[ARCHIVED] Archived UOX3 Version (0.99 - Updated Mar 19th 2012)

Where we archive the version changelog threads
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[color=orange]5/11/2009 - Xuri[/color]
	Fixed client/server synch-issue with boats by changing prSend( 1 ) to prSend( 0 ) in boat movement code (Jediman)
	Added stablemaster JS-script and assigned it to the animal-trainer vendors (Xuri)
 		Available commands: claim (list|pet-name), stable
	Added missing Meteor Storm Scroll to DFNDATA/ITEMS/MAGIC/scrolls.dfn (Ghostwolf)
	Added a new DFN (DFNDATA\NPC\lbrraces.dfn) with Meer and Juka NPCs  (Ghostwolf)
	Added Meer and Juka races to races.dfn (Ghostwolf)
	Added Meer and Juka NPCs to GM-menu under Humanoid NPCs (Xuri)
	Fixed messed up smithing gump (Ghostwolf)
	Added Jhelom fighting pit to regions.dfn and renumbered the regions (Ghostwolf)
	Added other regions included dungeons, guard outpost, etc (Ghostwolf)
	Added regions in Trammel, Ilshenar, Malas and the Map of Tokuno Note (Ghostwolf)
	Updated instalog-section with Trammel and Ilshenar inns (Ghostwolf)
	Changed Bucc's Den regions to not guarded (Ghostwolf)
	Added two new NPCs - [shade] and [armeddaemon] to DFNDATA/NPC/undead.dfn and DFNDATA/NPC/daemons.dfn (Ghostwolf)
	Tweaked ID of existing [daemon] to that of the unarmed one (Xuri)
	Added Shade and Armed Daemon entries to GM menu (Xuri)
	Added support for bamboo flute in musicianship/enticement/peacemaking JS-scripts (dragon slayer)
	Added entries for bamboo flutes in DFNDATA/ITEMS/SKILLS/MISC/music_instruments.dfn (Xuri)
	Added bamboo flute to GM-menu under music instruments, and entries in jse_objectassociations.dfn (Xuri)
	Added new JS-script for bolas - JS/ITEM/bola.js (dragon slayer)
	Added entry for bola in a new DFN file: DFNDATA/ITEMS/GEAR/WEAPONS/missile_weapons.dfn (Xuri)
	Added entry for bola in jse_objectassociations.dfn (Xuri)
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Post by Mindless Automaton »

Explosive bunny script doesn't make the cut again, dang! ;)
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Linux - UOX3 - 0.99.5 dev branch
Win10Pro 19042.572 - UOX3 0.99.3a; Razor 1.0.14; Client 7.0.87.11 or 4.0.11c (Patch 0)
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[color=orange]11/08/2009 - Xuri[/color]
	Added support for LOOT and PACKITEM dfn tags in item-defintions, for pre-adding items to containers (Shudderz)
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Post by Shudderz »

Wow. I feel Honored. :) Very cool.
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Post by Xuri »

Edit: A couple of small fixes.

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[color=orange]1/24/2010 - Xuri[/color]
	Added definition of 0x1EB9 as a Tinker Tool in jse_objectassociations.scp
	Added system messages confirming when items have been locked down or released in a house
	Fixed a bug where targeting a non-valid object would crash UOX3 when trying to release locked down items
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[color=orange]1/28/2010 - Xuri (0.98-4.0d)[/color]
	Fixed a servercrash that occured when server tried to regrown wool on shorn sheep that were dead
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[color=orange]1/29/2010 - Xuri[/color]
	Fixed an issue that caused NPC shopkeepers to get overloaded by the weight of items in their shop-layers
	Fixed an incorrect entry in namelists.dfn
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[color=orange]1/30/2010 - Xuri[/color]
	Fixed an issue with sword.js which stopped you from carving shafts/kindling from a single wooden log
	Re-ordered IDs listed under METAL in DFNDATA/CREATE/resources.dfn to make UOX3 give same ingot-types when smelting
		player-crafted items as when smelting raw ore.
	Moved buckler-entry in smithing.dfn from item 1 to item 367 as it doesn't seem possible to craft item number 1
	Added missing pickpocket-dummy entries to jse_objectassociations.scp
	Added decayable = false to freeze command in misc-cmd.js
	Did some minor updates to the JavaScript Documentation
	Did some tweaks to some tailoring js-files to make spinning wheels stop breaking if global onCreateDFN script is present
	Removed erroneous DEF values from leather.dfn, studded_leather.dfn and bone.dfn - should use values from base_armor.dfn
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[color=orange]1/31/2010 - Xuri (0.98-4.0e)[/color]
	Added DEF values to standard clothing, footwear and headwear
	Minor fix to JS/COMMANDS/TARGETING/add.js which ensures that the script won't break under some very specific circumstances
	System-message rapporting how many ingots player gets when smelting player-made items should now rapport correct amount
	Made GetScriptItemSettings look for "x" instead of "0x" in harditems.dfn, fixes some stacking issues with ingots
	Corrected IDs for gold coins and kindling in harditems.dfn by removing leading 0s in the IDs
	Crafting system can now handle MAXRANK values up to 255
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Post by Xuri »

