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Comparing deliantra/server/Changes (file contents):
Revision 1.277 by root, Sat Dec 13 21:46:12 2008 UTC vs.
Revision 1.307 by root, Sun Dec 28 15:28:47 2008 UTC

1Deliantra MORPG Server, Maps and Archetypes ChangeLog. 1Deliantra MORPG Server, Maps and Archetypes ChangeLog.
2Version numbers sort like decimal numbers. 2Version numbers sort like decimal numbers.
3
4TODO: jungle, darkforest, mountains
3 5
4TODO: emergency swap mode is not working 6TODO: emergency swap mode is not working
5TODO: xs-warn doesn't end up in server log. 7TODO: xs-warn doesn't end up in server log.
6TODO: 2008-07-13 00:41:27.8762 BUG: process_events(): removed object is on active list: {cnt:8720978,uuid:<1.37c8d364d>,name:"bomb",flags:[2,11],type:102} 8TODO: 2008-07-13 00:41:27.8762 BUG: process_events(): removed object is on active list: {cnt:8720978,uuid:<1.37c8d364d>,name:"bomb",flags:[2,11],type:102}
7TODO: inscription cannot be readied. 9TODO: inscription cannot be readied.
8TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville 10TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville
9TODO: reasy_skill find traps does nto unapply the range slot item (bow) 11TODO: 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? 12TODO: 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 13TODO: worldmaps still get loaded on startup before the gridmap is ready
12 14
13TOOD: talk with elmex abotu summoning
14TODO: strange rign oif acid artifact description/story looks weird. 15TODO: strange rign oif acid artifact description/story looks weird.
15TODO: destry_inv() should destroy, drop_inv_to_ground method? 16TODO: destry_inv() should destroy, drop_inv_to_ground method?
16TODO: no detah messages for arena anymore 17TODO: no detah messages for arena anymore
17TODO: palyerdialog doesn't autoclose when too far away
18TODO: remove curse should *maybe* work on players themselves 18TODO: remove curse should *maybe* work on players themselves
19TODO: remove curse in glyph/rune doesn't have any effect? 19TODO: remove curse in glyph/rune doesn't have any effect?
20TODO: nothing is written on it -> log-1 20TODO: nothing is written on it -> log-1
21
22TODO: fix magic ear w.r.t. player dialog
23TODO: rewrite highscore code 21TODO: rewrite highscore code
22
24TODO: saying open to the old man in tutorial makes the sign(?) say "@match..." 23TODO: saying open to the old man in tutorial makes the sign(?) say "@match..."
24TODO: greeting message on what to do in dialog after race selection.
25TODO: health bars for earthwalls seem to start at 100% end die at 50%
26 - fix a longstanding bug that teared multipart monsters
27 at map boundaries apart.
28 - temporarily make permanently invisible player visible when
29 he/she makes noise.
30 - fix being able to see through walls a bit.
31 - improve look at output.
32 - completely replaced the line of sight algorithm with a variant
33 of spiral fov capable of visibility grades and arbitrary
34 shadow angles, that uses less memory and less code.
35 - the new los code supports arbitrary map rectangles and loosens
36 other restrictions of the old code, supporitng further optimisations.
37 - udpate los if blocksview-objects are inserted in a map, not just when
38 removed (e.g. for summon fog).
39 - permanent invisibility doesn't make immune against making noise:
40 implement a noise system that allows monsters to locate the player
41 when he/she makes noise.
42 - implement a primitive smell system that monsters can use to track
43 players.
44 - create bomb now also works when casted by door traps.
45 - (arch) new torch graphics.
46 - (maps) considerably soften the subway spider.
47 - (maps) made the portgate of navar safe ground, to protect
48 the guards from being killed by players.
49 - no maximum darkness for outdoor maps anymore.
50 - add more hints, fix some messages.
51 - fix a bug: firing rods should tell you something about them.
52 - make light additive even within players.
53 - darken xrays effect a bit.
54 - improve handling of los changes when inserting or removing
55 objects, not perfect yet.
56 - make map darkness signed (formerly unsigned) to allow
57 ambient lighting and centrally manage darkness as an offset.
58 - revamped, fixed and documented the server calendrics, also
59 tell users the current time and data, to improve awareness.
60 - implement proper wizlook flag and handling of wizlook, instead
61 of dumbly just clearing los once.
62 - speed up los code - it's now about 2-3 times as fast as the old one,
63 and has a smaller runtime variance.
64 - daylight/nightfall can now increase/decrease past the natural limit,
65 making them actually useful.
66 - see_in_dark now increases the viewing radius by 3.
67 - implement a fast tiled map iterator and use it in LOS for a 20%
68 speedup, as well as in many other places.
69 - remove support for extended map infos - these are not used
70 by the deliantra client and removing them gives us a 10% speedup
71 when sending map changes.
72 - remove most gcfclient and other client bug workarounds, as well
73 as now obsolete protocol versions, simplying the code.
74 - optimise and simplify generation of random numbers.
75 - correctly provide a non-zero default density for materials, to
76 avoid crashes, fix other bugs in the material handling code.
77 - fix volume calculations.
78 - fix cfpod parsing when multiple verbatim blocks were separated by
79 newlines.
80 - increase monster detection radius from wis/5 to wis/3.
81 - remove old pickup modes.
82 - remove obsolete disarm and search commands (search wasn't working
83 anyways).
84
852.73 Thu Dec 18 20:56:31 CET 2008
86 - this release is assumed to be very stable.
87 - (maps) radically redesigned and improved tutorial.
88 - directional casting no longer immediately removes the invisible effect.
89 - magic ears now trigger when used inside the NPC dialogue.
25 - fix overflow in lighting calculations. 90 - fix overflow in lighting calculations.
26 - negative glow radii can no longer cause total darkness. 91 - negative glow radii can no longer cause total darkness.
27 - allow lookat on spaces where we only barely see, as opposed to 92 - allow lookat on spaces where we only barely see, as opposed to
28 only maximally-lit ones. 93 only maximally-lit ones.
29 - class selection has been reworked completely and their documentation corrected. 94 - class selection has been reworked completely and their documentation corrected.
30 - swashbucklers got the oratory skill now. 95 - swashbucklers got the oratory skill now.
96 - jump skill was fixed to adhere to all the flags a mapspace has got.
31 - (maps) small fix w.r.t. magic ear in /scorn/houses/wizz.entry 97 - (maps) small fix w.r.t. magic ear in /scorn/houses/wizz.entry
32 - fix deadlock in Jeweler::improve_ring_by_plan. 98 - fix deadlock in Jeweler::improve_ring_by_plan.
33 - use Coro::SemaphoreSet instead of our own lock management 99 - use Coro::SemaphoreSet instead of our own lock management
34 (which was probably broken, too). 100 (which was probably broken, too).
101 - support negative glow radii during daytime, too.
102 - use circular, not rectangular, viewing area.
103 - use minimum viewing distance of 2 in outdoor maps.
104 - negative glow is stronger than viewing area or lamps.
105 - (arch) new darkness spell face.
35 106
362.72 Thu Dec 4 22:20:19 CET 2008 1072.72 Thu Dec 4 22:20:19 CET 2008
37 - (maps) completely redesigned scorn. 108 - (maps) completely redesigned scorn.
38 - "cast light" now works on oneself. 109 - "cast light" now works on oneself.
39 - bump max light radius to 9, rewrote glow lighting calculations, fix 110 - bump max light radius to 9, rewrote glow lighting calculations, fix

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