Difference for ./ChangeLog from version 1.14 to 1.15


version 1.14 version 1.15
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 Changes for CVS:  Changes for CVS:
   
   socket/loop.c: add a setting fastclock.  This makes the server's clock run
   *really* fast.  For now, it's good for debugging purposes, but in the
   future it will allow a dm to ravage a world with weather quickly.
   include/define.h: add FLAG_IS_WATER
   include/global.h: add fastclock to settings
   include/map.h: add water to weathermap structure
   include/sproto.h: add tons of new functions in weather.c
   common/init.c: update for FLAG_IS_WATER
   common/loader.l: update for FLAG_IS_WATER
   server/init.c: add code to read fastclock setting
   server/weather.c: Complete update, largely rewritten.  Now the world is
   cut into a 100x100 matrix of weathermaps.  Each one of these maps is
   computed at initial boot, and written to disk, following which, they are
   simply read from disk at boot.  For each of the main weather types
   (pressure, humitidy, base temperature, wind direction, wind speed) the
   game recomputes the entire weathermap, applying smoothing algorithims, or
   derriving each map from it's predecessor.  Weathermaps are only used if
   you have set your dynamiclevel to 1 or greater, and, are using the bigmap
   set.  At this time, there is still no functional change to the game,
   bigmap, or not.
   utils/maps.c: This program will generate ppm files from each of the
   weathermaps. Mostly for debugging, but curious DM's might find it useful
   to see the weather.
   garbled 2002-10-27
   
 server/c_chat.c: Fix some buffer overflow issues - use snprintf or  server/c_chat.c: Fix some buffer overflow issues - use snprintf or
    use new_draw_info_format instead.     use new_draw_info_format instead.
 lib/artifacts: Update some cloaks not to require a minimum magic level,  lib/artifacts: Update some cloaks not to require a minimum magic level,


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File made using version 1.98 of cvs2html by leaf at 2011-07-21 16:51