*** 2005-12-31 by Dave Garrett - Fixed an exploit where a slow weapon could be equipped quickly after queing an attack event with a fast weapon, and would allow the player to attack fast with it. (ex: melee then claymore) (bug #1397) *** 2005-12-31 by Michael Gist - Added check for X-Windows. Everyone who wants to build statically should run ./autogen.sh and ./configure again. - More jam cleanups. *** 2005-12-30 by Dave Garrett - Fixed bug #837, initial row selection in loot and merchant windows was not handled correctly. - Disabled incoming invitations while dueling, to prevent them from being used as a distraction to cheat. (bug #1376) *** 2005-12-30 by Michael Gist - Converted mysql check to be more robust and actually work on MinGW. MinGW users will need to run ./autogen.sh again and use --with-mysqlclient=/foo/bar instead of --with-mysqlclient-prefix=/foo/bar when running configure. *** 2005-12-28 by Dave Garrett - Disabled double /unstick death. It can be problematic, and players can just use /die if needed. *** 2005-12-29 by Andrew Dai - Added a feature that allows psWorld to calculate warp transforms between adjacent sectors. This should be improved to cache transforms between any two sectors in the future for when warp portals are close together, however the current one should work fine. - Changed the proxlist operation to query for the correct transform to apply and calculate the 'world' distance between two positions. This fixes related issues with combat/vision across portals. As part of this the penalty has been removed to prevent users reporting bugs of not seeing other players that are only a foot away. Maybe the penalty should only be applied on region borders. - Improved various NPC movement methods to take into account the destination sector. Also added preliminary support for warping portals primarily for chase operations and hatelists. - Forced the dictionary path to be fixed to the PS dir as the registry queries do not work on Windows. *** 2005-12-28 by Anders Reggestad - Added some more test cases for Dictionary testing. Uploaded V0.14 of the Test Case document with tests using the new test data. *** 2005-12-26 by Andrew Dai - Fixed a bug that prevented the updater from quitting. This has been fixed by using a new mechanism to limit the framerate of the updater. - Fixed the problem of not being able to replace in-use files in Windows. This means the updater will now update itself and will run its new version if restarted. *** 2005-12-26 by Dave Garrett - Changes to the teleport command to make it simpler: When teleporting to a map, the keyword 'map' can now be followed by EITHER a map name OR a sector name and a set of coordinates. (teleporting to coordinates doesn't need map, so no need to type it) - All GM commands that require a sector be specified may now use the keyword 'here' to indicate your current sector. (ex: "/fog here -1" , "/teleport Bob map here 2.1 23 -42") (bug #1312) *** 2005-12-25 by Dave Garrett - Made /npc use new GM targeting, so you may now specify the master NPC by name, ID, or 'target'. - Fixed a bug where using /npc with the NPC client off would prevent the new NPC from ever being controlled. (simple fix; NPC client must now be on to use /npc) *** 2005-12-25 by Michael Gist - Converted pssound from a plugin into a library. Now project files are generated correctly. - Added msvc8 project file generation. Thanks to PK for this. - New VC7 project files are now in mk/msvc7 and VC8 are in mk/msvc8. Both static and dynamic builds are supported. These files need some extensive testing to make them bug free, but should work well now. - Some general build system cleanups and fixes. More to follow. *** 2005-12-24 by Andrew Dai - Updated the compiling*.txt files for downloading of the Wordnet dictionary. - Fixed the hypernym search to cache results and match all word senses with interleaving. *** 2005-12-24 by Anders Reggestad - Fixed so that wordnet use window type \\ and unix style / in the path to data\dict. Added setting of default path for ps to the wn.h file. NOTE: To get the server to start I had to download the WordNet-2.1 package for http://wordnet.princeton.edu/ and move the files from WordNet-2.1/dict into the data/dict directory. *** 2005-12-23 by Anders Reggestad - Added more ToString functions, this time for Movement functions. - Undid the change from Sec to sec. All other secondary controls use Sec. - Changed to use value instead of action for mouse key bindings, action wasn't read only value. This caused a core dump. Though I think this system is still broken but at lest it don't crash with this. *** 2005-12-23 by Andrew Dai - Forced the client to send a DR update when logging on. This prevents the lag players experience when beginning to move due to loading new models. - Fixed a bug that would prevent more than one knowledge area being used by NPCs. - Fixed a bug causing bad text to be added to the db twice. - Added the wordnet library to