# issues

node_id: MDExOlB1bGxSZXF1ZXN0MjE4ODg5MTQw
title: Improved monster timing / server animation sync
state: closed
created_at: 2018-09-28T08:21:40Z
updated_at: 2018-09-30T16:44:13Z
closed_at: 2018-09-30T16:44:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1029
type: pull
body:
  - Added direct visibility / line-of-sight test
  - Added ExecuteMotion, which plays the animation on both the client and server.
  	- EmoteManager - EmoteType.Motion now goes through ExecuteMotion, so animations like monsters going to sleep (skeletons/golems) will now be simulated properly on the server. This fixes the bug where monsters would start moving while they were still transitioning from sleep->wakeup
  - Added more robust logic for animation timing while switching combat stances, for both players and creatures
  - Added randomized stack size variances to mob projectiles, based on WieldedTreasure tables
  - Improved timing for all monster animation transitions (combat stance, missile launches, spellcasting)
  - Added randomized variance to monster melee attack delay (0.5-2s)
  - Fixed a bug where monsters selected combat maneuvers that didn't exist in their motion table
  - Fixed a bug where monsters would sometimes walk instead of run, when re-chasing targets
  - Fixed a bug where CreateObject network messages would be re-sent when monsters swapped inventory items

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node_id: MDExOlB1bGxSZXF1ZXN0MjE4OTkxODU3
title: Centralize ACE Timers
state: closed
created_at: 2018-09-28T14:43:41Z
updated_at: 2018-09-28T21:12:32Z
closed_at: 2018-09-28T21:12:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1030
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5MTIyNTkz
title: PlayerFactory
state: closed
created_at: 2018-09-29T03:36:27Z
updated_at: 2018-10-01T14:23:46Z
closed_at: 2018-10-01T14:23:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1031
type: pull
body:
  Player/Character creation has been pulled out of CharacterHandler and added to a new PlayerFactory.

  PlayerFactory includes a Create275HeavyWeapons function to help with load testing.

  SpendAllXp has been added to Player_Xp.cs. A command handler can be added to allow use of this feature from in-game.

  SpendAttributeXp, SpendVitalXp and SpendSkillXp no longer perform the work unless SpendXp was successful.

  Player ctor from weenie no longer takes a Session object. Instead, only the AccountId is passed. This allows player creation without needing a session.

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node_id: MDU6SXNzdWUzNjUwOTYxNjQ=
title: Stop sending Burden of WeenieType.Creature to everyone in CreateObject
state: closed
created_at: 2018-09-29T04:35:10Z
updated_at: 2019-03-23T05:38:40Z
closed_at: 2019-03-23T05:38:40Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  All creatures CreateObject messages currently include their burden. This was not the case for retail AC. Burden for creatures was only sent to that object, not broadcast. 

  This behavior is different for other weenietypes as other objects should include burden when they have that data.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE5MTQzNjE1
title: Adding detection for post-PY16 skills, installation instructions on player login
state: closed
created_at: 2018-09-29T11:47:16Z
updated_at: 2018-09-29T17:40:40Z
closed_at: 2018-09-29T17:40:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1033
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5MjE2NTEw
title: Updating September changelog
state: closed
created_at: 2018-09-30T17:34:00Z
updated_at: 2018-10-31T23:01:26Z
closed_at: 2018-09-30T18:09:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1034
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5Mzc5NzE5
title: PropertyDump added
state: closed
created_at: 2018-10-01T13:40:00Z
updated_at: 2018-10-01T13:52:05Z
closed_at: 2018-10-01T13:51:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1035
type: pull
body:
  Properties are no longer spit out on ident in debug builds.

  Now, you can use /propertydump to spit out all the properties of the last item you identified.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE5Mzg3OTY2
title: Fix DamageType for Boost spells
state: closed
created_at: 2018-10-01T14:03:40Z
updated_at: 2018-10-03T13:56:30Z
closed_at: 2018-10-01T14:18:43Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1036
body: Change DamageType to DamageType2 for LifeMagic Boost spells
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5NDMzNDkx
title: Rename DamageType2 to VitalDamageType
state: closed
created_at: 2018-10-01T16:13:51Z
updated_at: 2018-10-03T13:56:31Z
closed_at: 2018-10-01T18:12:09Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1037
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5NDk4NDgz
title: Landblock Preloading PoC
state: closed
created_at: 2018-10-01T20:04:32Z
updated_at: 2018-10-03T13:56:32Z
closed_at: 2018-10-02T16:53:24Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1038
body: -Add functionality for preloading landblocks and making them perma-loaded
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5NTM5NDQ5
title: Alleg Fixes plus fix for No Default SQL
state: closed
created_at: 2018-10-01T22:52:06Z
updated_at: 2018-10-03T18:00:33Z
closed_at: 2018-10-03T18:00:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1039
type: pull
body:
  Fixes an issue where a new characters will not show as joining an allegiance until a server restart. If the new character is the patron the server will crash, also fixed. During testing of the latest server code found that character creation was broken. Added that fix here by setting up Character.IsPlussed to 'true' in ..ACE\Source\ACE.Server\WorldObjects\Player.cs. I am not sure if it should be 'true' or 'false'.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE5NTU3Mzg2
title: Preventing RegenLocationType.Specific from spawning in another landblock
state: closed
created_at: 2018-10-02T00:57:03Z
updated_at: 2018-10-02T01:39:34Z
closed_at: 2018-10-02T01:39:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1040
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE5NzI0Mzk2
title: Refactored generators, improved RNG selection formula
state: closed
created_at: 2018-10-02T14:28:10Z
updated_at: 2018-10-03T19:02:00Z
closed_at: 2018-10-03T19:02:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1041
type: pull
body:
  - This fixes various bugs with generators, including:
    - Generators spawning too many objects
    - Generators RNG selecting the wrong objects
    - Generators missing various RNG formulas

  ===

  - InitCreate and MaxCreate should be ints instead of uints (still needs fixed for SQL output)
  - Generators now use RegenInterval heartbeats

  ===

  - Improved MotionRange broadcast performance slightly w/ distance squared
  - Improved performance for landblock objects by staggering the heartbeat offsets
  - Added default values for Generator properties
  - Moved HandlePhysics and ActiveLandblocks to UpdateGameWorld(), targeted to run @ 60hz
  - Updated SessionHandler for improved performance in common low usage scenarios. This needs to be re-evalulated to find the threshold where Parallel.ForEach improves performance
  - Removed calls to legacy Landblock.UpdateStatus() methods
  - Fixed a bug where resisted spells weren't alerting monsters
  - Fixed a crash for landblocks with no Info record

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node_id: MDExOlB1bGxSZXF1ZXN0MjE5Nzk0NDY1
title: Fix Generator Ints
state: closed
created_at: 2018-10-02T18:04:46Z
updated_at: 2019-01-05T23:23:01Z
closed_at: 2018-10-03T01:34:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1042
type: pull
body:
  InitCreate and MaxCreate were incorrectly set as uint. Changed to int

  ### **You will need to delete and re-create your shard and world databases**

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node_id: MDExOlB1bGxSZXF1ZXN0MjE5ODgyMDQx
title: Adding multistrike weapons
state: closed
created_at: 2018-10-03T00:15:40Z
updated_at: 2018-10-03T17:59:18Z
closed_at: 2018-10-03T17:59:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1043
type: pull
body:
  - There are a bunch of Bandit weapons that can be used for testing. https://github.com/ACEmulator/ACE-World-16PY/search?q=TripleSlash will show a bunch of multistrike weapons. /ci 12053 for a Bandit Lightning Dagger

  - The animation hit frames were synced up reasonably well, but I am still looking for something in the data that can tell us exactly which animation frames to strike on.

  - Two-handed weapons are temporarily double-striking, while cleaving is still being added

  - Fixed a bug with fist combat mode being broken

  - Improved dual wielding combat so that the stats from the offhand weapon are used on the offhand attacks

  - Added more comments to Player_Melee

  - Fixed a bug where melee combat was not sending the 'AttackDone' network message when 'Auto-repeat' attacks option was disabled, with the power bar refilling (but not attacking again)

  - Fixed a bug where players could poke things with a staff, and other melee weapons that weren't supposed to thrust

  - Multistrike anomalies: shieldless combat cannot thrust, shield combat cannot slash (no animation links for these stances)

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node_id: MDExOlB1bGxSZXF1ZXN0MjIwMDc5MzQ4
title: Adding two-handed weapons cleaving
state: closed
created_at: 2018-10-03T15:23:42Z
updated_at: 2018-10-03T19:03:06Z
closed_at: 2018-10-03T19:03:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1044
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIwMTE5MzY1
title: Updating the 'item is low on mana / out of mana' system
state: closed
created_at: 2018-10-03T17:31:46Z
updated_at: 2018-10-03T19:02:23Z
closed_at: 2018-10-03T19:02:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1045
type: pull
body:
  - Added the 'ItemManaDepleted' sound effect
  - Added a small delay between 'ItemManaDepleted' sound and 'SpellExpired' messages/sound effects. Not sure if retail just purged the item enchantments invisibly?
  - Changed the low mana warning timer from 30s -> 2m
  - Added commas to all numbers >= 1,000
  - Added /givemana developer function
  - Changed the wording of some messages to match retail:
     - mana -> Mana for low/depleted messages
     - added a missing . to the end of item lists

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node_id: MDExOlB1bGxSZXF1ZXN0MjIwNDA0MjY2
title: Timing
state: closed
created_at: 2018-10-04T14:42:38Z
updated_at: 2018-10-09T01:17:14Z
closed_at: 2018-10-06T23:45:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1046
type: pull
body:
  gmriggs, if you could please use your timing utils to verify that UpdateGameWorld is averaging 60fps.

  Also, I think checking if the session count >= 5 just to save 1ms for this line of code is wasteful: Parallel.ForEach(sessions, s => s.TickInParallel());

  On my system, the average overhead for the Parallel.ForEach call was 1ms to 2ms.

  TickInParallel takes on average, .1ms to .3ms but can spike to 5ms to 15ms.

  I think adding extra optimizations to ACE for player ranges of < 10 are a bit unnecessary. The server will already be extremely fast in such a scenario.

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node_id: MDExOlB1bGxSZXF1ZXN0MjIwODYxNjg1
title: WeeniePrecaching
state: closed
created_at: 2018-10-06T03:21:29Z
updated_at: 2018-10-09T23:55:11Z
closed_at: 2018-10-09T15:52:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1047
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIwODY4Mzk2
title: Adding support for level 8 spells
state: closed
created_at: 2018-10-06T06:26:43Z
updated_at: 2018-10-09T15:47:27Z
closed_at: 2018-10-09T15:47:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1048
type: pull
body:
  - Updated Spell enum to have consistent casing between spell levels
  - Fixed a bug in the spell DAT reader for component loss (uint -> float)
  - Fixed a 'collection was modified' error during player death while removing enchantments
  - Added /dispel developer command
  - Added /showstats debug command to show all player attribute and skill levels from server
  - Improved /buff command with an optional spell level # parameter
  = Fixed a bug where /buff command was applying multiple versions of the same spells
  - Fixed a bug where level 8 spells had their minimum power set to 350 instead of 400
  - Fixed a bug where level 8 spell effects were too small
  - Added TransferFlags enum for life magic transfer spells
  - Fixed a bug where no death message was displayed for death blows from DamageType.Health (harm, drain, life projectiles)
  - Fixed a bug where item enchantments were having their ticks applied twice
  - Fixed a bug where mages would cast spells before rotating completely to target
  - Added level 8 item auras to EnchantmentManager.GetModifier()
  - Player magic refactoring
  	- Fixed a bug where players would windup / fizzle if they didn't have enough mana
  	- Updated text messages for life magic transfer and boost spells to match retail more closely
  	- Fixed a bug where life projectiles were getting the target stats instead of the source stats
  	- Updated life magic transfer spells to use TransferFlags

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node_id: MDExOlB1bGxSZXF1ZXN0MjIwOTE0NjY5
title: Improved death messages for PK battles
state: closed
created_at: 2018-10-06T22:18:31Z
updated_at: 2018-10-09T21:05:41Z
closed_at: 2018-10-09T21:05:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1049
type: pull
body:
  Improved death message system to include death messages from other perspectives: the attacker, the victim, and nearby players

  - Added /sticky command - prevents players from leaving corpses and losing items on death
  - Fixed /heal to use max vitals
  - Added /deathxp command
  - Added randomized death messages for monsters killing players, based on damage type
  - Fixed a bug where spell projectiles weren't triggering the critical death messages
  - Improved the generic creature -> player death pipeline
  - Fixed a bug where monsters would continually attack players while still materializing at the lifestone

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node_id: MDExOlB1bGxSZXF1ZXN0MjIwOTcwODgw
title: Improved player movement when using items (corpses/chests/doors)
state: closed
created_at: 2018-10-07T20:18:29Z
updated_at: 2018-10-09T15:50:05Z
closed_at: 2018-10-09T15:50:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1050
type: pull
body:
  - Fixed a bug where player would switch to Peace mode to open containers
  - Fixed a bug where player would return to an open container for closing
  - Fixed a bug with arbitrary delays for using / rotating towards items (0.5s/1.0s)
  - Improved animation timing when using consumables (food/drink)
  - Fixed various bugs with player switching to Peace mode to perform various actions, instead of using the current stance
  - Fixed a bug where NPCs were running Actions before completing rotation towards player
  - Refactored MoveToChain a bit

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node_id: MDU6SXNzdWUzNjc4ODgyOTI=
title: Jump not seen by others
state: closed
created_at: 2018-10-08T17:38:22Z
updated_at: 2018-10-26T21:55:16Z
closed_at: 2018-10-26T21:55:16Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Login any 2 Characters and stand face to face, Go thru the Emotes U,I,j and so on. They all can be seen by the other player... all but Jump. When one player jumps the other player see nothing happen.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjIxMjE1NDg4
title: Adding methods to QuestManager
state: closed
created_at: 2018-10-08T19:10:16Z
updated_at: 2018-10-13T07:57:05Z
closed_at: 2018-10-13T07:57:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1052
type: pull
body:
  - Added quest solve timers to item pickups
  - More methods added to QuestManager
  - Fixed a bug where recipe items could be combined with themselves
  - Added ConvertToMoASkill() to recipe skill checks
  - Added Item Tinkering to skill updates

