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Comparing deliantra/server/Changes (file contents):
Revision 1.273 by root, Mon Dec 8 15:40:13 2008 UTC vs.
Revision 1.311 by root, Tue Dec 30 13:06:06 2008 UTC

8TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville 8TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville
9TODO: reasy_skill find traps does nto unapply the range slot item (bow) 9TODO: reasy_skill find traps does nto unapply the range slot item (bow)
10TODO: schmorp-neko-san force has sped zero but is on active lsit sometimes? 10TODO: schmorp-neko-san force has sped zero but is on active lsit sometimes?
11TODO: worldmaps still get loaded on startup before the gridmap is ready 11TODO: worldmaps still get loaded on startup before the gridmap is ready
12 12
13TOOD: talk with elmex abotu summoning
14TODO: strange rign oif acid artifact description/story looks weird. 13TODO: strange rign oif acid artifact description/story looks weird.
15TODO: destry_inv() should destroy, drop_inv_to_ground method? 14TODO: destry_inv() should destroy, drop_inv_to_ground method?
16TODO: no detah messages for arena anymore 15TODO: no detah messages for arena anymore
17TODO: palyerdialog doesn't autoclose when too far away
18TODO: remove curse should *maybe* work on players themselves 16TODO: remove curse should *maybe* work on players themselves
19TODO: remove curse in glyph/rune doesn't have any effect? 17TODO: remove curse in glyph/rune doesn't have any effect?
20TODO: nothing is written on it -> log-1 18TODO: nothing is written on it -> log-1
19TODO: rewrite highscore code
21 20
21TODO: greeting message on what to do in dialog after race selection.
22TODO: health bars for earthwalls seem to start at 100% end die at 50%
23
242.74 Mon Dec 29 15:23:38 CET 2008
25 - fix a longstanding bug that teared multipart monsters
26 at map boundaries apart.
27 - temporarily make permanently invisible player visible when
28 he/she makes noise.
29 - fix being able to see through walls a bit.
30 - improve look at output.
31 - completely replaced the line of sight algorithm with a variant
32 of spiral fov capable of visibility grades and arbitrary
33 shadow angles, that uses less memory and less code.
34 - the new los code supports arbitrary map rectangles and loosens
35 other restrictions of the old code, supporting further optimisations.
36 - update los if blocksview-objects are inserted in a map, not just when
37 removed (e.g. for summon fog).
38 - permanent invisibility doesn't make immune against making noise:
39 implement a noise system that allows monsters to locate the player
40 when he/she makes noise.
41 - implement a primitive smell system that monsters can use to track
42 players.
43 - create bomb now also works when casted by door traps.
44 - (arch) new torch graphics.
45 - (maps) considerably soften the subway spider.
46 - (maps) made the portgate of navar safe ground, to protect
47 the guards from being killed by players.
48 - (maps) lots of tweaks in and around scorn.
49 - (maps) use special non-blocksview jungle, mountain and
50 darkforest freely on the worldmap, to get gradual sight obstacles
51 instead of total blackout in those areas.
52 - no maximum darkness for outdoor maps anymore.
53 - add more hints, fix some messages.
54 - fix a bug: firing rods should tell you something about them.
55 - make light additive even within players.
56 - darken xrays effect a bit.
57 - improve handling of los changes when inserting or removing
58 objects, not perfect yet.
59 - make map darkness signed (formerly unsigned) to allow
60 ambient lighting and centrally manage darkness as an offset.
61 - revamped, fixed and documented the server calendrics, also
62 tell users the current time and data, to improve awareness.
63 - implement proper wizlook flag and handling of wizlook, instead
64 of dumbly just clearing los once.
65 - speed up los code - it's now about 2-3 times as fast as the old one,
66 and has a smaller runtime variance.
67 - daylight/nightfall can now increase/decrease past the natural limit,
68 making them actually useful.
69 - see_in_dark now increases the viewing radius by 3.
70 - implement a fast tiled map iterator and use it in LOS for a 20%
71 speedup, as well as in many other places.
72 - remove support for extended map infos - these are not used
73 by the deliantra client and removing them gives us a 10% speedup
74 when sending map changes.
75 - remove most gcfclient and other client bug workarounds, as well
76 as now obsolete protocol versions, simplying the code.
77 - optimise and simplify generation of random numbers.
78 - correctly provide a non-zero default density for materials, to
79 avoid crashes, fix other bugs in the material handling code.
80 - fix volume calculations.
81 - fix cfpod parsing when multiple verbatim blocks were separated by
82 newlines.
83 - increase monster detection radius from wis/5 to wis/3.
84 - remove old pickup modes.
85 - remove obsolete disarm and search commands (search wasn't working
86 anyways).
87 - fix a crash when an npc applied a sign.
88
892.73 Thu Dec 18 20:56:31 CET 2008
90 - this release is assumed to be very stable.
91 - (maps) radically redesigned and improved tutorial.
92 - directional casting no longer immediately removes the invisible effect.
93 - magic ears now trigger when used inside the NPC dialogue.
22 - fix overflow in lighting calculations. 94 - fix overflow in lighting calculations.
23 - negative glow radii can no longer cause total darkness. 95 - negative glow radii can no longer cause total darkness.
24 - allow lookat on spaces where we only barely see, as opposed to 96 - allow lookat on spaces where we only barely see, as opposed to
25 only maximally-lit ones. 97 only maximally-lit ones.
98 - class selection has been reworked completely and their documentation corrected.
99 - swashbucklers got the oratory skill now.
100 - jump skill was fixed to adhere to all the flags a mapspace has got.
101 - (maps) small fix w.r.t. magic ear in /scorn/houses/wizz.entry
102 - fix deadlock in Jeweler::improve_ring_by_plan.
103 - use Coro::SemaphoreSet instead of our own lock management
104 (which was probably broken, too).
105 - support negative glow radii during daytime, too.
106 - use circular, not rectangular, viewing area.
107 - use minimum viewing distance of 2 in outdoor maps.
108 - negative glow is stronger than viewing area or lamps.
109 - (arch) new darkness spell face.
26 110
272.72 Thu Dec 4 22:20:19 CET 2008 1112.72 Thu Dec 4 22:20:19 CET 2008
28 - (maps) completely redesigned scorn. 112 - (maps) completely redesigned scorn.
29 - "cast light" now works on oneself. 113 - "cast light" now works on oneself.
30 - bump max light radius to 9, rewrote glow lighting calculations, fix 114 - bump max light radius to 9, rewrote glow lighting calculations, fix

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