattymoy in #87
  • PERF7: the stream build breathes - a warm pixel build yields to the frame by @Lattymoy in #88
  • PERF8: the piece under a blade, by arithmetic by @Lattymoy in #89
  • PERF9: headless performance probe by @Lattymoy in #90
  • AUDIT 65 round two: six lanes reviewed and merged, the record closed by @Lattymoy in #91
  • WATER2/WATER3: the basin, the swell and the foam by @Lattymoy in #92
  • GP1-GP3: the gamepad layer, the joystick window and the controller cursor; FU1: the face-UV harness by @Lattymoy in #94
  • MAC2 (water): darker and less see-through, the puddles take the surface, the player swims where the surface is drawn by @Lattymoy in #93
  • MAC3 (motor): the ground snap takes the terrain floor - a walk down a hill no longer hops and lands by @Lattymoy in #95
  • FD1 + SO1: one front door under both skins, and the settings organised by @Lattymoy in #96
  • WATER4 (water): the water is the art's - the archive's own bitmaps decide the surface, the shore is the record's outline, puddles draw and swim, the shallows 0.80 opaque by @Lattymoy in #97
  • ET1: the enhanced talk panel, audited by @Lattymoy in #98
  • WATER5 (water): per texel, and the distance to the shore - the art's own outline exactly, the foam on it, the palette widened by colour, ?water=mask for the eye by @Lattymoy in #99
  • MAC4 (renderer): the billboard key follows the record - every foe, guard and townsperson stood on its first frame since PERF3 by @Lattymoy in #100
  • MAC5 (water): revert to WATER1, before the basin - the surface as the audit left it, with MAC2's darker look, puddle tiles and swim law kept by @Lattymoy in #101
  • EB1 + EB2: a Daggerfall book, read in project-raum's animated book by @Lattymoy in #102
  • EB3: books in the test packs by @Lattymoy in #103
  • EB4 + OT1: the book that never showed, and a tap outside any UI closes it by @Lattymoy in #105
  • ONLINE1 (online): the basic bones of multiplayer - a Cloudflare relay, the session, the others as paperdolls with names, the Online door by @Lattymoy in #104
  • PX31 the pack's nine pages + HM1 the helm's black box by @Lattymoy in #106
  • SLOTS1 (online): the save to bring in - every slot a card on Load and Online, a slot name on Save by @Lattymoy in #107
  • MWBODY1 (online): the others in the Morrowind body - one rig instance per peer, built from the look, drawn third-person at the feet by @Lattymoy in #108
  • MF1 the figure stands, MS1 the backhand, MW-D50 the arrow the archives carry by @Lattymoy in #109
  • PCO1: Physical Combat And Armor Overhaul 1.44, the mod, 1:1 by @Lattymoy in #111
  • CHAT1 + AUDIT CHAT: the live chat, one World tab, audited before the merge by @Lattymoy in #110
  • TS1 / PL2 / OD1: the stick's tap opens nothing, the closing Enter is the window's, the peer doll stands up by @Lattymoy in #112
  • MAC6 #1: the dungeon save comes home - the boot load re-enters a dungeon before it restores the position by @Lattymoy in #113
  • AUDIT PCO1: the overhaul read again method for method - the archery arm's stock-path hooks, a class enemy's fists recorded by @Lattymoy in #115
  • MM1: Meaner Monsters 1.5.2, the mod, 1:1 - no compatibility switches between mods; AUDIT MM1 by @Lattymoy in #116
  • MAC7 + WORLD1 + AUDIT WORLD + WORLD2: the arm rides the pose; the room's memory; the audit's 36 fixes; one simulation per room by @Lattymoy in #114
  • UL1 + Mac's five + PS2: Unleveled Loot 1:1, every mod on, the pixelated sky on every sky, land view pushed, the pointer comes back, a table is a wall by @Lattymoy in #117
  • AUDIT WORLD2: slice 2 audited - the seat, the stream, the relay's budgets, the puppets' doors by @Lattymoy in #118
  • ES1g / PS3: the square frame goes (the sky's grid is rings, not a cube), and Dynamic Skies' progressing circles get the dither its bare ceil never had by @Lattymoy in #120
  • BR1: Daggerfall Enhanced - the rebrand across every surface, the pin the name never had, and the saves it would have moved by @Lattymoy in #121
  • WORLD3 + AUDIT WORLD3: the live world as events, audited - the doors everyone's, the host's foes every player's hunters, the roster the room's, the hit with its striker by @Lattymoy in #119
  • HK1: the landing page housekept - six sections to four, 973 words to 682, one home per idea by @Lattymoy in #123
  • BR2: the wordmark is the logo, and the page's no-image law narrows to a whitelist of one by @Lattymoy in #124
  • WORLD4 + AUDIT WORLD4: the room's loot, and the audit of it by @Lattymoy in #122
  • AUDIT WORLD34: no real dungeon was ever a world room - the eight-digit bound against nine-digit map ids, and the twelve findings beside it by @Lattymoy in #126
  • BR3 (PR #125) merged onto main with its 24 citation conflicts re-resolved by the tool by @Lattymoy in #127
  • BR3: Basic Roads had no switch - the audit, the gate, and the pin that reads the real data by @Lattymoy in #125
  • WORLD5: the shared clock and weather, and the quest clocks stood down online by @Lattymoy in #128
  • AUDIT WORLD5: the shared clock audited - fourteen findings fixed, nine recorded by @Lattymoy in #130
  • OL1: online is the enhanced lane, whole - every enhancement and every mod on while online by @Lattymoy in #131
  • OL2: the rest window says the clock, the trip says it arrives now - AUDIT WORLD5 items 5 and 6 paid by @Lattymoy in #132
  • OL3: the clock does not punish absence - prices said in real time, CreateFoe stood down, a clock a year off said by @Lattymoy in #133
  • WORLD6a: the building is a world room - the law widened at both ends, the interior's memory, doors as acts, shelves and cupboards as the room's by @Lattymoy in #134
  • AUDIT WORLD6a: the building's memory was never published, a peer priced a shop's goods, the stocked day landed unread, a window over an open shelf was its close - fourteen findings paid by @Lattymoy in #135
  • WORLD6b-i: the cell streams its foes - a foe is its spawner's, everyone else's puppet; the day's rolls are the shared day's by @Lattymoy in #136
  • AUDIT WORLD6b: the cell's hit funnel, the puppet divert's provenance, a peer's kill, unbounded puppets, the origin-following target - thirty-three findings paid by @Lattymoy in #137
  • Features arc: one home for every enhanceable feature (FT0-FT11, the inventory closed) by @Lattymoy in #129
  • WORLD6b-ii: the foe hunts every player in the cell - the peers ride my foes' target machine, a puppet's blow at me lands here, the hit carries the striker's feet by @Lattymoy in #138
  • AUDIT WORLD6b-ii: a puppet's blow unbounded on a hostile client's word, a caster frozen at a peer, a class puppet punching at my level, the hunt on the pose stream and the blow on the foes stream - twenty-four findings paid by @Lattymoy in #140
  • FT12 + HC1: the outdoors door to the Test Room, the Enhanced category off the rail; the horse and cart's sprites never showed - three seam faults fixed by @Lattymoy in #139
  • WORLD6b-iii(a): the cast at a peer by @Lattymoy in #141
  • AUDIT WORLD6b-iii(a): the cast at a peer audited - twenty-four findings, twenty paid by @Lattymoy in #143
  • LR1-LR3: loot rarity - a Diablo-style ladder over Daggerfall's loot, built on Unleveled Loot's law by @Lattymoy in #142
  • WORLD6b-iii(b): the cell seam - the halo by @Lattymoy in #144
  • AUDIT WORLD6b-iii(b): the cell seam audited - twenty-two findings, seventeen paid by @Lattymoy in #146
  • WORLD6b-iii(c): a puppet's corpse loot by @Lattymoy in #147
  • AUDIT WORLD6b-iii(c): the corpse loot audited - twenty-four findings, nineteen paid, relay world64 by @Lattymoy in #148
  • WORLD6b-iii(d): buildings' foes - none, by the lockbook by @Lattymoy in #149
  • WORLD6b-iii(e): the striker's rider and the roster's bound by @Lattymoy in #150
  • RF1-RF6: entity modifier channels, the one enemy-loot seam, the cite tool's hand cases, one feature declaration, the item field schema, the one name resolver by @Lattymoy in #145
  • AUDIT WORLD6b-iii(e): the striker's rider and the roster's bound by @Lattymoy in #151
  • Four reports: the floor is one-way (PH1), stairs are descended (PH2), the moved settings rows leave the pane (FT13), the wordmark is type again (BR3) by @Lattymoy in #152
  • STOP: the online arc logs where it stands by @Lattymoy in #153
  • WORLD7: the quest clocks run online, charging played time by @Lattymoy in #154
  • WORLD8: the hour's respawn by @Lattymoy in #155
  • WW1: Weapon Widget 1.6 ported 1:1, and the Morrowind arms ride its channels by @Lattymoy in #156
  • AUDIT WORLD7/8: the quest clocks' played time and the hour's respawn by @Lattymoy in #157
  • WW2: the bob played while idle - the one motion bag (motionBagOf) by @Lattymoy in #158
  • WIND3: the wind seen and heard - wisps, a quiet wind loop, the flora's sway, off one mapping by @Lattymoy in #159
  • WEATHER2a: no rain over snow - the sim's word through the ground it falls on (enhanced lane) by @Lattymoy in #160
  • WEATHER2c: cloud types by place - cells in the one volumetric field by @Lattymoy in #162
  • WEATHER2b: the weather field - the day's words as places, walked into and out of by @Lattymoy in #163
  • WEATHER2d: the sandstorm - the port's eighth word, walls over the desert, the wisps' program in a tan look by @Lattymoy in #164
  • HT1: Handheld Torches 1.4.1 ported 1:1 - the hand law, the keys, the hand sprite, the dropped and thrown torches, the burning foe by @Lattymoy in #161
  • WW3: the widget's texture door handed the wrong shape - the live crash by @Lattymoy in #165
  • AUDIT 66: Handheld Torches re-read against its own IL - twelve findings, all paid by @Lattymoy in #166
  • TEX1: one shape for every texture door - Mac's crash was the torches', and the class is closed by @Lattymoy in #167
  • HT2: the enhanced pack can light a torch by @Lattymoy in #169
  • MODS-ON: the torch's hand and its light are on by default by @Lattymoy in #170
  • WIND4: the wisps' count, the sky's direction, the grass at night by @Lattymoy in #171
  • HARD1–4 + AUDIT-HARD: the hardening pass, and the program audited against itself by @Lattymoy in #168
