-- POL096.7 --
4-23 MuadDib
		Added : Realm checks in transmitting of packets to clients "in range".
		
4-22 MuadDib
        Added : Changing of Invisible, Movable, and Newbie now reset the respective
                decay timer.

-- POL096.6 --
3-30 MuadDib
        Notes : Due to questions involving this, here is a partial list of things passable
                through the override of CreateNPCFromTemplate that use different names:
                Common Properties:
                    TRUEOBJTYPE
                    TRUECOLOR
                    TITLEPREFIX
                    TITLESUFFIX
                    TITLEGUILD
                    TITLERACE
                These should work also from the override you usually use. Noting these
                due to being named differently than what you usually use and see.                    
                    
3-29 MuadDib
        Added : 0x3e98 (Swamp Dragon) added to uoconvert.cfg.
        
1-9 MuadDib
        Fixed : Status Flag checks totally rewritten. PLEASE PAY ATTENTION! They are now
                dependant on the UOExpansion Setting for accounts! Older (2.x) clients 
                did not use the CanAlterPaperdoll flag, and used 0x40 for the warmode,
                and so on. LBR era, introduced the CanAlterPaperdoll (or around there).
                AOS+ clients use even more different, using 0x1 for warmode! Paperdolls
                seem to only use the warmode, unlike all other resources say. 

1-6 MuadDib
        Fixed : Height checks when walking down items with gradual flag (such as ladders
                ands steps).
                
1-4 MuadDib
        Fixed : Status flag in paperdoll packet.
        
-- POL096.5 --
1-2 MuadDib
        Fixed : Updating of self when notoriety changes in reputation system.
        Fixed : Some orphan checks within reputation system.
        
1-1 MuadDib
        Fixed : Few instances still using older Character Height of 9.
        
12-30 MuadDib
        Fixed : RaceChanger system now also sets TrueColor after a race change.
        
12-29 Shinigami
        Fixed : uo::SplitWords() will not hang server on queue of delimiter

-- POL096.4 --
11-25 Shinigami
        Fixed : Sometimes uo::GetWorldHeight() has returned error while using same input values.

10-28 Shinigami
        Changed : em-files moved to script\modules subfolder.
                  Please remove your old em-files and modify ModuleDirectory in ecompile.cfg !

10-27 Austin
        Fixed : MoveObjectToLocation() will return an error if a multi (other than a boat) is moved.

10-20 Austin
        Fixed : Items were being marked as in use permanently once picked up by a client.
                which prevented them from being destroyed.
        Fixed : DestroyItem() and SubtractAmount() will work on items reserved in the same script.

10-17 Austin
        Fixed : gotten items (items on a client's cursor) will save in items.txt
                at the position it is currently being carried at.

10-07 Shinigami
        Added : FreeBSD support

10-07 MuadDib
       Changed: Memory handling for FindPath().
       Changed: Core Decay now checks if item is in use. Also affects Gotten Items
                that are check for decay by the core while it's being picked up.
        Fixed : Bug that would keep an item marked in use if drop item failed.
        Fixed : Crash involving UO::DestroyItem being called on an item being held
                by a player. Now returns an error same as if item is in use and not
                reserved to that character.
         Note : ALWAYS remember, to keep bugs happening in your scripts that involve
                players picking up/moving items to keep them from being removed from
                containers or ground by scripts, or from being destroyed, ALWAYS use
                ReserveItem() to lock that item. If an item is reserved, you cannot
                pick it up, etc.

09-16 Shinigami
        Fixed : Memory Overwrite Bug in Unicode code (e.g. packet.SetUnicodeString())

-- POL096.3 --
09-07 MuadDib
       Fixed: Validation issues with xyz of realm coordinates within boat movement
              commands.

09-05 MuadDib
     Changed: PerformAction() value restriction removed to support new animation ids.
              Be warned. Know what ID you are sending to clients, as an Incorrect id
              could cause the client to have "issues"

09-02 MuadDib
       Fixed: Core now checks for changes in light level for a character whenever
              the MoveObjectToLocation() is used on a player.
       Fixed: Core now sends the remove object packet correctly for items within
              containers or equipped, when moved out of view/realm.
       Fixed: Bug where the coordinates for a realm would be checked on an item's
              current realm, instead of the realm it was being sent to.

09-01 MuadDib
       Added: Reduncancy check for node parents in FindPath().

-- POL096.2 --
08-29 Austin
       Changed: Gump errors will report client account name to the console when invalid messages
                and buffer-overflow attempts occur.

07-26 MuadDib
       Fixed  : Zero height items should no longer disappear under the floors of multis.

-- POL096.1 --
06-28-06 MuadDib
        Fixed : Crash issue involved in moving sub-containers from one realm directly
                to another (like a character's backpack from their realm, to another).

06-27-06 MuadDib
        Added : Realm property to return struct of TargetCoordinates() function. This
                is based off the targeter's realm. Never trust information returned
                by the client for stuff like this.

06-24-06 MuadDib
      Changed : Offline mobiles can once again be targeted without problems.

-- POL096 --
06-05 Shinigami
        Added : little bit more logging why Clients get disconnected on Logon by Core

06-01 MuadDib
        Hint : The pol.cfg setting "LogLevel" can be used to debug issues at startup of
               POL and various other places (unloadall for example). By setting this
               higher than 1, up to 11 (just sounds good), it will force printing of
               better information to help you find out problems during Loading and such.
               Setting it for example, above 0, core will start spitting out "Checkpoint"
               data during startup to say what it is about to load/process. Such as the
               configuration, load realms, load multis, etc etc.

05-31 MuadDib
        Fixed : Issue resolved with standard spellbook and no AOS+ Expansion enabled.
        Hint : Recognized scroll objects now are: Magic: 0x1F2D - 0x1F6C, Necro
               0x2260 - 0x226F, Paladin: 0x2270 - 0x227C, Bushido: 0x238D - 0x2392,
               Ninjitsu: 0x23A1 - 0x23A8, SpellWeaving: 0x2D51 - 0x2D60.
               Remember, this IS hardcoded! >:)
               For Bushido and Ninjitsu, there was never any scrolls made. So your
               items for those are the Icons for the moves. Try setting their graphic
               to a scroll and using it ;)

05-30 Shinigami
        Hint : UOConvert will convert Mondain's Legacy extended Britannia Map.
               Just set width to 7168 (e.g.):
                 uoconvert map realm=britannia mapid=0 usedif=0 width=7168 height=4096
                 uoconvert statics realm=britannia
                 uoconvert maptile realm=britannia
        Updated : uoconvert.txt (some comments and Mondain's Legacy hint)
        Fixed : Bug with detection of Gump-Cancel in uo::SendCharacterRaceChanger()
        Fixed : ShowRoofAndPlatformWarning has shown everything
        Fixed : smaller mistype in Log created via TextCMD .startlog/stoplog
        Fixed : set correct Time stamp in TextCMD .startlog/stoplog

05-30 MuadDib
        Added : Guild and Quest buttons added to the "known" list of subcommands in core.
                Should fix some crashes when recieving these. Especially when using hooks
                on packet 0xD7 (their parent packet ID).

05-29 MuadDib
        Added : Added "SpellType" entries for "Bushido", "Ninjitsu", & "SpellWeaving" for
                spellbook types in itemdesc.cfg. The list of spellids for
                spells.cfg is now as follows: Magery = 1+, Necro = 101+,
                Paladin = 201+, Bushido = 401+, Ninjitsu = 501+, SpellWeaving = 601+.
                Hopefully this more completes our addition of the other
                expansions for 096 where we lack in other areas.

05-27 MuadDib
        Update : Just FYI, as previously reported, SingleCombat does NOT use servspecopt.cfg
                 but rather combat.cfg. Sorry about the typo when it was introduced.

05-26 MuadDib
        Fixed : Crash on checking targetted players when target is not logged in.
        Fixed : ItemColorMask is now read properly during itemdesc load and during
                POL startup.

05-26 Shinigami
        Fixed : Crash on call of scripts/misc/dblclickother if another script is running.
        Fixed : removed an additional check for UOConvert's option ShowRoofAndPlatformWarning

05-24 Shinigami
        Added : uo::SendCharacterRaceChanger( character ) - to change Hair, Beard and Color

05-23 Shinigami
        Fixed : Crash inside Packet Hooks with SubCommands and without default Handler.

05-20 MuadDib
      Removed : Requiring, and support, for armrdesc.cfg. Armor within this file is to be
                moved to the itemdesc.cfg as intended. File has been obsolete for a while
                now.

05-19 MuadDib :
      Removed : Requirement for wepndesc.cfg in the /config folder. Any shards still
                using this obsolete file can use the itemdesc.cfg files for the weapons as
                intended. Core will no longer require this file to load either.

05-16 Shinigami
        Updated : Account.set_uo_expansion(string): recognized values: ML, SE, AOS, LBR, T2A (default), "".
                    This determines what flag is sent with packet 0xB9 during login (Nothing -> 0x0000 /
                      T2A -> 0x0001 / LBR -> 0x0002 / AOS -> 0x801b / SE -> 0x805b / ML -> 0x80db).
                    It's possible to hook 0xB9 but don't forget to set_uo_expansion anyway because core
                    uses this for internal flags (e.g. AoS Tooltips). Packet 0xB9 will be sent earlier
                    (before you choose a character) and after you've used set_uo_expansion.
        Updated : servspecopt.cfg property: UOFeatureEnable, used in the last dword of the 0xA9 login packet,
                  will block Bit 6 (support up to 6 Chars). To enable AoS stuff set Bit 5 (use 0x20),
                  to enable SE stuff set Bit 7 & 5 (use 0xa0) and to enable ML stuff set Bit 8, 7 & 5 (use 0x1a0).
        Added : mobile.race [r/w] - set/get the ML race (new constants in UO.EM: RACE_HUMAN, RACE_ELF)
                You have to set visual graphic by yourself if you change value.
                  (Human male/female = 0x190/0x191 / Elf male/female = 0x25d/0x25e)
                You can choose Race at Char creation if your UOExpansion and UOFeature settings fit.
                  WARNING: Don't forget to update your server side config/tiles.cfg using
                           UOConvert and Mondain's Legacy tiledata.mul! (Hint: "uoconvert tiles")
                Race Prop is available inside Interactive Debugger too.

05-13 MuadDib
        Added : Targeting will now also check the NoCombat zone for targeted players also,
                and not just who is doing the targeting.

05-10 MuadDib
        Fixed : Targeting should now check to make sure a mobile is visible to the targeter
                before processing. This checks hidden and concealment both.

05-10 Shinigami
        Fixed : small bug inside uo::ListMobilesNearLocationEx()

05-07 Shinigami
        Added : flag VENDOR_SEND_AOS_TOOLTIP in
                  uo::SendBuyWindow( character, container, vendor, items, flags := 0 )
                  uo::SendSellWindow( character, vendor, i1, i2, i3, flags := 0 )
                to send Item Description using AoS Tooltips in any case (this will correct problems
                with Item Descriptions in newer Clients, but maybe freeze ancient Clients...).

05-04 Austin
        Added : LISTEX_FLAG_CONCEALED support for ListMobilesNearLocationEX()

04-11 MuadDib
        Change: Starting Gold will no longer be newbied (blessed). Can still be set newbied if you choose in
                the create scripts for new characters.

04-09 Shinigami
        Added : uoconvert.cfg element option added, TileOptions, in the following form:
                TileOptions
                {
                    ShowRoofAndPlatformWarning 1
                }
                it's a flag and defaults to 1 (shows a Warning if you use both Flags in same Tile).

04-05 MuadDib
        Changed: Added combat.cfg flag SingleCombat. This is a 0/1 flag for allowing players to attack
                 themselves. 0 will disable it (default). Per request.
        Fixed: Crash involving invalid serial data sent with Target Cursor from client.
        Fixed: Bug blocking non-harmful targeting of Players in NoCombat zones.
        Fixed: Optimized NoCombat Target check.

03-19 MuadDib
        Fixed: Will now correctly send AOS Tooltips if features are combined with 0x20 in the
               UOFeatureEnable setting in servspecopt.cfg file.

03-18 MuadDib
        Added: Servspecopt.cfg entry StartingGold=#. This will default to 100 gold. However, it can be
               used to override the core's initial starting gold amount to this setting. Enjoy.

03-15 MuadDib
        Fixed: Attack Request will be automatically denied if Defender.serial == Attacker.serial.
        Changed: Packet Logs (using .startlog and .stoplog) format has changed. It has been updated
                 for easier reading and to match Packet Loggers format more (Such as UOLog and
                 Spy UO).

03-07 MuadDib
        Added: New Justice/Region config entry for Regions. NoCombat is a 0/1 Flag to set
               a region to be a No Combat region. No Combat regions will not allow the
               Clicking of a mobile to select as a new opponent if they are in this region.
               It will also reset opponent data for mob if one enters this region. This is
               a PvP specific addon. It does NOT check for npcs, this will have to be done
               via packethooks.

               When Entering a NoCombat region, while already in combat, if YOU are the
               attacker, it will reset your fight. If you are the one being attacked, it
               will reset the fight with the first "opponent" you have listed.

03-06 MuadDib
        Changed: Regen after being damaged delay was changed from 10 seconds to 2 seconds.
        Changed: Regen delay after changing warmode was changed from 5 seconds to 2 seconds.

03-03 MuadDib
        Changed: Optimized handling of mobile.connected in core.

03-02 MuadDib
        Fixed: Handling of 0x22 Move Resync with "Player Noto" handling to send
                 correct information.

03-01 MuadDib
        Changed: Handling of item's decayat property when moved.
        Fixed: Stack checking for decayat handling when moving items.
        Fixed: Newly created characters will now have the connected member set
               correctly.

01-18 Shinigami
        Changed : Prop script_process.attached_to will return NPC if it's his AI-Script.
                  (script_process comes from NPC.process or uo::GetProcess(pid))

01-09 MuadDib
        Changed: Added check for No Decay timer on items when resetting decay time.
        Fixed: AOS Tooltips will now correctly show the Reputation of mobiles. In order
               to see Invul correctly, InvulTag MUST be set to 2 due to the Reputation
               color being handled fully client-side (No way around this).

12-10 MuadDib
        Changed: Various changes involving item dropping and creation and setting of
                 decayat properties to help with instant decay.
        Fixed: Secure Trade Window now correctly updates client when items added. As a
               side effect, also fixes a small problem involving adding items to normal
               containers also when using tooltips.
        Note: For now, since Tooltips is an AOS feature, do NOT leave tooltips disabled
              and use UOExpansion set to AOS or this WILL cause client problems. The client
              was never designed for this to happen, and I do plan on putting in failsafes
              in the core to keep these problems from happening. Bear with me on this please.

12-09 MuadDib
        Changed: Repsys coloring for Invulnerable names will only occur when InvulTag is
                 set to 2. Will follow OSI standards more, and allow more flexibility to
                 shard admins per request.
        Fixed: ItemGiven Event will now return items if the script handler does nothing
               with the item.
        Fixed: Items will now move correctly across realms or to same realm again with
               MoveObjectToLocation().
        Fixed: Crash bug when deleting items after using MoveObjectToRealm().
        Added: New read-only member .uclang for players. Reports the Unicode Language string
               client sends during logon. Usefull for Unicode support based on language of
               individual clients/characters.

12-06 Shinigami
        Fixed : z<0 bug inside uo::MoveCharacterToLocation() and uo::MoveObjectToLocation()

12-05 MuadDib
        Added : Decay timer reset when Item is picked up/dragged by client (only on success).
                Should *help* with instant decay problems when dropping items
        Added : InvulTag=0/1/2 in ServSpecOpt.cfg. 0 Disables invul tags totally. 1 (default)
                keeps them as they are now, giving [Invul] tag when single clicked. 2 will
                work only on 3.x+ clients, and makes the mob's highlight color Yellow with
                no [Invul] tag when single clicked. Only recommend using 2 if your shard
                requires a 3.x or higher client!
        Added : Invulnerable entry in RepSys.cfg for coloring name of invuls.

11-29 MuadDib
        Added : Packet 0x9 will no longer cause POL to treat client as active.
        Fixed : Change to Secure trade window handling. Be sure to test thouroughly with all
                versions of clients and report back to pol-core-test with results. Hoping this
                helps with client issues reported.

11-29 Shinigami
        Fixed : uo::SplitWords() will now accept each type of to-split-value as same as in the past

11-26 MuadDib
        Fixed : Fixed Attack Denied method for client expectations.
        Fixed : Logon issues involving map visibility on >2 mapid.
        Fixed : Issues with weather and seasons on logon.

11-26 Austin
        Added : Support for bit shifting integers using << and >>

11-26 Shinigami
        Fixed : Compiler will work case insensitive now.
        Added : New Mounts to uoconvert.cfg
        Added : uoconvert.cfg to Linux Files
        Fixed : illegal Attack Requests (Packet 0x05) will not crash Pol

11-25 Shinigami
        Changed : Packet 0xBF Subcommand 0x24 will no longer cause POL to treat client as active.

11-25 MuadDib
        Fixed : AttackRequest now checks for distance < 20, realm, hidden, concealed higher, and dead characters.
        Fixed : Visibility checks now check for same realm.
        Added : Packet 0xBF Subcommand 0x24 no longer reports in unknown packets. Packet will still cause
                POL to treat client as active.

11-24 Austin
        Added : basic::Bin() - Convert 25 to 11001

11-23 Austin
        Fixed : account.Get_Member(member name) now works.
        Fixed : .Get_Member(member name) for script objects now works.

11-23 MuadDib
        Added : Added second optional param to SplitWords() function. Second param now defaults to space.
                Allows use of "bleh" "+" "," "_," "." etc. as the delimiter instead of just whitespace.
        Added : New combat.cfg setting "WarModeDelay". Setting is in Integer for Seconds delay between
                ability to toggle war mode status via client. Does not affect using SetWarMode method.

11-20 Austin
        Fixed : Attempt # 2 with *InBox() coordinate checks.
        Fixed : Region scripts (EnterScript / LeaveScript) no longer need an
                EnterText and LeaveText to work.

11-15 Austin
        Added : using "::regions/" in a config path will allow a config file from pol/regions/ to be read.
                Example ReadConfigFile("::regions/justice");
        Added : regions.cfg / justice.cfg support for EnterScript and LeaveScript.
                Scripts will be run when a player enters or leaves the region.
                Parameters passed to it are the mobile that entered/left and the region name.
                Please note these scripts run critical.
                Regions.cfg Example:
                Region Britain
                {
                    Range      1416 1500 1740 1790
                    Guarded    1
                    EnterText  You have entered britain
                    LeaveText  You have left britain
                    Midi       9

                    EnterScript   :coords:enterScript
                    LeaveScript   :coords:leaveScript
                }
                Example of enterScript.ecl
                ------
                use uo;
                program EnterRegionZone(mobile, region_name)
                     ApplyRawDamage(mobile, 10000);
                     SendSysMessage(mobile, "You just died because you entered an area that makes you dead!");
                     return 1;
                endprogram
                ------

11-14 Austin
        Fixed : uo::*InBox(x1, y1, z1, x2, y2, z2) functions will check the boundaries of the coordinates.
                If they are too low or too high, they will be adjusted to fit within the realm.
        Fixed : Using the .realm property on an intrinsic weapon caused a core crash.
        Added : weapon.intrinsic

11-10 Austin
        Fixed : Items moved to invalid locations will now go to the player's feet on the
                correct realm and not just to britannia.

11-03 Austin
        Added : uo::CoordinateDistance(x1, y1, x2, y2) - Returns the distance between two coordinates.

        The following two functions were originally scripted by Myrathi:
        Added : uo::GetCoordsInLine(x1, y1, x2, y2) - Returns an array of structs {.x, .y} for every coordinate
                between the two points.
        Added : uo::GetFacing(from_x, from_y, to_x, to_y) - Returns the facing number an object must have in order to
                face to_x and to_y from from_x and from_y.

10-31 Austin
        Fixed : Core crash with MoveCharacterToLocation() when a character was moved to the same realm.

10-30 Austin
        Changed : NPC.connected will now always return 1. Before it was 0.

10-29 Austin
        Added : polsys::GetCmdLevelName(number) - Will get a command level's name.
        Added : polsys::GetCmdLevelNumber(name) - Will get the numeric value of a command level.
        Added : polsys::GetPackageByName(name) - Will return a package reference.
        Added : account.SetDefaultCmdLevel(number) - Will set the account's default command level.
        Added : account.defaultcmdlevel - Will return a number for the accounts default command level.
        Changed : If npc.ar is used and the NPC has no armor equipped, it will give its intrinsic armor value
                  (NPCDESC.CFG AR entry). If it has armor equipped, it will work as it did before.
        Changed : Added some error checking and reporting when "(something in array)" is used in a script.
                  Hopefully this will fix the rare "in" crash or at the least, make it a little easier to find.

10-17 Austin
        Added : Added uo::MoveObjectToLocation( object, x, y, z, realm := _DEFAULT_REALM, flags := MOVEOBJECT_NORMAL );
                Function will replace MoveCharacterToLocation(), MoveItemToLocation(), and MoveObjectToRealm()
                Currently moves boats, mobiles, and items.

10-16 Shinigami
        Changed : added x- and y-Offset to uo::SendDialogGump( who, layout, textlines, x := 0, y := 0 );
                  (don't forget to recompile all your Scripts using new uo.em)

10-13 Shinigami
        Added : Linux: Core will check libc version and print Warning if libc is to old (< 2.3.2)

10-07 Austin
	Added : scripts/misc/dblclickother - Runs when a player double clicks another player or npc.
                Will not run if the npc has the double click event enabled.
                Program arguments are (who, mobile_clicked)
        Added : servspecopt.cfg - 'DoubleClickWait'. (Default is 0)
                Time in seconds that must pass before a player can double click something again.
        Added : mobile.GetCorpse() - Returns an item reference to the most recent corpse made.

10-03 Austin
        Added : corpse.ownerserial - Returns the serial of the npc / player that died.

10-02 Shinigami
        Added : Prop script_process.attached_to and script_process.controller.
                (script_process comes from NPC.process or uo::GetProcess(pid))

09-30 Shinigami
        Fixed : added Player Check to uo::SendStatus (crashed on NPCs)

09-25 Shinigami
        Fixed : eCompile - FileCheck for multiple include of same File
                e.g.: inside scripts\textcmd\test\textcmd.src:
                  Include "../../../pkg/std/housing/include/test";
                  Include ":housing:test";
                  Include ":housing:include/test";
                will be handled as same file now

09-23 Shinigami
        Added : uo::SendStatus( character ) - to send full Status Packet to support Extensions
                like Resistances, if you add'em via Packet Hook. Use SendStatus to update'em.

09-17 Shinigami
        Fixed : Crash if Name of Items or Mobiles was to long and you've clicked'em

09-16 Shinigami
        Added : pol.log will show last running Script and it's Program Counter
                (you can use eCompile LST-file (Switch: -l) to get the Source Line)
        Added : Linux: pol.log will show Backtrace (as same as STDERR)

09-15 Austin
        Added : mobile.connected - To determine if the character is actively connected to the game.
                Is set to 1 before logon/reconnect scripts are run and 0 right before logofftest is run.

09-14 Shinigami
        Added : vitals.cfg element option "RegenWhileDead" added (0/1 - defaults to 0)

09-13 Austin
        Fixed : When a player dies, it will send SYSEVENT_DISENGAGED to the opponent-npc, if one is set.

09-12 Shinigami
        Added : some Packet functions, same as original one, but with flipping Byte Order
                Packet.GetInt16Flipped(offset, value)
                Packet.GetInt32Flipped(offset, value)
                Packet.SetInt16Flipped(offset, value)
                Packet.SetInt32Flipped(offset, value)

09-11 Austin
	Added : Member for mobiles ".opponent". Returns a mobile reference if a combat opponent is selected.

09-10 Shinigami
        Added : math::Root - returns y Root of x (same as Pow(x,1.0/y))

09-08 Shinigami
        Changed : eCompile - BASIC style for loops (for i:= start to end) will warn again on -v5 (and above)
                  about the iteration variable being unused

09-08 Austin
	Added : polsys::Packages() now has a .npcdesc member. Will be 1 if the package has an npcdesc.cfg file.

09-07 Folko
        Changed: eCompile - BASIC style for loops (for i:= start to end) will no longer complain about the iteration variable being unused
        Changed: Fixed some endianess issues and improved the conversion performance

09-03 Shinigami
        Changed : uo::FindPath will redefine Param mobilesblock as flags (FP_IGNORE_*)
        Added   : uo::FindPath can ignore Doors (FP_IGNORE_DOORS)

09-03 Austin
        Fixed : cfgfile::GetConfigStringArray() lines that contain a property name but no value will not be placed in the array.
        Added : cfgfile::GetConfigStringDictionary( element, property_name ). Works similarly to
                GetConfigStringArray() but will take the first word on the line and use it for the key.
                Elem ElemName
                {
                       PropLine keyname this will be the text placed in it
                }

09-02 Shinigami
        Fixed : uo::Attach allowed you to attach more than one Script to a Character

08-29 Shinigami
        Changed : UseAAnTileFlags in SERVSPECOPT(.LOCAL).CFG renamed to UseTileFlagPrefix (check 03-05)
                  (compatibility with const TILEDATA_FLAG_* inside uo.em)
        Changed : player.spyonclient2 renamed to player.clientinfo (check 01-24)

08-29 Folko
        Added   : Support for custom MIME types in config/www.cfg. This allows you to
                  add new file types that the web server can handle, for example PNG images,
                  PDF files or favicon.ico. If you don't supply a www.cfg, old defaults are used.
        Hint    : Here's an example www.cfg:

                MIME gif
                {
                    Extension gif
                    MIME image/gif
                }

                MIME jpg
                {
                    Extension jpg
                    MIME image/jpeg
                }

                MIME jpeg
                {
                    Extension jpeg
                    MIME image/jpeg
                }

08-28 Austin
	Added : Ability to initialize error as you would a struct.
		Example return error{"errortext" := "This is the error message"};
	Added : Extended NPC.EM Say() function to allow for two additional parameters.
		Say( text, text_type:=SAY_TEXTTYPE_DEFAULT, do_event:=SAY_DOEVENT_DISABLE );
                Text type is a string "default", "yell", "whisper", constants are:
		SAY_TEXTTYPE_DEFAULT, SAY_TEXTTYPE_YELL, SAY_TEXTTYPE_WHISPER (added to npc.em)
		If do_event is enabled with SAY_DOEVENT_ENABLE, it will send a speech event to nearby npcs.

