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changeLog.txt
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changeLog.txt
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This file only list changes to game code. Changes to content can be found here:
http://onehouronelife.com/updateLog.php
Server Fixes
--Fixed baby teleportation glitch. Now if there's no place to drop a baby,
they go where you are standing instead of being thrown.
--Babies born outside rift area don't count toward survival requirement for
determining group failure.
--Fixed offspring selection code to balance male and female babies, even for
races that have different numbers of male and female characters (before,
redhead and black mothers had 75% boy babies, now they have 50% like they
should).
--Added support for an Eve window of time at the beginning of an arc. Eves can
only spawn during that time.
--Disabling baby-survivial-age based apocalypse trigger, and replacing it with
a no-fertile-mothers-left (inside the barrier) trigger.
--Outside the Eve window, incoming babies will be born to SOME fertile mother,
no matter what (despite lineage bans, birth cooldowns, etc.)
--Barrier radius 354, for roughly half a million tiles (tried 1/4 million
which was too small, and 1 million, which was too big).
--Forcing all girls to be born if we're outside Eve window and number of
fertile mothers inside the barrier falls below a threshold (1/15 of the
population, or 2, whichever is larger).
--Fixed so that donkeytown can spawn Eves even after the Eve window closes.
--Fixed so that suiciding as a baby counts against your own genetic fitness
score (a bug was preventing it from counting).
--Made fitness leaderboard window a setting, and set it to 24 hours (was 48
hours before). This is the recent-play window for displaying names on the
leaderboard and computing rankings.
--Global failure condition is now baby/mother ratio of 6 or higher (counting
helpless, < 3-year babies and fertile mothers). So no more baby overload at
very end.
--Support for new +hungryWork object tag, which requires and consumes a certain
amount of food when the object is produced. Applying this to chopping down
most kinds of useful trees (at least ones that are sensibly hardwood, like
maple, poplar, and rubber).
--Server biomes random generator reseeds itself after every map wipe. A
different map every time, with one of 4 billion possible seeds.
--Made server wait 8 seconds after signalling apocalypse, to give clients
plenty of time to white-out.
--Fixed so that non-cursed babies don't get born to cursed mothers after Eve
window closes.
--Fixed so that during 2-hour eve window at start of arc, players outside
barrier cannot have babies (so that they have to escape fresh during each
new arc).
--You can now curse people in other families, but only if you utter the curse
in their language. This means that over multiple generations of
co-existence, where subsequent generations of babies learn more and more of
the language, you can curse that family in plain English, eventually, because
they can understand your plain English. But before that, you can utter the
curse in their language directly (or join in a curse that they are carrying
out by repeating what they said in their language. For example, DANCH LEASIE
STEADGED was one translation that I saw for CURSE TOBY JONES.)
--Server logs every player-caused change to map, for wondible's potential use
in time-lapses.
--If server starts up and finds that it's map seed file has been wiped, it
assumes this is a manually-started fresh arc, and reports the end of the
previous arc to the arc-tracking server.
--Server map-change-log includes floors.
--Biome map gen code overhaul. Testing new topographical placement. Swamps
surrounded by grass surrounded by prairie. Snow surrounded by mountain
surrounded by desert surrounded by jungle. Every grassy area is a good
settlement spot, because it's always next to a swamp.
--Disabled plane flying over rift. People escaping early makes it impossible
to test properly.
Version 251 2019-July-25
--Fixed weird initialization of OwnerInfo structure.
--Support for +noHighlight tag on objects (blocking mouse-over highlights,
which look weird on the rift object).
Server Fixes
--Another work-around for the Steam bug. Manually verify that the latest
steam build ID is correct before building.
--Long term non-look map culling (live reclamation by nature) disabled.
--Added an impassible barrier at a adjustable square radius.
--Eve spiral resets to 0,0 when it gets too close to the barrier.
--Adjusted Eve spiral jump to 50 (from 250) and set barrier radius at 250
(500x500 square). The smaller spiral fits nicely in the barrier square.
--If no baby lives to age 15 for 60 straight minutes (on a server with at least
15 active players), then an apocalypse is auto-triggered. This means the
barrier square is out of resources necessary for survival.
Version 248 2019-July-18
--Fixed crash in crafting hints if an object is picked up that has no
transitions.
--Support for adjusting ground tile edge blur at runtime in settings folder.