the project. - Began use of wordnet in searching hypernyms when matching NPC speech triggers. *** 2005-12-23 by stfrn - Implemented additional stamina rules: Casting spells drains mental stamina. Crafting, mining, and lockpicking drain stamina based on their craft. Combat drains based on a number of factors. - Minor stamina bug with running and doing work. - Removed no longer used function for mana. - Changes to how triggers are made in psCharControl This stops the erronous warning that mouserun is not assigned. Triggers can now be assigned to either mouse or keyboard, however major changes are needed to the options menu to support that. For now you can assign the commands directly in data/options/keys.xml - cleaned whitespace of rpgrules.xml *** 2005-12-23 by Dave Garrett - Tweaked the strength assessment phrases to be more understandable. You can also get slightly more detail by being smarter. - A pet's character description will now state its owner. (bug #1357) - GM3+ may now view a character's stats via the character's description window. (bug #1302) - NULL checking for bad sectors, to stop server crashes. - Last valid position will only be updated in a valid sector. - Updates to handle non-respawning NPCs (NPC_GetSpawnRuleID()==0) better. *** 2005-12-22 by Andrew Dai - Changed Message Verification to process the REQUIRE_READY_CLIENT in a useful way. The flag's purpose is now to prevent abuse of the ready flag by forcing a client to be ready whenever such a message is received. Note, this may require some subscribers to stop/start using the flag. This will fix several bug reports of clients starting up incorrectly, missing tips incorrect info window stats, etc. - Added a seperate psClientStatusMessage to allow a client to explicitly signal the server it is ready. Note, this is one way, i.e. only ON signals are processed again to prevent abuse. In future, a timer would be used to force ready to be ON after map changes, client login, etc. - Removed the deprecated psResendMsgStringsMsg. *** 2005-12-21 by Andrew Dai - Plugged some major memory leaks. - Fixed crash on attempting to edit shortcuts. *** 2005-12-21 by Anders Reggestad - Added using of SoftDR from linemove when an entity is moving. Setting hard DR on sector change, no velocity or large difference between current and dr pos. - Fixed a number of uninitialized read from running valgrind. - Fixed some SCF_ use. *** 2005-12-21 by Dave Garrett - Clicking the mouse button set to ContextMenu (right-click by default) on an item icon in an inventory/container will open the view/container window. This is much more intuitive than dragging the item onto the eye icon, and makes dealing with containers easier. (bug #1145) You can also do this from the exchange window, to allow people to inspect offers. (bug #940) - Added manual font scaling. You can now specify a "Font.ScalePercent" in an app's cfg file to add a manual scaling factor on top of the automatic font scaling. The client's scale factor can be set in pssetup. - Fixed bug #1259, spawning a too many glyphs into your inventory would crash the server. *** 2005-12-20 by Andrew Dai - Undid deletion of cal3DCallbackLoader in ~psEngine(). This was causing a client crash upon exit. *** 2005-12-20 by Anders Reggestad - Created new SendFinalPackage function that take addr, use this for sending reply to ping messages. This will marchall endian for the ping reply. - Removed or moved to some LOG_ printouts at startup. - Added server flags to ping message. The server flags will in old server be copied back so this maintain network compability oldserver newclient. newserver oldclient old is based upon that Get from network will return 0 when trying to get data not in the message. This to maintain compability. - Prevent creation of instances of Clients when server isn't ready, they would be disconnected when handled by Authentication anyway. - Added handling of server status to serverpinger. - Added display of server status to the login window. - Only allowing the client to try to connect if server is Ready or Full(GM's should be able to connect to a full server). If a non GM try to connect when full the authentication process will reject if no GM security level. - Changed a static char * buf used in NetBase to be per instance of NetBase. - Moved definition of enum GM_LEVEL from adminmanager.cpp to adminmanager.h, this to allow other to use the same definitions. This should have been put in an even more common file though. - Moved common tests from HandlePreAuthent and HandleAuthent into a new function CheckAuthenticationPreCondition that check for netversion and server availability. - Added new function to psServer::IsFull to allow a common way of testing if the server can't accept any more players. Server full is part of the new status sent back in ping. Best to be prepared for the time when to many players will be our main problem. :) - Added psQuestPrereqOp::GetScript to be a wrapper that append
...