08-26 Austin
	Fixed : LEFTAREA event was not being sent to npcs in the old realm when a mobile was moved to a new realm.

08-25 Austin
	Fixed : LEFTAREA event was not being sent if a mobile was teleported 33 tiles or more away.

08-23 Austin
        Added : Logging out will now send a LEFTAREA event (after logout.ecl has finished).
        Added : New flag for servspecopt.cfg called "EventVisibilityCoreChecks" set to 0 (disabled) by default.
                Enabled - the core does visibility checks before sending events as it did before.
                Disabled - requires your scripts do visibility checking.

08-22 Shinigami
        Fixed : sometimes the Core crashed while destroying Items (e.g. via Control Scripts) on Boats

07-28 Shinigami
        Changed : eCompile - Assignment inside Condition Check will produce Warning on -v5 (and above) only

07-26 Shinigami
        Changed : TextCMDs can be specified in Packages; just make a commands/gm (new style) or
                  textcmd/gm (old style) etc directory. These are only scanned at startup,
                  so if the directory doesn't exist then, it won't be searched until restart.
        Changed : Support for packaged Includes - if you use 'Include ":blah:blubb";'
                  eCompile will search for ":blah:blubb.inc" and ":blah:include/blubb.inc".
                  It will use first file found. If both files exist eCompile will print a Warning.

07-25 Shinigami
        Added : MinDamage and MaxDamage in weapon.GetItemDescriptor() calculated from Damage-Dice
        Changed : usable Msg size of SendDialogGump doubled - now you can use larger Gumps

07-16 Shinigami
        Fixed : uoconvert will ignore illegal statics with graphic >= 0x4000
        Added : uoconvert.cfg element option extended by ShowIllegalGraphicWarning
                StaticOptions
                {
                    MaxStaticsPerBlock        1000
                    WarningStaticsPerBlock    1000
                    ShowIllegalGraphicWarning 1
                }
                it's a flag and defaults to 1 (for the other entries go to 07-05)

07-07 Shinigami
        Hint : uo::ListItems*Location, uo::ListMobile*Location and uo::ListStatics*Location
               will check for out-of-range coords now
               uo::ListObjectsInBox, uo::ListMultisInBox and uo::ListStaticsInBox
               will NOT check for out-of-range coords - a lot of scripter "love" this bug :o/

07-06 Shinigami
        Fixed : u'll get the correct string representation even if a numeric Config File
                Value will cause an overflow

07-05 Shinigami
        Added : Warning if no tiles or landtiles are loaded (maybe files missing...)
        Added : uoconvert.cfg element option added, StaticOptions, in the following form:
                StaticOptions
                {
                    MaxStaticsPerBlock     1000
                    WarningStaticsPerBlock 1000
                }
                max. Amount of Static Items per Block of 8x8x256 (or Warning Level)
                it is hard limited to 10000. default is 1000.

07-04 Shinigami
        Changed : uo::ListStaticItemsAtLocation to uo::ListStaticsAtLocation( x, y, z, flags, realm )
                  uo::ListStaticItemsNearLocation to uo::ListStaticsNearLocation( x, y, z, range, flags, realm )
                  IGNORE_* constants to ITEMS_IGNORE_* constants
        Added : Parameter Z in uo::ListStatics*Location
        Added : LIST_IGNORE_Z constant u can use for Z Parameter to list all Items ignoring Z-Value
                in uo::ListStatics*Location, uo::ListItems*Location and uo::ListMobilesNearLocation*
        Added : uo::ListStaticsInBox( x1,y1,z1, x2,y2,z2, flags, realm );
                creates an array of structures with Static and Multi Items in box.
                you can specify via flags which Items you want to get. check ITEMS_IGNORE_* constants.
        Added : realm-based coord check inside List*InBox and uo::ListMobilesNearLocation*

07-01 Shinigami
        Fixed : low-fragmentation Heap is linked dynamically, so Core will work on Win9x/NT again
        ReAdded: uo::GetAttributeIntrinsicMod( character, attrname )
                 You set intrinsic Mod via exported GetIntrinsicModFunction in attributes.cfg
        Fixed : Memory leak inside cfgfile::Read-/UnloadConfigFile(...)
                cfgfile::AppendConfigFile(...) will call cfgfile::UnloadConfigFile(...) immediately

06-15 Shinigami
        Added : npc::CanMove( direction ) - checks if an NPC can move in given direction
                (IsLegalMove works in a different way and is used for bounding boxes only)
        Added : UseWinLFH=0|1 in SERVSPECOPT(.LOCAL).CFG (default = 0)
                Use Windows XP/2003 low-fragmentation Heap?

06-06 Shinigami
        Fixed : FindPath will work again @ Linux-Core without crashing server in some cases.

06-01 Shinigami
        Fixed : Cancel of TradeWin will put items in correct Realm on ground if backpack full
        Added : movecost.cfg can have 'Walking_Mounted' and 'Running_Mounted' sections too.
                You've to declare one global 'MovementCost' section or 2 sections 'Walking' and
                'Running'. If you don't declare Mounted sections, Core will use unmounted values.
        Added : uo::Attach( character ) - attach a Script to a Character
        Fixed : moving intrinsic Weapon via MoveItemToLocation crashed Server
                WARNING: You should never touch intrinsic Weapons!
        Added : uo::ListStaticItemsAtLocation( x, y, flags, realm )
        Added : uo::ListStaticItemsNearLocation( x, y, range, flags, realm )
                creates an array of structures with Static and Multi Items at or around location.
                you can specify via flags which Items you want to get. check IGNORE_* constants.
                [Edit: changed... please check 07-04 above]
        Added : uo::GetStandingLayers( x, y, flags, realm )
                get an array of standing layers and blocking solids. check MAPDATA_FLAG_* constants.

05-31 Shinigami
        Added : flag LOG_DATETIME in file::LogToFile( filename, line, flags := 0 )
                to log Core-Style DateTimeStr in front of log entry

05-28 Shinigami
        Added : flag ENUMERATE_IGNORE_LOCKED in uo::EnumerateItemsInContainer( container, flags := 0 )
                to list content of locked container too
        Added : uo::SecureTradeWin( character, character2 ) - to init secure trade via script over long distances
        Added : uo::MoveItemToSecureTradeWin( item, character ) - to move item to secure trade window via script

05-25 Shinigami
        Added : Account.delete() - delete this empty account
        Added : Account.split( newacctname : string, index : 1..5 )
                create a new account and move character to it
        Added : Account.move_char( destacctname : string, index : 1..5 )
                move character from this account to destination account.
                you can use it to flip chars on same account too - it's not a bug, it's a feature ;oP

04-04 Shinigami
        Added : player.createdat - returns the PolClock when the character was created
        Added : Before character deletion, scripts/misc/candelete.ecl will be called.
                  program definition is:
                    - program can_delete( who, deleteby ); // return nonzero to allow deletion
                  new constants in UO.EM:
                    - DELETE_BY_PLAYER : Delete-Request by Player
                    - DELETE_BY_SCRIPT : Delete-Request by account.DeleteCharacter( index )
                Before character deletion, scripts/misc/ondelete.ecl and anypkg/ondelete.ecl will be called.
                  Their return values are ignored.
        Fixed : Call OnDelete script in account.DeleteCharacter( index ) too.
        Updated : Account.set_uo_expansion(string): recognized values: SE, AOS, LBR, T2A (default), "".
                    This determines what flag is sent with packet 0xB9 during login
                      (Nothing -> 0x0000 / T2A -> 0x0001 / LBR -> 0x0002 / AOS -> 0x801b / SE -> 0x805b).
                    It's possible to hook 0xB9 but don't forget to set_uo_expansion anyway because core
                    uses this for internal flags (e.g. AoS Tooltips). Packet 0xB9 will be sent earlier
                    (before you choose a character) and after you've used set_uo_expansion.
        Updated : servspecopt.cfg property: UOFeatureEnable, used in the last dword of the 0xA9 login packet,
                  will block Bit 6 (support up to 6 Chars).
                  To enable AoS stuff set Bit 5 (use 0x20), to enable SE stuff set Bit 7 & 5 (use 0xa0).

04-02 Shinigami
        Added : Additional realm-support
                  CreateItemCopyAtLocation(x, y, z, item, realm := _DEFAULT_REALM);
                  boat.move_offline_mobiles(int x, int y, int z[, string realm]);
                    (If realm is not set, Boat-realm is used.)
        Added : Some realm-constants to uo.em

03-09 Shinigami
        Added : WeaponTemplate Prop Delay [ms]
        Added : NPCDesc Prop AttackDelay [ms]
        Added : character.delay_mod [+-ms] for WeaponDelay
                If (Delay!=0) use Delay(+delay_mod) to calculate next weapon swing.

03-05 Shinigami
        Added : UseTileFlagPrefix=0|1 in SERVSPECOPT(.LOCAL).CFG (default = 1)
                Should Core prepend "a"/"an" according to tiles.cfg flags to formatted item names?
                (p.s.: in 08-29 renamed from UseAAnTileFlags to UseTileFlagPrefix)
        Fixed : Last but not least, remove Spell Delay usage from core.

03-03 Madman
        Fixed : My previous attempt to remove spellcasting from the core was incomplete. It should no
                  longer run a skillcheck before starting the spell script.

03-02 Shinigami
        Fixed : MoveObjectToRealm will handle any type of items (equipment etc.) and container with content too.
        Fixed : You can move item from container to different realm without crash.

03-01 Shinigami
        Fixed : Pol will support up to 5 Maps now (Britannia, Britannia_alt, Ilshenar, Malas, Tokuno)

02-23 Shinigami
        Added : DecayItems=0|1 in SERVSPECOPT(.LOCAL).CFG (default = 1)
                Disable (e.g. World Design Server) or enable (Live Shard Server) item decay.

02-14 Shinigami
        Fixed : AOS Spellbook entries in itemdesc.cfg will not crash linux build anymore.
        Fixed : Wrong handling of double clicking AoS style Spellbooks.

01-27 Shinigami
        Fixed : UOConvert will convert Samurai Empire Map Tokuno.
                Don't forget to use tiledata.mul shipped with SE.
                Don't forget to build new tiles.cfg and landtiles.cfg too.
                If not, your Tokuno Realm works and maybe looks funny ;o)
        Fixed : Small bug within UOConvert and Tiledata names with full length.

01-24 Shinigami
        Added : player.clientinfo -- returns a struct with a lot of usefull infomation about client PC
                Example :

                Function TestClientInfo(who)
                  Var info:=who.clientinfo;

                  If (info.unknown1) // in most/all cases 0x02
                    SysLog("ClientInfo '"+who.name+"' ["+who.acctname+"]");
                    SysLog("  Unknown1                 = "+Lower(Hex(info.unknown1)));
                    SysLog("  Unique Instance ID of UO = "+Lower(Hex(info.instance)));
                    SysLog("  OS Version               = "+info.os_major+"."+info.os_minor+"."+info.os_revision);
                    SysLog("  CPU Manufacturer         = "+info.cpu_manufacturer);
                    SysLog("  CPU Family               = "+info.cpu_family);
                    SysLog("  CPU Model                = "+info.cpu_model);
                    SysLog("  CPU Clock Speed          = "+info.cpu_clockspeed+" MHz");
                    SysLog("  CPU Quantity             = "+info.cpu_quantity);
                    SysLog("  Memory                   = "+info.memory+" MB");
                    SysLog("  Screen Resolution        = "+info.screen_width+" x "+info.screen_height+" x "+info.screen_depth+" Bit");
                    SysLog("  Direct X Version         = "+info.directx_major+"."+info.directx_minor);
                    SysLog("  Video Card Description   = "+CChrZ(info.video_description));
                    SysLog("  Video Card Vendor ID     = "+info.video_vendor);
                    SysLog("  Video Card Device ID     = "+info.video_device);
                    SysLog("  Video Card Memory        = "+info.video_memory+" MB");
                    SysLog("  Distribution             = "+info.distribution);
                    SysLog("  Clients Running          = "+info.clients_running);
                    SysLog("  Clients Installed        = "+info.clients_installed);
                    SysLog("  Partial Insstalled       = "+info.partial_installed);
                    SysLog("  Language Code            = "+CChrZ(info.langcode));
                    SysLog("  Unknown2                 = "+info.unknown2);
                  Else
                    SysLog("No ClientInfo '"+who.name+"' ["+who.acctname+"]");
                  EndIf
                EndFunction

                Limitations :
                  The client doesn't send this Packet every time,
                    if available you can use it first time in your misc/logon.src.
                  If your login server differs from play/shard server it doesn't work
                    (Packet will be send before you choose the server only).
                  This will work for Win release only, until now. Win and Linux core
                    handle server-choose- and play-connection in a different way.
                    Not sure why, must be something with OS-Socks implementation :o(

                Comment :
                  Seems to be very usefull to detect shadow accounts...
                  You love 1984? OSI too ;oP

                (p.s.: in 08-29 renamed from player.spyonclient2 to player.clientinfo)

01-24 Shinigami
        Linux : If you'll get something like this using Gentoo Release:

                  pol: ../sysdeps/generic/dl-tls.c:72: _dl_next_tls_modid:
                    Assertion `result <= _dl_tls_max_dtv_idx' failed.

                try following to run your Pol:

                  #!/bin/sh
                  export LD_ASSUME_KERNEL=2.4
                  ./pol

09-18 Birdy
        Fixed : Moved login complete packet send higher in login process to try to fix
                problems with logging into a weather region with weather where it would
                start to rain spell icons instead of rain or snow.

08-03 Birdy
        Added : AcctMatch lines in server entries in servers.cfg.  Example of format
                is below.  AcctMatch lines have one account name per line, and are
                those accounts to show the given server to on login to the
                'login server'(the server that is in the client's login.cfg).
                Example :

                GameServer
                {
                    Name      Test
                    IP        192.168.0.1
                    Port      5003
                    AcctMatch admin
                    AcctMatch staff
                }

                The above would only display that particular server(Test, located at
                192.168.0.1:5003) to someone logging into the login server with
                accounts admin or staff.

                IPMatch still works as well, and for an account to see the server it
                must fulfill both IPMatch and AcctMatch entries, if those exist to
                match up against.

08-03 Birdy
        Fixed : Good Aligned NPCs that attack innocents and go criminal will
                highlight grey now.
                Attacking criminal flagged Good NPCs will no longer flag others as
                criminal.

08-01 Birdy
        Fixed : Crash bug related to realm not being set in createitemincontainer soon
                enough for references to it in create scripts.

07-27 Birdy
        Added : New system event : SYSEVENT_GONE_CRIMINAL := 0x2000;
                You should add this to your sysevent.inc file or wherever you keep your
                system event constants.  This event is closely associated with the
                SYSEVENT_ENTERED_AREA event.  It uses the current range setting for
                the ENTERED_AREA event as it's own range, and this is for good reason.
                The GONE_CRIMINAL event lets the system tell the NPC when a mobile has
                become a criminal(from a previously non-criminal state) by firing this
                event and placing a character reference to the new criminal in the
                source field of the event. If used in conjunction with the ENTERED_AREA
                system event, then guards should be able to do their guarding work
                without needing to do polling scans of the area around them periodically.
                On ENTERED_AREA events, you check to see if the person entering the area
                is a criminal or not.  On GONE_CRIMINAL events, you know that the person
                who was already in the area has become a criminal from previously being
                innocent.

                This event will only fire if the criminal is visible to the NPC.  Though
                again, if you are using it in conjunction with the ENTERED_AREA event, then
                when the criminal comes out of hiding, an ENTERED_AREA event will be fired
                and you can handle the criminal there.

                This event will also only fire on transitions from innocent status to
                criminal status.  No events will fire on transition to innocent status
                again, and if the subject was already a criminal to begin with, then
                doing a criminal act again will not fire the event.  This is to keep the
                system from being overloaded with events since every hit on an innocent
                is a new criminal act.

                I will stress one last time, use this WITH the SYSEVENT_ENTERED_AREA
                system event, NOT on it's own!  Or you will be confused and bewildered.
                You have been warned!

07-18 Madman Across the Water
        Changed: Casting from the default spellbook:
               * It no longer checks if you are dead, says the words of power,
                 performs the animations, checks for free hands, performs a
                 skill check, or checks for or consumes mana or reagents. All
                 these things must now be handled in scripts. This, combined
                 with Myrathi's changes on 5-12, wherein spellid is now passed
                 to the cast spell, should allow greater flexibility and also
                 simplicity in spell systems and scripts.

06-17 Birdy
        Changed: Uncommented RandomFloat(...) in util.em to allow it to be used.

06-13 Birdy
        Fixed: Items dragged across realms and dropped will update properly.  This
               is necessary to allow storage containers to be able to have their items
               dragged out of them and dropped on the ground directly, even if the
               ground is not the default realm that storage containers are all in.
        Fixed: All worn items will now have their realm updated on character realm
               transfer instead of just the backpack.

06-09 Myrathi
        Removed: Deprecated UO.EM functions:
               * Damage()
               * GameStat()

06-08 Myrathi
        Fixed: CASE statements given a significant overhaul:
               * Error messages now correctly refer to them as a "CASE statement",
                 not a "SWITCH statement".
               * They now *require* their test-expression to be within parenthesis.
               * Empty CASE statements with no option clauses are now caught as
                 invalid.
               * A warning message will be displayed if the only thing defined is
                 a "default:" clause (i.e. no option clauses)
               * Missing option values are now caught and less cryptic error messages
                 shown (e.g. when using undefined constants)

06-06 Myrathi
        Added: New 'dowhile' keyword (to solve the "do/while()/endwhile/while()"
               bug). "do..dowhile()" now follows the more usual block syntax
               style (if..endif, while..endwhile, etc.).
               Syntax is as follows:

                   do
                     <statements>
                   dowhile ( <expression-is-true> );

06-05 Birdy
        Added: ItemColorMask ServerSpecOpt option.  This option defaults to the
               typical POL mask of 0xFFF.  It is a bitmask of what colors should
               be considered valid.  For example, with an ItemColorMask of
               0xFFF, any color from 0 to 4095 is considered a valid color.
               With an ItemColorMask of 0xFF, this would be reduced to a range
               from 0 to 255.  It was left a mask instead of given as a range
               in order to allow specifying certain bits to be on.  So, for
               instance, with the newer clients, a mask of 0x4FFF will allow
               the third bit (value 4) of the most significant nibble to
               be turned on, but no others in that nibble.  This allows for
               newer clients to use the "transparent animation" feature, which
               allows equipped mounts to be transparent(ie, ethereals).  Bear
               in mind, older clients may well crash if you set colors to be
               outside of the non-default mask of 0xFFF, so this is strictly at
               your own risk to use it.  But for those of you wishing ethereal
               beetles and other mount animations to be ethereal, you will have
               to set the mount piece to be color 0x4001 and then equip it.
               And in order to do that, you will need an ItemColorMask of
               0x4FFF.

06-03 Birdy
        Removed: GetAttributeIntrinsicMod(...) function interface in uo.em was
                 removed, since no Set for the function has existed since way
                 back in POL094 test cores and no plans to impliment a set
                 exist.  This will require a search of your scripts for this
                 function and removal of it(some distro code has it) and
                 a recompile of those scripts.

05-24 Birdy
        Fixed: FindSubstance should now (hopefully) auto-release items reserved by
               it on script termination.
        Fixed: Packet.SendAreaPacket(x,y,range,realm) now looks for 4 parameters
               as it should instead of 3.

05-17 Birdy
        Changed: concealed property is no longer compared to cmdlevel by core.  Any
                 scripts changing concealed should do validation against cmdlevel
                 itself.  Doing this now allows NPCs and others to be able to be
                 concealed at higher levels than their cmdlevel.  For this added
                 flexibility, all validation must now be done within scripts!

05-16 Myrathi
    Removed deprecated operators and tokens (as promised! :P'):
        - '=' has been removed; use '==' to test for equality.
          (appropriate suggestions will be made for '==' or ':=')
        - 'local', 'global' and 'dim' have been removed; use 'var' to declare variables.
        - 'begin' and 'end' have been removed:
			do..while() loops now work without them.
			repeat..until() loops never actually needed them: so no loss. :)

        ** Scripts containing any of the removed operators or tokens **
        **     WILL NOT COMPILE ANY MORE!! Update your scripts!!     **

05-12 Myrathi
	Fixed: Mobile 'mob.frozen' flag is now saved properly (NOTE: this includes PCs and
		will most likely require any existing scripted workarounds to be rewritten!)

	Added: Extra 'spell_id' parameter is now passed to spell scripts which relates to
		'SPELLID' in the spell's entry in '::spells.cfg'.

		Example:
			use uo;
			program spellscript( who, spell_id )
				SendSysMessage(who, "Casting SPELLID# " + CStr(spell_id));
				// "Clumsy" has spell_id = 1, "Create Food" = 2, etc..
			endprogram

05-01 Birdy
	Fixed: Number of Map/Static patches was reversed in the enable difs packet.

05-01 Racalac
    Fixed CProps "GivenBy", "GivenTo", and "GivenTime" set on items dropped on NPCs.

04-26 Birdy
    Added: New uo.em function created :
        FindSubstance( container, objtype, amount, makeinuse := 0 )
        This function will search the given container for items of objtype in an
        amount equal or greater than the amount given(stackables can return greater
        than #), if makeinuse is set to 1, then the items will be reserved.  If
        sufficient # of items have been found, those found(and possibly reserved)
        will be returned in an array as the return value.  If not enough of the
        given item were found, then an error with errortext = "Not enough of that
        substance in container" will be returned.

04-25 Racalac
    Added new house methods that allow write access to the house.components array.
        house.add_component(item ref)
        house.erase_component(item ref)
    Added multi member:
        multi.footprint
            returns a struct with "xmin", "xmax", "ymin", "ymax" of the world coordinates
            the house or boat occupies.
    Added GetMultiDimensions(graphic), returns struct with "xmin", "xmax", "ymin", "ymax"
        of _relative_ distances from center. xmin and ymin are _negative_.
    Changed TargetMultiPlacement. new optional parameters:
        TargetMultiPlacement( character, objtype, flags := 0, xoffset := 0, yoffset := 0 );
        xoffset and yoffset change the "ghost" target house. NOTE: the coordinates returned
        by this are the coordinates of the "target" cursor, not the center of the house!
        So if you want to have the front steps be under the cursor, you must transform the
        parameters to CreateMultiAtLocation to include your xoffset and yoffset. ANOTHER
        NOTE: positive offsets move the cursor left/down in relation to the ghost house.
        When transforming the coordinates for CreateMultiAtLocation, use the negative (i.e
        if yoffset is 4, subtract 4 from the y coordinate result of TargetMultiPlacement
        when passing the location to CreateMultiAtLocation.
        Example, using the front steps to target:
            var dims := GetMultiDimensions( 0x6071 );
            if(!dims) return; endif
            var loc := TargetMultiPlacement( who, 0x6071, 0, 0, dims.ymax );
            if(!loc) return; endif
            var house := CreateMultiAtLocation( loc.x, loc.y - dims.ymax, loc.z, 0x6071, 0, who.realm );


04-24 Racalac
    Armor Zone 0 errors hae a better message now.
    Half-created PCs shouldn't get into the world file now.
    Added house.custom() returns 1/0 (for upcoming custom house support)
    NPC move functions check the current realm's bounds
    CreateItemAtLocation correctly checks passed coordinates for validity for the realm
    Map methods (insertpin, etc) check the current realm's bounds. Not like there's art for
        the other realms anyway.
    Packet 0x1B changed to include correct map/server bounds

04-23 Birdy
	Changed: Mounts listed in uoconvert.cfg that are not found to have tiledata.mul
		entries will now be created regardless.  Should fix problems related to
		0x3ea2 mount(perhaps others too), which has no tiledata.mul entry, yet
		is a valid mount graphic.

04-20 Birdy
	Fixed: FindPath(...) should work again now.

04-17 Birdy
	Changed: Speech.mul -- Added in support for UTF-8 -> Unicode decoding in speech.mul
		packets.  Should work now (hopefully) for all languages.
	Fixed: Minor tweaks to movement.  Should fix some bounceback problems.

04-17 Racalac
	Multimap/Realm Support
	----------------------
	POL now supports seperate maps, or "Realms", such as britannia, ilshenar,
	and malas. The uoconvert tool is the starting point for using realms on
	your shard. Run the updated instructions in the included uoconvert.txt
	help file. The names of the directories created in pol/realms by uoconvert
	are the realm names that are used by the core and your scripts. I
	recommend you keep them the same as what is in the uoconvert.txt file.
	Realm names are the key to using realms on your shard.

	The client's *.dif files should be used in the uoconvert process, as the
	client needs to know how many patches exist. Any time the .dif files
	change on the client side, re-run uoconvert with the new .dif files to
	stay in sync.


	Object Changes:
	UObject.realm: Read-only string. (This inherits to Item, Character, Multi, etc)

	Account.uo_expansion: Read-only string
	Account.set_uo_expansion(string): recognized values: AOS, LBR, T2A (default)
	  This determines what flag is sent with packet 0xB9 during login. The
	  servspecopt.cfg UOFeatureEnable is used with packet 0xA9 and is currently
	  global to all clients.

	Packet.SendAreaPacket(x,y,range,realm), realm name string parameter added.

