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Data license: AGPL · Data source: ACEmulator Project
12 rows where "closed_at" is on date 2019-01-21
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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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394994372 | MDExOlB1bGxSZXF1ZXN0MjQxNTc0MDY3 | 1205 | Update LootGenerationFactory.cs | dgatewood 10187880 | closed | 0 | 1 | 2018-12-31T15:19:30Z | 2019-04-08T19:46:59Z | 2019-01-21T21:10:15Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1205 | Updates max damages per tier to be variable value. Previously, all weapons defaulted to their max value. This changes it so they are based on a bell curve for values within a range. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1205/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
396273040 | MDU6SXNzdWUzOTYyNzMwNDA= | 1239 | Doubled up Quest items in Chests | Warloxx01 38050842 | closed | 0 | 1 | 2019-01-06T16:33:49Z | 2019-01-21T05:11:12Z | 2019-01-21T05:11:11Z | 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 In doing the Holtburg Redoubt Quest ( Worcer's Missing Heirlooms )I found that when I go to pull the Wedding Ring from the Chest there are 2. Also in doing the Rithwic quest that involves the Old Warehouse, That when I run to the chest on the second level ( /teleloc 0x0165011F [22.714476 -68.305176 -11.995001] -0.710631 0.000000 0.000000 -0.703564 ) the Chest contains 2 (Brentsells's Keys ) and when I use this key on the Chest on the Top Level to retrieve the (Letter to Celclynd ) there are 2 of those as well. ### Repro steps. <!-- Please list the steps to reproduce a bug here --> ### 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/1239/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
399641259 | MDExOlB1bGxSZXF1ZXN0MjQ1MDE4Mjg4 | 1288 | Refactor ticks | Mag-nus 10608427 | closed | 0 | 1 | 2019-01-16T04:19:22Z | 2019-01-23T04:10:44Z | 2019-01-21T23:56:26Z | MEMBER | 0 | ACEmulator/ACE/pulls/1288 | This has several major changes: Long ago, all ticking and heartbeats were done via ActionQueues. We would enqueue this work using the DelayManager. We migrated away from that system to the system we currently have because for some, the delayed heartbeats via actionqueues was a difficult concept to understand. The problem we now realize is that the o(n) of the new ticking system adds considerable overhead, as pointed out by gmriggs. Another thing we did a while back was move an ActionQueue onto each WorldObject. This was to guarantee thread safety for a given world object. No matter where the WorldObject went, the work traveled with it. Now, there are 3 main actors: - WorldManager, for a thread safe way to do work - Landblocks, for a way we can (in the future) do work in parallel across multiple LandblockGroups - Players, a thread safe way to enqueue work onto a player that travels with the player Now, when we say "travels with the player", what we mean is, the work stays attached to the player and is executed on whatever LandblockGroup thread the player currently resides. When work is enqueued onto a WorldObject, the WorldObject relays that work to its local Landblock. This is a very safe way of doing things and still allows us the flexibility of LandblockGroups because we can make the following assumptions: - Players can transport across the world (and threads) - Only player transported objects can transport across the world (and threads) - Objects on a landblock can communicate with other objects in range (and even across landblock borders) because they will be part of the same LandblockGroup, and thus the same thread. Reminder, LandblockGroups are a concept that we haven't developed yet, but are putting the framework in place for. Additional changes in this PR add some complexity in favor of performance to Landblock. Now we cache additions/removals to allow us to iterate over the main object list without having to clone it first. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1288/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
400982218 | MDExOlB1bGxSZXF1ZXN0MjQ2MDM4NzY3 | 1322 | Improved chest generators | gmriggs 8909245 | closed | 0 | 0 | 2019-01-19T10:19:31Z | 2019-01-21T05:02:34Z | 2019-01-21T05:02:34Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1322 | Also fixes https://github.com/ACEmulator/ACE/issues/1328 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1322/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
401026705 | MDU6SXNzdWU0MDEwMjY3MDU= | 1324 | Fellowship Buffs only buff the caster | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-19T19:25:35Z | 2019-01-21T03:40:42Z | 2019-01-21T03:40:42Z | 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 ``` Spells which automatically buff the entire fellowship, such as http://acpedia.org/wiki/Scroll_of_Superior_Vivify_the_Conclave, currently only buff the one casting it. ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Attain the fellowship spells given via the Blackmire http://acpedia.org/wiki/The_Temple_of_Liazk_Itzi quests and attempt to cast them while in a fellowship with others. ### 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? --> Should buff everyone in the fellowship when cast. ### 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/1324/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
