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Comparing deliantra/server/Changes (file contents):
Revision 1.70 by root, Sat Mar 15 11:45:31 2008 UTC vs.
Revision 1.96 by root, Sun Apr 20 05:24:55 2008 UTC

1Deliantra MORPG Server, Maps and Archetypes ChangeLog. 1Deliantra MORPG Server, Maps and Archetypes ChangeLog.
2 2
3TODO: picking up the torches in nibmus seemingly works, but after 3TODO: picking up the torches in nimbus seemingly works, but after
4 a while (used up?) they seem to be gone from the inv but the client doesn't know about that. 4 a while (used up?) they seem to be gone from the inv but the client doesn't know about that.
5TODO: dragons should not be able to change their title via the settings tab in playerbook 5TODO: dragons should not be able to change their title via the settings tab in playerbook
6
7 - support perls not compiled with 64 bit support (though this is not a
8 recommended configuration) (reported by Samuel Gondouin).
9 - match archetypes by name, not by ptr, in treasure.C, this makes archetypes
10 finally reloadable at runtime.
11 - always put godgiven items into the player inventory, never any containers.
12 - changed archetype loading algorithm to only require one pass and
13 use delayed resolving of references.
14 - implement an "incremental garbage collector" for archetypes.
15 - enable slice allocator again.
16 - (maps, arch) the scorn go club was founded!
17 - (arch) do no longer support player abilities, they didn't work anyways.
18 - (arch) the alchemy spell is now of the alchemy spell school.
19 - implement optional free memory poisoning.
20
212.5 Wed Apr 16 15:06:53 CEST 2008
22 - the two handed weapon skill can no longer be used as unarmed combat
23 skill.
24 - append [drop xxx coins] to altar/trigger_altar/identify_table/converter
25 names (also update all maps to use money instead of coins).
26 - add uuid accessors to perl.
27 - add coin names and archetype accessors to perl.
28 - fix runtime uuid file format to use "." instead of ",".
29 - change perl extensions to not use hardcoded coins and values.
30 - write uuids asynchronously (no hiccups due to uuid writes)
31 and be more parsimonous of uuid usage by the exact value out on exit.
32 - write log messages in another thread, removing another sync point.
33 - support multi-line log messages in a nicer way.
34 - be more portable w.r.t. uuids and format specifiers everywhere.
35 - fix a minor memleak in the random map generator.
36 - some parts of the random map generator are not coroutine-safe,
37 so only call it "single-threaded".
38 - major cleanup of memory management in random map generator.
39 - slight refactoring of the random map generator, faster too.
40 - solve the "slice_alloc becomes negative" mystery - no allocation bug,
41 bookkeeping bug.
42 - work around "player is on active list" problem by deactivating player
43 after loading.
44 - garbage collect shstr's more evenly and adaptively only when
45 there have in fact been allocations.
46 - fix object::insert to do as documented and insert into the env
47 if necessary.
48 - fix cf::map::unique_maps.
49 - fix nrof overflow check in can_merge_slow.
50 - fix converter code to handle >31 bit values.
51 - added support for the player_sold flag
52 - converters no longer accept unpaid items.
53 - canonicalize random map meta files for better unification.
54
552.43 Sun Apr 6 20:35:29 CEST 2008
56 - work around a glibc bug that causes calloc to return non-zero memory
57 when mlockall has been used.
58 - pass environment to perl_sys_init3, as required by newer perls.
59 - use separate thread for ticker timing (and more in the future).
60 this greatly increases timing accuracy and gets rid of an enourmous
61 number of gettimeofday calls.
62 - use a separate thread to signal aio completion, for lower latency.
63 - require Coro 4.47, which fixes a data corruption bug with its C API.
6 64
72.42 Sat Mar 15 12:05:21 CET 2008 652.42 Sat Mar 15 12:05:21 CET 2008
8 - rebalanced default experience table to be more exponential 66 - rebalanced default experience table to be more exponential
9 and much easier up to level ~40, then moderately harder. 67 and much easier up to level ~40, then moderately harder.
10 - change attuned/repelled level boni to +-8 from +-2. 68 - change attuned/repelled level boni to +-8 from +-2.

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