--Fixed rapid character flipping glitch when walking on a road with a
wide-blocking object on it. Fixes #352
--Fixed crash when specified emotion object ID does not exist.
Server Fixes
--Server now allows authenticated re-connect through no matter what,
force-disconnecting the existing connection if its still seen as connected.
This will eliminate LOGIN FAILED when trying to reconnect quickly (before the
server has seen the connection break), BUT it will also allow someone else
with the same login credentials (like a friend you gave your account key to)
to login and hijack your game (and force you to disconnect). This is an edge
case that will almost never happen, so it's best to honor all connection
requests and assume they came from the legit account owner. Fixes #345
--Fixed implementation of Bresenham's Line Algorithm to handle cases where y
changes faster than x (vertically-oriented lines). This fixes blocked kill
shots and long-distance item uses from tight vertical angles. Fixes #350
--Fixed rounding issues that could affect fitness ranking. Fixes #351
--Fixed so that you can swap held items into full clothing containers.
Fixes #353
--Getting fed by someone else can never break your YUM chain. Getting fed a
yummy food by someone else will increase your chain and give you the normal
bonus. Getting fed a MEH food will not affect your chain, but you won't get
the bonus. This means you can't grief someone's YUM chain, and through
collaboration, you can preserve each other's YUM chains while waiting for
more yummy foods to be available. Fixes #354
--Fixed so that baby carried away from AM transmitter doesn't still transmit
voice. Fixes #355
Version 246 2019-July-5
--Fixed crash if email blank on login screen when score fetch attempted.
--Fixed suffix for 11th, 12th, and 13th rankings. Thanks Twisted.
--Fixed client ignoring DENIED from fitness server.
--Can now swap items in a full container. Related to #340
--Right-clicking bare ground near an object while on a horse now swaps the
horse with that object, making it consistent with other swapping behavior.
Related to #340
--Fixed character getting stuck in eating animation when double-clicking to
eat. This potentially also fixes moonwalking, but I haven't confirmed that.
Related to #309
--Fixed so that new graves correctly replace vanished graves at same location.
Fixes #343 Thanks Twisted.
--Added additional movement fix to Justin L's previous pull request.
--Fixed double sound playing (2x as loud, with phase interference) when putting
on clothing that contains something.
--Added support for red ! speech balloon to accompany certain important off
screen sounds (like murder scream). Fixes #349
Server Fixes
--DIE babies don't affect genetic score of their ancestors (but affect
themselves).
--Fixed bug in interleaving of requests to genetic fitness server, resulting in
stale sequence numbers (and thus offspring not getting logged properly).
--Eves and tutorial players no longer contribute to a player's genetic score.
--Fitness server now discards old offspring records and lives that have fallen
off the end of client's display lists anyway.
--Fixed rare case of visually changing biome. Fixes #341 Thanks Alec Y.
--Blocked default transitions from happening at a distance, to prevent modded
clients from using distant-use objects (like bows and arrows) to open doors
at a distance. Fixes #342
--Fixed objects getting stuck between decay transitions when you walk away and
come back (before, touching the object would finally trigger the pending
transition). Fixes #337
--Handle a special clothing removal case more intelligently. If left-click
does a special clothing action (like remove sword), then it used to be
impossible to take off the clothing (without doing the special action first),
because right-click was reserved for removing stuff from clothing. Now, if
clothing slots are empty, and left-click maps to a special clothing action,
right-click will remove the clothing. Note that it's still impossible to
remove clothing with full slots that also has a special bare-hand action
(because right and left click both do something already).
--Fixed row index in lineage server. Fixes #348
Version 245 2019-June-28
--Support for new genetic fitness score across lives, ranking, leaderboard,
and genetic history display inside client.
Server Fixes
--Whoops... totally forgot to update killEmotionIndex.ini server setting.
Murder Mouth should work now.
Version 243 2019-June-21
--Better randomization (less repetative) of multi-sound sets by shuffling
sounds, playing them in that order, and then reshuffling (instead of picking
a different random sound each time, which can lead to lots of repeats).
--Support in editor for pasting a single sound onto the end of a sound set
without replacing it.
--Client can now play animation sounds from a character's emote.
--8/12 display for lives remaining (suggested by Dodge).