401027383 | MDU6SXNzdWU0MDEwMjczODM= | 1325 | Casting from an item's built in spells different from retail | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-19T19:34:13Z | 2019-01-21T05:02:46Z | 2019-01-21T05:02:46Z | 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 --> Use an item with a built in spell, like the Healer's Heart or Focusing Stone. The result will be a wind up as though you're casting a regular spell and then a slow overhead cast. You'll also say spell words as though you're casting normally and have the possibility to fizzle. ### 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? --> When casting from an item's built in spells you should only go through the slow overhead animation. There should be no spell words and no chance of fizzling. ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> Hells found a video of someone using the Healer's Heart to show how it appeared in retail: https://youtu.be/FBBhgAnl-XI?t=12789 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1325/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
401118825 | MDExOlB1bGxSZXF1ZXN0MjQ2MTIyMjA0 | 1327 | Adding fellowship spells | gmriggs 8909245 | closed | 0 | 0 | 2019-01-20T17:21:00Z | 2020-03-24T19:44:04Z | 2019-01-21T03:40:43Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1327 | This fixes https://github.com/ACEmulator/ACE/issues/1324 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1327/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
401119501 | MDU6SXNzdWU0MDExMTk1MDE= | 1328 | Keys for chests in the Hieromancer's Armor and Halls of Knorr quest do not work. | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-20T17:28:13Z | 2019-01-21T05:02:34Z | 2019-01-21T05:02:34Z | 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 --> In the http://acpedia.org/wiki/Hieromancer's_Armor quest, you kill one of the guardian golems to get a Trunk Key which unlocks a Trunk upstairs. The key doesn't fit. In the http://acpedia.org/wiki/Halls_of_Knorr quest, you must use three different keys, Key to the Defender Cache, Key to the Elder Cache, and Key to the Sentinel Cache, on their respective chests. The keys do not work. ### 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/1328/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
401135048 | MDU6SXNzdWU0MDExMzUwNDg= | 1329 | Can't wear trousers if you're already wearing boots | DrudgeRobber 46425530 | closed | 0 | gmriggs 8909245 | 0 | 2019-01-20T20:20:11Z | 2019-01-21T03:39:10Z | 2019-01-21T03:39:10Z | 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 ``` ### Repro steps. <!-- Please list the steps to reproduce a bug here --> Put on a pair of boots. Attempt to put on trousers (the kind you put in the clothing slots to the right of the armor). You can, however, wear boots with trousers if you put the trousers on first. ### 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 --> It only seems to affect boots, as shoes purchased from the tailor work fine with trousers. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1329/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
401164939 | MDExOlB1bGxSZXF1ZXN0MjQ2MTUxMzky | 1330 | Fixing putting pants on | gmriggs 8909245 | closed | 0 | 0 | 2019-01-21T01:46:22Z | 2019-01-21T03:39:10Z | 2019-01-21T03:39:10Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1330 | This fixes https://github.com/ACEmulator/ACE/issues/1329 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1330/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
401177819 | MDExOlB1bGxSZXF1ZXN0MjQ2MTYwMDg2 | 1331 | Add and use DotDuration in Spells | LtRipley36706 11369233 | closed | 0 | 0 | 2019-01-21T03:14:59Z | 2019-02-02T19:43:06Z | 2019-01-21T04:15:12Z | MEMBER | 0 | ACEmulator/ACE/pulls/1331 | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1331/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | ||||||
401185769 | MDExOlB1bGxSZXF1ZXN0MjQ2MTY1Njkw | 1332 | Improved caster built-in spells | gmriggs 8909245 | closed | 0 | 0 | 2019-01-21T04:06:18Z | 2019-01-21T05:02:46Z | 2019-01-21T05:02:46Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1332 | This resolves https://github.com/ACEmulator/ACE/issues/1325 - Casting built-in spells no longer has a chance to fizzle - The windup animation has been removed, only the cast motion is performed - The player doesn't shout the spell words | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1332/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull |
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