diff --git a/docs/jgrpp-low-level-changes.md b/docs/jgrpp-low-level-changes.md index e6610d99c2..34d5925818 100644 --- a/docs/jgrpp-low-level-changes.md +++ b/docs/jgrpp-low-level-changes.md @@ -15,7 +15,6 @@ This document does not describe the player-visible changes/additions described i * Support using sigaction and sigaltstack for more information and correct handling of stack overflow crashes (Unix). * Attempt to log stack overflow and heap corruption exceptions (Windows). * Demangle C++ symbols (Unix). -* Attempt to handle crashes which occur within the crashlog handler, by skipping or only partially writing the faulting section. * Emit a "crash" log, savegame and screenshot on multiplayer desync. * Add crash/desync information to output screenshot and savegame files. * Multiplayer server and client exchange desync logs after a desync occurs. @@ -79,7 +78,6 @@ This document does not describe the player-visible changes/additions described i * Various deques and queues have been replaced with ring buffers. * Remove mutexes from SmallStack, only used from the main thread. * Add a third parameter p3, and an auxiliary data mechanism to DoCommand/CommandContainer. -* Add a free bitmap for pool slots. * Maintain free list for text effect entries. * Many fields have been widened. * Change underlying data structures for ScriptList, create reverse mapping on demand instead of unconditionally. @@ -133,7 +131,6 @@ This document does not describe the player-visible changes/additions described i ### Save and load * Feature versioning, see readme and code. -* Extend gamelog to not truncate version strings. * Save/load the map in a single chunk, such that it can be saved/loaded in one pass. * Various other changes to savegame format and settings handling, see readme and code for details. * Replace read/write accessors and buffering. @@ -170,8 +167,6 @@ This document does not describe the player-visible changes/additions described i * Use multiple threads for NewGRF scan MD5 calculations, on multi-CPU machines. * Avoid redundant re-scans for AI and game script files. -* Avoid iterating vehicle list to release disaster vehicles if there are none. -* Avoid quadratic behaviour in updating station nearby lists in RecomputeCatchmentForAll. ### Command line