fixes36.2 fixes
Fix a few typos, reword a couple of entries describing the bug rather than its fix to use past tense, move a couple of entries to be adjacent to closely related entries (there's a lot of scope for more of that...) and remove a bunch of trailing spaces. [fixes36.2 starts with a header line but the tags on it aren't being substituted.]
This commit is contained in:
@@ -1,8 +1,8 @@
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$NHDT-Branch: $:$NHDT-Revision: $ $NHDT-Date: $
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This fixes36.2 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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that another 3.6.x release is not anticipated after 3.6.2, and most developer
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lineage following the release of 3.6.1 in April 2018. Please note, however,
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that another 3.6.x release is not anticipated after 3.6.2, and most developer
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focus will shift to the next major release.
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General Fixes and Modified Features
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@@ -21,7 +21,7 @@ targetting with a polearm could give away location of hidden monster
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static prototype could be left orphaned depending on #defines in rip.c
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config file error handling routines were calling xx_wait_synch early
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even before the window system was initialized; add a default routine
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status_finish() in botl.c would unconditionally invoke the window port's
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status_finish() in botl.c would unconditionally invoke the window port's
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win_status_finish() routine which was problematic if the windowport
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wasn't initialized yet
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using 'O' to set up a hilite_status rule for string comparison, the menu for
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@@ -30,6 +30,8 @@ using 'O' to set up a hilite_status rule for string comparison, the menu for
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when finishing using 'O' to examine or set hilite_status rules, if the
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'statushilites' option is 0 and there is at least one rule, give a
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reminder about setting it to non-zero to activate highlighting
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if player creates any menu colors via 'O' while menucolors is off, issue a
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reminder that it needs to be on in order for those to become effective
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end of game disclosure was exercising Wisdom when revealing inventory and
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also repeatedly updating persistent inventory window if enabled
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internals for 'sortloot' option have been changed to not reorder the actual
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@@ -70,7 +72,7 @@ attempting to update permanent inventory window during restore had problems
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were restored) and named fruit
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remembered corpse which isn't there anymore would be described by farlook as
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the corpse of a random monster type
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when eating a tin of spinach, don't "feel like Popeye" is sustain-abilities
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when eating a tin of spinach, don't "feel like Popeye" if sustain-abilities
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prevents any strength gain
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summary text [for message history] of quest message Pri 00081 (Priest quest
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success message given when bringing quest artifact to leader)
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@@ -104,11 +106,11 @@ wizard mode ^I^I didn't make temporary identifications become persistent if
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the build configuration makes plain 'char' unsigned
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wizard mode #wizidentify didn't disclose extra information for unID'd items if
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key bindings took away ^I and didn't bind #wizidentify to another key
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make transformation message of a deliberate apply of a figurine seem a bit
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make transformation message of a deliberate apply of a figurine seem a bit
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less definite when blind and place unseen monster marker at the spot
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you think it should be
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add window port status_update() value BL_RESET to use as a flag to
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redraw all status fields, distinguished from BL_FLUSH which now only
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add window port status_update() value BL_RESET to use as a flag to redraw
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all status fields, distinguished from BL_FLUSH which now only
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specifies that the bot() call has completed so any buffered changes
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should now be rendered
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for hilite_status of string status fields (title, dungeon-level, alignment),
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@@ -125,16 +127,16 @@ poly'd shapechanger and hiding mimic will revert to normal when cancelled,
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like werecreature in beast form and non-Unchanging hero
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cancelled shapeshifter is no longer able to change shape
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cancelled shapeshifter hit by polymorph magic will become uncancelled
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polymorph zap which creates a new long worm (or retains an old one via wizard
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mode monpolycontrol) can hit that worm multiple times (tail segments)
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polymorph zap which created a new long worm (or retains an old one via wizard
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mode monpolycontrol) could hit that worm multiple times (tail segments)
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wishing for "orange" could yield orange or orange colored gem/potion/spellbook
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a sleeping or paralyzed mon would be frightened by its reflection when
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a sleeping or paralyzed mon would be frightened by its reflection when
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applying a mirror
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prevent leash showing unseen monster as "attached to it"
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gremlins seemed impervious to Sunsword's light yet a flash from a camera
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caused them to cry out in pain
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when objects migrate (fall down stairs) and invisible hero (w/o see invisible,
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no-autopickup) descends, stairs get shown instead of object(s) on them
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when objects migrated (fell down stairs) and invisible hero (w/o see invisible,
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no-autopickup) descended, stairs got shown instead of object(s) on them
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drum of earthquake was causing deafness but oddly enough only when used up
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known bear trap was being forgotten about by a player polymorphed into a
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flying monster if the player unsuccessfully tried to #untrap it and
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@@ -196,6 +198,8 @@ avoid potential buffer overflow if object with very long name knocks other
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#wizintrinsic for 'warn_of_mon' didn't set any type of monster (now grid bugs)
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clairvoyance would show trap instead of a monster on/in that trap, which was
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intentional, but when clairvoyance finished the monster wasn't shown
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clairvoyance revealing underwater or under-lava objects left object displayed
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instead of restoring the water or lava
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nurse corpse/tin chance to convey poison resistance when eaten was not honored
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make tame vampires be more aggressive when shifted to bat/fog/wolf form
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a stale gold symbol could be displayed on the status line following a switch
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@@ -229,11 +233,12 @@ stinking cloud placed near water could kill underwater creatures
