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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104288490 | MDExOlB1bGxSZXF1ZXN0MTA0Mjg4NDkw | 11 | closed | 0 | Run faster, jump higher, teleport to coordinates (rather than XYZ position) | sbaum23 22650655 | These values are hardcoded and need to be replaced with actual values from the Player object. This is mainly to let people run around faster in the emu until code it put in to send all player skills to client. I'm Xen on Discord. | 2017-02-02T07:42:55Z | 2017-02-03T20:59:39Z | 2017-02-03T20:59:39Z | 0d76d44ad9bc278db860ab38f71371230cb400d2 | 0 | 5282ba7507342911f331cac1657f4e7c00a2a487 | 77932b57355c6283b67052f448e2b041794f76ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/11 | |||||
104478851 | MDExOlB1bGxSZXF1ZXN0MTA0NDc4ODUx | 13 | closed | 0 | database layer encapsulation and abstraction | Mogwai-TheFurry 25351661 | Sorry about the solution file. I'm on VS 2015 pro and I've no idea why it changed. All I did was add the .gitignore as a solution item. Use Visual Studio to diff the files. Git isn't doing a good job with the compare. Mogwai in Discord. | 2017-02-03T05:44:27Z | 2017-02-04T05:55:04Z | 2017-02-04T05:54:55Z | 989f09a0a827e88373b6de9395d7427d5aaabb62 | 0 | 93e9a5ce54a01aa41de87bedb603161443a3d348 | e871785055353d86b12d57f0f6788cde43dfd994 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/13 | |||||
104612473 | MDExOlB1bGxSZXF1ZXN0MTA0NjEyNDcz | 14 | closed | 0 | Added /teleto command | sbaum23 22650655 | My commit has the wrong command in it. I added the /teleto command for teleporting using coordinates. | 2017-02-03T21:12:15Z | 2017-02-05T06:37:44Z | 2017-02-05T02:21:27Z | 8bdb2d66e2170855dd67e479821befc3f6ebb33d | 0 | b5666aa832f6eb72defb3fe876cb5f0480fd3b89 | 77932b57355c6283b67052f448e2b041794f76ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/14 | |||||
104650586 | MDExOlB1bGxSZXF1ZXN0MTA0NjUwNTg2 | 16 | closed | 0 | database abstraction and encapsulation. created character model and skill attribute models. | Mogwai-TheFurry 25351661 | 2017-02-04T05:57:10Z | 2017-02-04T06:42:11Z | 2017-02-04T06:42:11Z | 4ac9e65768aaeb926535ecaf6866fcf0f27a2c12 | 0 | 929481260c1f198cacd699c9561a2b43a8cfd62f | 86c9c58bc10d90d3fe792d0ca000e5cb46183abe | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/16 | ||||||
104651917 | MDExOlB1bGxSZXF1ZXN0MTA0NjUxOTE3 | 17 | closed | 0 | database encapsulation is done! yay! | Mogwai-TheFurry 25351661 | 2017-02-04T06:55:34Z | 2017-05-30T15:34:08Z | 2017-02-04T07:13:27Z | 2017-02-04T07:13:27Z | 264b760729df18b09fd82c5a543ffc5bd33efa8f | 0 | f3c21a6b6724344244f26a460e026159796941ff | 86c9c58bc10d90d3fe792d0ca000e5cb46183abe | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/17 | |||||
104668124 | MDExOlB1bGxSZXF1ZXN0MTA0NjY4MTI0 | 21 | closed | 0 | Change password hashing to use scrypt | zbuc 570040 | I switched the password hashing over to use libsodium's scrypt implementation. This involved adding a new migration. I noticed that currently the password isn't checked. I started looking into how to implement password checking and it looks like we will probably need to have a launcher to do so. The reason the commit touches so many files is because it also cleans up the files with mixed line endings. | 2017-02-04T17:28:50Z | 2017-03-20T02:20:14Z | 2017-03-20T02:20:14Z | 232baa779ad7b8e71bf939c379512fa0c3e00ea8 | 0 | 86efd0438861d86b4c670863fc987aee60258890 | 264b760729df18b09fd82c5a543ffc5bd33efa8f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/21 | |||||
104668808 | MDExOlB1bGxSZXF1ZXN0MTA0NjY4ODA4 | 22 | closed | 0 | Teleloc loader fix and basic set of locations | ChrisAikman 10677293 | Fixed an index bug in `WorldDatabase.GetLocations` and added a basic set of telelocations to the `teleport_location` table for use with `teleloc`. Updated the `teleloc` command to accept multiple name locations, such as `Ayan Baqur`. | 2017-02-04T17:48:51Z | 2017-02-04T22:11:12Z | 2017-02-04T22:11:12Z | 2017-02-04T22:11:12Z | 7044ce63422bf70fe8118ef99967f93440e77f7e | 0 | 807116f0d6a16379dd3f2e1e7a07437ded090d2a | 264b760729df18b09fd82c5a543ffc5bd33efa8f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/22 | ||||