	Escript Module Changes:
	polsys.em:
		Added "Realms()": returns a dictionary of structs. example:
			"realm_name" -> "width"
						    "height"
						    "mapid"
						    "toplevel_item_count"
						    "mobile_count"

	uo.em (included with zip):
	The following functions were enhanced with a realm parameter (all realm
	parameters are a case-sensative string name of the realm). All other
	functions use some object's context for determining the realm.

	Tip for upgrading: all your scripts should works normall _in Britannia_.
	In any other realm they will fail. You must find all occurances of these
	functions on your shard and fill in the realm parameter with an appropriate
	value. For example, in the createnpc textcommand, the call to
	CreateNPCAtLocation should be made with 'who.realm' as the last parameter.
	Many script changes are easy like this, others are harder, like
	spawnregion and recall/gate spells. If something doesn't work, you can be
	fairly sure it's due to an incorrect realm parameter. The pol-distro
	sourceforge project has been updated with many of these changes if you
	wish to look.

	const _DEFAULT_REALM := "britannia";
	CreateItemAtLocation( x, y, z, objtype, amount := 1, realm := _DEFAULT_REALM );
	CreateMultiAtLocation( x, y, z, objtype, flags := 0, realm := _DEFAULT_REALM );
	CreateNpcFromTemplate( template, x, y, z, override_properties := 0, realm := _DEFAULT_REALM);
	FindPath( x1, y1, z1, x2, y2, z2, realm := _DEFAULT_REALM, mobilesblock := 0, searchskirt := 5 );
	GetHarvestDifficulty( resource, x, y, tiletype, realm := _DEFAULT_REALM );
	GetMapInfo( x, y, realm := _DEFAULT_REALM );
	GetRegionString( resource, x, y, propertyname, realm := _DEFAULT_REALM );
	GetStandingHeight( x, y, startz, realm := _DEFAULT_REALM );
	GetWorldHeight( x, y, realm := _DEFAULT_REALM );
	HarvestResource( resource, x, y, b, n, realm := _DEFAULT_REALM ); // returns b*a where 0 <= a <= n
	ListGhostsNearLocation( x, y, z, range, realm := _DEFAULT_REALM );
	ListItemsAtLocation( x, y, z, realm := _DEFAULT_REALM );
	ListItemsNearLocation( x, y, z, range, realm := _DEFAULT_REALM );
	ListItemsNearLocationOfType( x,y,z, range, objtype, realm := _DEFAULT_REALM );
	ListItemsNearLocationWithFlag( x,y,z, range, flags, realm := _DEFAULT_REALM );
	ListMobilesNearLocation( x, y, z, range, realm := _DEFAULT_REALM );
	ListMobilesNearLocationEx( x,y,z, range, flags, realm := _DEFAULT_REALM );
	ListObjectsInBox( x1,y1,z1, x2,y2,z2, realm := _DEFAULT_REALM );
	ListMultisInBox( x1,y1,z1, x2,y2,z2, realm := _DEFAULT_REALM );
	PlayMovingEffectXYZ( srcx, srcy, srcz, dstx, dsty, dstz, effect, speed, loop := 0, explode := 0, realm := _DEFAULT_REALM );
	PlayStationaryEffect( x, y, z, effect, speed, loop := 0, explode := 0, realm := _DEFAULT_REALM );

	Functions added:
	MoveObjectToRealm( object, realm, x, y, z, flags := 0 );
		--This is the only write interface to an object's realm. If you wish
		an object to reside on another realm, this is the only function
		available. Check obj.realm != destination_realm to avoid unnecessary
		same-realm transfers. flags is the normal MoveItem|CharacterToLocation
		flags. The passed x,y,z must be a standable location in the specified
		realm.

	Most of these functions will return the errors "Realm not found" and
	    "Invalid Coordinates for realm".


	Regions:
	Added "Realm realmname" property

	poltool:
	added a 5th parameter for the 'mapdump' command, a realm name string as above

	uoconvert:
	number of map and static patches (from mapdif and stadif files) saved to
	   /realm/[name]/realm.cfg
	Recommend to turn on mapdifs for all realms.


	Other Changes:
	AOS Spellbook packets are supported. For this, change you spellbook's
	itemdesc.cfg type from Container to Spellbook. Paladin and Necromancer
	spellbooks are supported by the new Spellbook itemdesc type property
	"SpellType" which is one of these strings: "Magic", "Paladin", "Necro".

	Recognized scroll objects are: Magic: 0x1F2D - 0x1F6C, Necro 0x2260 - 0x226F,
	    Paladin: 0x2270 - 0x227C. Sorry this is hardcoded :P

	Simple support for AOS tooltips - old single click functionality is supported.

	Custom Houses - not yet sorry, that's next!


04-01 Birdy
	Added: 	MaxPathFindRange servspecopt[.local].cfg option added.  This will define the
			maximum distance between the start and destination points which pathfinding
			will be performed on.  If PathFind is called on points greater than this
			value, an error result will be returned with "Beyond Max Range." as the
			errortext.  Default value for this is 50.
	Added:	HiddenTurnsCount servspecopt[.local].cfg option added.  This will define
			whether or not turns made while hidden will count as a "move".  It defaults
			to 1, which is the way POL has always operated.  If set to zero, then if
			you are hidden and make a turn, it will not count against your stealth steps,
			nor will it unhide you if you are not stealthing.  If set to one, turns while
			hidden do count against stealthsteps, and will unhide you if you are not
			stealthing.
	Added:  New uo.em function added, UseItem(item, character);  This will allow the
			item specified's use script to be run by the character specified.  No checks
			are done for distance, or check for being a ghost, or anything else.
			Essentially, the script is just fired off on the character without checks, so
			the script calling this function should do those checks if desired.  This
			function can also be called with NPC's as the character, but any use script
			that requires interactivity with it's user that is called on an NPC may have
			unpredictable results(dependant on the script).
	Added:  UOConvert now will report the (x,y,z) of invalid tiles that cause it to
			abort map conversion instead of just aborting.

03-29 Birdy
	Fixed: Caves should now be able to be walked into.  Some problems along shores fixed too.
			Run UOconvert on your files for this fix to work.

03-24 Birdy
	Changed: Character height in all other aspects changed to 15 from 9 to better reflect height in
			 game relative to items.
	Changed: Walking related to ladders modified to try to help in their traversal.
	Changed: The map now should block LOS.  Run UOconvert on all your files again! (see uoconvert.txt
			 for instructions)
	Fixed: Speech.mul should now display speech with keywords even when on a non-ENU region computer.
	Changed: Boats now check height of blockables in relation to the boat before being
			 blocked by them.  This should allow boats to travel under sufficiently high
			 bridges and over statics that may be under the map.
	Added: Pathfinding function FindPath.  This is a very experimental function and has a minute
			chance of returning a "Path Corrupted" error.  If you use it and can find a distinct
			path from point A to point B which generates a "Path Corrupted" error, please send
			details to the dev team.

			Function prototype is found in uo.em and takes the form :

			FindPath( x1, y1, z1, x2, y2, z2, realm := _DEFAULT_REALM, mobilesblock := 0, searchskirt := 5 );

			(x1,y1,z1) = start of the path
			(x2,y2,z2) = destination
			mobilesblock = Whether or not to consider mobiles in the way as 'blocking' the path.
			searchskirt = The skirt around the square that is formed around the start of the path
						  to the destination which represents the searchable area.

			If it finds a path it will return an array of coordinates, representing each step
			along the path from the next step to take from the start of the path to the actual
			destination.  The coordinates are found in .x, .y, and .z.  Ex :

			myPath := FindPath(startx, starty, startz, endx, endy, endz);

			The first step to take from a standing position at (startx,starty,startz) would be
			at (myPath[1].x, myPath[1].y, myPath[1].z), the next at (myPath[2].x, myPath[2].y,
			myPath[2].z), etc.

			Keep in mind that if you want you can give as large a search area as you want, and
			it will try to find the area.  But the larger the search area(ie, the larger the
			distance from start to destination), the more memory and more time it will take to
			find a path.  Trying to search, for instance, for a path from Yew to Britain will
			almost certainly freeze your shard and gobble up all it's memory.  No restrictions
			were placed in core in order to allow for use of the function with future computers
			which may indeed one day be able to search for such a path in a split second.  But
			that leaves the responsibility on the scripter using the function to be certain to
			not try to search for outrageously large paths.  My experience is that paths of
			20 or less tiles are fairly quick and low impact on the server.

			Several errors can be returned instead, with the following errortext messages :

			"Failed to find a path."  --  The typical error returned when a path hasn't been found.
			"Out of memory."          --  This will only happen if there isn't sufficient memory to perform the search.
			"Solution Corrupted!"     --  This is an error that rarely seems to happen, but if you can get it to
										  happen repeatedly along a static(non-changing) specific path, please
										  report it to birdy@polserver.com
			"Pathfind Error."         --  A catch-all error for various other circumstances, assume no path could be found.

03-04 Birdy
	Changed: Character look height changed to 15 from 9 to better reflect height in game relative
			to items.
	Added: uoconvert.cfg element option added, LOSOptions, in the following form:
				LOSOptions
				{
					UseNoShoot        1
					LOSThroughWindows 1
				}
			UseNoShoot means uoconvert will determine whether or not something blocks LOS by use of
			the NoShoot tiledata flag instead of the Blocking tiledata flag.  A couple of special
			cases exist for secret door items and blocking items that are walls(in both cases, LOS
			will be hindered), but otherwise the NoShoot tiledata flag will be used.  This should
			make many blocking, yet not really LOS blocking items no longer block sight, such as
			candelabras, lamp posts, and such.
			LOSThroughWindows only matters if UseNoShoot is 1.  If LOSThroughWindows is 1, then
			items marked as windows in tiledata will not impede LOS.
			Both of these options default to false.  When UseNoShoot is false, the old method of
			determining sight blocking as being equivalent to ability to pass will be used for LOS.
	Added: uoconvert.cfg element option added, Mounts, in the following form:
				Mounts
				{
					Tiles  0x3ea0 0x3ea1 0x3ea2 0x3ea3 0x3ea4 0x3ea5 0x3ea6 0x3ea8 0x3ea9 0x3eb0 0x3eb2 0x3eb3 0x3e9f
				}
			If this element exists, and if Tiles exist within it, then those tiles with the graphic IDs
			listed will be considered to be mounts by uoconvert and will set the layer to be the
			mount layer and it will set the tile to be equippable.

	Added: New System Hook : SpeechMul -- This hook will be activated when someone using a client with speech.mul
			in it says a speech.mul keyword(one or more).  The person who spoke is passed as the first parameter
			and an array containing each of the speech tokens they spoke is passed as the second parameter.
			This is a very experimental hook, so use at your own risk!  Though I would like to know if it works,
			particularly on non-english systems.  For ENU players/admins, whether you have a hook or not, these
			changes should make it such that you no longer "lose text" that has speech.mul tokens in it.

			If you wish to write a syshook script for speech.mul tokens, you will need a syshook.cfg file with
			the following in it.  This should be in a package of some sort too of course.

				SystemHookScript speechmulhook.ecl
				{
					SpeechMul SpeechMul
				}

			The following is an example of a very simple hook called speechmulhook.src.  It is, of course, up to
			you to make something actually useful. :

				use uo;

				program SpeechMulHook()
				    return 1; //change to 1 to enable the hook
				endprogram

				exported function SpeechMul(who, speechtokens) //note passed ARRAY of speech.mul tokens

				    Print("Tokens : ");
				    foreach token in speechtokens
						Print(CStr(token));
					endforeach

				endfunction

12-27 Racalac
    Fixed invisible corpse clothing
    Fixed boat member access
    Fixed (maybe) first non-nodraw tile in multi definition flagged as static by uoconvert
    Changed core visibility function - characters now can always see themselves. Fix for
        equipping items while hidden not showing until unhiding.

12-06 Racalac
    Fixed: Invisible items in containers caused random items to become temporarily invisible
    Fixed: default doubleclick range for items without an itemdesc entry wasn't reading from servspecopt.cfg

11-16 Racalac
    Fixed: member access to account and script objects (and any dicts/structs with the same key names)
        Recompile your scripts! Keep testing, find my errors! :)
    Changed: logged-off players are now considered not visible for any/all systems that check visibility.

11-15 Racalac
    poltool: prints flag descriptions
    Fixed: height 1 "half-height" tiles no longer considered height 0.
    Fixed: crash by passing 0 to SystemFindBoatBySerial
    Fixed: account object method fall-through. d'oh!

11-10 Racalac
    Fixed member access to datastore, script, and guild objects. Keep testing!
    Changed: equipment.container returns an "offline" character reference when equipped.

11-09 Racalac
    Changed: invisible items in containers can't be seen by those without the seeinvisitems priv
    Major Changes: New ecompile version! Changed the way object methods and members are set and get.
        This should give a moderate to major speed enhancement to script execution. Please report
        any weirdness you encounter with respect to setting and getting object (and struct/dict)
        members, calling object methods, and methodscripts (that may or may not override core-defined
        methods).
        Temporary new ecompile/ecompile.cfg option: specifiy the -m command-line paramter to compile
            using the old way, or set "OptimizeObjectMembers" in ecompile.cfg to 0 (1 by default).
            This option will go away when I'm satisfied this new code works.

11-01 Racalac (not in 11-01 test core)
    Fixed: water statics above walkable map no longer blocks movement below
    Fixed: second equipped item in a layer no longer stored as "gotten" (fixes crash on save?)

10-31 Racalac
    Items with no defined itemdesc.cfg entry (walls, floors, etc) will use the
        servspecopt.cfg values for decay time and dblclickrange.
    Added character.cleargottenitem(). Returns "dragged" item to original
        location. There's an graphical glitch with the client that makes it
        look like the item is duplicated. The item that appears to remain on
        the cursor is not really there.
    uoconvert: changed map structure to allow building dynamic items and walking
        around on them. RECONVERT YOUR MAP!
    Allowed movement in places like T2A with dramatic Z changes in the map.
    Fixed: certain script parameters were being flagged wrongly as out-of-range
    Fixed: (maybe) If a layer is already equipped, trying to equip another item
        on that layer will return the item to its original location (3D client thing).
    Added Npcdesc.cfg property: AttackAnimation (default 0 (wrestling)), use this
         change the template's intrinsic weapon animation (i.e. for LBR npcs)

10-25 Racalac
	Added uoconvert.cfg for defining what multi IDs are what type (Boat, House, Stairs (AOS)). See included file for 'normal' values.
	Added for Packet Hooks: SubCommandLength property for 'parent' packets: 1, 2, or 4 byte lengths for subcommand fields.
		Example:
		Packet 0x12 //Macro/Spell/Action
		{
			Length variable
			SubCommandOffset 3
			SubCommandLength 1 //unlike cmd BF, the subcommand is 1 byte, not 2
		}
		SubPacket 0x12
		{
			SubCommandID 0xC7 //bow or salute
			ReceiveFunction command_12:HandleC7Action
		}

09-27 Racalac
    Fixed improper cleanup of accounts and player characters on exit, leftovers.txt should be reduced in size now.
    Maybe fixed a memory leak in the packet hook system.

09-08 Racalac
    Fixed a crash condition concerning multis and movement.
    Added error messages if missing realm files.

    uoconvert: handles a specific poorly formed staidx block

09-06 Racalac
    uotool reads pol.cfg from the same dir to find the MUL files.
    uotool & poltool usage statements updated
    Example to fix mounts, add en entry like this in tiles.cfg for each of your mount types (i.e. listed in tamed.src)
    Remember running "uoconvert tiles" will not save your manual changes.
    tile 0x3ea2
    {
        Desc mount
        UoFlags 0x04404000
        Layer 25
        Height 3
        Weight 0
        Equippable 1
        Movable 1
    }
    Changed UOConvert handling of blocking flags, probably fixing NPCs walking through fences, etc. Please re-run UOconvert.
    Syz changed uoconvert to be more friendly to tool-created map and statics MULs.

08-21 Racalac
    Turned off core sends of Packet oxB9 (UO expansion enable) for now, it will return!
    Fixed bug with CreatePacket with specified cmdtype with fixed-length.

08-20 Racalac
    Fixed a bug in multis walking code introduced in the 08-19 testcore.

08-16 Syzygy
    The 'Summon Water Elemental' spell must now be in the spellbook to be cast.

08-14 Syzygy
    Fixed a LOS issue when doubleclicking an item stored in an NPC's backpack

08-13 Syzygy
    corrected an error where a client could be redirected to the wrong server if servers.cfg specified 'IPMatch' directives.
    corrected an error which would not allow a mob to drop an item to a lower Z.
    at death, those added to your "reportable" list will no longer be marked aggressor to you.
    at death, those added to your "reportable" list will no longer be marked as having lawfully damaged you.
      (this is imperfect - all your aggressors, and lawful damagers, should be cleared at your death)

08-09 Syzygy
    pol.exe no longer uses .mul files.  See uoconvert.txt for notes (you will use uoconvert to generate pol data files)
      notable changes:
         a door will only be ignored if its itemdesc entry says it's a door
           (previously, used the tiledata.mul "door" flag to tell)
      I do not recommend editing multis.cfg, tiles.cfg, or landtiles.cfg by hand - as uoconvert is young, it's likely
      that you'll have to regenerate these files from the .mul files soon.

08-05 Syzygy
    Removed 'UseDynamicMapCache' pol.cfg option and related code

07-27 Syzygy
    CreateNpcFromTemplate will now accept a struct, or an array (with element names), specifying custom properties

07-26 Racalac
    Fixed creating armor items with GetItemDescriptor
    Added: Packet Hook Scripts. See packethooks.txt. Don't try to hook AOS packets or I'll cry.

06-20 Syzygy
    account.GetCharacter(index) will notice if you pass 0, which is bad.
        account.DeleteCharacter(index) - same

-- POL095 --
07-03 Syzygy
    Added length validation for the 0xBD (client version) packet.

07-01 Syzygy
    ecompile looks for ecompile.cfg in the current directory before looking where the binary is.
    ecompile now flags the following as errors:
        var s := "1234" + ;
        var a := +;
        var a := { 4, +, 6 };

06-30 Racalac
    account.SetName() takes an optional second parameter for new account password. If you have RetainCleartextPasswords=0,
        then you must pass a new account password, or you will get an error.
    default WeatherType for a region is now 255 (no weather), not 0 (rain).

06-30 Syzygy
    Corrected a crash exception on character creation if a control character was included in the name.
    Fixed a crash bug when displaying corpses in some circumstances.

06-25 Syzygy
    Items which specify "SaveOnExit 0" will have serials allocated from the same range as normal items.
      This also fixes a bug where duplicate serials could be allocated for nonsaved items.

06-24 Racalac
    Changed MD5 hashing flags to work on a broader range of windows installations.
    Instrinsic NPC weapons now are read-only for: hp, maxhp_mod, quality, dmg_mod.

06-20 Syzygy
    account.GetCharacter and account.DeleteCharacter will no longer accept an index of 0
    Fixed a problem with character creation that could result in characters being written
      with 'CharIdx -1' (these were all failed character creations)
    Character creation will refuse to create a character with control characters in the name (newline, for example)

06-19 Racalac
    Added a 2 minute timeout for closing sockets POL has not received any data on. The client normally sends keep-alive
        messages every 60 seconds. This may fix the "number of connections reported much higher than the number of clients"
        bug.

06-19 Syzygy
    Fixed an access violation if a negative X or negative Y value was passed to various functions

    canInsert / onInsert script rework, part 3: changing parameter order to make things more consistent:
        adding an amount to existing stack:
          canInsert( mob, container, movetype, INSERT_INCREASE_STACK, adding_item, existing_stack, amt_to_add )
          onInsert( mob, container, movetype, INSERT_INCREASE_STACK, uninit, existing_stack, amt_to_add )
          (NOTE: for canInsert, adding_item can be an uninit, if one of the CreateItem functions is merely adding to an existing stack.
           By the time onInsert is called, adding_item is gone.)
        adding new item:
          canInsert( mob, container, movetype, INSERT_ADD_ITEM, adding_item )
          onInsert( mob, container, movetype, INSERT_ADD_ITEM, adding_item )

    Fixed a race condition which could cause socket error 10038

06-18 Syzygy
    escript: array + array will return a concatenation of the arrays:
           { 3,2,6 } + {6,4}  returns {3,2,6,6,4}
    AddMenuItem will once again accept 0 as a valid objtype
    TargetMultiPlacement will once again accept objtype values between 0x4000 and 0x4fff

    **** A VERY SPECIAL NOTE ****
       It would be best if you defined all your your objtypes in the range 0x5000 to 0xEFFF.
       See notes under POL092-2000-12-11 for how to specify OldObjType in itemdesc.cfg to convert objtypes at load time.
    *** END VERY SPECIAL NOTE ***

06-16 Syzygy
    Fixed typo in RESURRECT_FORCELOCATION flag
    The main listen thread will no longer be started if ListenPort=0

    All intrinsic weapons and storage area root items are now always marked inuse
        - this way, DestroyItem, EquipItem, dragging etc won't work on these types of items
        (this was a cause of the dreaded 'itr != wc.items.end()' assertion failures)

    Fixed a memory leak in GetItemDescriptor()
    Added sanity checking in GetItemDescriptor use in case you set descriptor.CProps to other than a dictionary,
     or StackingIgnoresCProps to other than an array, to detect this rather than crash.

    canInsert / onInsert script rework, part 2:
      old:
        can/onInsert( owner, container, item, movetype )
        can/onInsert( owner, container, item, movetype, amtadded ) (sometimes)
      new:
        adding an amount to existing stack:
          canInsert( mob, container, movetype, INSERT_INCREASE_STACK, existing_item, amt_to_add, adding_item )
          onInsert( mob, container, movetype, INSERT_INCREASE_STACK, existing_item, amt_to_add )
          (NOTE: adding_item can be an uninit, if one of the CreateItem functions is merely adding to an existing stack.
           By the time onInsert is called, adding_item is gone.)
        adding new item:
          canInsert( mob, container, movetype, INSERT_ADD_ITEM, new_item )
          onInsert( mob, container, movetype, INSERT_ADD_ITEM, new_item )

      These are the times when canInsert / onInsert scripts are called:
        Client drag/drop
        vendor buy: when moving items to the player's backpack
        vendor sell: when putting gold in the player's backpack
        secure trade, when cancelling or confirming a trade
        MoveItemToContainer
        CreateItemInContainer
        CreateItemInInventory
        CreateItemInBackpack

    Since I didn't actually test the backtrace-on-assertion functionality under Linux, it didn't work.
      Now it does.

    console.cfg is now reloadable (ReloadConfiguration, or SIGHUP)

    Added file.em module:
        ReadFile( filename ): read a text file
            reads a text file
            returns contents as an array of strings
            removing newlines
        WriteFile( filename, contents ): write a text file
            contents is an array of strings.
            appends newlines.
            creates file if it does not exist.
            renames existing file to filename.bak
        AppendToFile( filename, morelines ): append to a text file
            morelines: an array of strings
            appends newlines.
            creates file if it does not exist.
        LogToFile( filename, textline ): append a single line to a text file
            appends newlines.
            creates file if it does not exist.
        By default, no package has any file access rights.
        config/fileaccess.cfg: reloadable config file, grants access.  Example:
            FileAccess
            {
	            AllowRead 1
	            AllowRemote 1
	            Package testfileaccess
	            Extension .cfg
	            Extension .src
            }

            FileAccess
            {
	            AllowWrite 1
	            AllowRemote 0
	            Package testfileaccess
	            Extension .txt
            }

            FileAccess
            {
	            AllowAppend 1
	            Package *
	            Extension .log
            }



06-15 Syzygy
    new pol.cfg option: AssertionFailureAction = abort/continue/shutdown/shutdown-nosave
        abort: (like old behavior) aborts immediately, without saving data.
        continue: allows execution to continue.
        shutdown: attempts graceful shutdown
        shutdown-nosave: attempts graceful shutdown, without saving data.

        If the assertion occurred during execution of a script, either 'shutdown', 'shutdown-nosave', or 'continue'
        will abort that script, displaying the script name and PC.

    Added uo.em function: ListMultisInBox(x1,y1,z1, x2,y2,z2) lists multis that have at least one static within the volume specified.
    Resurrect takes an optional parameter.  If you pass RESURRECT_FORCELOCATION, will not check for blocking objects.
        Be sure you know what you're doing if you pass this flag.

    Just a note: if you're using Listener entries in uoclient.cfg, you should set ListenPort=0 in pol.cfg

    ecompile: uses ECOMPILE_CFG_PATH environment variable to find ecompile.cfg, if present.
      (note that normally it tries to look where the executable is.  Some shells don't always pass this,
       particularly if you're using batch files or shell scripts - try putting the full path to ecompile in your batch file)
    Added a bewildering number of options to ecompile.cfg:
        DisplayWarnings = 0/1               (same as -w flag)
        CompileAspPages = 0/1               (same as -a flag)
        OnlyCompileUpdatedScripts = 0/1     (same as -u flag)
        GenerateDependencyInfo = 0/1        Generate .dep files whether or not updating
        DisplayUpToDateScripts = 0/1        Display the "xxx/script.ecl is up-to-date" message, or not.
        AutoCompileByDefault = 0/1          If set, and you don't pass any script names or -r or -A, will perform an auto compile.
        UpdateOnlyOnAutoCompile = 0/1       If set, autocompile will only update modified scripts.
        DisplaySummary = 0/1                Displays overall totals after compilation, unless compilation aborted due to a compile error.
      These are the settings I like:
        GenerateListing		    1
        GenerateDebugInfo	    1
        GenerateDebugTextInfo	1
        DisplayWarnings         1
        CompileAspPages         1
        AutoCompileByDefault    1
        UpdateOnlyOnAutoCompile 1
        OnlyCompileUpdatedScripts   1
        DisplaySummary          1
        GenerateDependencyInfo  1
        DisplayUpToDateScripts  0
        This way, if I'm editing scripts, I just type 'ecompile' and it compiles everything that's
        changed.  If I want to compile a particular file, I pass its .src name on the command line.