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node_id: MDU6SXNzdWUzNjc5Nzg2Mjk=
title: Cannot send tells to non-players
state: closed
created_at: 2018-10-08T22:46:47Z
updated_at: 2019-01-25T23:17:33Z
closed_at: 2019-01-25T23:17:33Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report
  - [ X ] feature request
  ```

  ### Desired functionality.
  In GameActionTell.cs, the only "object" you can send a @tell to is another player. You need to be allowed to send @tell to NPCs. Specifically, the Professors of Magic responded to @tell commands and there were also others, as well.

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node_id: MDExOlB1bGxSZXF1ZXN0MjIxNDY2NjEx
title: Fix Landblock loading. Portaling collisions are now much more responsive
state: closed
created_at: 2018-10-09T14:40:13Z
updated_at: 2018-10-09T23:54:53Z
closed_at: 2018-10-09T20:53:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1054
type: pull
body:
  Before, landblocks were loading all their assets in the ctor on the same thread.

  Now, we off-load that loading onto separate threads and use an actionQueue to perform the resulting work in the landblock Tick.

  Cleaned up the IsTeleporting flag. This should only be set/managed by the function that actually does the teleportation.

  NetworkSession has timers that control how often we send messages to the client. The check was > but should have been >=. If an end-user wants to set a time of 0, > would not have worked.

  Removed undeveloped/legacy LandBlockStatus code. This was used for our WinForms diagnostics app. We can redevelop this for the current state of ACE in the future if/when we have a diagnostics API.

  Fixed a crash in EmoteManager from player being null (after teleportation)

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node_id: MDExOlB1bGxSZXF1ZXN0MjIxNjQzNTc1
title: Add teleloc to SQL writers
state: closed
created_at: 2018-10-10T02:51:24Z
updated_at: 2019-01-05T23:23:01Z
closed_at: 2018-10-10T02:54:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1055
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIxODAzNjUx
title: GameMessagePlayerTeleport was malformed
state: closed
created_at: 2018-10-10T14:07:15Z
updated_at: 2018-10-11T00:40:31Z
closed_at: 2018-10-10T16:59:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1056
type: pull
body:
  Furthermore, in retail, the sequence sent in GameMessagePlayerTeleport is always the PREVIOUS sequence value, and then the sequence get's incremented AFTER the message is actually secent (and thus, sent in the next UpdatePosition message).

  For simplicity, ACE just increments the sequence BEFORE this message is sent. It doesn't seem to affect the client or decal and is cleaner this way.

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node_id: MDExOlB1bGxSZXF1ZXN0MjIxOTc0OTI5
title: Proper GameMessagePlayerTeleport fix.
state: closed
created_at: 2018-10-11T00:48:31Z
updated_at: 2018-10-11T00:51:13Z
closed_at: 2018-10-11T00:50:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1057
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIyMzY4ODI3
title: Adding more quest emotes
state: closed
created_at: 2018-10-12T07:04:55Z
updated_at: 2018-10-15T07:49:35Z
closed_at: 2018-10-15T07:49:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1058
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNDk3ODcy
title: VitalHeartBeat performance optimizations
state: closed
created_at: 2018-10-12T15:07:29Z
updated_at: 2018-10-13T12:21:28Z
closed_at: 2018-10-13T07:57:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1059
type: pull
body:
  These changes are the result of profiling.

  VitalHeartBeat (formerly VitalTick) had code that iterated over all enchantments several times. This reduces the number of times those collections are iterated over on each heartbeat.

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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNjExNjQ5
title: LaunchMissile check for null (fix exception)
state: closed
created_at: 2018-10-12T23:48:19Z
updated_at: 2018-10-13T12:21:40Z
closed_at: 2018-10-13T07:58:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1060
type: pull
body:
  Should this even be wrapped in an actionchain?

  We shouldn't wrap things in action chains now unless we really need to.

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node_id: MDU6SXNzdWUzNjk3ODkwOTE=
title: Olthoi Swarm Eviscerator badly attempting to wield Quarter Staff
state: closed
created_at: 2018-10-13T10:26:45Z
updated_at: 2018-10-15T07:50:20Z
closed_at: 2018-10-15T07:50:20Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Issue visible by teleporting to the following coordinates...
  @teleloc  0x574E0103 [9.067720 -11.236900 -29.995001] -0.966798 0.000000 0.000000 -0.255542

  ### Desired functionality.
  Olthoi mobs shouldn't be wielding items

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node_id: MDU6SXNzdWUzNjk3ODk3NjI=
title: @adminvision on not revealing hidden items, such as generators
state: closed
created_at: 2018-10-13T10:35:34Z
updated_at: 2018-10-15T07:50:50Z
closed_at: 2018-10-15T07:50:50Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Should be a Linkable Item Generator at this location...
  @teleloc 0x574E0103 [9.067720 -11.236900 -29.995001] -0.966798 0.000000 0.000000 -0.255542

  Another location of a Linkable Item Generator:
  @teleloc 0x01560130 [19.643900 -73.242100 -11.995000] 0.282177 0.000000 0.000000 -0.959362

  ### Desired functionality.
  Toggling @adminvision to the on state, with an admin account, should reveal the placement of generators.

  ### Mention any other details that might be useful.
  Specifically for generator weenie 15759, which is the generator type at the above locations, modifying the Visibility bool property does reveal the generator.  However, the issue appears to apply to all generators, as they also do not become visible when toggling on @adminvision, when traveling to their locations given in the SQL data files.

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node_id: MDU6SXNzdWUzNjk3OTA1NDQ=
title: Linkable Item Generators failing to spawn their linked items
state: closed
created_at: 2018-10-13T10:45:56Z
updated_at: 2018-10-15T07:50:58Z
closed_at: 2018-10-15T07:50:58Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Example of issue:  Generator at this location,
  @teleloc 0x01560130 [19.643900 -73.242100 -11.995000] 0.282177 0.000000 0.000000 -0.959362,
  should be spawning a Hard Cove Apple Cider at this location @teleloc 0x01560102 [-2.692260 -73.242500 -17.955000] 0.956172 0.000000 0.000000 -0.292804

  ### Desired functionality.
  Linked items should be spawned by Linked Item Generators

  ### Mention any other details that might be useful.
  https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/0156.sql has the data points for the example given of the bug in this issue report
  https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/545C.sql has another Linkable Item Generator type that is also not spawning its items

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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNjk5MjY4
title: Some bug fixes - Resolves #1061, #1062 & #1063
state: closed
created_at: 2018-10-14T07:48:03Z
updated_at: 2018-10-15T07:50:19Z
closed_at: 2018-10-15T07:50:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1064
type: pull
body:
  - Fixed a bug where Olthoi Swarm Eviscerator would spawn a quarter staff in its inventory, and attempt to wield it
  - Fixed a bug where some linkable generators were not being classified correctly, and not spawning all of their objects
  - Fixed a bug where '/adminvision on' would not take effect immediately
  - Fixed a bug where larger monsters were not being detected as within melee range of player

  Thanks @kdmxp256 for finding and reporting these bugs

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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNzA1ODE5
title: Adding more quest emotes, refactoring EmoteManager
state: closed
created_at: 2018-10-14T10:16:11Z
updated_at: 2018-10-15T17:06:56Z
closed_at: 2018-10-15T17:06:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1065
type: pull
body:
  - Started to add @qst command to match admin client.
  - Added Home position for all Creatures, and support for the MoveHome emote
  - Removed the redundant delay adding code from the individual emotes.
  - Removed most of the ActionChain code from the inner ExecuteEmote function.
    These are both now handled consistently by the calling function, ExecuteEmoteSet.
  - The EmoteManager refactoring is geared towards supporting an important feature, the concept of queueing and blocking emote sets.
  - Added support for NPCs in the busy state while executing an emote chain
  - Added support for monster AiOptions. Currently the only known option is the ability to open doors. Monsters such as Olthoi will now open the squishy doors when they touch them
  - Fixed a bug where instant healthbar updates for the player's attack target were not correctly reporting the death blow
  - Fixed a bug where some ethereal objects such as portals were blocking the movement of some creatures
  - Fixed a possible null pointer exception with ActionChain.AddChain() being passed an empty chain
  - Fixed a bug where TurnToHeading in the movement packet was not sending the DesiredHeading

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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNzQ2MTA3
title: Command verb "list" for developer command /telepoi
state: closed
created_at: 2018-10-14T22:00:00Z
updated_at: 2018-10-19T00:47:30Z
closed_at: 2018-10-19T00:04:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1066
body: (re)caches and lists all POIs
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIyNzUyMDE1
title: More profiling based improvements
state: closed
created_at: 2018-10-14T23:46:08Z
updated_at: 2018-10-16T03:32:57Z
closed_at: 2018-10-16T03:06:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1067
type: pull
body:
  There are 2 major changes in this PR.

  1) NetworkSession GameMessageGroup based bundles have been switched from a concurrent dictionary to an array. An array will be many times more performant as there are only 12 elements and they're aligned to a 64bit boundary, thus making get/sets atomic. As such, we can simplify the way we lock access to each element.

  2) Landblock ctor async code has been grouped up into a single thread. Furthermore, the database work being performed inside that thread will no longer spawn more threads by using parallel calls. This makes sure that landblock construction an obtaining assets doesn't eat up the applications idle threads from the pool. We want to save those threads for more important work that will help keep UpdateGameWorld running smoothly.

  Renamed the Session tick functions to be more appropriate. 

  Removed the unnecessary check/recheck code from LandblockManager.GetLandblock. This is a common routine for a pattern we used to be using but are no longer, thus, there is no need for the check/recheck.

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node_id: MDExOlB1bGxSZXF1ZXN0MjIyODA0Nzgy
title: Some SQL Writer tweaks
state: closed
created_at: 2018-10-15T07:21:46Z
updated_at: 2019-01-05T23:23:00Z
closed_at: 2018-10-15T07:51:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1068
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjIyODE4NTc2
title: Adding dispels and pressure plates
state: closed
created_at: 2018-10-15T08:18:49Z
updated_at: 2018-10-16T03:07:42Z
closed_at: 2018-10-16T03:07:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1069
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI0MTkxMTI5
title: Fixing jump in multiplayer, refactoring movement and animation systems for network and game layers
state: closed
created_at: 2018-10-19T07:14:22Z
updated_at: 2018-10-23T04:16:53Z
closed_at: 2018-10-23T04:16:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1070
type: pull
body:
  - UniversalMotion has been replaced with a new Motion class, which has a much simpler API
  - Fixed a multiplayer bug where jumping couldn't be seen by other players
  - Added Network structures for all movement and animation related packets in Network.Motion namespace
  - Fixed a bug where players performing standing longjumps would repeatedly appear to run ahead and snapback in multiplayer
  - Improved parsing of contact/isgrounded/sticky/standinglongjump/ flags in movement packets
  - Added network reader alignment
  - Fixed a bug where creatures were broadcasting UpdatePosition messages when performing emotes while standing still
  - Improved performance of GfxObjCache

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node_id: MDExOlB1bGxSZXF1ZXN0MjI0NDgwNjYy
title: Landblock item saving + Much more
state: closed
created_at: 2018-10-20T15:13:44Z
updated_at: 2018-10-23T23:56:15Z
closed_at: 2018-10-23T20:52:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1071
type: pull
body:
  * Server Shutdown
   - Improved shutdown process.
   - More status messages are sent to the logger
   - The server now waits for database operations to complete

  * Landblocks
   - Fixed a bug where landblocks were loading equipped items as objects owned by the landblock (they're owned by the player, who in turn is owned by the landblock)
    - Fixed a crash when trying to add a bad WO to the landblock

  * WorldObject Decay
   - Now controlled by the landblock
   - WorldObject_Decay.cs added to manage decay of all decayable objects
   - WorldObject_Database now has functions to determine what static objects and what dynamic objects should be saved to the shard

  * WorldObject Database Persistence
   - To/From player inventory actions no longer trigger database actions. Single database actions are costly
   - Players are saved to the database on a per player 5 minute interval. This collects all of their items and saves them in parallel
   - Landblocks save their items to the database on a per landblock 5 minute interval. This collects all of their items and saves them in parallel.
   - Only items that do not exist in the database but should, or, exist and have changes are saved.
   - Static objects like housing, etc.. should now properly save/restore as well

  * WorldObject.Destroy
   - Now destroys all contained items (if any exist)
   - Now destroys all equipped items, (if any exist)

  * Shard Database
   - Fixed a bug when a biota was removed and then resaved to the db.

  * Positions
   - PositionType moved to the ACE.Entity.Enum.Properties folder, and set to a : ushort
   - PositionType Ephemeral support aded.
   - PositionType.Home set to Ephemeral

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node_id: MDExOlB1bGxSZXF1ZXN0MjI0NTMwMjE0
title: Improving monster animation sync between server and client
state: closed
created_at: 2018-10-21T09:57:59Z
updated_at: 2018-10-23T04:21:10Z
closed_at: 2018-10-23T04:21:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1072
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI0NjU4NzU4
title: DatDatabase ReadFromDat thread safety added
state: closed
created_at: 2018-10-22T12:04:49Z
updated_at: 2018-10-23T13:48:06Z
closed_at: 2018-10-23T12:27:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1073
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI0ODMwMDA2
title: changing @portal_bypass to also ignore quest restrictions
state: closed
created_at: 2018-10-22T22:08:16Z
updated_at: 2018-12-07T02:14:50Z
closed_at: 2018-10-23T12:31:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1074
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI0OTE5Mzc4
title: Lugian animation / stance improvements
state: closed
created_at: 2018-10-23T07:06:21Z
updated_at: 2018-10-24T23:52:43Z
closed_at: 2018-10-24T23:52:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1075
type: pull
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node_id: MDU6SXNzdWUzNzQwMjc5MDA=
title: Inventory items reapearing in Backpack after log out/in
state: closed
created_at: 2018-10-25T16:19:48Z
updated_at: 2018-10-31T20:01:35Z
closed_at: 2018-10-31T20:01:35Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  I got the latest ACE Build. deleted the old Database. Installed the latest 16PY v0.0.20. Created my Player account created my Charactor got teleported out to Holtburg with my started gear ( Academy coat, 2x oil, Starter wand, bread, Letter, book, and so on. I lifestoned and went to drop the junk on the Town Crier.
  Dropped the Bread, Coat, Oils Letter and so on on the Town Crier. I kept the Tapers, Scarab, ust and Blue Gem. Ran down and grabbed a Faran Robe and went back to the LS. Logged out and back in and I got the Bread, Calling Stone (Originally given to the Society Agent) letter and book back in my backpack. I did this experiment because I had the same issue appear with the last player I was working with testing things. It put the Harvester Pincer and the heal kits as well as the ring and C note back in my pack. Even though I had done the Quest the day before, Logged out wne tot work did my daily running and so on. ( I also had left the server running after the quest) I never shut it down. It was running for like 15 Hours straight. Sorry to babble.  BTW it started with the Completed issue fix that stated something about and many more fixs. Sorry I can't remember what number it was, I think it was the one before the Lugian fix.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjI1OTc1NDkx
title: Landblock async physics loading + some physics profiling improvements *NEEDS TESTING*
state: closed
created_at: 2018-10-26T04:49:58Z
updated_at: 2018-10-28T14:11:51Z
closed_at: 2018-10-28T04:29:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1077
type: pull
body:
  * Vertex/Polygon/BSP cache disabled by default
  * GfxObjCache is now thread safe
  * DBObj boxing/unboxing improvements

  With the above changes, landblock physics loading uses about 30% less CPU.

  * Landblock now loads physics assets in the async worker created in the landblock ctor. 
  There might still be some bugs from this, will need some testing.

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node_id: MDExOlB1bGxSZXF1ZXN0MjI2MzAyNjk2
title: Give item fix
state: closed
created_at: 2018-10-27T15:35:35Z
updated_at: 2018-10-28T14:11:30Z
closed_at: 2018-10-28T04:29:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1078
type: pull
body:
  Fixed corpses not decaying at Corpse.EmptyDecayTime after they were looted.

  Fixed items given to NPC's reappearing back in your inventory. Item.Destroy() was not being called on the object after it was processed. Destroy() will remove the item from the database, thus, breaking the link from the player.

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node_id: MDExOlB1bGxSZXF1ZXN0MjI2MzQwMjE2
title: Refactoring LandblockManager, improving VitalTick performance
state: closed
created_at: 2018-10-28T03:29:54Z
updated_at: 2018-10-28T13:56:49Z
closed_at: 2018-10-28T13:56:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1079
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI2NDI1NjIz
title: remove redundant dictionary in sql writer
state: closed
created_at: 2018-10-29T03:07:19Z
updated_at: 2019-01-05T23:22:59Z
closed_at: 2018-11-01T06:54:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1080
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI2OTQ0MTcw
title: More item destruction fixes
state: closed
created_at: 2018-10-30T14:26:50Z
updated_at: 2018-11-11T02:24:13Z
closed_at: 2018-10-31T19:35:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1081
type: pull
body:
  Retain TimeToRot magic values of 0 and -1. They may have come from the weenie.

  Destroy stacks that are consumed.

  Destroy consumables when they're consumed.

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node_id: MDExOlB1bGxSZXF1ZXN0MjI3MDI5NDcy
title: Adding particle emitters
state: closed
created_at: 2018-10-30T18:14:36Z
updated_at: 2018-11-01T06:55:12Z
closed_at: 2018-11-01T06:55:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1082
body: Much thanks to Pea and parad0x for their pioneering work to RE these systems
type: pull
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node_id: MDU6SXNzdWUzNzU5NjI3Njk=
title: Able to drop Attune and Bonded items
state: closed
created_at: 2018-10-31T13:29:58Z
updated_at: 2019-01-04T01:58:57Z
closed_at: 2019-01-04T01:58:57Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  add a Attune, Bonded item... /ci 22080
   (Imp Staff)
  Attempt to drop it from your inventory. (Can't)
  Equip the staff. Now drag and drop it to the ground (Have not tried to give to another character) you WILL be allowed to drop it to the ground. Another character CAN pick it up
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzNzYwODQwNjQ=
title: Items Dissapearing immediately when dropped
state: closed
created_at: 2018-10-31T17:42:37Z
updated_at: 2018-12-14T17:27:42Z
closed_at: 2018-12-14T17:27:42Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  Ok I noticed this issue when starting a new "Player" Character for testing.

  1)Drop item, Logout
  2) Log back in, pick up item.
  3) Log out/Log in Drop item (item disappears immediately)
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjI3NDY3NDA0
title: Updating October changelog
state: closed
created_at: 2018-10-31T23:01:59Z
updated_at: 2018-11-30T23:04:48Z
closed_at: 2018-11-01T06:58:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1085
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI3NTI5MTQx
title: Fixes for Anniversary Event emotes
state: closed
created_at: 2018-11-01T06:52:03Z
updated_at: 2019-01-05T23:22:58Z
closed_at: 2018-11-02T00:10:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1086
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI4NTM4Mjk3
title: correcting bug causing server crash when using pools
state: closed
created_at: 2018-11-06T00:33:54Z
updated_at: 2018-12-07T02:15:02Z
closed_at: 2018-11-06T12:43:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1087
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI4NTYxNjUy
title: adding @netstats admin command
state: closed
created_at: 2018-11-06T03:12:52Z
updated_at: 2018-11-07T17:40:26Z
closed_at: 2018-11-07T17:40:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1088
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI4ODY0MzI0
title: Updating particle system
state: closed
created_at: 2018-11-06T23:01:17Z
updated_at: 2018-11-08T19:43:38Z
closed_at: 2018-11-08T19:43:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1089
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjI5NjEwMTUz
title: Improved ShadowPart performance
state: closed
created_at: 2018-11-09T07:33:25Z
updated_at: 2018-11-11T19:51:20Z
closed_at: 2018-11-11T19:51:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1090
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMwMDE4NzA0
title: More profiling based improvements
state: closed
created_at: 2018-11-12T05:01:59Z
updated_at: 2018-11-20T13:47:18Z
closed_at: 2018-11-15T02:52:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1091
type: pull
body:
  * Landblock LoadMeshes summary improved

  * Fix LScape get_landblock thread safety 
  This should fix some exceptions

  * Only create the WorldObject.ObjectGuid once 
  a new ObjectGuid was being created for every get request even though Biota.Id is static.

  * EnchantmentManagerWithCaching
  The new class WithCaching inherits from EnchantmentManager.
  The caching class invalidates the cache any time an enchantment is added or removed
  Initial set of caches have been added based on profiling. More will be added as time permits.

  With all the recent improvements we've made, plus these, i'm now simulating 50+ active players. This is a massive improvement over where we were last month.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMwMDIzMjA2
title: Improving DatLoader for third-party apps
state: closed
created_at: 2018-11-12T05:40:05Z
updated_at: 2018-12-02T14:39:57Z
closed_at: 2018-11-22T06:33:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1092
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMwMjE3NzQ5
title: Make StackSize an int instead of ushort
state: closed
created_at: 2018-11-12T17:46:44Z
updated_at: 2019-01-05T23:22:57Z
closed_at: 2018-11-15T17:50:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1093
body: Fixes issue with HousePayment
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMxMDUxNzIx
title: Action queue remove dequeue
state: closed
created_at: 2018-11-15T02:54:12Z
updated_at: 2018-11-20T13:47:08Z
closed_at: 2018-11-20T13:44:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1094
type: pull
body:
  This is a small change, yet a big change.

  It removes a big feature of the ActionQueue system, the ability to dequeue pending acitons. This was added during the time when we had the idea of using micro transactions in ACE via these ActionQueues.

  We have since diverged from micro transactions, and thus, the ability to Dequeue is no longer needed. We also have no use case for the ability to dequeue a pending action before it's acted on in the future.

  By removing this requirement, we can switch the ActionQueue backing from a LinkedList to a ConcurrentQueue.

  This change reduces the CPU ActionQueues require by half.

  This adds up when you consider that every WorldObject is an Actor with their own action queues, and those action queues are ticked every UpdateGameWorld tick.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMxMjI5MDAz
title: Changed format of ServerStatus, Total CPU Time to match Server Runtime.
state: closed
created_at: 2018-11-15T15:12:29Z
updated_at: 2018-11-15T15:38:53Z
closed_at: 2018-11-15T15:38:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1095
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMxNzM5NzA0
title: Property Dictionaries
state: closed
created_at: 2018-11-17T17:21:30Z
updated_at: 2018-11-20T13:46:57Z
closed_at: 2018-11-20T13:44:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1096
type: pull
body:
  This, again, is a pretty significant change even though it seems very minor.

  Previously, any time a biota property was get/set/removed, the action would iterate over the biota property collections to perform the action. As you can imagine, if the property was toward the back of the collection, the overhead was significant.

  Now, we cache those records in dictionaries keyed by the property key.

  This reduces the CPU needed for the actions by about 80%.

  What's the catch?

  The catch is that if a developer adds/removes to/from the biota property records directly, the dictionaries will get out of sync and exceptions will most likely be thrown.

  This isn't a new requirement though. We already had a requirement that everything had to go through the GetProperty, SetProperty and RemoveProperty functions.


  This PR also includes an exception being thrown when merging onto a stack that didn't exist. I saw this issue from VTank. Not sure how the client was actually able to perform the merge.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMxNzkyNDA5
title: keepOpen option added to DatDatabase FileStream
state: closed
created_at: 2018-11-18T14:42:55Z
updated_at: 2018-11-20T13:46:45Z
closed_at: 2018-11-20T13:45:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1097
type: pull
body:
  Default is off, which should act exactly as ACE did before.

  The use of this feature is set in Program.cs via the following line:
  DatManager.Initialize(ConfigManager.Config.Server.DatFilesDirectory, true);

  I did not actually profile this, so, I don't know if reusing the filestream actually makes a difference. This is the reason for the **NEEDS TESTING** tag.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMxODQ2Mjg3
title: Fix Door/Chest appraisal issue
state: closed
created_at: 2018-11-19T03:52:48Z
updated_at: 2019-01-05T23:22:57Z
closed_at: 2018-11-21T04:47:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1098
type: pull
body:
  Fix issue with appraisal of Doors and Chests with respect to lockpick chances, resists and false "bonus"

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node_id: MDExOlB1bGxSZXF1ZXN0MjMyODI0Njg1
title: Appending client lib
state: closed
created_at: 2018-11-21T23:45:24Z
updated_at: 2018-11-26T19:37:15Z
closed_at: 2018-11-25T18:23:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1099
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMzMjgwNjk1
title: Treasure for chests.
state: closed
created_at: 2018-11-23T21:20:23Z
updated_at: 2018-12-03T14:52:39Z
closed_at: 2018-12-03T14:52:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1100
type: pull
body:
  The treasure feels kind of lite, but it matches with the max items field...

  Also, fixed the long description for casters/weapons, for now.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMzMjg1MzQw
title: Update readme installation
state: closed
created_at: 2018-11-23T22:19:58Z
updated_at: 2018-11-24T02:10:10Z
closed_at: 2018-11-24T02:10:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1101
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjMzMzA1NjE4
title: Adding scrolls to loot profiles
state: closed
created_at: 2018-11-24T07:20:03Z
updated_at: 2018-11-28T02:51:47Z
closed_at: 2018-11-28T02:51:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1102
type: pull
body:
  Scroll weenies are cached into lists, then created from those weenies, so the database isnt hit everytime there is a new scroll created.

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node_id: MDExOlB1bGxSZXF1ZXN0MjMzNDE5NTcy
title: PlayerManager
state: closed
created_at: 2018-11-26T02:02:14Z
updated_at: 2018-12-02T19:44:57Z
closed_at: 2018-12-02T19:41:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1103
type: pull
body:
  This is a very big change that helps solve several issues ACE had, as well as clean up several systems.

  The main change in this PR is the addition of the PlayerManager class.

  IPlayer Interface
   - This interface has been added
   - Player and OfflinePlayer implement this interface
   - This allows common functionality to be defined for any player (online or offline) where needed (Friends, Allegiance, etc..)

  Previously, we had the AllPlayers collection held by WorldManager.
   - This loaded every player biota at startup into a Player object.
   - The load time was very slow as it also loaded player inventories
   - Player objects are very heavy and not suited to hold offline player information

  AllPlayers is now replaced with PlayerManager
   - All player objects are loaded at startup into OfflinePlayer objects
   - OfflinePlayer objects are very light weight, and allow getting/setting of player properties
   - OfflinePlayers with changes persist to the database every hour, and at server shutdown
   - PlayerManager manages the transition from an OfflinePlayer to a Player object when a user enters a player into the world
   - PlayerManager manages the transition from a Player to an OfflinePlayer object when a user logs out or a session drops
   - PlayerManager is the utility to be used when searching the server for both online and offline players

  This further brings changes to how WorldManager exposes Sessions.
   - Previously, sessions would be iterated through to find online players. This is slow and not the intended use of sessions
   - WorldManager find session functions should only be used when the primary purpose is to find/use a session, not a player.
   - The functions that exposed players via sessions in WorldManager has been removed. Users of those functions have now been ported over to the appropriate PlayerManager function.

  Friends:
   - Friend status updates work again.
   - Friends status update no longer sends inverse friends
   - Friends status update no longer sends friends of friends

  Allegiance:
   - You can swear/break allegiance, however, there are still bugs related to updating
   - Allegiance will be gone through in a followup PR to make sure allegiances work across online/offline players and persist through logins/outs as well as server restarts

  WorldObject.Name:
   - This needs to be reevaluated
   - I don't believe Name should be overriden like it is by Sentinal (where the + is added)
   - To show the + (where applicable), we should have a new function/property that gets the name with plus (if one exists)
   - DisplayName alraedy exists as a different property. I'm not sure if this is the place where the + should be added, or, if DisplayName is either obsolete or serves a different purpose and another property should be used.

  Player Tracking -> IsOnline:
   - IsOnline has been removed
   - IsOnline was a requirement when we didn't have a separate lists for Online and Offline players.
   - With the addition of PlayerManager managing Online/Offline players, this bool is no longer needed.

  Session -> IsOnline
   - IsOnline has been removed
   -This was another IsOnline bool that wasn't even used.

  AdminCommand -> ServerStatus
   - Added TotalAccountsCreated and TotalCharactersCreated

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node_id: MDExOlB1bGxSZXF1ZXN0MjMzNDI5ODQ4
title: fixing networking bugs
state: closed
created_at: 2018-11-26T03:37:03Z
updated_at: 2018-12-07T02:14:33Z
closed_at: 2018-12-01T04:58:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1104
type: pull
body:
  - fixing bug causing AcknowledgeSequence packets to increment the lastReceivedPacketSequence variable, causing the Sequence to break and never recover for that session
  - fixing bug causing RequestTransmit packets to be ignored
  - fixing bug causing the server to crash when a C2S packet is corrupt or malformed
  - changing the C2S RequestForTransmit packet count to be per request packet instead of per requested sequence
  - adding developer commands junk, junk_s2c, junk_c2s, trash_s2c, and trash_c2s to simulate bad connections and manually corrupt packets
  - adding a generational feature to ISSAC to aid in development of network layer
  - adding preprocessor definition NETDIAG and directives to ACE.Common and ACE.Server to help development by preserving troubleshooting tools without interference with the optimal solution

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node_id: MDExOlB1bGxSZXF1ZXN0MjMzNzUwOTky
title: Updating audio export
state: closed
created_at: 2018-11-27T01:31:13Z
updated_at: 2018-11-27T06:15:34Z
closed_at: 2018-11-27T06:15:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1105
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM0NDYyNTk1
title: Added three new dat FileTypes
state: closed
created_at: 2018-11-28T23:45:36Z
updated_at: 2020-06-15T20:59:08Z
closed_at: 2018-11-29T04:52:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1106
body: Added RenderTexture, String and Font to DatLoader.FileTypes
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM0NTAyMzgz
title: SequenceManager simplification
state: closed
created_at: 2018-11-29T04:04:59Z
updated_at: 2018-11-29T13:35:12Z
closed_at: 2018-11-29T13:34:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1107
type: pull
body:
  Previously, WorldObject init every sequence.

  Now, WorldObject only inits the base and public sequences used by (possibly and/or probably) all world objects.

  Player, then further inits the sequences used by players.

  This reduces the footprint of non-player WorldObjects, which are the overhwleming majority.

  In addition, SequenceManager itself has received some very minor tweaks for efficiency and simplificaiton.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM1MTQxMDgx
title: Update November changelog
state: closed
created_at: 2018-11-30T23:05:45Z
updated_at: 2019-01-01T19:02:28Z
closed_at: 2018-12-01T05:00:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1108
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1MTU0OTYz
title: Comment out StaticAnimatingObjects
state: closed
created_at: 2018-12-01T00:48:35Z
updated_at: 2018-12-01T14:54:08Z
closed_at: 2018-12-01T01:15:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1109
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1MjYzMTA5
title: Some DatLoader updates
state: closed
created_at: 2018-12-02T14:45:52Z
updated_at: 2018-12-02T17:49:53Z
closed_at: 2018-12-02T17:49:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1110
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1Mjc0NzU1
title: Vendors work again, with nearly no change.
state: closed
created_at: 2018-12-02T18:09:42Z
updated_at: 2018-12-02T19:44:43Z
closed_at: 2018-12-02T19:44:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1111
type: pull
body:
  Get's rid of old code. Removes item from player with networking, and saves item to database once it has been transfered to Vendor.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM1Mjc1MDk5
title: No more death by misadventure(when there is a killer)
state: closed
created_at: 2018-12-02T18:16:19Z
updated_at: 2018-12-04T05:25:33Z
closed_at: 2018-12-04T05:25:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1112
type: pull
body:
  Not sure what broke the other code that was working, but I create a killerObject from the Die method(which must be called for death to occur) and transfer than down to the  CreateCorpse method

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node_id: MDExOlB1bGxSZXF1ZXN0MjM1Mjc3OTM1
title: Fix HighRes and Langauge dats to use base DatDatabase class.
state: closed
created_at: 2018-12-02T19:06:37Z
updated_at: 2018-12-02T19:46:30Z
closed_at: 2018-12-02T19:46:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1113
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1MjkxMjU3
title: Update appveyor.yml for tests
state: closed
created_at: 2018-12-02T22:42:49Z
updated_at: 2019-01-05T23:22:55Z
closed_at: 2018-12-04T05:26:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1114
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1Mjk2MzA2
title: Profiling based improvements
state: closed
created_at: 2018-12-03T00:01:55Z
updated_at: 2018-12-04T01:42:01Z
closed_at: 2018-12-03T23:53:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1115
type: pull
body:
  Removed the last reflection based skill lookups. Now all skill lookups go through the portal.dat
  This reduces CPU demand by about 2% or more.

  Removed the legacy attributes for Skill/PropertyAttribute2nd. These were to allow us to define these enum values with meta data before when we weren't loading the data from the portal.dat. Now that the data comes from the portal.dat, we do not need these. They are being removed to avoid confusion.


  Removed the PhysicsObj != null check for the Landblock.GetPhysicsWorldObjects().
  This reduces CPU demand by about 6%.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM1NzI5Njgy
title: Changes to support PCAP exported data being used in database
state: closed
created_at: 2018-12-04T09:11:15Z
updated_at: 2019-01-05T23:22:54Z
closed_at: 2018-12-07T18:49:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1116
type: pull
body:
  * Added some properties so the writers could annotate them for readability
  * Updated Creature.CalculateObjDesc to support reading in of PCAP'd ObjDesc data. This bootstraps weenie appearance without the need to divine clothing data (base and objects(palette + shade))

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node_id: MDExOlB1bGxSZXF1ZXN0MjM1NzY5NTEw
title: Adding summoning from @mcreedjr
state: closed
created_at: 2018-12-04T11:14:58Z
updated_at: 2018-12-15T05:55:53Z
closed_at: 2018-12-15T05:55:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1117
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM1ODM3Nzkz
title: Fixed a network SendTo and update physics loop exception.
state: closed
created_at: 2018-12-04T14:53:16Z
updated_at: 2018-12-04T15:05:24Z
closed_at: 2018-12-04T14:58:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1118
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM2MTc0NDc2
title: Fix player logout, save, and session drop flows
state: closed
created_at: 2018-12-05T13:30:19Z
updated_at: 2018-12-09T13:13:59Z
closed_at: 2018-12-09T03:24:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1119
type: pull
body:
  Shard biota counts added to /serverstatus

  There are 3 ways a player can be logged out
  - Normal logout process (Session remains intact)
  - Session dropped due to network timeout (Session is removed)
  - Booted by admin (Session is removed)

  Before, these three scenarios handled the player logout in a unique way.

  Now, each scenario uses Player.LogOut() to do the logout work, which includes:
  - Quit the fellowship
  - Leave the chat channels (if the session didn't terminate abruptly)
  - Leave the landblock (if the player is on one)
  - Set the final logoff properties (server only, calculated properties used by OfflinePlayer)
  - Save the player to the database

  When a session is dropped, there is a 6 second window where the player could still exist on the landblock.
  This previously was a chance for exceptions (I threw them several times)

  - Player.LogOut() is called
  - The player is removed from PlayerManager.OnlinePlayers
  - Session.Player is set to null (This must ALWAYS happen AFTER PlayerManager.SwitchPlayerFromOnlineToOffline())
  - Now, a session is removed from the master sessions list as soon as it is dropped (just like before)

  Any 3rd party interaction with the player can still enqueue work on that players session as Player.Session will not be null. However, since that session has been removed from WorldManager.sessions, the work will never be processed, and lost to the garbage collector.


  Player.InWorld has been removed
  - This was only used by CommandManager. We don't need InWorld when we can just check for CurrentLandblock != null.

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node_id: MDU6SXNzdWUzODc3OTA4MTU=
title: ACE.Server.Entity.Fellowship will need thread safety
state: closed
created_at: 2018-12-05T14:48:14Z
updated_at: 2020-01-05T18:46:26Z
closed_at: 2020-01-05T18:46:25Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  When we switch to a multi-threaded environment, fellowships will be able to exist with players that span multiple landblock groups, and thus, multiple threads.

  We'll have to add thread safety to the public fellowship functions.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM2OTc3NzM2
title: Adding spell component burning
state: closed
created_at: 2018-12-07T19:59:00Z
updated_at: 2018-12-13T05:22:20Z