104675888 | MDExOlB1bGxSZXF1ZXN0MTA0Njc1ODg4 | 23 | closed | 0 | Add Config.json to .gitignore | zbuc 570040 | This also forces first-time configuration. Existing Config.json copied to Config.json.example README.md has been updated with instructions. | 2017-02-04T21:12:57Z | 2017-02-04T22:53:44Z | 2017-02-04T22:53:44Z | 2017-02-04T22:53:44Z | dc14891256be0e40fa4bf3db87217d159080b4cc | 0 | e9a903c165521e623cb81782104791b7b7c95052 | 264b760729df18b09fd82c5a543ffc5bd33efa8f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/23 | ||||
104684490 | MDExOlB1bGxSZXF1ZXN0MTA0Njg0NDkw | 29 | closed | 0 | Teleto command redo | sbaum23 22650655 | Fixed coding convention issues with my previous commit. | 2017-02-05T02:20:42Z | 2017-02-05T06:21:29Z | 2017-02-05T06:01:09Z | 246c972196717c17a45187a329bb5d2a891f5362 | 0 | 18332f3c69490e063489adceedf23cebe162703d | c5f72473010b292592e70daa174f48aa3ad55127 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/29 | |||||
104689447 | MDExOlB1bGxSZXF1ZXN0MTA0Njg5NDQ3 | 33 | closed | 0 | Added /teleto command | sbaum23 22650655 | Z position needs to be calculated from a file but since that isn't in the code yet, I'm defaulting it to 200. For some places that is not high enough and you'll be in darkness, but at least this allows you to teleport using coordinates. | 2017-02-05T06:16:08Z | 2017-02-06T12:17:24Z | 2017-02-06T12:17:24Z | 2017-02-06T12:17:24Z | ec338cc5a505fbc3a3e93899b9b18d37f09805a3 | 0 | de5fe5205ce5084532a81466cb69ad81103120fe | 7b690552070222895d1de0aca5458c1cf02813e5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/33 | ||||
104712668 | MDExOlB1bGxSZXF1ZXN0MTA0NzEyNjY4 | 36 | closed | 0 | Add automatic database migrations to startup | zbuc 570040 | Database migrations will automatically be run. Name them according to the format (`#_YYYY-MM-DD-descriptive_name.sql`) and put in the appropriate directory and it will run on the next server startup. Migrations are only run once, in ascending numeric order. The current database state is tracked in a new database called `Global`. This simplifies server setup: now the only step is to create the four databases. The base SQL and migrations will be run automatically from that point on. This also simplifies migrations, which will no longer need to incorporate complex conditional logic in order to be repeatable. | 2017-02-05T20:02:19Z | 2017-04-06T12:11:16Z | 2017-04-06T12:11:16Z | 78fb0b0d80f01127295640717a9cf4ef4285654b | 0 | 56b85d587fc00379e167113b263c97ca0fa810f9 | 127dba77546682531dee465300c68e6a38e8a098 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/36 | |||||
104907637 | MDExOlB1bGxSZXF1ZXN0MTA0OTA3NjM3 | 46 | closed | 0 | Update create_mysql.sql | KochiroOfHG 25277356 | Added "IF NOT EXISTS" to the create statements so that if the database already exists then a warning will be thrown instead of an error. | 2017-02-06T23:46:04Z | 2017-02-12T11:36:42Z | 2017-02-12T11:36:42Z | 2017-02-12T11:36:42Z | 412806f7b20e82f5129e47b6009b028d766e7065 | 0 | b60bd334653b9ee57a22f78fb5ba374a82b5e644 | ec338cc5a505fbc3a3e93899b9b18d37f09805a3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/46 | ||||
104940626 | MDExOlB1bGxSZXF1ZXN0MTA0OTQwNjI2 | 47 | closed | 0 | Load saved characters | Mogwai-TheFurry 25351661 | 2017-02-07T05:43:40Z | 2017-05-30T15:34:10Z | 2017-02-07T16:49:01Z | 2017-02-07T16:49:01Z | 06880d3168925d78644bbef500caad641c683b7d | 0 | 4e071457e83a5b3ad8ab206a8e428f9c7e3416fb | ec338cc5a505fbc3a3e93899b9b18d37f09805a3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/47 | |||||