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[color=orange]2/1/2010 - Xuri (0.98-4.0f)[/color]
	Added script for Dice and Cup-item, which lets players use said item to...(drumroll, please)...roll dice!
	Fixed an issue where NPCs could spawn at Z -128
	Fixed an issue with regional spawns and type 69 spawners which would cause NPCs to be spawned in blocked locations
	Fixed an issue with type 62 spawners which would cause NPCs to spawn at Z 0 (Shudderz)
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Post by Xuri »

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[color=orange]2/1/2010 - Xuri (0.98-4.0g)[/color]
	Fixed an issue with open doors in player houses that could cause them to decay if they were open during decay-check
	Fixed an issue with locked down items decaying (despite being inside houses)
	A system message should now be displayed when locking down items, showing how many lockdowns remain
	Added JS Item property: multi - A read-only Object-reference to the multi a specific item is inside
	Items of objType OT_SPAWNER with amount set higher than 1 should no longer be duped when picked up off the ground 
	Added movable=2 and weight=50000 to Base_spawner-definition to make it impossible for players to steal them
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[color=orange]2/3/2010 - Xuri[/color]
	The duping command (dupe.js) should now be able to dupe spawner-objects properly
	Added missing Tinker Tools and Fletching Tools to jse_objectassociations.scp (Puck)
	Fixed an incorrect name-entry in namelists.dfn (Puck)
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[color=orange]2/7/2010 - Xuri (0.98-4.0h)[/color]
	Added new UOX.INI settings:
		GLOBALITEMDECAY - Toggles on/off item decay on a global scale. Note that it does not remove the decay-status from items, it just 
						resets the decay-timer when it reaches 0
		SCRIPTITEMSDECAYABLE - Toggles whether DFN-items will decay by default or not. Can be overriden by DECAY tag in item-DFNs
		BASEITEMSDECAYABLE - Toggles whether base-items will decay by default or not. Can be overriden by DECAY tag in harditems.dfn
		ITEMDECAYINHOUSES - Toggles default decay of non-locked down items inside multis (houses and boats)
	Removed lines from add.js that set decayable as true or false (except for spawners), default decay now handled by ini-settings
	Made skulls dropped as loot by Bonemages movable
	Fixed several issues with spawners.dfn, including incorrect names and spawnobject-entries (Puck)
	Added default ID to base_spawner item in DFNDATA/ITEMS/GMMENU/spawners.dfn to make it spawnable without invalid gfx
	Fixed an incorrect ID for Iron Ore in DFNDATA/HARDITEMS/harditems.dfn and DFNDATA/ITEMS/SKILL/RESOURCES/mining.dfn
	Fixed a bug that stopped UOX3 from reading and applying DIR values from item-DFNs correctly
	Added DIR values to all lightsources in DFNDATA/ITEMS/BUILDING/lighting.dfn
	Added DIR values to all .js files in JS/SERVER/LIGHT/ folder, enabling players to turn on/off lightsources
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Post by Xuri »

A small update. Will post experimental build in a sec.

