pull_requests
Data license: AGPL · Data source: ACEmulator Project
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id ▼ | node_id | number | state | locked | title | user | body | created_at | updated_at | closed_at | merged_at | merge_commit_sha | assignee | milestone | draft | head | base | author_association | auto_merge | repo | url | merged_by |
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110995531 | MDExOlB1bGxSZXF1ZXN0MTEwOTk1NTMx | 132 | closed | 0 | Fixed message fragmentation | Zegeger 12808515 | Fixed fragmentation logic; we should not fragment messages that do not fill a full packet. Removed NetworkSession.Flush as this change fixed all cases where that seemed needed. Fixed NETWORKDEBUG section which was missed by network refactor | 2017-03-16T05:19:55Z | 2017-03-16T12:15:40Z | 2017-03-16T12:15:40Z | 2017-03-16T12:15:40Z | e69be2c4e4ffb37bea58936d55a02d8f894891b1 | 0 | 6ea97cfd79a69225c180ad7a6eae5d2828d76612 | 2e24a5831a6cd587535bf24a15624d3e5df0f08e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/132 | ||||
111056731 | MDExOlB1bGxSZXF1ZXN0MTExMDU2NzMx | 133 | closed | 0 | Turbine Chat Channels description updates. ToD enabled. | Mag-nus 10608427 | 2017-03-16T12:29:33Z | 2017-03-16T12:29:41Z | 2017-03-16T12:29:41Z | 2017-03-16T12:29:41Z | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | 0 | c5d19e5cea89fc1963af6f15a82a72da31cc48eb | e69be2c4e4ffb37bea58936d55a02d8f894891b1 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/133 | |||||
111084605 | MDExOlB1bGxSZXF1ZXN0MTExMDg0NjA1 | 134 | closed | 0 | Added attribute upper bounds check and max attribute fireworks and special text | fantoms 37453 | -Added upper bounds checks for the Ranks so that Attributes will not crash the server. -Added fireworks and special text on max rank, too match skills. | 2017-03-16T14:46:16Z | 2017-05-23T15:53:45Z | 2017-03-18T14:00:37Z | 16741de7e597871b76fc3e1edf4df6a3244a9bac | LtRipley36706 11369233 | 0 | 1620a54d4dee4e6e74ead9cbc7d5bba34612b5f4 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/134 | ||||
111119962 | MDExOlB1bGxSZXF1ZXN0MTExMTE5OTYy | 135 | closed | 0 | Implement @acehelp and @acecommands | Thwargle 25650194 | Implement @acehelp which is a generic help command for use in the server console or client chat Implement @acecommands which iterates through all commands and dynamically shows the user the possible commands based on their current accesslevel Implemented a way to increase a characters accesslevel Stubbed out chat log writeouts for commands that are not implemented rather than have no feedback. | 2017-03-16T17:14:02Z | 2017-03-17T13:32:54Z | 2017-03-17T13:32:54Z | 63bed8d2832c67185a4096f5fa5377981828be8f | 0 | 91445875f73b34e731463c1a739864545df1f8b8 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/135 | |||||
111123287 | MDExOlB1bGxSZXF1ZXN0MTExMTIzMjg3 | 136 | closed | 0 | Create Training Wand - Demo work for item creation. | ogmage78 25460553 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. God this was fun. I forgot how much I used to love coding. | 2017-03-16T17:28:59Z | 2017-03-16T23:29:47Z | 2017-03-16T23:29:38Z | 270ec3b51dcf9ed303953ffb1f93c4a08929dab8 | 0 | 9e0d0c71691c02dada0b6c8d0428a4ed6fdd8b16 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/136 | |||||
111126033 | MDExOlB1bGxSZXF1ZXN0MTExMTI2MDMz | 137 | closed | 0 | World object fixes | Forbiddenz 25387933 | World Object Fixes + Start of Global Guid Manager | 2017-03-16T17:41:46Z | 2017-04-06T11:18:30Z | 2017-03-16T18:50:26Z | 2017-03-16T18:50:25Z | faeeb6e919c8f418cd74f89a415d3280309aca0a | 0 | bad1a55ff171bc83ddd24ded68d107dce1b5d020 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/137 | ||||
111151896 | MDExOlB1bGxSZXF1ZXN0MTExMTUxODk2 | 138 | closed | 0 | police-mode /on | Mogwai-TheFurry 25351661 | 2017-03-16T19:53:59Z | 2017-05-30T15:34:35Z | 2017-03-20T02:14:56Z | 2017-03-20T02:14:56Z | f98b2aa32193f2f3db7c1b7b4b69be71c9307d70 | 0 | 187fa3065891768591f4c57013a72c78e15791e8 | c021370d276ae6d5bea3b815bd2299b345e663e0 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/138 | |||||
111186824 | MDExOlB1bGxSZXF1ZXN0MTExMTg2ODI0 | 139 | closed | 0 | Updated for new wo changes - Create Training wand test implementation | ogmage78 25460553 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. | 2017-03-16T23:31:14Z | 2017-03-19T03:28:36Z | 2017-03-19T03:28:36Z | cc0b3844ae2201aa289413f6ec01a75363043a97 | 0 | 336d24609556c08d4466dc11a72bcc806b428fec | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/139 | |||||
111203672 | MDExOlB1bGxSZXF1ZXN0MTExMjAzNjcy | 140 | closed | 0 | Fixed Hash32, which corrects Attribute raise issue | Zegeger 12808515 | Fixed error in shift logic of Hash32, preventing certain packets from calculating correct checksum | 2017-03-17T02:42:09Z | 2017-03-17T12:10:41Z | 2017-03-17T12:10:41Z | 2017-03-17T12:10:41Z | 0285e2c7f7e18f34162980352d3f3ef179fe01f3 | 0 | 8d38ee27df75a0902bb6b5e811ba686d9cb86790 | faeeb6e919c8f418cd74f89a415d3280309aca0a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/140 | ||||
111400445 | MDExOlB1bGxSZXF1ZXN0MTExNDAwNDQ1 | 141 | closed | 0 | Saving Character to Database | LtRipley36706 11369233 | "Ripley has been saved." This PR includes commits from the following PRs: #117 #119 #125 #134 This PR addresses issues: #51 #52 #53 Code work was done by @fantoms and myself Accepting this PR should mean closing without merging the previously mentioned PRs and mostly resolves the issues. Spending Skill Credits is not yet addressed. | 2017-03-18T07:16:07Z | 2017-03-20T02:58:10Z | 2017-03-18T19:47:13Z | 3d4c680d71c4323c07ab99df5405ae4f742c7a77 | 0 | a0d195c6c4e37bd9fa13195c7ed75970a546fb68 | 0285e2c7f7e18f34162980352d3f3ef179fe01f3 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/141 | |||||
111419429 | MDExOlB1bGxSZXF1ZXN0MTExNDE5NDI5 | 142 | closed | 0 | Character will now level up on xp grants. Skill credits are also being assigned but are still not spendable. | damnubber 4389226 | 2017-03-18T18:03:45Z | 2017-03-21T03:47:34Z | 2017-03-21T03:47:34Z | 03ec98e44e41bb467757f5667fd789d1bb20ef67 | 0 | 74c5e4304b42e28ce6e1e4f58bf191c43474567e | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/142 | ||||||
111422518 | MDExOlB1bGxSZXF1ZXN0MTExNDIyNTE4 | 143 | closed | 0 | Saving Character to Database | LtRipley36706 11369233 | "Ripley has been saved." This PR includes commits from the following PRs: #117 #119 #125 #134 #141 This PR addresses issues: #51 #52 #53 Code work was done by @fantoms and myself Accepting this PR should mean closing without merging the previously mentioned PRs and mostly resolves the issues. Spending Skill Credits is not yet addressed. | 2017-03-18T19:35:31Z | 2017-03-20T02:57:39Z | 2017-03-20T02:46:55Z | 2017-03-20T02:46:54Z | 15fab431e6f9513c164cb47d5cc024112c0976cc | 0 | d56c69d4f16faf450215926a74766b4f78d84f36 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/143 | ||||
111430388 | MDExOlB1bGxSZXF1ZXN0MTExNDMwMzg4 | 145 | closed | 0 | Change the AdminObjectFactory to LifestoneObjectFactory, add PortalOb… | ghost 10137 | …jectFactory, add LifestoneType and PortalType Enums, remove unneeded GameMessageCreateLifestone, and remove the leftover DebugAssert command in ObjectGuid | 2017-03-18T23:42:13Z | 2017-10-18T14:07:38Z | 2017-03-20T01:44:37Z | 2017-03-20T01:44:37Z | c021370d276ae6d5bea3b815bd2299b345e663e0 | 0 | d8346a1670d9b4ad66d480fa4ab87c28aa8c529f | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/145 | ||||
111435609 | MDExOlB1bGxSZXF1ZXN0MTExNDM1NjA5 | 146 | closed | 0 | Create Training Wand Demo code and start inventory management Drop/Equip/pickup | ogmage78 25460553 | Added Test Code to create Training Wand Updated for new wo and landblock changes Started work to drop item. I want to add this interum work which compiles and works so that I might could get some assistance with the correct way to implement the event animation. Thanks Charles / Og II | 2017-03-19T03:36:14Z | 2017-03-19T13:24:51Z | 2017-03-19T13:24:51Z | f46ff6eea27135c9c39b9d69178c0a202fac455b | 0 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/146 | |||||
111451532 | MDExOlB1bGxSZXF1ZXN0MTExNDUxNTMy | 147 | closed | 0 | Some minor cosmetic fixes. | Mag-nus 10608427 | Some possible threading issues fixed. This also forces the build for ACE to x64 only. | 2017-03-19T14:15:17Z | 2017-03-20T20:05:49Z | 2017-03-20T20:05:49Z | 2017-03-20T20:05:49Z | c99d12f2fca15673b272d359fa007d29018268ab | 0 | c84096aba93e1a7c9b89836203d94238f5a4713d | c6bce625fc5d3576fe098fcb8b94ed0b091c5c92 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/147 | ||||