105358446 | MDExOlB1bGxSZXF1ZXN0MTA1MzU4NDQ2 | 50 | closed | 0 | Spending XP in Abilities, Vitals, and Skills, Saving Property buckets… | Mogwai-TheFurry 25351661 | …. /grantxp command, moved persistence out of Player object for later refactoring of entity and data access project. | 2017-02-09T04:35:43Z | 2017-05-30T15:34:11Z | 2017-02-10T18:44:23Z | 2017-02-10T18:44:23Z | ca13a4fa1b0f044790c8373148715fabb2dd6527 | 0 | 82e9f29922b3e368b8c081019fb327769efe96d5 | 8fdbac59c65555a36ebb7642849539fbdda642bd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/50 | ||||
105361307 | MDExOlB1bGxSZXF1ZXN0MTA1MzYxMzA3 | 54 | closed | 0 | Added friends list functionality. | sbaum23 22650655 | Friends load from database on login and add/removing friends also saves to the db. When a friend logs on, the player should see the status change to online but it's hard to test that completely right now. Changing the status to offline when a friend logs off is not yet implemented. I had to implement a couple methods in WorldManager to be able to query for connected clients. | 2017-02-09T05:14:37Z | 2017-02-17T08:00:32Z | 2017-02-17T08:00:32Z | cf9c0d5ca381e16ff9df8226e131c76326da43db | 0 | 38c537733780e16d1043785c7397c4e54bfa0644 | 8fdbac59c65555a36ebb7642849539fbdda642bd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/54 | |||||
105775228 | MDExOlB1bGxSZXF1ZXN0MTA1Nzc1MjI4 | 59 | closed | 0 | Handle setting title from client and updating title from server | LytelthorpeThistledown 25618389 | 2017-02-12T01:28:07Z | 2017-02-16T03:21:35Z | 2017-02-16T03:21:34Z | 2017-02-16T03:21:34Z | 63d531a47d985017ebab5c7d90fd6ed616bbbf8c | 0 | a1b5989211536b4c8b61f6e3343c6978c7e3a463 | cc29606f674f5a46c768481e845edb63e48fdbfa | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/59 | |||||
106032610 | MDExOlB1bGxSZXF1ZXN0MTA2MDMyNjEw | 61 | closed | 0 | project separation and xp chart files | Mogwai-TheFurry 25351661 | implements #43 and also moves all that xp chart data into json files loaded behind a database interface. | 2017-02-14T04:18:31Z | 2017-05-30T15:34:11Z | 2017-02-16T03:04:34Z | 2017-02-16T03:04:33Z | 0274077252de51711491f1be8a3a4f909509074e | 0 | 2cbc8487151dcd7e662c91cb36dc8a94837e3e63 | cc29606f674f5a46c768481e845edb63e48fdbfa | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/61 | ||||
106125642 | MDExOlB1bGxSZXF1ZXN0MTA2MTI1NjQy | 62 | closed | 0 | just adding stylecop as a style ruleset with very basic stuff | Mogwai-TheFurry 25351661 | the team can review the options and make changes as necessary. | 2017-02-14T15:19:35Z | 2017-05-30T15:34:12Z | 2017-02-16T03:14:13Z | 2017-02-16T03:14:13Z | 5567136fee3c8c1c4616341a9109d39113042d75 | 0 | 62baa4214bfef90e63b538ed3b04b2279e53febb | 0274077252de51711491f1be8a3a4f909509074e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/62 | ||||
106448327 | MDExOlB1bGxSZXF1ZXN0MTA2NDQ4MzI3 | 64 | closed | 0 | fixing merge conflict | Mogwai-TheFurry 25351661 | 2017-02-16T03:26:33Z | 2017-02-16T03:26:38Z | 2017-02-16T03:26:38Z | 2017-02-16T03:26:38Z | 424278710f2755ed6b084694e936b9c23f9b21b1 | 0 | b44f56a83b0ff096acefcf4c19ea25fcf6c647d5 | 63d531a47d985017ebab5c7d90fd6ed616bbbf8c | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/64 | |||||
106448800 | MDExOlB1bGxSZXF1ZXN0MTA2NDQ4ODAw | 65 | closed | 0 | copy config.json as build step | Mogwai-TheFurry 25351661 | 2017-02-16T03:32:21Z | 2017-02-16T03:32:25Z | 2017-02-16T03:32:25Z | 2017-02-16T03:32:25Z | 877f3bf26dced9e6f54d937af8cd4b614aa35ef3 | 0 | c1f581f57f26a1909e1ef261d07a465448f43f6d | 424278710f2755ed6b084694e936b9c23f9b21b1 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/65 | |||||
