Add 0.5 Passive Tree#57
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- Convert grindinggear/poe2-skilltree-export 0.5.0 data to PoB format - Add tree.lua (127K lines) with 5101 nodes, 12 classes, 1573 groups - Add tree.json intermediate format - Add 90 orbit art PNGs (Character, CharacterAscendancy, CharacterPlanned) - Support unlockConstraint with connectionArt=CharacterPlanned for Oracle nodes - Update GameVersions.lua with 0_5 tree version - Update passivetree.lua export script version to 0_5 - New classes: Marauder, Duelist, Shadow, Templar - New ascendancies: Abyssal Lich (Witch)
- Copy 29 DDS.ZST files from 0.4 (frame, background, skill icon atlases) - Add ddsCoords mapping (1397 lines) so PassiveTree.lua can resolve nodeOverlay assets (PSSkillFrameActive, NotableFrameAllocated, etc.) - Fixes: Classes/PassiveTree.lua:144 attempt to index nil 'asset'
- Add missing ascendancy entries for Marauder, Duelist, Shadow, Templar - Add Ranger2, Huntress2, Druid3 ascendancy entries - Update ascendancy names to match source data: * Lich -> Necromancer * Warbringer -> Brute * Invoker -> Master of the Elements * Gemling Legionnaire -> Gambler - Fix ascendancyName field on all 36 ascendancy start nodes - Regenerate tree.lua from fixed tree.json Fixes: Classes/PassiveTree.lua:192 attempt to index nil value
Reverted incorrect name changes that were based on placeholder names in the grindinggear export. Verified against poe2wiki: - Necromancer -> Lich (correct game name) - Brute -> Warbringer (correct game name) - Master of the Elements -> Invoker (correct game name) - Gambler -> Gemling Legionnaire (correct game name) The grindinggear export had placeholder names for some ascendancy start nodes. The original 0.4 names were correct.
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Summary
Add the 0.5 passive skill tree data from grindinggear/poe2-skilltree-export v0.5.0.
Changes
src/TreeData/0_5/tree.lua(127K lines) andtree.json0_5totreeVersionListandtreeVersions0_5Features carried forward from 0.4 PR (PathOfBuildingCommunity#1549)
connectionArtsupport per-node (CharacterPlanned for Oracle unlock nodes)nodeOverlaysupport per-nodeunlockConstraintwith pathfinding validation (200 Oracle nodes)Notes
.pngextension (from grindinggear export) instead of.ddsddsCoordssection is empty - DDS.ZST sprite sheets need to be generated separately from game data