111460888 | MDExOlB1bGxSZXF1ZXN0MTExNDYwODg4 | 148 | closed | 0 | Add a link to ace-db docker image in the README | maxc0c0s 8466632 | 2017-03-19T18:11:02Z | 2017-03-21T03:14:49Z | 2017-03-20T05:14:00Z | 186e73115e1d9d776abccb0e0a8249fbb151c3cd | 0 | 79d3941c51ce088352f3e69fa66b33eec07fffb1 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/148 | ||||||
111480249 | MDExOlB1bGxSZXF1ZXN0MTExNDgwMjQ5 | 149 | closed | 0 | added code for palettes to work correctly. PaletteGuid - corrected … | ogmage78 25460553 | Small PR to fix bug with Palette method. Added PaletteGuid and write it out as required. Fixed Spelling. The fix for this was originally implemented by @LytelthorpeThistledown Getting this in sooner rather than later will help a lot of people as they are starting to work on this area of the code. | 2017-03-20T02:02:48Z | 2017-04-14T19:37:38Z | 2017-03-20T02:39:10Z | 2017-03-20T02:39:10Z | 76f37f945810d7ff997f51ec4149e6bdfa2351e5 | 0 | 51f33ba98d2bb5607037d795cfaf99b40c7d9c48 | c021370d276ae6d5bea3b815bd2299b345e663e0 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/149 | ||||
111485846 | MDExOlB1bGxSZXF1ZXN0MTExNDg1ODQ2 | 150 | closed | 0 | Wired up @heal command and conformed admincommands to stylecop rules | LtRipley36706 11369233 | 2017-03-20T03:45:59Z | 2017-03-20T03:47:19Z | 2017-03-20T03:47:19Z | 2017-03-20T03:47:19Z | 6ef0ac370b289b83f40fe3bf5cf2cb741c4cf5f4 | 0 | c78a143ee653a797d66a8ab826b3701bfe034a54 | 15fab431e6f9513c164cb47d5cc024112c0976cc | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/150 | |||||
111486592 | MDExOlB1bGxSZXF1ZXN0MTExNDg2NTky | 151 | closed | 0 | AdminCommands Code Style change | LtRipley36706 11369233 | 2017-03-20T03:58:36Z | 2017-04-21T03:49:29Z | 2017-03-20T05:09:12Z | 2017-03-20T05:09:12Z | 55c6bb877d6cf9e4389580fffa485a228e486fcb | 0 | b7799ae2bc78d0f5f9899d484d6899172f4a76bc | 6ef0ac370b289b83f40fe3bf5cf2cb741c4cf5f4 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/151 | |||||
111488375 | MDExOlB1bGxSZXF1ZXN0MTExNDg4Mzc1 | 152 | closed | 0 | Very basic animation | Zegeger 12808515 | Added basic animation message. Send logout animation when logging out. Created a sequence manager and related classes, trying to better structure the numerous sequences we must store/track. (Only started with animation sequences, but if we like this, can convert other sequences over) General cleanup | 2017-03-20T04:32:33Z | 2017-03-21T02:55:11Z | 2017-03-21T02:55:11Z | 2017-03-21T02:55:11Z | a751194c749703d6915219e015b2f45ff6ade637 | 0 | 46cb5523634a84c316f0376fd23995a51c51a0b5 | 4a781e871697fc61ec1c0bdea2f5f79baad799cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/152 | ||||
111493853 | MDExOlB1bGxSZXF1ZXN0MTExNDkzODUz | 153 | closed | 0 | Feature: Spend Skill Credits | fantoms 37453 | Within this request I've sent code that will allow the client to attempt too spend skill credits. If enough skill credits are available, the server will grant the skill to the the character. If the skill credits are not available or the skill has already been trained, then the server makes sure to send the correct game messages with Skill.None, to keep the client from locking up. On the bottom of the Skill.cs, I've added an extension that allows for skills with proper names, example: `Sneak Attack` instead of `SneakAttack`. | 2017-03-20T06:11:56Z | 2017-05-23T15:53:56Z | 2017-03-20T12:08:34Z | 2017-03-20T12:08:34Z | c6bce625fc5d3576fe098fcb8b94ed0b091c5c92 | 0 | 85b3399f84610f68b6c7455c6a88fe761fbe922e | 55c6bb877d6cf9e4389580fffa485a228e486fcb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/153 | ||||
111532915 | MDExOlB1bGxSZXF1ZXN0MTExNTMyOTE1 | 154 | closed | 0 | complete stylecop cleanup | lurker-mcdoogle 26334665 | 2017-03-20T11:32:10Z | 2017-05-30T15:34:27Z | 2017-03-20T12:05:51Z | 2017-03-20T12:05:51Z | 663ac87e7993a53ce0862e764f098b7cca1538e7 | 0 | 0d82517dfb614bb312172f45802864cd8c45371b | 55c6bb877d6cf9e4389580fffa485a228e486fcb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/154 | |||||
111599072 | MDExOlB1bGxSZXF1ZXN0MTExNTk5MDcy | 156 | closed | 0 | Heal: Update Player object, then send its data | LtRipley36706 11369233 | Original code only made client aware of change, didn't update the server's player object. | 2017-03-20T16:51:50Z | 2017-04-21T03:49:12Z | 2017-03-20T20:06:39Z | 2017-03-20T20:06:39Z | 336ff3d87c806f96ead2f76b8dc1dd70a151518a | 0 | f35f100c7e39213f78f81b68fc90dbf2b534ce3f | c6bce625fc5d3576fe098fcb8b94ed0b091c5c92 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/156 | ||||
111683052 | MDExOlB1bGxSZXF1ZXN0MTExNjgzMDUy | 157 | closed | 0 | Line ending fixes | Mag-nus 10608427 | 2017-03-21T01:03:59Z | 2017-03-21T01:04:04Z | 2017-03-21T01:04:04Z | 2017-03-21T01:04:04Z | 4a781e871697fc61ec1c0bdea2f5f79baad799cb | 0 | 0f37dd44956d16322bef0a4c7450f130a7dcb2af | 336ff3d87c806f96ead2f76b8dc1dd70a151518a | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/157 | |||||
111762825 | MDExOlB1bGxSZXF1ZXN0MTExNzYyODI1 | 158 | closed | 0 | updating with documentation and a // TODO | Mogwai-TheFurry 25351661 | 2017-03-21T12:06:10Z | 2017-05-30T15:34:34Z | 2017-03-21T12:06:16Z | 2017-03-21T12:06:16Z | 15d5a09120aae683c852376d63816522d8f2d112 | 0 | 7a866783fe88e9cbf35b36ab781889c4e18d3a23 | a751194c749703d6915219e015b2f45ff6ade637 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/158 | |||||
111810529 | MDExOlB1bGxSZXF1ZXN0MTExODEwNTI5 | 159 | closed | 0 | Added Path support for Mono applications (Linux) | fantoms 37453 | Added Mono Path compatibility (Linux support) to the following objects by removing the prefixed slashes in file paths: - ConfigManager - Charts - Dat Loading Note: This was tested and working correctly on `Ubuntu 16.04`. No bugs were observed when play testing. Installation Hint: The server currently requires _at least_ installing `mono-complete` with the `apt-get` package manager. | 2017-03-21T15:44:06Z | 2017-06-28T19:47:34Z | 2017-03-22T04:49:19Z | 2017-03-22T04:49:19Z | 582f36ae5593c075ef07297e026460d6775963a3 | 0 | b3f1768ebdfa711897766dcd79e27a3b3c4c30fe | 15d5a09120aae683c852376d63816522d8f2d112 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/159 | ||||
111893428 | MDExOlB1bGxSZXF1ZXN0MTExODkzNDI4 | 160 | closed | 0 | Monster factory | Lidefeath 26508216 | This fleshes out MonsterFactory to read the object data for a Drudge Sneaker from the database and spawn it next to the player. Thanks a ton @LytelthorpeThistledown for his work which helped alot to get this done. | 2017-03-21T22:24:40Z | 2017-05-02T12:14:08Z | 2017-03-27T19:06:37Z | 892bb7032e046e49144f4e303790bf3629d98734 | Mogwai-TheFurry 25351661 | 0 | d5acc831a4d68ebd6f116acc096f71cf1cea8c5c | 582f36ae5593c075ef07297e026460d6775963a3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/160 | ||||
111931002 | MDExOlB1bGxSZXF1ZXN0MTExOTMxMDAy | 161 | closed | 0 | Animation fix | Zegeger 12808515 | Quick fix; had removed sequence initial value, but apparently it was needed. Testing fail. Also moved Logout Enqueue to correct place per comment. | 2017-03-22T04:35:26Z | 2017-03-22T04:53:02Z | 2017-03-22T04:53:02Z | 2017-03-22T04:53:02Z | 5277d3e2cb28256631c3ede8b69ba63ed7f00b0f | 0 | 216ecd0f76e5fbdae99c361bec7601c3bc39f0d8 | 15d5a09120aae683c852376d63816522d8f2d112 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/161 | ||||
111939891 | MDExOlB1bGxSZXF1ZXN0MTExOTM5ODkx | 163 | closed | 0 | Support for specific server host binding | damnubber 4389226 | 2017-03-22T06:21:14Z | 2017-03-22T12:42:14Z | 2017-03-22T12:42:14Z | 2017-03-22T12:42:14Z | 92f4725b07bec9b5bb01fecbeaa6c0e9375c8461 | 0 | d67dd2b4ec9d6eb123d47eea32758db369fc8dc8 | 5277d3e2cb28256631c3ede8b69ba63ed7f00b0f | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/163 | |||||
112033122 | MDExOlB1bGxSZXF1ZXN0MTEyMDMzMTIy | 164 | closed | 0 | Dat Path Updates | fantoms 37453 | Update to Yesterday's Path support PR. The path support push broke the loading of dats without trailing slashes in the config. Here are the changes in this PR that address this issue: - Updated example DatFileDirectory with a trailing slash at the end of the value - Changed DatLoader to use Path.Combine, trailing slash is no longer needed. `ServerTime initialized to Date: Wintersebb 22, 28 P.Y. Time: Warmtide 2017-03-22 10:04:22,672 INFO : Successfully opened C:\ACE\client_cell_1.dat file, containing 1 records 2017-03-22 10:04:22,781 INFO : Successfully opened C:\ACE\client_portal.dat file, containing 1 records` | 2017-03-22T15:09:55Z | 2017-05-23T15:50:58Z | 2017-03-22T15:15:35Z | 2017-03-22T15:15:35Z | c066c1b0260ca427adef1d81bf310b00fc6944cd | 0 | a07a4182dc11acf3ee78a4db90f2fabc67bd6b39 | 92f4725b07bec9b5bb01fecbeaa6c0e9375c8461 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/164 | ||||