106684356 | MDExOlB1bGxSZXF1ZXN0MTA2Njg0MzU2 | 69 | closed | 0 | Friends List | sbaum23 22650655 | Adds the ability to add/remove friends as well as see the list of friends when you log on. The status is also accurate and will change as friends log on/off. I added a Logout method to the Player class for putting stuff in there that needs to be done when a player logs off (like sending a packet to all your online friends that you are offline). The extra commits are due to rebasing. This resolves issue #39. | 2017-02-17T07:58:52Z | 2017-02-18T04:38:34Z | 2017-02-18T04:38:34Z | f207570aa52d0bd383ba9058d963a9463c9a0d23 | 0 | 7239c6a8c43272e9e507b4bceb4c6a3ccd84eb19 | 75721508e4ace60497a12c471404ed2d97c3504f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/69 | |||||
106802815 | MDExOlB1bGxSZXF1ZXN0MTA2ODAyODE1 | 70 | closed | 0 | code cleanup, plus introduction of a couple new world object heirarchy types | Mogwai-TheFurry 25351661 | 2017-02-17T20:06:05Z | 2017-05-30T15:34:17Z | 2017-02-17T20:20:43Z | 2017-02-17T20:20:43Z | f22695ac1b7e7aa89a335960d5a16bc24525b8e3 | 0 | 249628f48d298a8e002a153aaed26e3b3c4c6ece | 75721508e4ace60497a12c471404ed2d97c3504f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/70 | |||||
106848125 | MDExOlB1bGxSZXF1ZXN0MTA2ODQ4MTI1 | 71 | closed | 0 | Issue 39 friends list | sbaum23 22650655 | Resolves #39 | 2017-02-18T04:40:22Z | 2017-02-18T04:46:34Z | 2017-02-18T04:46:34Z | 2017-02-18T04:46:34Z | 7ed6cd44ddaba15686f20374e3a8b22e5b195eff | 0 | 7239c6a8c43272e9e507b4bceb4c6a3ccd84eb19 | f22695ac1b7e7aa89a335960d5a16bc24525b8e3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/71 | ||||
106850209 | MDExOlB1bGxSZXF1ZXN0MTA2ODUwMjA5 | 73 | closed | 0 | Network Refactor | Zegeger 12808515 | Created GameMessage class. Currently GameEvent inherits from GameMessage. GameMessage just build MemoryStream for message. Moved all opcodes that are outside of GameEvent in protocol over to be a GameMessage. Created some basic (test) functions in NetworkManager to send the GameMessages. Lots more to do, but this compiles and logs in successfully. Need to move group to per message property. Need to create per session packet queue. Need to rewrite packet pipe to better process multifragment packets. Need to finish testing multifragment packets and get working. | 2017-02-18T06:02:43Z | 2017-02-18T15:08:24Z | 2017-02-18T15:08:24Z | 2017-02-18T15:08:24Z | 6255c4f2143a91eee2703a330ca5e177ac2ad5d1 | 0 | a145eafefd14a25a27aba164c5f35b5ca333be08 | 8744cb1887673d28bb7f3c6b039cd6b6453b2613 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/73 | ||||
106853740 | MDExOlB1bGxSZXF1ZXN0MTA2ODUzNzQw | 74 | closed | 0 | Implemented "/friends remove -all", "/friends old" and Appear Offline. | sbaum23 22650655 | /friends old just sends a chat packet saying that the command isn't used in the emu. I also had to fix a bug in two WorldManager methods that I added in an earlier PR. There was a scenario where the Session.Player was null and it was causing the LINQ query to throw an exception. Appear Offline is actually part of a GameAction that is used for setting many different options. The Handle method for it now just has a switch in it (there are ~52 options) for now but we may want to go to something else in the future as we add new features. Resolves #72 | 2017-02-18T08:15:49Z | 2017-02-18T13:14:27Z | 2017-02-18T13:14:27Z | 2017-02-18T13:14:26Z | 8744cb1887673d28bb7f3c6b039cd6b6453b2613 | 0 | 76714d46e6138be302ee7d6134eaafd0b572992e | 7ed6cd44ddaba15686f20374e3a8b22e5b195eff | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/74 | ||||
106869620 | MDExOlB1bGxSZXF1ZXN0MTA2ODY5NjIw | 76 | closed | 0 | Reworked Appear Offline functionality | sbaum23 22650655 | Reworked appear offline functionality so that it doesn't change IsOnline, which other things might depend on. Also fixed issue with sending friends list updates that was introduced with the network refactor merge. | 2017-02-18T17:33:27Z | 2017-02-20T05:17:46Z | 2017-02-20T05:17:46Z | 2017-02-20T05:17:46Z | e3236e4bd6138aea1f408e74761b27353dd0fb84 | 0 | 0ca1e2c8415da11198a81a380b0da0ec7fe3454a | 52cc792cc3731d07a9195a8aeea66f8b52782e08 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/76 | ||||
