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Crossfire Server, Trunk
1.75.0
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All commits should include a log message. The first line of the commit should begin with a capital letter and summarize the changes in about 50 characters. More detailed explanatory text, if necessary, should be separated by an empty line and be wrapped at around 72 characters.
It is not necessary to go into a long exposition, and pasting the actual changes is not generally useful. But this log message should be useful for someone looking over the logs at a future point to see what did change. Having a log like 'various skill stuff' isn't very useful. A log message like 'prevent abuse with the literacy skill, and increase chance of singing' is much more useful, and not a lot more words.
One of the main uses of the log entries is when bugs are reported where behaviour changed between version X and Y to be able to look at the log entries and get an idea of what specific revision may have caused that change.
Do not refer to other files or other log messages. Saying 'see changes file' is not useful, nor is a message like 'continuing with last set of commits'. Such messages are not useful when trying to look back through the logs at a future point.
All commits should go through at least minimum testing: For source code, this means it compiles and at least a basic test has been done (for example, if it is a new spell, have you tried casting the spell?) This basic testing implies the code at least compiles also. I realize it is very difficult to do 100% testing of code, but at least a basic test should be done.
For archetypes, this testing should involve rebuilding the arch file and running with the new file. There should be no errors in the loading of the archetype files.
For maps, this means that the map should load, and the exits should lead back and forth. Note that maps in the unlinked directory are more work in progress so can be checked in a more experimental state.
Style & Balance: Your changes may work, but do they fit in with the rest of the game. This basically means following the files guides that already existing, eg doc/programming_guide, doc/mapguide
There really is no arch guide, but take common sense. Does the object fit in with the game (ie, a blaster rifle would not), is this arch very unbalancing, etc.