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v1.0.0-rc.2

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@sliekens sliekens released this 06 Apr 19:08
· 22 commits to main since this release

This is one of the last pre-releases with improvements to the public API of the code. All code has been meticulously reviewed and documented. I now consider it ready for general use. I don't expect to make any further design changes, only bug fixes.

Highlights

Skill polymorphy has been reworked because there were a lot of nullable properties on the base type that should have been required properties of a subtype instead. Now, the Skill base type only contains the properties which are truly shared for all abilities. A new ActionSkill subtype was introduced for skills which must be activated. Another subtype SlotSkill was introduced as the base type for healing, utility and elite skills.

New features

Dye colors:

  • Added method DyeColor.GetChatLink

Bug fixes

Exploration:

  • Fixed incorrect waypoint chat links generation for god shrines (Orr maps)

Breaking changes

Items:

  • Moved properties Item.Races, Item.Professions and Item.BodyTypes to a new property Restrictions of type ItemRestriction
  • Changed the type of these properties to Extensible<TEnum> and added a property Other to support future restrictions without throwing

Equipment skins:

  • Changed the type of EquipmentSkin.Races to Extensible<TEnum>

Skills:

  • Changed Skill.IconHref to not-null (but possibly empty)
  • Introduced base type ActionSkill for skills that require activation
  • Introduced base type SlotSkill for heal, utility and elite skills
  • Changed ActionSkill properties to not-null as they were previously nullable only to support passive skills:
    • Slot
    • WeaponType
    • Professions
  • Changed the Professions property from an empty list to a list of all professions when there are no profession restrictions, for example for open-world bundle skills.

Super Adventure Box:

  • Renamed SuperAdventureBoxMode.{Infantile->Exploration}

Full Changelog: v1.0.0-rc.1...v1.0.0-rc.2