closed_at: 2018-12-13T05:22:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1121
body: /safecomps to disable
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MDUxMzg2
title: fixing: some clients unable to connect via WAN
state: closed
created_at: 2018-12-08T07:02:52Z
updated_at: 2018-12-17T01:07:52Z
closed_at: 2018-12-09T19:13:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1122
type: pull
body:
  This problem appeared as: connection vial full and update vial empty until client disconnects.

  primary change:
  fixed a connection issue for some client firewalls guarding clients connecting over WAN by changing port strategy from two unidirectional ports to a single bidirectional port with the exception of the connect response packet and CICMDCommand packets

  other changes:
  changed to using a random cookie for the three-way handshake
  using random initialization vectors for the CRC stream ciphers instead of a constant and known IV

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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MDg2MTI0
title: Fix char creation heritage group skill cost overrides
state: closed
created_at: 2018-12-08T19:17:08Z
updated_at: 2018-12-09T02:51:06Z
closed_at: 2018-12-09T02:33:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1123
type: pull
body:
  Previously, character creation wasn't taking into account skill credit overrides.

  For example, every heritage group defines Arcane Lore as being 0 credits to train and 2 to spec, where as the main skill table in the dat defines Arcane Lore as 4 credits to train.

  This will correctly take into account heritage group overrides.


  WorldObject IsBusy and IsMovingTo have simply been changed to auto properties. IsDestroyed has been removed as it was never used.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MDk4MTg3
title: Fixing walk/run movement speed bug in multiplayer
state: closed
created_at: 2018-12-08T23:42:21Z
updated_at: 2018-12-13T05:22:33Z
closed_at: 2018-12-13T05:22:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1124
type: pull
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node_id: MDU6SXNzdWUzODkwNjgyMjE=
title: couldn't spawn Door
state: closed
created_at: 2018-12-09T21:51:29Z
updated_at: 2018-12-15T19:18:27Z
closed_at: 2018-12-15T19:18:27Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Log into game in Holtburg, move towards the Casino.

  ### The log given by the failure.
  2018-12-09 15:46:48,237 WARN : AddWorldObjectInternal: couldn't spawn Door

  ### Desired functionality.
  <!--
  What would like to see implemented? - Add the missing door.
  What is the use case? - Door missing.
  -->

  ### Mention any other details that might be useful.

  Attached a picture of the missing door along with the error message from the server and /loc cords.

  http://aka-steve.com/ACEmuHoltburgmissingdoorwarning.jpg

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node_id: MDU6SXNzdWUzODkwNzIwNjE=
title: Selling Lead Scarab Peas
state: closed
created_at: 2018-12-09T22:33:12Z
updated_at: 2018-12-15T19:17:34Z
closed_at: 2018-12-15T19:17:34Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.

  Gather 10 Lead Scarab Peas to sell (Mage shop NPC in Holtburg reported my total would be 4500 pyreals).

  ### The log given by the failure.

  No logs created

  ### Desired functionality.

   Correct sell amount to match what NPC states the sell price is.

  ### Mention any other details that might be useful.

  Selling 4500 pyreals worth of Lead Scarab Peas gave me 45000 pyreals at the mage shop in Holtburg.

  Video for clarification - https://youtu.be/iUsVacxmg8Q

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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MTYyMjQw
title: /TeleAllTo [char]
state: closed
created_at: 2018-12-09T22:33:22Z
updated_at: 2018-12-10T03:36:56Z
closed_at: 2018-12-10T03:36:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1127
type: pull
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node_id: MDU6SXNzdWUzODkwNzY2NjM=
title: Floating NPC multiple clients
state: closed
created_at: 2018-12-09T23:20:13Z
updated_at: 2018-12-23T22:30:48Z
closed_at: 2018-12-23T22:30:48Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.

  Not sure how to reproduce as it happens off and on so far.  But what has shown the problem for me is to have two clients logged in (on same computer) and one will see the NPC just fine (standing and will face you when using) the other client will see the NPC floating as if just dropped onto the ground but just didn't finish.   Also note that both clients have the one seeing the floating NPC not in the correct position.  One player is viewing the other player in the wrong spot.  See attached video.

  ### The log given by the failure.

  No logs created by the server

  ### Desired functionality.

  All clients should see the NPC on the ground and should rotate to face the person using the NPC.  All clients should see the characters in the correct spots.

  ### Mention any other details that might be useful.

  Attached video for reference - https://youtu.be/2l5Plx-3pZA

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node_id: MDU6SXNzdWUzODkwOTczNzY=
title: Leather and Studded Leather Bracers not showing in "Slots" screen
state: closed
created_at: 2018-12-10T01:37:57Z
updated_at: 2018-12-15T20:53:07Z
closed_at: 2018-12-15T20:53:07Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Use the lower Holtburg (bottom of hill side) armor/weapons NPC and buy leather and studded leather bracers.  Equip the bracers and find they do not show in the slots view and cannot be removed.  They do show in the character view and can be removed from there.

  ### The log given by the failure.
  No log shown on the server

  ### Desired functionality.
  Leather and studded leather bracers should show in the "Slots" view of the character for removal.  The metal bracers from the same NPC work just fine.

  ### Mention any other details that might be useful.
  Video showing exact problem - https://youtu.be/hG3D23lY15w

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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MTg3NjYx
title: Move/Rename Spell Enum
state: closed
created_at: 2018-12-10T03:29:56Z
updated_at: 2019-01-05T23:22:53Z
closed_at: 2018-12-14T17:26:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1130
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MTk0OTM4
title: This fixes ServerPackets that were built with too many fragments, and thus too large
state: closed
created_at: 2018-12-10T04:31:51Z
updated_at: 2018-12-11T02:45:53Z
closed_at: 2018-12-11T02:44:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1131
type: pull
body:
  Because of this bug, ACE has been sending packets with no size limit. While this works well on a local network, it could have had reliability issues over a WAN.

  ServerPacket has a MaxPacketSize of 464. This stems from the original days of ACE.

  I suspect this is the maximum size of AC related data we can stuff into a UDP packet (before overhead is added) to keep the UDP packet sent over the WAN in a single fragment.

  If we increase this value, it could reduce some server load and byte overhead, but, if a single fragment of the UDP is lost, all fragments will be lost and have to be resent.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MjM0Mzgz
title: Fixing IsGrounded for players
state: closed
created_at: 2018-12-10T08:28:36Z
updated_at: 2018-12-10T08:46:21Z
closed_at: 2018-12-10T08:46:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1132
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM3MjU3ODUw
title: Fixing some object visibility issues
state: closed
created_at: 2018-12-10T09:54:59Z
updated_at: 2018-12-10T16:22:17Z
closed_at: 2018-12-10T16:22:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1133
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM3NjcwNTI4
title: Handle logouts and session drops more gracefully (prevents null player exceptions)
state: closed
created_at: 2018-12-11T13:00:54Z
updated_at: 2018-12-12T02:02:19Z
closed_at: 2018-12-12T01:59:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1134
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM3NjcxMDgz
title: Handle null result from LScape.get_landcell() in GetCell()
state: closed
created_at: 2018-12-11T13:02:46Z
updated_at: 2018-12-12T01:59:59Z
closed_at: 2018-12-12T01:59:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1135
type: pull
body:
  Generators are using this function, and, occassionaly throw exceptions as a result of landcell being null.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM4MjY0NjA4
title: Various improvements resulting from excessive load testing
state: closed
created_at: 2018-12-13T04:53:13Z
updated_at: 2018-12-13T13:24:17Z
closed_at: 2018-12-13T13:19:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1136
type: pull
body:
  Thread safety added to ObjectMaint.ServerObjects
  - This is used by every WorldObject ctor. WorldObjects are created on multiple threads

  More Session and Player.LogOff cleanup
  - This fixes a few rare scenarios

  SocketManager changed from list to array.
  - This is pretty minor. It might offer a very minor performance improvement as it's used by every packet transmission
  - It's mostly just form. There's 2 sockets, they're fixed, and the array is never altered.

  Vector3 improvements
  - Vector3 is a struct, but in some cases was being treated like a class
  - Removed Vector3 extensions that are covered by native .NET core functions

  InterpolationManager
  - Change PositionQueue from Queue to a LinkedList
  - InterpolationManager isn't even used but if need a collection where you want the first, indexed, and last item, and require insertions/deletions, LinkedList is the proper tool.

  Enum .HasFlag optimizations
  - Changed 2 places that use HasFlag to a & != 0 pattern.
  - This ONLY helps performance in debug mode (when the optimize flag is not set)
  - We should continue to use .HasFlag() except in cases where the code is close to the core and impacts performance heavily.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM4MzEwNzQx
title: Send DO packet to observers on item pickup
state: closed
created_at: 2018-12-13T09:01:14Z
updated_at: 2018-12-14T17:27:42Z
closed_at: 2018-12-14T17:27:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1137
body: Resolves https://github.com/ACEmulator/ACE/issues/1084
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4NTk5NzM0
title: Split fixes, repeat logout protection
state: closed
created_at: 2018-12-14T03:22:41Z
updated_at: 2018-12-14T04:04:23Z
closed_at: 2018-12-14T04:04:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1138
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4NjMxODM3
title: Update AppVeyor downloader for new database repo
state: closed
created_at: 2018-12-14T07:22:31Z
updated_at: 2019-01-05T23:22:51Z
closed_at: 2018-12-14T17:28:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1139
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4ODE2OTQy
title: Update Vendor.cs, Resolves #1126 and Resolves #811
state: closed
created_at: 2018-12-14T19:17:34Z
updated_at: 2018-12-17T02:18:15Z
closed_at: 2018-12-15T19:17:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1140
type: pull
body:
  Fixes issue where vendors gave you X times the value for an amount of items in a stack that you were selling.

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node_id: MDExOlB1bGxSZXF1ZXN0MjM4OTAzNTkw
title: Fixing gfxobj placement, Resolves #1125
state: closed
created_at: 2018-12-15T10:23:25Z
updated_at: 2018-12-15T19:18:26Z
closed_at: 2018-12-15T19:18:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1141
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4OTQxNTkw
title: Adding melee charge attacks
state: closed
created_at: 2018-12-16T01:34:10Z
updated_at: 2018-12-18T05:12:48Z
closed_at: 2018-12-18T05:12:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1142
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4OTQ1MTU3
title: Adding create lists to monster inventories
state: closed
created_at: 2018-12-16T03:53:13Z
updated_at: 2018-12-18T05:13:00Z
closed_at: 2018-12-18T05:13:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1143
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM4OTUwMzA4
title: re-adding physics init updates
state: closed
created_at: 2018-12-16T07:03:56Z
updated_at: 2018-12-18T22:01:53Z
closed_at: 2018-12-18T22:01:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1144
type: pull
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node_id: MDU6SXNzdWUzOTE1MzEyNzI=
title: Can't unselect spell categories
state: closed
created_at: 2018-12-17T01:56:32Z
updated_at: 2018-12-28T17:51:40Z
closed_at: 2018-12-28T17:51:40Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Create character, log into server, go to the spells list tab and un-dot a magic type like creature, life, item, war, and so on.  Server crashes.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  Unhandled Exception: System.FormatException: Format string can be only "G", "g",
   "X", "x", "F", "f", "D" or "d".
     at System.Enum.ToString(String format)
     at System.Text.StringBuilder.AppendFormatHelper(IFormatProvider provider, Str
  ing format, ParamsArray args)
     at System.String.FormatHelper(IFormatProvider provider, String format, Params
  Array args)
     at ACE.Server.Network.Managers.InboundMessageManager.HandleGameAction(GameAct
  ionType opcode, ClientMessage message, Session session) in C:\Users\Administrato
  r\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Network
  \Managers\InboundMessageManager.cs:line 124
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in C:\Users\Administra
  tor\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Entit
  y\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in C:\Users\Administrat
  or\Desktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Entity
  \Actions\ActionQueue.cs:line 20
     at ACE.Server.Managers.WorldManager.UpdateWorld() in C:\Users\Administrator\D
  esktop\ACE-daaac0e44024ce862c4875355006c75f4bf7ea7a\Source\ACE.Server\Managers\W
  orldManager.cs:line 372
     at System.Threading.Thread.ThreadMain_ThreadStart()
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionCo
  ntext, ContextCallback callback, Object state)
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  https://youtu.be/AS-W8oTdabQ

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node_id: MDExOlB1bGxSZXF1ZXN0MjM5MDU2NjUx
title: Improving housing system
state: closed
created_at: 2018-12-17T08:04:49Z
updated_at: 2018-12-20T12:27:22Z
closed_at: 2018-12-20T12:27:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1146
type: pull
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node_id: MDU6SXNzdWUzOTE4Mzg4Nzc=
title: Returned to the Training Academy after dying.
state: closed
created_at: 2018-12-17T18:35:08Z
updated_at: 2018-12-21T19:29:42Z
closed_at: 2018-12-21T19:29:42Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Leave TA, die, and you get returned to the TA and are essentially trapped.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  You would auto be attuned to the nearest lifestone to the drop location.
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjM5MjcwNTEw
title: Fixing some bugs
state: closed
created_at: 2018-12-17T20:15:45Z
updated_at: 2018-12-17T20:23:48Z
closed_at: 2018-12-17T20:23:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1148
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5Mjg0MTM3
title: Fixing fellowship XP bug
state: closed
created_at: 2018-12-17T21:09:07Z
updated_at: 2018-12-17T22:45:09Z
closed_at: 2018-12-17T22:45:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1149
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5MzY2NjIw
title: Fixing some fellowship XP calcs / vitae bug
state: closed
created_at: 2018-12-18T05:10:25Z
updated_at: 2018-12-18T22:02:04Z
closed_at: 2018-12-18T22:02:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1150
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5NDE1MjIy
title: omitting spellbook from creature IDs
state: closed
created_at: 2018-12-18T09:21:11Z
updated_at: 2018-12-18T22:02:15Z
closed_at: 2018-12-18T22:02:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1151
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5NDM1NzQ1
title: Fixing corpse looting in vtank
state: closed
created_at: 2018-12-18T10:27:09Z
updated_at: 2018-12-18T22:02:24Z
closed_at: 2018-12-18T22:02:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1152
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5NTY0NjI3
title: Update LootGenerationFactory.cs
state: closed
created_at: 2018-12-18T17:05:35Z
updated_at: 2018-12-21T16:22:13Z
closed_at: 2018-12-21T00:20:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1153
type: pull
body:
  Changed random objects to only using the Physics random.
  Changed loot to produce elemental weapons as well.

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node_id: MDU6SXNzdWUzOTIzOTM5Mjk=
title: Buying spell components
state: closed
created_at: 2018-12-19T00:37:40Z
updated_at: 2018-12-30T22:47:22Z
closed_at: 2018-12-30T22:47:22Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Go to mage shop to buy spell comps and the comps are in wrong order and most I could buy in a stack (prismatic tapers) were select 50, add them to the buying list, then go to the buying tab and buy all.  Anything above 50 acts like it's purchased but nothing gets exchanged.  Double clicking on a comp will buy one at a time just fine.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  No log created

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->


  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjM5Njk0NTM5
title: various fixes
state: closed
created_at: 2018-12-19T02:39:05Z
updated_at: 2018-12-19T18:07:19Z
closed_at: 2018-12-19T18:07:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1155
body:
  command parser and invoke resiliency
  fix /grantxp command so it doesn't overflow

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjM5NzM3OTc5
title: Improved corpse system, added /corpse, /permit, /consent
state: closed
created_at: 2018-12-19T07:36:33Z
updated_at: 2018-12-20T07:42:55Z
closed_at: 2018-12-20T07:42:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1156
type: pull
body:
  - Added function to convert landblock coords into map coordinates
  - Added destination coordinates to portal appraisals

  - Added GetPlayer() methods to PlayerManager - first looks in OnlinePlayers, fallback to OfflinePlayers
  - Added LastOutsideDeath to player login packet
  - Added UpdatePosition opcodes / sequences
  - Fixed a bug with InboundMessageManager displaying the wrong opcodes for GameActionType
  - Improved corpse looting permissions system - now adds player /permits into the mix
  - Added /corpse command
  - Added LootPermission table for players to /permit other players to loot their corpses
  - Added handlers for commands:
  	- /permit add &lt;name&gt; - Allows another player to loot your corpse.
  	- /permit remove &lt;name&gt; - Removes permission to access your corpse from the named character.
  	- /consent on - Turns on your ability to accept permissions from other players.
  	- /consent off - Turns off your ability to accept permissions from other players. (default)
  	- /consent who - Lists those who have given you permission to loot their corpses.
  	- /consent remove &lt;name&gt; - Removes the permission a player granted to you.
  	- /consent clear - Clears your entire consent list.

  See this page for more information:
  http://asheron.wikia.com/wiki/Death_and_Corpse_Commands	
  	

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMDgwNzkw
title: Improving /tele and minimap click teleporting
state: closed
created_at: 2018-12-20T07:54:10Z
updated_at: 2018-12-20T12:49:04Z
closed_at: 2018-12-20T12:49:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1157
type: pull
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node_id: MDU6SXNzdWUzOTI5ODU4MTc=
title: Critical: Redesign Sequence system
state: closed
created_at: 2018-12-20T10:39:04Z
updated_at: 2018-12-21T00:15:56Z
closed_at: 2018-12-21T00:15:56Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  Sequence system needs to be redesigned to be 1:1 with all of our Properties defined in enums

  Overview is that each object gets a Sequences object that is keyed based on PropertyType + PropertyIndex

  Each Private and Public Update for those properties would then reference this sequence in the same manner.

  in ACLogView, StatType enum could be useful for the Property Type part, and we have all the properties in enums already.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMTQ4MTk1
title: Updating SequenceManager for PropertyType + Property, Resolves #1158
state: closed
created_at: 2018-12-20T12:06:04Z
updated_at: 2018-12-21T00:15:55Z
closed_at: 2018-12-21T00:15:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1159
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMTcwNjQx
title: Updating level up packets to match retail exactly
state: closed
created_at: 2018-12-20T13:28:26Z
updated_at: 2018-12-21T00:16:05Z
closed_at: 2018-12-21T00:16:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1160
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMzMzMzcz
title: Fixing object spawning in visible child cell
state: closed
created_at: 2018-12-20T23:41:50Z
updated_at: 2018-12-21T00:16:19Z
closed_at: 2018-12-21T00:16:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1161
type: pull
body:
  This resolves the issue with Gan-Zo's Golden Chest not spawning in the Shoushi Casino, as well as other possible spawn issues

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMzQ1Nzc3
title: Moving ACE.Server.Physics.Common.Random to ACE.Common.Random
state: closed
created_at: 2018-12-21T01:08:52Z
updated_at: 2018-12-21T23:24:26Z
closed_at: 2018-12-21T23:24:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1162
type: pull
body:
  replaced the old thread discriminator with a lock
  renamed to `ThreadSafeRandom` and functions to the familiar `Next`

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMzUxNzQ5
title: Adding sticky melee distance to charge attack
state: closed
created_at: 2018-12-21T01:56:57Z
updated_at: 2018-12-22T23:53:55Z
closed_at: 2018-12-22T23:53:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1163
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwMzc1MzU5
title: Fixing pickup motion bug
state: closed
created_at: 2018-12-21T05:25:52Z
updated_at: 2018-12-21T09:17:51Z
closed_at: 2018-12-21T09:17:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1164
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNDIzNjIw
title: Odds and ends, Resolves #1147
state: closed
created_at: 2018-12-21T09:55:34Z
updated_at: 2019-01-05T23:22:50Z
closed_at: 2018-12-21T19:29:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1165
body: Misc changes
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNDQ3NTI0
title: Adding PVP damage formulas for physical combat
state: closed
created_at: 2018-12-21T11:29:19Z
updated_at: 2018-12-22T03:54:12Z
closed_at: 2018-12-22T03:54:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1166
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNTk4MzEy
title: Moving class ACE.Server.Physics.Common.Random to ACE.ThreadSafeRandom in project ACE.Common
state: closed
created_at: 2018-12-21T23:23:55Z
updated_at: 2018-12-22T04:51:57Z
closed_at: 2018-12-22T04:51:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1167
type: pull
body:
  replaced the thread discriminator with a lock
  renamed "Random" to "ThreadSafeRandom"
  renamed "RollDice" functions to the standard "Next"

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjE5MDg0
title: Adding lifestone protection system
state: closed
created_at: 2018-12-22T06:21:50Z
updated_at: 2018-12-22T23:54:12Z
closed_at: 2018-12-22T23:54:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1168
type: pull
body:
  - Fixing PK death message broadcasts
  - Instant player health bar updates

  - Adding lifestone protection system

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjM5MTkx
title: Improving monster AI to send alerts to nearby friends
state: closed
created_at: 2018-12-22T15:02:05Z
updated_at: 2021-06-10T13:20:49Z
closed_at: 2018-12-23T22:31:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1169
type: pull
body:
  - Improving monster AI to send alerts to nearby friends
  - Adding monster max home distance
  - Improving monster turning on server while chasing target

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node_id: MDU6SXNzdWUzOTM2ODkwNTc=
title: Creature snuck into loot
state: closed
created_at: 2018-12-22T17:14:50Z
updated_at: 2019-01-28T20:54:56Z
closed_at: 2019-01-28T20:54:56Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Only has happened once but I suspect if you loot long enough it will happen.  Drudge Hideout in Holt in first largest room on corpse of recently killed Drudge.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  No log presented but client did produce a statement saying it could not be picked up.
  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  Picture showing creature on corpse of Drudge http://aka-steve.com/oddloot.png

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjQ2MDAx
title: Update LootGenerationFactory.cs
state: closed
created_at: 2018-12-22T17:39:49Z
updated_at: 2018-12-22T23:53:25Z
closed_at: 2018-12-22T23:53:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1171
body: Loot was creating phyntos wasps, this fixes this. Also got rid of unnecessary value variable.
type: pull
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node_id: MDU6SXNzdWUzOTM2OTE2ODI=
title: Null exception in combat, on an evade of incoming attack
state: closed
created_at: 2018-12-22T17:55:18Z
updated_at: 2018-12-23T04:41:26Z
closed_at: 2018-12-23T04:41:26Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Enter into combat with anything.  If you evade a mobs attack, server will crash with a null exception.

  ### The log given by the failure.
  Null check missing at line 138 of Player_Combat.cs.  Function Math.Round(), at line 149, cannot be performed on damage.Value, when damage is null

  ### Desired functionality.
  Line 138 of Player_Combat.cs should probably be changed to "if (damage != null && target.Health.Current > 0)", instead of "if (target.Health.Current > 0)", as that whole if branch isn't needed if the attack was evaded.

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node_id: MDU6SXNzdWUzOTM2OTY0NDk=
title: Server box rapid errors when attacking Crystal Spur
state: closed
created_at: 2018-12-22T19:11:22Z
updated_at: 2018-12-28T19:42:20Z
closed_at: 2018-12-28T19:42:20Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Attack a crystal spur on open landscape.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  Will add to comment as it is quite long.
  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  Please see attached video - https://youtu.be/NHEnDA015yg

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node_id: MDU6SXNzdWUzOTM3MTM4NTg=
title: Bow icons incorrect for containing spells
state: closed
created_at: 2018-12-23T00:56:00Z
updated_at: 2019-12-14T23:06:56Z
closed_at: 2019-12-14T23:06:56Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Loot bows off of drudges in drudge hideout and find the ones with icons that represent magic spells on bows.  Have not found melee or caster weapons incorrect yet.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  No log created on server.

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Bow without spells should have dull icon (no glow around weapon on icon)

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  Please see attached picture - https://aka-steve.com/bow-mistakes.png

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node_id: MDU6SXNzdWUzOTM3MTUzNTM=
title: Heavy Weapon movement and kill speed +weapon stats
state: closed
created_at: 2018-12-23T01:34:34Z
updated_at: 2018-12-28T19:42:43Z
closed_at: 2018-12-28T19:42:43Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create heavy weapon toon and kill something.  If you get buffs on weapon the speed goes way down and the damage way to high.  Also will see the creature die during your back swing long before you hit it.

  ### The log given by the failure.
  No log created.

  ### Desired functionality.
  Fix damage and speed as I think they are off and I suspect the speed reduction is what might be showing the death prior to the hit.  But that's a guess.

  ### Mention any other details that might be useful.
  Please see attached video - https://youtu.be/VKmU7YtoV24

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjYxMDY4
title: Fixing NPCs not returning to default MotionStance
state: closed
created_at: 2018-12-23T01:47:41Z
updated_at: 2018-12-23T22:30:48Z
closed_at: 2018-12-23T22:30:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1176
body: This resolves https://github.com/ACEmulator/ACE/issues/1128
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjY3MjIx
title: Improving per-animation attack frame timing for players and monsters
state: closed
created_at: 2018-12-23T05:53:48Z
updated_at: 2018-12-23T22:32:22Z
closed_at: 2018-12-23T22:32:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1177
type: pull
body:
  - Fixed a bug where item enchantments weren't being calculated correctly between Auras on the player, and the individual items

  Thanks to @OptimShi for finding these animation hooks for the attack frames

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node_id: MDU6SXNzdWUzOTM3MjgzOTY=
title: Can't chat in @tells with admin characters
state: closed
created_at: 2018-12-23T06:53:58Z
updated_at: 2018-12-28T19:42:54Z
closed_at: 2018-12-28T19:42:54Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create an admin account then character.  Have a regular player try and send an @tell to the admin character.  "That person is not available now" Message your non admin character will receive top center of game window.

  ### The log given by the failure.
  No log given.

  ### Desired functionality.
  Should be able to chat privately with an admin.

  ### Mention any other details that might be useful.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNjc4MjI1
title: Fixing null position bug
state: closed
created_at: 2018-12-23T11:54:14Z
updated_at: 2018-12-23T22:30:24Z
closed_at: 2018-12-23T22:30:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1179
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNzQ3NzE0
title: Fixing monsters stuck / falling bug
state: closed
created_at: 2018-12-24T09:44:04Z
updated_at: 2018-12-25T01:06:15Z
closed_at: 2018-12-25T01:06:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1180
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwNzc0MDgw
title: Update LootGenerationFactory.cs
state: closed
created_at: 2018-12-24T13:17:13Z
updated_at: 2018-12-25T01:06:28Z
closed_at: 2018-12-25T01:06:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1181
body: A chest was being created in loot, this was a typo of one number.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwODM1OTA2
title: Improving monster AI for ranged spellcasting
state: closed
created_at: 2018-12-25T05:57:55Z
updated_at: 2019-10-24T09:48:06Z
closed_at: 2018-12-27T18:29:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1182
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQwOTIzMDE2
title: Adding house guest and storage permissions, open/closed, hook visibility, and boot system
state: closed
created_at: 2018-12-26T06:26:25Z
updated_at: 2019-01-26T01:15:13Z
closed_at: 2018-12-28T06:48:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1183
type: pull
body:
  The following commands have been added for housing:

  @house boot <name> - Removes a player from your house.
  @house boot -all - Removes everyone from your house.
  @house guest add <name> - Adds players to your house guest list.
  @house guest remove <name> - Removes players from your house guest list.
  @house guest remove_all - Removes all guests from your house guest list.
  @house guest list - Shows the current guest list.
  @house storage add <name> - Gives a player permission to use your house storage.
  @house storage remove <name> - Removes permission to use your house storage from a player.
  @house storage remove_all - Removes all storage permissions from guests.
  @house open - Creates an open house.
  @house close - Closes your house.
  @house hooks on|off - Makes the hooks in your house visible or invisible.

  This patch requires a new table to be added to the shard database:
  install Database/Updates/Shard/HousePermission.sql

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMDM4NTIy
title: Improving recipe manager, adding tinkering and imbues to crafting system
state: closed
created_at: 2018-12-26T21:26:36Z
updated_at: 2018-12-30T22:47:41Z
closed_at: 2018-12-30T22:47:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1184
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMDM4NTYw
title: Adding hollow weapons, and unenchantable items
state: closed
created_at: 2018-12-26T21:26:58Z
updated_at: 2018-12-28T06:48:27Z
closed_at: 2018-12-28T06:48:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1185
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMDM4Njc5
title: Adding /pklite system, and config option for PK-only servers
state: closed
created_at: 2018-12-26T21:28:29Z
updated_at: 2018-12-28T06:48:45Z
closed_at: 2018-12-28T06:48:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1186
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMTU2Nzcy
title: Adding housing portals / dungeons
state: closed
created_at: 2018-12-27T13:46:57Z
updated_at: 2018-12-29T15:15:51Z
closed_at: 2018-12-29T15:15:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1187
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMjAzMDI4
title: Adding support for mansions
state: closed
created_at: 2018-12-27T18:30:00Z
updated_at: 2018-12-29T15:33:25Z
closed_at: 2018-12-29T15:33:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1188
type: pull
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node_id: MDU6SXNzdWUzOTQ1NTU1OTE=
title: Food not Casting Spells
state: closed
created_at: 2018-12-28T06:06:10Z
updated_at: 2018-12-29T15:16:27Z
closed_at: 2018-12-29T15:16:27Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
   have been playing around with the food(18) system and found that when eating food(18) that restores HP/Mana/Stam  work fine but foods(18) that cast spells do not. they want to add HP, Mana or Stam and don't cast the spell but they are consumed. Now Food(18) that is created as a Gem(38) cast the spell but are NOT consumed. I have created the Candy Corn treat that casts the spell Sweet Speed (Had to create that spell myself, as it was not implemented yet) and it casts fine listed as a Gem (38) but not as a food (18). I looked in the food.cs and found code that deals with food and buffs, but being im no real coder I can't tell if it is complete or not.  Attached is 03860 Sweet Speed.sql and 32207 Candy Corn.sql for testing.
  [AC Stuff.zip](https://github.com/ACEmulator/ACE/files/2714091/AC.Stuff.zip)



  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  When the Candy Corn is Eaten it is consumed and the spell is cast.

  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMjg4NTIx
title: Updating consumables
state: closed
created_at: 2018-12-28T08:25:02Z
updated_at: 2018-12-29T15:16:27Z
closed_at: 2018-12-29T15:16:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1190
body: This resolves https://github.com/ACEmulator/ACE/issues/1189
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxMzI1MjM3
title: Improved healing other targets, and item spell handling against NPKs and monsters
state: closed
created_at: 2018-12-28T12:30:12Z
updated_at: 2018-12-29T15:16:44Z
closed_at: 2018-12-29T15:16:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1191
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDUwMzk3
title: Adding skill checks for assess person / creature
state: closed
created_at: 2018-12-29T14:55:07Z
updated_at: 2018-12-29T23:22:55Z
closed_at: 2018-12-29T23:22:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1192
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDYwMDE5
title: Updating house permission sql
state: closed
created_at: 2018-12-29T19:00:45Z
updated_at: 2018-12-29T20:20:17Z
closed_at: 2018-12-29T20:20:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1193
type: pull
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node_id: MDU6SXNzdWUzOTQ4MTkxNDc=
title: EF key lookup bugs
state: closed
created_at: 2018-12-29T19:27:15Z
updated_at: 2019-01-12T21:04:47Z
closed_at: 2019-01-12T21:04:47Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [* ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  create a new char, /addallspells, log out

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  2018-12-29 14:26:18,371 ERROR: SaveBiota failed with exception: System.InvalidOperationException: The instance of entity type 'BiotaPropertiesSpellBook' cannot be tracked because another instance with the same key value for {'Id'} is already being tracked. When attaching existing entities, ensure that only one entity instance with a given key value is attached. Consider using 'DbContextOptionsBuilder.EnableSensitiveDataLogging' to see the conflicting key values.
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.IdentityMap`1.ThrowIdentityConflict(InternalEntityEntry entry)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.IdentityMap`1.Add(TKey key, InternalEntityEntry entry, Boolean updateDuplicate)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.StartTracking(InternalEntityEntry entry)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.InternalEntityEntry.SetEntityState(EntityState oldState, EntityState newState, Boolean acceptChanges)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.EntityGraphAttacher.PaintAction(EntityEntryGraphNode node, Boolean force)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.EntityEntryGraphIterator.TraverseGraph[TState](EntityEntryGraphNode node, TState state, Func`3 handleNode)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.NavigationFixer.NavigationCollectionChanged(InternalEntityEntry entry, INavigation navigation, IEnumerable`1 added, IEnumerable`1 removed)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.InternalEntityEntryNotifier.NavigationCollectionChanged(InternalEntityEntry entry, INavigation navigation, IEnumerable`1 added, IEnumerable`1 removed)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.ChangeDetector.DetectNavigationChange(InternalEntityEntry entry, INavigation navigation)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.ChangeDetector.DetectChanges(InternalEntityEntry entry)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.ChangeDetector.DetectChanges(IStateManager stateManager)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\dev\gmriggs\ACE\Source\ACE.Database\ShardDatabase.cs:line 225

  Here is also a similar error reported by fartwhif, possibly related:

  SaveBiota failed with exception: EFC.DbUpdateException: An error occurred while updating the entries. See inner ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281-629-1' for key 'wcid_enchantmentregistry_objectId_spellId_layerId_uidx' ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281-629-1' for key 'wcid_enchantmentregistry_objectId_spellId_layerId_uidx'
     at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in src\MySqlConnector\Core\ResultSet.cs:line 44
     --- End of inner ---
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in src\sqlcl\MySqlDataReader.cs:line 93
     at MySql.Data.MySqlClient.MySqlDataReader.NextResultAsync(IOBehavior ioBehavior, CancellationToken cancellationToken) in src\sqlcl\MySqlDataReader.cs:line 62
     at MySql.Data.MySqlClient.MySqlDataReader.NextResult() in src\sqlcl\MySqlDataReader.cs:line 26
     at EFC.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     --- End of inner ---
     at EFC.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     at EFC.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     at EFC.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters)
     at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded)
     at EFC.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
     at EFC.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
     at EFC.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at EFC.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock)

  ### Desired functionality.
  not crash

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDYyMzc5
title: Monster updates from playtesting
state: closed
created_at: 2018-12-29T20:10:37Z
updated_at: 2018-12-30T03:40:55Z
closed_at: 2018-12-30T03:40:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1195
type: pull
body:
  - Added support for monsters using multistrike weapons properly
  - Fixed a bug where monsters could wield shield with missile launcher equipped
  - Fixed a bug where monsters could slash with non-slash weapons, and pierce with non-pierce weapons
  - Removed EdgeSlide property from monsters. Now they will jump down from ledges

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDY1NTQx
title: Clean up Portal class
state: closed
created_at: 2018-12-29T21:50:26Z
updated_at: 2019-01-05T23:22:49Z
closed_at: 2018-12-31T00:29:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1196
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDcxMTAx
title: Major Inventory Refactor
state: closed
created_at: 2018-12-30T01:09:57Z
updated_at: 2019-01-04T01:58:14Z
closed_at: 2019-01-04T01:58:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1197
type: pull
body:
  This fixes many of the inventory related issues.
  It also simplifies the inventory code a bit.

  It almost certainly introduces some new issues, so testing/feedback will be required.

  Some none related inventory fixes:
  - Fix PlayerEnterWorld exception when player has null Location
  - Remove IComparable from WorldObject
  - Fix item decaying explosions
  - Don't decay IsStuck objects

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node_id: MDU6SXNzdWUzOTQ4NzUwNjc=
title: Item Pick up not checking bound quest
state: closed
created_at: 2018-12-30T14:10:15Z
updated_at: 2019-01-01T18:16:58Z
closed_at: 2019-01-01T18:16:57Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [X] feature request
  ```

