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v0.0.756
Section titled “v0.0.756”- Massively expanded unsafe native C++ mod API power surface.
- Added broad
NativePluginHostApicallbacks for run state access (getCurrentWave,getHeroLevel,getCopper), state mutation (setWave,setCopper,addExperience), direct actions (spawnEnemyBatch,healHero,damageHero), and gameplay multipliers. - Added new multiplier controls for player damage/move/attack speed, XP/gold gain, enemy health/speed/damage, copper reward gain, and wave-clear bonus gain.
- Wired new native callbacks into runtime gameplay systems.
- Native callbacks now bind through
Game.cppto core run-state controls and economy/combat mutation paths. - Added host-side runtime application of enemy health/speed overrides for existing enemies.
- Added effective enemy contact-damage integration so native enemy damage multipliers affect enemy-special/mutator damage paths consistently.
- Updated SDK/docs and tests for the expanded API.
- Updated SDK headers and sample plugin to use and demonstrate the wider callback surface.
- Expanded
mod_runtime_testscallback coverage for newNativePluginHostcallback routes. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.756. - Updated Discord join-service test build-tag fixtures to
v0.0.756(mismatch assertion moved tov0.0.757).
v0.0.755
Section titled “v0.0.755”- Fixed native-plugin crash on run start when using the enemy-size pulse template mod.
NativePluginHostnow stores the plugin host API table as persistent member state instead of a temporary stack variable.- Prevents plugins from dereferencing an invalid host API pointer during
OnTick. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.755. - Updated Discord join-service test build-tag fixtures to
v0.0.755(mismatch assertion moved tov0.0.756).
v0.0.754
Section titled “v0.0.754”- Fixed shipped native pulse-mod runtime usability.
- Root
zetabuilds now automatically compile the shippedtemplate_enemy_size_pulse_cppplugin. - Build output staging now consistently includes the pulse plugin binary in runtime
mods/, preventing silent “enabled but no effect” states. - Improved Mods menu native diagnostics.
- Mods details panel now shows per-selected-mod native plugin load status/reason (for example missing binary or permission/API rejection).
- Updated modding docs for shipped native template behavior.
- Updated
README.md,docs/MODDING_GUIDE.md, and template mod docs to call out auto-build behavior. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.754. - Updated Discord join-service test build-tag fixtures to
v0.0.754(mismatch assertion moved tov0.0.755).
v0.0.753
Section titled “v0.0.753”- Added a shipped native C++ template mod for obvious runtime verification.
- Added
mods/template_enemy_size_pulse_cpp/with a native plugin source project and manifest wiring. - Template plugin repeatedly shrinks/grows enemies (sine-wave scale pulse) for immediate visual confirmation.
- Added native mod docs and build instructions in
README_mod.md. - Expanded native plugin host API for gameplay-visible scaling tests.
- Added
setEnemyScaleMultiplier(float)callback toNativePluginHostApi/ SDK header. - Runtime now applies plugin-driven enemy scale multipliers to enemy render size + hitbox AABB.
- Enemy scaling resets safely on run reset and when native plugins unload.
- Updated SDK sample and docs for the new callback/template flow.
- Updated
tools/native_sdk/sample_pluginto demonstrate enemy scale modulation during ticks. - Updated
README.md,docs/MODDING_GUIDE.md,docs/NATIVE_PLUGIN_SDK.md,docs/GAME_SPEC.md,mods/README.md, andtools/native_sdk/README.md. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.753. - Updated Discord join-service test build-tag fixtures to
v0.0.753(mismatch assertion moved tov0.0.754).
v0.0.752
Section titled “v0.0.752”- Fixed Mods menu row selection clicks in the left panel.
- Stopped rebuilding mod rows every frame, which could invalidate click state before
Clickevents fired. - Dynamic row listeners are now rebuilt only when row content changes, with old listeners safely released.
- Improved Mods menu runtime stability.
- Separated persistent button listeners from dynamic row listeners to avoid stale listener buildup.
- Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.752. - Updated Discord join-service test build-tag fixtures to
v0.0.752(mismatch assertion moved tov0.0.753).
v0.0.751
Section titled “v0.0.751”- Added a shipped gameplay-visible template mod for immediate runtime verification.
- Added
mods/template_giant_monsters/withdata/enemies.jsonoverrides that increase enemysizeMultipliervalues. - Mod is designed to be toggled on/off from Mods menu and produce an obvious visual difference in live runs.
- Updated shipped mods documentation.
- Updated
mods/README.md,README.md, anddocs/MODDING_GUIDE.mdwith the new gameplay template mod. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.751. - Updated Discord join-service test build-tag fixtures to
v0.0.751(mismatch assertion moved tov0.0.752).
v0.0.750
Section titled “v0.0.750”- Added a shipped no-op template mod for runtime verification.
- Added
mods/template_noop_mod/with a valid manifest and zero gameplay overrides. - Template mod is safe to toggle on/off in Mods menu and is intended to verify mod loading without gameplay changes.
- Added build-output staging for shipped mods in local VS26/Release runs.
- CMake
zetapost-build now copies repomods/to runtime output (build-vs26/Release/mods). - Added
mods/README.mddocumenting shipped mod folder purpose. - Updated docs for template-mod workflow.
- Updated
README.mdanddocs/MODDING_GUIDE.mdto referencetemplate_noop_mod. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.750. - Updated Discord join-service test build-tag fixtures to
v0.0.750(mismatch assertion moved tov0.0.751).
v0.0.749
Section titled “v0.0.749”- Expanded Warden Forge from scaffold to a usable phase-2 desktop mod editor.
- Added live editors for enemies, waves, drops, abilities, and map-link JSON datasets.
- Added integrated mod validation and TMX map validation actions powered by
WardenModKit. - Added asset browser with PNG/GIF preview for rapid sprite-sheet iteration.
- Added selected-mod launch profile wiring for test-in-game flow.
Warden Forgenow launches the game withWARDEN_TEST_MOD_ROOT,WARDEN_TEST_MOD_ID, andWARDEN_TEST_ONLY_MODS.- Runtime mod discovery now honors
WARDEN_TEST_MOD_ROOTand supports forced selected-mod enable/pinning inGame.cpp. - Optional test-only mode now constrains active mods to selected mod + required dependencies for deterministic iteration.
- Expanded native plugin host gameplay callback surface.
- Added
grantCopper(int amount)toNativePluginHostApiand wired it into runtime throughNativePluginHost+Game.cpp. - Updated the native SDK sample plugin to call
grantCopperon tick, proving runtime behavior can be modified through supported host API calls. - Hardened
WardenModKitvalidation lint rules. - Added warnings for common broken asset references and out-of-range tunables.
- Added unsafe script-action detection for JSON entrypoints under
scripts/. - Packaging and docs updates for tooling distribution.
- Packaging scripts now include
tools/warden_forge/aswarden_forge/in Linux/macOS/Windows outputs. - Added
tools/warden_forge/README.mdand updatedREADME.md,docs/MODDING_GUIDE.md,docs/GAME_SPEC.md, andmodtools/README.md. - Updated build/version alignment.
- Updated player-visible build string to
Pre-Alpha | Build v0.0.749. - Updated Discord join-service test build-tag fixtures to
v0.0.749(mismatch assertion moved tov0.0.750).