107336448 | MDExOlB1bGxSZXF1ZXN0MTA3MzM2NDQ4 | 84 | closed | 0 | Skill spend upper bound check too prevent xp crash, also Max Skills! | fantoms 37453 | Added an Ability and Skill check in Source/ACE/Entity/Player.cs, too attempt in preventing server from crashing when spending XP points. | 2017-02-22T05:09:25Z | 2017-03-02T13:03:44Z | 2017-03-02T13:03:43Z | e77b4c04406237ec6e9d5c533160503bc2b9b60f | 0 | e9ce87ad8fb1dc1000f63b8618221b7f425762ae | d9fcc07cd7e272c67dea8ff718d3a6e872910efb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/84 | |||||
107618205 | MDExOlB1bGxSZXF1ZXN0MTA3NjE4MjA1 | 85 | closed | 0 | Network Channels + Player Effect to Test @effect 20 | Forbiddenz 25387933 | Forgive my get newb.. I added a method of picking your channels on each message type.. Example of creating a message with channel can be found.. ``` public class GameMessageEffect : GameMessageOnChannel //using the ChannelMessages. //plays particle effect like spell casting or bleed etc.. public void PlayParticleEffect(uint effectid) { var effectevent = new GameMessageEffect(this.Guid, effectid); NetworkManager.SendWorldChannelMessages(Session, new GameMessageOnChannel[] { effectevent }); } ``` | 2017-02-23T12:51:12Z | 2017-02-23T13:41:57Z | 2017-02-23T13:41:57Z | 2017-02-23T13:41:57Z | 88aa39773126a28d788b901454f28e12d5cb68cf | 0 | af5e44e30b4e523c1c341ba9c937710719d5ca31 | d9fcc07cd7e272c67dea8ff718d3a6e872910efb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/85 | ||||
107694772 | MDExOlB1bGxSZXF1ZXN0MTA3Njk0Nzcy | 87 | closed | 0 | DO NOT MERGE - for reviewing work in progress only | Mogwai-TheFurry 25351661 | work in progress, committing for others to review | 2017-02-23T19:27:26Z | 2017-02-24T02:57:35Z | 2017-02-24T02:57:35Z | 20f08d909129280d29b6cf40d8c232a734de1968 | 0 | e17e09cb0a2e12b459da7acaffada8a2fa02a5a1 | be6f728c328f8be17c3806d83cb2b3fe5d965fa1 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/87 | |||||
107950488 | MDExOlB1bGxSZXF1ZXN0MTA3OTUwNDg4 | 90 | closed | 0 | Rewrote network stack | Zegeger 12808515 | Rewrote network stack to support buffering messages and then dispatching as 1 or more combined or split packets. EncryptedChecksum seems to work across the board. Sending Packets with fragments from different groups does not seem to cause an issue. Packets are queued and sent based on calls from the Engine. Configurable delay (5ms currently) Reworked CachedPackets some, and now clear the list based on AckSeq packets from client. Sending AckSeq packets to the client seems to cause issues currently, need more testing. Moved some things around to fit this new model. Put message Group as a property on each message. And send this in fragment. Sounds now work again. Created new packet classes to encapsulate data in AuthenticationManager and CharacterManager and allow them to be send through the same model (though packets will never be manipulated). | 2017-02-25T07:06:09Z | 2017-02-27T11:28:37Z | 2017-02-27T11:28:37Z | 2017-02-27T11:28:37Z | 69dc8aef642f4f98682c2f99226f29d089d8624c | 0 | ed49ce86dc49ef0f97fd08d54bcedae47bbecc26 | c78d073e7d9db6f4a15e2d8f0063ac01212b0b50 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/90 | ||||
108463810 | MDExOlB1bGxSZXF1ZXN0MTA4NDYzODEw | 99 | closed | 0 | Character options are saving/loading from database. | sbaum23 22650655 | Resolves issue #80 | 2017-03-01T04:04:17Z | 2017-03-02T12:51:03Z | 2017-03-02T12:51:03Z | 2017-03-02T12:51:03Z | bde99ece02c9b0c6116aff4013a98a9d50fb3dc4 | 0 | 06de170aee121d9d949c21832accedc6c6f7b404 | 2e0b674c82aedabfb0cd04723a98a11d2a7fe0af | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/99 | ||||