  • AUDIT-TALK: the talk arc read against TalkManager.cs by @Lattymoy in #172
  • CRASH1: the logbook answered a contract no host reads - L, and Escape, threw on every press by @Lattymoy in #173
  • CRASH2: the gate CRASH1 shipped, audited - it read five doors of eight, in silence by @Lattymoy in #174
  • HT3: the held torch sprite drew upside down by @Lattymoy in #175
  • Loot rarity: audited end to end, on by default, and the shelf defect that would have blocked it by @Lattymoy in #177
  • HARD2 closed out, and HARD5: Home.md back to an index by @Lattymoy in #176
  • DS3: the night sky's dark spots — the star field's dither, point-magnified by @Lattymoy in #180
  • AUDIT-QUEST: the quest system audited in three passes - six findings, four derived gates by @Lattymoy in #179
  • JAIL1: released from jail indoors, into the void by @Lattymoy in #181
  • WATER-NPC: the townsfolk navgrid learns the water the pass draws by @Lattymoy in #182
  • FT14: one roof — the features panel is tiles, and the Mods pane is gone by @Lattymoy in #183
  • GUARD1: the city watch stops vanishing - EnemyEntity's fourth despawn term by @Lattymoy in #184
  • CHAT2: the chat list holds its rows - a flex column was squeezing them to nothing by @Lattymoy in #185
  • FT15 + FT16: the features panel stops over-explaining, takes the shell's paint, and gives up its second door by @Lattymoy in #186
  • MENU1: the enhanced menus stop failing in silence when a deploy moves their chunk by @Lattymoy in #187
  • SITE1 + SITE2: one text face on the site, and copy that stops explaining itself by @Lattymoy in #188
  • LR6 + WM3: the loot ladder shows itself, and Windmills gets a switch by @Lattymoy in #189
  • Mac's four reports: Tab, the torch on the body, the body's hole, the death screen - and the audit over them by @Lattymoy in #191
  • Ambient Text 1.8 (Regnier), ported 1:1 — and audited by @Lattymoy in #190
  • CHAR1: the character creator says what you rolled by @Lattymoy in #193
  • RESTX1: online, a rest waits for nothing — and audited by @Lattymoy in #192
  • DISC1: the Discord goes in the door, front and centre by @Lattymoy in #194
  • AUDIT FOES: online enemies took no damage - a comment ate the hit, and seven more by @Lattymoy in #195
  • FOE10: the blow crosses, end to end - the pin the report deserved by @Lattymoy in #196
  • PERF-ON: one draw a string - the online name pass stops scaling by the glyph by @Lattymoy in #197
  • INV2 + AUDIT INV2: the drag carries the icon, and the gesture stops belonging to the row by @Lattymoy in #198
  • EOTB: Eye Of The Beholder 2.1, PARTIAL — third person without Morrowind, on the wheel by @Lattymoy in #199
  • ONCRASH1 + audit + LOOT-DUP: a relay frame could end everybody else's run, and a corpse could be granted twice by @Lattymoy in #200
  • MAC-K + AUDIT-MACK: Mac's three play bugs, and the audit that found the fix hadn't fixed one by @Lattymoy in #201
  • CHAT-R + NAME-F + AUDIT-CHATR: the online roster, a hide button that now survives a frame, and a name filter that keeps Scunthorpe by @Lattymoy in #202
  • MAC-L + AUDIT-MACL: four Discord reports, and seven findings against my own fix by @Lattymoy in #203
  • MAC-M: the two numbers an item is for, shown where a player reads them by @Lattymoy in #204
  • MAC-N: the smith's NaN, the shop screen's inherited half, and the lane that never saw the URL by @Lattymoy in #205
  • AUDIT-EOTB2: the body was a statue - the integration repaired, sixteen members ported from the settings, and the assembly named as what the rest needs by @Lattymoy in #207
  • EOTB-FLIP: the body stood on its head - the sprite's decode takes the world's one row-order door by @Lattymoy in #208
  • SRV-N + AUDIT-SRVN + CHAT-G: a notice when the server restarts, four findings against it, and the third gate a chat line never had by @Lattymoy in #206
  • SRV-N/CI: the relay gets a deploy that does not need a token in someone's hands by @Lattymoy in #209
  • SRV-N/CI: the Ledger's ONLINE row records the relay's CI deploy by @Lattymoy in #210
  • SRV-N/CI: the relay deploys itself when the version drifts, not when a path changes by @Lattymoy in #211
  • EOTB-IL: port Eye Of The Beholder off its assembly's IL, fix the chop and the turn, add the cart by @Lattymoy in #212
  • Six playtest bugs: face/gender drift, sheathing and torches, weapon hands tooltip and Morrowind shield, right-click look, doll hold-to-drag, loot buttons by @Lattymoy in #213
  • MAC-C1 + WW4: the status box crash (r.text.split) and the weapon widget's draw seam by @Lattymoy in #214
  • MWA2: one On/Off row for the Morrowind asset pack by @Lattymoy in #215
  • WEAPON-VIS1/2 + MWA2 follow-up + MWA3: the outdoor Z double-fire, a Remove-data door, and the Argonian on a human Morrowind body by @Lattymoy in #216
  • SOC1-SOC7: the social arc - friends, presence, four-seat parties, the party HUD, F on a body, the party on the map (world78) by @Lattymoy in #217
  • MW-D51/52 + EOTB-FEET + AUDIT MW-TORCH: the held torch, the sneak idle, the hovering Eye of the Beholder body, and the audit's eight fixes by @Lattymoy in #218
  • MAC-O4 + HT5 + MAC-O6 + ES1: look while attacking in Click modes, the torch hand bobs, loot cues in the enhanced pack, and one Enhanced sounds switch by @Lattymoy in #219
  • CC-REP/GRID/STEP + DG-LNX + SKIN-CARRY: the class builder's reputation window and one-page layout, the Linux folder pick, the classic toggle's carried choice by @Lattymoy in #220
  • AUDIT SOC - the social arc audited under four lenses: the hub, the link, the surfaces, the maps and input (world79) by @Lattymoy in #221
  • IF1 + AUDIT-IF: Immersive Footsteps 1.01 (Kirk.O), ported 1:1 from the author's MIT sources and audited by @Lattymoy in #222
  • BA1 + AUDIT-BA: Better Ambience 0.1.4 (Joshua Steinhauer), ported 1:1 from the sources the bundle carries, at peace with Immersive Footsteps, and audited by @Lattymoy in #223
  • FONT1 + NAME1 + BUBBLE1, audited - every enhanced surface in the pixel face, the names over the others fixed, chat bubbles by @Lattymoy in #224
  • EOTB-WALL - the Eye of the Beholder camera no longer clips through walls and ceilings by @Lattymoy in #225
  • EL1-EL4 + AUDIT-EL: Enhanced Lighting - the linear pipeline, shadows, depth and air, the frame; audited by @Lattymoy in #226
  • QS1-QS3 + AUDIT QS - the quickslot diamond on the enhanced HUD: main hand, off hand, two consumables, keybind tags and our own pad glyphs by @Lattymoy in #227
  • INV3 + HT6 + QS4 + QS5 - four from playing: the hold that sometimes did not take, the torch a shield did not replace, the durability off the sprite, and the fourth corner's key by @Lattymoy in #228
  • EL5 + EL6: Enhanced Lighting from the field - lights through walls, the framerate, campfire shadows, dark textures; the real-GL probe by @Lattymoy in #229
  • EL7: the glare needs a flame under it; three cascades, the rigs cast, the water receives, the AO blur depth-aware by @Lattymoy in #230
  • EL8 - contact shadows, the caster table, the shadow cadence, ?perf; BA2 - the classic dungeon dark ships again by @Lattymoy in #231
  • BOX1 + TI3 - a message box reads its record once; a touch device is one whose primary pointer is a finger by @Lattymoy in #232
  • RESPAWN1 + QS6 + AUDIT QS6 - a dungeon's dead stay dead; the third quickslot is a spell, and a held key fills a slot by @Lattymoy in #233
  • WS1 + AUDIT-WS - Weapon Sheathing (Greatness7) on the Morrowind third-person body, audited against the OpenMW source by @Lattymoy in #234
  • BUGS-5: the field's five - thrust reverse latched, no standing cards for ground objects, the hand's light never casts, the glare's band a quarter unit, outdoor shadow and march cuts by @Lattymoy in #236
  • The torch three ways, the crouch that would not undo, and two taverns' worth of input bugs (HT7 + MWT1 + MWT2, MWCROUCH, QS7, TALK-UNKNOWN) by @Lattymoy in #235
  • MAC-A/C/D/E - four of the field's five, and the fifth's findings by @Lattymoy in #238
  • MAC-F/MAC-G - a card that folds, and a page that was never drawn by @Lattymoy in #239
  • MAC-H/I/J/P - what you hold, and what it is lit by by @Lattymoy in #240
  • MAC-Q: the torch's fire - Morrowind's particle systems, ported by @Lattymoy in #241
  • ORL1 - Oblivion Remaster Like Leveling, the first Morrowind mod: a leveling system chosen at character creation by @Lattymoy in #242
  • RESTX2 / CAMP1 / WINFOE1 / D-ONLINE1: better resting, wildlife groups, foes under a window, an online death that respawns by @Lattymoy in #243
  • MAC-R1/R2/R3/R4: the raised blade, the doubled line, the hand cells, the hold under a repaint by @Lattymoy in #244
  • FOEBAR1: the target bar's blade face by @Lattymoy in #245
  • WATCH1 / OL4 / ECON1 + two audits - the online STOP list paid: the criminal's watch on the cell, shops on a night shift, one economy by @Lattymoy in #246
  • JAN1: Janome's play report - eight fixes (pack crash, bank crash, NaN prices, hand switch, torch pose, sky walkers, attic glare, classic talk box) by @Lattymoy in #247
  • MAC-T: no glare ball over the third-person torch-bearer; the chat line's H pinned by @Lattymoy in #248
  • SURV1-SURV7 + AUDIT SURV: Climates & Calories overhauled - the survival arc, all on by default by @Lattymoy in #249
  • CAMP1-REST / D-ONLINE2 / TORCH-VIS: the wilderness-resting hand-off, and a sheathed stance is not a stowed light by @Lattymoy in #250
  • TO1 + AUDIT-TO1 + THE HELD MAP (MAP1-MAP3, AUDIT-MAP, AUDIT-MAP2): Travel Options 1:1 and the enhanced travel map as a parchment in the player's hands, on the Morrowind arms by @Lattymoy in #251
  • MAC-U: the directions that read as two messages - DFU's text table row for 7333, read before TEXT.RSC by @Lattymoy in #252
  • BOOT-TDZ: Travel Options is declared above the stream that reads it - the boot died in a temporal dead zone for every save whose first pixel carries a location by @Lattymoy in #253