  ### Repro steps.
  Repeated pick-ups of items that should be quest bound is still allowed

  ### Desired functionality.
  Item pickup functions should be checking for linked quest status via weenie_properties_string 33.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNDk3MTg4
title: Adding initial reload animation to atlatl combat
state: closed
created_at: 2018-12-30T15:48:37Z
updated_at: 2018-12-30T22:47:01Z
closed_at: 2018-12-30T22:47:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1199
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTA5NzQ0
title: Fixing vendor prices for stacks
state: closed
created_at: 2018-12-30T21:32:34Z
updated_at: 2018-12-30T22:47:22Z
closed_at: 2018-12-30T22:47:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1200
body: This fixes https://github.com/ACEmulator/ACE/issues/1154
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTEzNjk5
title: ACE.Adapter initial with Lifestoned json support
state: closed
created_at: 2018-12-30T23:21:41Z
updated_at: 2018-12-31T19:37:39Z
closed_at: 2018-12-31T17:56:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1201
body: This allows converting the lifestone weenie model (input via json) to the ACE weenie model.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTE5NDU0
title: Change Enchantment Registry to use a composite key
state: closed
created_at: 2018-12-31T01:51:45Z
updated_at: 2019-01-05T23:22:48Z
closed_at: 2019-01-03T16:53:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1202
type: pull
body:
  This is essentially a proof of concept test for using composite keys in more tables in an effort to address #930 and avoid record caps

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTIwNTI4
title: This fixes the crash on duplicate layers
state: closed
created_at: 2018-12-31T02:24:14Z
updated_at: 2018-12-31T19:36:48Z
closed_at: 2018-12-31T17:48:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1203
type: pull
body:
  It's not without its drawback though.