to the result from GetScriptOp. Renamed all other prereq op GetScript to GetScriptOp. - Fixed going back and forth between login and charpick window, by making sure network connections are disconnected in proper way when going back from charpick window to login. - Created message for CharacterData that was hacked into a MsgEntry in psCharacter. This allow for proper printing of the message from LogMessages. *** 2005-12-20 by stfrn - Some changes for mouse buttons and triggers: - With DaveG's suggestion, fixed mouse button labels in the options menu to use words, for example left instead of 0. - Fixed one missing conversion to the new events, that made some mouse triggers not fire. - Pressing a mouse button durring mouselook properly untoggles that key now. *** 2005-12-20 by Arianna Benigno - Removed /art/textures directory, moved the textures in proper zip files in art/things directory. Objects are not loaded from code, but they are placed in organized directories. CVS icons point more to dummy icons for avoiding less warnings and errors. CVS db is modified for having proper objects and not objects which are not available in CVS. PLEASE MODIFY THE "PRODUCTION DB" SO THAT CHEST COMMON STRING IS item#chest Please, somebody makes a countertest. - Added weather texture files in art/effects - Warnings for ase2spr (if this is not used anymore, please remove it from CVS!) *** 2005-12-19 by Andrew Dai - Changed it back so the NPC client bails out immediately when it's lost connection to the server. This fixes the problem with it occasionally freezing up. *** 2005-12-19 by Dave Garrett - Made NPC names not have to be unique when using /changename - Deleted 3 obsolete and long since completely unused files. (psversion.h and psrelease.h used to hold version information, and still said MB; char.h had old skill and race data now in pscharacter) - Fixed bug where items in an equipped container would be lost on next login. - Made inventory weight/size calculations more efficient and handle containers better. - Fixed a bug where NULL owning character was designated by 0 in DB and (unsigned int)-1 in psItem. (now using 0 in both places) This was causing glitches with items in containers. *** 2005-12-18 by Anders Reggestad - Removed iPSEngine interface, not needed when we have psengine global. - Fixed so that server will not start if char creations data wasn't loaded, today client hang in charcreation with CP:-1, because server continue without subscribing when something is wrong with char creation data in db. - Prevent saving of spam points for clients that have no account. This prevent db acces from spam point saving when server isn't ready yet. Client objects are created for every client trying to connect even when server isn't ready. This to allow for feedback to user about the stage of the server. I have a theroy that this might cause DB access from multiple threads at startup of server. This check does at least prevent one such possibility. - Added clipping of MSG_CHARCREATE_CP to current message size. To prevent sending of uninitialized/not used data on network. - Added ToString to Client Auth Messages. *** 2005-12-18 by Andrew Dai - Fixed an issue that sometimes prevented the updater getting updates because it assumed no trailing / on the mirror address. *** 2005-12-18 by Dave Garrett - Fixed an issue where the effects manager was loaded after the initial entity labels were supposed to be created. This caused various errors and labels not showing after load. - Fixed bug #1318, when purifying a glyph with a full inventory the glyph was lost. - Fixed an infinite loop that could happen on a failed move of an item from one bulk slot to another. - Disabled the renaming of non-pet NPCs by GMs, except for GM9. - Fixed some issues in PendingLootPrompt if any of the players involved logged out mid-prompt. *** 2005-12-17 by stfrn - Added stamina usage part one, making sure current stamina usage is consistent. Changed the logic of psCharacter::SetMode(), it sets the current regeneration rate based on activity. Now everything that will drain stamina atleast does not recover at the same time. *** 2005-12-17 by Daniel Fryer - Changed text effect objects (i.e. labels) to use a constant scaling factor instead of a single fixed width. Current scaling factor is chosen so that the label "Harnquist" is about as wide as Harnquist himself. *** 2005-12-17 by Dave Garrett - Rewrote functions for adding items to inventory bulk slots. (PutAnyBulk had been partially bypassed for a while; it was unstable and prone to memory leaks) This should fix various reported bugs involving the disappearance of items, and make things generally work better. Removed items will now also be deleted correctly from DB, if needed. - Fixed the maximum total size to carry. (total size wasn't even initialized) The sizes in the DB and the script needs balancing, so the code is disabled for now. - Fixed bug #1370, if stats change items that don't meet the