--Finally fixed lurking wrong-grave-info bug (triggered when you swap a bone
basket with something that's on the ground where an old grave has already
decayed away). Fixes #338
Server Fixes
--Fixed issues with other forced-emots (like snowball splats) interruping the
KILL-state angry face. Now the angry face comes back when the snowball splat
melts.
--Admin funciton for restoring all tokens back to starting level (useful before
servers restart).
Version 242 2019-June-19
--Client support for in-game poll feature.
Server Fixes
--Fixed a crash when a baby tries to take a sword out of a backpack they are
wearing.
Version 240 2019-June-14
--Fixed so that lives-left text never overlaps with re-detect or custom-server-
disable buttons on login page. Fixed so that re-dectect button doesn't
linger after visiting settings page triggers a re-measure of FPS.
--There are now both Retry and Re-detect buttons when FPS mismatch occurs,
allowing you to re-measure right then and there without restarting the game.
We don't keep re-measuring every time we return to this screen, speeding up
player login. We wait to fetch life token data from the server until after
the first FPS measurement is over, to avoid networking hiccups messing up the
measurment. Fixes #330
--Fixed memory leak. Fixes #322
--Fixed so that if you click on an object that is surrounded NSEW but still
accessible, you walk there, to that object's spot, and interact with it,
instead of just walking there. Fixes #318
--Protocol now includes lineageEveID with lineage and grave messages so that
client can show DISTANT RELATIVE for relatives and graves that are further
away than the 20 generation cuttoff. Fixes #317
--Fixed memory leak in killMessage. Fixes #311
--New /DISCONNECT command in client for testing.
--Added support for sprites that disappear when an object is contained.
Fixes #282
Server Fixes
--Fixed so that empty tiles that used to contain a natural object are restored
when map is culled back to natural state. Thanks Alec. Fixes #332
--Reduced map database pollution with unecessary 0-values (before, we would
clear a tile's contained items, setting its num-contained to 0 in the db,
every time an item was picked up from that tile, even if the item that was
picked up contained nothing---now, we check that there are contained items
there to clear before clearing them and inserting a 0 for num contained in
the database). This cuts the number of database entries in half in many
situations (thus reducing the disk size of the database dramatically).
--If you disconnect and reconnect when you have 0 lives left, you are no longer
blocked from logging in to resume your last life.
--Fixed bug where you could enter the kill-intent state against family members
when holding the sword, and if you ever got close enough, the server would
generate an endless flood of update messages for the failed kill action,
overload network connections, and leading to disconnects. Now you can't even
enter the kill-intent state if the weapon you are holding is not applicable
to your target. Thanks Laccy. Fixes #320
--Can no longer trigger a transition for warn clothing that takes it to an
unwearable state (for example, hitting crown with hammer to turn it back into
an ingot while you're still wearing it). Fixes #310
--No more tutorial players in name logs. Fixes #333
--Fixed typo in square root of two in server code. Fixes #325
--Fixed disappearing springs caused by map cache not being aware of grid
placement status. Fixes #319
--Trees and other permanent objects regrowing destroy sections of underlying
roads in natural reclamation. However, surface non-permanent natural objects
(stones, iron, etc.) will re-occur on top of the road. Fixes #334
--No language barriers on low-pop servers. Fixes #314
--Making sure REMV action is grid adjacent. Fixes #312
--Monument stats include year now. Fixes #307
--Fixed calculation of distance for fleeing/chasing animal movement. Fixes #306
--If you quit the client to disconnect and then reconnect as a twin, it will
now kill your old self to make room for your twin (it used to confusingly
reconnect you to your old life, and let your partner through as a lone twin).
Fixes #305
--Fixed cause of ghost players who just stand there but aren't really there.
Fixes #299
--Smarter code when swapping shoes. Swaps held shoe with non-matching shoe
first, and if both shoes are non-matching, pays attention to which shoe you
clicked on. Fixes #297
--If name of Eve or baby not unique within past two hours on server, closest
unique name chosen instead. No more roman numeral suffixes. Fixes #283
Version 238 2019-June-8
--Support for limited number of life tokens per player, with more tokens
earned every hour that passes.
Server Fixes
--We now add a new Eve whenever existing families have more than 15 players
each on average.
--Lineage server trims newlines from death cause description.
--People without last names can be cursed. Fixes #302
--Fixed a memory leak in murderPerpEmail.
--Support for 'kill' result emots that are non-lethal and don't make you drop
what you are holding through new no_replace tag. Snowball splats now work
this way.