  Items and player casted spells will prov have weird override/duration issues.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTIyMjM5
title: Character migrate/backup/import and Web API
state: closed
created_at: 2018-12-31T03:17:10Z
updated_at: 2019-01-28T00:41:05Z
closed_at: 2019-01-28T00:41:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1204
type: pull
body:
  **Authentication**:<br>
  The Web API uses [basic access authentication](https://en.wikipedia.org/wiki/Basic_access_authentication) and requires a verified username and password to access some of the data resources.

  If a resource is marked Anonymous then authorization isn't needed.  If you attempt to access a resource that isn't marked Anonymous without supplying valid credentials then you will get a 401 Unauthorized response.

  Authenticated requests assume the accesslevel of the account authenticated as a series of claims.

  If a resource is marked Requires: [Admin], that means unless your account includes the Admin claim then you won't be able to access the resource and you will get a 403 Forbidden response.

  If a resource is marked RequiresAny: [Admin,Advocate,Developer,Envoy,Player,Sentinel] then unless your authenticated account claims at least one of the required claims you won't be able to access the resource and you will get a 403 Forbidden response.

  **Web API**<br>
  [documentation](https://documenter.getpostman.com/view/6422801/RznLHGgq)<br>
  The Web API server listens at the base ACE port + 2, TCP, TLS, HTTPS, JSON, REST, depends on CryptoManager within ACE.Server project that Generates and saves a self-signed certificate for general purposes, when it can't find one in `C:\Users\<user>\AppData\Roaming\ACEmulator_<WorldName>\Certificates` on Windows or `/home/<user>/.config/ACEmulator_<WorldName>/Certificates` on Linux.  Self-Hosting using NancyFX/OWIN/Kestrel in its own project that depends on and wraps around ACE.Server.  WebSockets is a future possibility.  To run ACE with web API capability start the batch file: `\Source\ACE.Server.WebApi\bin\x64\Debug\netcoreapp2.1\start_server+webapi.bat`

  **Warning**<br>
  If the world name in the server configuration is changed then the current transfers and certificate are lost unless the files are moved to the new location.  To mitigate this move or copy the contents of `C:\Users\<user>\AppData\Roaming\ACEmulator_<OldWorldName>\` to `C:\Users\<user>\AppData\Roaming\ACEmulator_<NewWorldName>\` replacing `<user>` with the applicable username, and `<OldWorldName>` and `<NewWorldName>` with applicable names.  For linux the path will usually be: `/home/<user>/.config/ACEmulator_<WorldName>/`.  If your world name contains special characters then the folder names will have them stripped out, allowed world name to folder name characters are: `abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789`.

  **Migrations**:<br>

  1. Via Web API, a request is made to migrate a character to another server.
  2. Character snapshot is packaged and character is  placed in a "frozen" state.
  3. Requester makes an API call to get the list of characters, of which is the migrating character in frozen state.
  * At any time before the next step is initiated, or if the target server rejects the source server, an API request can be made to the source server to unfreeze the character and cancel the migration.
  4. Requester makes a request to the target server (the character's new home).
  5. Target server makes sure source server is trusted before downloading and rejects the request if it doesn't.
  6. Target server downloads packaged snapshot from source server.
  7. Source server permanently deletes character upon package download completion.
  8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged.
  9. Target server adds the character to the requester's account.

  Note:  Allowing migrations from itself enables cross account transfers and character renaming.

  **Backups**:<br>
  Via Web API, a request is made to backup a character.
  Character snapshot is packaged and returned in the response to the requester.

  **Imports**:<br>
  **with imports enabled the exploitation flood gates are essentially open**<br>
  requester makes a request to the target server API including in the request the snapshot package encoded in base64 and the new character name.
  target server adds the character to the requester's account.

  **Recommended settings for flawless contract groups:**<br>
  allow backup: yes<br>
  allow migrate: yes<br>
  allow import: no<br>

  **Limitations**:<br>
  - ACE specific data constructs such as character options are not exported/imported.  This is to keep it as compatible as possible with LSD.

  **Disclaimer**<br>
  The migration feature requires the assumption that all server operators involved are non defectors.  A defector is someone in the trust group who does malicious or negligent action of any kind.  Providing a system that works for flawless trust groups is easy, but as soon as an attempt is made to eliminate the human element and commission the possibility of defectors the entire system breaks.  Manual approval process and/or central "antivirus" server may be something that someone might want to come up with in the future, but that's NOT what this is meant for.  **_As a server operator, DO NOT blame anyone but yourself upon defection(s) when using this system.  NOBODY BUT YOURSELF IS LIABLE_**

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTc0MDY3
title: Update LootGenerationFactory.cs
state: closed
created_at: 2018-12-31T15:19:30Z
updated_at: 2019-04-08T19:46:59Z
closed_at: 2019-01-21T21:10:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1205
type: pull
body:
  Updates max damages per tier to be variable value. Previously, all weapons defaulted to their max value. This changes it so they are based on a bell curve for values within a range.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNTc3OTgx
title: Improved enchantment layering
state: closed
created_at: 2018-12-31T16:01:24Z
updated_at: 2019-01-03T05:03:25Z
closed_at: 2019-01-03T05:03:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1206
type: pull
body:
  This fixes some differences between the way ACE was handling Enchantment layers that differed from retail

  Previously, for the 'surpassed' and 'surpassing' cases, ACE would not write enchantments if they were surpassed by an existing enchantment, or in the 'surpassing' case, it would modify the old enchantment, instead of adding a new layer.

  The proper functionality here is to write the new enchantments in both cases, always increasing the layer id.

  Also previously, ACE was sort of implicitly managing the most powerful enchantment as always being the top layer enchantment for that category (in GetEnchantments_TopLayer). Since it can no longer be assumed that the top layer id for category is the most powerful enchantment, this function has been modified so that it sorts by descending PowerLevel within the category, instead of descending LayerID

  The enchantments db table has also been updated to index all of the fields we are searching on in the enchantment queries. This greatly improves the speed of the EnchantmentManager queries.

  This also fixes some bugs with layering between creature-cast and item-cast enchantments, particularly when an item casts a spell that a creature already has. This was the cause of one of the EF duplicate key errors in https://github.com/ACEmulator/ACE/issues/1194, particularly the one reported by @fartwhif for the enchantments table.

  The repro steps for this issue are:

  /dispel
  /buff &lt;self&gt; 3
  /ci gemlugianarmor3
  &lt;use gem&gt;
  &lt;log out&gt;

  This should fix some of the core architecture issues that https://github.com/ACEmulator/ACE/pull/1203 patched

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjE0OTMx
title: Fixing vendor trade notes
state: closed
created_at: 2019-01-01T03:18:58Z
updated_at: 2019-01-03T04:51:10Z
closed_at: 2019-01-03T04:51:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1207
type: pull
body:
  This fixes a bug where vendor buy/sell prices for trade notes weren't matched up on the server

  This resulted in the player thinking they were buying a trade node for a certain price, and then being charged a lot more for it

  It also resulted in a player selling a trade note to a vendor, and receiving less than the actual trade note value

  This also adds various small vendor details, such as the Buy/Sell emotes, and PickupEvent sound effects when a transaction has been made

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjIzNDM2
title: Additional checks for monsters in Return state
state: closed
created_at: 2019-01-01T08:40:31Z
updated_at: 2019-01-03T04:50:51Z
closed_at: 2019-01-03T04:50:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1208
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjIzNDUx
title: Adding handlers for drop/destroy on death items
state: closed
created_at: 2019-01-01T08:40:48Z
updated_at: 2019-01-03T04:51:46Z
closed_at: 2019-01-03T04:51:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1209
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjI2NjM5
title: Adding case insensitive quest lookup to emote
state: closed
created_at: 2019-01-01T10:18:42Z
updated_at: 2019-01-01T19:22:32Z
closed_at: 2019-01-01T19:22:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1210
type: pull
body:
  This can fix some emote chains where there are inconsistencies in uppercase and lowercase letters for the quest names, for example:

  https://github.com/ACEmulator/ACE-World-16PY/blob/2176c4566725c33ce691a76cf69954fa891cf0e3/Database/3-Core/9%20WeenieDefaults/SQL/Creature/Human/07560%20Feruza%20ibn%20Salaq.sql

  When the player gives Feruza ibn Salaq a Chunk of Low-Grade Chorizite, it updates the quest 'ChoriziteA', but then tries to find the quest 'CHORIZITEA' in all caps for the response.

  It is possible this could also fix some other issues with emote/questname lookups, ie. https://github.com/ACEmulator/ACE/issues/1198 (still looking for exact repro steps there)

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjMzNTkx
title: Fixing a possible race condition with adjacent landblock loading
state: closed
created_at: 2019-01-01T13:23:13Z
updated_at: 2019-01-02T00:22:21Z
closed_at: 2019-01-02T00:22:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1211
type: pull
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node_id: MDU6SXNzdWUzOTUxMDM1NjA=
title: EmoteCategory.Refuse not performing linked action, such as a custom tell
state: closed
created_at: 2019-01-01T18:36:50Z
updated_at: 2019-01-05T00:30:27Z
closed_at: 2019-01-05T00:30:26Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  As, one example, create a new character and try to hand the "Letter from Home" to the Society Greeter.  She should respond with "This is yours. Keep it if you like, ..." tell.  In current master, the NPC merely states "[NPC name] doesn't know what to do with this item."
  Another, Samuel should have a custom response when handed the Restoring the Training Academies note from the room next to him.

  ### Desired functionality.
  Flavor text dialog should appear when items are handed to NPCs that are coded for EmoteCategory.Refuse

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjQ2MzIw
title: Fix Trap Door Switch
state: closed
created_at: 2019-01-01T18:48:28Z
updated_at: 2019-01-05T23:22:46Z
closed_at: 2019-01-04T09:27:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1213
type: pull
body:
  Found at `@teleloc 0xDD500100 [151.275000 128.013000 22.005000] 0.588842 0.000000 0.000000 -0.808248`

  I do wonder if there should be a function built to determine type of magic a spelldid is and call appropriate function.. Hardcoding LifeMagic/ItemMagic seems not good

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjQ2ODI3
title: Updating December changelog
state: closed
created_at: 2019-01-01T19:04:18Z
updated_at: 2019-01-31T22:39:10Z
closed_at: 2019-01-02T00:22:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1214
type: pull
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node_id: MDU6SXNzdWUzOTUxMTY0OTY=
title: Olthoi Harvesters & Gardeners Do Not Drop Loot in Arcade North on ML
state: closed
created_at: 2019-01-01T22:20:31Z
updated_at: 2019-01-23T04:56:41Z
closed_at: 2019-01-23T04:56:41Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Killing any Olthoi Harvester (11480, 11727) or Olthoi Gardener (11479. 11726) in Olthoi Arcade North in ML

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  N/A 

  ### Desired functionality.
  <!--
  What would like to see implemented?
  Fixed loot profile
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjU0MTA3
title: Parsing incoming network commands should not instantiate ObjectGuids
state: closed
created_at: 2019-01-01T22:33:46Z
updated_at: 2019-01-05T00:49:39Z
closed_at: 2019-01-04T20:09:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1216
type: pull
body:
  Parsing packets should read in the uint32 and pass that uint32 to the appropriate handler.

  The handler can then decide if it can use the value as a uint32 or if it should instantiate an ObjectGuid around that value.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNjU3MDk0
title: Fixing defaultCritMultiplier for magic
state: closed
created_at: 2019-01-01T23:57:05Z
updated_at: 2021-01-10T04:03:27Z
closed_at: 2019-01-02T00:21:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1217
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNzI5ODk5
title: Updating readme
state: closed
created_at: 2019-01-02T11:55:31Z
updated_at: 2019-01-03T04:52:00Z
closed_at: 2019-01-03T04:52:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1218
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxNzc1NzE2
title: Fix infinite loop in GetCombatManeuver
state: closed
created_at: 2019-01-02T15:34:21Z
updated_at: 2019-01-02T16:20:33Z
closed_at: 2019-01-02T16:10:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1219
body: This also moves ListExtensions to ACE.Common.Extensions
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxODkxMzQ0
title: GetAttackPart debug
state: closed
created_at: 2019-01-03T02:04:38Z
updated_at: 2019-01-03T02:12:55Z
closed_at: 2019-01-03T02:12:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1220
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxOTIyNjg3
title: Removing deception check from assessing NPCs
state: closed
created_at: 2019-01-03T07:35:10Z
updated_at: 2019-01-03T18:51:02Z
closed_at: 2019-01-03T18:51:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1221
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQxOTkyODY4
title: Gdle adapters
state: closed
created_at: 2019-01-03T13:20:13Z
updated_at: 2019-01-17T16:06:18Z
closed_at: 2019-01-17T16:05:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1222
type: pull
body:
  This adds converters for GDLE models (via json) to ACE models.

  I've added notes where things don't line up.

  As these notes are resolved, comments should be added explaining why we have something the GDLE model doesn't, or why the GDLE model has something we don't, or why we do things differently, etc...

  Sample code:
  var aa = GDLELoader.TryLoadWorldSpawns(@"C:\ACE\data\gdle\worldspawns.json", out var gdleWorldSpawns);
  var bb = GDLELoader.TryLoadWorldSpawnsConverted(@"C:\ACE\data\gdle\worldspawns.json", out var instances, out var links);

  var cc = GDLELoader.TryLoadEvents(@"C:\ACE\data\gdle\events.json", out var gdleEvents;
  var dd = GDLELoader.TryLoadEventsConverted(@"C:\ACE\data\gdle\events.json", out var events);

  var ee = GDLELoader.TryLoadQuests(@"C:\ACE\data\gdle\quests.json", out var gdleQuests);
  var ff = GDLELoader.TryLoadQuestsConverted(@"C:\ACE\data\gdle\quests.json", out var quests);

  var gg = GDLELoader.TryLoadSpells(@"C:\ACE\data\gdle\spells.json", out var gdleSpells);
  var hh = GDLELoader.TryLoadSpellsConverted(@"C:\ACE\data\gdle\spells.json", out var spells);

  var ii = GDLELoader.TryLoadRecipes(@"C:\ACE\data\gdle\recipes.json", out var gdleRecipes);
  var jj = GDLELoader.TryLoadRecipesConverted(@"C:\ACE\data\gdle\recipes.json", out var recipes);

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMDc4Nzg1
title: Adding summoning XP, refactoring XP granting for more consistency
state: closed
created_at: 2019-01-03T18:47:03Z
updated_at: 2019-01-05T15:29:25Z
closed_at: 2019-01-05T15:29:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1223
type: pull
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node_id: MDU6SXNzdWUzOTU3MDQ0MzM=
title: Setting Spell Comps with F6
state: closed
created_at: 2019-01-03T19:56:21Z
updated_at: 2019-01-18T22:07:59Z
closed_at: 2019-01-18T22:07:59Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  When pressing F6 to be able to set your Spell Comps I found that if you log out and back in is does not retain the settings.
  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.

  From the Server Window:

  ACE >> 2019-01-03 14:51:10,719 INFO : client player connected with verified password
  2019-01-03 14:51:41,601 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:43,847 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:50,832 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:52,035 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:53,130 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:54,091 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:51:59,099 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel
  2019-01-03 14:52:25,480 WARN : Received unhandled GameActionType: 0x0224 - SetDesiredComponentLevel

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTU3MDcxMjE=
title: Casting Magic that is on items
state: closed
created_at: 2019-01-03T20:05:18Z
updated_at: 2019-01-10T02:46:12Z
closed_at: 2019-01-10T02:46:12Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.

  I found that trying to cast spells from items such as the Imp Staff like (Priest's Curse / ID 2814)
  that is built into the Staff crashes the server.

  ### The log given by the failure.

  Appears in the ACE_Log.txt file

  2019-01-03 15:02:56,898 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id AAB2FFFE in Cell

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTU3NTQwODg=
title: Multiple Salvaging Bugs
state: closed
created_at: 2019-01-03T22:55:58Z
updated_at: 2019-01-16T05:48:18Z
closed_at: 2019-01-16T05:48:18Z
author_association: NONE
state_reason: completed
type: issue
body:
  - [ X] bug report -> please search issues before submitting
  - [x] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  - Salvage can achieve Workmanship values above 10, up to 38 has been observed
  - Salvage can be increased by salvaging itself, as long as the value is over 0
  - Salvage values can exceed 100, up to 283 has been observed
  - Salvage Bags fail to change Icon to a full bag of salvage once reaching 100 e.g. such as the icon & type created by /ci 29581
  - Salvage can be increased by salvaging against a bag of salvage with a value of 0 - as spawned by Admin commands; ex. /ci 20986
  - Bags of Salvage such as Green Garnet display that they do not have any use, when code in RecipeManager shows otherwise

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  N/A

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  This behavior has been examined with multiple Material Types to Include:
  Brass ; Steel ; Iron ; Green Garnet ; Black Opal ; Fire Opal ; Sunstone ; White Sapphire ; Imperial Topaz ; Bronze ; Silver ; Gold ; Ivory ; Reedshark Leather ; Granite ; Mahogany ; Teak ; Ebony ; Aquamarine ; Black Garnet ; Red Garnet ; Diamond ; Pyreal ; Lapis Lauzil ; Moonstone

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node_id: MDU6SXNzdWUzOTU3NTY0MTA=
title: Multiple Imbue / Tinker Bugs
state: closed
created_at: 2019-01-03T23:05:53Z
updated_at: 2019-01-12T21:05:56Z
closed_at: 2019-01-12T21:05:56Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  - Several Observed Functioning Salvage For Tinkering Fails to Apply Magical Affects on Armor, e.g. Agate Salvage fails to apply Minor Focus on Treasure-Generated Jewelry
  - The Above appears to apply for a majority of Minor Cantrip producing Salvage
  - Bludgeon Rending does not appear to be working correctly - tested on a treasure-generated Wand using Shock Wave III against wisps, undead, virindi, shadows

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMTUwNTQ0
title: Adding LocalBroadcastRange for chat messages
state: closed
created_at: 2019-01-04T00:48:41Z
updated_at: 2019-01-04T16:47:49Z
closed_at: 2019-01-04T16:47:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1228
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMTc3NzA4
title: Porting AllegianceManager over to PlayerManager
state: closed
created_at: 2019-01-04T05:24:58Z
updated_at: 2019-07-22T08:56:22Z
closed_at: 2019-01-04T16:47:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1229
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMjA0MDYw
title: Adding built-in spells to casting items
state: closed
created_at: 2019-01-04T08:48:52Z
updated_at: 2019-01-05T15:29:38Z
closed_at: 2019-01-05T15:29:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1230
type: pull
body:
  This starts to address https://github.com/ACEmulator/ACE/issues/1225

  This is not a full solution, but it does fix the crashing, and gets the spell to cast

  Open questions:

  - Should there be a windup animation when casting spells built into the wand?
  - Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill?
  - Should those spells use mana from the wand, instead of from the player's mana?

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMjA3MjIy
title: Adding handler for EmoteSet.Refuse for NPCs
state: closed
created_at: 2019-01-04T09:06:19Z
updated_at: 2019-01-04T16:47:37Z
closed_at: 2019-01-04T16:47:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1231
body: This addresses the issue detailed in https://github.com/ACEmulator/ACE/issues/1212
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQyMzg5NTc2
title: Fixing CombatManeuver multistrike search
state: closed
created_at: 2019-01-04T22:30:04Z
updated_at: 2019-01-04T22:54:23Z
closed_at: 2019-01-04T22:54:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1232
body: Also included fix from @OptimShi
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQyNDM5OTk4
title: More profiling based improvements
state: closed
created_at: 2019-01-05T13:20:03Z
updated_at: 2019-01-06T01:48:29Z
closed_at: 2019-01-06T01:44:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1233
type: pull
body:
  ToList for this loop was added here: https://github.com/ACEmulator/ACE/pull/917
  This ToList consumes 10%+ CPU alone, it's a big one.
  I've been load testing this for 2 days now and haven't had a crash yet. I believe we've fixed the concurrency issue in a recent commit.

  ToList() removed from remove_shadows_from_cells freeing up 8.5% CPU

  Move IsAnimating to PhysicsObj and managed by MotionInterp freeing up 4% CPU

  There is still lag, although it's very slightly less, with 100 active load-test macros.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyNDYwNzU3
state: closed
created_at: 2019-01-05T21:10:12Z
updated_at: 2019-01-08T10:58:06Z
closed_at: 2019-01-08T10:58:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1234
type: pull
title:
  Adding imbues to damage formulas: Critical Strike, Crippling Blow, Armor Rending, Resistance Rending

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node_id: MDU6SXNzdWUzOTYyMDQ1ODk=
title: Portal Gem Behaviour
state: closed
created_at: 2019-01-05T22:11:10Z
updated_at: 2019-01-11T00:38:14Z
closed_at: 2019-01-11T00:38:14Z
author_association: NONE
state_reason: completed
type: issue
body:
  - [x ] bug report -> please search issues before submitting
  - [x] feature request

  ### Repro steps:

  Purchase and use portal gems - single and stacked

  A couple of different issues I've noticed - the when activating the gems, portal appears to spawn at the same position as the character using the gem. Any player character and any movement activates the portal.