new requirements will be preserved. - Fixed a bug where it would send out equip messages if equip failed due to not meeting requirements. - Removed MinGW GetObject hack in pawscharcreatemain that doesn't work and isn't needed in latest CS. - Changes to handle CS renumbering the mouse buttons. *** NOTE: Anyone who has custom mouse settings must set them again in options. *** - If an item is dropped automatically due to a full inventory, it will now recalculate held weight/capacity correctly. - If stats are recalculated and the character can no longer hold the current inventory, it will drop whatever is needed. *** 2005-12-16 by stfrn - Advice manager fixes for bug 1081 and for laanx crash. When a session is canceled, any game trigger is cancled. When a advisee becomes an advisor their session is canceled. Some changes to the disconnect logic so the session ends smoothly when either leaves. *** 2005-12-16 by Michael Gist - More work on static windows binaries. Should be able to compile static pssetup, updater and psclient using the project files in mk/msvc now. *** 2005-12-16 by Anders Reggestad - Created Message Factory, used by LOG_MESSAGES. - Fixed alignment in entlist for new entity ActionLocations. *** 2005-12-15 by stfrn - Changed server command liststats, removing "Con" and adding mental stamina. - Fixed bug 1363 by making all stamina draining gradual instead of in one big lump. - Changed the way stamina is drained in movement, so that existing functions in pscharacter are called once again. Also removed the note in psvital.h as rates are set at creation of a character. - Restored stamina regenration from a constant to the racial values. *** 2005-12-15 by Anders Reggestad - Added console function filtermsg to setup filters for the LOG_MESSAGE output. filtermsg adds the msgtype to the filter. Msgtype can be removed with filtermsg -. filtermsg invert will invert the current filter setting so if you only would like to log one message do filtermsg and filtermsg invert. filtermsg filterhex will turn on filtering of hex ouput, it can be turned back on by filtermsg filterhex no. Print the current filter setting with filtermsg show. - Added function FireEvent to psGameEvent that use a static EventManager like the psMessageCracker::FireEvent function. - Added SetValid and IsValid functions to psGameEvent. - Removed valid flags from psGEMEvent and psSpellGameEvent using the psGameEvent provided functions/flags instead. - Splitt psSpellGameEvent into two events: psSpellGameEvent and psSpellEffectGameEvent. - Fixed a situation where spellcasting pointer in psCharacter wasn't reset if the target object disconnected. (Server crash). - Changed from using Broadcast to Multicast for spell effects. No point in sending the effect if the client dosn't have the entity. - Removed depricated function QueueEvent, SendMessage and Broadcast from psSpellManager. - Fixed so that GM spawned items is saved when put into inventory. - Added greetings response to test DB QuestMaster1 and QuestMaster2 that tell what tests you can do with that NPC and how to start. Just in case you would like to test something without looking up in the Test Case document, than you only have to say hello to the NPC and you will get a kick start into the implemented tests. *** 2005-12-15 by Arianna Benigno - Fixed bug #1164: resolved issues with fog effects and its visibility while raining. - Fixed bug #1166: there was a nice rain loop if the character was in a sector different from the one where the rain was ending. - Improved the feedback when creating a thunder/lightning. - Improved help.xml for the weather commands. - Finished to implement the snow. Now it is possible to get something similar to our snow (eventually, to be used in special events), which should resemble the description taken from zodiacs.xml, for the month of Novari: "[...]Hoarfrost has thickened to resemble something that some races refer to as snow. Some ice flakes fall from the small vents in the cavern roof and settle on the upper levels, which begin to melt off as Novari draws to a close.[...]" It can be surely be improved to match better the description. Sectors which should support snow should have snow.jpg as the ones which should support rain should have rain.png (some already has). The binary client doesn't have the directory /art/textures where these two textures are stored and loaded in the code: please, specify a proper location. - Fixed crash that was happening each time there was an attempt to remove fog after raining. - The fog level during rain is depending by the amount of drops. *** 2005-12-15 by stfrn - Fixed crash in mouse scrolling before the gui was loaded, thanks Karosh! - Fixed bug #1360 and similar, vitals that are set to a negative value act strangely for a client. Mana, mental and physical endurance set to less then 0 are set to 0.1 to avoid a bug for 0.0 HP are set to 1.0 if less then 1.0, possibly some higher value should be used as a