--Stone road not culled (allong with stone walls) during map reclamation by
nature.
--Rolled back change 7292535f9fca5333bff52f3ba9038b530ea77273, so max birth
cooldown is 5 minutes again.
--Rolled back changes 10e9b49dca89cd9e50895a883a0e98c9ab9e0f89 and
b33eae6c249103b32b4c0163bb5fe1e57c1d3a35, so mother's birth cooldown only
resets if she picked up a SIDS baby, and doesn't reset if most recent baby
died due to neglect.
--Partially rolled back change 2419cdf75a3d64d2c637851434763c84efdd7649 so that
suicide triggers area ban like it did before, but family skip list is still
functioning too. Thus, suicide has a compound effect of making you skip the
family until you run out of families AND ban yourself from that area.
Figured leaving skip list code in place for now is fine, instead of tearing
it out completely.
--Disabled latest Eve spring grid placement close to civ, and re-enabled old
Eve spiral.
--New Eve spiral behavior: If center of spiral hasn't been seen in a long
enough time that it has likely been culled, we restart the spiral again from
the center. This prevents the spiral from getting endlessly bigger, and
brings Eves closer together again periodically, as the center of the map gets
culled.
Version 235 2019-May-29
--Fixed one cause of rubber-banding player movement in client. No need to
navigate all the way back to start of a new path sent by server if we're
closer to a spot in the middle of the path.
--Fixed so that other players never slow down in their movement to match
server timing, but still speed up if necessary. (It's always okay for
another player to arrive at their destination early, client-side.)
Server Fixes
--Changes to function of /DIE. Can no longer use it to cycle through all
families and force yourself to be an unecessary Eve. Eve only spawns if
there are really no available motehrs for an incoming baby. /DIE adds this
family to your family skip list. If you eventually cycle through all
families, so that you've skipped them all, and none are left, your skip list
is cleared.
--When the server has 15 or more simultaneous players, 200 map database entries
are examined every periodic server step (4x per second), and any entries in
regions that have not been seen by players in 8 hours are set back to their
natural state. Depending on the size of the database, walking through all
entries can take quite a while (the current bigserver2 database has 25
million entries, so that would take 8 hours at the current rate). Thus, the
actual decay-back-to-nature time will be at least 8 hours, due to the time it
takes to walk through all database entries. Also, a group of tiles will
potentially clear in an uneven sequence, based on their order in the
database. Thus, partial ruins are possible.
--Don't spawn non-cursed Eve near donkey town.
--Always reset mother's birth cool down if baby does /DIE, whether ever held
or not.
--Mother's birth cool-down instantly resets when her most-recent baby dies of
any cause.
--Max birth cool-down for mother is 3 minutes instead of 5 (mean 1.2 minutes
instead of 2 minutes).
--Ancient stone walls are left standing during 8-hour-no-look map culling.
Version 234 2019-May-25
--Fixed long-standing bug when something decays in the hand of a moving player,
causing a bad player update message to get sent, making their position revert
on other clients.
--On SHIFT-click to kill, allow missing by up to four tiles (finding closest
person and calling them the target) to avoid the annoying "drop your weapon
by accident" game when you're trying to click on a moving target.
--Fixed long-standing bug that would defer mid-move player change until after
their move completed.
Server Fixes:
--Query times listed on front page of family tree server.
--Reduced server step time to 1/10 sec max if there are active kill requests
pending, so that even on servers with very few players, kills happen
instantly when players cross paths.
--Added a work-around for a bug in move path validation that was causing valid
moves to get rejected by server. Fixed check for diagonal adjacent.
Version 231 2019-May-23
--Tiles that are drawn as non-flipped remember their non-flipped status, even
if they change to flippable tiles later (so they don't flip back and forth
in an unappealing way).
--Client supports new KILL message semantics.
--Fixed a glitch where other players showed doing animation when their held
object passively changed.
--Fixed glitch on auto-click at the end of very short paths.
--Applied fixes for various movement glitches. Thanks Justin L.
--KILL action now requires SHIFT key held. Instruction image updated.
Server Fixes:
--Fixed bug in deletion of underlying object if grave marker has no slots.
--Increased name match limit in family tree search to 30,000, and ensuring
performance by forcing use of name column as index in all name queries.