  Also, when using a stack, consumes all of the gems rather than just one from the stack. Only one portal is created.

  Portal is purple

  ### Desired functionality:

  Retail behaviour made the portal summon further in front of the character and would require activating by use only not on collision.

  Portals should be white.


  ### Mention any other details that might be useful.

  Tested with both single and stacks of Summoning gems:

  Yaraq, Yanshi, Shoushi, Samsur, Rithwic, Nanto, Lytelthorpe, Holtburg, Al-Arqas, Celdiseth

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node_id: MDU6SXNzdWUzOTYyMTIyMTY=
title: Mattekar always evades high Missile attack
state: closed
created_at: 2019-01-05T23:52:03Z
updated_at: 2019-01-28T03:53:36Z
closed_at: 2019-01-28T03:37:41Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Equip Missile Weapon - Attack Mattekar 

  ### The log given by the failure.
  pcap attached

  ### Desired functionality.
  Mattekar should be able to be hit with Missile weapons using High

  Appears at this time they evade 100% of the time while using high attack 
  Tested with: Dire, Great, Dread

  https://drive.google.com/open?id=1icDd3TXPtfglZkSJlu4Wa_B9NCgPNyy4

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyNDcwNjU1
title: Fix 2 issues
state: closed
created_at: 2019-01-06T01:44:08Z
updated_at: 2019-01-06T12:29:34Z
closed_at: 2019-01-06T12:28:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1237
type: pull
body:
  1) Exception when trying to pick up a stackable item that you already have a partial stack of.
  2) ConumeFromInventory was actually adding, not subtracting.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyNDgzNzc5
title: Store and Use DIDs for Portal magics
state: closed
created_at: 2019-01-06T09:02:56Z
updated_at: 2019-02-02T19:43:25Z
closed_at: 2019-01-08T18:58:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1238
type: pull
body:
  Instead of just saving positions, we need to store as DIDs and do proper lookups back to the original weenie for restrictions and other variables.

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node_id: MDU6SXNzdWUzOTYyNzMwNDA=
title: Doubled up Quest items in Chests
state: closed
created_at: 2019-01-06T16:33:49Z
updated_at: 2019-01-21T05:11:12Z
closed_at: 2019-01-21T05:11:11Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request

  In doing the Holtburg Redoubt Quest ( Worcer's Missing Heirlooms )I found that when I go to pull the Wedding Ring from the Chest there are 2.

  Also in doing the Rithwic quest that involves the Old Warehouse, That when I run to the chest on the second level ( /teleloc  0x0165011F [22.714476 -68.305176 -11.995001] -0.710631 0.000000 0.000000 -0.703564 ) the Chest contains 2 (Brentsells's Keys ) and when I use this key on the Chest on the Top Level to retrieve the (Letter to Celclynd ) there are 2 of those as well. 

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTYyNzU2MjI=
title: Treasure values change on Log out/in
state: closed
created_at: 2019-01-06T17:05:18Z
updated_at: 2019-02-18T00:08:56Z
closed_at: 2019-02-18T00:08:56Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```

  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  While Looting in  Trothyr's Rest I found that the Loot in the chest at ( /teleloc 0x01FD0164 [50.665306 -102.731888 -5.995000] 0.015361 0.000000 0.000000 0.999882 ) Was fair cash for a low level Noob just starting out. So I grabbed it and headed back to the Lifestone. I had to log for a second  (Real life stuff) but when I logged back in and went to sell that the cash I received was far less then it should have been. So I did the looting again taking note of the values closer. Thats when I noticed the issue.
  ![value change](https://user-images.githubusercontent.com/38050842/50739208-ee33de80-11aa-11e9-93ac-40bcf1c9227a.jpg)

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  Value should remain the same after log out and back in.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTYyODUxNTY=
title: Loot item that is magical, but spell-less
state: closed
created_at: 2019-01-06T19:09:46Z
updated_at: 2019-12-14T23:07:07Z
closed_at: 2019-12-14T23:07:07Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  Gotten off a drudge in the Drudge Hideout. Has the icon of a magical item, has mana, activation reqs, but no spells.

  ![magicalbutmagicless](https://user-images.githubusercontent.com/46425530/50740428-44f5e400-11bc-11e9-98ac-f8dbf2b809d1.jpg)

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  Should have spell(s).
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyNTEzOTc2
title: More profiling tweaks
state: closed
created_at: 2019-01-06T19:59:44Z
updated_at: 2019-01-16T04:22:44Z
closed_at: 2019-01-13T18:20:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1242
type: pull
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node_id: MDU6SXNzdWUzOTYzMDEyNDI=
title: Portal and Item Emotes, Cooldown timers, and Use Level Requirements
state: closed
created_at: 2019-01-06T22:28:10Z
updated_at: 2019-01-16T15:55:38Z
closed_at: 2019-01-16T15:55:38Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [X] feature request
  ```
  The following feature requests are in regards to the content update #21 that is pending in 16PY-Patches repo:

  1) Portals and items need to be able to process emotes: Training Academy exit portals use emotes to reset a player's Sanctuary position as they are level the TA; Protection Orb send a tell to the player when it is picked up
  2) New data fields have been added, per PCAP and Lifestoned data, that need coding to handle, such as cooldowns and level activation requirement: Facility Hub Portal Gem has both a cooldown timer and a use level requirement and the Blackmoor's Favor gem has a cooldown.

  Both of these points are backed by data from PCAPs and the Weenie data posted on the Lifestoned site.

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node_id: MDU6SXNzdWUzOTYzMDkzOTA=
title: Quest items appearing in loot
state: closed
created_at: 2019-01-07T00:06:59Z
updated_at: 2019-01-28T20:55:25Z
closed_at: 2019-01-28T20:55:25Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  What appears to be a quest item (http://acpedia.org/wiki/Satchel_with_Offerings) showing up in monster loot, complete with spells. Found it in the Drudge Hideout on the corpse of one of the drudges.
  ![strangeloot](https://user-images.githubusercontent.com/46425530/50743418-bb5b0c00-11e5-11e9-9801-70044099d754.jpg)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTY2MDk4ODA=
title: Vendors do not respect "This item cannot be sold."
state: closed
created_at: 2019-01-07T19:03:32Z
updated_at: 2019-01-12T21:04:26Z
closed_at: 2019-01-12T21:04:26Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report -> please search issues before submitting
  ```

  ### Repro steps.
  @ci 305 100 // Create 100 Quarrels.
  Appraise the quarrels and note the "This item cannot be sold." in the description.
  Sell to an appropriate vendor.
  Profit.

  This item has PropertyBool.IsSellable = 0, which should prevent the vendor from purchasing it.

  ### Desired functionality.
  I am not sure exactly the process that retail handled this, especially if you also tried to sell other items that ARE able to be sold with it.

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node_id: MDU6SXNzdWUzOTY2MTIzMDQ=
title: Tumerok archers aggro, but won't attack until you're very close
state: closed
created_at: 2019-01-07T19:11:10Z
updated_at: 2019-01-12T21:03:29Z
closed_at: 2019-01-12T21:03:28Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Tumeroks that have missile weapons (bow/crossbow) around Dryreach will aggro and equip their weapon when attacked, but refuse to fire until you're extremely close to them. Included a short video of it in action.

  [noshootonlystare.zip](https://github.com/ACEmulator/ACE/files/2733968/noshootonlystare.zip)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Portal to Dryreach, attack a tumerok that has a missile weapon.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQyODQxNTE4
title: Refactored ActionChains and WO ticking
state: closed
created_at: 2019-01-08T02:44:25Z
updated_at: 2019-01-16T04:47:40Z
closed_at: 2019-01-16T04:47:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1247
type: pull
body:
  This is a refactoring of core infrastructure, and should be tested for the next week, possibly more

  This improves WO ticking performance by approx. 25-30x

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node_id: MDU6SXNzdWUzOTY5ODQzMDk=
title: Monster messages which should be sent on killing the player instead sent when player kills monster
state: closed
created_at: 2019-01-08T16:28:31Z
updated_at: 2019-01-09T20:06:56Z
closed_at: 2019-01-09T20:06:56Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  ![onkillnotondeath](https://user-images.githubusercontent.com/46425530/50844179-2fa5c480-1338-11e9-9e77-cf89bd7f5cad.jpg)

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Kill Gotrok Tiatus lugians (and probably others of the hollow weapon carrying variety) until you get the message.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Message should only be sent when the lugian kills the player.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTcwMjUxMzc=
title: Mob missing attack animation for throwing javelins
state: closed
created_at: 2019-01-08T18:14:32Z
updated_at: 2019-01-09T20:06:45Z
closed_at: 2019-01-09T20:06:45Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Edit: I think this actually has to do with the mob having both a throwing weapon and a shield. 

  Se Sclavus attack you with javelins but seem to lack the animation. You can see the javelin being thrown through the air and a new one appearing in their hand, but no attack animation is shown. Included short video.
  [missingjavelinanimation.zip](https://github.com/ACEmulator/ACE/files/2737981/missingjavelinanimation.zip)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Find a Se Sclavus (I found them in the swamp near yanshi) that throws javelins and get in attack range.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQzMjM3OTUz
title: Adding proper handling of KillTaunts
state: closed
created_at: 2019-01-09T07:40:28Z
updated_at: 2019-01-09T20:06:56Z
closed_at: 2019-01-09T20:06:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1250
body: This patch resolves https://github.com/ACEmulator/ACE/issues/1248
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQzMjkyMDkx
title: Fixing monsters with thrown weapons and shield
state: closed
created_at: 2019-01-09T11:02:07Z
updated_at: 2021-08-30T04:22:36Z
closed_at: 2019-01-09T20:06:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1251
body: This fixes https://github.com/ACEmulator/ACE/issues/1249
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQzNTQxMzA2
title: Adding max missile range
state: closed
created_at: 2019-01-10T01:53:45Z
updated_at: 2019-01-12T21:02:47Z
closed_at: 2019-01-12T21:02:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1252
body: This addresses https://github.com/ACEmulator/ACE/issues/1246
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQzNTgwNjUw
title: Adding vendor handling for unsellable items
state: closed
created_at: 2019-01-10T06:48:03Z
updated_at: 2019-01-12T21:04:08Z
closed_at: 2019-01-12T21:04:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1253
body: This addresses https://github.com/ACEmulator/ACE/issues/1245
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQzODIwMDkx
title: Adding cantrip imbues
state: closed
created_at: 2019-01-10T20:30:59Z
updated_at: 2019-01-12T21:05:22Z
closed_at: 2019-01-12T21:05:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1254
type: pull
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node_id: MDU6SXNzdWUzOTgwNjg5ODU=
title: Hermetic Link not working
state: closed
created_at: 2019-01-10T23:55:34Z
updated_at: 2019-01-12T21:06:46Z
closed_at: 2019-01-12T21:06:46Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Hermetic link (and hermetic void), which applies a percentage based increase to the mana conversion bonus of a casting device, doesn't appear to work. Mana conversion bonus of an item is unchanged after casting the spell. 

  [hermeticlink.zip](https://github.com/ACEmulator/ACE/files/2747505/hermeticlink.zip)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Cast aura of hermetic link while wielding a casting device that has a mana conversion bonus. No change in displayed bonus.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->


  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQzODgwODUy
title: Pulling from mastah
state: closed
created_at: 2019-01-11T01:08:08Z
updated_at: 2019-01-11T01:08:25Z
closed_at: 2019-01-11T01:08:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1256
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQzOTI2NDkw
title: Salvaging refactoring
state: closed
created_at: 2019-01-11T06:53:53Z
updated_at: 2019-01-15T23:33:04Z
closed_at: 2019-01-15T23:33:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1257
type: pull
body:
  This patch refactors the salvaging system, and addresses most of the issues reported https://github.com/ACEmulator/ACE/issues/1226

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node_id: MDU6SXNzdWUzOTg0MjQwNDA=
title: Awakener requires spec Creature to wield, game allows you to wield it regardless
state: closed
created_at: 2019-01-11T19:35:41Z
updated_at: 2019-01-12T21:06:17Z
closed_at: 2019-01-12T21:06:17Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  http://acpedia.org/wiki/Awakener requires Creature Enchantment be specialized to wield it, however a character that doesn't meet that req is able to wield it.

  ![awakenerspecialized](https://user-images.githubusercontent.com/46425530/51055539-18700c80-15ae-11e9-930c-c6e21215b954.png)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Get the Awakener on a character without spec creature. Wield it.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Do not allow a character without spec creature to wield it.
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MTkyMDA5
title: Adding all of the wield requirement checks
state: closed
created_at: 2019-01-12T01:41:17Z
updated_at: 2019-01-12T21:06:17Z
closed_at: 2019-01-12T21:06:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1259
body: This resolves https://github.com/ACEmulator/ACE/issues/1258
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MjAxNDU1
title: Adding enchantments for Hermetic Link / Void, and Spirit Drinker / Loather
state: closed
created_at: 2019-01-12T05:23:07Z
updated_at: 2019-01-12T21:06:47Z
closed_at: 2019-01-12T21:06:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1260
body: This fixes https://github.com/ACEmulator/ACE/issues/1255
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MjQ5NDUy
title: Adding gem activation requirements, and cooldowns
state: closed
created_at: 2019-01-12T23:41:37Z
updated_at: 2019-01-14T22:17:17Z
closed_at: 2019-01-14T22:17:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1261
body: Adds missing features for https://github.com/ACEmulator/ACE/issues/1243
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MjUxODk0
title: Fixing monster corpse spawn bug
state: closed
created_at: 2019-01-13T00:49:26Z
updated_at: 2019-10-25T06:19:39Z
closed_at: 2019-01-14T22:17:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1262
type: pull
body:
  This fixes the elusive bug when killing some monsters, where the 'alive' version would appear again, as a frozen/duplicate copy

  Thanks to everyone who helped track this one down (Keith, Jyrus)

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0Mjc5NjIw
title: Landblock queued world object additions removals
state: closed
created_at: 2019-01-13T13:38:56Z
updated_at: 2019-01-16T04:22:02Z
closed_at: 2019-01-16T04:19:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1263
type: pull
body:
  This builds on top of #1242 

  This allows us to enumerate over WorldObjects without having to .ToList()

  This is considerably faster than using a ConcurrentDictionary

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0Mjg4MTY3
title: Fix giving items back and forth
state: closed
created_at: 2019-01-13T16:08:10Z
updated_at: 2019-01-13T18:22:18Z
closed_at: 2019-01-13T18:20:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1264
type: pull
body:
  We have to add certain "hacks" to the code because Player_Tracking->RemoveTrackedEquippedObject() is doing GameMessageDeleteObject, not GameMessagePickupEvent

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MjkyMDgy
title: Fix monster infinite ammo
state: closed
created_at: 2019-01-13T17:09:22Z
updated_at: 2019-01-13T18:22:08Z
closed_at: 2019-01-13T18:21:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1265
body: We must RemoveFromInventory before TryEquip
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0MjkzMDc4
title: Players need to DequipWithNetworking on final missile launch
state: closed
created_at: 2019-01-13T17:27:58Z
updated_at: 2019-01-13T18:21:56Z
closed_at: 2019-01-13T18:21:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1266
type: pull
body:
  For players, we TryDequipObjectWithNetworking with ConsumeItem and that will also call the Destroy for us.

  Monsters, we TryDequipObjectWithBroadcasting.

  Players and Monsters treat this a little differently.

  Key being that players use WithNetworking (since they have sessions and require more info), and creatures use WithBroadcasting (since they don't have sessions and don't have clients that need updates)

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node_id: MDU6SXNzdWUzOTg2ODAzMjQ=
title: Doors do not auto-close and reset
state: closed
created_at: 2019-01-13T17:32:11Z
updated_at: 2019-01-17T00:48:07Z
closed_at: 2019-01-17T00:48:07Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Open a door in any town, such as the tavern door in Holtburg, and waited five minutes.  The door did not close itself within that time period, as it has in the past.

  ### Desired functionality.
  Normal doors should auto-close within a timely manner.

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node_id: MDU6SXNzdWUzOTg2ODM1NzE=
title: The /buff Command is broken
state: closed
created_at: 2019-01-13T18:09:54Z
updated_at: 2019-01-15T10:36:07Z
closed_at: 2019-01-15T10:36:07Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Typing /buff or /buff <player target> both produce errors

  ### The log given by the failure.
  2019-01-13 13:08:32,910 ERROR: Exception while invoking command handler for: buff
  System.ArgumentException: Requested value 'TrueValueSelf8' was not found.
     at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
     at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
     at ACE.Server.WorldObjects.Player.CreateSentinelBuffPlayers(IEnumerable`1 players, Boolean self, UInt64 maxLevel) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\WorldObjects\Player_Magic.cs:line 979
     at ACE.Server.Command.Handlers.SentinelCommands.HandleBuff(Session session, String[] parameters) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\Command\Handlers\SentinelCommands.cs:line 208
     at ACE.Server.Network.GameAction.Actions.GameActionTalk.Handle(ClientMessage clientMessage, Session session) in C:\Users\jonat\Documents\GitHub\ACE-NonProd\ACE\Source\ACE.Server\Network\GameAction\Actions\GameActionTalk.cs:line 52

  ### Desired functionality.
  <!--
  Fix buff command
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTg2ODQxNzk=
title: Patron-Vassal XP Passup Bugs
state: closed
created_at: 2019-01-13T18:16:21Z
updated_at: 2019-01-18T22:01:22Z
closed_at: 2019-01-18T22:01:21Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  When a Vassal passes XP up to a Patron, it is at first only represented in game messages and within Total XP bar. Only raising a skill will commit the experience into Unassigned Experience. 
  Further, the Total XP that was passed up will transform the Total XP of the Patron to a negative mirrored value of itself after XP is gained from any other methods

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  XP Passup that displays properly in the Allegiance & Skills screen, and that does not incur negative XP values
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  Screenshot in Discord

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node_id: MDU6SXNzdWUzOTg2OTg3NTY=
title: ACE server 'stop-now' doesn't fully log out players
state: closed
created_at: 2019-01-13T21:00:13Z
updated_at: 2019-01-26T16:14:39Z
closed_at: 2019-01-26T16:14:39Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Initiate a 'stop-now' process, while players are logged into the world, and they don't fully log out by themselves.  The clients must be manually shutdown before stop-now completes the ordered server shutdown.

  ### Desired functionality.
  Fully log out the clients and terminate their sessions and connections to the server.

  ### Mention any other details that might be useful.
  The players will be stuck in a state that the character is gone, but any equipped weapons are still visible, and the server continues to wait for the player sessions to terminate.

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node_id: MDU6SXNzdWUzOTg2OTkxNzk=
title: Missile wielding players and mobs start with projectile visible is their rest/non-combat state
state: closed
created_at: 2019-01-13T21:04:57Z
updated_at: 2019-01-16T04:20:54Z
closed_at: 2019-01-16T04:20:54Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  On first entry into the world, a player or mob will start with their equipped projectile visible in the resting state.  Once player or mob transitions to combat and back again, the projectile ceases to be visible.

  ### Desired functionality.
  Projectile should not be visible in the starting resting/non-combat state on first world entry

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node_id: MDU6SXNzdWUzOTg3MzEzNzI=
title: Can wear multiple pieces of armor that cover the same areas
state: closed
created_at: 2019-01-14T02:41:09Z
updated_at: 2019-01-16T04:24:11Z
closed_at: 2019-01-16T04:24:10Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  If you put on, for example, leggings, which only cover the upper and lower legs, you can drag another pair of leggings which also cover the abdomen and wear both at the same time. Seems to work the same for any piece of armor that covers multiple areas. Breastplate - drag coat to arms and wear both the breastplate and coat. Etc. Video included.


  [twopantsforme.zip](https://github.com/ACEmulator/ACE/files/2753903/twopantsforme.zip)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Get a pair of leggings which cover only the upper and lower legs. Now grab a pair of leggings which cover the abdomen, upper legs and lower legs. Put on the first leggings, switch to slot view, drag the second pair of leggings to the abdomen. Wear both pairs at the same time. Also works with other armor.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Do not allow me to wear two pairs of pants. Or other items.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0NjE3OTM1
title: Improved EmoteManager timing
state: closed
created_at: 2019-01-14T22:56:50Z
updated_at: 2019-01-15T21:31:53Z
closed_at: 2019-01-15T21:31:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1273
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0NjY0NzI3
title: Fixing WorldObject_Decay - PropertyBool.Stuck
state: closed
created_at: 2019-01-15T03:33:57Z
updated_at: 2019-01-15T03:57:13Z
closed_at: 2019-01-15T03:57:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1274
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0NjczMDEw
title: Fixing /buff for Hermetic Link
state: closed
created_at: 2019-01-15T04:41:01Z
updated_at: 2019-01-15T05:29:32Z
closed_at: 2019-01-15T05:29:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1275
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0NjczNTYz
title: Missiles aren't childeren. Return to peace when dequipping ammo
state: closed
created_at: 2019-01-15T04:45:43Z
updated_at: 2019-01-16T04:21:45Z
closed_at: 2019-01-16T04:20:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1276
type: pull
body:
  Issues that still exist:

  Player_Inventory.HandleActionGetAndWieldItem() needs a way to prevent further actions when the player is currently in a busy state (animating from a previous action)

  If you are in combat mode, with your arrow visible, and someone logs in next to you, they will not see your arrow. *FIXED*

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0Njc2NzI1
title: Fixing spell projectiles not working in Black Dominion dungeon
state: closed
created_at: 2019-01-15T05:12:42Z
updated_at: 2019-01-15T21:32:04Z
closed_at: 2019-01-15T21:32:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1277
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0NzI0NzYy
title: Fixing armor coverage in slots inventory
state: closed
created_at: 2019-01-15T09:27:07Z
updated_at: 2019-01-16T04:45:36Z
closed_at: 2019-01-16T04:45:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1278
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/1272

  Also fixes the malformed GameEventInventoryServerSaveFailed packet, as reported by @Mag-nus.