  • BOOT-TDZ2: the pixel builder asks the mod before it asks the player's pixel - the second dead-zone read, and the gate both deserved by @Lattymoy in #254
  • PORTRAIT1 + ATTRMACRO1 - the OOPS face indoors, and the attribute box's raw macros by @Lattymoy in #255
  • The field-fix arc: the held map, Travel Options, a third boot dead zone, and the audit of all three by @Lattymoy in #256
  • VC6 - the clouds' second pass, its audit, and the flaky test that was a bug report by @Lattymoy in #257
  • INTRO2: rebuild the cinematic around the score, on Mac's remastered master by @Lattymoy in #259
  • INTRO2: rebuild the cinematic around the score by @Lattymoy in #258
  • MAP-FIELD2 / TO-FIELD2 / TO-FIELD3: the held map is a held sprite, the names come off, and a default trip is walked by @Lattymoy in #260
  • INTRO-FIELD: the cinematic's gate is the BEGIN button and nothing else by @Lattymoy in #261
  • Integrate Mac's FixPackage2 and loot-changes zips, onto the bases they were actually cut from by @Lattymoy in #262
  • Lootchanges 3.0: themed creature ingredients, and the two files that were pure revert by @Lattymoy in #263
  • PERF-TEX/TEX2/UI + MENU1-WARM: deleted work, not reduced quality by @Lattymoy in #264
  • GRASS2/3/4: the grass fade is paid on the host, blades stand on the drawn ground, and the placer's cost was a string by @Lattymoy in #265
  • LV1 + LV2: the Ascension window and the level-up notification, audited by @Lattymoy in #266
  • GRASS5 + STREAM1: the two caps, both lifted by @Lattymoy in #267
  • HOTFIX: the black screen — a namespace over one end of a module cycle by @Lattymoy in #268
  • Four incoming fixes: online death, guard arrest, camp rest, stale grass by @Lattymoy in #269
  • LV2 FIX: every route to the sheet asks the door, not just the key by @Lattymoy in #270
  • ASCEND-ANYTIME: the Ascension opens whenever the player asks by @Lattymoy in #271
  • LV3: the strip's level row is a button — and ONE door on the sheet page by @Lattymoy in #272
  • SPAWNED-DUNGEONS + ONLINE-UNDERGROUND-LOAD, ported past three fixes by @Lattymoy in #273
  • SW1 - Shield Widget 1.6 (RedRoryOTheGlen), the mod, 1:1 by @Lattymoy in #274
  • MAP-FIELD3-6: the new held-map painting, the ink fitted to its sheet, and readable glyphs by @Lattymoy in #275
  • TO-ONLINE, AUDIT-AIR1, AUDIT-DEATH1 and SURV-THIRST1 - four field reports, and the audits that followed each by @Lattymoy in #276
  • MAP-FIELD7 + the pre-merge audit: the sheet travels, and four checks that could not fail now can by @Lattymoy in #277
  • SW4: the shield mod's 600 sprites were shipping upside down by @Lattymoy in #278
  • Climates & Calories' art: it reached the screen at neither door, and the tent's two were never carried by @Lattymoy in #279
  • CAMP-NOTIMER + SPAWNED-DUNGEONS2b: the spawner package, its own hunks only by @Lattymoy in #280
  • The Dwarven Thunderlock: a new weapon type, prototyped in a lab and integrated by @Lattymoy in #281
  • FIELD-GUN: the gun could not be picked up, and its icons could not be drawn by @Lattymoy in #282
  • REST-VEIL2 + MAP-WEAPON: the menu that blacked out the world, and the weapon over the map by @Lattymoy in #283
  • FIELD-GUN3/4/5/6: upside down, absent from the paperdoll, and nothing like the lab by @Lattymoy in #284
  • FIELD-GUN7: the cadence, which is what "1:1 with the proto" actually meant by @Lattymoy in #285
  • FIELD-GUN8: the whole panel, and a pin that reads it by @Lattymoy in #286
  • FIELD-GUN9: the paperdoll grip rises three pixels by @Lattymoy in #287
  • FIELD-GUN10: the gun sat 23 pixels high, and why nobody could see it by @Lattymoy in #288
  • FIELD-GUN11: the draw path nobody was testing, and the box it transformed by @Lattymoy in #289
  • FIELD-GUN12: the prototype, ported — one implementation, not two that agree by @Lattymoy in #290
  • BLOOD1: the port's own blood, gore and bleeding (1a + 1b, audited) by @Lattymoy in #291
  • TTL1: spawned dungeons expire — 2 in-game days cleared, 7 in general by @Lattymoy in #292
  • FIELD-GUN MW1/MW2/MW3 + FIELD-GUN19: the Thunderlock in the Morrowind arm, rigged, and the flash/shot fixed by @Lattymoy in #293
  • REL1: app-v0.1.3 shipped stamped 0.1.2 — every fresh install nags. Gate the two numbers, cut 0.1.4 by @Lattymoy in #294
  • Merge patch + OL5 (night gates/guild halls online) + the online-dungeon-foes finding by @Lattymoy in #295
  • INLINE1 + BOOT1 + BOOT2: a megabyte of base64 out, the game hosts off the entry, and the cursor off the HUD by @Lattymoy in #296
  • RELAY-H1: a standing player is heard by the runtime, not the room by @Lattymoy in #297
  • MAP-POV + RIDE-POV + AUDIT FIELD-GUN-MW: the map in the head, no saddle for the Morrowind body, and the gun's shot in the rig by @Lattymoy in #299
  • GQL1: the guild popup never boxed the quest picker - "That service is not available yet" with Choose Guild Jobs on by @Lattymoy in #300
  • QT-LIVE1: the journal's quest timer reads live by @Lattymoy in #301
  • PERF-RIG1 + PERF-ZONE2: the Morrowind rig's geometry pipeline minted per body per frame, and the world zone is named by @Lattymoy in #302
  • PAD1 + REL2 + REL3: the pad pass, two Windows files where one shipped, and a release on every merge by @Lattymoy in #303
  • CM1-CM11: the classic modals, and the one DaggerfallInputMessageBox (PR #178, cleaned up) by @Lattymoy in #178
  • WATER-D1 + PERF-COL1 + GUILD-REP1: three field bugs from Discord (+ the REL3 record fix) by @Lattymoy in #304
  • AUDIT 67: the dungeon automap read whole against Automap.cs and its window - 27 findings paid, pinned by @Lattymoy in #305
  • Four player reports: the empty status box, online levelling, the inventory crash, the desktop swing by @Lattymoy in #307
  • FIELD-GUN20 + DA7: the orb's anchor, and the desktop app updates in place by @Lattymoy in #306
  • ENH-NOTICE3: the one door every message goes through, and the HUD line as a toast by @Lattymoy in #308
  • Enhanced maps: one map, three sheets — the tab strip, the derived floors, the 2D automap and the coloured town by @Lattymoy in #309
  • Accounts and cloud saves: the token, the account Worker, the password, a deploy that needs nobody — and the audit that found it could not boot by @Lattymoy in #310
  • WORLD-HOVER: a name under the crosshair for whatever you are looking at by @Lattymoy in #311
  • QUICK-LOOT: taking from the plaque, without a window by @Lattymoy in #315
  • Accounts, cloud saves and the save tiles — and the wall moved to the door by @Lattymoy in #312
  • ACC-CAP: PBKDF2 at 210,000 is a 500 on Cloudflare — the account service outage by @Lattymoy in #317
  • Mac holds the Developer title, and the client learns its own name (NAME-ADOPT) by @Lattymoy in #318
  • Registered date and time played on the account card by @Lattymoy in #319
  • Moderator shield, /mute and /unmute by @Lattymoy in #320
  • Status readout live, peer body cadence, larger grass pixels, chat fit, the Morrowind map on every sheet, the road into the Crux by @Lattymoy in #321
  • FIX-A/B/D/E + SWING-LABEL: Discord reports, and the controls screen that said attack was left click by @Lattymoy in #322
  • Five drops from Mac's tree, audited: quest sharing, player trade, peer footsteps, the dungeon seat-heal, party rest (world93) by @Lattymoy in #324
  • MACRO-AUDIT: every raw %token a player can see, a gate so they can't come back, and guild reputation in the enhanced pause menu by @Lattymoy in #323
  • DISCORD5: five bug-reports fixed at the root - black arms, three arms, torch keybinds, the hotslot spell, corpse loot after death online by @Lattymoy in #326
  • CRICKET-QUIET: the night's crickets sing in choruses, not all night by @Lattymoy in #327
  • MAP-TOGGLE + MAP-FIELD8: the held map is a Features switch, and the fourth painting in the hands by @Lattymoy in #328
  • CASTLE1 + REST-OFFLINE1 + SWING-DEFAULT1 + MAP-FIT1: the Castle Daggerfall softlock, the underground load, the offline rest crash, click-or-hold by default, the held map that fits by @Lattymoy in #325
  • PARTY8: eight seats, and a party HUD of quiet rows by @Lattymoy in #330
  • QL-WEIGHT1 + LIGHT-NEAR1: quick loot obeys the carry limit; the lamp overhead keeps its shadows by @Lattymoy in #331
  • LC1: clustered lights - the lantern loop walks the fragment's cell, not the frame's forty-eight by @Lattymoy in #332
  • SC1: the static casters are drawn once - a cached cube per lantern, the movers blitted on top by @Lattymoy in #333
  • HQ1: the colour through the curve, horizon-based occlusion, eight casters by @Lattymoy in #334
  • PEER-BUZZ, CRICKET-DUNGEON, ROAD-CRASH, AUDIT PARTY8 + PARTY-REST, ALLY-CAST and its audit (world97) by @Lattymoy in #337
  • AUDIT LIGHTING + SHADOW-REACH + VOL1 + AUDIT REACH: the lighting arc's audit, its two limitations, the glow, and a second audit by @Lattymoy in #336
  • FRIENDLY-SPELLS: Mac's two drops integrated onto ALLY-CAST, beside CRICKET-DUNGEON and AUDIT PARTY-REST (world98) by @Lattymoy in #339
  • Horse Cart and Cargo: the mod ported off its IL, parked teams online, riders seen by others (world99) by @Lattymoy in #341
  • DISC6 + DISC7 + audit: Discord field bugs, plaque verbs for players and horses by @Lattymoy in #342
  • DISC8: no crickets indoors, five Discord bugs fixed at their roots by @Lattymoy in #343
  • DISC9: indoors you hear the rain the street heard by @Lattymoy in #344
  • World of Daggerfall 1:1, the terrain scale DFU streams at, and two audits by @Lattymoy in #345
  • WOD7: World of Daggerfall's camps, shared online by @Lattymoy in #346

Full Changelog: app-v0.1.2...app-v0.1.3826

What's Changed

  • IG6: arms fixed to the screen, like classic Daggerfall by @Lattymoy in #26
  • The door gets its pair: Install stands beside Play by @Lattymoy in #27
  • IG6b: abandon the poisoned arms toggle - key bump + action-named button by @Lattymoy in #28
  • IG6c: the look is no longer an input to the fixed arms pass by @Lattymoy in #29
  • The site cleanup: no pictures, half the words, the same page by @Lattymoy in #30
  • The site's words, written plainer by @Lattymoy in #31
