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2.3 KiB
2.3 KiB
0.5.1
- Fixes to server crashes caused by incorrect cell comparison added by bandwidth optimization changes
- Fixes to server browser freezes caused by connection failures and incomplete data received from master server
0.5.0
- Server browser
- Synchronization of containers
- Reworked world packets allowing for the saving and loading of world state, including container state
- Bandwidth optimization by forwarding the most frequent player packets only to other players in the same loaded cells
0.4.1
- Packet for saving and loading spellbooks
0.4.0
- Synchronization of spells
- Packet for saving and loading inventories
- Being in a menu no longer prevents you from sending packets about your client
- Fixes to freezes and problems caused by players moving around in cells from expansions/plugins that are not loaded by others
0.3.0
- Synchronization of world object removal, placement, scaling, locking and unlocking
- Synchronization of local, global and member script variables for specific scripts
- Synchronization for the setdelete, placeat, setscale, lock and unlock console commands
- Player markers on minimap
- Death reasons in chat
- Fixes to client freezes related to players logging in at the same time
- Fixes to server crashes related to sending information about invalid players
0.2.0
- Packets for saving and loading classes, birthsigns, dynamic stats, levels, level progress, attribute bonuses from skill increases and progress towards skill increases
- Version checking to prevent mismatches between clients and servers
0.0.1b
- Synchronization of attributes and skills
- Fixes to memory leaks related to player initialization on Windows servers
- Fixes to various graphical glitches
- Main menu buttons for starting, saving and loading games are now disabled
0.0.1a
- Combat animation
- Synchronization of melee and ranged (bow, crossbow, throwable weapons) combat
- Synchronization of health, magicka, fatigue and death
- Synchronization of cell changes
- Server-side Lua scripting
- Chat
0.0.1
- Initial networking and packet architecture
- Synchronization of player character generation
- Synchronization of player position
- Synchronization of player attack states (unarmed, armed with a weapon, using a spell)
- Synchronization of movement and jump animations