MR-2: Auto-revert POS_FIGHTING after inactivity + Realtime character level updates
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README.md
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README.md
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## 📋 Changelog
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## 📋 Changelog
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### 🐛 Bug Fixes
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### 🐛 Bug Fixes
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* **Login:** Fixed an issue where the login phase did not support the updated packet header `100` (`GC_MARK_LOGIN`).
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* **Realtime Character Level Updates:** Implemented the reversed fix (credits to Mali) for updating character level in real-time across game view and all windows (such as Guild window) for all viewing players.
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* **Core Stability:** Implemented safeguards to prevent server cores from crashing (`core downer`) when a negative value is used in commands, such as `/m <vnum> <quantity>`.
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* **Book reading in max level:** Reading skill books does not consume experience points anymore if the character has reached the maximum level (gets max level from game configuration, not a static number).
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* **Character Selection:** Corrected the display of character stats and ensured gauge bars accurately reflect the character's stats during the selection phase.
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* **Negative HP:** Ensured that a character's HP does not drop below 0 upon death.
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* **CMakeLists for QC:** Target libraries link to `qc` (was `db`).
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### ⬆️ Feature Improvements
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### ⬆️ Feature Improvements
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* **All compiler warnings for building in FreeBSD environments have been fixed**
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* **Character position auto-reverts from ```POS_FIGHTING``` to ```POS_STANDING``` after 10 seconds of battle inactivity:** Affects the final logout countdown (from 10s to 3s) as character state updating for real-time data across server functions. Tests performed (and succeeded):
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* Types are synced in comparisons, dynamic string building and other functions and some definitions.
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* The character takes hits from another character.
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* Minor performance improvements noticed in start time after changing `libthecore`'s `virtuals` into `atomic`.
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* The character hits another character.
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* More modern practices introduced in some parts of the codebase.
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* The character takes hits from mobs.
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* **Messenger System:**
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* The character hits mobs/stones.
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* **Cross-Channel/Core Friend Requests:** Implemented support for sending and processing friend requests across different channels and server cores. `ChatPacket` notification is functional if the recipient is not found after searching all channels/cores.
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* The character uses an aggressive skill to another character.
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* **Live Status Updates:** Live updates for adding/removing friend for both parties.
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* An aggressive skill is being used on the character.
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* **Request Guarding:** Added extensive validation checks to prevent:
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* The character uses an aggressive skill to a mob/stone, without killing the instance.
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* Resending a request while a previous one is unanswered.
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* A boss uses a skill on the character.
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* Sending a request to a person who has already sent an active, unanswered request to the sender.
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* Sending a friend request to an existing friend or to yourself.
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* All guard mechanisms provide translated `ChatPacket` notification messages and function correctly across channels and cores.
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* All pending friend requests are cleared on character disconnect (teleport, logout, kick, etc...).
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* A new friend request cancels all previous unanswered ones for that target.
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* **Skill Cooldowns and States:**
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* **Level Reset Handling:** Skill cooldowns are now cleared upon a skill level reset or a skill-group reset. Works with `/setsk` setting horse skills levels to 0 as well.
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* **Togglable Skills:** If a togglable skill is reset, it is automatically deactivated, and its active effect is immediately removed from the character.
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* **Combo Skills:** Combo skill is automatically deactivate if its level is changed to 0 (`/setsk`).
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* **.gitignore file:** Ignoring all files and directories ending in `_BAK` or `.BAK` (case-insensitive)
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