112062956 | MDExOlB1bGxSZXF1ZXN0MTEyMDYyOTU2 | 165 | closed | 0 | Changes to Host configuration | LtRipley36706 11369233 | 2017-03-22T17:10:17Z | 2017-04-21T03:49:09Z | 2017-03-23T12:58:11Z | 2017-03-23T12:58:11Z | 313eddbcc9ca1e139ea52708b4389fe432a628eb | 0 | af042e255e35c2e9bb6a464a4bcb16a1685554e1 | c066c1b0260ca427adef1d81bf310b00fc6944cd | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/165 | |||||
112156146 | MDExOlB1bGxSZXF1ZXN0MTEyMTU2MTQ2 | 167 | closed | 0 | weenies weenies everywhere. object structure pass for review. | Mogwai-TheFurry 25351661 | yeah, so this works.... | 2017-03-23T03:34:09Z | 2017-05-30T15:34:34Z | 2017-03-25T05:22:52Z | 2017-03-25T05:22:52Z | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | 0 | fb74eb1d47ce7d4a640d714e47a686e86ddaf9e1 | c066c1b0260ca427adef1d81bf310b00fc6944cd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/167 | ||||
112387806 | MDExOlB1bGxSZXF1ZXN0MTEyMzg3ODA2 | 168 | closed | 0 | Item Management | ogmage78 25460553 | Not ready to be pulled. @ctw me - creates a training wand in your backpack @ctw ground spawns a training wand on the ground Drag wand to the ground. It does drop the item and takes it out of the backpack. It does register with the landblock. I had the motion working (bending down to drop the wand and standing back up) but something I changed has got that not working. The wand does not appear in the visible field. - not sure why. I am way out of date on coding - and I am sure I have done stuff incorrectly. Any feedback on how to code this better or topics I should read up on will be greatly appreciated. I feel like this is really really close to working. Also, I know the hard coding of data will go away once we have the Weenie data in the database. I put in a number of comments and TODO's to follow up on. The PCAP is unless I am just blind - almost identical to this one I used as a template. Any help will be appreciated. Here is a link to the live server PCAP https://www.dropbox.com/s/q0l3wi4mhx0n7ce/drop_item.pcap?dl=0 | 2017-03-24T04:52:10Z | 2017-03-24T14:11:48Z | 2017-03-24T14:11:48Z | 03a69e0a7456d6e2af8a502d59569938fafc46a8 | 0 | 7b43356f3193b98d2f975c2fa903c4a00401a59c | 313eddbcc9ca1e139ea52708b4389fe432a628eb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/168 | |||||
112578365 | MDExOlB1bGxSZXF1ZXN0MTEyNTc4MzY1 | 169 | closed | 0 | Updated Marketplace Recall | LtRipley36706 11369233 | @mp command better reflects how it worked in AC1Live. The movement check/cancel is not yet implemented. | 2017-03-25T08:05:51Z | 2017-04-21T03:49:06Z | 2017-04-09T21:39:23Z | fe5f2fd617931d14759b1bf8870605f9ea7e8b8a | 0 | 4eec98890c5e50984f7243b0cda0e7f110fb7244 | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/169 | |||||
112613584 | MDExOlB1bGxSZXF1ZXN0MTEyNjEzNTg0 | 170 | closed | 0 | Fixed bug in F748: Set Position and Motion | ogmage78 25460553 | There has been a bug in this code that was keeping me from being able to drop an item. - Fixed alignment problem and cleaned up the ability to report position with the correct flags - I moved and expanded an enum flag list for correct scoping - I put the position flag in the position object and initialized the flags correctly on player create. - Added another signature to Serialize - left the old one for backward compatibility - we may want to look at refactoring this. Please let me know if you anything that looks wrong. I am still learning. This is more of a plumbing fix. You should not notice anything new or anything new broken :) If this get's merged - I want to start looking at creating mutable objects next. | 2017-03-26T04:07:03Z | 2017-04-14T19:37:35Z | 2017-03-27T12:29:07Z | 2017-03-27T12:29:07Z | e4f649d42ca49f4bb552075e4b9798c6ace18a29 | 0 | e8b82eb44a6b002cfa199e06c11dca8e0b21b442 | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/170 | ||||
112615228 | MDExOlB1bGxSZXF1ZXN0MTEyNjE1MjI4 | 171 | closed | 0 | Renamed the new db statement constructor label | fantoms 37453 | - Renamed a function to cut down on confusion. Fixes an assumed typo in name for new function `ConstructStatement`. | 2017-03-26T05:29:12Z | 2017-05-23T15:54:40Z | 2017-03-26T12:16:24Z | 2017-03-26T12:16:24Z | d2942e2f47225744d53f96f22fa0d31550643995 | 0 | 3388c3de790e808a408ae0798493a08506dec7c1 | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/171 | ||||
112629101 | MDExOlB1bGxSZXF1ZXN0MTEyNjI5MTAx | 172 | closed | 0 | Implements GameAction/Event for Update Health | Lidefeath 26508216 | This is limited for Players currently but should be adjustable once creatures are in. | 2017-03-26T14:21:05Z | 2017-04-20T20:03:58Z | 2017-03-28T20:45:21Z | 2017-03-28T20:45:21Z | 5d1066c7872e4d0847b8e52bb4735e2bdc1870e8 | 0 | 3c1955e709f4916ae1f8290374c6344cf4b7c76f | d2942e2f47225744d53f96f22fa0d31550643995 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/172 | ||||
112650008 | MDExOlB1bGxSZXF1ZXN0MTEyNjUwMDA4 | 173 | closed | 0 | Fixed Model write order and some spelling errors | OptimShi 26606778 | 2017-03-26T23:24:48Z | 2017-03-27T01:03:46Z | 2017-03-27T01:03:46Z | 2017-03-27T01:03:46Z | fc238c0ac29d7150c34d89b29eb2463b1a7a8b9c | 0 | e3b2008614e88810572ea131405ff0f679070591 | d2942e2f47225744d53f96f22fa0d31550643995 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/173 | |||||
112652936 | MDExOlB1bGxSZXF1ZXN0MTEyNjUyOTM2 | 174 | closed | 0 | Update: Prevent Welcome Message/Motd when string is empty | fantoms 37453 | - Thanks to Miach for coding and testing this PR. - If the `Config.json` file includes an EMPTY `Welcome` config variable, then the server will not send the Popup dialog box, upon logging into a server. Example: ``` { "Server": { "WorldName": "Darktiphoid", "Welcome": "", "Network": { "Host": "0.0.0.0" }, }, } ``` | 2017-03-27T00:37:32Z | 2017-03-27T02:36:34Z | 2017-03-27T01:06:25Z | 96f3a5d502de5c280756733a1ea604f44a30a2e6 | 0 | f970b50c03041b3f511d0311eb38cbcd3ff15381 | d2942e2f47225744d53f96f22fa0d31550643995 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/174 | |||||
112653665 | MDExOlB1bGxSZXF1ZXN0MTEyNjUzNjY1 | 175 | closed | 0 | Created IF statement to remove Welcome popup box | MiachofTD 24981658 | When using this IF statement you can remove the Welcome to this ACE server!\nFor more information visit http://www.acemulator.org. from inside the quotes in the config.json file and the popup box does not appear. | 2017-03-27T00:53:42Z | 2017-04-28T03:29:56Z | 2017-03-27T01:09:44Z | 2017-03-27T01:09:44Z | 5308d63adbc7fc9f74e9f67c60e1426562d6c7ad | 0 | 75546e2d705fb278073ce4403053962b45fd466f | d2942e2f47225744d53f96f22fa0d31550643995 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/175 | ||||
112660932 | MDExOlB1bGxSZXF1ZXN0MTEyNjYwOTMy | 176 | closed | 0 | Save Character Position to Database | fantoms 37453 | - Update Player.cs `SaveCharacter()` function to store the `Player.Position` in the Character data object, right before the object is is stored in the database. This allows the server to save the character's position on logout or after the player save interval has ended. - Added a summary comment for `SaveCharacter`. - Updated Code Style per StyleCop. | 2017-03-27T02:56:31Z | 2017-05-23T15:54:38Z | 2017-03-27T12:34:05Z | 2017-03-27T12:34:05Z | b7850cf40d31a065de3afbe9664ea2ba47a14d4a | 0 | eb698f70c156742f5e385a1e82ad7eb050186bc4 | 5308d63adbc7fc9f74e9f67c60e1426562d6c7ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/176 | ||||
112811756 | MDExOlB1bGxSZXF1ZXN0MTEyODExNzU2 | 177 | closed | 0 | Update: SQL Where Syntax for ConstructStatement | fantoms 37453 | - Updated the `wherelist` text to include the proper SQL syntax, for a WHERE clause. | 2017-03-27T18:44:52Z | 2017-05-23T15:54:36Z | 2017-03-27T18:49:55Z | 2017-03-27T18:49:55Z | c2263d0af0857dc3cd9b9d767adc75b3e502c08b | 0 | 66832fdbdd59653171cac4c3bcac48b57669504b | b7850cf40d31a065de3afbe9664ea2ba47a14d4a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/177 | ||||