06-13 Syzygy
    mob.backpack.container now returns a mobileref to the owner.
    bugfix: buyprice was sometimes being incorrectly read as 2147483647, after being
            gratuitously written as 4294967295.  This value is now detected and ignored.
    Resurrect() will return an error if the mobile's location would be blocked if the mob were alive (ie by a door)
    LOS to an object is no longer blocked by the parts of other objects that share the same space with it.
        For example, this means:
            If two chests sit at the same place, neither blocks LOS to the other.
            If one chest is at Z=1, and the other at Z=2, LOS to the first can be blocked by the second, if looking from above.
            If a ghost is standing in a closed doorway, you can still have LOS to it. (but note the change to Resurrect above)
    Fixed: When sending mana level, sometimes the "current value" would be sent in place of the "maximum value", making it look like the mob had 100% mana.
    ondelete scripts are now passed an offline mobileref.
    Minor overhaul for onInsert scripts:
        MoveItemToContainer:
             now calls onInsert script _after_ putting the item in the container.
        CreateItemInContainer, CreateItemInInventory, CreateItemInBackpack:
             now call the onInsert script _after_ putting the item in the container.
             when adding to an existing stack, passes the "amount added" as noted in the POL092 changelog.
               (it was passing the size of the existing stack)
         !!
           I have just noticed that when any of these adds to an existing stack, the canInsert
           script is called with these parameters: canInsert( mobile, container, existing_stack_already_within_container, MOVETYPE_PLAYER )
           This is no good.  More thought required.
        When purchasing from a vendor:
            onInsert called _after_ putting the item in the PC's backpack.


06-12 Syzygy
    escript changes:
        Added (yet another) syntax for declaring initialized arrays:
            var x := array { 4, 3, 2 };
            this is more consistent with struct { x, y, z } initializer syntax.
            array(8,3,2) looks too much like it's creating a multi-dimensional array, so I don't like it anymore.
        Added syntax for declaring initialized dictionaries:
            var x := dictionary { "abx" -> 72, "xyz" -> 32 }; // direct
            var key := 5, value := "x";
            var x := dictionary { key -> value };       // indirect
            var x := dictionary { "abc", "cyz" }; // values start as uninit
            var pfx := "X";
            var v := 7;
            var x := dictionary { pfx+"abx" -> 72, pfx+"xyz" -> 32+v }; // with expressions
        These are the preferred forms for declarations (see how they match?)
            var x := array;
            var x := dictionary;
            var x := array { 53, 76, 32 };
            var x := struct { x, y, z };
            var x := dictionary { "ABC" -> 62 };

        Expressions like these will now be flagged as errors by the compiler:
            var x := { 2, 6, };
            var x := array { 2, 6, };
            var x := array( 2, 4, };
            var x := struct { a, y, };
            var x := 4 array;

        bitwise operations are now optimizable:
            int & int
            int | int
            int ^ int
            ~ int

    ecompile changes:
        new ecompile option: -C <config file path>
        new ecompile option: -A
            "Auto compile", I guess - compiles scripts in your PolScriptRoot and all enabled packages under your PackageRoot directories.
              (like -r, but knows where to go, using ecompile.cfg)

        Fixed two memory leaks.  ecompile is now much more svelte when it runs, especially on directory trees.



06-11 Syzygy
    structs will again allow the obj[ keyname ] syntax, but only for strings.
      if you pass a number, your script will abort.  If you pass another kind of object,
      an error will be returned.  This is meant to help you quickly find cases where a script
      pretends that a struct is an array, which is not the case.
    fixed a compiler bug where the following would compile:
        var a, b, c;
        a := b { c, b };
    AppendConfigElem will either accept an array of arrays, as it does now,
      or an array of struct { name, value }


06-10 Syzygy
    linux: SIGUSR2 will now display a stack backtrace to console, and continue execution.
    linux: properly set socket nonblocking options after accept()
      (learned, first from intense googling, then ironically enough from 'man accept', that
       linux can't be bothered to adhere to BSD norms in the "BSD sockets" interface, and
       instead discards socket options on accept()'ed connections)
       Note: there's a hole in the aux client interface obj.transmit() function, where it
             can still block, but it shouldn't be a problem if you're just using it to feed
             a local web server.

06-10 Syzygy
    It is once again possible to use mobrefs / itemrefs etc as keys to dictionaries.
    structs are now totally different objects than dictionaries.  They can only contain named members,
     and the [] operator no longer functions on them.
     Also, struct names are now case-insensitive
     For structs, you should use operations like this:
       var a := struct { x, y, z };
       a.x := 5;
       var b := struct;
       b.+g := 6;
     For dictionaries, you should use operations like this:
       var a := dictionary;
       a[57] := 4;
       a["XY"] := "Z";
       a.erase( "XY" );


06-09 Syzygy
    removed 'SellPrice 4294967295' and 'BuyPrice 4294967295' spam from items.txt etc.
    revised signal handling for linux.

06-08 Syzygy
    Added dirty flag to all mobiles/items.  This should be set when anything on the object changes, and cleared on world save.
    Fixed a crash bug when a container previously send with SendOpenSpecialContainer was deleted.
    Fixed a crash bug on shutdown having to do with the thread registry.
    SaveWorldState() now returns a structure on success:
        struct { CleanObjects, DirtyObjects, ElapsedMilliseconds };
    internal change: The following will now return a true 'struct', rather than an array bastardized with element names:
        (If you access these with obj.elemname you will have no trouble; if you use obj[1] etc you will have to make changes)
        object methods/properties:
            mobile.reportables
            polcore().script_profiles
            polcore().iostats
            polcore().queued_iostats
        uo.em:
            TargetCoordinates
            SelectMenuItem
            GetPosition
            GetMapInfo
            GetStandingHeight
        npc.em:
            Position()
        events (all):
            speech events
            unicode speech events
            damaged events
            engage events
            disengage events
            item-given events
    dictionary object methods now explictly check that key objects are either an integer, a real, or a string.

06-07 Racalac
    Major Addition: You may now specify properties for an item during creation. Here are the mechanics:
        polsys.em: GetItemDescriptor(objtype or name) returns a struct of all the itemdesc.cfg properties
        for the specified objtype. You can use this to print the contents:
            var ret := GetItemDescriptor(objtype);
            foreach thing in ret
                print(_thing_iter + ": " + thing);
            endforeach
        There are a couple special members. "CProps" is a dictionary of string->object pairs (object could be any
          packable type). "StackingIgnoresCProps" is an array of strings. You may edit the values in this dict
          but not all are assigned per-item (meaning it will do nothing). The item create functions accept this
          dictionary in place of the objtype / objtypename parameter.
	For example, to create a new item that will automatically stack with an existing stack with non-standard
          color and cprops, it would look like:
                var ret := GetItemDescriptor(objtype);
                ret.Color := 0x10;
                ret.CProps.insert("blah","1"); //assuming the existing stack have this color and cprop
                ret.StackingIgnoresCProps.append("blingbling");
                var item := CreateItemInBackpack(who,ret,10);

06-07 Syzygy
    SystemFindObjectBySerial now returns proper multirefs for multis
    fixed a place that switched cout to hex formatting without switching it back

06-06 Syzygy
    Added automatic lockup detection: thread status will automatically be displayed after 30 seconds.
    Fixed a potential corruption error during queued data mode.

06-05 Racalac
    Changed: pol.cfg EncryptPasswords to RetainCleartextPasswords (default 1). NOTE this is logically opposite
        to the old EncryptPasswords option. We now ALWAYS MD5 hash passwords and ALWAYS store them. Make this
        option 1 if you want to also retain normal passwords, 0 if you only want the hashed passwords stored.
    Added: PasswordOnlyHash is written to accounts.txt. If the cleartext password is missing, it will be
        empty until the account successfully logs in.
    Added: account.PasswordHash (password only hashed), and account.UsernamePasswordHash (username + password
        hashed). account here is an account script object, i.e. character.acct.
    Added: accounts.txt reading info, X elements in Y ms.

06-05 Syzygy
    The .NET build now uses STLport 4.5.3 instead of MS's crappy implementation.
      It seems to be a bit faster now.
      Some comparison sysload numbers, using Xandros' huge shard data:
        .NET old: 100(33018), 100(16326), 100(62705), 100(64700), 100(66679), 100(67030), 100(67030), 93(53725), 5(0), idle
        VC6 05-24: 98(33533), 100(18338), 25(1519), 0(0), idle
        .NET now: 35(19292), 6(1), idle
    win32: we now retrieve CPU time used from the OS.  This is reported as cputime, when sysload
      is reported.  cputime is read once a minute, and the value displayed is the number of microseconds used.
      So, if cpuload is 10,000,000 then 10 seconds of CPU time were used.
      It doesn't look possible to get this on linux without considerable teeth-pulling.
    pol.cfg: ListenPort is now optional.  If you don't set it, or set it to zero, it won't be used.
    Added to polsys.em: SetSysTrayPopupText( text )

06-04 Syzygy
    performance improvements:
        ListMobilesNearLocation
        ListMobilesNearLocationEx
        ListGhostsNearLocation
        Speech (sending events to NPCs)

06-03 Syzygy
    escript: fixed a bug where the compiler could emit corrupt code if an IF statement was optimized away
    equipment.quality is now stored as a double-precision float, so equality comparisons should work better now.
    Added itemdesc.cfg flags.  These apply to everything, even your own backpack.
        CanUseWhileFrozen = 0/1
        CanUseWhileParalyzed = 0/1
    Removed internal command: .t_setusescript
    Renamed internal ".props" command to ".t_props".  This script should replace it:
        use uo;

        program dot_props( who )
            var what := Target( who );
            if (what)
                var names := what.propnames();
                if (names.size() != 0)
                    foreach propname in names
                        SendSysMessage( who, propname + ": " + what.getprop( propname ) );
                    endforeach
                else
                    SendSysMessage( who, "No properties." );
                endif
            endif

        endprogram

06-02 Syzygy
    Modified i/o handling to better deal with unexpected signals (EINTR - socket error 4)
    escript: equality comparisons for floats will allow for small differences (0.00000001)
    win32 .NET build: changed some compiler settings to improve performance

05-31 Syzygy
    Backed out the 05/26 SetRegionWeatherLevel change which was causing a stack overflow
      (which then caused pol to exit without any message)
    Corrected music, justice, and weather zone switch handling.  They were broken
      (would do no processing if you moved either into or out of a location entirely outside the regions)
      Note: set the weather type to 255 to turn weather off.

05-29 Syzygy
    Target() will return a proper multiref if a multi is targetted (usable with DestroyMulti etc)
      This does not apply to floors, etc - only ship masts and so forth.
    Any function taking an objtype as a parameter will return an error if the objtype is not defined.
      Note that all objtypes in the 0x0000-0x3fff range are implicitly defined.
      (previous behavior was to throw an exception reporting that the objtype defined no graphic)

05-28 Syzygy
    New console command [threadstatus] will display thread status and checkpoints
    Thread status is now available on win32 as well as linux.

05-26 Racalac
    Fixed: SetRegionWeatherLevel should work now!
    Changed: Removed client 2.0.* weather packet disable. Let us know if there are still weather problems with
        2.0.* clients.

05-24 Syzygy
    Fixed: a crash when an NPC killed itself in its script
    Masked: crashes at shutdown due to leftover objects.  The objects will be leaked rather than attempt destruction.
      (if we can find out _why_ we have leftovers, we won't get these crashes at all - this crash in particular is a symptom)

05-23 Syzygy
    Fixed: NPC weapons will use the hitscript specified, not the wrestling hitscript
    Fixed: Display issue (1.26.4 clients only) when dragging an item to a mob that is too far away.
    Linux build: Added segfault handler - will dump a stack backtrace to stderr before aborting.
      please forward these (they'll just be a set of numbers) to PCT, if you're running the latest linux build.
    escript: added more convenient syntax for declaring structures:
      var t := struct { a, b, c };                                  // basic
      var t := struct { a := 4, b := "hey", m := foo(bar(4)) };     // initialized
      var t := struct { a := 4, b := struct { g,h,i }, c };         // with nested structures

05-22 Syzygy
    NPCs will be destroyed immediately when they die, rather than a little later.
    It should now be impossible to "kill" an NPC twice, ending up with multiple corpses.
       There may be cases where an NPC will be only partially killed.  We don't know why yet,
       but there will now be log information to help us find out why.  If you find an NPC that can't be
       killed, please check your logs for output containing: "Abnormal end after checkpoint" and post to PCT.
    NPCs will use their intrinsic weapon templates again.  They were using human wrestling.
    Log additions: character creation, deletion

05-20 Racalac
    Fixed: boat planks were not cleaned up correctly
    For debugging: leftovers.txt is written to the pol directory on shutdown, contains serial and name for
        objects that survived cleanup somehow.

05-17 Syzygy
    pol.log will now roll over every day.  Old logfiles will have names of the form: pol-YYYY-MM-DD.log

05-17 Racalac
    Added new pol.cfg option: EncryptPasswords=0/1 (default 0), if =1, the server will encrypt all passwords
        and all plaintext passwords will be lost! YOU CANNOT GO BACK AT THIS POINT WITHOUT RESETTING ALL THE
        PASSWORDS ON THE SERVER. So be careful about setting this option to 1! Don't make me have to repeat
        myself! I mean it!

05-17 Syzygy
    Fixed a crash caused when a script accessed container.container on something in a mob's backpack.

05-16 Syzygy
    item.setcolor( color ) will return an error if the specified color is > 0xFFF
      (it will still mask off the high bits and use what's left, though)
    Alt-Tab should no longer show a window called "Dialog" while POL is running.
    Fixed an assertion failure on load if a mobile or container failed to create completely.

05-15 Racalac
    Added: MD5 hashing of passwords. accounts.txt "Password" property is automatically converted, and saved
        back to "PasswordHash". No passwords are stored in plaintext on disk or in memory anymore, so full
        memory dumps should be safe from nosy people. MD5 strings cannot be reversed back to the original
        plaintext password.

05-15 Syzygy
    HitScript will be read from itemdesc.cfg entries for weapons, and used.
    OnHitScript will be read from itemdesc.cfg entries for armor, and used.
    AttackMinRange and AttackMaxRange will be read from npcdesc.cfg
    uoclient.cfg can now specify multiple ports to listen for clients on, and the encryption to use with each.
      Here is an example:
        Listener
        {
            Port 7011
            Encryption ignition
        }
        Listener
        {
            Port 7012
            Encryption 1.26.4
        }
      Note that the Port specified overrides the value from servers.cfg.


05-13 Syzygy
    Changing an item's graphic will also set its height accordingly.
    There's now a little system tray icon that will let you stop POL.  Maybe later it'll let
      you look at the console output or logs.  We're accepting fan art for the icon :-)
      You'll need to uninstall and reinstall the service (pol -u, then pol -i) for the tray icon
      to be able to appear.
    start.log will now be written properly when POL is run as a service.

05-11 Racalac
    Changed: With the CreateItemInContainer/Backpack functions, a new stackable item will not be added to
        an existing stack unless the existing item stack has color equal to its itemdesc.cfg color property
        AND has equal CProps as its itemdesc.cfg entry (not counting locally and globally ignored cprops)

05-11 Syzygy
    process.kill() will immediately kill sleeping scripts, as well as scripts being debugged.
      (previously, script process would not die until the script woke up, if it was sleeping.)
    Mobiles will now break off an attack when an opponent changes from non-Innocent to Innocent.
      (previously, this happened for PCs, but not for NPCs, particularly pets)

05-10 Racalac
    Fixed another 4.0.0e client hang issue.

05-09 Syzygy
    Undid my brain-dead repsys timer change which was causing lockups.

05-08 Syzygy
    POL can now run as a service:
        1. Put the executable in your POL directory (as always...)
        2. Run 'pol -i' to install.  'pol -u' will uninstall if needed.
        3. Recommended: Use the service manager to change the login from 'LocalSystem' to some account.
        4. Start the service

05-07 Racalac
    Added new pol.cfg option: "MiniDumpType", determines the type of crash dump created. "small" is the
        normal minidump (default), "large" is the full memory space for POL (creates large files, but much
        more useful to the developers). Case-sensative.

05-07 Syzygy
    Corrected possible crash bug in repsys handling
    Corrected repsys timeout logic (would sometimes timeout early, would sometimes never time out)
    Corrected possible crash bug related to client reconnections and interactive scripts

04-25 Racalac
    Fixed: CreateItemCopyAtLocation now copies cprops correctly.
    Fixed: Dead NPC taking damage somehow is now killed.
    Added: servspecopt.cfg property: UOFeatureEnable, used in the last dword of the 0xA9 login packet.
           Probably has no effect (and possibly ill effects) until client messages like 0xBF 0x13 are
           handled.

04-18 Racalac
    Fixed: Generic Gump textentry should work again for ANSI characters.
    Added: Linux console command support

04-13 Racalac
    Fixed: Input is rejected for SendTextEntryGump if the string contains a control character (newline, etc)
    Fixed: Generic Gump 'textentry' will strip out any control characters from user input.

04-10 Racalac
    Fixed: Moving a character during logout no longer throws an exception (introduced 3/27)

04-09 Racalac
    Fixed: MoveBoatXY did mot move items on deck properly.

04-06 Racalac
    Change: Call Attribute Intrinsic Modification exported functions before Vital Maximum and Regen.
    Note: clients 4.0.0e and newer do not like the uoclient.cfg setting EnableControlFlowPackets enabled,
        and causes login to fail. No way around this it seems.

03-27 Racalac
    Added: boat.em: MoveBoatXY(boatref,x,y)
    Fixed: MoveCharacterToLocation with an offline character could cause an exception.
    Fixed: who.multi was not returning a boat ref, when appropriate.

03-25 Racalac
    Fixed: 4.0.0e login issue (login tested with 4.0.0e (uorice), 4.0.0c (uorice), 3.0.8q (uorice),
           2.0.0b, and 1.26.4b. (2.0.0g still doesn't work, oh well..)

03-24 Racalac
    Fixed: Login (A9) packet was the wrong length (might fix 4.0.0e login issue)
    Fixed: Maps didn't work with set/get_member()
    Fixed: Multi.isa wasn't working

03-20 Myrathi
    Fixed: ECOMPILE will no longer compile files with .src/.hsr/.asp/.inc
        *anywhere* in the filename. These extensions must now be at the *end*
        of the filenames for them to be compiled! (fixes 'file.src.bak' bug)
    Found: Undocumented ECOMPILE option: -ri [dir]
        Same as '-r' except it recursively compiles .INC files! Useful for
        testing that your include files compile!
    Fixed: ECOMPILE options bug: -r [dir] / -ri [dir]
        These options will no longer 'eat up' options that follow them on the
        command line ("-r -u" would incorrectly 'eat' the "-u" option!). Such
        an option would be equivalent to "-r . -u" (recurse current folder).

	NOTE: If you need to compile files AS WELL AS recursing the current folder
	      you MUST add the '.' (no quotes) so it doesn't treat the files as a
	      folder (WRONG one would try to recurse the FOLDER 'myscript.src'!)

	      This is WRONG:  ECOMPILE.EXE -u -r myscript.src
	      This is RIGHT:  ECOMPILE.EXE -u -r . myscript.src   <-- note the '.'

03-19 Racalac
    Changed the order of calling the Vital Maximum and Regenerate functions via RecalcVitals().
        Order is: Maximum function, Regenerate function.
    Important CFG change: Set Weapon 0xF020 to SaveOnExit 0. This will force the intrinsic NPC
        wrestling weapon to a non-saved serial number.
    Fixed 03-18 npctemplate oversight.

03-19 Myrathi
    Added: extra 'movetype' parameter to Can/OnInsert and Can/OnRemove scripts.
        The values returned in this parameter are as follows (new constants in UO.EM)
        - MOVETYPE_PLAYER     : physically moved (dragged) by a player
        - MOVETYPE_COREMOVE   : moved by the core (eg, MoveItemToContainer().)
        And in the *Insert scripts only...
        - MOVETYPE_CORECREATE : created by core (eg, CreateItemInBackpack().)

    Example:
        use uo;
        program caninsertscript(character, container, item, movetype)
            if ( movetype != MOVETYPE_PLAYER )
                // allow any movement/creation by core functions
                return 1;
            endif
            // insertion by a player must be validated
            // ...extra code here...
        endprogram

03-18 Racalac
    Fixed: "npctemplate" was not initialized on start-up when the exported
        vital functions were called.
    Added: pol.cfg options:
        ReportRunToCompletionScripts=0/1 (default=1)
        ReportCriticalScripts=0/1 (default=1)
        - Set to 0 to remove the "Script X running..." (RTC) and
          "Critical Script X has run for X instructions..." console messages.

03-16 Myrathi
    Fixed RequestInputUC() input-validation issue (control-characters are now
        correctly identified).
        Returns:
        - 0 (zero) if input is cancelled.
        - a struct: 'uc_text' => Unicode Array, 'lang' => 3-char language code
        - an error, when appropriate (see .errortext)

03-16 Racalac
    Added error message for thread exceptions, AUX service.
    Fixed annoying garbled "Listening for HTTP requests on port" message.
    Fixed up RequestInputUC().

03-16 Myrathi
    Added: UNICODE.EM function RequestInputUC(): works the same as UO.EM's
        RequestInput() function except it takes 'unicode array' and 'language
        code' parameters in place of the 'prompt' parameter. The 'item'
        parameter is still simply a placeholder and a client cannot act upon
        one of these functions if the other has already been called (you'll
        get the "Another script has an active prompt" error).

03-15 Racalac
    Added uoclient.cfg property: MaxSkillID ("General" section,default 51 if not found). Use this depending on
        what client versions connect to your server. Newer clients can handle more skill IDs and older clients
        (which often crash being sent skillids above 48). You must have skills.cfg entires for each skillid up
        to MaxSkillID.

03-14 Racalac
    Added ClientEncryptionVersion "none" and "uorice" to help newbies. These are identical to "ignition".
    Linux Build:
        This is Rac's first linux build, and hopefully it's improved. Previously, linux builds were made
        using STLport and NO compiler optimizations. This build was made with libstdc++ 5.0.2, glibc 2.3.2
        (with linuxthreads 2.3.2), gcc 3.2.2, and kernel 2.4.20. Consider using the same version libs as these.
        Also, optimizations are turned on in this build (they were turned off because of inexplicable segfaults.
        Hopefully, new build lib versions help this).

03-13 Racalac
    Fixed linux ".unload" crash.
    Fixed exception with Character serial 0x1.

03-12 Myrathi
    Fixed: RadToDeg() and DegToRad() in MATH.EM. They now work the right way around. :)

03-10 Racalac
    Save character and item serial counter to pol.txt.
    Increased Maximum UO SkillID to 51 (skills.cfg requires an update).
    Fixed 03-08 bug: new multis not found with SFOBS.

03-08 Racalac
    Implimented Serial Recycling:
        When POL reaches the maximum serial for characters (0x3FFFFFFF) and items (0x7FFFFFFF), it will then
        search from the minimum serial (1 for characters, 0x40000000 for items) for an unused serial to give.
        Note, nothing is done about CProps which store serials referring to destroyed objects. Hopefully with
        this system of reusing the "oldest" unused serial will avoid most of these problems.
    Very Significant speed improvement for all SystemFindObjectBySerial calls (including internal ones)! Your
        start-up times (with CheckIntegrity enabled) should be vasty improved.
    Fixed build so minidumps should give more information.

02-18 Racalac
    Removed unecessary equip layer check (some items in client 4.0.0 were prevented from being equipped due to
        a client bug).

02-09 Racalac
    Added: new servspecopt.cfg options: DefaultContainerMaxItems (default 125) and DefaultContainerMaxWeight
        (default 250). These values will be used for containers that do not define "MaxItems" and "MaxWeight"
        in their itemdesc.cfg entries.
    Added: OS.EM function: is_critical(). Returns 1 if the calling script was set critical, else 0.
    Fixed: client version string was being limited to 10 characters.

02-09 Racalac
    Changed: CheckIntegrity=1 in pol.cfg now also checks storage areas and offline character for duplicate serial
	    items (This extends start up times).

02-08 Syzygy
    Sort-of fix for shards with data files with very high serial numbers:
        if 0x4effffff <= serial <= 0x40000000, serial will be allocated as a normal serial
        if 0x7fffffff <= serial <= 0x4f000000, serial will be allocated as a "nonsaved" serial.
        The upper range for "saved" serials will not be raised at this time.

02-04 Racalac
    Changed: PushthroughHook array of obstructors now includes hidden mobiles.
    Changed: renaming a stackable item a specific name will now prepend the amount to the single-click description.
        i.e. rename 2 items 'sucky item', then stack will produce a desc of '2 sucky items'.
    Fixed: character.height was being assigned an incorrect value on start, causing LOS problems.

02-03 Racalac
    Fixed: offline boat travelers were not being processed correctly on startup, leaving them behind on the water.
    Added: POL now supports Minidumps on Windows. If you are running POL on Windows XP, you do not need to do
        anything to enable this. Before Windows XP, you need a new "dbghelp.dll" with version 5.1 or greater in your
        POL directory. I've uploaded a redistributable version on core-test, this will be available and/or included
	in the final 095 core package.

        What Minidumps do: When(/if!) POL crashes, you will no longer see the cryptic dump of registers and call
        stack. Instead, POL will log and print on console that it has created a ".dmp" file in your POL directory.
        This file is much much more useful to us for debugging a crash than the simple text dump as before. This
        File should be sent to the developers along with the usual "what I did to cause this crash" information.