--Code that accepts KILL command is more liberal in case of a moving target.
Now it's very hard to miss with the bow, assuming that the target is within
range and you actually click on them client-side.
--Fixed so that use-on-bare-ground objects that are groundOnly can't be used on
floors.
--Added a script to automate end-user installation of a private server on Linux.
--Fixed so that Eves don't spawn near tutorial town.
--Fixed so that VOG doesn't see language-mapped phrases.
--Fixed so that spring placement not blocked by objects to the south.
--Improved thermal model for buildings. Now using a 13x13 heat grid instead of
8x8, to support larger buildings. We now detect a binary indoor/outdoor
property for each player, based on being completely surrounded by walls,
floors, and closed doors. If indoors, the effect of a cold environment is
halved, and the effect of clothing to protect from cold environments is
doubled.
--Changed semantics of player KILL action server-side. Instead of an
instantaneous action based on player proximity that either succeeds or fails,
the server remembers that the player is trying to kill that other player and
forces an angry emote for their face. If they ever get within range of the
target player, the kill action is executed. The kill state will get canceled
if they drop their weapon, target someone else, or if their target dies of
other causes. Essentially, once you set a quest for blood on another player,
if you ever cross paths with them, it will happen. This dramatically reduces
the effectiveness of dancing around, but doesn't undercut the advantage of
range weapons (you can still run away from an attacker). If two players
attempt to kill each other simultaneously, the player that was put into the
kill state first will succeed, if the players ever cross paths.
--Fixed missing fseek between fread and fwrite calls. Thanks Justin L.
Related to pull request #268
--Fixed bug in param order in call to getClosestOtherPlayer.
--If you didn't inherit a family name at birth, you get the family name of
whoever is holding you when they name you. Related to #227
--Standardized other-person-naming code, whether for held baby, or non-held,
currently-nameless adult. Baby inherits the family name of their mother at
birth, or the family name of their namer otherwise. Family name can differ
from last name, depending on who named you, but your family name will
resurface later down the line as a last name if your last name is lost.
Fixes #277
Version 228 2019-May-16
--Abbreviating more than 4 GREATS in grave names as 5X GREAT so that it doesn't
go off the edge of the screen.
--Eve placed in random location at radius around spring, with home arrow
pointing back to spring. Client searches for initial home arrow further
away, maybe way off screen, than before.
Server Fixes:
--Timeout to re-use previously-used Eve spring locations is 1 hour instead of 3.
--New map, with bug fix, too dense. Restored old map spacing.
--Fixed bug in Eve grid placement that caused resorting to old spriral.
Fixes #303
--Fixed so that trying to add food to a full backpack doesn't make you eat
it by accident. Fixes #304
--Support for on-worn-clothing transitions and bare-hand-on-worn-clothing
transitions to allow sword to be added and removed from backpack in a more
visible spot (not contained).
--Fixed rare server crash when a player connection breaks in middle of a
multi-speech message server frame. All speech messages from the frame
should be sent in one message.
--Lineage server catches character name searches that match too many names, to
avoid overly long query times.
--Map wiping script now checks ~/skipMapWipe.txt file, so certain servers can
be flagged as never wiping.
--More dense Eve packing by instant-reusing spring sites for dead Eve lineages.
--Lineage ban now lasts 1.5 hours of living in game, or 3 hours max, even if
not living in game (used to be 24 hours if not living in game).
--Fixed major array-bounds bug if you die and drop something in a crowded area.
--Babies can now learn other languages that are spoken around them before age 3.
--Babies inherit whatever portion of another language their mother learned
while she was a baby. Thus, accents disappear trans-generationally,
assuming that each new baby is exposed to even more of the language before
age 3.
--Upped the learning window to age 6. Three years with mom, three years
wandering the village to hear others speaking.
--Fixed bug that prevented eating when clicking on clothing with no slots.
--Support for special DIE baby grave, on ground or held, that can decay faster.
--If you put a sword-backpack on a baby, they can no longer draw the sword.
--Eve grid search centered around some living person, chosen at random.
Becasue big towns have more people, they will end up with more Eves around
them.
Version 223 2019-May-10
--Fixed bug that was causing inherited home marker position (closest marker
visible on screen during spawn) to get deleted.
Server Fixes:
--Manually-triggered server object survey (objects around living players).