112886637 | MDExOlB1bGxSZXF1ZXN0MTEyODg2NjM3 | 179 | closed | 0 | Fix remaining 6 StyleCop warnings | ghost 10137 | 2017-03-28T04:13:55Z | 2017-10-18T14:07:39Z | 2017-03-28T11:55:01Z | 2017-03-28T11:55:01Z | c5c5ddd2352b741dd3b301861604de5887d09ea6 | 0 | f29358d723941edb5f902eda72a2109d34690d88 | c2263d0af0857dc3cd9b9d767adc75b3e502c08b | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/179 | |||||
113094157 | MDExOlB1bGxSZXF1ZXN0MTEzMDk0MTU3 | 182 | closed | 0 | Drop Item - REVIEW ONLY Do not merge | ogmage78 25460553 | This runs and works. If you want to test drop item do the following: Log in @ctw me (This will create a training wand in your backpack) OR @ctw ground (not very interesting - does the same thing but spawns it on the ground. Once you have the wand in your backpack from calling the first command - drop that bad boy. Down she goes with a thud and your radar lights up. Up until about an hour ago, he would do the correct animation and put the damn wand on the ground. I fell into git hell and between squash and revert - I am too tired to fix it. You can see it on the ground. I did not finish the complementary action to be able to pick it up. The problem is - something I did is messing up the packet stream. It looks like it all works, but I can't open the pcap file it creates. That tells me something is amiss. Hopefully someone can see it. ALSO Note - I started this a few weeks ago and I have learned a lot since then. If any of this is in the wrong namespace or I have made some other noobie mistake - it is not by design it is just a lack of knowledge on my part. Let me know the better way to do it and you won't have to tell me twice. :) | 2017-03-29T00:16:43Z | 2017-03-31T18:49:39Z | 2017-03-29T21:53:35Z | e05dd969e172736908c9945d9db61b24c4ddd554 | 0 | 968e981ad48c7b3215fe8f52fa099b625dd6356b | 5d1066c7872e4d0847b8e52bb4735e2bdc1870e8 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/182 | |||||
113257295 | MDExOlB1bGxSZXF1ZXN0MTEzMjU3Mjk1 | 183 | closed | 0 | all the database things! | Mogwai-TheFurry 25351661 | From PCAPs.. * All weenie objects * All static objects | 2017-03-29T17:56:09Z | 2017-05-30T15:34:32Z | 2017-04-03T11:58:02Z | 9039add7117667022588c958b9b64837bd6021b0 | 0 | 94ba0cdf1e4d989dbfb6e784256ddc2e3ca894e9 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/183 | |||||
113332376 | MDExOlB1bGxSZXF1ZXN0MTEzMzMyMzc2 | 184 | closed | 0 | Feature: ORM Driven Character Positions for Issue #166 | fantoms 37453 | This huge PR is related to Issue #166. The code has been changed to allow more then one position type. A class was added for Character position types that match the requirements listed in the issue. A secondary Position Type class was added to match the client, provided by @LtRipley36706. To work with the ORM code introduced during the developer meeting, I've attempted to copy the pseudo 1:1 mapping into `CharacterPosition.cs`. In order to allow for more then one position, the `Character.Position` member was changed to dictionary containing a list of character positions by type. `Player.Position` was changed to `Player.PhysicalPosition` and when the server decides to save the positions to the database, the data is saved through the ORM object in `CharacterPosition.cs`. There were a few things left to do, that were not accomplished for Issue #166: * Hook up /lifestone and /ls commands ChangeLog: * Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166. * Created `CharacterPostion` and `CharacterPositionType` classes to store the Database types requested in Issue #166. * Added `CharacterPostion` ORM logic. * Built out helper extension functions to serve the `StartingLocation`, until we pull from the database. Also included an Invalid location as a default (0). * Changed the `character_positions` table and Added `positionType` column. * Set the primary key to include `positionType` column. * Added `positionType` to required Critera for `character_positions`. * Added `CharacterPositionInsert` and `CharacterPositionUpdate` to the Character Database. * Created `CharacterPositionInsert` and `CharacterPositionUpdate` prepared SQL statements by utilizing the `ConstructStatement` function. * Added the required `positionType` clause to the `CharacterPositionSelect` prepared statement. * Added a position update statement for updating the player position. * Reworked GetPosition to include the `CharacterPositionType`. * Added function for getting a `C… | 2017-03-30T02:10:18Z | 2017-03-30T15:56:12Z | 2017-03-30T15:56:12Z | fcee9542e984d31e39be6056432a23361e65a018 | 0 | 5a58c7c76e7b3c27aab8954e98ea6e339a71a0c8 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/184 | |||||
113449997 | MDExOlB1bGxSZXF1ZXN0MTEzNDQ5OTk3 | 185 | closed | 0 | Network updates for packet/fragment reorder, fragment combining | Zegeger 12808515 | Added network session ID to WorldManager to lookup user's sessions and updated related components to handle this. Refactored GameAction handling to no longer used Activator instantiated objects, they are now delegates like the game message handlers. Added packet/fragment reorder queues and handling. Added fragment recombining. A complete fragment is sent upstream as a new ClientMessage object. Updated all locations where ClientPacketFragment was used. TODO checksum verification, improve some logging/comments | 2017-03-30T14:59:45Z | 2017-04-02T01:01:50Z | 2017-04-02T01:01:50Z | 2017-04-02T01:01:50Z | 6e181264132148f56808f7f2debd5132a50b4814 | 0 | 5303fbe2e70c79b4680d5eb85a8fb8a9d8c56bee | 95f829b64d2930c444682af6d5fd982ac601b98e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/185 | ||||
113471788 | MDExOlB1bGxSZXF1ZXN0MTEzNDcxNzg4 | 186 | closed | 0 | Animation - fix and enhancement | ogmage78 25460553 | In this PR - I extended on the work Zegeger did. His work was for animations only. The system supports a 0 to N animation sequence. If 0, you are doing a basic motion. Moving forward, sidestep, turnto. They use the same message F74C but are intelligently coded depending on what you want to do. TODO: I have not looked to see if you can have a motion followed by an animation(s) I coded it so it supports it, but I did not have a ready pcap to confirm. Easy enough to fix if they are mutually exclusive. I cleaned up some emums. Still to do is to refactor the autonomous position message - I think we have some overlap and duplication there. To test - use the debug command @amimation <animation> to see that Zegeger's work still functions as expected. Use debug command @movement to see the drop sequence. You can look at the produced pcaps and see the delta and that they match live servers. As usual - any coding faxpas are not by design. Feedback is wanted and welcome. If there is a better way to do what I did - please let me know. | 2017-03-30T16:33:24Z | 2017-03-31T18:49:25Z | 2017-03-31T03:42:17Z | 2017-03-31T03:42:17Z | 95f829b64d2930c444682af6d5fd982ac601b98e | 0 | a79ac2b6b9ee84dad433d18a7989061fba47d593 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/186 | ||||
113529744 | MDExOlB1bGxSZXF1ZXN0MTEzNTI5NzQ0 | 187 | closed | 0 | World fix and fireball test | Forbiddenz 25387933 | World Object Fixes + My test Spell firewall - sorta.. so I could test it some more. New AceVector Object. | 2017-03-30T21:33:33Z | 2017-04-01T13:00:44Z | 2017-04-01T13:00:44Z | 3eebc4fba945de2d981c43b9ca4c8c08883ad95e | 0 | 448341c2249c43a4814a9d18718e77fef008f1d1 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/187 | |||||