        If you run Linux, everything should work as before.
    Added: Newly created NPCs send and receive SYSEVENT_ENTERED_AREA events with the NPCs around them.
    Fixed by Syz: While on a moving boat, mobile's names no longer flash, and it's much easier to talk on a moving
        boat. Only annoyance is now mobiles show the walk animation while the boat moves (but don't move anywhere)

02-02 Syzygy
    Added minidump support

02-01 Syzygy
    CoreRequired in pkg.cfg can now be a full version string (ie "POL095-2003-02-01" )
    (pkg)/uoclient.cfg can now contain a 'Protocol' element:
        Protocol
        {
            #
            # EnableFlowControlPackets: use the 0x33 (0x00 / 0x01) pause/restart packets.
            # Though OSI seems to no longer send these packets, they seem to help with smoothness,
            # particularly with boat movement.
            EnableFlowControlPackets    1
        }

01-30 Racalac
    Fixed: "TrueObjtype" was not read correctly on startup.
    Fixed: coordinate bounds checking for CreateNPCFromTemplate and CreateMultiAtLocation (still be careful with
        this latter one, if some part of the multi overlaps beyond the map edge, it will cause problems)
    Fixed: unequiptest and equiptest are now automatically reloaded after an .unload or .unloadall

01-28 Racalac
    Fixed a crash with destroying items in core-called run-to-completion scripts (like OnInsert) introduced 01-26

01-26 Syzygy
    foreach will no longer iterate over error objects

01-26 Racalac
    Added better stacking control over CProps: You can now specify specific CProp names that will be ignored when
        items are being stacked. There are two ways to do this:
        -Template level: new Itemdesc.cfg property: StackingIgnoresCProps, a space-delimited list of case-sensative
         cprop names to ignore only for stacking items of this objtype. i.e.:
             StackingIgnoresCProps    propname1 propname2 etc.
        -Global level: A new packagable config file stacking.cfg (can be in /config and/or any package) specifies
         lists of CProp names that are ignored for all stacking items (duplicate names ignored). Structure:
             Stacking
             {
                 IgnoreCprops  propname1 propname2 etc.
             }
    Fixed: movecost.cfg entries were being interpolated in the wrong order.
    Changed: MoveItemToLocation now calls UnEquipTest and UnEquip Scripts if the item was equipped on a char.
    Changed: OnRemove and OnInsert are now Run-To-Completion (i.e. CRITICAL) scripts.

01-24 Syzygy
    The compiler will now put correct function names in listfiles.

01-22 Syzygy
    Added ReadMillisecondClock() to polsys.em

01-22 Racalac
    Fixed moved some npc creation code around so now npc.npctemplate is initialized by the time the vital maximum
        and regen rate exported functions are called. (so grabbing the HITS property from the npcdesc element is
        successful)

01-20 Racalac
    Fixed resetting stealthsteps (broken 01-09)
    Added control character stripping from sysbook text entry.

01-18 Racalac
    Removed 01-06 LOS combat initiation check.
    Fixed weirdness with merchant sell window and the .buy/sellprice changes.
    Removed hardcoded death sounds for human characters.

01-15 Racalac
    Fixed: Errors on startup from corrupt items shouldn't crash the server. Also, file name & line numbers are
        printed for ease of debugging.
    Fixed: Buying stackable items from NPC merchants now call canInsert and onInsert for player's backpack.
    Fixed: Setting .buyprice and .sellprice to 0 means the item's price is 0, not itemdesc default. (setting the
        members to -1 will force them to default to itemdesc)
    Fixed: Entered/Left regions weren't firing since 12-23.

01-12 Syzygy
    Fixed an assertion failure when assigning to a non-integer element of an array
      test script: "var a := {}; var b; a[b] := 3;"

01-12 Racalac
    Fixed: Polsys::ReloadConfiguration() now really reloads npcdesc!
    Fixed: item.multi should now return the correct MultiRef (items on tables and other 'blocked' locations
        were not being processed correctly)
    Removed hack fix for bug noted in 01-08 changes. Caused problem with boats.

01-09 Racalac
    Fixed: polcore().clear_script_profile_counters() shouldn't complain if you pass 0 parameters (the correct amount)
    Fixed: PC Unhide generating ENTERED_AREA events shouldn't fire strange combat update functions anymore.

01-08 Racalac
    Hack fix for gold "dropping through" floors of multis. This would affect ant 0 height graphic.
        **Please let me know if there are any weird effects with multis, LOS around/in/through multis,
        **walking on multies, dropping items on multis, and so on!

01-07 Syzygy
    NPC Templates in packages will once again have ":packagename:" prepended to their template name
      (npc.npctemplate, as well as what's written to npcs.txt)

01-06 Racalac
    Fixed: You now need line-of-sight to initiate combat.

01-05 Racalac
    Fixed: run_speed and use_adjustments weren't written to the save file.

01-04 Racalac
    Added: obj.set_member(membername, value) and obj.get_member(membername) to replace the removed "." method.
        This sets/gets a built-in member on the object which is named "membername". Returns an error if the
        member was not found on that object (i.e. "dmg_mod" on a backpack).

01-03 Myrathi
    Implimented new encryption routines as the basis for making future encryption updates
    a LOT easier (and is the start of internal support for encryptions 2.0.3 upwards!)
    NO NEW ENCRYPTIONS ARE WORKING AT THIS TIME.

01-02 Racalac
    Added character and account name to "No handler for skill X" message.

(sometime in the past) Syzygy
    Deleting an element from the datastore will mark the associated file as dirty.

01-01 Syzygy
    Windows 95 is no longer supported.  Minimum (MS) OS required: Win98/NT4
    Added to polsys.em: ReloadConfiguration().  Loads npcdesc.cfg and pol.cfg
    Linux: HUP signal will cause ReloadConfiguration to be called.

01-01 Racalac
    Fixed: for real: EnumerateItemsInContainer crash (with "worn items container" who.backpack.container)

03-01-01 Myrathi
    Added: DefaultDecayTime=# in SERVSPECOPT(.LOCAL).CFG (default = 10) - unit: minutes
        NOTE: Only newly created or "refreshed" items will use any new setting! Existing
              items and items which remain "untouched" will retain the old value.
    Fixed: Picking up an item, failing to place it somewhere else and having the
        action "undone" (by the core) will no longer reset the decay timer if the
        "time until decay" is greater than the default interval.
    Fixed: CreateItemCopyAtLocation() now copies itemref.graphic to cloned item.

12-29 Syzygy
    accounts.txt will no longer be reloaded after a new version is written by pol itself
    Failure to bind the listening socket will now cause startup to fail on windows.
    New ecompile.cfg options:
        GenerateListing [0,1]
        GenerateDebugInfo [0,1]
        GenerateDebugTextInfo [0,1]
    Fix for ecompile under win32: use GetModuleFileName instead of argv[0] to determine
      path to ecompile.cfg

12-29 Myrathi
    Fixed: Shutdown no longer crashes when built with .NET (bonus points go to Syz!)
    Fixed: Deprecation warnings now give filename of the operator/token as well as line number.

12-28 Racalac
    Added: IP & Account logging information for unexpected and out-of-sequence messages.

12-28 Syzygy
    Fixed a crash bug on exit in the VS.NET build (having to do with Token destruction)
       (on the VS.NET build, some globals are destroyed in the opposite order.  We now manually clear
        one particular container)

12-27 Racalac
    ReFixed: Players cannot rename a mobile with an invalid string.
    MaybeFixed: Crash in EnumerateItemsInContainer. A long-shot fix, please test who ever was
        experiencing this bug!

12-25 Myrathi
    Added: CFGFILE.EM function ListConfigElemProps(element): returns an array of the
        element's property-names (as unique strings).

12-24 Racalac
    Fixed: Now updates the client correctly when another mobile's color changed.

12-24 Myrathi
    Fixed: unicode support problems under Linux (think I got 'em all)
    Fixed: various bugs in various unicode routines. :P
    Fixed: unicode spell invocation using: ~IN<spellid>
    Added: "INVOKE: <info>" console spam now restricted to [pol.cfg]LogLevel=6 or higher.

12-23 Myrathi
    Fixed: Stat messages should now normalize properly to 1000 max-hp (0x11 packet)

12-23 Racalac
    Fixed: Exception if no regions were defined.
    Fixed: CreateMultiAtLocation now returns a MultiRef, not an ItemRef ;)

12-22 Racalac
    Fixed: When combining two stacks of the same objtype (either dragging one stack onto the other, or
        onto the container containing the other stack), the CProp lists of each item must match EXACTLY
        in order to be stacked. So, if Stack A has cprop myprop i5 and Stack B has cprop myprop i6, they
        will not be stackable by dragging. Similarly, if either of the stacks are missing a cprop the
        other possesses, the items will not stack.
        **Needs testing please**

12-21 Racalac
    Fixed: when a player buys an item from a merchant NPC, canInsert and OnInsert scripts are called
        for his/her backpack.
    CRITICAL: You MUST add this to an itemdesc.cfg entry or you server will fail to start!
        Container 0xFF02
        {
            Name        WornItemsContainer
            graphic     0x1E5E
            Gump        0x003C
            MinX        0
            MaxX        66
            MinY        0
            MaxY        33
            Weight      0
            MaxItems    65535
            Maxweight   65535
        }
        Note the objtype is in the core-reserved range of 0xF000 - 0xFFFF. I hope no one has any
            items defined in that range.. :)
        Note this change just fixed a bug with backpack weight limits, and won't help "total"
            character weight (including equipped items).
    Fixed: using an item's x,y,z members in its own create script would throw an exception.
    Added: UO.EM function CreateItemCopyAtLocation(x, y, z, itemref): makes a clone of the item
        referenced with "itemref" at location x,y,z. Copies member variables and CProps. Does
        not work with Multi objects. Does not copy a container's contents.
        **Needs testing please**
    Fixed: Items split from a stack retain the CProps from the original stack.
    Fixed: character.setwarmode() now works with NPC characters (no longer throws an exception)
    Fixed: If the items sold TO an NPC merchant cost more than 60k gold, the core now creates seperate
        stacks of 60k gold instead of one greater than 60k (invalid for the client). So if you have any
        script code that handles this, you should probably remove it (or face creating twice the amount
        of gold you should!).
    Added: Unhiding AND Unconcealing generates a SYSEVENT_ENTEREDAREA event for nearby NPCs.

12-20 Racalac
    Fixed: A Mobile's lifebar will no longer disappear when you (for example), poison it.
    Fixed: An exploit that allowed players to drag items onto far away mobiles.

12-19 Racalac
    Fixed: a bug with system books where bad characters were written to the save files, causing errors
        like "Item has no SERIAL property".
    Fixed: If zero items were sold to an NPC, a gold coin was created in the player's pack with
        amount == 0.

12-17 Racalac
    Fixed: a nasty bug where items would not decay in certain areas (specifically, in a zone with
        a multi house). Also fixes the related "items don't decay near multis" bug.
    Fixed: If an item is defined as no decay on multis (the default), its destroy script was
        mistakenly called when the item was not decayed. This is fixed.

12-15 Syzygy
    Correct crash bug in CanRemove and OnRemove script execution when there's no owning mobile
    The originally defining package will be listed when multiple packages define an objtype
    "attack timer" spam outputs only when DebugLevel >= 20
    item.invisible will initialize based on itemdesc.cfg settings

12-10 Myrathi
    Added array.exists( index ) - returns 1 if index <= array.size(), otherwise 0.
    Added: sturdier parameter checking for object member-functions (no AV when too few params)
    Fixed: corrected the size of the 0xBB 'messenger' packet (no longer "eats up" extra bytes)
    Fixed: rename packet validation. Invalid content is truncated and a log message shown
        for admin use (including an output dump of the invalid data).
        Valid characters are spaces and upper- or lower-case letters (A-Z)
        e.g.
            Client #1 (account test) attempted an invalid rename (packet 0x75):
            0000: 48 61 63 6b 54 65 73 74  0d 0a 09 43 6f 6c 6f 72   HackTest ...Color
            0010: 20 30 78 34 38 30 0d 0a                             0x480.. ........

    Fixed: core now sends correct number-of-chars to client at login (this should fix the UOTD
        "can't create character" client issues)
    Fixed: array member-functions (.erase(), .size(), etc) now enforce parameter-passing:
        if you pass the wrong number of parameters (too few -or- too many) they'll return an
        appropriate error (until now, passing too few caused an Access Violation! Argh!!!)
    Fixed: arrays will no longer "resize" when you attempt to *retrieve* a value from an index
        that doesn't exist. Setting a value in a non-existant index still resizes, as always.
        Test array.size() or check array.exists(index) as appropriate.
    - Example:
          var arr := {1,2};          // create array with arr[1] and arr[2]
          arr[4] := "test";          // auto-enlarges to 4 indices (arr[3] is uninitialized)
          var foo := arr[23];        // arr.size() is still 4 and it returns:
                                     //    error{ errortext = "Array index out of bounds" }
          var bar := arr.exists(15); // bar holds 0 since arr[15] doesn't exist.
          var zim := arr.exists(3);  // zim holds 1. arr[3] exists, even though it's uninit!

    Removed: account.SetAcctName() member-function (deprecated since 089!)
        - use instead: account.SetName(name)

12-09 Myrathi
    Added new uo.em function: SendQuestArrow(to_whom, x := -1, y := -1)
    - 'to_whom' is the character the arrow shows to.
    - Passing 'x' and 'y' within map bounds will set the Quest Arrow to point at that location.
    - Passing -1 as 'x' and 'y' (ie. by just called SendQuestArrow(to_whom)) will remove it.

12-09 Myrathi
    Fixed: All UNICODE.EM commands now take arrays with integers the "right way round" (sorry!)
        Integers must now be "Big Endian" (0x1234) and not "Little Endian" (0x3412).
    Fixed: Text-commands typed by a unicode-enabled client are now "recognised" properly.

    Added: Text-command scripts now receive 2 extra parameters when activated by
        Unicode-enabled clients.
    - Program blocks should now look like this, to take advantage of them:

            program textcmd_mycmd( who, text, uc_text, langcode )

    - 'uc_text' is a "Unicode array" of 2-byte "Big Endian" integers (see above) and
                can be an empty array (uc_text.size() == 0).
    - 'langcode' is a 3-character, uppercase language code.
    - 'uc_text' will be an 'error' type if the Unicode input is "bad".
    - 'uc_text' and 'langcode' will be uninitialized if no Unicode text is available
                (ie, when a non-Unicode client types the command)

    -Note- Text-commands should still be in an "English readable" character set!!
           There is no guarantee that foreign character sets in script-names will work,
           never mind Unicode character-sets, as the 'filename' is still matched against
           the ASCII equivalent!

    Added: NPCs now receive 2 *extra* event-parameters when they "hear" Unicode speech:
    - 'uc_text' is a "Unicode array" of 2-byte "Big Endian" integers (as above)
    - 'langcode' is a 3-character, uppercase language code.
    - these 2 parameters do not exist when speech is received from a non-Unicode client.
    - Example:

        var ev := os::wait_for_event(120);
        if ( ev )
          case ( ev.type )
            SYSEVENT_SPEECH:
                PrintTextAbovePrivate(Self(), "You said...", ev.source);
                if ( ev.uc_text )
                    PrintTextAbovePrivateUC(Self(), ev.uc_text, ev.langcode, ev.source);
                    PrintTextAbovePrivate(Self(), "...in Unicode", ev.source);
                else
                    PrintTextAbovePrivate(Self(), ev.text, ev.source);
                    PrintTextAbovePrivate(Self(), "...in ASCII", ev.source);
                endif
          endcase
        endif

12-07 Syzygy
    Fixed: compiler bug w/ switch statement containing variable declarations
    Fixed: compiler bug allowing this  to compile:
                Broadcast( "ff";
    Fixed: itemdesc.cfg setting 'Invisible' not being used on item creation

12-05 Racalac
    Fixed a crash bug with cheaters sending an invalid packet.

12-04 Racalac
    Added Character Method: setwarmode( 0/1 ); Sets the internal warmode flag and sends the
        update to the player. Returns the new warmode value.
    Added: MoveItemToContainer and MoveItemToLocation both call the item's parent container's
        canRemove and onRemove scripts.
    Fixed: Text command scripts now have their controller properly set. (character reference in
        canInsert scripts where being passed as uninitialzed when the script was started via a
        textcommand)

12-02 Racalac
    Fixed: Characters with the "freemove" privilages can now move with 0 stamina, frozen,
        or paralyzed.
    Added: "You are too fatigued to move" message when trying to move with 0 stamina, or
        not enough stamina as defined in movecost.cfg. (Only if MovementUsesStamina=1 is
        enabled in servspecopt.cfg)
    Changed: MaximumClients in pol.cfg will be checked only after a character is selected to
        play. Clients connected are only counted if they have attached characters (so a client
        waiting to log in is not counted, and neither is a client that recently logged out).
    Added: MaximumClientsBypassCmdLevel (default 1). This integer value (from 0 (player
        cmdlevel) to 5 ("test") defines the minimum character command level to bypass the
        maximum clients check. So if the option =1, counselors and above staff can log in if
        the MaximumClients value is reached, but additional player cmdlevel characters cannot.

12-01 Racalac
    Improvements to pol.cfg MaximumClients: cmd_level>0 is checked, and clients without
        characters attached are not counted against the maximum.

12-01 Myrathi
    Fixed: Unicode ghost speech (no longer shows in chinese)
    Fixed: Various buffer overflow exploits in various uo.em functions (eg PrintTextAbove())

    New EModule: UNICODE.EM containing 2 new constants and 4 new functions.

        _DEFAULT_UCFONT, _DEFAULT_UCCOLOR
        BroadcastUC(), PrintTextAboveUC(), PrintTextAbovePrivateUC(), SendSysMessageUC()

    - These functions act identically to their UO.EM predecessors except for the parameters.
    - ** please note the "UC" function suffixes **
    - Unicode "strings" are actually EScript Arrays of 2-byte integers, where each integer
      is a unicode wide-character. (example uctest.src will be uploaded to CoreTest group)
      These "integer codes" are always clipped (internally) to 2 bytes (value & 0xFFFF) and
      a '0x0000' value will stop the end the string, regardless of the size of the array.
    - Passing a non-array variable or an array with a non-integer value in it, as the
      'uc_text' parameter, will throw an error. They MUST all be integers.
    - The 'uc_text' array cannot exceed the current 'maximum speech length' of 200.
    - LangCode's are 3-character identifiers for the language it's in: ENG, RUS, KOR, etc.
      Passing a langcode string that's not 3 characters will throw an error.

11-30 Myrathi
    ECompile now displays "deprecation" warnings for certain operators and tokens and
        although your scripts will still compile, these are now "last warnings":
        - '=' is deprecated; use '=='
        - 'local', 'global' and 'dim' are deprecated; use 'var'
        - 'begin' and 'end' are deprecated.

        ** Deprecated expressions will be removed from 096 **
        **     so make sure you update your scripts!!!     **

11-28 Racalac
    Improved: canInsert script will be called when a stack of item is placed into the
        backpack through the paperdoll icon
    Fixed: .hp, .maxhp_mod, for weapon and armor items should be writable again.
    Fixed: .buyprice and .sellprice were returning 0 if you didn't write to them first.
        Now if they are not written to first, they will return the itemdesc value for
        VendorBuysFor and VendorSellsFor.

11-27 Racalac
    Added for Secure Trade Window: if a trade is cancelled, canInsert and onInsert scripts
    will be called for the player's backpack. If the items cannot be inserted, they will fall
    to the player's feet.

11-25 Racalac
    Fixed a bug with character.concealed being misread on server start as a boolean (0/1), not
        an integer(0-255)
    Fixed a bug in SystemFindObjectBySerial where items in the secure trade container were not
        being found.
    Fixed a crash introduced in the 11-21 test core concerning core-destroyed stacks of items.
    Fixed a bug with the conceal system where if a character's concealed level was reduced to
        a value still greater than 0, other characters of the same new concealed level did not
        see the character.

11-24 Racalac
    Added new itemdesc.cfg property: UseRequiresLOS (defaults to 1 if not defined). If true,
        Line-of-sight is needed to double-click the item. If false, a player can use the item
        without LOS.
        * Note DoubleClickRange is still checked.
    Added new itemdesc.cfg property: GhostsCanUse (defaults to 0 if not defined). If true, dead
        (ghost) characters may double-click this item.
    Fixed a bug in SystemFindObjectBySerial where an item held on a character's cursor was not
        found.
    Added a new os.em function: set_event_queue_size(newsize) : Changes the maximum number of
        events the current script will keep in the queue (additional events will be discarded).
        If not called, the default size is 20 events. The function returns the old queue size.

11-21 Syzygy
    active trades will be cancelled on death
    Fixed a problem with listening points that would cause big problems after
        listener destruction (house doors, tillermen, wink wink, nudge nudge)
    Containers will default to limits: 150 items, 250 stones

11-20 Racalac
    Added a new object method: script_process.clear_event_queue(). (script_process comes from
    NPC.process or uo.em's getprocess(pid))

11-19 Racalac
    You will no longer be able to initiate a secure trade with a ghost (if either party is dead).

11-17 Racalac
    These Item creation/movement/deletion functions now properly will update character's weight on
        the status gump: ConsumeSubstance, DestroyItem, CreateItemInContainer, CreateItemInBackpack,
        MoveItemToContainer, MoveItemToLocation, SubtractAmount.

    CreateItemInContainer and -Backpack will call the container's canInsert and onInsert scripts.
        POL will attempt to find a character that owns this container. If one is not found (i.e.
        container is on the ground, the CharacterRef passed to the passed to the canInsert and
        onInsert scripts will be an uninitialized object (so, check to make sure it's valid before
        using it).

    Adding to a stack of items (manually and by a CreateItem script function) in a container will
        call the container's canInsert and onInsert scripts. Note if a script initiates this action
        (and the script has no character controller), the CharacterRef passed to the canInsert and
        onInsert scripts will be an uninitialized object (so, check to make sure it's valid before
        using it).

    The core will no longer play sounds effects for items being inserted into containers (thus, they
        aren't heard by everyone.). You can get the desired effects using the container's onInsert
        script. For example, to get the different gold drop sounds in addition to the default one,
        you might have in your container's onInsert:

        if(item.objtype == GetObjtypeByName("goldcoin"))
            if(item.amount >= 100)
                PlaySoundEffectPrivate( who, 0x38, who ); //lotsa gold
            elseif(item.amount >= 30)
                PlaySoundEffectPrivate( who, 0x37, who ); //some gold
            else
                PlaySoundEffectPrivate( who, 0x36, who ); //a few coins
            endif
        else
            PlaySoundEffectPrivate( who, 0x49, who ); //default sound
        endif

11-17 Myrathi
    Fixed Unicode speech (and a couple of possible buffer overflow bugs)
        - Text commands are now properly recognised and run
    TypeOf() (see basic.em) on Dictionary and Struct variables now returns
        "Dictionary" and "Struct", respectively.
    Added "unicode.em" with Unicode support functions (refer to file for names)
        - a Unicode "string" ('uc_text' param) is simply an Array of Integers.
        - each Integer corresponds to a 2-byte Unicode character.
        - each of the 4 functions must also be given a 3-character "language code"
            - examples are "ENU" (US English), "ENG" (UK English), "RUS" (Russian)

11-17 Syzygy
    Fixed the map Z-height algorithm to match the UO client for negative Z
        (for an example, see 1906,49)
    Fixed an assertion failure in SendOpenBook on Linux systems
    Fixed an ecompile error with substrings/multidimensional subscript access ( ex: tmp := Props[3,1] )

11-16 Racalac
    New member for the Text Event struct: "texttype". This will be a string with a value of "yell",
        "whisper", "emote", or "default" depending on the type of speech received.

    NPCs will only receive text events if the source is in range, depending on the texttype (this
        will be configurable in the future, for now, whisper is 2 tiles, normal is 12, and yell is
        25 tiles). So an NPC will not get a yell event from a source 30 tiles away, even if its
        speech event range is 40. Item text listeners will get all text in their range, regardless
        of texttype. (Need feedback for this)

    New os.em function: clear_event_queue(), empties current script's event queue.
        (Distro folks! - need to add this prototype to os.em)

    The npc.em movement functions (Wander(), Move(), WalkToward(), WalkAwayFrom(), RunToward(),
        RunAwayFrom(), TurnToward(), TurnAwayFrom(), WalkTowardLocation(),WalkAwayFromLocation(),
        RunTowardLocation(), RunAwayFromLocation(), TurnTowardLocation(), TurnAwayFromLocation())
        now return 1 is the move was successful, and 0 if the move failed. NOTE this will almost
        ALWAYS return 1, if UseAdjustments is true (see next item), because the "adjusted" move
        probably succeeded.

    New npcdesc.cfg member: UseAdjustments : If set to 1 all NPCs of this template will behave as
        normal when blocked by and object (pace back and forth if path is blocked). If set to 0, the
        NPC will not attempt to find a adjacent tile toward the target that is not blocked (defaults
        to 1 if not found in the npcdesc.cfg entry). Also, a new NPC member with the name
        ".use_adjustments" is read/write. These NPC changes are in preperation for a pathfinding
        system.

    New npcdesc.cfg member: RunSpeed . If present, (default to dexterity value) this value is used
        for time delay between NPC moves (maximum usable value is 250, which is pretty damn fast!
        Running NPCs move twice as fast as walking NPCs). Also, a new NPC member with the name
        ".run_speed" is read/write. Note that this member may become a Vital in the near future
        (before the 095 final release).

11-14 Racalac
    Fixed MoveItemToContainer bug (default container coords of -1 was being flagged
        as out of range). Reminder: any value of x or y outside the gump coordinate
        range as defined in the container's itemdesc.cfg will be interpreted as "random location"
    Added new uo.em function: ListItemsNearLocationWithFlag(x,y,z,range,flags). "flags" here are
        tiledata.mul flags for the item's graphic. A list of known flags is forthcoming
        (curious people can see Alazane's file format page at
        http://dkbush.cablenet-va.com/alazane/file_formats.html#3.19 )
    Fixed an additional MoveItemToContainer bug that was causing random location of items inside
        the container gump.