--Handled case where ticket server check not required, and thus curse status of
player might be unknown (birth of a baby was blocked in that case, forcing
all players to be Eve).
--Fixed bug in unblocked path detection that was allowing arrows to shoot
through walls on diagonals. Thanks Tarr.
--Different Eve lines speak different languages with bi-directional filter.
--New Eve placement on natural spring grid, with auto-home-marker for Eve.
--childSameRaceLikelihood now 100%. Races with 3 members are not forced to
have children of the neighboring race.
--Support for deadly objects that work on other family only.
Version 221 2019-May-5
--Server now reports death-age in GRAVE_OLD message, and client now displays
how long person has been dead on grave mouse-over.
--Temporarily disable mushroom sprite remap effect when taking photos.
--PaperThreshold slider in import editor allows better control of feathering on
transparent sprite edges.
--New protocol for server to tell client about valley spacing.
Server Fixes:
--Daily mass disconnect issue: rolling the servers log.txt over was using a
copy operation, and for a 2.9 GB log file, this was stalling the server for
20 seconds. Switched to a move operation instead, which is instantaneous.
--Fixed a bunch of bugs in way old graves and moving graves are tracked.
--Map pull mode now deals in absolute coordinates.
--Map pull mode now prevents player starvation.
--Fixed bug in removing owners that was causing the OW message detailing
ownership change to be sent over and over (every server frame, which can be
hundreds of times per second) during the 5-second grace period before we
disconnect the dead player. This overloaded the socket buffer for clients,
causing them to disconnect. Fixes #286
--Support for gridPlacement objects that are spread evenly on map (ponds).
--Fixed RIDICULOUS bug in map placement algorithm (that was mis-measuring tall
objects to the south that would block placement of short objects, effectively
blocking placement of short objects in the two tiles to the north of any
object that sticks up above the tile center). Map is now much fuller than it
used to be.
Version 219 2019-April-27
--Fixed bug that cause chat sheet to not appear if another field was focused.
Was caused by VOG code.
--Copying an off-screen player's flip orientation when insta-dropping an
object.
--Copying a player's flip orientation when use-on-bare-ground with a non-
permanent result.
Server Fixes:
--You can no longer curses someone by name after they've been dead for 5
minutes.
--You can only curse your own family members, not people from other lines.
--Fixed coordinate leak in initial PM message.
Version 216 2019-April-19
--Fixed long-standing bug in transition generation when both actor and target
have uses but one of them is marked as noUse (example: digging potatoes
without using shovel).
--Server and client support for owned property gates, and assigning ownership
verbally to other players by name or by YOU for nearby players. Mouse over
gate for name of closest owner.
Server Fixes:
--Bare-hand actions no longer reset decay time if new object decays in same
amount of time as old object (even if they decay into different things).
Version 215 2019-April-5
--Object editor supports pasting color over all sprites in object.
--Fixed bug causing some category-based transitions to not show up in editor.
--Sprite Trim Editor no longer clears trim when subsprites saved.
--Fixed client-side bug when two graves are "in the air" simultaneously and
swap positions on the ground, which resulted in one of the grave's info being
lost.
--Support for mousing over old graves from people who died before your birth.
Server Fixes:
--Fixed bug that skipped heat map recomputation if number of players on server
shrank.
--Lineage server shows tables of deep roots.
--Family name sticks with you even if your mother is nameless or doesn't name
you.
Version 212 2019-March-29
--Fixed bug in regular-click on permanent containers mapping to REMV always,
even if container has a bare-hand action (like horse cart). Fixes #261
--Client provides account key hmac in lineage server URL.
--Special case of object sprite subset detection (where sub object has a single
sprite, it is a subset even if there are rotations, flips, or translations in
the super-object). Example: removing onion from plate.
Server Fixes:
--Temporarily taking public life log data offline. Will move it to a separate
server when I return from GDC.
--Temporary fix server-side for client basket and horse cart bug.
--Rolled back server-side temp fix, now that client-side fix is in place.
--Animals no longer spawn outside of their target biomes (along biome
boundaries). No more mosquitos in desert, seals in jungle. Fixes #260
--Lineage server now requires account key hmac along with email search to
verify email ownership and protect privacy. (Disabled for now until client
update.)
--Default server setting (settings/remoteReport.ini = 0) now avoids reporting
to central curse, lineage, and review servers. This one setting overrides
all others that control reporting. People who are running vanilla server
code will no longer be hammering my servers with bad requests.