108616423 | MDExOlB1bGxSZXF1ZXN0MTA4NjE2NDIz | 101 | closed | 0 | World object - Seralization with Example | Forbiddenz 25387933 | World Object with Example @spawntest. This will only work one time because ACE dont have any real way to increment guids properly. Still could use some cleanup, but this is a great start and very useful so I am PRing it now. | 2017-03-01T19:59:23Z | 2017-03-01T21:05:52Z | 2017-03-01T21:05:52Z | f56f81c9caef2a8f3b89f2da7260f77403ec93a5 | 0 | f8791e97784c689f6555f6e587462dab5bad8da1 | 2e0b674c82aedabfb0cd04723a98a11d2a7fe0af | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/101 | |||||
108653372 | MDExOlB1bGxSZXF1ZXN0MTA4NjUzMzcy | 102 | closed | 0 | World object - Improvement + Lifestone Test Object | Forbiddenz 25387933 | Use @spawntest to spawn a life stone. | 2017-03-01T23:28:15Z | 2017-03-02T22:47:00Z | 2017-03-02T12:55:01Z | 2017-03-02T12:55:01Z | 856a8a192efdd020fb4983d3217f06d9dc2bb4ac | 0 | b60fa81ea4dd15d7eb0df4715fe7e9e083f267b4 | 90b1967df4900475e6d686c36fac7654d0e740a7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/102 | ||||
108840458 | MDExOlB1bGxSZXF1ZXN0MTA4ODQwNDU4 | 104 | closed | 0 | portal.dat and cell.dat loading (issue #3) | Mogwai-TheFurry 25351661 | 2017-03-02T20:09:02Z | 2017-05-30T15:34:36Z | 2017-03-04T12:59:37Z | 2017-03-04T12:59:37Z | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | 0 | da3dca42a73e68e204bbc908c984aba9398909e4 | 7ce98a9f557f3a7ac0fe10e77891c57a72067a01 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/104 | |||||
109111509 | MDExOlB1bGxSZXF1ZXN0MTA5MTExNTA5 | 106 | closed | 0 | Continuing SO's WorldObject rework | Mogwai-TheFurry 25351661 | 2017-03-04T15:39:17Z | 2017-05-30T15:34:35Z | 2017-03-06T12:33:26Z | 2017-03-06T12:33:26Z | f3f26a22dff18a649afc727c6d66e5acacd1d494 | 0 | 02d91aa2e90dbd530ac8151071b6466498013689 | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/106 | |||||
109324275 | MDExOlB1bGxSZXF1ZXN0MTA5MzI0Mjc1 | 109 | closed | 0 | World Object Fix | Forbiddenz 25387933 | 2017-03-06T18:55:41Z | 2017-03-06T22:38:36Z | 2017-03-06T22:38:36Z | ac4848e6f4db25a59c5588ac068882a06bf50259 | 0 | 331d37a061a4270da1c09f356cf82849f1c98bb4 | f3f26a22dff18a649afc727c6d66e5acacd1d494 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/109 | ||||||
109342066 | MDExOlB1bGxSZXF1ZXN0MTA5MzQyMDY2 | 110 | closed | 0 | A fix to Prevent Skill Spend server crash and allow for max Ranked Skills (Infinity!) | fantoms 37453 | - Renamed abilityUpdate to skillUpdate, to reflect the correct function/variables. - Refactored the SpendXp skills function to send a gamemessage on failed skill updates that prevents client from locking up the Rank Up interface buttons. - Added an upper-bounds check to prevent skills from going out of bounds. - Created an offset variable to prevent +10 from going out of bounds when the rank is to high. - Changed the comment describing known issues on skillSpend | 2017-03-06T20:30:18Z | 2017-03-07T01:29:18Z | 2017-03-07T01:29:18Z | 2017-03-07T01:29:18Z | 2b59fc2d57dea3933a4467eda9b3dd03b1407cf0 | 0 | 352ce9c3143800214e5cb6ceed79ae53b237fad3 | f3f26a22dff18a649afc727c6d66e5acacd1d494 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/110 | ||||
109367076 | MDExOlB1bGxSZXF1ZXN0MTA5MzY3MDc2 | 111 | closed | 0 | Life stone Fix = World Object Fix Usable | Forbiddenz 25387933 | Adding proper flags to World Object Usable. | 2017-03-06T22:47:12Z | 2017-03-07T09:40:25Z | 2017-03-07T01:31:04Z | 2017-03-07T01:31:04Z | 4113108b99df8b49ed819b78bcfbcff469bf810d | 0 | c48f8645e8e789cfa066b1e84332b5dfe104c3f0 | f3f26a22dff18a649afc727c6d66e5acacd1d494 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/111 | ||||
109402490 | MDExOlB1bGxSZXF1ZXN0MTA5NDAyNDkw | 112 | closed | 0 | Save default character options when creating a character. | sbaum23 22650655 | When creating a character this will set several character options to true and save to the database. The options set to true are the same ones when you click the "Default" button in the options tab. | 2017-03-07T04:00:31Z | 2017-03-07T13:14:03Z | 2017-03-07T13:14:03Z | 2017-03-07T13:14:03Z | 93b5d5b4c0494c6008833d6fabf96b7d43c5228e | 0 | cea950f9db3847a64f71bc6613371230b6504878 | 4113108b99df8b49ed819b78bcfbcff469bf810d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/112 | ||||