11-13 Myrathi
    Updated ECOMPILE and RUNECL banners to include better version info
        (number after the decimal point is the supported file version)

11-12 Syzygy
    Added support for ecompile.cfg and packaged includes
        see scripts/ecompile.cfg.example
        usage: include ":pkgname:filebase";
    npcdesc.cfg can once again hold non-"NpcTemplate" elements.
    xlate.cfg is no longer loaded and ignored, just ignored.

11-10 Syzygy
    item.color := (value) will once again set the color properly.

11-10 Myrathi
    Updated item.facing - valid range is now 0-127
    Updated TotalStatsAtCreation= option in SERVSPECOPT(.LOCAL).CFG
        Can now take comma-delimited lists of values and/or ranges (default = "65,80")
        Example:
               TotalStatsAtCreation=65,80,90-95,100-110
    Anti-exploit checks in uo::SelectColor()
          now validates values as 2 to 1001 to prevent client-side exploits:
          - returns the chosen color value
          - or an error ("Client selected an out-of-range color")
          An error situation will also display information on the console:
          e.g.
            Client #1 (account test) selected an out-of-range color 0x1

    Anti-exploit checks & updates in UNICODE-speech code
          squelch()'d mobiles cannot speak.
          Text-color is validated between 2 and 1001 to prevent client-side
            exploits. Invalid color prints a message to console:
            e.g.
              Client #1 (account test) speaking with out-of-range color 0x1

11-09 Syzygy
    Major changes to the script engine:

        ***   ALL SCRIPTS MUST BE RECOMPILED!!   ***

        All scripts should function as they do now, with two exceptions:
           .smember no longer works
           the hidden iterator variable in "foreach" is now called
                _(var)_iter instead of _(var)_counter
        Fixed two major script object leaks.
        Internal changes to the way member assignment and access works.
        Internal changes to the way script substrings are handled.
        Removed the 'Substring' object type.
        Fixed: len() on an error would return random values
           (now returns the number of elements in the error dictionary,
            which is probably unnecessary)


11-04 Syzygy
    Fixed a nasty compiler error.  Expressions like this:
        (!ev.source.isA(POLCLASS_NPC))
        will now work properly.
         The compiler used to consider that something like
             (!ev.("source".isA(POLCLASS_NPC) ) )


10-23 Syzygy
    foreach now operates over dictionaries:
        foreach v in dict
            print( _v_iter + " -> " + v );
        endforeach

10-17 Syzygy
    xlate.cfg is no longer used.
    spells.cfg no longer depends on xlate.cfg for reagent name lookup - will use itemdesc.cfg names.
    Preload 'equiptest' and 'unequiptest' scripts, to speed system load time.
       (however, equiptest/unequiptest scripts created after startup will not be noticed)
    Changed config file handling to speed load time.
       (menus.cfg entries might have their elements reordered, though)

    Sped up system load

10-13 Syzygy
    Sped up storage area lookups

09-14  merged changes from Racalac:
    -New property for itemdesc.cfg Map{} entries: Editable, which defaults to 0
        This determines if the user can plot points on the map gump. Note you can still edit the map
        via the script methods.

    -New script methods for map objects:
        GetPins(): returns an array of structs with .x and .y members for each pin point.
        InsertPin( index, x, y ): inserts a pin with the passed x,y before the passed index. Valid range 0 to n-1
        AppendPin( x, y ): appends a pin to the end of the course with the passed x,y
        ErasePin( index ): erases the pin at the passed index (valid 0 to n-1), and shifts pins down.
        isa(): returns true if the object is a map object

    -New pol.cfg option:
        MaximumClients=X
        Denies logon to clients if # of clients connected is at defined maximum

    -New syshook for walking through other players, i.e. define a package with syshook.cfg :
        SystemHookScript pushhook.ecl
        {
            Pushthrough Pushthrough
        }
        with pushhook.src with something like:

        use uo;

        program PushthroughHook()
            return 1;
        endprogram

        exported function Pushthrough(walker, obstructors) //note passed ARRAY of mobiles in destination tile

            foreach mob in obstructors
                print(mob.name);
            endforeach

            if(GetVital(walker,"Stamina") < GetVitalMaximumValue(walker,"Stamina"))
                return 0;
            else
                return ConsumeVital(walker,"Stamina",1000);
            endif

        endfunction

    -New player privilage: 'freemove' - ignore Pushthrough/stamina cost for movement
    -New character method: character.GetGottenItem() returns itemref to item on player's "cursor"

09-12
    Linux changes

=============================================================================
POL095-2002-09-11
=============================================================================
    Changes for linux build:
        Built with gcc 3.0, libstdc++2.10, on 2.4.18 kernel
        Use sigaction() instead of signal() in hopes of correcting SIGPIPE problems.

    The game clock will initialize before any objects are loaded from data files.
    RecalcVitals will not operate on offline mobiles
    Fixed an error related to multis which would cause decay to function sporadically
      near multis, and to use memory without bound if items existed on multis.

    Incorporated changes from Myrathi:
        * Fixed IP Banning via /config/bannedips.cfg (no longer stops at first element)
        * Warmode ghosts are no longer flagged criminal/aggressor for dbl-clicking on mobs/PCs

        * Frozen/Paralyzed ghosts are no longer able to move due to being dead.

        * HP/MaxHP update to nearby clients now uses a standard MaxHP ratio against 1000 hitpoints.
          This should stop people from being able to snoop a mobile's exact HPs via a packet sniffer.

        * item.facing can now be set from 0-101 (used to be 0-31)
        * Added: AllowSecureTradingInWarMode=0|1 in SERVSPECOPT(.LOCAL).CFG (default = 0)
        * Added: TotalStatsAtCreation=65|80 in SERVSPECOPT(.LOCAL).CFG (default = 65)

        * Added: account.CheckPassword( password ) -- for validating an account's password
          (returns 1 if the password is correct)

        * Added: player.clientversion -- returns the client version string or an empty string
          if the client has disconnected.

        * BUGFIX!!! --> find_supporting_multi()
            static MultiList mvec;
            vec.clear();
            mvec.clear();

        * Addition of packet structures (to stop incorrectly variant blocks skewing data):
          - 0x15 0x1E 0x1F 0x23 0x26 0x28-0x2B 0x2D 0x2F-0x32 0x35-0x39 0x3D-0x4D 0x50-0x52
          - 0x55 0x57-0x5C 0x5E-0x64
          - 0xC8

        * Update of packet structure information (just cuz):
          - 0x53
          - 0x65 (weather enumerates)

        * Version string update

        * Copyright date update (1993-2002)

        + Fixed legacy v1.xx-client 0x33 pause/restart packet padding.
          Still works for "mass item/multi update" though, to help with blackholing.

        + Fast-walk client-checking (packet 0xBF) -- stack-cycle & add-key
        + Cursor Hues (packet 0xBF) -- Felucca & Trammel

        + Sound effect support updated: repeat/single-use, volume and 'z' variables noted.

=============================================================================
POL094-2001-07-25
=============================================================================

    Fixed an error where some packets would be sent to all connected clients,
      no matter how far away the item was from the logged-in character

    Element types for maps need to be changed from Item to Map - their objtypes
      no longer have to fall within the range of 0x14EB toi 0x14EE

    Added ConsumeVital( mobile, vitalname, hundredths ) to uo.em

    Added GetAttributeIntrinsicMod declaration to uo.em
    Attribute updates will be sent to the client
    Life updates will be sent to nearby clients
    Added mobile.attached:
       returns process reference if a script is attached,
       or an error ("No script attached.")
    If the Attack system hook returns false, core will handle combat as normal.
    Vital regen rates will be limited to the range (-30,000 to +30,000)
    Vital maximum values (in hunredths) will be limited to the range (100 to 10,000,000)
       (1.00 to 100,000.00)
    SetVital will accept any value between 0 and 10,000,000
    Added SystemHook function Attack(attacker,defender)
      -- called when the attack timer times out.
      -- attacker must not be hidden
      -- defender is chosen by checking attacker's Opponent, then Hostiles, for one
         that meets the following criteria:
           1) Defender is alive
           2) Defender is in range of attacker's weapon
           3) Defender is not hidden
           4) Defender is not concealed from Attacker
           5) Line-of-sight exists between Attacker and Defender
    LOS will be checked when searching for an attackable mobile
    Removed SetAttributeIntrinsicMod
    GetIntrinsicModFunction added to attributes.cfg
    added AlterAttributeTemporaryMod
    Updated vitals will be sent to the client
     - this only works for your own character, you won't see changes to others' vitals
    Added GetAttributeIntrinsicMod and SetAttributeIntrinsicMod
    Removed SetVitalRegenRate since regen rates are specified by exported functions
    Added RecalcVitals(chr) which will recalculate regen rates and maximum values
      for all vitals on a mobile
    Corrected an error in the compiler having to do with optimization of if..elseif..endif statements
    Newly created NPCs will regenerate vitals and start with maximum vitals
    npcdesc.cfg entries can specify AttackAttribute instead of AttackSkillID
    removed mobile.hp_regen_rate
    removed mobile.mana_regen_rate
    removed mobile.stamina_regen_rate
    resmoved mobile.strength_mod
    removed mobile.intelligence_mod
    removed mobile.dexterity_mod
    removed mobile.hp, mobile.maxhp
    removed mobile.mana, mobile.maxmana
    removed mobile.stamina, mobile.maxstamina
    removed mobile.strength
    removed mobile.dexterity
    removed mobile.intelligence
    removed uo::GetStatus
    removed uo::GetStats
    removed mobile.setstr()
    removed mobile.setint()
    removed mobile.setdex()
    removed uo::GetRawSkill
    removed uo::SetRawSkill
    removed uo::GetSkill
    removed uo::AwardRawPoints
    removed internal attribute advancement due to combat (including parrying)
    Added system hook: ParryAdvancement( attacker, weapon, defender, shield )
    Weapon entries in itemdesc.cfg must have an 'Attribute' instead of a 'SkillID'
    data/pol.txt needs the following element: (core 93 doesn't create)
        System
        {
            CoreVersion 93
        }


=============================================================================
POL093-2001-02-10
=============================================================================
    SetAttributeBaseValue will only accept base values between 0 and 2200 (0.0 to 220.0)
    Added GetVitalMaximumValue(character, vitalname);

    Added functions for Vitals:
        GetVital(character, vitalname)
        SetVital(character, vitalname, value);
        GetVitalRegenRate( character, vitalname )
        SetVitalRegenRate( character, vitalname, rate )
        Regen rates are in "hundredths of points per minute."
        A current regen rate of 100 (1 point per 5 seconds) would therefore
        be 1200 (12 points per minute) under the new system.
        Valid Vitals are Life, Stamina, and Mana


    Added 'CombatAdvancement' system hook
      function CombatAdvancement( attacker, weapon, defender )
      The builtin functionality performs the following:
        For the Attacker:
           Award 30 raw skill points in the weapon skill
           Award stat gain as if the weapon skill were used successfully.
           Award 15 raw skill points in Tactics
           Award stat gain as if Tactics were used successfully.
        For the Defender:
           Award 15 raw skill points in Tactics
           Award stat gain as if Tactics were used successfully.
      This is called whether or not the attack was successful

      (I'm sure I'm not the only one that thinks combat needs an overhaul)



    Started the new Attribute System (Read this!)
    ---------------------------------------------
        The short story: these functions presently operate on the current
          skills and stats that you know and love.  Core 93 will not change
          the underlying skills and stats - GetSkill, SetRawSkill etc will
          continue to work.  Core 94 will no longer support these functions,
          so you have until then to convert your current usage to use these
          new functions.
          When this is complete, there'll be no more "Raw" skill/stat values,
          and all Attribute advancement will be handled by scripts.

        See core-docs.txt for a description of Attributes and how they work.
        In particular, the "conversion notes" at the end may be useful.

        Added uo.em functions:
            GetAttribute( character, attrname );
            GetAttributeBaseValue( character, attrname );
            GetAttributeTemporaryMod( character, attrname );
            SetAttributeBaseValue( character, attrname, basevalue );
            SetAttributeTemporaryMod( character, attrname, tempmod );

    config/pkgroots.cfg specifies additional root directories to search for packages.
        An example pkgroots.cfg:
            PackageRoot
            {
                dir d:\devpkg\
            }
        Do include the trailing slash.

    Assertions:
        Assertions are now present in the Win32 build as well as the Linux build.
        EnableAssertions is now 1 by default.
        DumpStackOnAssertionFailure=1 in pol.cfg will cause a stack backtrace
        to be generated when any assertion fails.
        In any case, an exception will be thrown on an assertion failure.
        I recommend running with EnableAssertions=1.  It is reloaded when pol.cfg is changed.

=============================================================================
POL092-2000-12-11
=============================================================================
    pkg.cfg directive added: "Replaces {pkg}".  Indicates this package should replace
      any version of {pkg} found under the /pol/pkg/ tree.


    objtypes.txt will be created on startup.  It lists all used and unused objtypes in numerical order.
    Fixed a bug where only the first element in movecost.cfg would be read.
    Added uo::SelectColor(chr,dyetub)
    Removed internal dye and dyetub functionality.  (replacement 'dyeitems' package uploaded to pol-core-test)
      - note this uses Zulu's 'dyecheck' script instead of the old internal functionality
        to determine if you can dye a particular item.
    Corrected a bug which caused BaseSkillToRawSkill (and therefore NPC creation) to take a
      long time to complete (even for base skill values above 160)
    Added support for the client's book interface:
      uo::SendOpenBook(chr,book) kicks it off
      The 'book' passed must have a Method Script, exporting the following functions:
        exported function IsWritable(book) // returns 0 or 1 for readonly/writable
        exported function GetNumLines(book) // returns maximum number of lines
        exported function GetTitle(book)
        exported function GetAuthor(book)
        exported function GetLine(book, line) // line is 1-based
      Writable books must provide the following functions:
        exported function SetAuthor(book,author)
        exported function SetTitle(book,title)
        exported function SetLine(book,line,text)
        exported function GetContents(book) // returns an array of all lines
      I've put together a sample 'sysbook' package to demonstrate this.

    Added the Data Store.
      The Data Store is a collection of files, stored under data/ds/, saved
        atomically with the rest of the world data.
      Only those Data Files actually modified are saved at system save time.
      A Data File is a collection of Data File Elements.  Data File Elements are
        accessed by key, which can either be a String (case insensitive match)
        or an Integer.
      A Data Element is a collection of Properties.  Each Property has a Property
        Name and a Property Value.  A Property Name is a string, and is, er,
        case-sensitive (doh), while a Property Value can be any "packable" script
        object.

      In other words, a Data File is like a Config File that you can modify and
        is stored under data/.  The Properties in a Data File Element are just 'cprops'
        except that when saved in the data store I don't prefix them all with 'cprop'

      scripts/datafile.em lists the functions that are complete and the methods provided
        by a DataFile and by a DataFileElement.

      Packages can have their own Data Files; these will be stored in
        data/ds/{pkgname}/.  Normal package filename resolution rules apply.

    Normal "Open Spellbook" handling will occur if the OpenSpellbook hook returns false.
      (The OpenSpellbook hook script should return 1 if it handled the event, 0 if it didnt)
    Any itemdesc entry can define zero or more 'OldObjtype' entries.  These are for
      objtype renumbering.
    Major rework of multi handling.  There must now be itemdesc.cfg entries for boats
      and houses, and the objtypes aren't tied to the MultiIDs.  Multis.cfg defines what to
      expect in multi.mul.
      CreateMultiAtLocation has more flags for boat creation
        (CRMULTI_FACING_NORTH, CRMULTI_FACING_EAST, etc)
      An example entry for pkg/std/boat/itemdesc.cfg:
        Boat 0x6041
        {
            Name smalldragonboat
            Graphic 0x4004      // base graphic
            MultiID 0x0004

            OldObjtype 0x4004
            OldObjtype 0x4005
            OldObjtype 0x4006
            OldObjtype 0x4007
        }
      An example entry for pkg/std/housing/itemdesc.cfg:
        House 0x6060
        {
            Name smallstoneandplasterhouse
            Graphic 0x4064
            MultiID 0x64

            OldObjtype 0x4064
        }
      See the latest pol-coresupp zip for config/multis.cfg


    Fixed an error where the server would fail to start if a container was overfilled
    RegisterForSpeechEvents takes an optional 'flags' parameter.  If LISTENPT_HEAR_GHOSTS is
      passed, this listening point will hear unfiltered ghost speech.
    Added scripts/include/sysevent.inc.  All system EVID_* constants have been copied here
      and renamed to SYSEVENT_*.
    Added SYSEVENT_GHOST_SPEECH (0x1000), to allow an NPC to hear unfiltered ghost speech.
      The NPC must still be able to _see_ the ghost in able to hear it.
    NPC event masks will now be checked for SYSEVENT_SPEECH being set.
    Added npc.eventmask, in part to help you find scripts that don't set SYSEVENT_SPEECH.
    Added npc.speech_color and npc.speech_font.  npc::say() will use these.
      These will be saved in npcs.txt as SpeechColor and SpeechFont (and can be specified in
      npcdesc.cfg)

    Added uo::AddAmount(item,amount)
      - only adds to stackables
      - only allows stacks up to 60,000
      - checks for container overfill
    Added an optional 'flags' parameter to CreateMultiAtLocation
      - uo.em contains constants to add together (CRMULTI_*)
      - this parameter only applies to houses, not boats
    Before character deletion, scripts/misc/ondelete.ecl and anypkg/ondelete.ecl will be called.
      Their return values are ignored.
    New system hook: OpenSpellbook( chr ), called when the Open Spellbook packet is received
     (not when a spellbook is doubleclicked).  This is called even if the character is dead!

    Added 'Method Scripts' for items:
      An itemdesc.cfg entry can specify a 'MethodScript'
      This is a script that (presumably) contains exported functions.
      Method calls on the item are forwarded to the exported functions in this script.
      Exported functions can have the same name as an existing object method.  In this case,
        the exported function will override the existing object method.
      An example that modifies door.open():

      pkg/.../door/itemdesc.cfg:
        Door 0x0675
        {
            xmod -1
            ymod +1
            script door
            doortype metal
            MethodScript cdoor.ecl
        }

      pkg/.../door/cdoor.src:
        exported function open( door )
            print( "cdoor::open(" + door.serial + ")" );
            return door._open();
        endfunction

        program install()
            print( "installing cdoor" );
            return 1;
        endprogram

      Note the mostly empty 'program' section.  It must return 1 in order for the
        method script to be installed.
      Script methods don't have to be the same as existing methods, and can take
        and number of parameters.  Pass-by-reference should be possible, as well.
      Method scripts can only be specified for items in packages; the server will
        probably blow chunks if you try it in pol/config/itemdesc.cfg.
    Preceding a method call with an underscore will directly call the "real" object method.


    escript changes:
        'int' is no longer a reserved word
        'exported' is now a reserved word
    logon scripts in packages will now be called on character creation
    Added the concept of a "System Hook":
      - Any package can contain a syshook.cfg file
      - Each entry is a SystemHookScript, which can provide one or more exported functions
      - the only function that can presently be hooked is 'CheckSkill'
      - A sample syshook.cfg:
            SystemHookScript hooktest.ecl
            {
                CheckSkill MyCheckSkill
            }
      - And hooktest.src to go with it:
            use uo;

            exported function MyCheckSkill(who,skillid,difficulty,points)
                print( "MyCheckSkill("+who.serial+","+skillid+","+difficulty+","+points+")" );

                // note you can call the "system" function normally
                return CheckSkill(who,skillid,difficulty,points);
            endfunction

            program hooktest()
                print( "hooktest prog" );
            endprogram
      - The 'program' section is executed once, at system startup.
        Thereafter, the exported function is called as needed.
      - A hooked 'CheckSkill' will override any script's call to CheckSkill, as
        well as the internal combat CheckSkill calls.
      - Each hooked function has a recursion guard, so the system function can
        be called from within the hook function (as in the example above)
      - there is currently no way to unload system hook functions

    Containers won't count their own weight against the weight they can hold
    Multiple scripts can have active gump dialogs on a particular client

    The 'SecureTradeContainer' itemdesc.cfg entry must specify "Weight 0"
    Here is the entry I use:
        Container 0xFF01
        {
            Name    SecureTradeContainer
            graphic 0x1E5E
            Gump    0x003C
            MinX    0
            MaxX    66
            MinY    0
            MaxY    33
            Weight  0
        }
    If "Weight 0" is not specified, mobiles who participate in secure trading
      will weight 255 stones more than they should.


    Container entries in itemdesc.cfg can specify MaxWeight and MaxItems
      - if zero (or not specified) there are no limits
      - if MaxItems is specified, it includes item counts for child containers
      - if MaxWeight is specified, it includes weights for child containers
      - there is still a limit of 150 items in the top-level of a container
          (so as not to flip out the client)
      - added item.item_count
      - container count and weight limits will not be enforced during startup
    Weight of a mobile will now include items being "dragged" as well as
      items in the secure trade window
    Added Container scripts (specify in itemdesc.cfg):
        Entries:
            CanInsertScript // called to see if an item can be inserted
            OnInsertScript  // started after an item is inserted
            CanRemoveScript // called to see if an item can be removed
            OnRemoveScript  // started after an item is removed
      - program definitions are:
      - program can_insert( who, container, item );
      - program on_insert( who, container, item );
      - program on_insert( who, container, item, amtadded ); // if an existing stack was added to

      - program can_remove( who, container, item ); // return nonzero to allow removal
      - program on_remove( who, container, item ); // when the item is dragged
            - note the item will always be "in use" when this script is called.
      - only started on "client drag" operations
    Packed variables containing 'x' characters (an empty array element) should unpack correctly
      (would have unpacked a huge error object instead of a nothing)

=============================================================================
POL091-2000-11-01
=============================================================================
    Added more guild support:
      All guild data is stored in data/guilds.txt.  Existing GuildId entries in
      pcs.txt will be migrated.
      Ally and Enemy status is always 2-way, and is not transitive, so any hierarchies
        will have to be implemented in script.

      - new uo.em functions:
        CreateGuild();          // returns a guildref
        FindGuild( guildid );   // returns a guildref or error
        ListGuilds();           // returns an array of guildrefs
        DestroyGuild( guild );   // destroys a guild with neither members, allies, nor enemies
      - Guild Object
        Properties:
         guild.guildid : integer, unique guild identifier
         guild.members : array of offline mobilerefs
         guild.allyguilds  : array of allied guilds
         guild.enemyguilds : array of enemy guilds

        Methods:
         guild.ismember( who )
         guild.isallyguild( otherguild )
         guild.isenemyguild( otherguild )

         guild.addmember( who )
         guild.addallyguild( otherguild )
         guild.addenemyguild( otherguild )

         guild.removemember( who )
         guild.removeallyguild( otherguild )
         guild.removeenemyguild( otherguild )

         guild.getprop( propname )
         guild.setprop( propname, propvalue )
         guild.eraseprop( propname )

    Added Auxilliary Client Interface
      - a package can contain 'auxsvc.cfg'
      - packed values are sent, newline-terminated.  These show up on the aux service
        script's event queue as an event with ev.type = "recv" and ev.value = the unpacked value
      - parameter to the aux control script is an AuxConnection
      - AuxConnection.transmit( val ) sends packed representation of val, newline terminated.
      - see 'pkgauxsvc.zip' for an example

    "CON", "AUX", "PRN", and "NUL" will be disallowed as text command names.
    NPC intrinsic weapons will be re-equipped after unequipping another weapon
      (instead of switching to the human wrestling weapon)
    Removed "Searching for" messages when looking for textcmds
    An "Unknown command" message will display if you mistype a textcmd
    NPCs will walk through mobiles they can't see (whether due to concealment or hiding).
    NPC AttackHitScript entries cause hit scripts to fire now.
    Ghosts will no longer impede NPC movement.
    minrange and maxrange can be specified in Weapon entries in itemdesc.cfg.
      Default for melee weapons: minrange 0, maxrange 1
      Default for projectile weapons: minrange 2, maxrange 20
        (same as previous code)
    NPCs in packages should retain their intrinsic weapon after a restart.
    npc.isa(t) and mobile.isa(t) now work
    mobile.setcriminal(0) now works
    PID will display for runaway scripts
    ReadConfigFile( ":*:foo" ) will load a combination of all foo.cfg files found in
      config/ and all package directories.  These can be unloaded.  This method is preferred
      over using "::itemdesc", "::spells", and "::skills", since reloading will be handled
      correctly.
    Added extra checking on item destruction in case a destroyscript is evil
    Added uo::SendViewContainer( chr, container ) - just sends the container contents
      (does not grant access like SendOpenSpecialContainer)
    mobile.truecolor and mobile.trueobjtype are r/w (though I think trueobjtype has no effect)
    Fixed a crash bug in some instances of item destruction, decay being one example.
    "AttackHitScript" can be specified in npcdesc.cfg entries for a per-npctemplate HitScript.
        For packaged npcdesc.cfg entries, this will need to have the package specified.
        Also note that AttackSpeed must be specified for any per-npctemplate Attack* properties to be used.
    added object.isa( polclass_type ) : boolean
      use constants POLCLASS_OBJECT, POLCLASS_ITEM, etc from uo.em
        example:
          door.isa( POLCLASS_DOOR ) will return true
          door.isa( POLCLASS_ITEM ) will return true
          door.isa( POLCLASS_MOBILE ) will return false
    Whisper range is 2, Yell range is 25
    Items in decaying locked containers will be destroyed with the container.
    movable=0 items in decaying containers will be destroyed.
      Note that in both cases, destroy scripts will not execute.
       (Destroy scripts execute only when DestroyItem is called, or when a toplevel
        item is checked for decay)
    '=' is assumed to be a command prefix (as well as '.')
    mob.setcriminal(0) will clear the criminal timer and send status update packets
    "destroy [desc] ..." messages will no longer display on item destruction.

