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Comparing deliantra/server/Changes (file contents):
Revision 1.75 by root, Sun Apr 6 18:40:51 2008 UTC vs.
Revision 1.94 by root, Sun Apr 20 00:44:12 2008 UTC

1Deliantra MORPG Server, Maps and Archetypes ChangeLog. 1Deliantra MORPG Server, Maps and Archetypes ChangeLog.
2
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.
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 - enable slice allocator again.
15 - (maps, arch) the scorn go club was founded!
16 - (arch) do no longer support player abilities, they didn't work anyways.
17
182.5 Wed Apr 16 15:06:53 CEST 2008
19 - the two handed weapon skill can no longer be used as unarmed combat
20 skill.
21 - append [drop xxx coins] to altar/trigger_altar/identify_table/converter
22 names (also update all maps to use money instead of coins).
23 - add uuid accessors to perl.
24 - add coin names and archetype accessors to perl.
25 - fix runtime uuid file format to use "." instead of ",".
26 - change perl extensions to not use hardcoded coins and values.
27 - write uuids asynchronously (no hiccups due to uuid writes)
28 and be more parsimonous of uuid usage by the exact value out on exit.
29 - write log messages in another thread, removing another sync point.
30 - support multi-line log messages in a nicer way.
31 - be more portable w.r.t. uuids and format specifiers everywhere.
32 - fix a minor memleak in the random map generator.
33 - some parts of the random map generator are not coroutine-safe,
34 so only call it "single-threaded".
35 - major cleanup of memory management in random map generator.
36 - slight refactoring of the random map generator, faster too.
37 - solve the "slice_alloc becomes negative" mystery - no allocation bug,
38 bookkeeping bug.
39 - work around "player is on active list" problem by deactivating player
40 after loading.
41 - garbage collect shstr's more evenly and adaptively only when
42 there have in fact been allocations.
43 - fix object::insert to do as documented and insert into the env
44 if necessary.
45 - fix cf::map::unique_maps.
46 - fix nrof overflow check in can_merge_slow.
47 - fix converter code to handle >31 bit values.
48 - added support for the player_sold flag
49 - converters no longer accept unpaid items.
50 - canonicalize random map meta files for better unification.
2 51
32.43 Sun Apr 6 20:35:29 CEST 2008 522.43 Sun Apr 6 20:35:29 CEST 2008
4 - work around a glibc bug that causes calloc to return non-zero memory 53 - work around a glibc bug that causes calloc to return non-zero memory
5 when mlockall has been used. 54 when mlockall has been used.
6 - pass environment to perl_sys_init3, as required by newer perls. 55 - pass environment to perl_sys_init3, as required by newer perls.
7 - use separate thread for ticker timing (and more in the future). 56 - use separate thread for ticker timing (and more in the future).
8 this greatly increases timing accuracy and gets rid of an enourmous 57 this greatly increases timing accuracy and gets rid of an enourmous
9 number of gettimeofday calls. 58 number of gettimeofday calls.
10 - use a seperate thread to signal aio completion, for lower latency. 59 - use a separate thread to signal aio completion, for lower latency.
11 - require Coro 4.47, which fixes a data corruption bug with its C API. 60 - require Coro 4.47, which fixes a data corruption bug with its C API.
12 61
132.42 Sat Mar 15 12:05:21 CET 2008 622.42 Sat Mar 15 12:05:21 CET 2008
14 - rebalanced default experience table to be more exponential 63 - rebalanced default experience table to be more exponential
15 and much easier up to level ~40, then moderately harder. 64 and much easier up to level ~40, then moderately harder.

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