--- deliantra/server/Changes 2009/11/11 18:06:46 1.509 +++ deliantra/server/Changes 2009/11/29 16:57:04 1.525 @@ -6,25 +6,40 @@ TODO: think about naking the rhyzian amulet useful - makes little sense in deliantra? TODO: cast invisible... -TODO: update_stats delay for players, between commands etc. -TODO: get_nearest_player slow +TODO: 2009-11-29 12:48:48.3974 /opt/crossfire/share/crossfire/treasures:5729, "arch stonebig_club": treasure references unknown archetype + - (maps) add gorokh_final mapset from crossfire. + - (maps) block most vault-type mlab locations, open up + imperial converters for anybody to use. + - (maps, arch) replace all permanent stat potions by random + variants. + - (maps) spread gorokh demon styles more evenly over 1..100. - TRIGGER events got passed a garbage pointer instead of a real player object on player changes. + - diseases and maybe other things could sometimes reduce the speed + to below MIN_ACTIVE_SPEED, deactivating the monster and causing + much grief. + - speed_left randomisation was, apparently, totally broken. + - introduce FLAG_RANDOM_SPEED instead of using the sign bit + of the speed slot internally and in map save files. among other + things, this gets rid of all the abs (speed) calls. + - reduce map file save files by using abridged keywords aliases. - shop specialisation calculation was totally broken. - nrof/itemcount/volume limits when dropping to the floor are now enforced. - fix magic mapping, which only worked for inate spell casting. - godgiven items will now be explicitly described as such. + - (arch) dded a quiver of bolts. - materialnames would change "randomly" on every load, only set the material when the materialname was not set before. - balancing change, halve rod recharge speed (instead of 4.8s, the standard rods now recharge in ~10s. not a solution, but still. - - reduce cpu time used for map saving by >50% by avoiding + - reduce cpu time used for map saving by >>50% by avoiding the costly flag-checking loop in most cases and using a simple repeat-cache for speed_left. - always delay stats update for players on insert/remove till next tick/command, which saves a lot of cpu cycles on drop/take. + - add hint about havign to run to attach unaggressive npcs. - pet monster level was not displayed correctly in "showpets index". - clean up floating point conversions and many similar nitpicks. - fix hanuk altar. @@ -44,9 +59,30 @@ - store hash value in shstr, not used by anything, but doesn't use much memory. - fixed crash bug in learn_spell command. - remove all traces of FLAG_NO_FIX_PLAYER. + - avoid sv_derived_from calls (lots of hash lookups) when converting + from perl to c++. - implemented least_significand_bit and for_all_bits_sparse_32 utilities and use it in some "inner" loops. - rename flags to attachable_flags to avoid confusion :=). + - fixed jeweler experience output to not be floating point. + - added lock/unlock commands, thanks for the patch go to Shawn Robinson! + - (arch, maps) introduce inactive_shop_floor and fix some shops with it. + - try to prefetch memory inside process_objects, which can give + enourmous speed gains. + - make some small optimisation to the process_objects loop. + - move facedata chksum calculation into cfutil, make server more flexible + handling different chksum lengths. + - check for hash collisions in cfutil. + - reduce face checksum size from 6 to 4 bytes. + - don't crash when a map uses empty sound/sound_destroy/face. + - removed weather-specific attributes. + - fixed genkeywords dependency. + - do not clear "randomitems" slot for world underlays. + - use "sl" as short-hand for speed_left in save-files, just to make them + smaller. + - in general, don't crash on value-less resource file lines + anymore, due to get_str never returning a 0-pointer. + - code cleanup in move_symptom. 2.90 Sat Nov 7 15:06:06 CET 2009 - some Andrew Madloch wanted, despite being specifically told