POL090-2000-09-03
=================
SPECIAL NOTE:
  ALL SCRIPTS MUST BE RECOMPILED!  (all your scripts compile, right? :-)
  Old .ECL files will not load!

Titles
    - if present, "[title_guild]" will display above name on singleclick
    - if present, " (title_race)" will display after name on paperdoll
    - title_prefix, title_suffix, title_guild and title_race can contain leading
         and trailing spaces, embedded quotes, and embedded newlines.

Interactive Debugger
    - Added beginning of debugger interface.
         pol.cfg: DebugPort=port, DebugPassword=string, DebugLocalOnly=0/1
         Only enabled if DebugPort if specified as non-zero.
    - Added local variable information to .dbg files
    - Added stepinto debug command
         (see srcdoc/poldbg.txt for debug command list)
    - Added debugger commands:
         pidlist [str]             return list of PIDs with scriptnames matching *str*
         inslist [file] [line]     list instructions associated with File#/Line#
         globalvars                list global variable names (if available, compile
                                    with -z)
         getlocalpacked [N]        get local variable #N, in packed format
         setlocalpacked [N] [p]    set local variable #N, to packed value
         getglobalpacked [N]       get global variable #N, in packed format
         setglobalpacked [N] [p]   set global variable #N, to packed value
    - Added debugger command 'call'
         call [scriptname] [parameters:packed array]
         parameters must be a packed array.
         return value is returned packed.
         So, if 'misc/called.src' ends with 'return 5;' then;
         "call misc/called.ecl a3:i1i2i3"
         will call misc/called.src, with three parameters: 1, 2, 3
         Output will be:
           Results: 1
           Return value packed: i5
    - Added debugger command 'quit' - graceful exit.

eScript
    - Added 'runecl.exe' to the core distro.
        - only has access to 'basic', 'basicio', and 'math' execution modules
    - Added math.em execution module
    - Added Integer modulus operator '%'
    - Added bitwise operators, for Integers only
       & (bitwise and)
       | (bitwise or)
       ^ (bitwise xor)
       ~ (one's complement)
    - Added 'sysfind_flags' parameter to SystemFindObjectBySerial
       - flag values can be found in uo.em:
       - SYSFIND_SEARCH_OFFLINE_MOBILES - search for offline mobiles and equipment
          on offline mobiles
       - SYSFIND_SEARCH_STORAGE_AREAS   - search for items in all storage areas
    - SystemFindObjectBySerial will always return an 'offline mobileref' if
       SYSFIND_SEARCH_OFFLINE_MOBILES is specified.
    - Added the 'struct' type.  These can be persisted, unlike a struct created
      from an array.  Structs should be used rather than arrays when you want a
      structure.
      preferred forms:
          var a,b,c,d;
          a := array;      // make an empty array
          a[1] := 2;
          a[2] := 7;

          b := struct;
          b.+name := "YouThere";
          print( b.name );

          c := dictionary;
          c["hello"] := "foo";
          c["world"] := "bar";

          d := { 2, 5 };   // make an initialized array
    - The 'error' datatype is now persistable (internally it's a 'struct')
    - Added pids (process ids) and a scripting object for process control
       - os::getpid() gets your own pid
       - os::getprocess(pid) gets a scripting object for a process given its PID
    - Added polcore().skill_checks_per_min
    - Added polcore().combat_operations_per_min
    - The instares dialog gump packet will no longer be sent automatically on PC death
       - chrdeath.src will have to handle this
    - Added uo::SendInstaResDialog( chr );
    - Added AwardRawSkillPoints( mobile, skillid, rawpoints )
       - rawpoints must be positive at this time
    - "pol.lg2" has been renamed to "debug.log" and is enabled in
        pol.cfg:EnableDebugLog=0/1
    - Added process.sendevent( object );
    - Added process.kill();
    - start_script will now return a process scripting object
    - Added npc.process, returns a process scripting object
    - Global variable name information is now included in .dbg files
       '-z' option removed - only '-x' generates .dbg files
       .dbg.txt files no longer generated
    - Added GetObjPropertyNames(object) - returns array of all cprop names
    - Configfile string properties can be contained within quotes, and can contain
       leading and trailing spaces, embedded quotes (\"), and embedded newlines (\n)
    - SendSysMessage, Broadcast, PrintTextAbove, and PrintTextAbove all take
       optional parameters 'font' and 'color'
    - Added item.buyprice
       If nonzero, overrides the 'vendor_buys_for' value from itemdesc.cfg
       If negative, vendors will not buy this item.
    - 'invisible' in itemdesc.cfg will be honored as the default.

Compiler
    - Search rules for .inc and .em files changed:
       - First, the directory of the including file is searched
       - Next, either ECOMPILE_PATH_EM or ECOMPILE_PATH_INC (which default to
          the directory containing ecompile.exe) are searched
       - relative dir info from the included filename is always used.
       - pass '-v10' to the compiler to see what's going on, if it can't find
         your files.
       - This means that:
           D:\POL> ecompile -r .
           D:\POL\PKG\MYPKG> ecompile foo.src
           D:\POL\SCRIPTS> ecompile ..\pkg\mypkg\foo.src
          should all be equivalent now.
       - If you intend to use the debugger, compiling from your pol\ directory
           is best, (or specifying a full path) so that pol.exe will have the
           correct paths to all involved files.
       - I recommend "ecompile -u -b -l -x -a -r d:\pol"
    - It seems those of you using Win2k and Linux will need to have
       ECOMPILE_PATH_EM and ECOMPILE_PATH_INC variables.

Reputation System
    - See srcdoc/repsys.htm for current criminal/murderer flagging rules
    - Added mobile.SetParalyzed( isparalyzed := 1 );
       - mobile.paralyzed := 1/0 is deprecated and will become read-only
       - mobile.SetPoisoned sets repsys data
    - Added mobile.SetPoisoned( ispoisoned := 1 )
       - mobile.poisoned := 1/0 is deprecated for this use (it will become read-only)
       - mobile.SetPoisoned can set repsys data (aggressor, criminal flagging)
        mobile.poisoned assignment cannot.
       - mobile.SetPoisoned will no longer set the Murderer flag
    - Added mobile.SetCriminal( level := 1 ), level >= 1
    - Added mobile.SetMurderer( ismurderer := 1 )
    - Added mobile.murderer read-only flag
    - mobile.criminal will always return true for murderers.
    - Healing, Unpoisoning, and Unparalyzing will clear the ToBeReportable list if
       all are clear
    - A mobile's Reportables list is now persisted
       Added mobile.reportables (see srcdoc/uoscrobj.htm for details)
       Added mobile.RemoveReportable( serial, gameclock )
    - ".i_repdata" updated to display murderer flag, ToBeReportable list, and
       Reportable list
    - repsys.cfg: added a General section, with Criminal and Aggressor timeouts.

Client Issues
    - Added Ignition support
    - Weather packets are now disabled for all non-1.26.* clients (including Ignition)
    - pol.cfg: DisplayUnknownPackets=0/1 added
    - pol.cfg: ClientEncryptionVersion can be set to 1.26.4 , 2.0.0 , or ignition

Errors Resolved
    - Fixed a crash bug in SystemFindObjectBySerial when the object wasn't found
    - Possibly fixed the "skill window update" client crash bug
    - hair and beards created on corpses will be marked invisible and non-movable
    - Ghosts will no longer be able to pick up or equip items.
    - Dye tub cursors will no longer be sent if a script cursor is active
    - Script constructs of the following form will no longer alter chr.name:
       var n := chr.name;
       n := "hey";
       - this applies to all other read/write members
    - ECOMPILE_PATH_EM and ECOMPILE_PATH_INC env variables will no longer be necessary
       - (See compiler section above)
    - Corrected some problems with target cursors
    - Corrupt .ECL files should be handled better now
    - fixed a crash bug if global variables were used before declared

Miscellaneous
    - movecost.cfg can have separate 'Walking' and 'Running' sections, and can
       range from 0-200% of carrying capacity.
    - Packages with a higher version than another enabled package by the same name
       will automatically override the lower versioned package.
    - Misspelled dot-commands will no longer display, so no more embarrassment
       in mixed company when I leave an 'o' out of '.objcount'


05/23/2000 - POLC089
==========
    Script functions can be passed parameters by reference.
      put 'byref' in the function declaration before the parameter name.
      function foo( pa, byref pb, pc )
          pa := 5;
          pb := 6;
          pc := 7;
      endfunction
      var a := 12;
      var b := 13;
      var c := 14;
      foo(a,b,c);
      // at this point a and c are unchanged, b is 6
      Note - it's much more efficient to pass arrays by reference than
        by value, because pass-by-reference doesn't have to copy them
        (or destroy them when it's done)
    Mobilerefs and Itemrefs can be compared for equality directly
      - so you can write "if (me = you)" instead of "if (me.serial = you.serial)"
      - as a result, mobilerefs and itemrefs can be used as keys in dictionaries.
    Linux version - gump problems, text command, MT mode problems fixed
    Added mobile.title_prefix, mobile.title_suffix, mobile.title_guild, mobile.title_race
      - mobile.title_prefix is displayed before the name on the paperdoll
      - mobile.title_suffix is displayed after the name on the paperdoll
      - mobile.title_guild and mobile.title_race are not used (but are persisted)
    Added mobile.GuildId : just a numeric guild identifier
      (not sure if this is how it'll be done, but this lets me start on highlighting etc)
    config/repsys.cfg will be required by the core
    MoveMode can be specified in npcdesc.cfg.
      - This is per-NPC -- changing npcdesc.cfg will not affect existing NPCs
      - MoveMode is a string, containing one or more of the following:
        - "L" - Moves on Land (this is the default)
        - "S" - Moves on the Sea
        - "A" - Moves in the Air
      - Mobiles require MoveMode 'L' to move on land.
      - Mobiles require MoveMode 'S' to move on the sea.
      - MoveMode A doesn't have any effect yet.
      - There is no script interface to this yet.
      - an example - "MoveMode LS" would be appropriate on a Water Elemental.
      - PCs are all MoveMode L, unless you edit pcs.txt...
    Added combat.cfg:WarmodeInhibitsRegen (default false)
    Linux version: corrected an error in CreateAccount that would empty the account file (!)
    Corrected bug where Paperdoll would display warmode when you weren't
    'IP' entries in servers.cfg can be hostnames.  A DNS lookup will be performed each time
      a client connects to the loginserver.
    CInt(), CDbl(), and Hex() will all operate on Substrings
    Mobiles without MoveMode L might not be able to move on land.
    Added account.GetProp(propname)
    Added account.SetProp(propname,propval)
    Added 'DefaultPrivs' and 'DefaultCmdLevel' properties to entries in data/accounts.txt
      - there is no script interface.
      - these are assigned to new characters for the account.
    object method name searches are now case-insensitive
        - so now you can write array.size() or array.Size()
        - this is really so you can write account.GetProp etc
    object method names can be the same as system or user functions
    account.SetName should work now (account.SetAcctName has been renamed to this)
    Added some more log output when message handlers crash
    Added FindAccount( acctname )
    Added ListAccounts()
    Added account.GetCharacter( index : 1..5 ) -- for offline access to PCs
    Fixed the "server full" bug when --ip-- and --lan-- were used in servers.cfg
    ECOMPILE_PATH_EM and ECOMPILE_PATH_INC environment variables are now unnecessary
      if they would have referred to the directory where the 'ecompile' executable is.
    ecompile now creates '.dep' files so that changed .inc files will be searched for
      on '-u' (update) runs. ('ecompile -u -r .')
      If no .dep file exists for a .src file, no dependencies are assumed - so in order
      for this to work properly, run 'ecompile -b -r .' to recompile everything once.
    Added http::QueryIP(), returns IP address of connecting browser.
    PrintTextAbove and PrintTextAbovePrivate will use the correct description,
      rather than always using the text from tiledata.mul
    Added account.DeleteCharacter( index : 1..5 )
    Added account.EraseProp( propname : string )
    cfgfile::GetConfigStringKeys and cfgfile::GetConfigIntKeys should work now.
    Added CChr, CAsc, CChrZ, CAscZ
    ecompile will optimize IF statements with constant test expressions
    substring access with out-of-bound indices will return an error rather than aborting the script
    start_script will return an error rather than aborting the calling script.
    Fixed a problem involving dictionaries, persistence, and substrings.


04/08/2000 - POLC088
==========
    Fixed a crash bug when an item was destroyed while equipped on an offline mobile
    Fixed a crash bug when an error occurred reading properties for a new NPC
    Added mobile.hp_regen_rate, mobile.mana_regen_rate, and mobile.stamina_regen_rate.
      - a value of '100' adds one point every five seconds.
      - a value of '50' adds one half point every five seconds.
      - ...you see the pattern...
      - applied fixes for negative regen rates, and regen rates for new characters.
    Added the BASIC-style FOR-loop to escript.
      for i := 1 to 5
         print(i);
      endfor
      is the syntax.
    Added the 'dictionary' complex datatype for scripts.
        usage:
           var dict := dictionary;
           dict[ "green" ] := "blue";
           dict[ "red" ] := "orange";
           dict[ 12 ] := "yellow";
           print( dict[ "green" ] );
           print( dict[ "red" ] );
        methods:
           dictionary.size()        : number of elements
           dictionary.erase( key )  : erase an element
           dictionary.insert( key, value ) : insert an element
             (equivalent of dictionary[key] := value;)
           dictionary.exists( key ) : check for existence of a key
           dictionary.keys()        : return an array of all keys

        dictionaries can be persisted.
        keys can be integers, reals or strings.
        values can be anything.
    Added cfgfile::GetConfigStringKeys(config_file)
    Added cfgfile::GetConfigIntKeys(config_file)
    Packages can contain a 'www' directory.
      (use URLs like "http://127.0.0.1:8080/pkg/saver/")
    www directories and subdirectories will be searched for index.ecl, then
      index htm, if no page is specified.
    Added item.invisible; only applies to items in the ground, and the same
      deal with moving "out of range" after enabling the 'seeinvisitems' priv applies.
    run_script_to_completion will return the 'return value' of the script it runs
      (the return value is what the 'program' section returns)
      it will return an error if the script does not exist.
    Fixed bugs in gump handling
    Fixed bug in GetWorldHeight (kept dungeon teleporters from working)

03/05/2000 - POLC087
==========
    Removed annoying hit-script debug output
    Added logon scripts, logoff scripts, reconnect scripts.
    Added delayed logout (see docs/logonoff.txt)
     - at a minimum, you will need scripts/misc/logofftest.* for this
    Line-of-sight will succeed to items in your backpack.
    Added the 'losany' privilege for letting you ignore LOS.
    Multis will be checked in Line-of-Sight tests
    PCs can now walk through items they can move.  Hopefully this means if
      you're a GM and the client wants to let you walk through something,
      the server will let you.
    Added character.enabled( setting ) to allow scripts to check enabled settings
    Added the 'ignoredoors' privilege to let you walk through doors if your
      client files will allow it (requires a modified VERDATA.MUL)
    config/cmds.cfg added - specifies cmdlevel names and textcmd directories.
    character.setcmdlevel( cmdlevelname ) added - set cmdlevel by name
    character.cmdlevelstr added - text name of the cmdlevel
    textcmds can be specified in packages; just make a textcmd/gm etc directory
     - these are only scanned at startup, so if the directory doesn't exist then,
       it won't be searched until restart.
    character.poisoned added - just makes your health bar green or not.
     - this is not saved with world state.
    Added a console keypress interface - see config/console.cfg
    Fixed house-walking bug on restart
    Added os::unload_scripts(scriptname)  -- see os.em
    Added os::set_script_option(optnum,optval)  -- see os.em
    Added uo::Shutdown()
    Added character.ip (returns an empty string if no client connected)
    Added a facility for banning logins by IP.  You'll need config/bannedips.cfg
    MoveItemToLocation and MoveItemToContainer will check the 'moveany' setting of
      the script controller.
    EquipItem will check item movability
    Server should no longer crash if you hit Ctrl-C while packages are loading
    Added character.gold member
    Added character.spendgold( amount ) method - spends nothing and returns error if
      character doesn't have enough.  Does not recurse into locked containers.
    Added uo::ConsumeSubstance( container, objtype, amount ) - consumes nothing and
      returns error if container doesn't have enough. Does not recurse into locked containers.
    MoveItemToContainer will no longer allow a container to be moved into itself,
      or into a subcontainer in itself.
    Automatic skill advancement when skill is below 10 will only occur
      if you had some chance of success
    Fixed some movement errors; it should be possible to walk into caves now.
     - dropping things on the ground in caves probably doesn't work yet.
    character.gender is now read/write
    Items being dragged will be moved back into the backpack when a character dies
     (so they'll be moved to the corpse or kept based on newbie status etc)

02/01/2000 - POLC086
==========
    Inactivity timeout will not occur to those with cmdlevel > 0
    Inactivity timeout will not occur until a character is chosen or created
    "InactivityWarningTimeout" and "InactivityDisconnectTimeout" in pol.cfg configure
      the inactivity timeout in minutes.  Set either to 0 to disable.
    pol.cfg will be checked for changes every 30 seconds.  Settings that can be changed
      without restarting will be re-read.
    Added map checking to correct LOS issues in dungeons.  (pol.cfg:ExpLosChecksMap=1/0)
      - currently inhibits LOS across bodies of water, which may be bad.
    Packet formats changed to match latest client
      (skill locking stuff is ignored)
    uo::SendSkillWindow( towhom, forwhom ) added.  A script could send you skills for
      someone else, if it wanted; you'd get spurious "skill value changed" notifications,
      but that's your choice.
    scripts/misc/skillwin.ecl will be run on "Skill Window" (Alt-K) requests if present.
    MoveItemToLocation takes a 5th parameter, 'flags'
       - instead of adding MOVEITEM_FORCELOCATION to the z parameter, pass it here
       - pass MOVEITEM_NORMAL or 0 for normal z-corrected movement
       - for now, I'm making the 'flags' parameter mandatory, as all existing scripts
         need to be changed.  Later I'll make flags default to 0.
    Added EVID_DOUBLECLICKED event, sent when an NPC is doubleclicked
      This event must be explicitly enabled with EnableEvents().
    scripts/misc/skilladv.ecl will be run when a visible skill change happens
      - parameters are (who, skillid)
      - this is called for PCs and NPCs.
    default 'facing' prop added to itemdesc.cfg
    EquipTest scripts added - scripts/misc/equiptest and all package equiptest scripts
      will be called to determine if an item can be equipped.
    The 'mount' layer (25) can now be equipped.
      - lots of issues are left yet - combat effects, what happens when you die, and so on.
    pol.cfg:MinCmdlevelToLogin can specify the minimum cmdlevel allowed to log in.
        (So you can set your server to GM-only access temporarily or whatever)
    Objtype 0xF021 is now the 'mount' object type.
        Add the following entry to itemdesc.cfg:
            Item 0xF021
            {
                name    mount
                graphic 0x3EA2
            }
        Graphic 0x3EA2 is a horse.  0x3E9F to 0x3EA6 will use other mount types.
    Added uo::OpenPaperdoll( towhom, forwhom ).  Sends the paperdoll window.
    scripts/misc/dblclickself.ecl will be executed when you doubleclick yourself,
      if it exists.  The core will still handle "Open Paperdoll" macro requests
      internally.  The basic doubleclick-self script would look like this:
            use uo;

            program dblclickself( me )
                OpenPaperdoll( me, me );
            endprogram
    Weapons can specify MountedAnim in itemdesc.cfg.
    config/animxlate.cfg specifies animation translations for actions while on
      a mount.  Most weapons shouldn't need MountedAnim entries if this is
      populated correctly. (thanks to Myrathi for filling in animxlate.cfg)
    Removed messages when skillwin.ecl and skilladv.ecl don't exist
    Fixed a crash bug if you tried to spend gold with no backpack.
    The game clock will be paused during world save.  This should eliminate CPU
      usage spikes afterwards.
    Script compiler takes two new parameters:
        -b : keep building other scripts after errors are encountered
        -u : only compile updated scripts (.src newer than .ecl)
    Script compiler will warn for locals with same name as globals
      (only if -w 'enable warnings' option is passed)
    Crypto Keys updated for client 1.26.4


10/28/1999 - POLC085
==========
    Fixed a bug where dragging part of a stack from the ground would
      misplace the remainder.
    Items that are 'SaveOnExit 0' and in a container will no longer be saved.

10/25/1999 - POLC084
==========
    script compiler: '\' will function as an escape character in strings
      - \n and \t are defined as special characters
    script compiler: *.hsr files are ASP-like source pages
     (see files in the experimental files section for examples)
    added http::WriteHtmlRaw(str) for .hsr/.asp pages
    script scheduler uses a priority divider now; will be testing to see
      if this can help with lag in some instances
    polcore().set_priority_divide( newvalue ) added
    polcore().priority_divide (read-only)
    script compiler will generate a wordlist file if '-W' option is passed.
    added mobile.criminal property
    when loading, 1 dot will print per 1000 objects loaded.
    Fixed a bug in array.insert(index,value) where it was impossible
      to insert at the end of an array, or into an empty array.
    Added array.append(value), array.reverse(), and array.sort() methods
    Inactivity timer added: warning after 4 minutes, disconnect after 5 mins
    MaxCallDepth for scripts can be specified in pol.cfg (default 100)
!!  Decreased system load time.  Please BACK UP your datafiles!
    IgnoreLoadErrors=1 in pol.cfg will ignore (most) load errors and start server
    Script listfiles generated with -l with always contain source and
      file/line information, even if -i is not specified
      (it's best not to use -i, in fact -- less overhead)
    Added polcore().script_profiles property:
      returns array of { name, instr, invocations, instr_per_invoc, instr_percent }
      - same data as output by .log_profile
    Added polcore().clear_script_profile_counters() method.
    array.insert() functions properly again
    Overhauled the client item manipulation system (getting,dropping,equipping items):
      - LOS is now checked when picking up an item
      - LOS is checked when dropping an item
      - range must be <= 2 to pick up an item
      - drop-item range increased to 2
      - picked up items are marked 'inuse'
        Note this causes some easy resource-use exploits until scripts mark
        items in-use.  But that's better than crashing.
    Added uo::ReserveItem(item) and uo::ReleaseItem(item)
      - these mark an item as inuse for this script only to use.
      - all reserved items will be released on script exit if ReleaseItem is not called.
    'inuse' items have special rules:
      - they cannot be picked up (not even part of a stack)
      - they cannot be added to, if they're a stack.
      - they cannot be used as reagents
      - they cannot be used as projectiles
      - they cannot be spent at a vendor
      - they cannot be sold to a vendor
      - they will not decay
      - if a stack, they cannot be added to if a like item is bought at a vendor
      - The following functions will not operate on inuse items, unless the calling
        script reserved the item for its use with ReserveItem
          - DestroyItem
          - SubtractAmount
          - MoveItem
          - MoveItemToContainer
          - EquipItem
        This means most scripts that have to check for materials twice (typically
        before and after doing sound effects and delays) can just reserve the items
        before checking for materials.

      I'm considering whether inuse items should be doubleclickable, and
        whether or not the doubleclick script should start out with the
        item already reserved.
     MoveCharacterToLocation and login will generate EVID_ENTEREDAREA events
     Ghosts will no longer use nor require stamina for movement


10/07/1999 - POLC083
==========
    Lots of items down there.  The highlights:
        - secure trading (but see important note about enabling)
        - stamina costs for movement

    Startup output -- error messages, etc will be logged to 'start.log'.
    Disabled the following internal text commands, because a replacement
      script exists, or they're rarely used and a script could be written.
      (They still exist; renamed to i_[cmd] in case you really need them)
        .ident
        .setusescript
    Added polcore() members:
        log_profile( clear )
    text command script names can now contain underscores
    New config file - config/servspecopt.cfg, for Server Specific Options
       - DefaultDoubleclickRange, which is used if DoubleclickRange isn't
         specified for an objtype in itemdesc.cfg
       The default doubleclick range (if not specified there) is now 2
    GMs should still see ghosts after they drop out of warmode
    added mobile.enable( privilege ), mobile.disable( privilege )
       - for enabling/disabling privileges
    Added functions to the NPC module:
        WalkTowardLocation( x, y );
        WalkAwayFromLocation( x, y );
        RunTowardLocation( x, y );
        RunAwayFromLocation( x, y );
        TurnTowardLocation( x, y );
        TurnAwayFromLocation( x, y );
    polcore().itemcount will now decrease
    Added 'ipmatch' property to servers.cfg, so localhost and LAN servers
      can be made to only show up if you connect from localhost or the lan.
    Added the 'all' privilege which effectively gives you..all the privileges!
    Added the 'dblclickany' privilege which lets you doubleclick any
      doubleclickable object regardless of range
    itemdesc.cfg has a 'Weight' entry which can specify whole weights
      or fractional weights ("1/50" etc) in stones
    Item weights will be tracked.  No limits or stamina effects yet.
    added 'object.weight' member
    Fixed an integrity problem if doors were on a zone boundary
    Fixed a crash bug if a house component was destroyed before the house was.
    Items will not decay on multis unless "DecayOnMultis 1" is set in itemdesc.cfg
!       (Note this should be set for corpses in particular)
    Gave boats some TLC: (some scripts+config files need updated to use this)
       - corpses created on a boat will move with it.
       - items dropped on the boat when a corpse decays will move with it
       - the remainder of a stack half-removed from a deck will move with the boat
       - NPCs created directly on boats will move with it
       - added the rest of the boat definitions to config/boats.cfg
       - walkon scripts will fire if the item's Z is 0 or 1-z below the walker
          (specifically so that boat planks can have walkon scripts)
       - massaged the data from client files so long boats don't have a hole in
          the middle.
       - fixed the "Deck is not empty" bug on boat destruction
       - characters who log off on a boat will be moved when the boat moves
       - added member 'boat.has_offline_mobiles'
       - added method 'boat.move_offline_mobiles(x,y,z)' for moving the offline
         mobiles carried by a ship somewhere.  This function is very trusting
         regarding the coordinates you pass it. As long as they're within the
         world bounds, it'll move the mobiles there.
    "walkon" scripts have more parameters.  the full declaration:
       program walkon( who, what, lastx, lasty, lastz )
       the 'last' coordinates are the coordinates the walker is coming from.
    MoveCharacterToLocation takes a 5th parameter, 'flags'
       if MOVEMOB_FLAG_FORCELOCATION included, force z-location
         (ignore any obstacles)
    Added polcore().packages() - array of installed package names
    Added polcore().compiledate - text string
    Added polcore().compiletime - text string
    Incorporated Beosil's latest crypto code to deal with the 21036-bytes bug
    Fixed a bug with gump-dialog handling for dialogs with many textentry fields
    Package start scripts will run under the Linux build
    Added basics of secure trading:
        Enabled if EnableSecureTrading=1 is set in pol.cfg.
        Items can be added to the secure trade window
        Items cannot be removed except through cancelling the trade
        Items in the secure trade window can be singleclicked
        Unlocked containers in your side of the trade window can be
          doubleclicked, and will open for both trading parties
        stacks currently cannot be added to.
        If either party disconnects, trade will be cancelled.
        Traded items which will not fit in your backpack will fall to your feet.
        All secure trades will be cancelled before saving data or shutting down.
!       This entry must be added to config/itemdesc.cfg:
            Container 0xFF01
            {
                Name    SecureTradeContainer
                graphic 0x1E5E
                Gump    0x003C
                MinX    0
                MaxX    66
                MinY    0
                MaxY    33
            }
    Added servspecopt.cfg property: MovementUsesStamina=0/1
        If this is set, you will need config/movecost.cfg
        Note movement cost code is still being developed.
    ecompile: option -l  (ell) will cause a listfile to be generated, which
      contains the internal instructions in the compiled file.  In conjunction
      with '-i' (include debug info) you may have a fighting chance at seeing
      where your script corresponds to the instructions.  May be useful
      for debugging or profiling, or for just being nosy.
    Added runaway script detection.  RunawayScriptThreshold in pol.cfg specifies
      how many instructions a script can execute without sleeping before being
      reported as a runaway.  The default is 5000 instructions.  Reports will
      be logged to log/script.log
    spellbook weight will no longer include weight of contained scrolls
    corrected an error in container-weight handling
    added polcore().running_scripts
    returns an array of structures { name, instr_cycles, consec_cycles, PC, call_depth, num_globals },
      one element per running script.  See scripts/www/running_scripts.src
    pol.cfg can specify WebServerPassword=username:password, to restrict access
      If this is used, nothing can be accessed without the password.
      A more flexible password scheme is in design.


