issues
Data license: AGPL · Data source: ACEmulator Project
19 rows where "closed_at" is on date 2019-01-16
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id ▼ | node_id | number | title | user | state | locked | assignee | milestone | comments | created_at | updated_at | closed_at | author_association | active_lock_reason | draft | pull_request | body | reactions | performed_via_github_app | state_reason | repo | type |
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395754088 | MDU6SXNzdWUzOTU3NTQwODg= | 1226 | Multiple Salvaging Bugs | someeodtech 46301668 | closed | 0 | gmriggs 8909245 | 1 | 2019-01-03T22:55:58Z | 2019-01-16T05:48:18Z | 2019-01-16T05:48:18Z | NONE | - [ X] bug report -> please search issues before submitting - [x] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> - Salvage can achieve Workmanship values above 10, up to 38 has been observed - Salvage can be increased by salvaging itself, as long as the value is over 0 - Salvage values can exceed 100, up to 283 has been observed - Salvage Bags fail to change Icon to a full bag of salvage once reaching 100 e.g. such as the icon & type created by /ci 29581 - Salvage can be increased by salvaging against a bag of salvage with a value of 0 - as spawned by Admin commands; ex. /ci 20986 - Bags of Salvage such as Green Garnet display that they do not have any use, when code in RecipeManager shows otherwise ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> N/A ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> This behavior has been examined with multiple Material Types to Include: Brass ; Steel ; Iron ; Green Garnet ; Black Opal ; Fire Opal ; Sunstone ; White Sapphire ; Imperial Topaz ; Bronze ; Silver ; Gold ; Ivory ; Reedshark Leather ; Granite ; Mahogany ; Teak ; Ebony ; Aquamarine ; Black Garnet ; Red Garnet ; Diamond ; Pyreal ; Lapis Lauzil ; Moonstone | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1226/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
396301242 | MDU6SXNzdWUzOTYzMDEyNDI= | 1243 | Portal and Item Emotes, Cooldown timers, and Use Level Requirements | ghost 10137 | closed | 0 | gmriggs 8909245 | 2 | 2019-01-06T22:28:10Z | 2019-01-16T15:55:38Z | 2019-01-16T15:55:38Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ ] bug report -> please search issues before submitting - [X] feature request ``` The following feature requests are in regards to the content update #21 that is pending in 16PY-Patches repo: 1) Portals and items need to be able to process emotes: Training Academy exit portals use emotes to reset a player's Sanctuary position as they are level the TA; Protection Orb send a tell to the player when it is picked up 2) New data fields have been added, per PCAP and Lifestoned data, that need coding to handle, such as cooldowns and level activation requirement: Facility Hub Portal Gem has both a cooldown timer and a use level requirement and the Blackmoor's Favor gem has a cooldown. Both of these points are backed by data from PCAPs and the Weenie data posted on the Lifestoned site. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1243/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
396728514 | MDExOlB1bGxSZXF1ZXN0MjQyODQxNTE4 | 1247 | Refactored ActionChains and WO ticking | gmriggs 8909245 | closed | 0 | 1 | 2019-01-08T02:44:25Z | 2019-01-16T04:47:40Z | 2019-01-16T04:47:39Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1247 | This is a refactoring of core infrastructure, and should be tested for the next week, possibly more This improves WO ticking performance by approx. 25-30x | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1247/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
398658421 | MDExOlB1bGxSZXF1ZXN0MjQ0Mjc5NjIw | 1263 | Landblock queued world object additions removals | Mag-nus 10608427 | closed | 0 | 0 | 2019-01-13T13:38:56Z | 2019-01-16T04:22:02Z | 2019-01-16T04:19:57Z | MEMBER | 0 | ACEmulator/ACE/pulls/1263 | This builds on top of #1242 This allows us to enumerate over WorldObjects without having to .ToList() This is considerably faster than using a ConcurrentDictionary | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1263/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
398699179 | MDU6SXNzdWUzOTg2OTkxNzk= | 1271 | Missile wielding players and mobs start with projectile visible is their rest/non-combat state | ghost 10137 | closed | 0 | Mag-nus 10608427 | 1 | 2019-01-13T21:04:57Z | 2019-01-16T04:20:54Z | 2019-01-16T04:20:54Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. On first entry into the world, a player or mob will start with their equipped projectile visible in the resting state. Once player or mob transitions to combat and back again, the projectile ceases to be visible. ### Desired functionality. Projectile should not be visible in the starting resting/non-combat state on first world entry | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1271/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