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[color=orange]14/12/2011 - Xuri (0.98-4.0i)[/color]
	Fixed an issue causing errors when compiling in VS 2008 Express and newer (giwo)
	Added some exception-handling to cScript::DoCallback() in cScript.cpp (spdddmn)
	Added NPCWANDER-type 5 (WT_FROZEN) - which will stop NPCs from moving. Useful for reapers and corpsers and such.
	Added support for six new JS events: 
		onBuy( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access.
		onSell( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access.
		onBuyFromVendor(socket, objVendor, objBought ) - triggers for item while item is being bought from an NPC vendor; return false in script to block sale, defaults to true
		onBoughtFromVendor( socket, objVendor, objBought ) - triggers on item after purchase has gone through and item has reached the player's backpack
		onSellToVendor( socket, objVendor, objSold ) - triggers for item while item is being sold to an NPC vendor; return false in script to block sale, defaults to true
		onSoldToVendor( socket, objVendor, objSold ) - triggers on item after sale has gone through and item has reached the vendor's boughtpack 
	Included CJSMapping.h and cScript.h in vendor.cpp to support new JS events
	Added onBoughtFromVendor JS events to pet-statue scripts in JS/NPC/PETS/ to automagically turn statues into live pets immediately after being bought
	Added a NULL-check in CJSEngine::AquireObject() in CJSEngine.cpp (spdddmn)
	Added an extra check to CPISellItem to make sure the character trying to sell items still owns those items when accepting trade
	(Added a temporary workaround for NPC pathfinding with long queues of NPCs trying to reach the same target)
	Added new DFN tags for ranged weapons, defining ammunition id required (color optional) and missile-effect id played (color/rendermode optional):
		AMMO=id (color)
		AMMOFX=id (color rendermode)
	Added AMMO and AMMOFX tags to ranged weapons in archery.dfn, aos_weapons.dfn, se_weapons.dfn and baseitem.dfn
	Added support for Fukiya blowguns as an Archery weapon in code
	Added new item DFN tag (and JS item property) to define maximum amount of stones (weight) a container can hold (replaces hardcoded value):
		WEIGHTMAX=# (defaults to 40000 - or 400.00 stones - for all containers)
	Added container-capactity information to item tooltip
	Added "Locked Down" text to item tooltips for locked down items. Refresh seems funky though.
	Fixed an issue where tooltips would display the current weight of and amount of items being spawned by container-spawners
	Fixed a server crash caused by the Item Identification-skill when used on items of type 15 - IT_MAGICWAND
	Fixed item-tooltip that describes remaining charges on an item of type 15 - IT_MAGICWAND.
	Fixed an issue with the JS Method Open for File Objects where it wouldn't allow opening files for appending or writing, only reading
	Fixed name in addmenu for item 0x0F64 (unused torch)
	Fixed TrainerShopping list in DFNDATA/ITEMS/shoplist.dfn - now refers to actual animal-statue items in DFNs
	Fixed DIR values for various wall sconces (DFNDATA/ITEMS/lighting.dfn) and heating stands (DFNDATA/SKILLS/TOOLS/alchemy.dfn)
	Fixed some incorrect scriptIDs for lightsources in jse_fileassociations.scp and jse_objectassociations.scp
	Fixed broken smithing of agapite items due to duplicate item-numbers between agapite and gold crafting DFNs (DFNDATA/CREATE/smithing_agapite.dfn)
	Fixed 'SETRACE command, no longer tries to use non-existing method to set character's race (JS/COMMANDS/setrace.js)
	Fixed some confusion with how vendor buy/sell backpacks were handled internally in code
	Fixed an issue where onCreate JS scripts would not run for duped items
	Updated dictionary-files with some more messages, including a missing systemmessage used to inform of remaining amount of lockdowns in houses
	Changed MAX_NAME to a 128 byte limit to support long item names.
	Changed JS scripts for lights to save DIR to MOREX when turning light off, and load DIR from MOREX when turning on. Sets default DIR if no MOREX value can be found.
	Changed some items spawned through code to use CreateScriptItem (DFN based) instead of CreateItem (Tiledata-based):
		Leftover arrows and crossbow-bolts that appear on ground during combat
		All cases where gold coins are spawned (newbie gold, random fishing, gravedigging, result of trading, NPC escort reward, etc)
		Ingots created from smelting items
		Resurrection robes (DFN entry added to DFNDATA/ITEMS/GEAR/CLOTHING/clothing.dfn for potential tweaking)
	The empty bottles that appear after using a potion will now be DFN based (JS/ITEM/potion.js)
	Fixed an error in JS/ITEM/diceandcup.js (dragon slayer)
	Made spawners of type IT_AREASPAWNER (69) use the MORE value ('set more 0x0000XXYY) to determine offset area to spawn in
	Corrected hit sounds for bows and crossbows, were using dart sound
	Changed miss-sound for bows and crossbows to make them different from melee weapon misses
	Randomized impact-sounds for melee weapons
	Randomized get-hit sounds for male and female human characters
	Revamped spell-damage and magic-resist systems:
		Added new function in magic.cpp to calculate spell-damage after magic-resist and eval-int vs resist-check: 
			SI16 CalcSpellDamageMod( CChar *caster, CChar *target, SI16 baseDamage, bool spellResisted )
		Updated cMagic::CheckResist() with magic resistance formulas based on pre-AoS information
		Added BASEDMG tag to a number of spells in DFNDATA/SPELLS/spells.dfn. 
			For damage-spells, it's the maximum potential basedamage done before bonuses (or penalties) based on target resist, caster eval int and item resistances.
			For healing spells, it's the maximum potential basehealing done before potential bonuses
		Damage-spells updated to use new methods for calculating damage and magic resistances, both of which should now be close to pre-AoS implementation
		Changed Chain Lightning and Meteor Swarm spells to split the total damage done between all targets
		Mind Blast changes:
			Mind Blast will now never exceed 60% of target max-health, nor above 120% of BASEDMG
			If target's Int stat makes out a larger percentage of his/her total stats (Sum of Str, Dex, Int) than the caster's, spell backfires onto caster
		Debuff-spells like Clumsy, Feeblemind, Weaken and Curse can no longer be fully resisted. Resisting will halve the effect-duration instead.
		Spells will now only do double damaga against non-human NPCs (monsters and animals)
		Exposed CombatExplodeDelay to UOX.INI, and changed the default delay between targeting and damage for the Explosion spell from 0 to 2 seconds
		Updated JS/MAGIC/level1targ.js with new magic damage and resist system, and added noNeedReags check on caster to potentially skip reagent checks
		Fixed (visual-only) issue where damage-numbers would display over head of caster twice if caster was also target
		Added JS Spell property "name" - can be used to get the name of a spell as defined in the dictionary-files (entries 593-662)
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Post by Xuri »

