diff --git a/CHANGELOG.md b/CHANGELOG.md
index 779504a6ed..5f8703c3ec 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -2,7 +2,7 @@
## Evennia 1.0 (2019-) (develop branch, WIP)
-- new `drop:holds()` lock default to limit dropping nonsensical things. Access check
+- New `drop:holds()` lock default to limit dropping nonsensical things. Access check
defaults to True for backwards-compatibility in 0.9, will be False in 1.0
- REST API allows you external access to db objects through HTTP requests (Tehom)
- `Object.normalize_name` and `.validate_name` added to (by default) enforce latinify
@@ -20,10 +20,10 @@
- Change default multimatch syntax from 1-obj, 2-obj to obj-1, obj-2.
- Make `object.search` support 'stacks=0' keyword - if ``>0``, the method will return
N identical matches instead of triggering a multi-match error.
+- Add `tags.has()` method for checking if an object has a tag or tags (PR by ChrisLR)
-### Already in master
-- Renamed Tutorial classes "Weapon" and "WeaponRack" to "TutorialWeapon" and
- "TutorialWeaponRack" to prevent collisions with classes in mygame
+
+### Evennia 0.95 (master)
- `is_typeclass(obj (Object), exact (bool))` now defaults to exact=False
- `py` command now reroutes stdout to output results in-game client. `py`
without arguments starts a full interactive Python console.
@@ -92,7 +92,14 @@ without arguments starts a full interactive Python console.
pagination (e.g. to create EvTables for every page instead of splittine one table)
- Using `EvMore pagination`, dramatically improves performance of `spawn/list` and `scripts` listings
(100x speed increase for displaying 1000+ prototypes/scripts).
-
+- `EvMenu` now uses the more logically named `.ndb._evmenu` instead of `.ndb._menutree` to store itself.
+ Both still work for backward compatibility, but `_menutree` is deprecated.
+- `EvMenu.msg(txt)` added as a central place to send text to the user, makes it easier to override.
+ Default `EvMenu.msg` sends with OOB type="menu" for use with OOB and webclient pane-redirects.
+- New EvMenu templating system for quickly building simpler EvMenus without as much code.
+- Renamed Tutorial classes "Weapon" and "WeaponRack" to "TutorialWeapon" and
+ "TutorialWeaponRack" to prevent collisions with classes in mygame
+
## Evennia 0.9 (2018-2019)
diff --git a/docs/source/Components/Webclient.md b/docs/source/Components/Webclient.md
index d9aa34a906..ac49fd91fe 100644
--- a/docs/source/Components/Webclient.md
+++ b/docs/source/Components/Webclient.md
@@ -109,19 +109,15 @@ from the server and display them as inline HTML.
* `notifications.js` Defines onText. Generates browser notification events for each new message
while the tab is hidden.
* `oob.js` Defines onSend. Allows the user to test/send Out Of Band json messages to the server.
-* `options.js` Defines most callbacks. Provides a popup-based UI to coordinate options settings with
-the server.
-* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the
-options/settings tab. Integrates with other plugins via the custom onOptionsUI callback.
-* `popups.js` Provides default popups/Dialog UI for other plugins to use.
-* `splithandler.js` Defines onText. Provides an older, less-flexible alternative to goldenlayout for
-multi-window UI to automatically separate out screen real-estate by type of message.
+* `options.js` Defines most callbacks. Provides a popup-based UI to coordinate options settings with the server.
+* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the options/settings tab. Integrates with other plugins via the custom onOptionsUI callback.
+* `popups.js` Provides default popups/Dialog UI for other plugins to use.
# Writing your own Plugins
-So, you love the functionality of the webclient, but your game has specific types of text that need
-to be separated out into their own space, visually. There are two plugins to help with this. The
-Goldenlayout plugin framework, and the older Splithandler framework.
+So, you love the functionality of the webclient, but your game has specific
+types of text that need to be separated out into their own space, visually.
+The Goldenlayout plugin framework can help with this.
## GoldenLayout
@@ -258,87 +254,4 @@ window.plugin_handler.add("myplugin", myplugin);
```
You can then add "mycomponent" to an item's componentName in your goldenlayout_default_config.js.
-Make sure to stop your server, evennia collectstatic, and restart your server. Then make sure to
-clear your browser cache before loading the webclient page.
-
-
-## Older Splithandler
-The splithandler.js plugin provides a means to do this, but you don't want to have to force every
-player to set up their own layout every time they use the client.
-
-Let's create a `mygame/web/static_overrides/webclient/js/plugins/layout.js` plugin!
-
-First up, follow the directions in Customizing the Web Client section above to override the
-base.html.
-
-Next, add the new plugin to your copy of base.html:
-```
-
-```
-Remember, plugins are load-order dependent, so make sure the new `
-->