Behavior (tree) assets made available for modules

Improvements to the module list auto-updating and downloading transitive dependencies (if you enable module A that depends on module B both will be downloaded automatically)

Tweaks for internationalization

UI validation for player name

Include symbols in our font lineup

Assorted UI improvements

Load existing worlds with the correct game time

Improvements to chunk loading on clients (send the chunks sooner - clients should see world faster)

Improvements to facets and ordering in world gen

Update to gestalt 5.0.1

Various other bug fixes and crash hardening

New modules included in lineup: Tasks & QuestExamples

Fix for City World (used in the default Light & Shadow gameplay template) crashing during world gen

Default spawn mechanic now creates a nice plateau for the player to begin on, no more ravines!

Assorted fixes on the join server screen (avoids crashes and makes it easier to add custom entries)

Non-existing music assets should no longer crash the game

Replaces final old usages of Vector2i (in favor of our TeraMath lib)

Tweaks at player targeting

Player settings now contain your choice of language

Declare our intent to follow Semantic Versioning formally (pre-v1.0.0 its guidelines are looser) and maintain a v1.#.# release for a substantial amount of time without causing backwards compatibility issues. This helps provide stability for content developers

Clarify release numbering and "reset" to an "Alpha release 1" that just so happens to contain engine v1.0.0. Future Alpha releases may include a newer engine version and/or new module releases

Actually start release tracking modules, which should make it a lot easier to do release notes including what changed beyond the engine

Accept that we really have been alpha-ready for some time now and need to just tear off that band-aid already then come out from the shadows

Pre-alpha release 60 is now out. 59 was actually released about two weeks ago but didn't make it past GitHub's release section as I was on vacation and then promptly got sick. Along with that our next release may well be a major one, switching to Alpha at the game-level and v1.0.0 for just the engineFirst for the current release - change notes combined for 59 and 60 This comes along with a ton of changes to modules, in particular JoshariasSurvival and the Cities/LightAndShadow series.Special shoutout to @msteiger for plowing through an amazing amount of code over the last few weeks, seemingly all over the place - engine, modules, extensions like the WorldViewer, our TeraMath library, and so on. In particular his work is laying the foundation for actual gameplay in Light & Shadow, such as new dialogues and range-based interaction with NPCs as visible in the following video.(Note that some of those changes are not live yet unless you run from the latest source)As for the major release we're not at all saying Terasology is ready, nor really is the engine. There are still plenty of bugs to fix and features to add. Some objectives at a glance:Target for the major release is toward the end of the year, maybe early December. As always estimating that is notoriously difficult since we're all-volunteer. If we get enough changes of any use we might also do another patch release before the major one.The issues list for v1.0.0 is on GitHub and contains a ton of stuff, mostly that's for review with only a small part expected to be completed with actual serious work attached. A lot of documentation is needed too, maybe more than anything else.As I keep catching up (and getting less sick) I'll be poking some people and doing some more organizing.