01/18/09
- creation of branch, Object module that can load from modules
- basic EventDB that registers reactions

01/19/09
- Object can make new() instances and call their constructors
- g() and bases() work; "most specific" data works fine
- can send signals and have reactions
- heap shares AAAAAAAAAAAAARGS

01/22/09
- Container to manage items

01/24/09
- can define multiple templates in one module

01/25/09
- Object derive method and StdLib items and characters and inventory handling

01/26/09
- way to make templates from packages that're either flat or normal derivatives
- very rudimentary object name system

01/27/09
- Player character derivative along with skeletons of inventory stuff

01/29/09
- test script moved here
- container grouping fixed
- dropping as well as taking
- way to select inventory stuff
- better messaging system

01/31/09
- Container correctly groups items
- handling multiple objects and maintaing order
- quick constructor for instance data

02/01/09
- multiple items may spawn on same tile now
- tilemap singleton

02/02/09
- added equippable items and corresponding routines, all unfinished
- took out the makeflat option. everythings a real derivative now.
- msg "" and $obj->msg("") are now consistent
- changing all stdlib style and adding reaction roles. unimplemented.
- eventdb stores actors as symbolic ids, event roles work to override reactions, and
  template definitions are simplified (big overhaul)

02/03/09
- easier control flow for reactions. can return a stop/redirect code with excuses. syntactic
  sugar, basically.
- all equipment routines are working usably well!
- scheduled actions are simply invoked ASAP with a flag
- standard names for roles
- logging used
- object ids, makes for nicer logging

02/05/09
- food, potions, and scrolls and corresponding actions
- reactions can constrain a signal to having a type of object
- subclassed items so stuff works better now
- singleuse items can have their quantity slowly diminished.

02/08/09
- moving up and down stairs completely works
- object list keeps refs

02/12/09
- added a focusable chat window

02/14/09
- more changes for chat window
- PerlRL interface to start everything and provide shortcuts to templates
- PerlRL wraps up networking stuff, game client correctly shares chat msgs
- nuked net/ branch, moved server here
- unstable commit while splitting client/server
- messy but working split client/server
- server cleaned up
- and client
- sending compressed map
- agents spawn and are sent

02/15/09
- sharing actions ALMOST works...
- action sharing works, slowly and buggily
- faster, more stable action sharing -- for agents moving at least
- all actions shared, even with object args!
- proper blitting for newbies

02/17/09
- fixed bug that i didnt know was there.. clients blit on properly and focus the right
  people
- disconnected agents are removed from the game
- single player map changing works
- map changing partially works with everyone

02/18/09
- first commit with new split server/client
- massive restructuring, basic skeletons run again
- initial client connecting works
- stuff moves around again; actions are shared
- many players at once, just hasing out bug after bug
- pushing works
- client handles laggy movement
- no autobroadcasting of actions
- changing maps completely works!
- list of who's online

02/23/09
- can select color at the beginning
- logging in with symbol name and color

02/24/09
- moving serialization stuff around so items propogate
- items are transmitted
- clientside templates of items, prolly gonna change later

02/28/09
- commit before item overhaul
- client and server have own Object
- correctly splitting stuff
- split clientside items
- everything except interacting with items works

03/01/09
- fixed stupid msg and $self->msg() redefining screwup
- taking items works
- player inventory maintained across changemaps
- picking up multiple things and dropping things
- equipment actions mostly work
- minor server object bug to make events apply to obj-isas

03/02/09
- error messages to client actions sent back
- msgs that other clients wouldnt be able to do cause they dont know that item are sort of
  sent

03/03/09
- greatly simplified tile rendering and snow start

03/05/09
- moved tile rendering out of us
- clients know about other clients' inventories
- messages from the server about objects work better
- Client::Effects, maintaining the client/server split
- random fixes

03/09/09
- sprites correctly shared

03/14/09
- working on merge
- server seems to run again
- all the files and code back in place, just not working

03/15/09
- game starts, actions not shared yet
- walking and such works
- laggygo fix added back in

03/16/09
- sharing messages much more consistent
- about half the old actions work again
- all inventory stuff seems to work
- changedepth -- and all actions work!

03/17/09
- monster class added in and gameworld can handle realtime events
- singleuse actions

03/18/09
- light src

03/19/09
- messing with blobs

03/22/09
- blobs working well enough

03/23/09
- intro test script, single player mode beginnings
- train moves

03/24/09
- moved keyhandler to Client, fixed chat, fullscreen intro
- cutscene mode

03/25/09
- UI fixes, updated intro map
- intro now has tunnel and lighting

03/29/09
- moon back in and test case for HexedUI

03/30/09
- smoother collisions, no laggygo

03/31/09
- inventory chooser isnt fullscreen

04/05/09
- scent distribution for AI movement
- serverside wakeup/scentfinder

04/8/09
- statusbar

04/12/09
- working on cyphen map. got the guitar puzzle

04/13/09
- put in the river

04/14/09
- fixed sizing

04/16/09
- weapon attacks starting
- working on stats
- fixed 1 stat bug
- stats work
- formulas for armed and unarmed melee attacks

04/17/09
- stub for skills
- death
- mapmod command to handle env change

04/18/09
- greatly resized map of cyphen
- class-choosing bificuration maze
- cyphens fountain
- octet of buildings
- biz district

04/23/09
- better river, some buildings
- unified death/nuking routines
- unstable in-progress timer cancelling
- fixed timer bugs

04/26/09
- cyphen map is new format

04/27/09
- cyphen is getting colorful

04/28/09
- using layers

04/30/09
- timed events can take args

05/01/09
- changed cyphen to blank bg
- minor changes to way snow is called

05/04/09
- factories