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node_id: MDU6SXNzdWUzOTkzODMxODc=
title: Fellowship loot sharing not working
state: closed
created_at: 2019-01-15T14:58:20Z
updated_at: 2019-01-16T23:53:14Z
closed_at: 2019-01-16T23:53:14Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  1. log in multiple players, put them in a fellowship with "share fellowship loot" enabled at each player.
  2. kill a mob with one of the members of the fellowship
  3. try to loot the mob with a different fellowship member than the one who killed the mob

  ### The log given by the failure.
  corpse you tried to open does not open and you get a message like "you cannot loot that corpse"

  ### Desired functionality.
  expected:  corpse opens and you can grab loot from the corpse.

  ### Mention any other details that might be useful.
  in retail the distance does not matter as far as shared fellowship loot goes.  you could be 20 clicks away when the mob was killed, port in, and loot the corpse the other member killed.

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node_id: MDU6SXNzdWUzOTkzODU3MDA=
title: Mobs only attack a single target
state: closed
created_at: 2019-01-15T15:03:46Z
updated_at: 2019-01-22T19:24:44Z
closed_at: 2019-01-22T19:24:44Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  bring 2 players within agro distance of a mob

  ### The log given by the failure.
  The mob only attacks one of the 2 players, and never switches its agro to the other player.

  ### Desired functionality.
  The mob should change its target from one player to the other, on a partially random basis.

  ### Mention any other details that might be useful.
  This allows exploitation where one player is the "trapper" and the other is the killer.  Trapper agros the mob and maneuvers so that the mob can't actually damage the trapper, the killer then moves into attack LOS and range and kills the trapped mob without being at risk of the mob attacking the killer.  I think there was also, in addition to "switching attention randomly" something deeper in retail where it prioritized damage dealers, but not completely, non attackers still had a chance of being targeted by the mob.  Also, the moment you do damage has a chance to agro the mob at you.

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node_id: MDU6SXNzdWUzOTk1MjA0MjY=
title: Check inventory space before selling
state: closed
created_at: 2019-01-15T20:24:27Z
updated_at: 2019-02-21T00:50:48Z
closed_at: 2019-02-21T00:50:48Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create a character
  Use command /currency to get 100mmds
  Go to a NPC, sell those 100mmds.
  Instead of receiving the only pyreal you have pack space for, the NPC should not allow you to sell and display an error of some sort that say's you don't have enough pack space to sell all 100 mmds.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  Instead of receiving the only pyreal you have pack space for, the NPC should not allow you to sell and display an error of some sort that say's you don't have enough pack space to sell all 100 mmds.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTk1MjEwNzg=
title: Movement check on spellcasting
state: closed
created_at: 2019-01-15T20:26:27Z
updated_at: 2019-01-22T16:58:05Z
closed_at: 2019-01-22T16:57:49Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Start to cast a spell. 
  Move a large distance.
  Spell casts when wind up is done. 

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  When you start to cast a spell and move a certain amount of distance before the spell finishes, instead of the spell successfully casting you should receive an error saying you have moved too far and the spell doesn't cast. 

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTk1MjMwNTc=
title: Received unhandled GameActionType: 0x0286 - SpellbookFilter
state: closed
created_at: 2019-01-15T20:32:10Z
updated_at: 2019-01-18T21:42:12Z
closed_at: 2019-01-18T21:42:12Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Log in to game world.
  Use a portal.
  While in portal space, change spell level filters in the spellbook window
  Client crashed to desktop, server remained online with this message in console, 
  Received unhandled GameActionType: 0x0286 - SpellbookFilter

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ0OTc0MjQy
title: Additional indoor/outdoor monster navigation
state: closed
created_at: 2019-01-15T23:32:06Z
updated_at: 2019-01-16T04:04:54Z
closed_at: 2019-01-16T04:04:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1284
type: pull
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node_id: MDU6SXNzdWUzOTk1ODM4MTU=
title: Asuger Temple for Elysa's Favor Quest Broken
state: closed
created_at: 2019-01-15T23:38:00Z
updated_at: 2019-01-16T07:33:41Z
closed_at: 2019-01-16T07:33:41Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Asuger Temple (45.1N, 30.4E - NW Holtburg) for the final part of the Holtburg sub-quest of Elysa's Favor is broken. Player portals into black room

  ### The log given by the failure.
  None Given

  ### Desired functionality.
  Fixed Asuger Temple so I can throw a lightning bolt into a Simulacrum 

  ### Mention any other details that might be useful.
  Must be quest flagged for this portal, or at least you must be in theory -- another possible test case

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node_id: MDU6SXNzdWUzOTk1OTEyNTA=
title: House Hook Item Visibility Broken
state: closed
created_at: 2019-01-16T00:09:21Z
updated_at: 2019-01-16T07:33:32Z
closed_at: 2019-01-16T07:33:32Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Place an Item on Any type of Hook (Yard, Wall, Floor) in a Villa or Mansion (Tested Olthoi North Mansion & Tou Tou Villa [34.7s 95.8e]). The hook will have the item in the slot, but it will not display on the terrain. Tested with Pack Animals, Commemorative Statutes, spawn items (wands, sabra, quarterstaff) 

  ### The log given by the failure.
  May be unrelated -- these were at the Olthoi North mansion which had previous items on hooks (still display correctly)
  Setting hook item 800023C0
  Setting hook item 800023C1
  Setting hook item 800014AE
  Setting hook item 80000BE2
  Setting hook item 80000D27
  Setting hook item 80000BE0
  2019-01-15 19:02:41,474 INFO : Unable to find object_id 10000484 in Portal

  ### Desired functionality.
  <!--
  Give me my Hooks Back
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTk1OTI3NzI=
title: Virindi Castaway NPC attacks you in Black Dominion dungeon
state: closed
created_at: 2019-01-16T00:16:00Z
updated_at: 2019-01-16T04:22:16Z
closed_at: 2019-01-16T04:22:16Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  The Virindi Castaway NPC in the Black Dominion Dungeon attacks. Still functions, though.

  ![castaway](https://user-images.githubusercontent.com/46425530/51218288-b428b200-18f9-11e9-82df-b9e7307026ac.png)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Go into the final room of the Black Dominion dungeon and wait for him to attack you.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  A pacifist lifestyle for this poor fellow. 

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MDE4Mjg4
title: Refactor ticks
state: closed
created_at: 2019-01-16T04:19:22Z
updated_at: 2019-01-23T04:10:44Z
closed_at: 2019-01-21T23:56:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1288
type: pull
body:
  This has several major changes:

  Long ago, all ticking and heartbeats were done via ActionQueues. We would enqueue this work using the DelayManager. We migrated away from that system to the system we currently have because for some, the delayed heartbeats via actionqueues was a difficult concept to understand.

  The problem we now realize is that the o(n) of the new ticking system adds considerable overhead, as pointed out by gmriggs.

  Another thing we did a while back was move an ActionQueue onto each WorldObject. This was to guarantee thread safety for a given world object. No matter where the WorldObject went, the work traveled with it.

  Now, there are 3 main actors:
  - WorldManager, for a thread safe way to do work
  - Landblocks, for a way we can (in the future) do work in parallel across multiple LandblockGroups
  - Players, a thread safe way to enqueue work onto a player that travels with the player

  Now, when we say "travels with the player", what we mean is, the work stays attached to the player and is executed on whatever LandblockGroup thread the player currently resides.

  When work is enqueued onto a WorldObject, the WorldObject relays that work to its local Landblock.

  This is a very safe way of doing things and still allows us the flexibility of LandblockGroups because we can make the following assumptions:
  - Players can transport across the world (and threads)
  - Only player transported objects can transport across the world (and threads)
  - Objects on a landblock can communicate with other objects in range (and even across landblock borders) because they will be part of the same LandblockGroup, and thus the same thread.

  Reminder, LandblockGroups are a concept that we haven't developed yet, but are putting the framework in place for.

  Additional changes in this PR add some complexity in favor of performance to Landblock. Now we cache additions/removals to allow us to iterate over the main object list without having to clone it first.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MDI4MTYw
title: Asuger Temple fix
state: closed
created_at: 2019-01-16T05:35:23Z
updated_at: 2019-01-16T07:33:41Z
closed_at: 2019-01-16T07:33:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1289
body: This resolves https://github.com/ACEmulator/ACE/issues/1285
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MDM2NzA2
title: Fixing house hooks + use chains
state: closed
created_at: 2019-01-16T06:31:14Z
updated_at: 2019-01-16T07:33:32Z
closed_at: 2019-01-16T07:33:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1290
body: This fixes https://github.com/ACEmulator/ACE/issues/1286
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MDYwNTUz
title: Improving allegiance XP passup
state: closed
created_at: 2019-01-16T08:32:22Z
updated_at: 2019-01-17T23:02:18Z
closed_at: 2019-01-17T23:02:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1291
type: pull
body:
  Managing the conversions between int -> long for allegiance passup XP can be error-prone, so this patch adds Int64 properties for these values

  Generated and received XP from the allegiance is now tracked, and these fields are also stored as Int64 (although the network protocol sends the 'cpTithed / generated' as uint, so the display for these will cap out at ~4 billion still...

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MDc3NTA5
title: Adding fellowship loot sharing option
state: closed
created_at: 2019-01-16T09:34:30Z
updated_at: 2019-01-16T23:53:14Z
closed_at: 2019-01-16T23:53:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1292
body: This resolves https://github.com/ACEmulator/ACE/issues/1279
type: pull
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node_id: MDU6SXNzdWUzOTk4MzM1ODg=
title: Cosmetic - Commemorative Statues Appear Naked
state: closed
created_at: 2019-01-16T14:28:45Z
updated_at: 2019-01-18T21:47:13Z
closed_at: 2019-01-18T21:47:13Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Comm. Bronze Statues of Humanoids (Ben Ten, Zharmalin, Shadow, etc) appear Non-Bronze and Naked when placed on hooks

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWUzOTk4NTY2NzI=
title: Gear Knight model arrangement for player characters, at least, is not correct
state: closed
created_at: 2019-01-16T15:18:05Z
updated_at: 2019-06-21T08:45:10Z
closed_at: 2019-06-21T08:45:10Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create a Gear Knight character

  ### Mention any other details that might be useful.
  ![image](https://user-images.githubusercontent.com/22699181/51258308-8b86d380-195e-11e9-9279-7371a21055fb.png)

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1Mjc3NzAy
title: World DB Changes
state: closed
created_at: 2019-01-16T20:14:14Z
updated_at: 2019-02-02T19:44:11Z
closed_at: 2019-01-20T01:55:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1295
body: - Remove Duplicated Spell Changes
type: pull
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node_id: MDU6SXNzdWU0MDAwMDM2ODA=
title: Using Portal Gem Crashes Server
state: closed
created_at: 2019-01-16T21:22:39Z
updated_at: 2019-01-16T23:08:24Z
closed_at: 2019-01-16T23:08:24Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Sorry for the screenshot, didn't seem to dump it to a log.

  ![gems](https://user-images.githubusercontent.com/46425530/51278984-17721d00-19aa-11e9-98c6-ca6adf6e8065.png)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  I attempted to use an Aphus Lassel Portal Gem which you get from Brighteyes for turning in a tusker tusk. That crashed the server. After restarting it I then used an Al-Arqas gem bought from Shoyanen outside Mayoi and that also crashed it.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MzE2MTUy
title: Fixing gem cooldowns
state: closed
created_at: 2019-01-16T22:36:58Z
updated_at: 2019-01-16T23:08:24Z
closed_at: 2019-01-16T23:08:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1297
body: This fixes https://github.com/ACEmulator/ACE/issues/1296
type: pull
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node_id: MDU6SXNzdWU0MDAwMzYyODA=
title: Simulacra Infiltrators Quest - Broken XP Rewards & Partial Drops
state: closed
created_at: 2019-01-16T23:01:29Z
updated_at: 2019-01-17T01:18:23Z
closed_at: 2019-01-17T01:18:23Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Handing in any of the Messaging Shards for the Quest to Diyas al-Yat will progress the Quest and giving Translations, however the XP Award of ~43M (85% lvl 90) is not disbursed for any of the below shards
  Northern Infiltrator Message Shard [WCID 12143]
  Southern Infiltrator Message Shard [WCID 12145]
  Asteliary Crafter's Message Shard [WCID 12141]
  The Northern / Southern Infiltrators nor the Crafter drop their unique palette Alumi Armor

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  N/A

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  XP Recipe for Turn In's & Modify Create_List for Infiltrators 
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  http://asheron.wikia.com/wiki/Simulacra_Infiltrators

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node_id: MDU6SXNzdWU0MDAwMzc0Mjg=
title: Server Crashes Upon Using Magic Gems
state: closed
created_at: 2019-01-16T23:05:21Z
updated_at: 2019-01-16T23:07:48Z
closed_at: 2019-01-16T23:07:48Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Upon "using" a treasure generated Black Garnet with spells on it, the server unexpectedly crashes before giving stack traces 

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  None captured

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  No crashes

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1MzUyNDUx
title: use AppDomain.CurrentDomain.UnhandledException
state: closed
created_at: 2019-01-17T02:02:31Z
updated_at: 2019-01-17T16:07:17Z
closed_at: 2019-01-17T16:05:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1300
type: pull
body:
  This will (should) catch any unhandled exception from any thread.

  It will log it as an error, and the application will exit (unsafely).

  The user will see the same exception twice on their console, but only one will be logged to the logger. This is expected behavior.

  This was tested with the gem exception and works.

  If you're wondering, there is no safe way to handle exceptions from UpdateWorld and keep going, nor is there any safe thing we can do if we're in that state to save players. We have no idea what state a player might be in when this is thrown. The could be between two very critical modifications. Furthermore, if we did try to save all players on exceptions, it could be used as an exploit to try to save players/items in a "bugged" state.

  The safest thing to do is quit and trust that the last player saves are good.

  Due to the way ACE handles biotas and items, dupes aren't an issue for us.

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node_id: MDU6SXNzdWU0MDAxMDE5Mjg=
title: Schema fields that might need adjustment
state: closed
created_at: 2019-01-17T04:06:01Z
updated_at: 2019-01-20T02:21:31Z
closed_at: 2019-01-20T02:21:31Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  This is just a list of schema fields I come across that we might want to convert.

  **ACE.World:**

  WeeniePropertiesEmoteAction.Display - Currently int?, should this be a bool?

  Should the following be removed if we plan to generate them automatically? Currently, no.
  WeeniePropertiesAnimPart
  WeeniePropertiesPalette
  WeeniePropertiesTextureMap

  Ripley: we can use pcap data to bootstrap appereance for npcs and things that don't matter in the grand scheme until someone defines proper createlist clothing for that weenie
  Ripley: the bartenders in TN are examples of this approach

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1Mzg1NDMz
title: Adding instant vital updates for fellowships
state: closed
created_at: 2019-01-17T06:06:50Z
updated_at: 2019-01-17T22:04:40Z
closed_at: 2019-01-17T22:04:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1302
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1NDQ4ODMx
title: Fixing Oswald's Dirk Quest
state: closed
created_at: 2019-01-17T10:29:32Z
updated_at: 2019-01-17T22:04:49Z
closed_at: 2019-01-17T22:04:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1303
type: pull
body:
  Notes during playthrough:

  http://asheron.wikia.com/wiki/Oswald%27s_Dirk_Quest

  - On the very first step of the quest, when picking up the Empty Mug from the table, I noticed that I had to jump up onto the table to actually get within pickup range. I updated the Player_Use distance check function to use the same cylinder distance check from physics, but even this seemed to produce the exact same result.

  - In the 2nd trial with the Rolling Balls of Death, the balls weren't spawning, and I checked Gaerlan's Citadel - they were also broken again there too. They were broken from the recent change to EmoteType.CastSpellInstant to call WorldObject_Magic.TryCastSpell, which was only handling targetted spells. Updated these code paths to also handle untargeted spells.

  Note, when comparing to retail video, the balls do not seem to be moving at diagonal angles - I remember having to manually set them to roll straight forward in Gaerlan's Citadel (using the angle o the invisible NPC that spawns them), so maybe there is some logic missing here to get the correct angle. I will be looking more into this.

  - In the 3rd trial room, the target wasn't responding to criticals. EmoteCategory.ReceiveCritical was added, along with all of the appropriate hooks.

  Also in the 3rd room, there are a bunch of invisible mobs that should be launching arrows at the player, according to this video:

  https://youtu.be/C1OzPYKHqOg?t=524

  https://github.com/ACEmulator/ACE-World-16PY/blob/2176c4566725c33ce691a76cf69954fa891cf0e3/Database/3-Core/9%20WeenieDefaults/SQL/Creature/Human/24139%20Invisible%20Assailant.sql

  I am not seeing bow/arrows or any create_lists for these Invisible Assailants, so this is another data issue that will need to be investigated more...

  - In the reward chest room, Oswald's Chest seemed to spawn 2 daggers. Also, the chest to the right, after lockpicking it, appeared to be empty (although the 2 chests behind the door had items)...

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node_id: MDU6SXNzdWU0MDA0NDcxMTA=
title: Shields Appear as their Base Version when placed on Hooks
state: closed
created_at: 2019-01-17T20:20:04Z
updated_at: 2019-01-18T21:48:10Z
closed_at: 2019-01-18T21:48:09Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Place Shield of the Simulacra [WCID12155] onto Wall Hook of any house, and it appears as a regular Round Shield

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDA0NDc1NjE=
title: Bronze Statue Corpse Do Not Appear for some Sub-Types
state: closed
created_at: 2019-01-17T20:21:28Z
updated_at: 2019-01-18T21:47:00Z
closed_at: 2019-01-18T21:47:00Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Nullified Statues do not appear for observed types:
  Thorsten Cragstone (false positive maybe -- appeared once out of 5 times)
  Ben Ten
  Banderling
  Greivver
  Zharmalin
  Shadow

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  ACE >> 2019-01-17 15:12:52,631 WARN : AddWorldObjectInternal: couldn't spawn Corpse of Bronze Statue of Thorsten Cragstone
  2019-01-17 15:12:53,398 WARN : AddWorldObjectInternal: couldn't spawn Corpse of Bronze Statue of Thorsten Cragstone
  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1Njg2Mzcx
title: Adding server persistence for spellbook filters
state: closed
created_at: 2019-01-17T23:59:42Z
updated_at: 2019-01-18T21:42:12Z
closed_at: 2019-01-18T21:42:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1306
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/1283 for the unhandled GameAction message

  This PR has a shard update SQL script to install:
  Database/Updates/Shard/2019-01-17-00-Spellbook_Filters.sql

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1NzExNjU0
title: Adding /fillcomps persistence to server
state: closed
created_at: 2019-01-18T02:43:53Z
updated_at: 2019-01-18T22:07:59Z
closed_at: 2019-01-18T22:07:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1307
body: This resolves https://github.com/ACEmulator/ACE/issues/1224
type: pull
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node_id: MDU6SXNzdWU0MDA1NTE5MjQ=
title: Primary portal tie / Primary portal recall not working
state: closed
created_at: 2019-01-18T02:58:25Z
updated_at: 2019-01-18T21:46:44Z
closed_at: 2019-01-18T21:46:44Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Go to Black Spawn Den 56.7S, 86.0W
  Cast primary portal tie on the portal
  Cast primary portal recall
  Recall animation happens, but you don't actually teleport anywhere. You just permanently turn into pink bubbles. 

  ### The log given by the failure.
  No errors in server console

  ### Desired functionality.
  When casting primary portal recall you should teleport inside the black spawn den dungeon.

  ### Mention any other details that might be useful.

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node_id: MDU6SXNzdWU0MDA1NTIyNjM=
title: Monster Corpses Not Being Generated
state: closed
created_at: 2019-01-18T03:00:14Z
updated_at: 2019-01-18T21:48:30Z
closed_at: 2019-01-18T21:48:30Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Go to Black Spawn Den 56.7S, 86.0W
  Kill Tuskers with War Magic
  If a tusker dies and falls back into a wall, the tusker will generate no corpse.