  • IG7: a loot-side click takes, immediately by @Lattymoy in #32
  • MW-D39: the jump animation - the fourth slot by @Lattymoy in #33
  • The site follows the saddle: horse disclaimer out, Ko-fi out of the credits by @Lattymoy in #34
  • EV1+EV2: the judder dies and the render loop stops feeding the GC by @Lattymoy in #35
  • EV3: frustum culling - pure plane math, three-grain host gates, ?cull=off by @Lattymoy in #36
  • EV4: distant land - live-distance fog, far-ring LOD with skirts, ghost-row normals by @Lattymoy in #37
  • EV5: moonlight and the night - the second directional term by @Lattymoy in #38
  • EV6: GL state shadowing, mesh-sorted draw lists, the sprite RT unclogged by @Lattymoy in #39
  • EV7: terrain generation off the main thread - the crossing hitch dies by @Lattymoy in #40
  • EV8: the far province ring - real mountains on the horizon by @Lattymoy in #41
  • AUDIT EV: the Enhanced Visuals arc audited whole - every confirmed finding fixed by @Lattymoy in #42
  • HOTFIX: createMesh copies sub-meshes - the frozen windmill bake crashed drawMesh by @Lattymoy in #43
  • MW-D40..42: the Pegas horse - the enhanced ride, from the player's own mod by @Lattymoy in #44
  • AUDIT-39: the comprehensive parity/bug audit - 166 findings fixed, port status measured by @Lattymoy in #45
  • Road to 1:1, Wave A: the slice band - 34 classic features ported, reviewed, fixed by @Lattymoy in #46
  • SOLID REVERT: restore edab46e (Wave A closed) - remove the broken EE/NPC/MW afternoon, whole by @Lattymoy in #47
  • SITE BISECT step 1: deploy the pre-Wave-A checkpoint (d6e9f01) by @Lattymoy in #48
  • The campaign returns, repaired: Wave A + Wave B first flight + the texture incident fixes by @Lattymoy in #49
  • Road to 1:1 - Waves B5, C, D and the closeout, the bow salvage, the incident record - merged with main's Roads/EE arcs by @Lattymoy in #50
  • Road to 1:1 - Wave E: the buildable remainder by @Lattymoy in #51
  • Road to 1:1 - MAPS.BSA: the ship landing, and the record verified against the real file by @Lattymoy in #52
  • Road-to-1:1 Wave F and AUDIT 58: the host-scope flags closed, the whole tree audited after the campaign by @Lattymoy in #53
  • Road-to-1:1 Wave G: the audit's deliberately-left remainder, built and reviewed by @Lattymoy in #54
  • Dungeon seams and ceiling bats: mesh materials opaque, black interior clear, mip chains; foe capsules and flyer anchors from DFU by @Lattymoy in #55
  • DS1: Dynamic Skies 2.3.4 vendored 1:1 with permission, the enhanced lane's sky by @Lattymoy in #56
  • PR #55 review round: the transform is the sprite centre; the NPC flat, UI mips, emission mips and the world-hosted clear by @Lattymoy in #57
  • PR #57 review round: distanceToTarget and the target's transform in transform-space; more contact sites; the restore's lift; the pre-fix ghost; un-mipped item icons by @Lattymoy in #58
  • ROAD-G tail: the fixed-city route's catch-up loop and the watch's Wabbajack transform; no encounter roll while swimming by @Lattymoy in #59
  • SIB1: Seasons of the Iliac Bay ported 1:1 with permission, its textures the player's to supply by @Lattymoy in #60
  • AUDIT 61: the two mods, 1:1 on main - twelve fixes, one translation recorded by @Lattymoy in #61
  • ECV1: Enhanced Combat Visuals - a concealed foe drawn, not vanished by @Lattymoy in #62
  • AUDIT 62: the delta since AUDIT 58 - 39 findings fixed in six reviewed lanes, integrated onto main by @Lattymoy in #63
  • ROAD-H: AUDIT 62's deliberately-left remainder - the arrow origins, the AoE capsule sweep, the per-key seasons refresh, the texture-pack swap, and three residue items by @Lattymoy in #64
  • ROAD-H tail: the missile contact is the capsule everywhere, the reach carries the crouch dip, and the archers aim at whom they selected by @Lattymoy in #65
  • Volumetric Clouds arc (VC1-VC5): the smooth dome by default, GPU cloud noise, a raymarched sky-space cloud map and a real world-space cloud shadow by @Lattymoy in #66
  • AUDIT 63: the systems the fault-shape audits under-sampled - 50 findings fixed in seven reviewed lanes by @Lattymoy in #67
  • The Clock arc (CLK1-CLK4): the weather and the sky on the world clock, weather that evolves within the day, the moon continuous on the clock by @Lattymoy in #68
  • TL3 + CG2: the fast-travel arrival takes DFU's reposition; a DOM text field owns its key in the character creation by @Lattymoy in #69
  • SIB2: the Seasons mod audited (the bundle by its manifest, DFU's events per caller); the creators' names in the Mods pane's titles by @Lattymoy in #70
  • MODS AUDIT + FIX-C/D/E/F + DS2: the three mods re-audited 1:1, five fixes, the clouds ride the mod by @Lattymoy in #71
  • MW-LOAD: the Morrowind asset layer loads by range, extracts its records once, keeps its face verdict by @Lattymoy in #72
  • AUDIT 64: subsystem depth, round two - the ten classic systems AUDIT 63 did not reach by @Lattymoy in #73
  • WATER1 + WATER-AUDIT: the enhanced water surface over the oceans, rivers and ponds, audited by @Lattymoy in #74
  • HYGIENE + DOC-ROT: the gate's undeclared deps, and the rows the tree outran by @Lattymoy in #75
  • OT1: four open tasks - the exterior swim flag, the spellbook gesture, F301's dead exports, the saves picker's phone path by @Lattymoy in #76
  • MAC1: Mac's play report - seven fixes with a mechanism by @Lattymoy in #77
  • CS1: the cite shift - AUDIT 64's cite mapper, with its Ledger arm, landed as one tool by @Lattymoy in #78
  • AUDIT 65: the stub, published to claim the number by @Lattymoy in #79
  • TI2: the phone in hand, tuned - look, throw, gyro, chrome by @Lattymoy in #80
  • MWA1 + FPS1: the Morrowind arms at boot, and an in-game FPS counter by @Lattymoy in #81
  • PERF1 + PERF2: script time in the counter, the sky after the ground, the grass by the cell by @Lattymoy in #82
  • PERF3: the terrain block once a frame, the billboards sorted by texture, the renderer's counts in the counter by @Lattymoy in #83
  • PERF4: one mesh per pixel - the static models batched by texture by @Lattymoy in #85
  • AUDIT 65 round one: eight fix lanes, the record, main merged with cites by provenance by @Lattymoy in #84
  • PERF5: the level as one mesh - the dungeon's static models batched by @Lattymoy in #86
  • PERF6: the room as one mesh - the interior's static models batched by @Lattymoy in #87
  • PERF7: the stream build breathes - a warm pixel build yields to the frame by @Lattymoy in #88
  • PERF8: the piece under a blade, by arithmetic by @Lattymoy in #89
  • PERF9: headless performance probe by @Lattymoy in #90
  • AUDIT 65 round two: six lanes reviewed and merged, the record closed by @Lattymoy in #91
  • WATER2/WATER3: the basin, the swell and the foam by @Lattymoy in #92
  • GP1-GP3: the gamepad layer, the joystick window and the controller cursor; FU1: the face-UV harness by @Lattymoy in #94
  • MAC2 (water): darker and less see-through, the puddles take the surface, the player swims where the surface is drawn by @Lattymoy in #93
  • MAC3 (motor): the ground snap takes the terrain floor - a walk down a hill no longer hops and lands by @Lattymoy in #95
  • FD1 + SO1: one front door under both skins, and the settings organised by @Lattymoy in #96
  • WATER4 (water): the water is the art's - the archive's own bitmaps decide the surface, the shore is the record's outline, puddles draw and swim, the shallows 0.80 opaque by @Lattymoy in #97
  • ET1: the enhanced talk panel, audited by @Lattymoy in #98
  • WATER5 (water): per texel, and the distance to the shore - the art's own outline exactly, the foam on it, the palette widened by colour, ?water=mask for the eye by @Lattymoy in #99
  • MAC4 (renderer): the billboard key follows the record - every foe, guard and townsperson stood on its first frame since PERF3 by @Lattymoy in #100
  • MAC5 (water): revert to WATER1, before the basin - the surface as the audit left it, with MAC2's darker look, puddle tiles and swim law kept by @Lattymoy in #101
  • EB1 + EB2: a Daggerfall book, read in project-raum's animated book by @Lattymoy in #102
  • EB3: books in the test packs by @Lattymoy in #103
  • EB4 + OT1: the book that never showed, and a tap outside any UI closes it by @Lattymoy in #105
  • ONLINE1 (online): the basic bones of multiplayer - a Cloudflare relay, the session, the others as paperdolls with names, the Online door by @Lattymoy in #104
  • PX31 the pack's nine pages + HM1 the helm's black box by @Lattymoy in #106
  • SLOTS1 (online): the save to bring in - every slot a card on Load and Online, a slot name on Save by @Lattymoy in #107
  • MWBODY1 (online): the others in the Morrowind body - one rig instance per peer, built from the look, drawn third-person at the feet by @Lattymoy in #108
  • MF1 the figure stands, MS1 the backhand, MW-D50 the arrow the archives carry by @Lattymoy in #109
  • PCO1: Physical Combat And Armor Overhaul 1.44, the mod, 1:1 by @Lattymoy in #111
  • CHAT1 + AUDIT CHAT: the live chat, one World tab, audited before the merge by @Lattymoy in #110
  • TS1 / PL2 / OD1: the stick's tap opens nothing, the closing Enter is the window's, the peer doll stands up by @Lattymoy in #112
  • MAC6 #1: the dungeon save comes home - the boot load re-enters a dungeon before it restores the position by @Lattymoy in #113
  • AUDIT PCO1: the overhaul read again method for method - the archery arm's stock-path hooks, a class enemy's fists recorded by @Lattymoy in #115
  • MM1: Meaner Monsters 1.5.2, the mod, 1:1 - no compatibility switches between mods; AUDIT MM1 by @Lattymoy in #116
  • MAC7 + WORLD1 + AUDIT WORLD + WORLD2: the arm rides the pose; the room's memory; the audit's 36 fixes; one simulation per room by @Lattymoy in #114
  • UL1 + Mac's five + PS2: Unleveled Loot 1:1, every mod on, the pixelated sky on every sky, land view pushed, the pointer comes back, a table is a wall by @Lattymoy in #117
  • AUDIT WORLD2: slice 2 audited - the seat, the stream, the relay's budgets, the puppets' doors by @Lattymoy in #118