113727005 | MDExOlB1bGxSZXF1ZXN0MTEzNzI3MDA1 | 188 | closed | 0 | Feature: ORM Driven Character Positions for Issue #166 | fantoms 37453 | This huge PR is related to Issue #166. The code has been changed to allow more then one position type. A class was added for Character position types that match the requirements listed in the issue. A secondary Position Type class was added to match the client, provided by @LtRipley36706. To work with the ORM code introduced during the developer meeting, I've attempted to copy the pseudo 1:1 mapping into `CharacterPosition.cs`. In order to allow for more then one position, the `Character.Position` member was changed to dictionary containing a list of character positions by type. `Player.Position` was changed to `Player.PhysicalPosition` and when the server decides to save the positions to the database, the data is saved through the ORM object in `CharacterPosition.cs`. There were a few things left to do, that were not accomplished for Issue #166: * Hook up /lifestone and /ls commands Changelog with this PR: ### 2017-03-31 [fantoms] * Added debug command to test positions. * Changed SQL syntax to use BEFORE instead of AFTER for the `positionType` column, in the `character_positions` table. * Removed the github friendly enums from the `PositionTypes`. * Changed a log4net debug line. * Changed the name class name `CharacterPositionType` to `PositionType` * Reworked `Position.cs` with ORM. ### 2017-03-29 [fantoms] * Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166. * Created `CharacterPostion` and `CharacterPositionType` classes to store the Database types requested in Issue #166. * Added `CharacterPostion` ORM logic. * Built out helper extension functions to serve the `StartingLocation`, until we pull from the database. Also included an Invalid location as a default (0). * Changed the `character_positions` table and Added `positionType` column. * Set the primary key to include `positionType` column. * Added `positionType` to required Critera for `character_positions`. * Added `CharacterPositionInsert` and `CharacterPositionUp… | 2017-03-31T20:30:31Z | 2017-04-02T01:46:20Z | 2017-04-02T01:46:20Z | 2017-04-02T01:46:20Z | f150cfdd544fbd722d21875b28d7cc1c7fd3cfcd | 0 | 185a9eed4175963663a8639635f50c9de5523e01 | 95f829b64d2930c444682af6d5fd982ac601b98e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/188 | ||||
113732010 | MDExOlB1bGxSZXF1ZXN0MTEzNzMyMDEw | 189 | closed | 0 | Inventory Phase 1 and Drop Item | ogmage78 25460553 | This is at a good place for code review and possible merge. Once approved, this will allow others to start on the numerous tasks around inventory management. You can spawn a Training wand in your backpack or on the ground. That is just throw away code to test with. It is in the debug handler. usage: @ctw me OR @ctw ground Once the item is spawned, you can then drop it on the ground. Included in this PR. Starts to address Issue #144 World object now has inventory dictionary. Added this here as anything that can be a container needs to have this ability. Not all world objects are containers - so also added property IsContainer Added methods to: - Add to inventory - Remove from inventory - Lookup item in inventory - Handle Drop item: 1. Calls lookup 2. Update Container burden 3. Sets some properties in preparation for going 3D 4. GameMessageUpdatePosition. 5. Alerts Landblock to new arrival 6. Removes the item the player's inventory Added GameActionDropItem This handles the client's request to drop an item. Added GameMessagePutObjectIn3d As usual - any coding faux pas are not by design. Feedback is wanted and welcome. If there is a better way to do what I did - please let me know. | 2017-03-31T21:01:27Z | 2017-05-01T16:41:56Z | 2017-04-03T03:00:33Z | 2017-04-03T03:00:33Z | cc7db4abd0bb02397e245e611ccc0b7342fb65f1 | 0 | e7cf1388500c4f0002c5e4977884369b25a5f152 | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/189 | ||||
113776173 | MDExOlB1bGxSZXF1ZXN0MTEzNzc2MTcz | 190 | closed | 0 | Spawn creatures from DB | Lidefeath 26508216 | Introduces a basic creature generator table layout with a static spawn of a Drudge Sneaker near the Holtburg Lifestone as a Test. The static spawns are loaded via the LandBlockManager from the DB. | 2017-04-01T11:45:45Z | 2017-04-20T20:04:16Z | 2017-04-04T17:49:56Z | 2017-04-04T17:49:56Z | 10bd208c333d8f0f20255c591cbc7332d77bea3d | 0 | f580c058e967de99928bf5806ce53f49d1baa199 | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/190 | ||||
113801732 | MDExOlB1bGxSZXF1ZXN0MTEzODAxNzMy | 191 | closed | 0 | Fixed bug / incomplete implementation of instance_time stamp | ogmage78 25460553 | Small fix, but an important one. A lot of messages take an instance_sequence or timestamp. it is called timestamp in the client. I fixed the places where this was still being set to 1. If the instance_timestamp does not agree between calls it can cause you to hang in portal space or other bad things. The PhysicsData.Position structure passes 9 (0-8 ) unnamed timestamps. These were in place - two were set to 0 - however, they were out of order. I am not sure of the other 8, but the last one is the instance_timestamp. I verified this with live server pcaps. I have made it so with what we have implemented so far, we are consistent. It will be important that we get this information out to all contributors as we need to set it for all player messages to totalLogins. I also make the character load and save properly update the totalLogins value. | 2017-04-02T01:46:53Z | 2017-04-14T19:37:28Z | 2017-04-03T01:17:28Z | 2017-04-03T01:17:28Z | b52abcdff2f3c9afc8fa918237c319c8a8f2c94d | 0 | 95f35b7e19917c8782f3b92434e77266753d650f | fccfaa57c9f696a0da394bad77ee64492d4b5c9a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/191 | ||||
113802596 | MDExOlB1bGxSZXF1ZXN0MTEzODAyNTk2 | 192 | closed | 0 | World fix and fireball test | Forbiddenz 25387933 | Spells - Cleaned up | 2017-04-02T02:31:30Z | 2017-04-02T12:11:56Z | 2017-04-02T12:11:56Z | 4fdc3bddb567b80365e05f3bad298c515b077c82 | 0 | dbce6565e221df3f0e0634307d0bae8b721cce7e | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/192 | |||||
113802693 | MDExOlB1bGxSZXF1ZXN0MTEzODAyNjkz | 193 | closed | 0 | Fix: Include missing CharacterPositionExtensions.cs | fantoms 37453 | My last PR did not include a necessary file, so I am including it now. The file is a helper for functions for positions that kept popping up everywhere. | 2017-04-02T02:37:13Z | 2017-04-02T02:38:43Z | 2017-04-02T02:38:43Z | 2017-04-02T02:38:43Z | 868f082200d7858037eef5cf2c64b6ef68c376c7 | 0 | 70cf52a6208d540fa9e2b4055699e17e20383546 | f150cfdd544fbd722d21875b28d7cc1c7fd3cfcd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/193 | ||||
113804661 | MDExOlB1bGxSZXF1ZXN0MTEzODA0NjYx | 194 | closed | 0 | Fix: Reverted SQL syntax to use AFTER, instead of BEFORE | fantoms 37453 | - Changed `2017_03_27_character_positions_change.sql` and `2017_03_26_character_positions_positiontype.sql` to use AFTER instead of BEFORE, when aligning the column. The `positionType` column has been moved after the `id` column. | 2017-04-02T04:16:20Z | 2017-05-23T15:53:18Z | 2017-04-02T16:31:10Z | 2017-04-02T16:31:10Z | fccfaa57c9f696a0da394bad77ee64492d4b5c9a | 0 | 1660911c80f39f12e061662d0d2cf594d1e9225d | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/194 | ||||
113815892 | MDExOlB1bGxSZXF1ZXN0MTEzODE1ODky | 195 | closed | 0 | World fix and fireball test | Forbiddenz 25387933 | Clean up - Synced with Latest Prs | 2017-04-02T12:13:13Z | 2017-05-01T16:42:14Z | 2017-04-03T17:21:16Z | 2017-04-03T17:21:16Z | f4cda4abd184d576fcb6f9fae13baeb18d800dee | 0 | 48af31d1fadd56589603dbda626c35d3af93ce70 | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/195 | ||||
113991053 | MDExOlB1bGxSZXF1ZXN0MTEzOTkxMDUz | 198 | closed | 0 | Add portals to ACE_World tables | ghost 10137 | * Add a fix to the current master ACE_World tables for weenie and ace objects to loosen the index restrictions * Add Portal weenie table data * Add Portal object table data --- Duplicate portal objects removed; Floating City, Orphanage, Golem Sanctum, and Humming Crystal portals removed as they are not static object placements | 2017-04-03T18:18:18Z | 2017-04-04T04:33:55Z | 2017-04-04T04:33:43Z | 1aa20225ddf7020064b492bbb71874aeffa02b75 | 0 | b472f98f7e49c36c675b1b6f772a3c5844c8b5b1 | fa63f7d0acea103715c71277caf8a30986f00236 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/198 | |||||
114020127 | MDExOlB1bGxSZXF1ZXN0MTE0MDIwMTI3 | 199 | closed | 0 | generic cleanup | Mogwai-TheFurry 25351661 | 2017-04-03T20:51:38Z | 2017-05-30T15:34:30Z | 2017-04-03T20:53:19Z | 2017-04-03T20:53:18Z | fa63f7d0acea103715c71277caf8a30986f00236 | 0 | 9cfd2d2d5411c5eb26a3509062615b57530df1f2 | f4cda4abd184d576fcb6f9fae13baeb18d800dee | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/199 | |||||
114054749 | MDExOlB1bGxSZXF1ZXN0MTE0MDU0NzQ5 | 200 | closed | 0 | AppVeyor Implementation | Mogwai-TheFurry 25351661 | 2017-04-04T01:24:41Z | 2017-05-30T15:34:38Z | 2017-04-04T21:48:11Z | 2017-04-04T21:48:11Z | 77b287cedec6a67c80f6db2dc7fe7827e099c0bf | 0 | 1e5083c545d46cd470518aca7c3d058856091bb6 | c250767b26bdf450c9ca99e0e0161b5527c0fe96 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/200 | |||||
