1 | Crossfire TRT Server, Maps and Archetypes ChangeLog |
1 | Crossfire TRT Server, Maps and Archetypes ChangeLog. |
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3 | 2.2 |
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4 | - implement (in a suboptimal way) per-player instantiated maps. |
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5 | - replace the nexus by a per-player tutorial map that teaches stuff |
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6 | better than the newbie house. |
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7 | - fix the magicmap colours. |
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8 | - optimise map update even more by removing unneeded code and checks. |
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9 | - decouple map and stats update from pl->ob and use pl->observe instead. |
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10 | - implement observe command. |
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11 | - major speed up in map refresh by replacing most get_map_from_coord |
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12 | calls with a simple comparison. |
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13 | - fix a latent crossfire bug that could crash the server because the |
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14 | map refresh did not update the mapspace. |
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15 | - dependency tracking for perl extensions. |
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16 | - many more bugfixes and minor optimisations. |
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3 | 2.1 Sun May 27 04:21:29 CEST 2007 |
18 | 2.1 Sun May 27 04:21:29 CEST 2007 |
4 | - optimised event invocation (non-wanted events can now be |
19 | - optimised event invocation (non-wanted events can now be |
5 | skipped with 4-5 inlined instructions). |
20 | skipped with 4-5 inlined instructions). |
6 | - complete rewrite of town_portal: it now creates a portal |
21 | - complete rewrite of town_portal: it now creates a portal |
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51 | - make coroapi accessible to cf+. |
66 | - make coroapi accessible to cf+. |
52 | - moved map handling logic completely to perl |
67 | - moved map handling logic completely to perl |
53 | - per player maps are now marked in the map |
68 | - per player maps are now marked in the map |
54 | - maps are saved completely differently now, |
69 | - maps are saved completely differently now, |
55 | and much more often. |
70 | and much more often. |
56 | - rewrote map header parser and writer |
71 | - rewrote map header parser and writer, to be much faster. |
57 | - maps and players are now (in the average case) loaded |
72 | - maps and players are now (in the average case) loaded |
58 | and saved completely asynchronously, I/O contention will no |
73 | and saved completely asynchronously, I/O contention will no |
59 | longer freeze the server. |
74 | longer freeze the server. |
60 | - players and maps can be loaded anytime, without the player |
75 | - players and maps can be loaded anytime, without the player |
61 | being logged in. |
76 | being logged in. |