  • ES1g / PS3: the square frame goes (the sky's grid is rings, not a cube), and Dynamic Skies' progressing circles get the dither its bare ceil never had by @Lattymoy in #120
  • BR1: Daggerfall Enhanced - the rebrand across every surface, the pin the name never had, and the saves it would have moved by @Lattymoy in #121
  • WORLD3 + AUDIT WORLD3: the live world as events, audited - the doors everyone's, the host's foes every player's hunters, the roster the room's, the hit with its striker by @Lattymoy in #119
  • HK1: the landing page housekept - six sections to four, 973 words to 682, one home per idea by @Lattymoy in #123
  • BR2: the wordmark is the logo, and the page's no-image law narrows to a whitelist of one by @Lattymoy in #124
  • WORLD4 + AUDIT WORLD4: the room's loot, and the audit of it by @Lattymoy in #122
  • AUDIT WORLD34: no real dungeon was ever a world room - the eight-digit bound against nine-digit map ids, and the twelve findings beside it by @Lattymoy in #126
  • BR3 (PR #125) merged onto main with its 24 citation conflicts re-resolved by the tool by @Lattymoy in #127
  • BR3: Basic Roads had no switch - the audit, the gate, and the pin that reads the real data by @Lattymoy in #125
  • WORLD5: the shared clock and weather, and the quest clocks stood down online by @Lattymoy in #128
  • AUDIT WORLD5: the shared clock audited - fourteen findings fixed, nine recorded by @Lattymoy in #130
  • OL1: online is the enhanced lane, whole - every enhancement and every mod on while online by @Lattymoy in #131
  • OL2: the rest window says the clock, the trip says it arrives now - AUDIT WORLD5 items 5 and 6 paid by @Lattymoy in #132
  • OL3: the clock does not punish absence - prices said in real time, CreateFoe stood down, a clock a year off said by @Lattymoy in #133
  • WORLD6a: the building is a world room - the law widened at both ends, the interior's memory, doors as acts, shelves and cupboards as the room's by @Lattymoy in #134
  • AUDIT WORLD6a: the building's memory was never published, a peer priced a shop's goods, the stocked day landed unread, a window over an open shelf was its close - fourteen findings paid by @Lattymoy in #135
  • WORLD6b-i: the cell streams its foes - a foe is its spawner's, everyone else's puppet; the day's rolls are the shared day's by @Lattymoy in #136
  • AUDIT WORLD6b: the cell's hit funnel, the puppet divert's provenance, a peer's kill, unbounded puppets, the origin-following target - thirty-three findings paid by @Lattymoy in #137
  • Features arc: one home for every enhanceable feature (FT0-FT11, the inventory closed) by @Lattymoy in #129
  • WORLD6b-ii: the foe hunts every player in the cell - the peers ride my foes' target machine, a puppet's blow at me lands here, the hit carries the striker's feet by @Lattymoy in #138
  • AUDIT WORLD6b-ii: a puppet's blow unbounded on a hostile client's word, a caster frozen at a peer, a class puppet punching at my level, the hunt on the pose stream and the blow on the foes stream - twenty-four findings paid by @Lattymoy in #140
  • FT12 + HC1: the outdoors door to the Test Room, the Enhanced category off the rail; the horse and cart's sprites never showed - three seam faults fixed by @Lattymoy in #139
  • WORLD6b-iii(a): the cast at a peer by @Lattymoy in #141
  • AUDIT WORLD6b-iii(a): the cast at a peer audited - twenty-four findings, twenty paid by @Lattymoy in #143
  • LR1-LR3: loot rarity - a Diablo-style ladder over Daggerfall's loot, built on Unleveled Loot's law by @Lattymoy in #142
  • WORLD6b-iii(b): the cell seam - the halo by @Lattymoy in #144
  • AUDIT WORLD6b-iii(b): the cell seam audited - twenty-two findings, seventeen paid by @Lattymoy in #146
  • WORLD6b-iii(c): a puppet's corpse loot by @Lattymoy in #147
  • AUDIT WORLD6b-iii(c): the corpse loot audited - twenty-four findings, nineteen paid, relay world64 by @Lattymoy in #148
  • WORLD6b-iii(d): buildings' foes - none, by the lockbook by @Lattymoy in #149
  • WORLD6b-iii(e): the striker's rider and the roster's bound by @Lattymoy in #150
  • RF1-RF6: entity modifier channels, the one enemy-loot seam, the cite tool's hand cases, one feature declaration, the item field schema, the one name resolver by @Lattymoy in #145
  • AUDIT WORLD6b-iii(e): the striker's rider and the roster's bound by @Lattymoy in #151
  • Four reports: the floor is one-way (PH1), stairs are descended (PH2), the moved settings rows leave the pane (FT13), the wordmark is type again (BR3) by @Lattymoy in #152
  • STOP: the online arc logs where it stands by @Lattymoy in #153
  • WORLD7: the quest clocks run online, charging played time by @Lattymoy in #154
  • WORLD8: the hour's respawn by @Lattymoy in #155
  • WW1: Weapon Widget 1.6 ported 1:1, and the Morrowind arms ride its channels by @Lattymoy in #156
  • AUDIT WORLD7/8: the quest clocks' played time and the hour's respawn by @Lattymoy in #157
  • WW2: the bob played while idle - the one motion bag (motionBagOf) by @Lattymoy in #158
  • WIND3: the wind seen and heard - wisps, a quiet wind loop, the flora's sway, off one mapping by @Lattymoy in #159
  • WEATHER2a: no rain over snow - the sim's word through the ground it falls on (enhanced lane) by @Lattymoy in #160
  • WEATHER2c: cloud types by place - cells in the one volumetric field by @Lattymoy in #162
  • WEATHER2b: the weather field - the day's words as places, walked into and out of by @Lattymoy in #163
  • WEATHER2d: the sandstorm - the port's eighth word, walls over the desert, the wisps' program in a tan look by @Lattymoy in #164
  • HT1: Handheld Torches 1.4.1 ported 1:1 - the hand law, the keys, the hand sprite, the dropped and thrown torches, the burning foe by @Lattymoy in #161
  • WW3: the widget's texture door handed the wrong shape - the live crash by @Lattymoy in #165
  • AUDIT 66: Handheld Torches re-read against its own IL - twelve findings, all paid by @Lattymoy in #166
  • TEX1: one shape for every texture door - Mac's crash was the torches', and the class is closed by @Lattymoy in #167
  • HT2: the enhanced pack can light a torch by @Lattymoy in #169
  • MODS-ON: the torch's hand and its light are on by default by @Lattymoy in #170
  • WIND4: the wisps' count, the sky's direction, the grass at night by @Lattymoy in #171
  • HARD1–4 + AUDIT-HARD: the hardening pass, and the program audited against itself by @Lattymoy in #168
  • AUDIT-TALK: the talk arc read against TalkManager.cs by @Lattymoy in #172
  • CRASH1: the logbook answered a contract no host reads - L, and Escape, threw on every press by @Lattymoy in #173
  • CRASH2: the gate CRASH1 shipped, audited - it read five doors of eight, in silence by @Lattymoy in #174
  • HT3: the held torch sprite drew upside down by @Lattymoy in #175
  • Loot rarity: audited end to end, on by default, and the shelf defect that would have blocked it by @Lattymoy in #177
  • HARD2 closed out, and HARD5: Home.md back to an index by @Lattymoy in #176
  • DS3: the night sky's dark spots — the star field's dither, point-magnified by @Lattymoy in #180
  • AUDIT-QUEST: the quest system audited in three passes - six findings, four derived gates by @Lattymoy in #179
  • JAIL1: released from jail indoors, into the void by @Lattymoy in #181
  • WATER-NPC: the townsfolk navgrid learns the water the pass draws by @Lattymoy in #182
  • FT14: one roof — the features panel is tiles, and the Mods pane is gone by @Lattymoy in #183
  • GUARD1: the city watch stops vanishing - EnemyEntity's fourth despawn term by @Lattymoy in #184
  • CHAT2: the chat list holds its rows - a flex column was squeezing them to nothing by @Lattymoy in #185
  • FT15 + FT16: the features panel stops over-explaining, takes the shell's paint, and gives up its second door by @Lattymoy in #186
  • MENU1: the enhanced menus stop failing in silence when a deploy moves their chunk by @Lattymoy in #187
  • SITE1 + SITE2: one text face on the site, and copy that stops explaining itself by @Lattymoy in #188
  • LR6 + WM3: the loot ladder shows itself, and Windmills gets a switch by @Lattymoy in #189
  • Mac's four reports: Tab, the torch on the body, the body's hole, the death screen - and the audit over them by @Lattymoy in #191
  • Ambient Text 1.8 (Regnier), ported 1:1 — and audited by @Lattymoy in #190
  • CHAR1: the character creator says what you rolled by @Lattymoy in #193
  • RESTX1: online, a rest waits for nothing — and audited by @Lattymoy in #192
  • DISC1: the Discord goes in the door, front and centre by @Lattymoy in #194
  • AUDIT FOES: online enemies took no damage - a comment ate the hit, and seven more by @Lattymoy in #195
  • FOE10: the blow crosses, end to end - the pin the report deserved by @Lattymoy in #196
  • PERF-ON: one draw a string - the online name pass stops scaling by the glyph by @Lattymoy in #197
  • INV2 + AUDIT INV2: the drag carries the icon, and the gesture stops belonging to the row by @Lattymoy in #198
  • EOTB: Eye Of The Beholder 2.1, PARTIAL — third person without Morrowind, on the wheel by @Lattymoy in #199
  • ONCRASH1 + audit + LOOT-DUP: a relay frame could end everybody else's run, and a corpse could be granted twice by @Lattymoy in #200
  • MAC-K + AUDIT-MACK: Mac's three play bugs, and the audit that found the fix hadn't fixed one by @Lattymoy in #201
  • CHAT-R + NAME-F + AUDIT-CHATR: the online roster, a hide button that now survives a frame, and a name filter that keeps Scunthorpe by @Lattymoy in #202
  • MAC-L + AUDIT-MACL: four Discord reports, and seven findings against my own fix by @Lattymoy in #203
  • MAC-M: the two numbers an item is for, shown where a player reads them by @Lattymoy in #204
  • MAC-N: the smith's NaN, the shop screen's inherited half, and the lane that never saw the URL by @Lattymoy in #205
  • AUDIT-EOTB2: the body was a statue - the integration repaired, sixteen members ported from the settings, and the assembly named as what the rest needs by @Lattymoy in #207
  • EOTB-FLIP: the body stood on its head - the sprite's decode takes the world's one row-order door by @Lattymoy in #208