lowest. - Fix for laanx crash. *** 2005-12-15 by Jorrit Tyberghein - Fixed PS for latest CS event changes. *** 2005-12-13 by Dave Garrett - /awardexp now deals with progression points instead of experience. (Individual exp are useless) It can now also take negative values to correct typos and penalize players. (Bug #1351) (Penalizing players with PP should NOT be a common GM practice...) *** 2005-12-13 by Anders Reggestad - Cleaned up the removal of exchanges when one of the parties disconnect. Only using the disconnect feature, not the pointer to the exchange manager to remove exchanges when disconnecting. - Fixed loading of quest category from db. Now read the string instead of trying to get an integer. - Updated db quests with Test Cases to be used in the Planeshift Test Case document. - Created ToString functions for psGUIInteractMessage, psSystemMessage, psUserActionMessageand psPersistItem. *** 2005-12-12 by Luca Pancallo - Server console: Added function to know where a glyph is used - Server console: Added hierarchical view of quests based on prerequisites (just one supported for now). *** 2005-12-12 by Anders Reggestad - New sub type to MSGSYSTEM MSG_ACK that is displayed on screen with blue color. - Made PrintOnScreen protected so that it is only accessible by sending a psSystemMessage - Removed unused code in clientmessagehandler - Added psSystemMessage MSG_ERROR to warn "Not a purified glyph" the user when trying to move a not purified glyph to one of the assemble slots. - Added support for multiple "Require completion of Quest" in quest scripts. - Made the NPC client less accurate when chasing a target. This prevent a loop in the npcclient that, did look like the NPC is running in a straight line through the target forever. - Created ToString function for the psNPCCommandsMessage. - Added a struct to ToString for messages with pointers to some entities that might be needed when decoding messages. - Added dump of Hate list to print for npc's in npcclient. - Added removing of a removed object from every hate list in npcclient. Fix #1149 *** 2005-12-12 by Dave Garrett - Bumped /morph up to GM4 and /inspect (just shows an actors inventory) down to GM3. - Fixed right-click on shortcut button crashes. *** 2005-12-11 by Andrew Craig - Update for a new CS date. CS/CEL date is now "2005-12-06 00:00:00" - Added ability to customize hair styles. *** 2005-12-11 by stfrn - Fixed bug 1250, stamina not drained during mouserun - Fixes for MySQL 5.0 from Pogopuschel, now both versions are perfectly usable for PlaneShift. *** 2005-12-11 by Dave Garrett - Added security level and entity ID to /info. - You may now slide/teleport anything using entity ID. Specify target/destination as eid:# (to use player ID now, specify pid:#) *** 2005-12-11 by Luca Pancallo - Fixed a bug in quest "Require completion of" operation. *** 2005-12-11 by Arianna Benigno - Fixed request #1348. /pos gives information also on region name. - Warning fixes. - Fixed crashes mentioned in bugs #1163-1166. if a player passes a loading zone and then tries to go back to the sector with rain, the client crashes. It is a temporary solution (I don't exclude there is some side effect). *** 2005-12-10 by Dave Garrett - Fixed occasional crash in psMeshUtil. - You can now be lazy and do "/setskill all [value]" to set all your skills at once. - Doll views will now get trait change updates automatically. (inventory was doing it manually; skill and pet windows we not updated with changes) - /impersonate now defaults to say range - Fixed glitch in SetFullName appending a space when no last name. (resulting in various errors) *** 2005-12-09 by Anders Reggestad - Fixed so that any number of commands can be put on one line in a quest script sepearted with dots. - Fixed so that previous commands in a multi command line isn't added once more for each additional command. - Fixed so that multiple player triggers where added without leading spaces. *** 2005-12-09 by Andrew Dai - Fixed issue with NPC client reconnects causing numerous NPC updates to be lost. - Added support for and tags in NPC behaviour scripts. - Fixed issue in DialogHistory where the unary minus operator was being applied to an unsigned variable. *** 2005-12-09 by Arianna Benigno - Fixed bug #1344. It is possible to remove a surname from a character. - Some fix on the vitals updated: when a character is first connecting his vitals shouldn't be raised too much. For this reason, it is necessary to make the increment smooth at first connection. (servervitals.cpp line 100, bool psServerVitals::Update ( csTicks now) During first connection, StatsDirty has been maken equal to 0Xfffffff. I don't know if this was the purpose of the check (drdelta > 10000), but it seemed to me that there was the will to make a forced update of each vital and therefore, due to the randomness of "csTicks now", it is necessary to have an high value of drdelta. If that was not the purpose of the check, please fix it. If