> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Changelog

> - Fully replicated multiplayer inventory system - Stackable items with and unique item support - Weight/encumbrance system with customizable rules - Equip/

### v1.0.0 **Core Features**

* Fully replicated multiplayer inventory system
* Stackable items with `FItemInstance` and unique item support
* Weight/encumbrance system with customizable rules
* Equip/Unequip pipeline with equipment slots
* Hotbar & quick-action item usage system
* Loot tables + loot component + drop generation
* World item actors with pickup logic
* Decay system with spoilage & item degradation
* Save system integration (`ISaveable`, `SaveSubsystem`)
* Interaction system support (pickup, containers, harvesting)
* Drag-and-drop Inventory UI widget set
* Gameplay Ability System (GAS) item ability integration hooks
* Full Blueprint and C++ API exposed
* Asset Manager category support for items & loot tables

***

## **v1.1.0 — Hotbar Expansion & UI Improvements**

### 🚀 **New**

* Added **Hotbar cooldown system** (per-slot cooldown tracking)
* Added support for **auto-refill sticky hotbar slots**
* Added **scroll-to-cycle hotbar slot** (mouse wheel integration)
* Added **hotbar selection events** for UI updates

### 🛠 **Improvements**

* Updated hotbar API for easier Blueprint use
* Improved drag-and-drop responsiveness
* Added safety checks for invalid slot access
* Improved icon visibility rules for empty & stacked items

### 🧹 **Fixes**

* Fixed issue where hotbar cooldowns weren’t replicated properly
* Fixed ghost-slot issue when dragging items from destroyed containers

***

## **v1.2.0 — Loot System Overhaul**

### 🚀 **New**

* Added **Global Rarity Weights** to loot tables
* Added **item-level scaling** for dynamic stat scaling
* Added **per-item rarity overrides**
* Added **Stat Scaling Rules** to loot tables
* Added **maximum items-to-spawn** to loot tables
* Added **FLootResult** struct for cleaner drop generation

### 🛠 **Improvements**

* Simplified drop weight math for easier balancing
* Improved debug logging when generating loot
* Resource nodes now support single-use OR respawnable mode

### 🧹 **Fixes**

* Fixed issue where loot tables with fixed quantity entries ignored Min/Max
* Fixed crash if a loot table contains null ItemData
* Fixed occasional replication race when spawning world items

***

## **v1.3.0 — Respawn Manager Integration**

### 🚀 **New**

* Added **URespawnManagerSubsystem**
* Added support for **respawnable world actors** (trees, rocks, chests, etc.)
* Added **register/unregister API** for respawnables
* Added **respawn event callbacks**

### 🛠 **Improvements**

* Integrated Respawn Manager with Loot System for renewable resources
* Improved resource node Blueprint examples
* Cleaned up respawn timing logic to ensure stable multiplayer behavior

### 🧹 **Fixes**

* Fixed actors sometimes respawning twice after server travel
* Fixed loot component not resetting properly on respawn

***

## **v1.4.0 — Interaction System Upgrade**

### 🚀 **New**

* Added **FInteractionOption** support for custom interactions
* Added tool requirement support (`RequiredTools` per interaction)
* Added hold-interaction progress tracking
* Added line-of-sight & distance validation per interaction option

### 🛠 **Improvements**

* Foliage interaction UX improved (sphere/capsule tracing)
* Better debug messages for incorrect setup
* Simplified adding interaction options in Blueprint

### 🧹 **Fixes**

* Fixed interaction prompts disappearing in rare cases
* Fixed issue where InteractionComponent could trace the player’s own mesh

***

## **v1.5.0 — Save System Enhancements**

### 🚀 **New**

* Added **FItemRecord → FItemInstance** serialization helpers
* Added example **custom saveable containers** (Blueprint & C++)
* Added auto-registration for world items with SaveSubsystem

### 🛠 **Improvements**

* Faster save serialization through pooled memory writers
* Cleaned up replication→save execution order
* Added error logging for items missing valid Item IDs

### 🧹 **Fixes**

* Fixed issue where items inside containers weren’t always serialized
* Fixed corrupt saves from negative quantities (design-time mistake)

***

## **v1.6.0 — UI/UX Updates**

### 🚀 **New**

* Added nameplates, rarity coloring & quantity overlays
* Added built-in cooldown radial widget
* Added optional “sticky slot indicator” for refilling hotbar slots

### 🛠 **Improvements**

* Better default inventory grid layout
* Improved mobile/touch drag-and-drop support
* Added support for UI scaling in 1080p → 4K resolutions

### 🧹 **Fixes**

* Fixed blurry icons on certain DPI scales
* Fixed selection/highlight layering issues

***

## **v1.7.0 — GAS Enhancements**

### 🚀 **New**

* Added standardized item-use → ability activation path
* Added override hook `GetAbilitySpecForItem()`
* Added tag-driven ability activation on hotbar usage

### 🛠 **Improvements**

* Simplified integration with AbilitySystemComponent
* Supported cooldown propagation back to the Hotbar system

### 🧹 **Fixes**

* Fixed ability activation on clients with high latency
* Fixed missing replication of ability-granted effects in some cases

## **v1.8.0 —** Initial Marketplace Release