  • SRV-N + AUDIT-SRVN + CHAT-G: a notice when the server restarts, four findings against it, and the third gate a chat line never had by @Lattymoy in #206
  • SRV-N/CI: the relay gets a deploy that does not need a token in someone's hands by @Lattymoy in #209
  • SRV-N/CI: the Ledger's ONLINE row records the relay's CI deploy by @Lattymoy in #210
  • SRV-N/CI: the relay deploys itself when the version drifts, not when a path changes by @Lattymoy in #211
  • EOTB-IL: port Eye Of The Beholder off its assembly's IL, fix the chop and the turn, add the cart by @Lattymoy in #212
  • Six playtest bugs: face/gender drift, sheathing and torches, weapon hands tooltip and Morrowind shield, right-click look, doll hold-to-drag, loot buttons by @Lattymoy in #213
  • MAC-C1 + WW4: the status box crash (r.text.split) and the weapon widget's draw seam by @Lattymoy in #214
  • MWA2: one On/Off row for the Morrowind asset pack by @Lattymoy in #215
  • WEAPON-VIS1/2 + MWA2 follow-up + MWA3: the outdoor Z double-fire, a Remove-data door, and the Argonian on a human Morrowind body by @Lattymoy in #216
  • SOC1-SOC7: the social arc - friends, presence, four-seat parties, the party HUD, F on a body, the party on the map (world78) by @Lattymoy in #217
  • MW-D51/52 + EOTB-FEET + AUDIT MW-TORCH: the held torch, the sneak idle, the hovering Eye of the Beholder body, and the audit's eight fixes by @Lattymoy in #218
  • MAC-O4 + HT5 + MAC-O6 + ES1: look while attacking in Click modes, the torch hand bobs, loot cues in the enhanced pack, and one Enhanced sounds switch by @Lattymoy in #219
  • CC-REP/GRID/STEP + DG-LNX + SKIN-CARRY: the class builder's reputation window and one-page layout, the Linux folder pick, the classic toggle's carried choice by @Lattymoy in #220
  • AUDIT SOC - the social arc audited under four lenses: the hub, the link, the surfaces, the maps and input (world79) by @Lattymoy in #221
  • IF1 + AUDIT-IF: Immersive Footsteps 1.01 (Kirk.O), ported 1:1 from the author's MIT sources and audited by @Lattymoy in #222
  • BA1 + AUDIT-BA: Better Ambience 0.1.4 (Joshua Steinhauer), ported 1:1 from the sources the bundle carries, at peace with Immersive Footsteps, and audited by @Lattymoy in #223
  • FONT1 + NAME1 + BUBBLE1, audited - every enhanced surface in the pixel face, the names over the others fixed, chat bubbles by @Lattymoy in #224
  • EOTB-WALL - the Eye of the Beholder camera no longer clips through walls and ceilings by @Lattymoy in #225
  • EL1-EL4 + AUDIT-EL: Enhanced Lighting - the linear pipeline, shadows, depth and air, the frame; audited by @Lattymoy in #226
  • QS1-QS3 + AUDIT QS - the quickslot diamond on the enhanced HUD: main hand, off hand, two consumables, keybind tags and our own pad glyphs by @Lattymoy in #227
  • INV3 + HT6 + QS4 + QS5 - four from playing: the hold that sometimes did not take, the torch a shield did not replace, the durability off the sprite, and the fourth corner's key by @Lattymoy in #228
  • EL5 + EL6: Enhanced Lighting from the field - lights through walls, the framerate, campfire shadows, dark textures; the real-GL probe by @Lattymoy in #229
  • EL7: the glare needs a flame under it; three cascades, the rigs cast, the water receives, the AO blur depth-aware by @Lattymoy in #230
  • EL8 - contact shadows, the caster table, the shadow cadence, ?perf; BA2 - the classic dungeon dark ships again by @Lattymoy in #231
  • BOX1 + TI3 - a message box reads its record once; a touch device is one whose primary pointer is a finger by @Lattymoy in #232
  • RESPAWN1 + QS6 + AUDIT QS6 - a dungeon's dead stay dead; the third quickslot is a spell, and a held key fills a slot by @Lattymoy in #233
  • WS1 + AUDIT-WS - Weapon Sheathing (Greatness7) on the Morrowind third-person body, audited against the OpenMW source by @Lattymoy in #234
  • BUGS-5: the field's five - thrust reverse latched, no standing cards for ground objects, the hand's light never casts, the glare's band a quarter unit, outdoor shadow and march cuts by @Lattymoy in #236
  • The torch three ways, the crouch that would not undo, and two taverns' worth of input bugs (HT7 + MWT1 + MWT2, MWCROUCH, QS7, TALK-UNKNOWN) by @Lattymoy in #235
  • MAC-A/C/D/E - four of the field's five, and the fifth's findings by @Lattymoy in #238
  • MAC-F/MAC-G - a card that folds, and a page that was never drawn by @Lattymoy in #239
  • MAC-H/I/J/P - what you hold, and what it is lit by by @Lattymoy in #240
  • MAC-Q: the torch's fire - Morrowind's particle systems, ported by @Lattymoy in #241
  • ORL1 - Oblivion Remaster Like Leveling, the first Morrowind mod: a leveling system chosen at character creation by @Lattymoy in #242
  • RESTX2 / CAMP1 / WINFOE1 / D-ONLINE1: better resting, wildlife groups, foes under a window, an online death that respawns by @Lattymoy in #243
  • MAC-R1/R2/R3/R4: the raised blade, the doubled line, the hand cells, the hold under a repaint by @Lattymoy in #244
  • FOEBAR1: the target bar's blade face by @Lattymoy in #245
  • WATCH1 / OL4 / ECON1 + two audits - the online STOP list paid: the criminal's watch on the cell, shops on a night shift, one economy by @Lattymoy in #246
  • JAN1: Janome's play report - eight fixes (pack crash, bank crash, NaN prices, hand switch, torch pose, sky walkers, attic glare, classic talk box) by @Lattymoy in #247
  • MAC-T: no glare ball over the third-person torch-bearer; the chat line's H pinned by @Lattymoy in #248
  • SURV1-SURV7 + AUDIT SURV: Climates & Calories overhauled - the survival arc, all on by default by @Lattymoy in #249
  • CAMP1-REST / D-ONLINE2 / TORCH-VIS: the wilderness-resting hand-off, and a sheathed stance is not a stowed light by @Lattymoy in #250
  • TO1 + AUDIT-TO1 + THE HELD MAP (MAP1-MAP3, AUDIT-MAP, AUDIT-MAP2): Travel Options 1:1 and the enhanced travel map as a parchment in the player's hands, on the Morrowind arms by @Lattymoy in #251
  • MAC-U: the directions that read as two messages - DFU's text table row for 7333, read before TEXT.RSC by @Lattymoy in #252
  • BOOT-TDZ: Travel Options is declared above the stream that reads it - the boot died in a temporal dead zone for every save whose first pixel carries a location by @Lattymoy in #253
  • BOOT-TDZ2: the pixel builder asks the mod before it asks the player's pixel - the second dead-zone read, and the gate both deserved by @Lattymoy in #254
  • PORTRAIT1 + ATTRMACRO1 - the OOPS face indoors, and the attribute box's raw macros by @Lattymoy in #255
  • The field-fix arc: the held map, Travel Options, a third boot dead zone, and the audit of all three by @Lattymoy in #256
  • VC6 - the clouds' second pass, its audit, and the flaky test that was a bug report by @Lattymoy in #257
  • INTRO2: rebuild the cinematic around the score, on Mac's remastered master by @Lattymoy in #259
  • INTRO2: rebuild the cinematic around the score by @Lattymoy in #258
  • MAP-FIELD2 / TO-FIELD2 / TO-FIELD3: the held map is a held sprite, the names come off, and a default trip is walked by @Lattymoy in #260
  • INTRO-FIELD: the cinematic's gate is the BEGIN button and nothing else by @Lattymoy in #261
  • Integrate Mac's FixPackage2 and loot-changes zips, onto the bases they were actually cut from by @Lattymoy in #262
  • Lootchanges 3.0: themed creature ingredients, and the two files that were pure revert by @Lattymoy in #263
  • PERF-TEX/TEX2/UI + MENU1-WARM: deleted work, not reduced quality by @Lattymoy in #264
  • GRASS2/3/4: the grass fade is paid on the host, blades stand on the drawn ground, and the placer's cost was a string by @Lattymoy in #265
  • LV1 + LV2: the Ascension window and the level-up notification, audited by @Lattymoy in #266
  • GRASS5 + STREAM1: the two caps, both lifted by @Lattymoy in #267
  • HOTFIX: the black screen — a namespace over one end of a module cycle by @Lattymoy in #268
  • Four incoming fixes: online death, guard arrest, camp rest, stale grass by @Lattymoy in #269
  • LV2 FIX: every route to the sheet asks the door, not just the key by @Lattymoy in #270
  • ASCEND-ANYTIME: the Ascension opens whenever the player asks by @Lattymoy in #271
  • LV3: the strip's level row is a button — and ONE door on the sheet page by @Lattymoy in #272
  • SPAWNED-DUNGEONS + ONLINE-UNDERGROUND-LOAD, ported past three fixes by @Lattymoy in #273
  • SW1 - Shield Widget 1.6 (RedRoryOTheGlen), the mod, 1:1 by @Lattymoy in #274
  • MAP-FIELD3-6: the new held-map painting, the ink fitted to its sheet, and readable glyphs by @Lattymoy in #275
  • TO-ONLINE, AUDIT-AIR1, AUDIT-DEATH1 and SURV-THIRST1 - four field reports, and the audits that followed each by @Lattymoy in #276
  • MAP-FIELD7 + the pre-merge audit: the sheet travels, and four checks that could not fail now can by @Lattymoy in #277
  • SW4: the shield mod's 600 sprites were shipping upside down by @Lattymoy in #278
  • Climates & Calories' art: it reached the screen at neither door, and the tent's two were never carried by @Lattymoy in #279
  • CAMP-NOTIMER + SPAWNED-DUNGEONS2b: the spawner package, its own hunks only by @Lattymoy in #280
  • The Dwarven Thunderlock: a new weapon type, prototyped in a lab and integrated by @Lattymoy in #281
  • FIELD-GUN: the gun could not be picked up, and its icons could not be drawn by @Lattymoy in #282
  • REST-VEIL2 + MAP-WEAPON: the menu that blacked out the world, and the weapon over the map by @Lattymoy in #283
  • FIELD-GUN3/4/5/6: upside down, absent from the paperdoll, and nothing like the lab by @Lattymoy in #284
  • FIELD-GUN7: the cadence, which is what "1:1 with the proto" actually meant by @Lattymoy in #285
  • FIELD-GUN8: the whole panel, and a pin that reads it by @Lattymoy in #286
  • FIELD-GUN9: the paperdoll grip rises three pixels by @Lattymoy in #287
  • FIELD-GUN10: the gun sat 23 pixels high, and why nobody could see it by @Lattymoy in #288
  • FIELD-GUN11: the draw path nobody was testing, and the box it transformed by @Lattymoy in #289
  • FIELD-GUN12: the prototype, ported — one implementation, not two that agree by @Lattymoy in #290