109408343 | MDExOlB1bGxSZXF1ZXN0MTA5NDA4MzQz | 113 | closed | 0 | Max Rank Fireworks and Correct Skill Rank Up text Color | fantoms 37453 | - I could not find a way to check the skill rank after it was set, so I added a function to check max rank. If the function returns a Boolean true, then the server will play fireworks when reached max rank - Changed the message type to Advancement when increasing skills too reflect the correct skill advancement chat color. - Added a few summary comments and fixed remarks/known issues. | 2017-03-07T05:17:04Z | 2017-05-23T15:53:42Z | 2017-03-07T13:45:27Z | 2017-03-07T13:45:27Z | 555c39fb937d85f8317a21730a693ea8e57115a8 | 0 | 99077ee9b008312f8e7ff33ccb05f1fe5346d98d | 4113108b99df8b49ed819b78bcfbcff469bf810d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/113 | ||||
109819570 | MDExOlB1bGxSZXF1ZXN0MTA5ODE5NTcw | 115 | closed | 0 | Add host & port to connect messages | Zorgle 26289176 | 2017-03-09T01:04:31Z | 2017-03-09T01:26:45Z | 2017-03-09T01:26:45Z | 2017-03-09T01:26:45Z | 0850963d9efadbccd0de6f9dd990f61c5076b854 | 0 | bc0a5f343e22295662067adf2039d8f6322ac4bc | 555c39fb937d85f8317a21730a693ea8e57115a8 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/115 | |||||
110261867 | MDExOlB1bGxSZXF1ZXN0MTEwMjYxODY3 | 118 | closed | 0 | Landblocks | lurker-mcdoogle 26334665 | there are a lot of // TODO comments all over this thing. here's what I know works: /telepoi town1 /createlifestone /telepoi town2 /telepoi town1 ... and the lifestone is still there. Looked like Mogwai bailed yesterday so I figured I'd upload this stuff just in case you wanted it. Local chat was started, but not done. I may or may not have broken it - I didn't test. | 2017-03-11T14:52:38Z | 2017-03-13T01:57:25Z | 2017-03-13T01:57:25Z | 4859ab1f0705e56508071153f6a21ce302f796df | 0 | 80fca1b8c7f10d3411529677468c81c8b1dfcb9d | d1c9f1182daaa71e4447b17056c296a695e0eeea | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/118 | |||||
110264067 | MDExOlB1bGxSZXF1ZXN0MTEwMjY0MDY3 | 119 | closed | 0 | Level up on xp change, PropertyInt Message Types and skill credits | fantoms 37453 | - Changed the Character.Level variable from an int to a uint. - Added leveling up on grantxp. Since we don't get XP anywhere else, this is the only way so far. - Added skill credits. You cannot spend them to add skills yet. AvailableSkillCredits. - Changed the /grantxp command to allow up too 999,999,999,999 xp. - Followed @Zegeger and created a Network Message Type for PropertyInt - Allow for Max Level locking, set from the XP chart. - Added effects on leveling up. | 2017-03-11T16:08:42Z | 2017-05-23T15:53:44Z | 2017-03-18T13:59:42Z | 909d35a12d2133bc90e7337fb12219cbf607c4c8 | LtRipley36706 11369233 | 0 | 86f527705a1810387ef8a78f2f2ac95c20869b0e | 2e24a5831a6cd587535bf24a15624d3e5df0f08e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/119 | ||||
110329140 | MDExOlB1bGxSZXF1ZXN0MTEwMzI5MTQw | 121 | closed | 0 | Landblocks, logging, object factory prep work | lurker-mcdoogle 26334665 | there are a lot of // TODO comments all over this thing. here's what I know works: /telepoi town1 /createlifestone /telepoi town2 /telepoi town1 ... and the lifestone is still there. Features: * Landblock Management * Landblock Handoff of teleporting objects * Broadcasting of objects on a landblock based on existence * Update of objects in a landblock based on Movement * Landblock adjacency broadcasting * basic object factories * log4net - not having console output was killing me and we needed a logging framework anyway. nuget to the rescue. * moved "in front of" calculations to hang off the Position object for better reuse * PackedDWORD object * Delayed update of position after entering portal space seems to have helped porting stability. Known Issues * Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later. * local chat is untested and possibly/likely broken. Mag is showing up in the commit log because I squashed a commit with his name on it when attempting a rebase. Ended up just cherrypicking into a new branch. | 2017-03-13T02:23:28Z | 2017-03-18T18:42:28Z | 2017-03-18T18:42:28Z | 2017-03-18T18:42:28Z | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | Mogwai-TheFurry 25351661 | 0 | 1bd87faa1285f2602fc3094cee86ea91272b21a5 | 0285e2c7f7e18f34162980352d3f3ef179fe01f3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/121 | |||