Version 211 2019-March-16
--Fixed overlay negative scaling check in EditorImportPage. Thanks Chard.
Fixes #243
--scanf calls in soundBank and spriteBank were using .txt file extensions.
--Added work-around for corrupted bin_cache files instead of crashing.
--100 Hz added to possible frame rates.
--Left or right click now works to remove specific item from permanent
container. Fixes #257
--Support for sounds in emot objects.
Server Fixes:
--Fixed crash when player clicks to remove default object from container.
--No babies born to vog player. Fixes #244
--Fixed so that lastCheckedBiome is correct, in certain cases where we call
getBaseMap for neighboring cells too. Thanks Chard. Fixes #245. Fixes #246
--Fixed so that on-chunk vog players do not become visible when walking onto a
map chunk.
--Min rebirth distance reduced from 2000 down to 200. Eve spiral jump radius
is currently 250, so as the eve spiral passed near established towns, that
Eve would be blocked from giving birth to players who lived recently in the
nearby town. 2000 was too large. 200 is large enough to prevent you from
being in born in the same specific town over and over, even if there are
multiple family lines in that town.
--Clothing thermal model reworked to make it more intuitive. Before, because
clothing held in body heat, which was added each sim step, additional
clothing had a non-linear effect on your steady-state temperature. Adding or
removing one shoe could dramatically change your temperature. Now, no body
heat is added each sim step. Instead, the R-value of your clothing outfit
closes the gap between your environment's temperature and your ideal
temperature, but only in cold environments. A perfect set of clothing with
an R-value of 1.0 would bring a cold environment twice as close to perfect as
it would be without clothing. In other words, clothing alone gets you
half-way to perfect now in cold environments. This effect is additve and
linear, so in a cold environment, each piece of clothing that you add makes
you a little bit warmer. Also, the clothing R value still slows your
temperature change, but only if your environment is further from perfect than
your current temperature. If you move into a more perfect environment (like
standing by a fire), your clothing will not slow down your temperature change
to more perfect. But when you move to a less perfect environment, it will
slow down your temperature change.
--Prevented relative position leaking for far-away player in initial player
update message. Also fixed for far-away grave messages. Fixes #251
--Support for forbidden emot indices right in middle of list instead of just at
end of list.
Version 206 2019-March-1
--Game client now prints version number on startup.
--Client and editor no longer fight each other over bin_cache version numbers.
--Fixed so client left/right mouse differentation for pick-up vs. modify (like
for stacks of bowls) only kicks in if the modify transition is a true
modification, leaving something on the ground, and not just a pick-up change.
This, in turn, fixes picking up piglets so that they go into their held
state. Fixes #240
--Made walking-on-road behavior consistent if blocking object intersects. Now
you always stop, instead of routing around in a poorly defined way and
changing speed. Fixes #242
--VOG.
Server Fixes:
--Fixed server crash due to not checking player disconnected status in one spot
before sending a message to their socket.
--Lineage limit now applies to birth location instead of family line, to deal
with multi-family towns (or twin-Eve founded towns). After living a
substantial life, cannot be born within 2000 tiles of that birth location
until enough time has been spent living in other areas. Fixes #222
--Removed some redundant code triggered when a permanent held object is swapped
with something on the ground. This code was causing an extra transition step
to happen, making a horse's lasso disappear, for example. Fixes #233
--Fixed incorrect variable declaration location in lineage server.
--Compounded snowball splats are no longer deadly. Fixes #235
--Container removes and swaps now skips any item that player is not old enough
to hold (knife on top of backpack no longer blocks access to other items).
Fixes #238
--Now you don't die until your food goes negative, making empty-hunger-bar
behavior consistent when you starve down to 0 or nurse down to 0. When your
hunger bar shows 0, you still have one pip's worth of time before death. You
only die when it is decremented FROM 0. This also gives you a bit of extra
warning time, generally. Fixes #241
Version 204 2019-February-22
--Oh jeez... gotta fopen files in binary mode on Windows.
--Old bin_cache files need to be cleared after each update. New implementation
that uses latest version number in file name.
Version 202 2019-February-22
--Client prints stat about fraction of total sprites loaded.
--Dramatic speed up to client load time. Pre-loading all sprites before LOGIN
screen shown from a single compressed cache file (used to load sprites from