what I wrote here and the comments on the code are not clear, please, contact me for further explanations. *** 2005-12-08 by Anders Reggestad - Rewrote NpcTerms to use pointers instead of looking up strings. - Fixed so that spawned items that counld't fitt into a stack is placed where no object is instead of doing a new random position after a good spot was found. - Added increment of tries variable so that the upper limit would work. - Run valgrind and removed one Invalid write where the psSheduledItem was deleted when the item was consumed in a stack. - Fixed correct length for dynamic length message MSGTYPECHARACTERDATA that did send 1000 bytes to client regardless of data inserted into message. - Fixed length of psCharacterApprovedMessage to be according to data sent. - Fixed length of psCharacterDetailsMessage to be according to data sent. *** 2005-12-08 by Arianna Benigno - Fixed bug #1183. At login, the stats are not increased. *** 2005-12-08 by Dave Garrett - Changes to equipment systems to allow for texture changes for worn equipment. - Created a new doll updating system to better handle doll changes. (more general, too; works for pets) - Last valid texture (default) will now be used when a character doesn't have a texture. (instead of resorting to checkerboard) - You can now use /impersonate while invisible. (will use selected target as source) *** 2005-12-06 by Anders Reggestad - Moved checks for prerequisites from quest to response. This to allow to append more prerequisites while parsing a quest_script to individual responses. The prerequisite on the response is initialized with the prerequisite from the quest. - Moved searching for "trigger error" out of FindResponse in dictionary. Now all the trying and failing is done in NpcDict. - Changed Quest Script parsing to use psQuestPrereqOp operations instead of ResponseOperation operations. This will do so that find response catch that a respone isn't available much earlier in the process. - Removed use of unneeded temp string in NPCDialogDict::FindTerm. - Rewrote FindOrGeneralizeTrigger to only call FindResponse once per generalization. - Fixed so that when you receive some money from a respone money operation, the user friendly string is printed. *** 2005-12-06 by stfrn - Zoom in and Zoom out keys, as well as mouse scrollwheel zoom control. - Esc closes the currently focused window, and if none is focused, toggles the control bar. Bug 939 - Fixed bug with reply tell, if the chat window was hidden you could sent a tell blindly. - Camera settings are saved once on logout, instead of every time you change views. Bug 1235 *** 2005-12-06 by Dave Garrett - Fixing a client crash when an NPC says a NULL message. *** 2005-12-05 by stfrn - Minor fix needed for MySQL 5: `trigger` is a reserved keyword. - In the dummy CVS DB, Changed the default spawn locations in the race table to around 0,0,-150 This is to make test characters start in a safe place, they will no longer fall. - Minor bug in character creation if you go back after choosing a race, it thinks you still have a race selected but without data this causes a crash. - Patch from Nikodemus so that character creation windows scale better. Also moved the deleted button above the portrait so it would not be clicked accidentally. Paths screen still needs work. - removed tabs and other useless whitespace from effected xmls. - Patch from Bereror for DR and vital counters: The first message from a new entity is accepted. This dramatically reduces the number of warnings about out of date messages. Thank you Bereror! - These changes should also be done on the server side, so that less messages flood the console and more messages get to users. *** 2005-12-05 by Arianna Benigno - Fixed bug #1069. Effects sound were played even if the action sound were disabled in the options. - Fixed bug #1195. It is possible to see which are the real values of the stats and which are the ones enhanced by objects (skill window). *** 2005-12-04 by Anders Reggestad - Fixed bug #1252, by removing code that returned from SetMode before the actorMode where set. Actor mode with death prevent new movments to be added. - Added log of the psDRMessage. - Fixed so that we play death animation even when runing into death. (Death animation wasn't displayed when keeped running during a fall that killed you). Upon death reseting the movement system before chaning animation. *** 2005-12-04 by Arianna Benigno - Fixed bug #573. Now, the warning about the name policy will pop up each time the user modify the name. - Fixed bug #1207. There is no offered/received money total and tooltips leftover from previous trades. *** 2005-12-03 by Arianna Benigno - Warning fix in messages.cpp - Update MSVC 7.1 project files. *** 2005-12-03 by Dave Garrett - Moved attach/detach and the changematerial functions to their own class, psMeshUtil. (absorbing psMaterialUtil as well) This is needed for me to get at them to make pawsObjectView handle