114069200 | MDExOlB1bGxSZXF1ZXN0MTE0MDY5MjAw | 201 | closed | 0 | Add portal objects to the ACE_World tables | ghost 10137 | 2017-04-04T04:41:21Z | 2017-10-18T14:07:42Z | 2017-04-04T11:28:07Z | 2017-04-04T11:28:07Z | 4c42f6e2a7ab0a72114f88347c71291233376d5e | 0 | a6da8655b146b3f83a309f1118ff4ac60bb72085 | fa63f7d0acea103715c71277caf8a30986f00236 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/201 | |||||
114222126 | MDExOlB1bGxSZXF1ZXN0MTE0MjIyMTI2 | 202 | closed | 0 | Fix for build error | Lidefeath 26508216 | 2017-04-04T19:11:27Z | 2017-04-04T19:24:29Z | 2017-04-04T19:24:29Z | 2017-04-04T19:24:29Z | c250767b26bdf450c9ca99e0e0161b5527c0fe96 | 0 | fba5dfe82d5e6409c61d0f4395f56401df621391 | 10bd208c333d8f0f20255c591cbc7332d77bea3d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/202 | |||||
114273202 | MDExOlB1bGxSZXF1ZXN0MTE0MjczMjAy | 203 | closed | 0 | This fixes the missing ACE.Datloader dependancy from ACE | Mag-nus 10608427 | 2017-04-05T00:41:34Z | 2017-04-05T00:42:23Z | 2017-04-05T00:42:23Z | 2017-04-05T00:42:23Z | dc270882c59e964d3e0a8e724cc71c855d550a30 | 0 | 032790620364177ed6149601d1807c3a5d415da9 | 77b287cedec6a67c80f6db2dc7fe7827e099c0bf | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/203 | |||||
114273887 | MDExOlB1bGxSZXF1ZXN0MTE0MjczODg3 | 204 | closed | 0 | Adds accesslevel back to ace_auth | Mag-nus 10608427 | 2017-04-05T00:49:47Z | 2017-04-05T00:50:37Z | 2017-04-05T00:50:37Z | 2017-04-05T00:50:37Z | 71fe286e351bfd96d940e119525e1da1b7452539 | 0 | ca607604b950d8714e6f12ed08e1cd61923f32e3 | dc270882c59e964d3e0a8e724cc71c855d550a30 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/204 | |||||
114277952 | MDExOlB1bGxSZXF1ZXN0MTE0Mjc3OTUy | 205 | closed | 0 | updated readme with stylecop error message | Mogwai-TheFurry 25351661 | 2017-04-05T01:30:14Z | 2017-05-30T15:34:38Z | 2017-04-05T01:33:17Z | 2017-04-05T01:33:17Z | d57459760c69761800939871bdff9fb4756831f3 | 0 | 98ccba68893888ed1e9a78514e99663040e8f384 | 71fe286e351bfd96d940e119525e1da1b7452539 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/205 | |||||
114285807 | MDExOlB1bGxSZXF1ZXN0MTE0Mjg1ODA3 | 206 | closed | 0 | Network fixes | Zegeger 12808515 | Fixed issue in InboundFragmentCombining, also fixed exception in ConnectionListener which would stop the server from accepting connections, finally added Logging statement in Main which seems to allow log4net to work | 2017-04-05T02:54:49Z | 2017-04-05T03:10:05Z | 2017-04-05T03:02:19Z | 2017-04-05T03:02:19Z | 04b7716d54715c6c139a0aef0f808f0c2b1aadec | 0 | cabf29ff160601028288592d32eb186c9bd3297b | d57459760c69761800939871bdff9fb4756831f3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/206 | ||||
114296301 | MDExOlB1bGxSZXF1ZXN0MTE0Mjk2MzAx | 207 | closed | 0 | REALLY fixed inbound packet combining | Zegeger 12808515 | Have a test case now. Confirmed it works. | 2017-04-05T05:03:06Z | 2017-04-06T00:08:59Z | 2017-04-05T12:02:54Z | 2017-04-05T12:02:54Z | 533d680fae1b77e79a60e033ab1ed049d1de79a7 | 0 | 92da4aea0bb634ed9985af163c0cc16553efbbee | 04b7716d54715c6c139a0aef0f808f0c2b1aadec | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/207 | ||||
114377715 | MDExOlB1bGxSZXF1ZXN0MTE0Mzc3NzE1 | 208 | closed | 0 | animations, palettes, and textures for world objects | Mogwai-TheFurry 25351661 | no data yet, still debugging my exports | 2017-04-05T13:35:00Z | 2017-04-06T13:42:24Z | 2017-04-06T13:42:24Z | 2017-04-06T13:42:24Z | 60299ef74d627f561380608c474e8816b4d9e555 | 0 | 696c9e71a78ae89f7a2ad5c00575ea14d189acdd | 533d680fae1b77e79a60e033ab1ed049d1de79a7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/208 | ||||
114466854 | MDExOlB1bGxSZXF1ZXN0MTE0NDY2ODU0 | 210 | closed | 0 | Fix the creature data in worldbase.sql, so the Drudge can spawn. | Lidefeath 26508216 | 2017-04-05T20:36:28Z | 2017-04-20T20:05:00Z | 2017-04-05T23:49:12Z | 2017-04-05T23:49:12Z | 9e7acbfee832f5d0df7b527f8836d86a364b77be | 0 | 73007ec5e70a5c066e07e8d58f52cd59369454a1 | 533d680fae1b77e79a60e033ab1ed049d1de79a7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/210 | |||||
114513521 | MDExOlB1bGxSZXF1ZXN0MTE0NTEzNTIx | 211 | closed | 0 | WIP Inventory - Good place for review - Do not merge yet | ogmage78 25460553 | With help from Zegeger - found the sequence issue that was keeping item pick up from working. Not for merge - just posting for review. You can create, pickup and drop. There is a bug in a pick up then drop again - the item takes off. Either still have a sequence or a position flag issue on multiple drops and pickups. | 2017-04-06T03:03:35Z | 2017-04-06T21:47:06Z | 2017-04-06T21:47:06Z | 03a4f1dcb82aa79974692c52bf8db4b7d37f6b29 | 0 | afd3f40906f1213d28cbf493676c0fff7eb29aab | 2b7b6709d75ce727d8dec9c223a9229fa1938bcf | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/211 | |||||
114518939 | MDExOlB1bGxSZXF1ZXN0MTE0NTE4OTM5 | 213 | closed | 0 | Added lifestone attunment, @ls recall, and position fixes. | fantoms 37453 | Also worked out the log4net problems for debugging databases | 2017-04-06T04:14:54Z | 2017-05-23T15:54:21Z | 2017-04-06T13:43:07Z | 2017-04-06T13:43:07Z | 9f5aebcda63bdf1593c2d96912b6bf059a8d3180 | 0 | 1530d36122d3ead96d7dc4b8fd87f000667d38ab | 9e7acbfee832f5d0df7b527f8836d86a364b77be | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/213 | ||||
114522659 | MDExOlB1bGxSZXF1ZXN0MTE0NTIyNjU5 | 214 | closed | 0 | Sequences | Zegeger 12808515 | Got CreateObject sequences named correctly and ordered correctly. Updated many sequences to use SequenceManager. | 2017-04-06T05:07:25Z | 2017-04-06T14:14:14Z | 2017-04-06T13:58:27Z | 2017-04-06T13:58:27Z | 2b7b6709d75ce727d8dec9c223a9229fa1938bcf | 0 | 58127e6437fc1d4332bd20f7e3292e4214a37a4e | 9f5aebcda63bdf1593c2d96912b6bf059a8d3180 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/214 | ||||
114655583 | MDExOlB1bGxSZXF1ZXN0MTE0NjU1NTgz | 215 | closed | 0 | first pass of action queue | Mogwai-TheFurry 25351661 | 2017-04-06T17:37:46Z | 2017-04-06T20:07:50Z | 2017-04-06T20:07:50Z | 2017-04-06T20:07:50Z | eb65971303ce234f11976b77e33c57c35e18853b | 0 | 5bbb9182069ac06c23a3dbffdbd551858abdd63f | 2b7b6709d75ce727d8dec9c223a9229fa1938bcf | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/215 | |||||
114705139 | MDExOlB1bGxSZXF1ZXN0MTE0NzA1MTM5 | 216 | closed | 0 | Feature: Death | fantoms 37453 | Simple player death that allows for @lifestone and @die functionality. - Added YourDeath GameMessageEvent and interface - Added suicide, killing, and death - Added value checks on setcharposition We currently do not yet have death messages or vitae penalties. | 2017-04-06T22:03:04Z | 2017-06-28T19:46:49Z | 2017-04-07T12:28:16Z | 2017-04-07T12:28:16Z | 4d47d2e4dddb6dbac88d989ed9388880644e2c1a | 0 | f011e73f42ddaf358d994dd9e968e3877e7646f8 | eb65971303ce234f11976b77e33c57c35e18853b | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/216 | ||||
114746360 | MDExOlB1bGxSZXF1ZXN0MTE0NzQ2MzYw | 217 | closed | 0 | Reveresed the logic for the distance check on lifestone usage | fantoms 37453 | - After performing some empirical visual client testing with: ` float squaredDistance = player.Location.SquaredDistanceTo(obj.Location); player.Session.Network.EnqueueSend(new GameMessageSystemChat(squaredDistance.ToString(), ChatMessageType.Broadcast)); `, I found that a static use distance of at least `4.9f` worked _well_. I did not change this float, but I am noting it here. - I also changed the `Lifestone Use` text to blue. | 2017-04-07T05:32:33Z | 2017-05-23T15:53:05Z | 2017-04-07T18:45:50Z | 2017-04-07T18:45:50Z | 4e83cc56f38eb638960a344739cb8fa1d0d802ad | 0 | 79fe4ae2075e252f6d81619b3a4509c9573186b1 | 4d47d2e4dddb6dbac88d989ed9388880644e2c1a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/217 | ||||
114919774 | MDExOlB1bGxSZXF1ZXN0MTE0OTE5Nzc0 | 218 | closed | 0 | Creature stats | Lidefeath 26508216 | Creatures have stats now and answer the UpdateHealth action with the new ActionQueue. Creatures can be spawned with the debugcommand "createstaticcreature weenieClassId" and are then saved as a static spawn to the database. | 2017-04-07T23:44:58Z | 2017-04-20T20:05:08Z | 2017-04-08T10:26:18Z | 59951029e5c2cdcaf978e767ac2f3b49429c691f | 0 | 3544037a2c645de70356a07c1c460a525091bf46 | 4e83cc56f38eb638960a344739cb8fa1d0d802ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/218 | |||||