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applying--rather than wielding--a cursed polearm or weapon-tool didn't report
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that it had become welded to hero's hand(s)
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the message when riding a steed into a pit was composed but not shown
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dismount that kills steed because there is no room to put it on map blamed the
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hero; change that to only blame hero if dismount was voluntary
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dismount that killed steed because there was no room to put it on map blamed
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hero; change that to only blame hero if dismount is voluntary
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to emphasize that it's not a light source, change description of wielded Sting
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from "(glowing light blue)" to "(light blue aura)" when sighted and
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from "(glowing)" to nothing (not warm enough to feel) when blind
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[subsequently changed in different manner; see 'exposed via git' below]
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glowing Sting quivers if hero becomes blind and quivering Sting glows if
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blindness ends; it worked for timed blindness but not for blindfold
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weapon (wielded pie, egg, potion, boomerang) might be destroyed when hitting a
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@@ -246,7 +251,7 @@ if hero survives turning into slime (life-saving), survive as a green slime
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hero hit by something that causes inventory items to be destroyed with loss of
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any of those causing other inventory items to be dropped or destroyed,
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inventory traversal became unreliable (known sequence: potions hit by
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fire then breahing vapor from boiled unholy water triggering were
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fire then breathing vapor from boiled unholy water triggering 'were'
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transformation to beast form; possible sequence: ring of levitation
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blasted by lightning and dropping hero onto fire trap); [3.6.1 fixed a
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similar problem with more obvious symptom, an "object lost" panic when
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@@ -256,18 +261,14 @@ add MM_NOGRP makemon() flag as a means of suppressing groups of monsters in
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a couple places that warrant it when a specific monster type isn't
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specified on the call to makemon()
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at start of session (new game or restore), HILITE_STATUS for gold was ignored
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if player creates any menu colors via 'O' while menucolors is off, issue a
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reminder that it needs to be on in order for those to become effective
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setting second or later named fruit to value beginning with two or more spaces
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followed by non-space gave "singular of null?" warning
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when blocking/unblocking of levitation or flying was updated due to walking
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onto different terrain, the relevant status condition wasn't updated
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on the screen until some other status update happened
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if levitating hero poly'd into pass-wall creature jumped or teleported from
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if levitating hero in pass-wall creature form jumped or teleported from
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terrain that allowed levitation to terrain that didn't or vice versa,
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blocking of levitation wasn't updated properly
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clairvoyance revealing underwater or under-lava objects left object displayed
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instead of restoring the water or lava
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make it easier to clear 'pickup_types' (menustyles Traditional and Combination
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could do so by setting it to 'a'; now ' ' works too; Full and Partial
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allowed unselecting every object class; now 'all classes' is a choice)
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@@ -277,7 +278,7 @@ while inside a shop, dropping an unpaid item inside an engulfer would leave
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that item 'unpaid' and it would remain so on shop floor after the
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the engulfer was killed; treat dropping shop items inside an engulfer
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as stealing them and giving them to that engulfer--hero must pay for
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for them and shop retains ownership of them
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them and shop retains ownership of them
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while levitating inside a shop, throwing an unpaid item and having recoil move
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hero out of shop (or to shopkeeper's spot in front of door) would
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leave the item unpaid on shop floor and also on the shop's bill but
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@@ -291,7 +292,7 @@ fix access violation when --debug:xxxx has no other args after it
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setting the inverse attribute for gold had the space before "$:"
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getting highlighted along with the gold field
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sortloot segfaulted when filtering a subset of items (seen with 'A' command)
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orctown: prevent Bad fruit #0 and some minor tuning
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orctown: prevent "Bad fruit #0" and some minor tuning
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orctown: orcs beyond the mines were being given any left-over booty and named
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as part of the same marauding gang operating within the mines
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make long extended commands list be more navigable
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@@ -309,9 +310,9 @@ fix bit-use collision between WC2_TERM_SIZE and WC2_RESET_STATUS in
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include/winprocs.h following a recent merge
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fix foxen pluralization again after underflow remedy reintroduced the problem
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fix "placing monster over another?" warning for vault guards
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status highlighting classified gold, time, and experience-points as data type
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status highlighting classifies gold, time, and experience-points as data type
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'long' but when selecting hilite rule to use treated them as 'int'
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tty: turn off an optimization that is the suspected cause of Windows reported
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tty: turn off an optimization that is the suspected cause of Windows reported
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partial status lines following level changes
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tty: ensure that current status fields are always copied to prior status
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values so that comparisons are correct
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@@ -327,39 +328,38 @@ X11: rollback disabling of keystroke input for PICK_NONE menus (for scrolling)
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Platform- and/or Interface-Specific Fixes or Features
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-----------------------------------------------------
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move 'perm_invent' value from flags to iflags to keep it out of save files;
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affects X11, win32, and curses
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affects X11, win32, and curses (save file compatibility is preserved)
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always define shell and suspend commands so that key bindings copied from one
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platform to another work even if second one disables those commands
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windows-gui: In nethackw, there could be conflicts between menu accelerators
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windows-gui: In nethackw, there could be conflicts between menu accelerators
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and an extra choice accelerator to fix H7132.