texture changes. *** 2005-12-02 by Dave Garrett - Fixed bug #1313, the switch to full defensive on being attacked was happening when already fighting. *** 2005-12-02 by Michael Cummings - Fixed some VC8 compile warnings - Added some sanity checks to the AdviceManager *** 2005-12-02 by Anders Reggestad - Fixed bug #790 where statDR dirty flags where cleared when the statDR was sent to a client that targeted a client. When the statDR than should be sent to the client the dirty flag was clear so no statDR was sent. Now forceing sending HP/HP_RATE to clients that target another player. - Created a message logging system. By setting LOG_MESSAGE every message sent and received are logged. This helped very much in finding the #790 bug. Atm only the statDR message have a implemented ToString function. All other messages are dumpt in hex. Not very usefull but you see that the message go and when you need information from that message you only have to create a ToString function and add insansiating of the message in the LogMessages function in the messages.cpp file. System have been created so that a minimum of CPU is used if LOG_MESSAGE isn't turned on. *** 2005-12-01 by Anders Reggestad - Changed ~gemActor and ~gemNPC to be virtual. - Added assert in ~gemObject using an unused variable valid to assert if destroyed more than once. - Fixed bug #704, make sure that the HP is 0 when the target is dead. *** 2005-12-01 by Arianna Benigno - Little update to the Linux compiling guide. Thanks to Bereror for some useful suggestion. *** 2005-11-30 by Anders Reggestad - Fixed so that exchange triggers will check for exact match of given coins and if that fails check for equivalent in trias only. Fixed unresolved part of Bug #1255. - Changes so that when you sell/buy a item to a merchant the you sold string will have a more user friendly format. You sold X for 6 Circles and 2 Octas a total of 1600 Trias. - Moved the ToUserString psMoney function next to the ToString function. - Moved a test for no money first in the ToUserString function so that no unneeded processing would happend when calling ToUserString with a total of 0 Trias. *** 2005-11-29 by Dave Garrett - Changes to /impersonate. For the 3 commands (say, shout, and worldshout) input "name" as 'text' to do the /me like text. (the command 'text' was worldshout only) - Added "/changetype [name] [type OR 'reset']" (GM4) This command temporarily changes the security level for the specified player's client. (not saved to DB; lost on logout) All players always have access to "/changetype me reset". This command has 3 main uses: - Testing: "/changetype me player" lets a GM char turn normal, and test things without worrying about any GM/player differences. - GM PvP: "/changetype target NPC" turns the target player into an NPC-like character. They can be attacked by players and then retaliate. (cannot initiate attack on a player) Used with /morph this can allow for more GM event possibilities. - Deputizing: "/changetype target GM3" turns the target player into a level 3 GM. Intended to be used to temporarily give GMs commands they need for a specific instance. (better solution than officially making them a GM and changing them back later) You may only upgrade someone's level to 3 below your own. (ex: GM7 needed to give GM4) *** 2005-11-28 by Anders Reggestad - Updated the upgrade_schema.sql to reflect all the changes between DB version 1093 and 1096. - Change so that trigger text from quest_scripts are added to the dictionary after disallowed words are removed. - Fixed so that removing of disallowed words will remove the dissalowed word not the first string mach of the dissallowed word that in many cases would be part of a real word. - Fixed GetWordNumber to skip all leading spaces in a different way - Changed GetWordNumber not used param 3 to be a pointer where the location of the num word could be returned. - Fixed not compiling CVS version of admin manager :( - Added doxygen comments to the psquestprereqop.h file. - Removed quest_id from triggers, they are not need when using quest_scripts. - Cleand out the last part of the old trigger based quests from the sql files. *** 2005-11-27 by Anders Reggestad - Changed assign quest op check if the quest is assigned, not to check if assigned or completed. - Fixed a inconsistens in the Jamfile. Now building bulkobjects as a library. - Make sure that all substeps of a quest is completed when the parent quest is completed. This to block any triggers that is checking for prereq on substeps. - Updated all CVS quests to use new quest system - Changed the pron scripts from 26 to use { instead of [, updated examples. - Moved restaring of search for responses with no prior response out of FindResposne so that both cases would do all the same processing and serching for quests. This prevent some quest steps from deadlock when a response was checked for another quest than the actual quest. - Renamed completiondate to lockout_end, and changed db entry to state remaininglockout, to bether mach the use of the variables. *** 2005-11-27 by Arianna Benigno - Another session of cleanings for warnings for MSVC 7.1/64 bits. *** 2005-11-27 by Dave Garrett - Various fixes for item action sounds. (actions are pickup, drop, equip, and dequip) - How to set a sound: 1) Specify a category under "sound" in the "item_stats" table for the item(s) in question. (nosound for none) 2) Set the files for this category in art/soundlib.xml with names of the form "item.