Fix player tick logic to track timing per player, optimize stat sync, and clean up unused code

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2026-05-19 19:54:08 +02:00
parent df16594e00
commit 73b0ba1ebf
5 changed files with 29 additions and 31 deletions
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@@ -72,3 +72,12 @@ This changelog covers all recorded changes after `1.0.0`, grouped by release ver
- Simplified and retuned parts of the stat effect implementation, including melee and magic scaling behavior.
- Fixed the stats screen so custom configured max Ascend levels display correctly instead of staying at `20/20`.
- Synced max Ascend and attribute caps through player stat data so the client GUI respects the server-authoritative config.
## 2.2.3
- Fixed death respawns so players with fortitude bonus health respawn at their full modified maximum health instead of the vanilla 10 hearts.
- Fixed stat resets and refunds so removed bonuses immediately clamp current health back down to the recalculated maximum.
- Fixed player tick progression logic so fortitude, agility, willpower, and charisma timing is tracked per player instead of through shared server-wide counters.
- Hardened player stat synchronization against accidental non-server-player calls.
- Fixed player clone capability cleanup after copying Ascend stats to the respawned player.
- Removed an unused attack-speed lookup from weapon XP handling.