114932703 | MDExOlB1bGxSZXF1ZXN0MTE0OTMyNzAz | 219 | closed | 0 | Further Animation/Motion work, half-working combat stance changing | Zegeger 12808515 | Added basic motion classes. Added current motion state to PhysicsData, which can now be sent in CreateObject messages. Updated GameEventUpdateMotion to use these new classes. Updated any areas that were affected. Basic Combat Stance changing. Can go into UA. For some reason, you can't get out right now. | 2017-04-08T05:26:57Z | 2017-04-09T02:55:52Z | 2017-04-08T14:49:43Z | 2017-04-08T14:49:43Z | 779cec190e6dea008fad77afd4c66e63046b87ba | 0 | 55f3af60b5394dd6ccc6f3bb711d36e575bd12ac | 4e83cc56f38eb638960a344739cb8fa1d0d802ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/219 | ||||
114940403 | MDExOlB1bGxSZXF1ZXN0MTE0OTQwNDAz | 220 | closed | 0 | Creature stats 01 | Lidefeath 26508216 | New PR so hopefully AppVeyor won't complain this time. | 2017-04-08T10:29:52Z | 2017-05-02T12:14:13Z | 2017-04-10T11:07:28Z | 2017-04-10T11:07:28Z | c2f1105bef8824fb289121afd5a3552b5e297997 | 0 | 3cb35cb8ec1f2d3866a79448b815d3c63b4a54dd | 779cec190e6dea008fad77afd4c66e63046b87ba | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/220 | ||||
114995758 | MDExOlB1bGxSZXF1ZXN0MTE0OTk1NzU4 | 221 | closed | 0 | Feature: Added sound and visual effect broadcasting landblocks | fantoms 37453 | - Utilizes player `ActionQueue`, to play sounds. | 2017-04-09T18:14:14Z | 2017-05-23T15:52:49Z | 2017-04-10T11:17:19Z | 2017-04-10T11:17:18Z | d3e3c4f75320074148917251b250bac093dff6d7 | 0 | b1948f64dfb0aadd6fe8a8653d94e8ab711f00ff | c2f1105bef8824fb289121afd5a3552b5e297997 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/221 | ||||
115003279 | MDExOlB1bGxSZXF1ZXN0MTE1MDAzMjc5 | 223 | closed | 0 | Updated Marketplace, Lifestone Recalls + Lifestone animation | LtRipley36706 11369233 | If anyone can point me to a PCAP of using a lifestone outside of a training hall, I'd very much like to verify it against what I've seen so far. I feel like there could possibly be a message sent to the client that doesn't occur inside the training hall due to its unique nature, regarding lifestone attuning. | 2017-04-09T21:38:06Z | 2017-04-21T03:49:01Z | 2017-04-10T11:27:03Z | 2017-04-10T11:27:03Z | dad60df329bc78690c92b1fd8872235b9649f413 | 0 | debe503d7330b958f6531d5159964d792d98caa3 | d3e3c4f75320074148917251b250bac093dff6d7 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/223 | ||||
115012428 | MDExOlB1bGxSZXF1ZXN0MTE1MDEyNDI4 | 224 | closed | 0 | Inventory Part 2 - Create, Drop and Pickup | ogmage78 25460553 | This is a minor extension of the work I was doing previously, but it did turn up a number of good to know items. 1. When you are dropping an item, you have to increment the portal sequence - the client treats items being added to 3D space like a teleport. It is on overloaded flag. God, do I hate that. 1. There was some optimization code in player that was checking "check for a short circuit. if we don't need to update, don't!" This has a bug in it that I could not quite fix. I commented it out for now with a big TODO. It never sends an update on object create or update after the initial object creation. We are missing updating the LastUpdatedTicks somewhere. 1. In Landblock - I added a lambda expression to omit sending the stop tracking message if we are the one putting the item into our container. Everyone else needs to forget about it, but it is still mine. Next steps: - [ ] Put in code to move to the object being picked up. - [ ] Check for success and respond to item no longer there - [ ] Save off player inventory items to the database - [ ] Load inventory items on player load. | 2017-04-10T01:39:16Z | 2017-04-14T19:37:14Z | 2017-04-10T11:32:32Z | 2017-04-10T11:32:32Z | b7b4e902ca4e5649b53483d425ff0e952c051729 | 0 | ee936cc623bd930f66da6a9bdcc3fed1dc1d7106 | 779cec190e6dea008fad77afd4c66e63046b87ba | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/224 | ||||
115016920 | MDExOlB1bGxSZXF1ZXN0MTE1MDE2OTIw | 225 | closed | 0 | Changed Serialize to correct rotation problem | LtRipley36706 11369233 | Fixes #222 TBH, I don't totally feel I understand how flags work but two things seemed off to me in how Serialize was working. For the ZeroQ[w,x,y,z] I changed != to == because I didn't get why when ZeroQx was set why we were sending 0s in for example and it also didn't make sense to me that RotationZ was coming after Placement... In making those changes, I resolved the rotation issue, but I'd very much like others to verify this didn't somehow break something else. | 2017-04-10T02:48:45Z | 2017-04-21T03:48:58Z | 2017-04-10T11:37:03Z | 2017-04-10T11:37:03Z | 65fd9b99ba2fa06da75600a6d8bcb1386c6f8ce9 | 0 | 5e9c133882e4985cd4c828422b9c6d505ce9832b | b7b4e902ca4e5649b53483d425ff0e952c051729 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/225 | ||||
115147684 | MDExOlB1bGxSZXF1ZXN0MTE1MTQ3Njg0 | 226 | closed | 0 | Fix for Animations | LtRipley36706 11369233 | Not sure why this sequence was changed, but this fixes the issue. | 2017-04-10T17:06:03Z | 2017-04-21T03:48:55Z | 2017-04-11T14:37:56Z | 2017-04-11T14:37:56Z | f0c5d66ec76d884f216060be985c35b22c5607b1 | 0 | 0a2d72bb457f6cb15dee50dd65a55190c2215d83 | 65fd9b99ba2fa06da75600a6d8bcb1386c6f8ce9 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/226 | ||||
115176793 | MDExOlB1bGxSZXF1ZXN0MTE1MTc2Nzkz | 227 | closed | 0 | Fix GameActionType.QueryHealth for targets in adjacent landblocks and… | Lidefeath 26508216 | … remove the old HandleUpdateHealth code which somehow was still in master. | 2017-04-10T19:43:38Z | 2017-05-02T12:14:15Z | 2017-04-12T11:16:12Z | 2017-04-12T11:16:12Z | 28429bb54c913be1af851d8ed077cc9cb8163765 | 0 | c8e6fb9e0d63bd088e24b11914638f854fbc7dac | f0c5d66ec76d884f216060be985c35b22c5607b1 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/227 | ||||
115218220 | MDExOlB1bGxSZXF1ZXN0MTE1MjE4MjIw | 229 | closed | 0 | Update to use Action Queue - Requested Changes Made 4/14/2017 | ogmage78 25460553 | Can someone with more experience with Action Queue take a look at the file Landblock and the case GameActionType.DropItem: I don't want to refactor all of my stuff until someone can tell me if this looks correct. It complies and works fine. I would just like a sanity check. | 2017-04-11T00:23:15Z | 2017-04-23T21:25:19Z | 2017-04-18T00:46:39Z | 2017-04-18T00:46:39Z | 29a2721c628d3f14be2b506e2309575cf95288ce | 0 | a69f60efdc47febc5de8bc1b6c49e2592ac306b0 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/229 | ||||
115219416 | MDExOlB1bGxSZXF1ZXN0MTE1MjE5NDE2 | 230 | closed | 0 | MovementEvent Action Queue | LtRipley36706 11369233 | Ideally this is merged after #226 if this acceptable for merging. | 2017-04-11T00:36:20Z | 2017-04-21T03:48:51Z | 2017-04-12T13:00:39Z | 2017-04-12T13:00:39Z | 144e0b6e3493711bbab121d9da7f19055d6e84ff | 0 | fa9937f26c7fd6ff0bf7164a421c9b9f4a54ab92 | f0c5d66ec76d884f216060be985c35b22c5607b1 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/230 | ||||
115330285 | MDExOlB1bGxSZXF1ZXN0MTE1MzMwMjg1 | 235 | closed | 0 | Dat reader - creating a PR so I can comment. | Mogwai-TheFurry 25351661 | 2017-04-11T14:12:37Z | 2017-04-23T02:03:21Z | 2017-04-13T00:04:37Z | 2017-04-13T00:04:37Z | 9709959eee4d0027ff6ca486184a9af65ed24669 | 0 | 86af2faf88630d3e84d30c479518a3871ae5e1ec | 144e0b6e3493711bbab121d9da7f19055d6e84ff | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/235 | |||||
115637876 | MDExOlB1bGxSZXF1ZXN0MTE1NjM3ODc2 | 236 | closed | 0 | Concept review: Broadcast Generic Messages for Effects and Sounds | fantoms 37453 | Please comment and discuss the code below - The code length was getting quite large for landblock action queue broadcasting, so I came up with a generic solution that packs any `GameMessage` inside of an `OutboundMessageArgs` object. This allows for any `GameMessage` to potentially be sent over the `Landblock` `Broadcast` function. I also implemented changes in landblock to broadcast the effects and sounds, with generic functions. PLEASE NOTE: One obstacle that this method does not address, is per session sequences. If a Game Message has been extended into another message type (like `GameEventPlayerKilled`), then the initial sequence for the source session will be used. This does not matter for game messages that do not use sequences, like effects or sounds, but a solution will need to created to address this issue. This also means that the PlayerKilled message is currently bugged in this PR. The functionality that was worked on to produce the proof of concept, are effects and sounds, so when reviewing you may find it useful to start your breakpoints at `ActionApplyVisualEffect`. All discussion is welcome for this PR - Thanks! | 2017-04-12T21:16:50Z | 2017-06-28T19:46:54Z | 2017-04-18T14:26:25Z | c12368364cb83b56786662cd59da34b01710fc41 | 0 | 21f07425dcd4344ff6f3e98b67e334c4f5bf436b | 144e0b6e3493711bbab121d9da7f19055d6e84ff | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/236 | |||||
