issues
Data license: AGPL · Data source: ACEmulator Project
10 rows where "created_at" is on date 2019-01-13
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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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398607176 | MDExOlB1bGxSZXF1ZXN0MjQ0MjUxODk0 | 1262 | Fixing monster corpse spawn bug | gmriggs 8909245 | closed | 0 | 0 | 2019-01-13T00:49:26Z | 2019-10-25T06:19:39Z | 2019-01-14T22:17:06Z | COLLABORATOR | 0 | ACEmulator/ACE/pulls/1262 | This fixes the elusive bug when killing some monsters, where the 'alive' version would appear again, as a frozen/duplicate copy Thanks to everyone who helped track this one down (Keith, Jyrus) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1262/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 | |||||
398672126 | MDExOlB1bGxSZXF1ZXN0MjQ0Mjg4MTY3 | 1264 | Fix giving items back and forth | Mag-nus 10608427 | closed | 0 | 0 | 2019-01-13T16:08:10Z | 2019-01-13T18:22:18Z | 2019-01-13T18:20:54Z | MEMBER | 0 | ACEmulator/ACE/pulls/1264 | We have to add certain "hacks" to the code because Player_Tracking->RemoveTrackedEquippedObject() is doing GameMessageDeleteObject, not GameMessagePickupEvent | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1264/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
398678265 | MDExOlB1bGxSZXF1ZXN0MjQ0MjkyMDgy | 1265 | Fix monster infinite ammo | Mag-nus 10608427 | closed | 0 | 0 | 2019-01-13T17:09:22Z | 2019-01-13T18:22:08Z | 2019-01-13T18:21:02Z | MEMBER | 0 | ACEmulator/ACE/pulls/1265 | We must RemoveFromInventory before TryEquip | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1265/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
398679925 | MDExOlB1bGxSZXF1ZXN0MjQ0MjkzMDc4 | 1266 | Players need to DequipWithNetworking on final missile launch | Mag-nus 10608427 | closed | 0 | 0 | 2019-01-13T17:27:58Z | 2019-01-13T18:21:56Z | 2019-01-13T18:21:11Z | MEMBER | 0 | ACEmulator/ACE/pulls/1266 | For players, we TryDequipObjectWithNetworking with ConsumeItem and that will also call the Destroy for us. Monsters, we TryDequipObjectWithBroadcasting. Players and Monsters treat this a little differently. Key being that players use WithNetworking (since they have sessions and require more info), and creatures use WithBroadcasting (since they don't have sessions and don't have clients that need updates) | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1266/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE 79078680 | pull | |||||
398680324 | MDU6SXNzdWUzOTg2ODAzMjQ= | 1267 | Doors do not auto-close and reset | ghost 10137 | closed | 0 | 2 | 2019-01-13T17:32:11Z | 2019-01-17T00:48:07Z | 2019-01-17T00:48:07Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Open a door in any town, such as the tavern door in Holtburg, and waited five minutes. The door did not close itself within that time period, as it has in the past. ### Desired functionality. Normal doors should auto-close within a timely manner. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1267/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
398683571 | MDU6SXNzdWUzOTg2ODM1NzE= | 1268 | The /buff Command is broken | someeodtech 46301668 | closed | 0 | 1 | 2019-01-13T18:09:54Z | 2019-01-15T10:36:07Z | 2019-01-15T10:36:07Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [ X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Typing /buff or /buff <player target> both produce errors ### The log given by the failure. 2019-01-13 13:08:32,910 ERROR: Exception while invoking command handler for: buff System.ArgumentException: Requested value 'TrueValueSelf8' was not found. at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult) at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase) at ACE.Server.WorldObjects.Player.CreateSentinelBuffPlayers(IEnumerable`1 players, Boolean self, UInt64 maxLevel) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\WorldObjects\Player_Magic.cs:line 979 at ACE.Server.Command.Handlers.SentinelCommands.HandleBuff(Session session, String[] parameters) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\Command\Handlers\SentinelCommands.cs:line 208 at ACE.Server.Network.GameAction.Actions.GameActionTalk.Handle(ClientMessage clientMessage, Session session) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\Network\GameAction\Actions\GameActionTalk.cs:line 52 ### Desired functionality. <!-- Fix buff command --> ### 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/1268/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | ||||||
398684179 | MDU6SXNzdWUzOTg2ODQxNzk= | 1269 | Patron-Vassal XP Passup Bugs | someeodtech 46301668 | closed | 0 | gmriggs 8909245 | 3 | 2019-01-13T18:16:21Z | 2019-01-18T22:01:22Z | 2019-01-18T22:01:21Z | NONE | ### 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 --> When a Vassal passes XP up to a Patron, it is at first only represented in game messages and within Total XP bar. Only raising a skill will commit the experience into Unassigned Experience. Further, the Total XP that was passed up will transform the Total XP of the Patron to a negative mirrored value of itself after XP is gained from any other methods ### The log given by the failure. <!-- Normally this include a stack trace and some other information about the failure. --> ### Desired functionality. <!-- XP Passup that displays properly in the Allegiance & Skills screen, and that does not incur negative XP values --> ### Mention any other details that might be useful. <!-- Please include any information that can help clarify the request here --> Screenshot in Discord | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1269/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
398698756 | MDU6SXNzdWUzOTg2OTg3NTY= | 1270 | ACE server 'stop-now' doesn't fully log out players | ghost 10137 | closed | 0 | Mag-nus 10608427 | 6 | 2019-01-13T21:00:13Z | 2019-01-26T16:14:39Z | 2019-01-26T16:14:39Z | NONE | ### Bug Report or Feature Request (mark with an `x`) ``` - [X] bug report -> please search issues before submitting - [ ] feature request ``` ### Repro steps. Initiate a 'stop-now' process, while players are logged into the world, and they don't fully log out by themselves. The clients must be manually shutdown before stop-now completes the ordered server shutdown. ### Desired functionality. Fully log out the clients and terminate their sessions and connections to the server. ### Mention any other details that might be useful. The players will be stuck in a state that the character is gone, but any equipped weapons are still visible, and the server continues to wait for the player sessions to terminate. | {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1270/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | completed | ACE 79078680 | issue | |||||
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 |
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