398731372 | MDU6SXNzdWUzOTg3MzEzNzI= | 1272 | Can wear multiple pieces of armor that cover the same areas | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 1 | 2019-01-14T02:41:09Z | 2019-01-16T04:24:11Z | 2019-01-16T04:24:10Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` If you put on, for example, leggings, which only cover the upper and lower legs, you can drag another pair of leggings which also cover the abdomen and wear both at the same time. Seems to work the same for any piece of armor that covers multiple areas. Breastplate - drag coat to arms and wear both the breastplate and coat. Etc. Video included. [twopantsforme.zip](https://github.com/ACEmulator/ACE/files/2753903/twopantsforme.zip) ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Get a pair of leggings which cover only the upper and lower legs. Now grab a pair of leggings which cover the abdomen, upper legs and lower legs. Put on the first leggings, switch to slot view, drag the second pair of leggings to the abdomen. Wear both pairs at the same time. Also works with other armor. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> Do not allow me to wear two pairs of pants. Or other items. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1272/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
399186605 | MDExOlB1bGxSZXF1ZXN0MjQ0NjczNTYz | 1276 | Missiles aren't childeren. Return to peace when dequipping ammo | Mag-nus 10608427 | closed | 0 | 1 | 2019-01-15T04:45:43Z | 2019-01-16T04:21:45Z | 2019-01-16T04:20:27Z | MEMBER | 0 | ACEmulator/ACE/pulls/1276 | Issues that still exist: Player_Inventory.HandleActionGetAndWieldItem() needs a way to prevent further actions when the player is currently in a busy state (animating from a previous action) If you are in combat mode, with your arrow visible, and someone logs in next to you, they will not see your arrow. *FIXED* | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1276/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
399255585 | MDExOlB1bGxSZXF1ZXN0MjQ0NzI0NzYy | 1278 | Fixing armor coverage in slots inventory | gmriggs 8909245 | closed | 0 | 0 | 2019-01-15T09:27:07Z | 2019-01-16T04:45:36Z | 2019-01-16T04:45:36Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1278 | This fixes https://github.com/ACEmulator/ACE/issues/1272 Also fixes the malformed GameEventInventoryServerSaveFailed packet, as reported by @Mag-nus. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1278/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
399383187 | MDU6SXNzdWUzOTkzODMxODc= | 1279 | Fellowship loot sharing not working | fartwhif 3317737 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-15T14:58:20Z | 2019-01-16T23:53:14Z | 2019-01-16T23:53:14Z | COLLABORATOR | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [ X ] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. 1. log in multiple players, put them in a fellowship with "share fellowship loot" enabled at each player. 2. kill a mob with one of the members of the fellowship 3. try to loot the mob with a different fellowship member than the one who killed the mob ### The log given by the failure. corpse you tried to open does not open and you get a message like "you cannot loot that corpse" ### Desired functionality. expected: corpse opens and you can grab loot from the corpse. ### Mention any other details that might be useful. in retail the distance does not matter as far as shared fellowship loot goes. you could be 20 clicks away when the mob was killed, port in, and loot the corpse the other member killed. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1279/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
399582335 | MDExOlB1bGxSZXF1ZXN0MjQ0OTc0MjQy | 1284 | Additional indoor/outdoor monster navigation | gmriggs 8909245 | closed | 0 | 0 | 2019-01-15T23:32:06Z | 2019-01-16T04:04:54Z | 2019-01-16T04:04:54Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1284 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1284/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
399583815 | MDU6SXNzdWUzOTk1ODM4MTU= | 1285 | Asuger Temple for Elysa's Favor Quest Broken | jonrau1 46727149 | closed | 0 | 0 | 2019-01-15T23:38:00Z | 2019-01-16T07:33:41Z | 2019-01-16T07:33:41Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Asuger Temple (45.1N, 30.4E - NW Holtburg) for the final part of the Holtburg sub-quest of Elysa's Favor is broken. Player portals into black room ### The log given by the failure. None Given ### Desired functionality. Fixed Asuger Temple so I can throw a lightning bolt into a Simulacrum ### Mention any other details that might be useful. Must be quest flagged for this portal, or at least you must be in theory -- another possible test case | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1285/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