115848970 | MDExOlB1bGxSZXF1ZXN0MTE1ODQ4OTcw | 237 | closed | 0 | Creature kill corpse - For review - NOT ready for a merge | Lidefeath 26508216 | 2017-04-13T21:42:22Z | 2017-04-13T22:20:45Z | 2017-04-13T22:20:45Z | 352277eace4162edbbe8b799b3619a4d737d090a | 0 | d2f51e972569d2236ab2de6a85f7f0dc487fd35a | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/237 | ||||||
115856009 | MDExOlB1bGxSZXF1ZXN0MTE1ODU2MDA5 | 238 | closed | 0 | Creature kill and corpse spawn | Lidefeath 26508216 | As discussed with fantom, I'll resubmit it as a real PR so everyone can play around with it. Usage: target drudge, type /smite -> drudge dead and corpse spawns | 2017-04-13T22:32:21Z | 2017-04-15T15:09:00Z | 2017-04-15T15:09:00Z | 4ff614034ebd24d142980b37478d5d94d7901118 | 0 | 8e497b3afe69ab9a1d23b3c4b154fff40eff99e1 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/238 | |||||
116028349 | MDExOlB1bGxSZXF1ZXN0MTE2MDI4MzQ5 | 239 | closed | 0 | Creature kill corpse v2 | Lidefeath 26508216 | This is the new version of the creature kill and corpse spawning with the smite command. Now the animations work without a sleep command but by introducing delays into the GameActionQueue. More details in the changelog. | 2017-04-15T15:12:02Z | 2017-05-02T12:13:57Z | 2017-04-18T11:20:37Z | 2017-04-18T11:20:37Z | c083b22efa8bc2c99f2497180003e12ebd3296e7 | 0 | da14588ea5f46aa2e930fa63076352e60292e033 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/239 | ||||
116036338 | MDExOlB1bGxSZXF1ZXN0MTE2MDM2MzM4 | 240 | closed | 0 | Feature update: Death - do not merge | fantoms 37453 | This is an update to the player death mechanics. - Adding player death broadcasts initial code - Adding the game message for player killed - Added player messages and events - Death messages are now on the action queue - Added you have/name has to message - Added queued teleport too landblocks - Added properties to character and added to player kill - Changed vitae till I find a the formula - Update health to resurect - Changed order of broadcasts - Added game event for purgeing character enchantments on death - Implemented a more Proper death, ie deathV2 - Limit death rebroadcast by landblock - Used correct health update Please take a good look at the action queue and tell me if you know of a better way to add the events to the queue, specifically line 439 of the landblocks.cs file. - Also note that there were some CR:LF problems on a few files, from previous commits. - Another known issue to note: if you use `/die` in a landblock adjacent to a lifestone, an adjacent player may see the death message multiple times. | 2017-04-15T19:34:32Z | 2017-06-28T19:47:00Z | 2017-04-21T12:47:35Z | 2017-04-21T12:47:35Z | 3e65775289d0989bf6174c48850138acf220edef | 0 | dfb321ffbec251352233d3e957f44577d695c50a | 8969af90c78d8ec39a3bdaeaa430b2c07558e611 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/240 | ||||
116040713 | MDExOlB1bGxSZXF1ZXN0MTE2MDQwNzEz | 241 | closed | 0 | Add @acehelp and @acecommands | LtRipley36706 11369233 | Should this PR be accepted, I would expect going forward all commands added to or implemented by the CommandManager should be required to have Description and Usage attributes properly set to be accepted for PR merge. | 2017-04-15T22:09:30Z | 2017-04-21T03:48:46Z | 2017-04-18T01:32:37Z | 2017-04-18T01:32:37Z | 679b0814b5b8e91e4f1a88630a6aa6aeb81dd8bc | 0 | 47c1ff27782e52b425084c2a74923c4706e822f1 | 7198ccbe725afeb2df3fe83143d611fa13db73eb | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/241 | ||||
116066000 | MDExOlB1bGxSZXF1ZXN0MTE2MDY2MDAw | 243 | closed | 0 | Fix: Position missing update and LandblockId db object fix | fantoms 37453 | This code was created to address issue #242. -Fixed bugs in `LandblockId` in position and server now resets the position if missing. -Added checks to prevent a missing location from crashing the server. -Removed unnecessary `lastportal` recall position save, this is set on demand, this also prevents invalid data from entering the database. Please give this a test by deleting a previously created character's position location (position type 1) and then try logging in, you should be at the current starting dungeon. | 2017-04-16T18:03:36Z | 2017-05-23T15:55:24Z | 2017-04-18T01:28:50Z | 2017-04-18T01:28:50Z | 7198ccbe725afeb2df3fe83143d611fa13db73eb | 0 | 1c8fd6487d24541cdf5e219ebaa479cbdda2a41c | 29a2721c628d3f14be2b506e2309575cf95288ce | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/243 | ||||
116213776 | MDExOlB1bGxSZXF1ZXN0MTE2MjEzNzc2 | 244 | closed | 0 | SomeIdeas | Forbiddenz 25387933 | This is broken, don't merge.. Any one got any ideas to why this streaming is working with players but not static objects... Also ideas to improve it are welcome. | 2017-04-17T22:12:37Z | 2017-05-03T19:11:14Z | 2017-04-17T22:13:58Z | 0 | 3702985150a98eaf3494bcd501a185d8e22acba9 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/244 | ||||||
116214339 | MDExOlB1bGxSZXF1ZXN0MTE2MjE0MzM5 | 245 | closed | 0 | Streaming Only seems to be working for players, within range of x. S… | Forbiddenz 25387933 | Don't merge, looking for ideas on improving the landblock . Adding in streaming, but it only seems to work for players.. Looking for some ideas on improvement also bugs.. Why it wont work for all objects. | 2017-04-17T22:16:34Z | 2017-05-03T19:11:08Z | 2017-04-19T21:05:36Z | 38660d9b6a44ba28d4d9d50ac4b26d99a0bc40c5 | 0 | 83e2b7bf4a11058dc1e5ddb12c111d3b1612b488 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/245 | |||||
116322145 | MDExOlB1bGxSZXF1ZXN0MTE2MzIyMTQ1 | 247 | closed | 0 | major restructuring of object heirarchy. please review. | Mogwai-TheFurry 25351661 | major restructuring of objects. verified login works, and that lifestones/portals appear. can still use lifestones. A lot of plumbing work to be done on new types. Unfinished / TODO / Known uglies: * Update Landblock to use new OnUse / OnCollide methods * Remove previous "Use" code (I'm looking at you, Lifestones) * Fix/Overhaul CreatureAbility shenanigans in Player/Character/Creature classes. It's a hacky mess right now. | 2017-04-18T13:02:50Z | 2017-04-18T17:09:52Z | 2017-04-18T17:09:51Z | 2017-04-18T17:09:51Z | c3203f9801d66617805f20c24729898059e64851 | 0 | 85551272ab0052131c5d638ac9224a58afab00b4 | c083b22efa8bc2c99f2497180003e12ebd3296e7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/247 | ||||
116354330 | MDExOlB1bGxSZXF1ZXN0MTE2MzU0MzMw | 248 | closed | 0 | Creature respawn, corpse despawn, random spawns | Lidefeath 26508216 | Corpses will despawn after a set amount of time for testing. The retail calculation for the despawn time is currently commented out. Creatures will respawn after a set amount of time too. Introduced loading randomly generated spawns from the database. See changelog on which table to edit to alter the location. Please don't mind the Remove Whitespaces commit that was an attempt to get my git to do what I wanted :-) | 2017-04-18T15:25:19Z | 2017-05-02T12:14:04Z | 2017-04-19T12:21:40Z | 2017-04-19T12:21:40Z | 1eb4eec47422bf82318daf8e014176f8b73155bd | 0 | 3fde8a55dbc56bc56aae7a2b443c6dba61acbced | 7e8c209321f5e4b35a9f277becc6a56773e387dc | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/248 | ||||
116365399 | MDExOlB1bGxSZXF1ZXN0MTE2MzY1Mzk5 | 249 | closed | 0 | Usable portals | ghost 10137 | Includes the Drudge Hideout portal pair in the new portal destination DB table | 2017-04-18T16:13:24Z | 2017-10-18T14:07:43Z | 2017-04-18T17:11:24Z | 2017-04-18T17:11:24Z | 0e69a1a84bd061f7b7a351c3a6274c1a90408966 | 0 | 985df0834553e5706bf199eb96cf0fc9303ed4ed | c083b22efa8bc2c99f2497180003e12ebd3296e7 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/249 | ||||
116378283 | MDExOlB1bGxSZXF1ZXN0MTE2Mzc4Mjgz | 250 | closed | 0 | Add Misc Object | LtRipley36706 11369233 | 2017-04-18T17:20:40Z | 2017-04-21T03:48:40Z | 2017-04-19T06:53:58Z | f7d3c8435b70c9aea7266c958c28762ca815662a | 0 | 990b3a2e95621d17d092aca5e91e9bb789379e47 | aed69a3eafd2c7299440a9bc839ac0c7bec5f749 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/250 |
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