TO-DO before next release:
==========================
1. Linux: HTTP freeze http://groups.yahoo.com/group/pol-core-test/message/7138
    (Approach: a separate thread that will watch a counter of the last time each thread passed its
     game-lock checkpoint.  When no thread has obtained the lock for over 30 seconds, report
     on their checkpoints.  This will tell which thread has the lock, and where it is)

Other
=====

deal with NPC good/neutral/evil changing on npcdesc reload


Planning
========

096 - Vestal Virgin
    Syzygy
        Look into what happens when an offline mobile is moved. (MoveCharacterToLocation)
    Unknown
        Full script interface to tip window? (blocking, a la gumps etc)
        Admin login auto bumps timing-out characters (or ignores)
    Syzygy
        store 'gotten item' on a layer
        Find memory leaks in ecompile
        given item contianer objtype

097 - The Coregina
    Slogan
	"POL - Providing mature development for 7 years...
	 Not sure what happened after that though.. now the drinkers have it... "

098 - BAW (Beer and Waffles)
	    
099 - BEER - (Break Everything Even Rudders)

      Tomi: Add the two new Login Error reasons where needed.
            Check all 0xA9 packet flags, make sure we have them all.
            Implement packet 0x86 as it should be. Which client versions know this method?
            Move CryptEngine from Client class to Client->Listener once objtype storage is redone and after boats redone.

   MuadDib: Make sure all changes to color, graphic, etc are calling thier on_*_changed, to updated nearbly clients.
            Finish up the "FIXME: Add Grid" fixes, to fully have slotted containers supported.
	    Overload for send_remove_object() etc, for using with Character class. To reduce manual
                 builds of the Delete packet. Centralize damnit :P
 
     Nando: Find remaining Memory Leaks in Executor.
            Find remaining Memory leaks in Config handling.
            Add Disconnect bool for packet queue system for packets to auto disconnect a client after sent. Should help resolve issues where 
                 clients get disconnected before final packets sent thus causing clients to hang. Also require a member to show awaiting disconnect.

    Turley: Fix? Issue with timeout not working under linux cores (Inactivity timeout).
 
    Austin:

Unassigned: Combat.cfg handling rewrote to add syshook ability within like repsys.cfg
            Look into Executor Instructions PC crashes. Could this be from a memory bug, where
                something is overwriting memory like the old config and packetobj unicode leaks?
	    Total rewrite of internal gump handling. Utilizing an internal map with the PID
                as the key for reference. Storage can be done by reference to uoemod and the unique
                ID (GumpID) for the script. This would also allow us to let the scripter pass a
                GumpID for sending to the client. It optimizes the handling of gumps to scripts checks
                and allows for v5+ clients with POL to open on the same position they was closed in last
                by passing the same gump id as per OSI standards (scripter doing it).
            Item.Quality needs implemented for AOS Elemental also like it is for AR. Right
                now, cannot see how Quality affects ANYTHING except reporting maxhp member o_O
            Rewrite SEND SKILLS (0x3A) message. (Should make a buffer instead of a big array of skills,
                and just one packet struct instead of two.)
            Cleanup spells.cpp, removing the client->chr->schedule_spell(spell) and replacing it with
                spell->cast(client->chr). Clean the whole Spelltask class, as it's no longer used (it always
                schedules for NOW). This includes the schedule_spell() method from Character class. For now,
                they're only wasting space, memory and processing.
            send_menu( Client *client, Menu *menu ) Just is terrible I think. Hard on the eyes. Need to redo this and the packet.
            Character::move( unsigned char i_dir ) - Does this need to have on_facing_change() added to it? Answer and resolve
            Review packet 0x66 to cleanup code if needed (including old code, that is commented out, blah).
            Look at expanding regions to use XYZ XYZ instead of just XY XY
            Split fileaccess code out from the filemod.cpp/h code.
            Split guilds and guildmod code apart
            Rewrite Privs system to use flags like UOFeatureEnable does. This allows to do away with Privs struct among other areas such as where
                privs are stored as their named strings and full struct with bool. Should have a decent reaction to memory used. Especially 
                when considering how many may use Invul on large shards with tons of Invul npcs.
            Rewrite POL/Module code, to have a centralized Modules.cpp/h for the major assigning, and the actual Module code in the relative
                cpp/h
            Consolidate NPC Classed code to npc,cpp/h, instead of scattered around.
            Consolidate NPC Template Handling to npctmplate files, like npc base code.
	    Organize Module code files into a new project, with EM files located in a subfolder. Remember to update mkdist and linux files.
	    Analyze all combat code to move into a centralized .cpp/.h for combat related only.
	    Move existing servspecopt.cfg settings that are for CLIENT SPECIFIC STUFF to 
	        uoclient.cfg system and make them client specific members populated at creation like StatCap already is!
	    uoclient::listener::UOFeatureEnable, moved from ssopt::UOFeatureEnable. Client->UOFeatureEnable, to access uoclient setting.
            Itemdesc::Container::Weightmod=None/Half/Double/Normal(default)    R/O
                 None = Items give no weight
                 Half = Items give half weight
                 Double = Items give double weight
                 Normal = Normal weight effect. Same as not using this entry at all.
                     For this to be R/W, would have to trigger resending the weight information to people
                     around it just as though something was inserted/removed etc. Would this be a pain in
                     the ass to make r/w more than maxweight etc?
            Rewrite of 0x11 Status Packet. To include all message types, and settable based on Client Feature Settings so the server
                 automatically knows which kind of packet type to send for full system messages. Better handling this way, optimized,
                 and better support for all client versions dynamically.



        

100 - MASS - (Midget Asian Strippers Survive!)
Unassigned: Implement SQL Storage for accounts (optional). Save/Load handled to SQL as needed. During world save should we save a file copy? If they 
                switch from file to SQL, there should be a way to switch back easily. Could always do a utility to read the SQL and export, and read
                the file to import. Along with a base .sql file to build the db tables needed. Definately recommend including an additional SALT key
                in the table as well. Configurable via the cfg file, but always read from the SQL table when used to do pass checks. This way, an 
                admin can periodically change it if needed for new accounts/pass changes. This resolves any hardcoded salts in an Open Source.
            Complete the Incremental Save system, with a few tweaks. This should be geared toward incremental/uobject changes to update SQL. 
            Should we consider the move to pure SQL? If so, we could greatly reduce overhead using incremental load and saves with realtime use of the
                SQL. Not loading characters, but reserving their serials, for example until they actually sign in. This can also be reversed to keep
                serial reserved, but unload the character after full logout.
        