forked from mirror/openmw-tes3mp
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115 lines
4.2 KiB
Markdown
115 lines
4.2 KiB
Markdown
0.6.1
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* Record player positions before their last cell change
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* Remove inertia from players who are teleported via a packet
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* Fix data loss caused by server packets attempting to add invalid items, spells and quests
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* Fix client crashes caused by items with state disabling scripts, as well as their side effects of making players disappear to others
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* Fix server crashes caused by improper interior initialization when exterior 0, 0 is loaded
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* Fix server freezes caused by infinite topic packet spam from local scripts
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* Fix spell casting probability synchronization
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* Prevent players from using excessively long names
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0.6.0
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* Synchronization of NPC & creature positions, stats, equipment, speech, attacks, spells & animations
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* Reworked server browser with major stability fixes and additional information about servers
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* Synchronization of client & server plugins (non-automated)
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* Synchronization of leveled & summoned creature spawns
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* Synchronization of rotation animations
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* Synchronization of journal entries
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* Synchronization of faction ranks, reputation and expulsion states
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* Synchronization of dialogue topics
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* Synchronization of kill counts checked in quest progression
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* Synchronization of trap states
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* Synchronization of object states (i.e. whether they are enabled or disabled)
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* Synchronization of player werewolf states
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* Synchronization of time of day
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* Saving & loading of read skill books
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* Fix to messagebox buttons for client scripts
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* Fix to synchronization of object locking/unlocking
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* Packet for jailing players
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* Packet for setting the difficulty for each player
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* Bandwidth optimization for all packet types
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* Various fixes to client & server crashes
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0.5.2
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* Fix to server crash caused by not deleting empty cells upon players disconnecting
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* Fix to client freezes caused by invalid spells and races
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* Fix to players not being spawned when using other base master files
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* Fix to visual glitch where flying players bounced up and down continuously
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0.5.1
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* Fix to server crash caused by incorrect cell comparison added by bandwidth optimization changes
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* Fix to server browser freeze caused by connection failures and incomplete data received from master server
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0.5.0
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* Server browser
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* Synchronization of containers
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* Reworked world packets allowing for the saving and loading of world state, including container state
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* Bandwidth optimization by forwarding the most frequent player packets only to other players in the same loaded cells
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0.4.1
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* Packet for saving and loading spellbooks
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0.4.0
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* Synchronization of spells
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* Packet for saving and loading inventories
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* Being in a menu no longer prevents you from sending packets about your client
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* Fixes to freezes and problems caused by players moving around in cells from expansions/plugins that are not loaded by others
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0.3.0
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* Synchronization of world object removal, placement, scaling, locking and unlocking
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* Synchronization of local, global and member script variables for specific scripts
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* Synchronization for the setdelete, placeat, setscale, lock and unlock console commands
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* Player markers on minimap
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* Death reasons in chat
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* Fix to client freeze related to players logging in at the same time
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* Fix to server crash related to sending information about invalid players
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0.2.0
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* Packets for saving and loading classes, birthsigns, dynamic stats, levels, level progress, attribute bonuses from skill increases and progress towards skill increases
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* Version checking to prevent mismatches between clients and servers
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0.0.1b
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* Synchronization of attributes and skills
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* Fix to memory leaks related to player initialization on Windows servers
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* Fix to various graphical glitches
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* Main menu buttons for starting, saving and loading games are now disabled
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0.0.1a
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* Combat animation
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* Synchronization of melee and ranged (bow, crossbow, throwable weapons) combat
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* Synchronization of health, magicka, fatigue and death
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* Synchronization of cell changes
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* Server-side Lua scripting
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* Chat
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0.0.1
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* Initial networking and packet architecture
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* Synchronization of player character generation
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* Synchronization of player position
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* Synchronization of player attack states (unarmed, armed with a weapon, using a spell)
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* Synchronization of movement and jump animations
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