--- deliantra/server/Changes 2007/05/12 22:09:49 1.10 +++ deliantra/server/Changes 2007/06/09 20:53:42 1.20 @@ -1,6 +1,23 @@ -Crossfire TRT Server ChangeLog +Crossfire TRT Server, Maps and Archetypes ChangeLog -2.1 +2.2 + - fix the magicmap colours. + - optimise map update even more by removing unneeded code and checks. + - decouple map and stats update from pl->ob and use pl->observe instead. + - implement observe command. + - major speed up in map refresh by replacing most get_map_from_coord + calls with a simple comparison. + - fix a latent crossfire bug that could crash the server because the + map refresh did not update the mapspace. + - many bugfixes and minor optimisations. + +2.1 Sun May 27 04:21:29 CEST 2007 + - optimised event invocation (non-wanted events can now be + skipped with 4-5 inlined instructions). + - complete rewrite of town_portal: it now creates a portal + to the "nearest" town only, travel is only possible + to the town and back, anybody can use it (also removes + one of the remaining syncpoints in the server). - complete rewrite of the range/attack skill slot system: there are now two slots, one for combat, one for ranged attacks. @@ -27,7 +44,8 @@ - implement 64x64 faceset support. - implement fxixsx protocol that saves a lot of bandwidth over the old image/face/smooth packets - and allows images > packetsize. + and allows images > packetsize, incremental and background + transfers. - implement a bandwidth-saving smoothing protocol that works on a face basis as opposed to a mapspace basis. - the server can now rate-limit image uploads to not exceed @@ -37,6 +55,7 @@ - implement new msg command for in-game messages with meta information (using xml). - enforce utf-8 for all text messages. + - added micropather (not used yet). - many, many bugfixes. 2.0 Tue Mar 6 15:22:53 CET 2007 @@ -45,7 +64,7 @@ - per player maps are now marked in the map - maps are saved completely differently now, and much more often. - - rewrote map header parser and writer + - rewrote map header parser and writer, to be much faster. - maps and players are now (in the average case) loaded and saved completely asynchronously, I/O contention will no longer freeze the server.