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Comparing deliantra/server/Changes (file contents):
Revision 1.312 by root, Wed Dec 31 17:35:37 2008 UTC vs.
Revision 1.330 by root, Mon Jan 12 03:40:21 2009 UTC

18TODO: nothing is written on it -> log-1 18TODO: nothing is written on it -> log-1
19TODO: rewrite highscore code 19TODO: rewrite highscore code
20 20
21TODO: greeting message on what to do in dialog after race selection. 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% 22TODO: health bars for earthwalls seem to start at 100% end die at 50%
23
24 - add "What" column to body command, showing items in that slot.
25 - redesigned and rebalanced lamps and torches.
26 - add "..." to item names that have been shortened.
27 - fixed "assign" function that squeezes strings into fixed length.
23 28
292.75 Fri Jan 9 16:13:30 CET 2009
30 - rebalanced lighting w.r.t. outdoor, darkness and see_in_dark.
31 - fix a bug in the nimbus extension that allowed players to cheat.
24 - make monster smell logic dependent on their wisdom stat. 32 - make monster smell logic dependent on their wisdom stat.
33 - put the death reason into a separate tab.
34 - converted "connected" slot to string, cleanly got rid of some ugly
35 hacks such as the path_attuned hack.
25 - introduce shstr_tmp for fast temporary shstr passing. 36 - introduce shstr_tmp for fast temporary shstr passing.
26 - replace one-at-a-time hash by faster than smaller FNV-1a hash 37 - replace one-at-a-time hash by faster than smaller FNV-1a hash
27 when hashing strings. 38 when hashing strings.
39 - sanitized alchemy-like skills and cauldrons to check earlier
40 whether the right cauldron is used.
41 - considerably optimise shared string implementation by
42 making its null value a compiletime constant.
43 - use shared string matching insteafd of strcmp in a lot of places,
44 as well as using shstr_cmp to pass shared stringsa round efficiently,
45 for lots of code size savings.
46 - monsters which breed new monsters shouldn't breed new monsters when
47 they are sleeping: generators now check for the sleeping flag.
48 - tell gcc not to excessively inline some perl interface functions.
49 - remove marking rune length limit.
50 - fix formatting of cfpod when a verbatim block was following
51 a single newline.
52 - move resistances, statistics and showpets command output into tabs.
53 - implement map scripts that can replace the boulder logic without
54 having to write extensions.
28 55
292.74 Mon Dec 29 15:23:38 CET 2008 562.74 Mon Dec 29 15:23:38 CET 2008
30 - fix a longstanding bug that teared multipart monsters 57 - fix a longstanding bug that teared multipart monsters
31 at map boundaries apart. 58 at map boundaries apart.
32 - temporarily make permanently invisible player visible when 59 - temporarily make permanently invisible player visible when
455 (this fixes the jeweler skill). 482 (this fixes the jeweler skill).
456 - back-to-back perl_reloads don't freeze the ticker anymore. 483 - back-to-back perl_reloads don't freeze the ticker anymore.
457 - convert cfutil from Event to EV (forgot to do this earlier...). 484 - convert cfutil from Event to EV (forgot to do this earlier...).
458 - move tombstone to real map if player died due to cave-in (even if 485 - move tombstone to real map if player died due to cave-in (even if
459 it has reset, which is better than putting it on the savebed, also as 486 it has reset, which is better than putting it on the savebed, also as
460 proof that the palyer didn't use a savebed). 487 proof that the player didn't use a savebed).
461 488
4622.4 Sun Jan 13 13:41:29 CET 2008 4892.4 Sun Jan 13 13:41:29 CET 2008
463 - work around perl bug in configure perl module version check. 490 - work around perl bug in configure perl module version check.
464 - fix bug in golem move code that would cause a crash at tiling borders. 491 - fix bug in golem move code that would cause a crash at tiling borders.
465 - fix a freeze bug when looking for an arrow in the inventory. 492 - fix a freeze bug when looking for an arrow in the inventory.

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