Another tiny update, coupled with a new version of UOX3 available from the downloads page.

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19/03/2012 - Xuri (0.99)
	Fixed various errors in JS/MAGIC/level1targ.js
	Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn)
	Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping
	Updated dictionary-files with new system messages related to the camping-skill
	Added container-gump support for container items like bones and various SE/SA-related containers
	Corrected sound-effect played when dropping items into baskets of various kinds
	Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer)
	Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer)
	Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer)
	Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn
	Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10
	Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden
	Players who turn invisible will now stop swinging at nearby targets in combat
	Fixed a bug where players could equip both one-hander and two-hander weapons at the same time
	Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time
	Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds
	Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped
	Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells
	Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south
	Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders!
	Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly).
	Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL]
	Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js
	Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE.
	Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be
	Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5
	Fixed an issue where static water tiles would block placement of boats
	Fixed Tillerman-location on large ships turned southwards
	Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work
	Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed
	Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing
	Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn
	Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done
	Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play.
	Parts of movement code rewritten to solve Z-related issues (xantier)
	Fixed various other issues with the walking-code
	Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding
	Made some tweaks to various parts of the NPC pathfinding code
		Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons
			The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for
		Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures.
		Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. 
			Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc).
		Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines!
		Enabled pathfinding in water for water-walking creatures
		NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat
		NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which
			...Other characters wont block their movement
			...They can't be attacked
			...They won't attack anyone
			...They'll try to move back to their bounding box, if they have one
	Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time
	MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients
	JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script
		Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script
	Improvements to LineOfSight-code:
		LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn)
		LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED
		LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin)
			Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding!
	Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn
	Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn)
	Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses.
	Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn)
	Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn)
	Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object
	Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2)
	Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?)
	Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits
		NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental.
	Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn
	Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server.
	Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically.
	Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. 
		This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF
	Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild.
		Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0.
	Updated packet 0x88 to properly show combat-status of character in paperdoll
	Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial.
	Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues.
	Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7
	Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing
	Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights
	Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling.
	Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working.
	Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300
		This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds
	Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0)
	Earthquake-spells will no longer affect mounted targets, animation-wise
	Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0
	Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0
	Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs)
	Whispering will no longer take hidden players out of hiding
	Normal players can no longer see regular speech from permanently hidden GMs or Counselors
	Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles)
	Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server:
		CLIENTSUPPORT4000=0/1
		CLIENTSUPPORT5000=0/1
		CLIENTSUPPORT6000=0/1
		CLIENTSUPPORT6050=0/1
		CLIENTSUPPORT7000=0/1
		CLIENTSUPPORT7090=0/1
		CLIENTSUPPORT70160=0/1
		CLIENTSUPPORT70240=0/1
		NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance,
		 will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time,
		 it highly recommended to restrict support for client versions that match up to what the server is running.
	Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock)
	Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1
		If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80.
	Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1
		If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three
	Added (very) experimental support for UO:Enhanced clients v4.0.23.1+
	Did some minor code-cleanup stuff, including but not limited to:
		Reduced scope of some local variables to where they are actually needed/used
		Changed some const std::strings function parameters to references instead of values
		Changed some "stuff.size() == 0"-checks to "stuff.empty()"
		Changed some "stuff.size() != 0"-checks to "!stuff.empty()"
		Removed some variables that were initialized but never used
	Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD)
	Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux
	Updated some JS Console Methods in JS/COMMANDS/consoletest.js
	Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm
	Updated the 'WIPE command to not delete non-wipeable items and spawners
	Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set
	Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn
	Implemented support for automatically renaming books when the book titles are updated by players
	Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again
	Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards
	Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) 
	Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn
	Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts
	Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file)
	Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer)
	Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer)
	Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones
	Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer)
	Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer)
	Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp
	Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon)
	Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer)
	Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer)
	Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+
	Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+
	Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player
	Players can now train skills from NPCs using the "train <skill>" phrases.
	Corrected coordinates for REGION 75 (Destard)
	Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0
	Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4)
	Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations
	Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds.
	Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
-= Ho Eyo He Hum =-
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