December 2020 Commit Log

Number of Commits:
34
Number of Active Developers:
2
ryo_saeba 2020-12-29 15:24 Rev.: 21670

Update and clarify.

5 lines of code changed in 1 file:

ryo_saeba 2020-12-29 09:56 Rev.: 21656

Add a client specific command to display quest information.

24 lines of code changed in 2 files:

ryo_saeba 2020-12-29 06:49 Rev.: 21655

Don't send item's animation if FLAG_ANIMATE isn't set.

4 lines of code changed in 2 files:

partmedia 2020-12-28 01:35 Rev.: 21654

Fix possible NULL dereference

1 lines of code changed in 1 file:

partmedia 2020-12-28 01:35 Rev.: 21653

Add noreturn attribute to fatal()

This teaches static analyzers to ignore NULL dereference false positives
after fatal().

1 lines of code changed in 1 file:

partmedia 2020-12-27 19:38 Rev.: 21652

Fix same-map check

Checking for the argument to be '.' does not prevent the DM from
resetting from the same map when the full path is given.

1 lines of code changed in 1 file:

partmedia 2020-12-27 13:22 Rev.: 21651

Fix resetting unique maps

4 lines of code changed in 1 file:

partmedia 2020-12-25 12:12 Rev.: 21644

Simplify party linked list removal code

Submitted by: Jareth (in game)

15 lines of code changed in 1 file:

partmedia 2020-12-24 14:44 Rev.: 21634

Factor out bits_set()

14 lines of code changed in 1 file:

partmedia 2020-12-23 01:18 Rev.: 21633

Remove unnecessary file existence checks

When loading a map with tiled maps, the server checks that all tiled
maps have valid paths. First, it checks the 'bare' path assuming that
the path is absolute, and then it calls path_combine_and_normalize() and
checks again if it doesn't exist. This means that loading a world map
(with 4 tiled maps) results in 8 access() system calls.

This is a bit unnecessary because path_combine_and_normalize() already
knows how to normalize paths. To add insult, the original code calls
path_combine_and_normalize() both when the map path is checked, and when
the map is actually loaded. Further, the existence of the path does not
imply that the map is loadable; and this code insists on checking the
path, even if the tiled map is already loaded into memory.

Stop doing these ridiculous things.

4 lines of code changed in 1 file:

ryo_saeba 2020-12-21 14:33 Rev.: 21630

Fix monster knowledge not correctly saved (second try).

6 lines of code changed in 3 files:

ryo_saeba 2020-12-21 13:43 Rev.: 21629

Fix monster knowledge not correctly saved.

17 lines of code changed in 2 files:

ryo_saeba 2020-12-21 09:09 Rev.: 21628

Allow files to not exist.

3 lines of code changed in 1 file:

partmedia 2020-12-19 01:28 Rev.: 21626

Add cfdb_convert

This Python 3 utility converts Python 2 bsddb 'shelve' databases to the
default Python 3 'shelve' format.

Server operators running existing servers should convert existing
databases after switching to Python 3. Running cfdb_convert with the
'--auto' flag in the 'var/crossfire' directory will automatically
convert a list of standard databases with known names.

49 lines of code changed in 2 files:

partmedia 2020-12-19 01:28 Rev.: 21625

Switch build to Python 3

1 lines of code changed in 1 file:

partmedia 2020-12-19 00:29 Rev.: 21624

Do not print difficulty after 'goto' command

0 lines of code changed in 1 file:

ryo_saeba 2020-12-17 10:59 Rev.: 21619

Add report on objects having a face not in their animation.

26 lines of code changed in 1 file:

ryo_saeba 2020-12-16 16:53 Rev.: 21614

Fix reset of pickup mode at player death.

8 lines of code changed in 2 files:

ryo_saeba 2020-12-16 11:17 Rev.: 21613

Fix invalid call to fix_object.

6 lines of code changed in 2 files:

ryo_saeba 2020-12-14 14:38 Rev.: 21609

Use tilde (~) for player-unique map paths.
Patch https://sourceforge.net/p/crossfire/patches/384/ by Kevin Zheng.

33 lines of code changed in 5 files:

ryo_saeba 2020-12-13 13:31 Rev.: 21608

Tentatively fix bug https://sourceforge.net/p/crossfire/bugs/883/
Monsters will not apply weapons in their inventory

91 lines of code changed in 4 files:

ryo_saeba 2020-12-12 11:46 Rev.: 21605

Mark 'CastAbility' as obsolete.

4 lines of code changed in 4 files:

ryo_saeba 2020-12-12 11:20 Rev.: 21602

Apply patch https://sourceforge.net/p/crossfire/patches/349/ by Daniel Ziem.

4 lines of code changed in 2 files:

ryo_saeba 2020-12-12 10:05 Rev.: 21598

Copy key-values from artifact to object.

20 lines of code changed in 2 files:

ryo_saeba 2020-12-10 13:08 Rev.: 21597

Add speech bubble to NPCs.
Patch by Kevin Zheng, slightly adjusted.

18 lines of code changed in 2 files:

ryo_saeba 2020-12-08 12:44 Rev.: 21592

Use larger buffer to avoid wrapping messages.

3 lines of code changed in 2 files:

ryo_saeba 2020-12-08 04:03 Rev.: 21591

Remove 'discrete_damage', unused.

7 lines of code changed in 6 files:

ryo_saeba 2020-12-07 13:45 Rev.: 21589

Remove space at start of messages's text.

1 lines of code changed in 1 file:

ryo_saeba 2020-12-02 11:29 Rev.: 21587

Use a style map for chests in random maps instead of hardcoding the list.

23 lines of code changed in 5 files:

ryo_saeba 2020-12-02 10:59 Rev.: 21585

Remove unused code.

3 lines of code changed in 2 files:

ryo_saeba 2020-12-01 13:33 Rev.: 21580

Slightly fix documentation. Rename picture 'cause pdflatex doesn't like extra dots in file name.

450 lines of code changed in 4 files:

ryo_saeba 2020-12-01 12:38 Rev.: 21579

List faces using current face for smoothing.

18 lines of code changed in 1 file:

ryo_saeba 2020-12-01 11:47 Rev.: 21576

Update.

1 lines of code changed in 1 file:

ryo_saeba 2020-12-01 09:00 Rev.: 21575

Fix crash due to invalid array indice.

4 lines of code changed in 2 files:

November 2020 »

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