399591250 | MDU6SXNzdWUzOTk1OTEyNTA= | 1286 | House Hook Item Visibility Broken | jonrau1 46727149 | closed | 0 | 0 | 2019-01-16T00:09:21Z | 2019-01-16T07:33:32Z | 2019-01-16T07:33:32Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Place an Item on Any type of Hook (Yard, Wall, Floor) in a Villa or Mansion (Tested Olthoi North Mansion & Tou Tou Villa [34.7s 95.8e]). The hook will have the item in the slot, but it will not display on the terrain. Tested with Pack Animals, Commemorative Statutes, spawn items (wands, sabra, quarterstaff) ### The log given by the failure. May be unrelated -- these were at the Olthoi North mansion which had previous items on hooks (still display correctly) Setting hook item 800023C0 Setting hook item 800023C1 Setting hook item 800014AE Setting hook item 80000BE2 Setting hook item 80000D27 Setting hook item 80000BE0 2019-01-15 19:02:41,474 INFO : Unable to find object_id 10000484 in Portal ### Desired functionality. <!-- Give me my Hooks Back --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1286/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
399592772 | MDU6SXNzdWUzOTk1OTI3NzI= | 1287 | Virindi Castaway NPC attacks you in Black Dominion dungeon | DrudgeRobber 46425530 | closed | 0 | 3 | 2019-01-16T00:16:00Z | 2019-01-16T04:22:16Z | 2019-01-16T04:22:16Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` The Virindi Castaway NPC in the Black Dominion Dungeon attacks. Still functions, though. ![castaway](https://user-images.githubusercontent.com/46425530/51218288-b428b200-18f9-11e9-82df-b9e7307026ac.png) ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Go into the final room of the Black Dominion dungeon and wait for him to attack you. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> A pacifist lifestyle for this poor fellow. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1287/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
399654718 | MDExOlB1bGxSZXF1ZXN0MjQ1MDI4MTYw | 1289 | Asuger Temple fix | gmriggs 8909245 | closed | 0 | 0 | 2019-01-16T05:35:23Z | 2019-01-16T07:33:41Z | 2019-01-16T07:33:41Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1289 | This resolves https://github.com/ACEmulator/ACE/issues/1285 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1289/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
399666197 | MDExOlB1bGxSZXF1ZXN0MjQ1MDM2NzA2 | 1290 | Fixing house hooks + use chains | gmriggs 8909245 | closed | 0 | 0 | 2019-01-16T06:31:14Z | 2019-01-16T07:33:32Z | 2019-01-16T07:33:32Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1290 | This fixes https://github.com/ACEmulator/ACE/issues/1286 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1290/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
399720828 | MDExOlB1bGxSZXF1ZXN0MjQ1MDc3NTA5 | 1292 | Adding fellowship loot sharing option | gmriggs 8909245 | closed | 0 | 0 | 2019-01-16T09:34:30Z | 2019-01-16T23:53:14Z | 2019-01-16T23:53:14Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1292 | This resolves https://github.com/ACEmulator/ACE/issues/1279 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1292/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
400003680 | MDU6SXNzdWU0MDAwMDM2ODA= | 1296 | Using Portal Gem Crashes Server | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-16T21:22:39Z | 2019-01-16T23:08:24Z | 2019-01-16T23:08:24Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [x] bug report -> please search issues before submitting - [ ] feature request ``` Sorry for the screenshot, didn't seem to dump it to a log. ![gems](https://user-images.githubusercontent.com/46425530/51278984-17721d00-19aa-11e9-98c6-ca6adf6e8065.png) ### Repro steps. <!-- Please list the steps to reproduce a bug here --> I attempted to use an Aphus Lassel Portal Gem which you get from Brighteyes for turning in a tusker tusk. That crashed the server. After restarting it I then used an Al-Arqas gem bought from Shoyanen outside Mayoi and that also crashed it. ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1296/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
400029256 | MDExOlB1bGxSZXF1ZXN0MjQ1MzE2MTUy | 1297 | Fixing gem cooldowns | gmriggs 8909245 | closed | 0 | 0 | 2019-01-16T22:36:58Z | 2019-01-16T23:08:24Z | 2019-01-16T23:08:24Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1297 | This fixes https://github.com/ACEmulator/ACE/issues/1296 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1297/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
400037428 | MDU6SXNzdWU0MDAwMzc0Mjg= | 1299 | Server Crashes Upon Using Magic Gems | someeodtech 46301668 | closed | 0 | 1 | 2019-01-16T23:05:21Z | 2019-01-16T23:07:48Z | 2019-01-16T23:07:48Z | NONE | <!-- IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING --> ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Upon "using" a treasure generated Black Garnet with spells on it, the server unexpectedly crashes before giving stack traces ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> None captured ### Desired functionality. <!-- What would like to see implemented? What is the use case? --> No crashes ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1299/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue |
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