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windows-gui: recognize new BL_RESET in status_update; no change in behavior yet
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windows-gui: align hpbar behavior at zero hit points with tty behavior
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windows-gui: add support for status_hilites for the player condition field
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windows-gui: add support for status_hilites for the player condition field
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such as stone, slime, strngl, blind, deaf, stun, conf, etc.
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windows-tty: Specify both width and height when creating font for width testing
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windows-tty: To counter lag problems that were occuring with the Win32 console
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port, implement a console back buffer to reduce the number of calls
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made to WriteConsoleOutputXXX
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made to WriteConsoleOutputXXX
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windows-tty: Additional changes to xputc_core() and early_raw_print() to
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manage the cursor position correctly as that is needed to handle
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raw printing correctly
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windows-tty: Added check for when we might be running off the bottom of the
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manage the cursor position correctly as that is needed to handle
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raw printing correctly
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windows-tty: Added check for when we might be running off the bottom of the
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screen when handling msmsg()
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windows-tty: Added runtime checks to keep cursor always within bounds
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windows-tty: Fix memory leaks as reported in H5779
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windows-tty: Use nhraykey by default if the players keyboard layout is
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windows-tty: Use nhraykey by default if the player's keyboard layout is
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non-english as reported in H4216
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windows-tty: We now support changing altkeyhandler in game
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windows-tty: augment codepage850-to-Unicode mappings that are not displayable
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with codepage437-to-Unicode mappings that are, to help ensure
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that rogue-level characters in the status line match their appearance
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on the map
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with codepage437-to-Unicode mappings that are, to help ensure that
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rogue-level characters o status line match their appearance on map
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windows-tty: add support for mouse_support:0 (disabled), mouse_support:1
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(fully-functional including disabling QuickEdit on Windows console
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because QuickEdit intercepts the mouse clicks so NetHack never sees
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them), or mouse_support:2 (NetHack support on but QuickEdit left as is)
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windows: Added ntassert() mechanism for Windows based port use
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windows: heed OPTIONS=symset:default in config file if it is present
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windows: heed OPTIONS=symset:default in config file if it is present
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windows: add curses window port which can co-exist with tty in exe and be
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selectable in user config file via OPTIONS=windowtype:curses
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tty: significant optimizations for performance and per field rendering
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@@ -412,7 +412,7 @@ sortloot option has been enhanced to improve object ordering; primarily,
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within each class or sub-class of objects
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YAFM when stumbling on an undetected monster while hallucinating
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make it clear when a leprechaun dodges your attack
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wizard mode #wizidentify can now select individual items for permanent
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wizard mode #wizidentify can now select individual items for permanent
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identification and don't display the selection to permanently
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identify everything if everything is already fully identified
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make mine town "orctown" variation a multiple level feature of the mines
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@@ -431,13 +431,13 @@ for ^X, include current state of 'autopickup'
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NetHack Community Patches (or Variation) Included
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-------------------------------------------------
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curses: the community patch for an optional curses window-port was
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incorporated into the NetHack source code tree. The curses
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incorporated into the NetHack source code tree. The curses
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window-port evolved from work originally done by Karl Garrison,
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and has been in use in several NetHack variants and on
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and has been in use in several NetHack variants and on
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nethack.alt.org and on www.hardfought.org/nethack/ for a while.
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It is available and tested for 3.6.2 for Windows with PDCurses
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It is available and tested for 3.6.2 for Windows with PDCurses
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layered underneath, and for Mac OSX and Unix (using ncurses as
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the layer underneath). It may also work for DOS with PDCurses
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the layer underneath). It may also work for DOS with PDCurses
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layered underneath, but that has not been tested.
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