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Comparing deliantra/server/Changes (file contents):
Revision 1.256 by elmex, Sun Oct 5 12:40:21 2008 UTC vs.
Revision 1.316 by root, Thu Jan 1 16:32:53 2009 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
13TODO: look into monster widths again?
14TODO: cats light witrh JP_5 put light into caster.
15TODO: strange rign oif acid artifact description/story looks weird. 13TODO: strange rign oif acid artifact description/story looks weird.
16TODO: destry_inv() should destroy, drop_inv_to_ground method? 14TODO: destry_inv() should destroy, drop_inv_to_ground method?
17TODO: coro/anyevent/ioaio releasen 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 its 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 - monsters which breed new monsters shouldn't breed new monsters when
34 they are sleeping: generators now check for the sleeping flag.
35
362.74 Mon Dec 29 15:23:38 CET 2008
37 - fix a longstanding bug that teared multipart monsters
38 at map boundaries apart.
39 - temporarily make permanently invisible player visible when
40 he/she makes noise.
41 - fix being able to see through walls a bit.
42 - improve look at output.
43 - completely replaced the line of sight algorithm with a variant
44 of spiral fov capable of visibility grades and arbitrary
45 shadow angles, that uses less memory and less code.
46 - the new los code supports arbitrary map rectangles and loosens
47 other restrictions of the old code, supporting further optimisations.
48 - update los if blocksview-objects are inserted in a map, not just when
49 removed (e.g. for summon fog).
50 - permanent invisibility doesn't make immune against making noise:
51 implement a noise system that allows monsters to locate the player
52 when he/she makes noise.
53 - implement a primitive smell system that monsters can use to track
54 players.
55 - create bomb now also works when casted by door traps.
56 - (arch) new torch graphics.
57 - (maps) considerably soften the subway spider.
58 - (maps) made the portgate of navar safe ground, to protect
59 the guards from being killed by players.
60 - (maps) lots of tweaks in and around scorn.
61 - (maps) use special non-blocksview jungle, mountain and
62 darkforest freely on the worldmap, to get gradual sight obstacles
63 instead of total blackout in those areas.
64 - no maximum darkness for outdoor maps anymore.
65 - add more hints, fix some messages.
66 - fix a bug: firing rods should tell you something about them.
67 - make light additive even within players.
68 - darken xrays effect a bit.
69 - improve handling of los changes when inserting or removing
70 objects, not perfect yet.
71 - make map darkness signed (formerly unsigned) to allow
72 ambient lighting and centrally manage darkness as an offset.
73 - revamped, fixed and documented the server calendrics, also
74 tell users the current time and data, to improve awareness.
75 - implement proper wizlook flag and handling of wizlook, instead
76 of dumbly just clearing los once.
77 - speed up los code - it's now about 2-3 times as fast as the old one,
78 and has a smaller runtime variance.
79 - daylight/nightfall can now increase/decrease past the natural limit,
80 making them actually useful.
81 - see_in_dark now increases the viewing radius by 3.
82 - implement a fast tiled map iterator and use it in LOS for a 20%
83 speedup, as well as in many other places.
84 - remove support for extended map infos - these are not used
85 by the deliantra client and removing them gives us a 10% speedup
86 when sending map changes.
87 - remove most gcfclient and other client bug workarounds, as well
88 as now obsolete protocol versions, simplying the code.
89 - optimise and simplify generation of random numbers.
90 - correctly provide a non-zero default density for materials, to
91 avoid crashes, fix other bugs in the material handling code.
92 - fix volume calculations.
93 - fix cfpod parsing when multiple verbatim blocks were separated by
94 newlines.
95 - increase monster detection radius from wis/5 to wis/3.
96 - remove old pickup modes.
97 - remove obsolete disarm and search commands (search wasn't working
98 anyways).
99 - fix a crash when an npc applied a sign.
100
1012.73 Thu Dec 18 20:56:31 CET 2008
102 - this release is assumed to be very stable.
103 - (maps) radically redesigned and improved tutorial.
104 - directional casting no longer immediately removes the invisible effect.
105 - magic ears now trigger when used inside the NPC dialogue.
106 - fix overflow in lighting calculations.