09/09/1999 - POLC082
==========
    Added 'hearghosts' privilege
    Support added for UO client 1.26.1
      - key constants are specified in a key file, so maybe next time
        this won't require a rebuild.
      - pol.cfg must have "Keyfile=crypto/v1_26_1.key"



09/05/1999 - POLC081
==========
    Added cfgfile::LoadTusScpFile(basename) - loads TUS .SCP format files
      so they can be accessed like a POL .cfg file
      (not an importer - an importer will be built upon this)
    New characters will start with clothing that matches what the new
      client displays.
    mobile.concealed can be set to anywhere between 0 and mobile.cmdlevel
    mobile.concealed is now saved with game state
    added array.erase( index ) - erases an element in an array
    added array.size() - returns number of elements in an array
    added array.shrink( nelems ) - erases all but the first 'nelems' elements
    added array.insert( index, value ) - inserts an new element
    NPC masters will be saved with game state
    packages can contain npcdesc.cfg and ai scripts.. ".createnpc :pkg:npctype"
    Encryption keys changed to support client 1.26b (Thanks Beosil!)
    Added some code to get more information on a particular crash bug
    Fixed an AV condition when equipping an NPC that isn't strong enough
    ".integ_item" will write problem information to the logfile
    a stack backtrace will be logged on assertion failure
    Corrected an error in house destruction which could cause corruption
    added os::events_waiting() - returns number of events in script's event queue
    added direct stat modification:
        mobile.setstr( newstrength )
        mobile.setdex( newdexterity )
        mobile.setint( newintelligence )

08/28/1999 - POLC080
==========
    POL now supports the new UO Client (v 1.26)
        startloc.cfg must be changed to list cities in a particular order.
        (Yew, Minoc, Britain, Moonglow, Trinsic, Magincia, Jhelom, Skara Brae, Vesper)
    Armor now has quality, hp, and maxhp.  This means Armor entries in
      itemdesc.cfg must have a MaxHP entry!

    Added polcore().version (79,80,81 etc)
    Added polcore().verstr ("POL080", "POL080X1" etc)
    POL version string will be written to log file on startup
    Added CreateAccount( acctname, password, enabled )
      - returns an accountref (see docs/objref/account.htm)
    character.acct added
    Account object created; gives the ability to ban,unban, disable, enable,
      change the account name, and change the account password, from scripts.
    Large shards will want to set UseNewStaticsFile=1 in pol.cfg.  This will
      create files 'statics0.pol' and 'staidx0.pol', which are smaller versions
      of statics0.mul and staidx0.mul.  These files are then loaded wholly into
      memory for very fast access for walking height and LOS checks.
      If this option is enabled, POL uses an additional 11 MB memory
    NPC movement anchors can be set; call npc::SetAnchor() (see npc.em)
      Movement anchors are only in effect when NPC isn't in warmode
    ".unload" will now unload all scripts whos name contains the parameter
      ".unload ai" will unload all scripts whos name contains 'ai', for example.
    Fixed an access violation if a mobile died with a full backpack and
      worn items.  (bug introduced in the 'newbie items' update)
    Added weather effects, using static regions (regions/weather.cfg)
    Armor will now take damage during combat
    stackable weapons/armor in vendor inventories
     (merchant.src must be changed to call CreateItemInInventory)
    New priv/settings: seehidden, seeghosts
    added character.setlightlevel( lightlevel, duration ) (mylight.src tests)
      - sets personal light level for a period of time (duration in seconds)
    DestroyMulti can destroy boats now (but use BoatFromItem..see destroyboat.src)
    Fixed an object leak on house destruction
    Paperdolls will only be opened for humans, ghosts, GMs, Lord British,
      Lord Blackthorne, and Dupre
    chrdeath.src has a second parameter, the character's ghost
    Added chr.squelch(duration) - duration in seconds.  -1=forever, 0=off
    added chr.squelched
    "[invulnerable]", "[frozen]", and "[squelched]" tags will display
      over affected mobiles when singleclicked.
    Added SetRegionWeatherLevel(regionname,type,severity,aux,lightoverride)
      - test/setweather.src tests

08/16/1999 - POLC079
==========
    items on others' paperdolls within visual ranged can be singleclicked
    If an equipped item can't be equipped on load, it'll be stuffed into the backpack
      If the backpack is full, the server will refuse to start.
    More error messages will print hex serial numbers now
    It will be impossible to assign a blank name to a mobile, or a name
      that begins with whitespace (this traps all-whitespace names)
    All the houses should be creatable now.
    Made a change that seems to help lag when lots of mobiles are on-screen at once
    http::WriteHtml calls are now handled more efficiently
    corrected anims for nonhumans using projectile weapons
    'StrRequired' (Strength Requirement to Equip Item) can be specified in itemdesc.cfg
    item.newbie added; 'newbie' items will stay with the ghost.
    'Newbie' can be specified in itemdesc.cfg.  This is the default 'newbie' flag
      for items of this type.  Typically set for spellbooks.
      - newbie items stay with the ghost
      - newbie stacks split turn into two newbie stacks
      - a non-newbie item added to a newbie stack contaminates the newbie stack,
        making it non-newbie
      - the various CreateInContainer functions will not add to an existing newbie stack
      - vendors won't buy newbie items
    'BlocksCastingIfInHand' can be specified in itemdesc.cfg.  Both hands will be checked
    for items after reagents are consumed but before mana is consumed
    RequireSpellbooks can be specified in pol.cfg; default is 1
      - Spellbooks, with scrolls, are required in order to cast spells if this is set.

08/10/1999 - POLC078
==========
    added character.acctname
    added weapon.dmg_mod (-32768 to +32767, but be gentle :)
    added armor.ar_mod
      Note if you change ar_mod on equipped armor, it won't reflect in your displayed
      AR until you take the armor off and put it back on, but the change will
      increase or decrease your protection immediately.
    added armor.ar  (adjusted by ar_mod)
    added armor.ar_base (unadjusted)
    added nocast regions (will work for spells and scrolls, if they use StartSpellEffect)
    SaveWorldState() will return an error if an exception occurs during world save
      (instead of aborting the calling script)
    added weapon.maxhp_mod
    Scaled back optimizations so that crash dumps can give more information
    Included more debug checks in the release version, to search for odd problems
    corrected an out-of-bounds condition for mobiles near the edges of the world
    Fixed a bug where boats could go off one side of the world a couple of tiles.
    It is now impossible to use a skill or item during a casting delay
    Houses can sit on slightly uneven ground; the z-coord can differ by up to 2
    added item.sellprice; used instead of 'VendorSellsFor' if nonzero.
      sellprice on a stack is the price for one unit
    TwoHanded (0/1) can be set in itemdesc.cfg for weapons
    Started on z-coord problems, but the map seems to sit above some statics *sigh*
    Target() will accept TGTOPT_HARMFUL, TGTOPT_NEUTRAL, and TGT_HELPFUL in its
     'options' parameter.  Harmful actions mark you criminal or aggressor according
     to normal flagging rules.  Helpful actions on a criminal will mark you a criminal.
     The criminal query window will pop up when appropriate if enabled on the client.
    NPCs will get "enteredarea" and "leftarea" events when they move
    alignment (good, neutral, evil) can be specified in npcdesc.cfg
    actions for/against yourself or your pets will not affect criminal flags, etc
    harmful actions against good-alignment NPCs will mark you criminal
    helpful actions against evil-alignment NPCs will mark you criminal
    internal command target cursors shouldn't interfere with script target cursors
    Scripts have a 'controller' attached.  This is set to the spellcaster, or the
      character doubleclicking the item, etc.  ApplyDamage and ApplyRawDamage now
      send an EVID_DAMAGED event using the controller as ev.source
    Added uo::SetScriptController(who) - should be used to set controllers for
      traps and such
    EVID_ENGAGED events will be sent to NPCs targetted with hostile actions
    justice zone "entering" and "leaving" messages won't print if switching between
      zones where the messages are the same
    If 'enabled.pkg' exists in a package directory, the package will be enabled
      regardless of Enabled=1/0 in pkg.cfg.  If 'disabled.pkg' exists, both these
      will be ignored, and the package will be disabled.
    It's now possible to set a mobile's colors above 0xfff
    added mobile.cmdlevel; read-write, set to 0-5 (0-player, 5=test)

07/27/1999 - POLC077
==========
    weapon skills, tactics, and parry will cause stat gain from combat
      - note this is from ANY combat - GMs on rabbits, whatever.
    transmission buffer size increased to handle huge gump dialogs
    save time improved; tests show over 2x faster on Win98, almost 2x faster on WinNT
    Fixed the "you are already holding an item" bug on disconnect while dragging an item
    Unicode speech is now handled (ASCII character set only)
    Tooltip text can be specified in itemdesc.cfg
    'Name' can be specified as 'ObjtypeName' in itemdesc.cfg.  'ObjtypeName' is
      preferred. 'Name' is deprecated, and will not be supported after core 079
    Entries in pol.log will be timestamped
    Added logging for login/logout (with IP), and incorrect password presentation.
    new polcore() variables:
        uptime:  system uptime in seconds
        sysload: system load, 0-100
    Limited the crash stack backtrace to 100 frames
    LogSysload=1 in pol.cfg will cause sysload to be logged each minute
    Corrected an error which could cause CPU usage to rise to 100% until shutdown
    Removed dump of message type 0x69
    New internal text command: "log_profile"  logs script profile data
    New internal text command: "log_profile_clear"  logs script profile data, clears counters
    new polcore() variables: bytes_sent, bytes_received
    SendEvent now functions as advertised
    new members for multis: multi.items and multi.mobiles
      - arrays of supported items/mobiles
    Names of scripts that cause access violations will now be logged.
    Fixed an AV condition on skills with no script defined
    Target() takes an 'options' parameter.  This should be either TGTOPT_CHECK_LOS or
      TGTOPT_NOCHECK_LOS.  The default is TGTOPT_CHECK_LOS.  Some scripts currently
      call Target( someone, "" ) -- this should be changed to Target( someone ) ASAP.
      For now, this is treated the same as TGTOPT_CHECK_LOS.
    Corrected another cause of client i/o thread infinite loops.
    Autodefense will target an attackable opponent or hostile, rather than
      exclusively trying to hit your opponent.
    Added the beginnings of aggressor and criminal flagging.
      Supported:
        - criminal flagging (2 minutes) for attacking an innocent
        - aggressor flagging (2 minutes) for attacking first
        - extension of these timeouts for continued behavior
        - pets ordered to attack will affect their owner's flags
        - attacking a pet is like attacking the owner, as far as flagging is concerned
        - name coloring
      Not supported:
        - any repercussions whatsoever for being a criminal
            (except that others can attack you without becoming criminal)
        - any repercussions whatsoever for being an aggressor
            (except that those you are an aggressor to can attack you freely)
    Corrected an error in the task scheduler, discovered while coding aggressor flagging.
      This may also affect autodefense.
    Ships will no longer be able to sail off the map

07/06/1999 - POL076
==========
    data/accounts.txt will be re-read after it has been modified (must remain
        unchanged for 10-40 seconds).
    basic::pack( expr ) and basic::unpack( string ) added.
    Config/Data file parser modified to handle arbitrarily long properties
      (mostly for very large stored arrays)
    Trailing spaces in config/data files will be trimmed.
    arrays will display their contents when printed, instead of "<objarray>"
    Weapons will have a 1% chance (was 25%) per swing of losing 1 HP
    Temporary kludge for combat skill gain:
        On each swing:
            attacker gets 30 raw skill points in his weapon skill
            attacker gets 15 raw skill points in tactics
            defender gets 15 raw skill points in tactics
            defender gets 30 points in parry, if a shield is equipped
    GetObjProperty/SetObjProperty etc can store arrays of integers, strings, reals, and arrays
    arrays can be tested for equality.
    Fixed two memory leaks in the script compiler
    Skill points will always be awarded for skills with <= 10.0 value
    items which are 'SaveOnExit 0' will use a different serial number pool,
      from 0x4F000000 to 0x4FFFFFFF
    bugfix: fixed some problems with LOS checks on doubleclick (and others)
            if you stood in the same place as, say, an iron ingot, you couldn't
            open a container in your backpack; this has been fixed.
    ecompile can take '-r directory' as a parameter, will compile .src files in
        directory and all subdirectories
    bugfix: 'npctemplate' custom prop on corpses will now work.
    Adding support for packages: see also polcore/docs/packages.txt for detail.:
        - 'item.usescript' can specify ':pkgname:script' format scriptnames
        - PKG.CFG can specify 'version', 'requires pkgname version', and 'conflicts pkgname'
        - AppendConfigFileElem and UnloadConfigFile will accept ":pkgname:cfgfile" syntax
        - Anywhere you can specify 'script' that would specify a script in a package,
          you can now specify ':pkgname:script' to reference a script in another package
        - Spells can be put in packages (put a spells.cfg in package directory)
        - Packages can contain 'skills.cfg'
        - ReadConfigFile( "::itemdesc" ) will access data in main itemdesc.cfg as well
          as all package itemdesc.cfg files.  Same for "::skills.cfg" and "::spells.cfg"
        - ReadConfigFile handles new formats to specify a config file in another package

05/31/1999 - POL075
==========
    DoubleclickRange can be specified in itemdesc.cfg
      (archery buttes will be broken until their configuration uses this)
    Linux build: Ctrl-C and 'kill [pid]' are caught for save/shutdown
    Added uo::polcore() - returns an object that can be used to query system data
       - itemcount
       - mobilecount
    regions/regions.cfg defines justice regions - only enter/leave messages are printed.
    regions/regions.cfg defines music regions
    ListMobilesInLineOfSight will not return mobile passed as the center
    Linux build: fixed bug which was causing 100% cpu usage always
    Startup output for start.src will be shorter
    Line of sight to items changed: will be from head of mobile to center of item
    Doubleclick limits added: must be range <= 1, and have LOS.
    ~IN[spellnum] can be used to cast spells
    Spells above the standard 64 can be defined (use ~IN to invoke)
    NPCs have a 'setmaster(master)' method, which right now only allows renaming
    Events sent to an NPC will be discarded if more than 30 events are currently queued
    web server can now serve .gif, .jpg, and .jpeg files
    scripts: "var" can be used instead of "global" and "local"
    scripts: object methods are here - doors will have them first.
    scripts: "array(2, 54)" syntax is deprecated in favor of "{ 2, 54 }"
    scripts: C-style " /*   */ " comments will function again
    scripts: old, non-"fully bracketed" syntax will no longer compile.
    Custom properties prefixed with '#' will not be saved with game state.
    SendDialogGump now returns an 'integer hash' with the results.
        var x := SendDialogGump(...);
        x[0] is the exit-button pressed
        x[button id] returns 1 if that button was pressed/selected
        x[text entry id] returns the string contents of a textentry field
        x.keys returns an array of all the keys
        See scripts/textcmd/test/exgump.*
    Added GetWorldHeight(x,y) - returns lowest point above map and lowest statics
        (It's supposed to, anyway.  It actually returns the point atop the
         highest static, but it works for most dungeon teleporters, so I'm leaving
         it broken for a while.)
    internal changes to resource region stuff; more testing before X3
    mid() is now unavailable (has always been broken)
    ghosts will speak ghostspeech (no hooks for spirit speak yet)
    doors are scriptable; door.src autocloses, and plays sound effects.
      - door objects have an 'isopen' property
      - door objects have 'open()', 'close()', and 'toggle()' methods
      - 'isopen': reports if the door is open or closed
      - 'open()': opens the door  ("door.open();" in script would open it)
      - same for  'close()' and 'toggle()' - they change the state of the door.
      Not sure how well this interface will work, or how intuitive it'll be.
    bugfix: SetObjProperty etc now work with Multis
    SystemFindObjectBySerial will find multis

05/18/1999 - POL074
==========
    Spawner rewritten; basic spawn limiting is in place.
    EVID_ITEM_GIVEN event added for items dragged onto NPCs
    Wrestling will no longer do 0 damage after being used a few times
    item colors set by scripts will be limited to 0-0xFFF
    The following types of scripts run at priority 100, instead of critical:
      - spells
      - item use
      - walk on
      - skill use
      - text commands
    The following types of scripts still run critical:
      - character creation
    DestroyMulti will destroy houses, moving their contents to the ground.
    NPCs will have a ".npctemplate" member
    "CacheInteractiveScripts" in pol.cfg forces disk reloads on use for some scripts:
      - text commands
      - item use
      - walk on
      - character creation
      - www pages
      - spells
      - skill use
    Added uo::StartSpellEffect(who,spellid): start the spell script
    Added uo::GetSpellDifficulty(spellid)
    Added uo::SpeakPowerWords(who,spellid)
    Corrected an error where config file/elem variables couldn't be passed to functions
    spawns.cfg can take 'rect' entries
    combat.cfg has a param for displaying a message on successful parry.
    Multithread mode is stable.
    CDbl(val) added - convert to double
    ".setskill" now takes base-values instead of raw-values, so
      ".setskill 25 60" will set Magery to 60.  It'll actually set it to
      59.9, because of a base->raw conversion bug, so don't panic.
    Fixed a resource leak if you set 'decayat' on an object...don't ask.
    More stuff for houses:
      - Empty space is required between houses:
        - 2 tiles east-west
        - 6 tiles north-south
      - Houses cannot be built on top of mobiles or items.
      - Houses must sit on level ground.
      - Houses cannot sit on trees, rocks etc, or have them directly adjacent to it.
      - Note, it's still possible to create houses in annoying places.. *sigh*
    'cprop' and 'strprop' entries in itemdesc.cfg will be added to new items
    Internal clock granularity is now 1/100th second.
    CreateMultiAtLocation will function for houses, and will create doors and signs.
      - house.components will be an array of all these items
      - each component will have a 'house_serial' custom prop with the serial #
        of the house.

05/09/1999 - POL073
==========
    Rudimentary web server added.  Set WebServer=1, WebServerPort=8080 in pol.cfg,
      then go to http://localhost:8080.  The default website only has a
      "show online characters" page, but that's just the beginning!
      This only works in multithread mode, which is unstable on exit,
        so this is really only for playing around at this point.
      Default operations allows access only from localhost.
    Weapon animations can be set - 'Anim' in wepndesc.cfg
    Weapon sounds can be set - 'HitSound', 'MissSound' in wepndesc.cfg
    NPCs will no longer step into the same tile as another NPC.
    WebServerLocalOnly (defaults to 1) in pol.cfg will restrict web server access
    "AttackHitSound" and "AttackMissSound" can be specified in npcdesc.cfg
      - Note that to do this, you have to have an AttackSpeed entry too
    Added uo::SendTextEntryGump() - used for those input box thingies
      - see uo.em for parameters and constants
      - Added ".testtextentry" to play with it
      - numerical mode isn't tested yet, but will for sure return result as a string
    Added uo::SendDialogGump( who, layout, textlines ) - see uo.em and testgump.src
       We need more 'testgump' scripts for radio buttons etc
    RandomInt() will return an error if its parameter is <= 0
    Performance enhancements to PC movement with lots of ingame items
    The following functions will automatically convert a 'name' to an 'objtype'
      (they automatically call GetObjtypeByName if a string is passed)
      - CreateItemAtLocation
      - AddMenuItem
      - ListItemsNearLocationOfType
      - CreateItemInContainer
      - CreateRootItemInStorageArea
      - FindObjtypeInContainer
      - CreateItemInBackpack
    ".createstack" can take an objname
    "Movable" property added to itemdesc.cfg - overrides client datafiles
    Item descriptions in merchant windows will no longer include redundant amounts
    "Desc" property in itemdesc.cfg will now be used
    "MOVEITEM_FORCELOCATION" can be added to the z-coordinate in
      MoveItemToLocation to force acceptance of the position.
    ControlScript in itemdesc.cfg is now functional
    CreateScript in itemdesc.cfg fill now run for:
      - CreateItemAtLocation
      - CreateItemInContainer
      - CreateItemInBackpack
      If the CreateScript succeeds (returns a 'true' value, or nothing) creation
      will be allowed; if it returns a 'false' value, creation will fail.
    DestroyItem will consult the DestroyScript, if any
    Decay will consult DestroyScript, if any.  Decay counter is not reset;
      checks will continue on each decay sweep.
    os::parameter() is gone
    Added os::set_priority( priority ) - set script priority from 1 to 255
      - higher priority scripts will get more CPU time
      - in CS terms, priority is just quanta



04/29/1999 - POL072 (ouch, too many changes! sorry!)
==========
    dot-commands will no longer unhide the character issuing them
    'stealthsteps' member added to mobiles
    GameMasters and ghosts can walk through doors
      GM is defined as graphic == 0x3db, not humans wearing a GM robe
    NPC stats in NPCDESC will be specified in die-roll, base values
     (to come: hp, mana, stamina default to associated attributes)
    'Unhides' property added to skills.cfg, mainly for stealth

    Fixed an AV condition if a stat window was opened on a just-dead NPC
    Skill values in NPCDESC.CFG are now 'base' values, dieroll-form
    Skill values in NPCDESC.CFG can be named using Skill Name (skills.cfg)
      rather than skillid (for example, Wrestling instead of Skill43)
    Skill values in PCS.TXT and NPCS.TXT will use skill names (and raw values)
    'concealed' flag added to mobiles.  Similar to 'hidden', but is only
      cleared explicitly (who.concealed := 0).  Only effective against
      mobiles below your command level - so Admins can always see GMs, etc.
      The following functions will _always_ exclude 'concealed' mobiles:
        ListMobilesNearLocationEx
        ListMobilesNearLocation
        ListMobilesInLineOfSight
        ListHostiles
        Note that these affect spells cast by higher-level beings.
    Speech code modified to accomodate 'concealed' flag.  A side effect is
      that speech by non-warmode ghosts should no longer be seen by non-ghosts
    Some events will not be generated for hidden and concealed mobiles:
       - speech
       - entered area, left area
       - opponent moved
    'frozen' and 'paralyzed' members added to mobiles
      - paralyzed is cleared when ApplyRawDamage is called
      - paralyzed and frozen are cleared upon death and resurrection
      - either block:
        - walking and running (MoveCharacter() functions will still work)
        - casting
        - skill use
        - item doubleclick (except paperdoll)
        - targetting of any kind
    '.freeze' and '.thaw' GM commands added

    armor.cfg moved to armrdesc.cfg
      format merged with itemdesc.cfg
          ".armor" is gone = ".create" can do it now.

    weapon.cfg moved to wepndesc.cfg
      format merged with itemdesc.cfg
      ripples to:
          equipfromtemplate
          ".weapon" is gone - ".create" should be able to do it now
      Instead of WeaponTemplate names, weapons can just use different objtypes
        to have different capabilities with the same graphic
      This opens the door for magic weapons etc.

    Experimental multithreading mode: Multithread=1 in pol.cfg
      It's pretty unstable, typically crashing on exit.  Singlethread (default)
      mode is unaffected.
    Config properties can be accessed with "." syntax, rather than using
      "GetConfigInt", "GetConfigString" etc.  Types (integer, string, real)
      determined automatically.
    Config files can be searched for elements with "[]" syntax:
      config[6] searches by integer key, config["WarAxe"] searches by string
    SendSellWindow() sort of works; any merchant will buy and item with a
      nonzero "VendorBuysFor" price in itemdesc.cfg.
!!  Be sure to recompile merchant.src
    MoveToward etc will move around simple obstacles