  • BLOOD1: the port's own blood, gore and bleeding (1a + 1b, audited) by @Lattymoy in #291
  • TTL1: spawned dungeons expire — 2 in-game days cleared, 7 in general by @Lattymoy in #292
  • FIELD-GUN MW1/MW2/MW3 + FIELD-GUN19: the Thunderlock in the Morrowind arm, rigged, and the flash/shot fixed by @Lattymoy in #293
  • REL1: app-v0.1.3 shipped stamped 0.1.2 — every fresh install nags. Gate the two numbers, cut 0.1.4 by @Lattymoy in #294
  • Merge patch + OL5 (night gates/guild halls online) + the online-dungeon-foes finding by @Lattymoy in #295
  • INLINE1 + BOOT1 + BOOT2: a megabyte of base64 out, the game hosts off the entry, and the cursor off the HUD by @Lattymoy in #296
  • RELAY-H1: a standing player is heard by the runtime, not the room by @Lattymoy in #297
  • MAP-POV + RIDE-POV + AUDIT FIELD-GUN-MW: the map in the head, no saddle for the Morrowind body, and the gun's shot in the rig by @Lattymoy in #299
  • GQL1: the guild popup never boxed the quest picker - "That service is not available yet" with Choose Guild Jobs on by @Lattymoy in #300
  • QT-LIVE1: the journal's quest timer reads live by @Lattymoy in #301
  • PERF-RIG1 + PERF-ZONE2: the Morrowind rig's geometry pipeline minted per body per frame, and the world zone is named by @Lattymoy in #302
  • PAD1 + REL2 + REL3: the pad pass, two Windows files where one shipped, and a release on every merge by @Lattymoy in #303
  • CM1-CM11: the classic modals, and the one DaggerfallInputMessageBox (PR #178, cleaned up) by @Lattymoy in #178
  • WATER-D1 + PERF-COL1 + GUILD-REP1: three field bugs from Discord (+ the REL3 record fix) by @Lattymoy in #304
  • AUDIT 67: the dungeon automap read whole against Automap.cs and its window - 27 findings paid, pinned by @Lattymoy in #305
  • Four player reports: the empty status box, online levelling, the inventory crash, the desktop swing by @Lattymoy in #307
  • FIELD-GUN20 + DA7: the orb's anchor, and the desktop app updates in place by @Lattymoy in #306
  • ENH-NOTICE3: the one door every message goes through, and the HUD line as a toast by @Lattymoy in #308
  • Enhanced maps: one map, three sheets — the tab strip, the derived floors, the 2D automap and the coloured town by @Lattymoy in #309
  • Accounts and cloud saves: the token, the account Worker, the password, a deploy that needs nobody — and the audit that found it could not boot by @Lattymoy in #310
  • WORLD-HOVER: a name under the crosshair for whatever you are looking at by @Lattymoy in #311
  • QUICK-LOOT: taking from the plaque, without a window by @Lattymoy in #315
  • Accounts, cloud saves and the save tiles — and the wall moved to the door by @Lattymoy in #312
  • ACC-CAP: PBKDF2 at 210,000 is a 500 on Cloudflare — the account service outage by @Lattymoy in #317
  • Mac holds the Developer title, and the client learns its own name (NAME-ADOPT) by @Lattymoy in #318
  • Registered date and time played on the account card by @Lattymoy in #319
  • Moderator shield, /mute and /unmute by @Lattymoy in #320
  • Status readout live, peer body cadence, larger grass pixels, chat fit, the Morrowind map on every sheet, the road into the Crux by @Lattymoy in #321
  • FIX-A/B/D/E + SWING-LABEL: Discord reports, and the controls screen that said attack was left click by @Lattymoy in #322
  • Five drops from Mac's tree, audited: quest sharing, player trade, peer footsteps, the dungeon seat-heal, party rest (world93) by @Lattymoy in #324
  • MACRO-AUDIT: every raw %token a player can see, a gate so they can't come back, and guild reputation in the enhanced pause menu by @Lattymoy in #323
  • DISCORD5: five bug-reports fixed at the root - black arms, three arms, torch keybinds, the hotslot spell, corpse loot after death online by @Lattymoy in #326
  • CRICKET-QUIET: the night's crickets sing in choruses, not all night by @Lattymoy in #327
  • MAP-TOGGLE + MAP-FIELD8: the held map is a Features switch, and the fourth painting in the hands by @Lattymoy in #328
  • CASTLE1 + REST-OFFLINE1 + SWING-DEFAULT1 + MAP-FIT1: the Castle Daggerfall softlock, the underground load, the offline rest crash, click-or-hold by default, the held map that fits by @Lattymoy in #325
  • PARTY8: eight seats, and a party HUD of quiet rows by @Lattymoy in #330
  • QL-WEIGHT1 + LIGHT-NEAR1: quick loot obeys the carry limit; the lamp overhead keeps its shadows by @Lattymoy in #331
  • LC1: clustered lights - the lantern loop walks the fragment's cell, not the frame's forty-eight by @Lattymoy in #332
  • SC1: the static casters are drawn once - a cached cube per lantern, the movers blitted on top by @Lattymoy in #333
  • HQ1: the colour through the curve, horizon-based occlusion, eight casters by @Lattymoy in #334
  • PEER-BUZZ, CRICKET-DUNGEON, ROAD-CRASH, AUDIT PARTY8 + PARTY-REST, ALLY-CAST and its audit (world97) by @Lattymoy in #337
  • AUDIT LIGHTING + SHADOW-REACH + VOL1 + AUDIT REACH: the lighting arc's audit, its two limitations, the glow, and a second audit by @Lattymoy in #336
  • FRIENDLY-SPELLS: Mac's two drops integrated onto ALLY-CAST, beside CRICKET-DUNGEON and AUDIT PARTY-REST (world98) by @Lattymoy in #339
  • Horse Cart and Cargo: the mod ported off its IL, parked teams online, riders seen by others (world99) by @Lattymoy in #341
  • DISC6 + DISC7 + audit: Discord field bugs, plaque verbs for players and horses by @Lattymoy in #342
  • DISC8: no crickets indoors, five Discord bugs fixed at their roots by @Lattymoy in #343
  • DISC9: indoors you hear the rain the street heard by @Lattymoy in #344
  • World of Daggerfall 1:1, the terrain scale DFU streams at, and two audits by @Lattymoy in #345
  • WOD7: World of Daggerfall's camps, shared online by @Lattymoy in #346

Full Changelog: app-v0.1.2...app-v0.1.3826

What's Changed

  • IG6: arms fixed to the screen, like classic Daggerfall by @Lattymoy in #26
  • The door gets its pair: Install stands beside Play by @Lattymoy in #27
  • IG6b: abandon the poisoned arms toggle - key bump + action-named button by @Lattymoy in #28
  • IG6c: the look is no longer an input to the fixed arms pass by @Lattymoy in #29
  • The site cleanup: no pictures, half the words, the same page by @Lattymoy in #30
  • The site's words, written plainer by @Lattymoy in #31
  • IG7: a loot-side click takes, immediately by @Lattymoy in #32
  • MW-D39: the jump animation - the fourth slot by @Lattymoy in #33
  • The site follows the saddle: horse disclaimer out, Ko-fi out of the credits by @Lattymoy in #34
  • EV1+EV2: the judder dies and the render loop stops feeding the GC by @Lattymoy in #35
  • EV3: frustum culling - pure plane math, three-grain host gates, ?cull=off by @Lattymoy in #36
  • EV4: distant land - live-distance fog, far-ring LOD with skirts, ghost-row normals by @Lattymoy in #37
  • EV5: moonlight and the night - the second directional term by @Lattymoy in #38
  • EV6: GL state shadowing, mesh-sorted draw lists, the sprite RT unclogged by @Lattymoy in #39
  • EV7: terrain generation off the main thread - the crossing hitch dies by @Lattymoy in #40
  • EV8: the far province ring - real mountains on the horizon by @Lattymoy in #41
  • AUDIT EV: the Enhanced Visuals arc audited whole - every confirmed finding fixed by @Lattymoy in #42
  • HOTFIX: createMesh copies sub-meshes - the frozen windmill bake crashed drawMesh by @Lattymoy in #43
  • MW-D40..42: the Pegas horse - the enhanced ride, from the player's own mod by @Lattymoy in #44
  • AUDIT-39: the comprehensive parity/bug audit - 166 findings fixed, port status measured by @Lattymoy in #45
  • Road to 1:1, Wave A: the slice band - 34 classic features ported, reviewed, fixed by @Lattymoy in #46
  • SOLID REVERT: restore edab46e (Wave A closed) - remove the broken EE/NPC/MW afternoon, whole by @Lattymoy in #47
  • SITE BISECT step 1: deploy the pre-Wave-A checkpoint (d6e9f01) by @Lattymoy in #48
  • The campaign returns, repaired: Wave A + Wave B first flight + the texture incident fixes by @Lattymoy in #49
  • Road to 1:1 - Waves B5, C, D and the closeout, the bow salvage, the incident record - merged with main's Roads/EE arcs by @Lattymoy in #50
  • Road to 1:1 - Wave E: the buildable remainder by @Lattymoy in #51
  • Road to 1:1 - MAPS.BSA: the ship landing, and the record verified against the real file by @Lattymoy in #52
  • Road-to-1:1 Wave F and AUDIT 58: the host-scope flags closed, the whole tree audited after the campaign by @Lattymoy in #53
  • Road-to-1:1 Wave G: the audit's deliberately-left remainder, built and reviewed by @Lattymoy in #54
  • Dungeon seams and ceiling bats: mesh materials opaque, black interior clear, mip chains; foe capsules and flyer anchors from DFU by @Lattymoy in #55
  • DS1: Dynamic Skies 2.3.4 vendored 1:1 with permission, the enhanced lane's sky by @Lattymoy in #56
  • PR #55 review round: the transform is the sprite centre; the NPC flat, UI mips, emission mips and the world-hosted clear by @Lattymoy in #57
  • PR #57 review round: distanceToTarget and the target's transform in transform-space; more contact sites; the restore's lift; the pre-fix ghost; un-mipped item icons by @Lattymoy in #58
  • ROAD-G tail: the fixed-city route's catch-up loop and the watch's Wabbajack transform; no encounter roll while swimming by @Lattymoy in #59
  • SIB1: Seasons of the Iliac Bay ported 1:1 with permission, its textures the player's to supply by @Lattymoy in #60
  • AUDIT 61: the two mods, 1:1 on main - twelve fixes, one translation recorded by @Lattymoy in #61
  • ECV1: Enhanced Combat Visuals - a concealed foe drawn, not vanished by @Lattymoy in #62
  • AUDIT 62: the delta since AUDIT 58 - 39 findings fixed in six reviewed lanes, integrated onto main by @Lattymoy in #63
  • ROAD-H: AUDIT 62's deliberately-left remainder - the arrow origins, the AoE capsule sweep, the per-key seasons refresh, the texture-pack swap, and three residue items by @Lattymoy in #64
  • ROAD-H tail: the missile contact is the capsule everywhere, the reach carries the crouch dip, and the archers aim at whom they selected by @Lattymoy in #65