107 - negative glow radii can no longer cause total darkness.
108 - allow lookat on spaces where we only barely see, as opposed to
109 only maximally-lit ones.
110 - class selection has been reworked completely and their documentation corrected.
111 - swashbucklers got the oratory skill now.
112 - jump skill was fixed to adhere to all the flags a mapspace has got.
113 - (maps) small fix w.r.t. magic ear in /scorn/houses/wizz.entry
114 - fix deadlock in Jeweler::improve_ring_by_plan.
115 - use Coro::SemaphoreSet instead of our own lock management
116 (which was probably broken, too).
117 - support negative glow radii during daytime, too.
118 - use circular, not rectangular, viewing area.
119 - use minimum viewing distance of 2 in outdoor maps.
120 - negative glow is stronger than viewing area or lamps.
121 - (arch) new darkness spell face.
122
1232.72 Thu Dec 4 22:20:19 CET 2008
124 - (maps) completely redesigned scorn.
125 - "cast light" now works on oneself.
126 - bump max light radius to 9, rewrote glow lighting calculations, fix
127 negative glow radii again (they were totally broken before).
18 - the "worldmaps sometimes are block" bug is finally fixed. 128 - the "worldmaps sometimes are black" bug is finally fixed.
19 - the "player objects are referenced in _GENxx globals" bug has finally 129 - the "player objects are referenced in _GENxx globals" bug has finally
20 been fixed, by not relying on buggy perl internals when serialising. 130 been fixed, by not relying on buggy perl internals when serialising.
131 - fixed a long standing bug in the anvil converters in armour shops.
21 - items shops weren't interested in don't vanish anymore, and are given 132 - items shops weren't interested in don't vanish anymore, and are given
22 back to the player. 133 back to the player.
23 - attuned/repell and spell base level system reworked. 134 - attuned/repell and spell base level system reworked.
24 - rewrote skill cache (last_skill_ob) system and usage - might 135 - rewrote skill cache (last_skill_ob) system and usage - might
25 be less erratic now. 136 be less erratic now.
29 - speed up emergency_save by not syncing every file separately. 140 - speed up emergency_save by not syncing every file separately.
30 - no longer reattach perl to every object on reload, it's slow, and no longer 141 - no longer reattach perl to every object on reload, it's slow, and no longer
31 necessary since we don't nuke stashes anymore. 142 necessary since we don't nuke stashes anymore.
32 - do not bootstrap perl from the commandline args, use separate eval for 143 - do not bootstrap perl from the commandline args, use separate eval for
33 better error reporting. 144 better error reporting.
145 - fix a crash when pushing cone spells met ice attacks.
34 - pre-cache perl extension files on reload to speed up the reload. 146 - pre-cache perl extension files on reload to speed up the reload.
35 - speed up map refresh in server a bit. 147 - speed up map refresh in server a bit.
148 - refactored drop code and fixed some programming errors in it.
149 - fixed small regression in 'Slag Ex' potion extension.
150 - fixed a bug where some objects couldn't cross map tile boundaries.
151 - fixed a bug with weight update of the player, the client showed -0.0
152 as the current weight of the inventory.
153 - (arch) the dragonbreath spell is level 12 again, but the high level spell
154 dragonfire has been introduced for the non-dragon players.
155 - remove unused "tooltype", "start_holding" object slots.
156 - change "weapontype" object slot to uint8.
157 - convert "hide" object slot into flag.
158 - reorder object members for better locality of reference and codesize
159 decrease.
160 - correct rounding in lerp, add lerp_rd, lerp_ru.
161 - fix a crash when no skill could be found when killing amonster.
162 - fix a small memleak that would eat one pointer on the perl stack for
163 every completed aio operation.
164 - perl mapspace acessor methods now normalise (handle tiled maps)
165 and update mapspaces if necessary.
36 166
372.71 Tue Sep 23 07:02:23 CEST 2008 1672.71 Tue Sep 23 07:02:23 CEST 2008
38 - removed all command line parsing, only env variables are supported 168 - removed all command line parsing, only env variables are supported
39 anymore. 169 anymore.
40 - region-specific monsters will now once more be on the worldmap. 170 - region-specific monsters will now once more be on the worldmap.

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