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Comparing deliantra/server/Changes (file contents):
Revision 1.283 by root, Thu Dec 18 20:01:34 2008 UTC vs.
Revision 1.314 by root, Thu Jan 1 11:41:16 2009 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: emergency swap mode is not working
5TODO: 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}
7TODO: inscription cannot be readied.
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)
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
12
13TODO: strange rign oif acid artifact description/story looks weird.
14TODO: destry_inv() should destroy, drop_inv_to_ground method?
15TODO: no detah messages for arena anymore
16TODO: remove curse should *maybe* work on players themselves
17TODO: remove curse in glyph/rune doesn't have any effect?
18TODO: nothing is written on it -> log-1
19TODO: rewrite highscore code
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
24 - make monster smell logic dependent on their wisdom stat.
25 - introduce shstr_tmp for fast temporary shstr passing.
26 - replace one-at-a-time hash by faster than smaller FNV-1a hash
27 when hashing strings.
28 - considerably optimise shared string implementation by
29 making it's null value a compiletime constant.
30 - use shared string matching insteafd of strcmp in a lot of places,
31 as well as using shstr_cmp to pass shared stringsa round efficiently,
32 for lots of code size savings.
33
342.74 Mon Dec 29 15:23:38 CET 2008
35 - fix a longstanding bug that teared multipart monsters
36 at map boundaries apart.
37 - temporarily make permanently invisible player visible when
38 he/she makes noise.
39 - fix being able to see through walls a bit.
40 - improve look at output.
41 - completely replaced the line of sight algorithm with a variant
42 of spiral fov capable of visibility grades and arbitrary
43 shadow angles, that uses less memory and less code.
44 - the new los code supports arbitrary map rectangles and loosens
45 other restrictions of the old code, supporting further optimisations.
46 - update los if blocksview-objects are inserted in a map, not just when
47 removed (e.g. for summon fog).
48 - permanent invisibility doesn't make immune against making noise:
49 implement a noise system that allows monsters to locate the player
50 when he/she makes noise.
51 - implement a primitive smell system that monsters can use to track
52 players.
53 - create bomb now also works when casted by door traps.
54 - (arch) new torch graphics.
55 - (maps) considerably soften the subway spider.
56 - (maps) made the portgate of navar safe ground, to protect
57 the guards from being killed by players.
58 - (maps) lots of tweaks in and around scorn.
59 - (maps) use special non-blocksview jungle, mountain and
60 darkforest freely on the worldmap, to get gradual sight obstacles
61 instead of total blackout in those areas.
62 - no maximum darkness for outdoor maps anymore.
63 - add more hints, fix some messages.
64 - fix a bug: firing rods should tell you something about them.
65 - make light additive even within players.
66 - darken xrays effect a bit.
67 - improve handling of los changes when inserting or removing
68 objects, not perfect yet.
69 - make map darkness signed (formerly unsigned) to allow
70 ambient lighting and centrally manage darkness as an offset.
71 - revamped, fixed and documented the server calendrics, also
72 tell users the current time and data, to improve awareness.
73 - implement proper wizlook flag and handling of wizlook, instead
74 of dumbly just clearing los once.
75 - speed up los code - it's now about 2-3 times as fast as the old one,
76 and has a smaller runtime variance.
77 - daylight/nightfall can now increase/decrease past the natural limit,
78 making them actually useful.
79 - see_in_dark now increases the viewing radius by 3.
80 - implement a fast tiled map iterator and use it in LOS for a 20%
81 speedup, as well as in many other places.
82 - remove support for extended map infos - these are not used
83 by the deliantra client and removing them gives us a 10% speedup
84 when sending map changes.
85 - remove most gcfclient and other client bug workarounds, as well
86 as now obsolete protocol versions, simplying the code.
87 - optimise and simplify generation of random numbers.
88 - correctly provide a non-zero default density for materials, to
89 avoid crashes, fix other bugs in the material handling code.
90 - fix volume calculations.
91 - fix cfpod parsing when multiple verbatim blocks were separated by
92 newlines.
93 - increase monster detection radius from wis/5 to wis/3.
94 - remove old pickup modes.
95 - remove obsolete disarm and search commands (search wasn't working
96 anyways).
97 - fix a crash when an npc applied a sign.
3 98
42.73 Thu Dec 18 20:56:31 CET 2008 992.73 Thu Dec 18 20:56:31 CET 2008
5 - this release is assumed to be very stable. 100 - this release is assumed to be very stable.
6 - (maps) radically redesigned and improved tutorial. 101 - (maps) radically redesigned and improved tutorial.
7 - directional casting no longer immediately removes the invisible effect. 102 - directional casting no longer immediately removes the invisible effect.

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