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««« [Revision: 700, Author: harakiri, Date: July 27, 2010] (harakiri) Added: Identified client opcodes OP_RequestGuildInfo, OP_ToggleChannelFilter, OP_RequestChannels and WS_Client_Quit. (harakiri) Added: Identified Toggle Channel Filter and Request Guild Info struct. Added initial server side recognition of these queries. »»» ««« [Revision: 699, Author: harakiri, Date: July 26, 2010] (harakiri) Updated: Extended TriggerSpawn setting to include random min and max spawns, a random number of npcs can now spawn around a trigger. (harakiri) Added: Some more triggered spawns and traps, please update sql delta for trigger*.sql and trigger_spawn*.sql (harakiri) Added: Identified opcodes related to checksums of clients game files. (harakiri) Added: Methods to generate checksum serverside for specific game files. (harakiri) Added: Clients game and meta data file checksums must now match our enforced version, if not login will be prohibited. Modifying game files will no longer be easy, it will now take a more sophisticated hacker =). (harakiri) Updated: World Server was cleaned up a bit with using standing logging facilities. (harakiri) Updated: CastSpell_Struct is now fully identified and documented. (harakiri) Added: Fully identified the weather struct. Readded #weather command »»» ««« [Revision: 698, Author: cofruben, Date: July 14, 2010] (cofruben) Note: In order to help testing, GM's can now cast all spells indoors such as sow etc. (cofruben) Note: Restored my previous debugging system in order to tackle the item bugs (#cdebug items 1) (cofruben) Note: Split client.cpp into items.cpp and merchants.cpp to make it cleaner. »»» ««« [Revision: 697, Author: cofruben, Date: July 14, 2010] (cofruben) Fixed: Anti ghost code is now working correctly adding EntityList::CheckDuplicated(char* name). (cofruben) Fixed: some client connecting stuff, now using less packets to complete it. »»» ««« [Revision: 696, Author: harakiri, Date: July 13, 2010] (harakiri) Added: Triggers now use a database based configuration, Velious/Kunark traps can now also spawn N specific mobs at a specific locations. (harakiri) Added; Velious/Kunark traps can now be disarmed. (harakiri) Added: Added over 50 different traps and trigger messages for specific zones, please source trigger*.sql and trigger_spawn*.sql (harakiri) Updated: Fixed heading on some vanilla traps, added missing qeynos doors, fixed door issues in necropolis. Please source update_doors*.sql (harakiri) Fixed: Spell effects by triggers should now be always visible to the client. (harakiri) Added: command #dist to show the distance to the target (harakiri) Fixed: Most messages sent to the clients should now use DEFAULT_MESSAGE_RANGE instead of a to low value. (harakiri) Fixed: Sending larger messages to the client should now work correctly. »»» ««« [Revision: 695, Author: cofruben, Date: July 12, 2010] (cofruben) Note: Cleaned up client connecting process a little making it more efficient & human readable. (cofruben) Note: Made APPLAYERs constant for all processing of packets so that's more secure. (cofruben) Note: Those steps were needed in order to approach the actual EQEmu networking system, so more changes in the way. »»» ««« [Revision: 694, Author: harakiri, Date: July 07, 2010] (harakiri) Added: Framework for Trigger based Entities (i.e. Kunark/Velious Traps or Environment Messages), when clients enter the proximity of these triggers they can either just print out a message (for example: water drips from the stalactite to the stalagmite) and/or cast specific spells on surrounding targets. (harakiri) Added: Clients can now sense Kunark/Velious Traps. (harakiri) Added: Command #showtriggers to make these invisible triggers appear temporary. (harakiri) Fixed: Weapons for primary/secondary slot should now correctly show their effect. (harakiri) Added: SetAppearance is now available through the perl interface for NPCs. »»» ««« [Revision: 693, Author: cofruben, Date: July 06, 2010] (cofruben) Fixed: a zone crash when using just "/tell" with no target. »»» ««« [Revision: 692, Author: Yeahlight, Date: July 04, 2010] (Yeahlight) Added: Reserved primary and off-hand attacks for NPCs when they are out of melee range (this was previously only enabled during spell channeling). (Yeahlight) Fixed: When an NPC cannot find a complete path from its nearest pathing node to a chosen destination node (recall that this only happens when line of sight is not present), the NPC will now resort to teleportation instead of freaking the hell out. This means that NPCs may now make the transition between disconnected systems of nodes (mini-dungeons). (Yeahlight) Fixed: Cleaned up the CastOn struct. »»» ««« [Revision: 691, Author: Yeahlight, Date: June 30, 2010] (Yeahlight) Empty message. »»»

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