110344221 | MDExOlB1bGxSZXF1ZXN0MTEwMzQ0MjIx | 125 | closed | 0 | Save Player Properties to db | fantoms 37453 | -Saves every 60 "ticks". Please advise on the best stats saving interval. -Implemented database update functions for character properties. -Added a character save ticker. Please advise on the proper location for this, I did this quickly. | 2017-03-13T06:02:12Z | 2017-05-23T15:53:47Z | 2017-03-18T14:00:13Z | 1780ababf28b229a79b6701ce83c95a8fd06b659 | LtRipley36706 11369233 | 0 | 3806e1567851a6d3528df948c4b9319be1827da9 | faeeb6e919c8f418cd74f89a415d3280309aca0a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/125 | ||||
110482391 | MDExOlB1bGxSZXF1ZXN0MTEwNDgyMzkx | 126 | closed | 0 | improved dat file content exporting | lurker-mcdoogle 26334665 | * improved cell.dat and portal.dat exporting * created admin server commands for exporting * unit tests that can be uncommented and run for exporting | 2017-03-13T19:42:02Z | 2017-03-14T18:32:43Z | 2017-03-14T18:32:43Z | 89a718f579721cde34350c938948b850472e2c63 | 0 | d7447cd565f7e767c52ef77b7ff6faf0918359d0 | 1caae60b567a44ac648c7414fbe4abd27575ecf7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/126 | |||||
110689312 | MDExOlB1bGxSZXF1ZXN0MTEwNjg5MzEy | 127 | closed | 0 | Dat File parsing | lurker-mcdoogle 26334665 | * improved cell.dat and portal.dat exporting, created admin server commands for them as well as unit tests that can be uncommented. * bug fix in DatFile with the FileOffset being wrong. started detailed documentation on dat file contents. * worked on some object parsing. found a bunch more object types in the client - now categorizes ALL portal files. | 2017-03-14T18:33:48Z | 2017-03-15T12:12:22Z | 2017-03-15T12:12:22Z | 2017-03-15T12:12:22Z | 1faa88b3b6c1b3061c56176e7b5408feefafe555 | 0 | d73ad958db18dd1bf490a8f6bfcde94c9b19ac56 | 1caae60b567a44ac648c7414fbe4abd27575ecf7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/127 | ||||
110992316 | MDExOlB1bGxSZXF1ZXN0MTEwOTkyMzE2 | 131 | closed | 0 | Create Training Wand | 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. | 2017-03-16T04:37:15Z | 2017-03-16T05:13:40Z | 2017-03-16T05:13:40Z | 8e676b214713063544540a82c27af56bd206d15d | 0 | 2f75a6bd431de765e77b8e400ea9c07b8d91ce09 | 2e24a5831a6cd587535bf24a15624d3e5df0f08e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/131 | |||||
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 | ||||
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 | ||||
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 | ||||
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 | |||||
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 | ||||
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 | |||||
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 | ||||
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 | ||||
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 | |||||
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 | ||||
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 | ||||
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 | ||||
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 | |||||
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 | |||||
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 |
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