[category].[action]". - Quick additions to /impersonate. The command 'text' works localy, and 'worldtext' works globaly. *** 2005-11-27 by Michael Gist - Few fixes, updates to the mk/msvc files and support for static server and npcclient. ((jam) server_static compile group). Both Jamfiles will need some cleaning up, but they work. *** 2005-11-26 by Daniel Fryer - Stripped some non-power-of-two texture flags from pawstexturemanager - crashed some Macs, and I couldn't see a visible difference with or without it. Feel free to revert if it cramps your style. *** 2005-11-26 by Anders Reggestad - Added support for setting of pronouns from quest_scripts. Append the this parenthesis to the response {pron:Name,pron:Name,...} Legal prons he/him,her/she,it,they/them. Example: MaleEnki: Do he love her?{him:Smith,her:Alina} - Changed attribut name in completed to quest.(Updated examples) *** 2005-11-26 by Dave Garrett - Control bar will now show correctly on next load if the user quits with it hidden. (thanks to Bereror) - Fixed a crash in cmdhandler. *** 2005-11-25 by Anders Reggestad - Added support for not and require operators in prerequisite script - Rewrote prerequisite script to use xml. Syntax examples:
*** 2005-11-25 by Dave Garrett - Got got rid of redundant pslog::DoLog() call in DebugN, NotifyN, WarningN, ErrorN, and BugN macros. - Fixed a bug in Bug5()... it was missing a comma. *** 2005-11-24 by Dave Garrett - Made GEMSupervisor not care about case when searching for an object by name with FindObject(). - Object/NPC names with spaces can now be put in quotes and used as the target for GM commands. - Added checks for a clientnum of 0 and for a NULL message in SendSystemInfo/Result/OK/Error - Got rid of those annoying "not a player" errors when acting on non-player objects with GM commands. *** 2005-11-24 by Anders Reggestad - Fixed an assert in the client where an empty quest list was received caused an assert to be raised. Now check for non empty list before trygin to pars quest entries. - Rewrote the psMoney - operator to be more realistic. It will not return normalized stacks anymore. But try to take number of coins needed and than returning a normalized change. - Added support for "and", "or" and "completed" operators in quest prerequisite scripts. *** 2005-11-22 by Anders Reggestad - Added fix to prevent clients decontected while on a loot_list to crash server. - Removing clients from loot tables when they disconnect. - Changed so that genqueue copy constructor initialize the mutex in the same way the default constructor initialize the mutex. With recurse enabled. - Add setting of actor and familiar to null when deleting the actor in the client structure. This will prevent anyone from accessing a deleted actor thrugh the client. *** 2005-11-21 by Andrew Robberts - Fix to effects deleting themselves. Thanks to David Brodsky for pointing out the problem. *** 2005-11-21 by Dave Garrett - Fixed death animation for non-combat events. - Client update required to see death anims on updated server! (BUMPPED NETVERSION for good measure) - Made modes fully apply to NPCs. They will now use the combat stance anim if they have one. (they could also be made to sit, theoretically) - Fixed a double send of mode in StopAttack() - The kill announcement message will now only be within the normal combat messages range. - Death and sit will now cancel mouserun. *** 2005-11-21 by Anders Reggestad - Removed the most annoying YesNoWindow used to confirm loading of item categories in the GM Spawn Window, the lists are not that long that we need to confirm before loading them. - Added debug statements to dialog for better trace. - Added first cut of Prerequisites for quests. Added a field prerequisite in the quest stable. This is parsed into a series of prereq ops that are run to verify if a response that is part of a quest is available. In this first version the only prerequisite that is allowed is a quest name. - Moved quest category from quest_script table to quests. This will in the future be used to prereqs like you have to complete at least 3 newbie categories before you get this quest in a prerequisite. - Removed quest_name from quest_script table. That info should be held in the quests table. - Added trigger "P: *" to be a "P: error" trigger. It is more intuitive in the quest scripts to use P: * (any trigger). - Added optional params to quest script run scripts. Like this: "Run script (p1,p2,p3) [