  • Volumetric Clouds arc (VC1-VC5): the smooth dome by default, GPU cloud noise, a raymarched sky-space cloud map and a real world-space cloud shadow by @Lattymoy in #66
  • AUDIT 63: the systems the fault-shape audits under-sampled - 50 findings fixed in seven reviewed lanes by @Lattymoy in #67
  • The Clock arc (CLK1-CLK4): the weather and the sky on the world clock, weather that evolves within the day, the moon continuous on the clock by @Lattymoy in #68
  • TL3 + CG2: the fast-travel arrival takes DFU's reposition; a DOM text field owns its key in the character creation by @Lattymoy in #69
  • SIB2: the Seasons mod audited (the bundle by its manifest, DFU's events per caller); the creators' names in the Mods pane's titles by @Lattymoy in #70
  • MODS AUDIT + FIX-C/D/E/F + DS2: the three mods re-audited 1:1, five fixes, the clouds ride the mod by @Lattymoy in #71
  • MW-LOAD: the Morrowind asset layer loads by range, extracts its records once, keeps its face verdict by @Lattymoy in #72
  • AUDIT 64: subsystem depth, round two - the ten classic systems AUDIT 63 did not reach by @Lattymoy in #73
  • WATER1 + WATER-AUDIT: the enhanced water surface over the oceans, rivers and ponds, audited by @Lattymoy in #74
  • HYGIENE + DOC-ROT: the gate's undeclared deps, and the rows the tree outran by @Lattymoy in #75
  • OT1: four open tasks - the exterior swim flag, the spellbook gesture, F301's dead exports, the saves picker's phone path by @Lattymoy in #76
  • MAC1: Mac's play report - seven fixes with a mechanism by @Lattymoy in #77
  • CS1: the cite shift - AUDIT 64's cite mapper, with its Ledger arm, landed as one tool by @Lattymoy in #78
  • AUDIT 65: the stub, published to claim the number by @Lattymoy in #79
  • TI2: the phone in hand, tuned - look, throw, gyro, chrome by @Lattymoy in #80
  • MWA1 + FPS1: the Morrowind arms at boot, and an in-game FPS counter by @Lattymoy in #81
  • PERF1 + PERF2: script time in the counter, the sky after the ground, the grass by the cell by @Lattymoy in #82
  • PERF3: the terrain block once a frame, the billboards sorted by texture, the renderer's counts in the counter by @Lattymoy in #83
  • PERF4: one mesh per pixel - the static models batched by texture by @Lattymoy in #85
  • AUDIT 65 round one: eight fix lanes, the record, main merged with cites by provenance by @Lattymoy in #84
  • PERF5: the level as one mesh - the dungeon's static models batched by @Lattymoy in #86
  • PERF6: the room as one mesh - the interior's static models batched by @Lattymoy in #87
  • PERF7: the stream build breathes - a warm pixel build yields to the frame by @Lattymoy in #88
  • PERF8: the piece under a blade, by arithmetic by @Lattymoy in #89
  • PERF9: headless performance probe by @Lattymoy in #90
  • AUDIT 65 round two: six lanes reviewed and merged, the record closed by @Lattymoy in #91
  • WATER2/WATER3: the basin, the swell and the foam by @Lattymoy in #92
  • GP1-GP3: the gamepad layer, the joystick window and the controller cursor; FU1: the face-UV harness by @Lattymoy in #94
  • MAC2 (water): darker and less see-through, the puddles take the surface, the player swims where the surface is drawn by @Lattymoy in #93
  • MAC3 (motor): the ground snap takes the terrain floor - a walk down a hill no longer hops and lands by @Lattymoy in #95
  • FD1 + SO1: one front door under both skins, and the settings organised by @Lattymoy in #96
  • WATER4 (water): the water is the art's - the archive's own bitmaps decide the surface, the shore is the record's outline, puddles draw and swim, the shallows 0.80 opaque by @Lattymoy in #97
  • ET1: the enhanced talk panel, audited by @Lattymoy in #98
  • WATER5 (water): per texel, and the distance to the shore - the art's own outline exactly, the foam on it, the palette widened by colour, ?water=mask for the eye by @Lattymoy in #99
  • MAC4 (renderer): the billboard key follows the record - every foe, guard and townsperson stood on its first frame since PERF3 by @Lattymoy in #100
  • MAC5 (water): revert to WATER1, before the basin - the surface as the audit left it, with MAC2's darker look, puddle tiles and swim law kept by @Lattymoy in #101
  • EB1 + EB2: a Daggerfall book, read in project-raum's animated book by @Lattymoy in #102
  • EB3: books in the test packs by @Lattymoy in #103
  • EB4 + OT1: the book that never showed, and a tap outside any UI closes it by @Lattymoy in #105
  • ONLINE1 (online): the basic bones of multiplayer - a Cloudflare relay, the session, the others as paperdolls with names, the Online door by @Lattymoy in #104
  • PX31 the pack's nine pages + HM1 the helm's black box by @Lattymoy in #106
  • SLOTS1 (online): the save to bring in - every slot a card on Load and Online, a slot name on Save by @Lattymoy in #107
  • MWBODY1 (online): the others in the Morrowind body - one rig instance per peer, built from the look, drawn third-person at the feet by @Lattymoy in #108
  • MF1 the figure stands, MS1 the backhand, MW-D50 the arrow the archives carry by @Lattymoy in #109
  • PCO1: Physical Combat And Armor Overhaul 1.44, the mod, 1:1 by @Lattymoy in #111
  • CHAT1 + AUDIT CHAT: the live chat, one World tab, audited before the merge by @Lattymoy in #110
  • TS1 / PL2 / OD1: the stick's tap opens nothing, the closing Enter is the window's, the peer doll stands up by @Lattymoy in #112
  • MAC6 #1: the dungeon save comes home - the boot load re-enters a dungeon before it restores the position by @Lattymoy in #113
  • AUDIT PCO1: the overhaul read again method for method - the archery arm's stock-path hooks, a class enemy's fists recorded by @Lattymoy in #115
  • MM1: Meaner Monsters 1.5.2, the mod, 1:1 - no compatibility switches between mods; AUDIT MM1 by @Lattymoy in #116
  • MAC7 + WORLD1 + AUDIT WORLD + WORLD2: the arm rides the pose; the room's memory; the audit's 36 fixes; one simulation per room by @Lattymoy in #114
  • UL1 + Mac's five + PS2: Unleveled Loot 1:1, every mod on, the pixelated sky on every sky, land view pushed, the pointer comes back, a table is a wall by @Lattymoy in #117
  • AUDIT WORLD2: slice 2 audited - the seat, the stream, the relay's budgets, the puppets' doors by @Lattymoy in #118
  • ES1g / PS3: the square frame goes (the sky's grid is rings, not a cube), and Dynamic Skies' progressing circles get the dither its bare ceil never had by @Lattymoy in #120
  • BR1: Daggerfall Enhanced - the rebrand across every surface, the pin the name never had, and the saves it would have moved by @Lattymoy in #121
  • WORLD3 + AUDIT WORLD3: the live world as events, audited - the doors everyone's, the host's foes every player's hunters, the roster the room's, the hit with its striker by @Lattymoy in #119
  • HK1: the landing page housekept - six sections to four, 973 words to 682, one home per idea by @Lattymoy in #123
  • BR2: the wordmark is the logo, and the page's no-image law narrows to a whitelist of one by @Lattymoy in #124
  • WORLD4 + AUDIT WORLD4: the room's loot, and the audit of it by @Lattymoy in #122
  • AUDIT WORLD34: no real dungeon was ever a world room - the eight-digit bound against nine-digit map ids, and the twelve findings beside it by @Lattymoy in #126
  • BR3 (PR #125) merged onto main with its 24 citation conflicts re-resolved by the tool by @Lattymoy in #127
  • BR3: Basic Roads had no switch - the audit, the gate, and the pin that reads the real data by @Lattymoy in #125
  • WORLD5: the shared clock and weather, and the quest clocks stood down online by @Lattymoy in #128
  • AUDIT WORLD5: the shared clock audited - fourteen findings fixed, nine recorded by @Lattymoy in #130
  • OL1: online is the enhanced lane, whole - every enhancement and every mod on while online by @Lattymoy in #131
  • OL2: the rest window says the clock, the trip says it arrives now - AUDIT WORLD5 items 5 and 6 paid by @Lattymoy in #132
  • OL3: the clock does not punish absence - prices said in real time, CreateFoe stood down, a clock a year off said by @Lattymoy in #133
  • WORLD6a: the building is a world room - the law widened at both ends, the interior's memory, doors as acts, shelves and cupboards as the room's by @Lattymoy in #134
  • AUDIT WORLD6a: the building's memory was never published, a peer priced a shop's goods, the stocked day landed unread, a window over an open shelf was its close - fourteen findings paid by @Lattymoy in #135
  • WORLD6b-i: the cell streams its foes - a foe is its spawner's, everyone else's puppet; the day's rolls are the shared day's by @Lattymoy in #136
  • AUDIT WORLD6b: the cell's hit funnel, the puppet divert's provenance, a peer's kill, unbounded puppets, the origin-following target - thirty-three findings paid by @Lattymoy in #137
  • Features arc: one home for every enhanceable feature (FT0-FT11, the inventory closed) by @Lattymoy in #129
  • WORLD6b-ii: the foe hunts every player in the cell - the peers ride my foes' target machine, a puppet's blow at me lands here, the hit carries the striker's feet by @Lattymoy in #138
  • AUDIT WORLD6b-ii: a puppet's blow unbounded on a hostile client's word, a caster frozen at a peer, a class puppet punching at my level, the hunt on the pose stream and the blow on the foes stream - twenty-four findings paid by @Lattymoy in #140
  • FT12 + HC1: the outdoors door to the Test Room, the Enhanced category off the rail; the horse and cart's sprites never showed - three seam faults fixed by @Lattymoy in #139
  • WORLD6b-iii(a): the cast at a peer by @Lattymoy in #141
  • AUDIT WORLD6b-iii(a): the cast at a peer audited - twenty-four findings, twenty paid by @Lattymoy in #143
  • LR1-LR3: loot rarity - a Diablo-style ladder over Daggerfall's loot, built on Unleveled Loot's law by @Lattymoy in #142
  • WORLD6b-iii(b): the cell seam - the halo by @Lattymoy in #144
  • AUDIT WORLD6b-iii(b): the cell seam audited - twenty-two findings, seventeen pa

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