  ### The log given by the failure.
  AddWorldObjectInternal: couldn't spawn Corpse of Tusker Guard

  ### Desired functionality.
  Tusker should generate a corpse in front of wall upon death.

  ### Mention any other details that might be useful.

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node_id: MDU6SXNzdWU0MDA1NTYwNTY=
title: Lifestone tie does not give any success message
state: closed
created_at: 2019-01-18T03:20:27Z
updated_at: 2019-01-18T21:47:55Z
closed_at: 2019-01-18T21:47:55Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Casting lifestone tie on a lifestone (rithwic 11.2N, 59.4E)
  Spell casts
  No you have successfully tied to this lifestone message appears

  ### The log given by the failure.


  ### Desired functionality.
  After casting lifestone tie a message should appear saying that you successfully tied to the lifestone

  ### Mention any other details that might be useful.

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node_id: MDU6SXNzdWU0MDA1NTcxODA=
title: Fall damage does not work
state: closed
created_at: 2019-01-18T03:26:12Z
updated_at: 2019-01-22T16:58:39Z
closed_at: 2019-01-22T16:58:39Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [X] feature request
  ```

  ### Repro steps.
  Jump from a high place

  ### The log given by the failure.


  ### Desired functionality.
  When you fall from a high place you should take fall damage.
  Bludgeon protection should reduce the amount, but not eliminate the amount of fall damage.

  ### Mention any other details that might be useful.

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node_id: MDU6SXNzdWU0MDA1NjE0NzA=
title: Portal Gems still crash server
state: closed
created_at: 2019-01-18T03:50:56Z
updated_at: 2019-01-18T21:47:41Z
closed_at: 2019-01-18T21:47:41Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Put a Shoyanen Portal Gem into a pack, not your main pack
  try to use it

  ### The log given by the failure.
  ERROR (ACE.Server.Program) System.NullReferenceException: Object reference not set to an instance of an object.
     at ACE.Server.WorldObjects.WorldObject.ItemMagic(WorldObject target, Spell spell, WorldObject itemCaster) in ACE.Server\WorldObjects\WorldObject_Magic.cs:line 825
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell(Spell spell, WorldObject target, WorldObject caster) in ACE.Server\WorldObjects\WorldObject_Magic.cs:line 69
     at ACE.Server.WorldObjects.Gem.UseItem(Player player) in ACE.Server\WorldObjects\Gem.cs:line 108
     at ACE.Server.WorldObjects.Player.HandleActionUseItem(UInt32 itemGuid) in ACE.Server\WorldObjects\Player_Use.cs:line 162
     at ACE.Server.Network.GameAction.Actions.GameActionUseItem.Handle(ClientMessage message, Session session) in ACE.Server\Network\GameAction\Actions\GameActionUseItem.cs:line 11
     at ACE.Server.Network.Managers.InboundMessageManager.<>c__DisplayClass11_0.<HandleGameAction>b__0() in ACE.Server\Network\Managers\InboundMessageManager.cs:line 119
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in ACE.Server\Entity\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in ACE.Server\Entity\Actions\ActionQueue.cs:line 23
     at ACE.Server.Network.Session.TickInbound() in ACE.Server\Network\Session.cs:line 100
     at ACE.Server.Managers.WorldManager.DoSessionWork() in ACE.Server\Managers\WorldManager.cs:line 566
     at ACE.Server.Managers.WorldManager.UpdateWorld() in ACE.Server\Managers\WorldManager.cs:line 392
     at ACE.Server.Managers.WorldManager.<>c.<Initialize>b__18_0() in ACE.Server\Managers\WorldManager.cs:line 81
     at System.Threading.Thread.ThreadMain_ThreadStart()
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()

  ### Desired functionality.
  Portal gem is consumed and casts portal to master mage

  ### Mention any other details that might be useful.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1NzI3MDI0
title: Network efficiency improvements
state: closed
created_at: 2019-01-18T04:41:08Z
updated_at: 2019-01-23T04:10:34Z
closed_at: 2019-01-23T04:09:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1313
type: pull
body:
  This builds on the Refactor Ticks branch.

  It adds some efficiency and performance to the DoSessionWork() and TickOutbound()

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1NzM3MzAx
title: Removing Stuck check from IsDecayable
state: closed
created_at: 2019-01-18T06:02:23Z
updated_at: 2019-01-18T21:46:32Z
closed_at: 2019-01-18T21:46:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1314
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1NzY3ODIw
title: Fixing portal recall, adding some feedback messages
state: closed
created_at: 2019-01-18T08:42:48Z
updated_at: 2019-01-18T21:46:44Z
closed_at: 2019-01-18T21:46:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1315
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/1308, https://github.com/ACEmulator/ACE/issues/1310, and https://github.com/ACEmulator/ACE/issues/1312

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1ODAxMzkz
title: Adding physics simulation for corpses
state: closed
created_at: 2019-01-18T10:42:20Z
updated_at: 2019-01-18T21:47:00Z
closed_at: 2019-01-18T21:47:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1316
type: pull
body:
  This patch adds physics simulation during the death animations for corpses, which fixes issues such as corpses getting stuck in walls and unreachable places, and not spawning corpses

  This resolves https://github.com/ACEmulator/ACE/issues/1305 and https://github.com/ACEmulator/ACE/issues/1309

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ1ODMwNzEx
title: Returning ObjDesc for items on housing hooks
state: closed
created_at: 2019-01-18T12:32:44Z
updated_at: 2019-01-18T21:47:13Z
closed_at: 2019-01-18T21:47:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1317
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/1293 and https://github.com/ACEmulator/ACE/issues/1304

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node_id: MDU6SXNzdWU0MDA4NDA2OTY=
title: Player corpses remain even when empty
state: closed
created_at: 2019-01-18T18:34:17Z
updated_at: 2019-01-18T21:47:24Z
closed_at: 2019-01-18T21:47:24Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Die
  Go to your player corpse
  Loot All items off of corpse
  Corpse remains

  ### The log given by the failure.


  ### Desired functionality.
  Player corpse should disappear shortly after all items are removed from the corpse. I specifically remember this because pk's would loot a player corpse and then put 1pyreal in it so the corpse wouldn't disappear. 

  ### Mention any other details that might be useful.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MDA3NjUz
title: Adding summoned portal ties
state: closed
created_at: 2019-01-19T00:11:53Z
updated_at: 2019-01-20T00:17:13Z
closed_at: 2019-01-20T00:17:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1319
type: pull
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node_id: MDU6SXNzdWU0MDA5NDQ4NjA=
title: Attempting to use a mage's dispel magic service results in buying the icon
state: closed
created_at: 2019-01-19T01:20:19Z
updated_at: 2019-01-20T00:17:25Z
closed_at: 2019-01-20T00:17:25Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  When you attempt to use a mage's dispel magic service it simply gives you the icon, like you're buying an item from them.

  ![expensiveicons](https://user-images.githubusercontent.com/46425530/51420192-2a2d5300-1b5e-11e9-90bc-378d79816362.png)



  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Go to your local mage, select services, attempt to use one of the dispel magic options.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MDI0MTM3
title: Adding vendor services
state: closed
created_at: 2019-01-19T04:19:39Z
updated_at: 2019-01-20T00:17:25Z
closed_at: 2019-01-20T00:17:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1321
body: This resolves https://github.com/ACEmulator/ACE/issues/1320
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MDM4NzY3
title: Improved chest generators
state: closed
created_at: 2019-01-19T10:19:31Z
updated_at: 2019-01-21T05:02:34Z
closed_at: 2019-01-21T05:02:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1322
body: Also fixes https://github.com/ACEmulator/ACE/issues/1328
type: pull
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node_id: MDU6SXNzdWU0MDEwMDcwMDY=
title: Server no longer loads
state: closed
created_at: 2019-01-19T15:40:58Z
updated_at: 2019-01-19T16:00:11Z
closed_at: 2019-01-19T16:00:11Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Server no longer loads after the /fillcomps Issue correction.
  ### Repro steps.
  Download a Freash ACE Server and compile. Wipe all 3 Databases ace_auth, ace_shard and ace_world. Create databases and start server. 

  ### The log given by the failure.

  2019-01-19 10:36:00,254 [1] INFO  (ACE.Server.Program) Starting ACEmulator...
  2019-01-19 10:36:00,277 [1] INFO  (ACE.Server.Program) Initializing ConfigManager...
  2019-01-19 10:36:00,478 [1] INFO  (ACE.Server.Program) Initializing ServerManager...
  2019-01-19 10:36:00,478 [1] INFO  (ACE.Server.Program) Initializing DatManager...
  2019-01-19 10:36:01,685 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_cell_1.dat file, containing 805348 records
  2019-01-19 10:36:01,855 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_portal.dat file, containing 79694 records
  2019-01-19 10:36:01,858 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_highres.dat file, containing 2295 records
  2019-01-19 10:36:01,859 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_local_English.dat file, containing 118 records
  2019-01-19 10:36:01,859 [1] INFO  (ACE.Server.Program) Initializing DatabaseManager...
  2019-01-19 10:36:02,928 [1] DEBUG (ACE.Database.AuthenticationDatabase) Successfully connected to ace_auth database on 127.0.0.1:3306.
  2019-01-19 10:36:03,505 [1] DEBUG (ACE.Database.WorldDatabase) Successfully connected to ace_world database on 127.0.0.1:3306.
  2019-01-19 10:36:05,034 [1] DEBUG (ACE.Database.ShardDatabase) Successfully connected to ace_world database on 127.0.0.1:3306.
  2019-01-19 10:36:05,034 [1] INFO  (ACE.Server.Program) Starting DatabaseManager...
  2019-01-19 10:36:05,035 [1] INFO  (ACE.Server.Program) Starting PropertyManager...
  2019-01-19 10:36:05,105 [1] INFO  (ACE.Server.Program) Initializing GuidManager...
  2019-01-19 10:36:05,142 [1] INFO  (ACE.Server.Program) Precaching World Database Disabled...
  2019-01-19 10:36:05,142 [1] INFO  (ACE.Server.Program) Initializing PlayerManager...
  2019-01-19 10:36:05,160 [1] ERROR (ACE.Server.Program) MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'r.spellbook_Filters' in 'field list' ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'r.spellbook_Filters' in 'field list'
     at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 93
     at MySql.Data.MySqlClient.MySqlDataReader.ReadFirstResultSetAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 328
     at MySql.Data.MySqlClient.MySqlDataReader.CreateAsync(MySqlCommand command, CommandBehavior behavior, IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 313
     at MySqlConnector.Core.TextCommandExecutor.ExecuteReaderAsync(String commandText, MySqlParameterCollection parameterCollection, CommandBehavior behavior, IOBehavior ioBehavior, CancellationToken cancellationToken) in C:\projects\mysqlconnector\src\MySqlConnector\Core\TextCommandExecutor.cs:line 73
     at MySql.Data.MySqlClient.MySqlCommand.ExecuteDbDataReader(CommandBehavior behavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlCommand.cs:line 168
     at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.Execute(IRelationalConnection connection, DbCommandMethod executeMethod, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.ExecuteReader(IRelationalConnection connection, IReadOnlyDictionary`2 parameterValues)
     at Microsoft.EntityFrameworkCore.Query.QueryMethodProvider._FastQuery[TEntity](RelationalQueryContext relationalQueryContext, ShaperCommandContext shaperCommandContext, Func`3 materializer, Type contextType, IDiagnosticsLogger`1 logger)+MoveNext()
     at System.Collections.Generic.List`1.AddEnumerable(IEnumerable`1 enumerable)
     at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
     at ACE.Database.ShardDatabase.GetAllPlayerBiotasInParallel() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Database\ShardDatabase.cs:line 632
     at ACE.Server.Managers.PlayerManager.Initialize() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Managers\PlayerManager.cs:line 34
     at ACE.Server.Program.Main(String[] args) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Program.cs:line 108

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDEwMjY3MDU=
title: Fellowship Buffs only buff the caster
state: closed
created_at: 2019-01-19T19:25:35Z
updated_at: 2019-01-21T03:40:42Z
closed_at: 2019-01-21T03:40:42Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  Spells which automatically buff the entire fellowship, such as http://acpedia.org/wiki/Scroll_of_Superior_Vivify_the_Conclave, currently only buff the one casting it.



  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Attain the fellowship spells given via the Blackmire http://acpedia.org/wiki/The_Temple_of_Liazk_Itzi quests and attempt to cast them while in a fellowship with others.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Should buff everyone in the fellowship when cast.
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDEwMjczODM=
title: Casting from an item's built in spells different from retail
state: closed
created_at: 2019-01-19T19:34:13Z
updated_at: 2019-01-21T05:02:46Z
closed_at: 2019-01-21T05:02:46Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  Use an item with a built in spell, like the Healer's Heart or Focusing Stone. 
  The result will be a wind up as though you're casting a regular spell and then a slow overhead cast. You'll also say spell words as though you're casting normally and have the possibility to fizzle.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  When casting from an item's built in spells you should only go through the slow overhead animation. There should be no spell words and no chance of fizzling.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  Hells found a video of someone using the Healer's Heart to show how it appeared in retail: https://youtu.be/FBBhgAnl-XI?t=12789

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MDgzMzY5
title: Use LastUnlocker for chests + Make sure player looting is player that has chest open.
state: closed
created_at: 2019-01-20T02:24:05Z
updated_at: 2019-01-20T13:14:07Z
closed_at: 2019-01-20T13:13:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1326
type: pull
body:
  When a chest is unlocked, LastUnlocker is set.

  When a chest is opened, if this property has a value, the only the player that unlocked it can open it.

  todo: When a container is reset/regen, LastUnlocker should be set to null.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MTIyMjA0
title: Adding fellowship spells
state: closed
created_at: 2019-01-20T17:21:00Z
updated_at: 2020-03-24T19:44:04Z
closed_at: 2019-01-21T03:40:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1327
body: This fixes https://github.com/ACEmulator/ACE/issues/1324
type: pull
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node_id: MDU6SXNzdWU0MDExMTk1MDE=
title: Keys for chests in the Hieromancer's Armor and Halls of Knorr quest do not work.
state: closed
created_at: 2019-01-20T17:28:13Z
updated_at: 2019-01-21T05:02:34Z
closed_at: 2019-01-21T05:02:34Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  In the http://acpedia.org/wiki/Hieromancer's_Armor quest, you kill one of the guardian golems to get a Trunk Key which unlocks a Trunk upstairs. The key doesn't fit.

  In the http://acpedia.org/wiki/Halls_of_Knorr quest, you must use three different keys,  Key to the Defender Cache, Key to the Elder Cache, and Key to the Sentinel Cache, on their respective chests. The keys do not work.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDExMzUwNDg=
title: Can't wear trousers if you're already wearing boots
state: closed
created_at: 2019-01-20T20:20:11Z
updated_at: 2019-01-21T03:39:10Z
closed_at: 2019-01-21T03:39:10Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Put on a pair of boots. Attempt to put on trousers (the kind you put in the clothing slots to the right of the armor). You can, however, wear boots with trousers if you put the trousers on first.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  It only seems to affect boots, as shoes purchased from the tailor work fine with trousers.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MTUxMzky
title: Fixing putting pants on
state: closed
created_at: 2019-01-21T01:46:22Z
updated_at: 2019-01-21T03:39:10Z
closed_at: 2019-01-21T03:39:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1330
body: This fixes https://github.com/ACEmulator/ACE/issues/1329
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MTYwMDg2
title: Add and use DotDuration in Spells
state: closed
created_at: 2019-01-21T03:14:59Z
updated_at: 2019-02-02T19:43:06Z
closed_at: 2019-01-21T04:15:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1331
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MTY1Njkw
title: Improved caster built-in spells
state: closed
created_at: 2019-01-21T04:06:18Z
updated_at: 2019-01-21T05:02:46Z
closed_at: 2019-01-21T05:02:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1332
type: pull
body:
  This resolves https://github.com/ACEmulator/ACE/issues/1325

  - Casting built-in spells no longer has a chance to fizzle
  - The windup animation has been removed, only the cast motion is performed
  - The player doesn't shout the spell words

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MTc3NjEy
title: Rework TimeToRot Usage
state: closed
created_at: 2019-01-21T05:47:01Z
updated_at: 2019-02-02T19:42:43Z
closed_at: 2019-01-26T22:35:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1333
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MjEzMDcx
title: Adding player movement checks to spellcasting
state: closed
created_at: 2019-01-21T08:53:05Z
updated_at: 2019-01-22T16:57:25Z
closed_at: 2019-01-22T16:57:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1334
body: This addresses https://github.com/ACEmulator/ACE/issues/1282
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2MjU1MzA1
title: Adding falling impact damage
state: closed
created_at: 2019-01-21T11:14:28Z
updated_at: 2019-01-23T04:14:00Z
closed_at: 2019-01-22T16:58:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1335
body: This addresses https://github.com/ACEmulator/ACE/issues/1311
type: pull
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node_id: MDU6SXNzdWU0MDE1MDMyODU=
title: Unenchantable property prevents items from using built in enchantments
state: closed
created_at: 2019-01-21T20:39:26Z
updated_at: 2019-01-22T16:59:41Z
closed_at: 2019-01-22T16:59:41Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  ![unenchantable](https://user-images.githubusercontent.com/46425530/51497539-6b597900-1d91-11e9-8f5a-a78b5411b6c0.png)  ![unenchantable02](https://user-images.githubusercontent.com/46425530/51497857-7365e880-1d92-11e9-9e18-055a0da292e2.png)


  ### Repro steps. 
  <!-- Please list the steps to reproduce a bug here -->
  Wear an item that has the Unenchantable property, but has built in enchantments such as the armor given by the http://acpedia.org/wiki/Halls_of_Knorr quest.  Or http://acpedia.org/wiki/Elemental_Master_Robe
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Item should be unenchantable by the player, but not unenchantable by itself.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDE1MDY4NjU=
title: Player cannot write in blank parchment/book/tome
state: closed
created_at: 2019-01-21T20:53:10Z
updated_at: 2019-01-22T16:59:25Z
closed_at: 2019-01-22T16:59:25Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Purchase a parchment, book, tome, or get the lightweight tome from the Hieromancer's Armor's quest.
  Attempt to write in it.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  Received unhandled GameActionType: 0x00AC - BookAddPage

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  As a great empyrean once said: *Our people once were scholars, enjoying a golden age of peace and enlightenment. I should like to see that glittering world of my childhood again.*
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NDEzMzMw
title: Magical/NonMagical/Mundane loot
state: closed
created_at: 2019-01-21T21:09:29Z
updated_at: 2019-04-08T19:46:57Z
closed_at: 2019-01-22T20:46:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1338
type: pull
body:
  Mainly separating out the different kinds of loot. 
  Changed chest to use DeathProfile on generation, though just used some of gmriggs code from elsewhere.

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node_id: MDU6SXNzdWU0MDE1NjE0NTA=
title: Mana Pools Don't Restore Mana
state: closed
created_at: 2019-01-22T01:22:51Z
updated_at: 2019-01-22T10:41:21Z
closed_at: 2019-01-22T10:41:21Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Stand in Mana pool in meeting hall
  No Mana is restored/given.

  ### The log given by the failure.


  ### Desired functionality.
  Mana pools in meeting halls should restore Mana.
  "You feel tingly as the refreshing waters wash over you, restoring 6 points of mana. "

  ### Mention any other details that might be useful.
  http://asheron.wikia.com/wiki/Meeting_Hall

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NDU5MDg0
title: Emote Manager Null Fix
state: closed
created_at: 2019-01-22T02:31:34Z
updated_at: 2019-02-12T00:01:19Z
closed_at: 2019-01-22T02:38:20Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1340
type: pull
body:
  Fix for emote.stat being null, which is functionally equivalent as having a zero, from the TOD Lifestoned data conversion.  Weenies 13239 through 13241, the academy leather pieces, have been updated to post a pop-up on pickup; however, the conversion process didn't output a 0 for the stat field but a null.  This fix causes a null to default to zero, which is a plain popup with no confirmation feedback needed.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NDY0OTQz
title: PropertyManager.ResyncVariables() on shutdown
state: closed
created_at: 2019-01-22T03:14:29Z
updated_at: 2019-01-22T07:46:51Z
closed_at: 2019-01-22T07:44:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1341
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NDcxODI3
title: Re-syncing vendor rotate
state: closed
created_at: 2019-01-22T04:07:15Z
updated_at: 2019-01-22T04:18:09Z
closed_at: 2019-01-22T04:18:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1342
type: pull
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node_id: MDU6SXNzdWU0MDE1OTIzMjk=
title: Summon Primary Portal I is listed twice in spells book
state: closed
created_at: 2019-01-22T04:12:01Z
updated_at: 2019-01-22T10:42:02Z
closed_at: 2019-01-22T10:42:02Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  /addallspells

  ### The log given by the failure.


  ### Desired functionality.
  Summon Primary Portal I should be listed once, not twice in spell book. 

  ### Mention any other details that might be useful.
  https://imgur.com/a/HiKTDT5

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node_id: MDU6SXNzdWU0MDE1OTc3ODU=
title: Ayan Baqur Black Spawn Den Unsummonable
state: closed
created_at: 2019-01-22T04:44:43Z
updated_at: 2019-01-22T04:58:08Z
closed_at: 2019-01-22T04:58:08Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Go to Black Spawn Den portal at 56.6S, 86.0W
  Unsummonable

  ### The log given by the failure.

  ### Desired functionality.
  This portal should be summonable

  ### Mention any other details that might be useful.
  The other two black spawn dens are correct and are summonable, the Ayan one is currently not and should be. 

  Ayan Baqur - 56.6S, 86.0W, (Wrong)
  Fort Tethana - 13.6N, 79.8W, (Correct)
  Obsidian Plains - 60.0S, 57.7W (Correct)

  http://asheron.wikia.com/wiki/Black_Spawn_Den

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NDc5ODMy
title: Adding text message for mana pools
state: closed
created_at: 2019-01-22T05:12:57Z
updated_at: 2019-01-22T10:41:21Z
closed_at: 2019-01-22T10:41:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1345
type: pull
body:
  Also removes SummonPortalFloater (2709) from /addallspells, which appears to be another version of SummonPortal (157)

  This fixes https://github.com/ACEmulator/ACE/issues/1339 and https://github.com/ACEmulator/ACE/issues/1343

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NTEzMjAx
title: Adding scribing abilities
state: closed
created_at: 2019-01-22T08:20:24Z
updated_at: 2019-01-22T16:59:04Z
closed_at: 2019-01-22T16:59:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1346
body: This adds https://github.com/ACEmulator/ACE/issues/1337 features
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NTU0NDky
title: Reworking IsEnchantable for unenchantable items
state: closed
created_at: 2019-01-22T10:37:30Z
updated_at: 2019-01-22T16:59:41Z
closed_at: 2019-01-22T16:59:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1347
body: This fixes https://github.com/ACEmulator/ACE/issues/1336
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2NjE5NzAz
title: Adding monster targeting tactics
state: closed
created_at: 2019-01-22T14:12:59Z
updated_at: 2019-01-22T19:24:45Z
closed_at: 2019-01-22T19:24:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1348
body: This resolves https://github.com/ACEmulator/ACE/issues/1280
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2ODMyODU2
title: Improved falling damage
state: closed
created_at: 2019-01-23T04:14:22Z
updated_at: 2019-01-23T04:51:38Z
closed_at: 2019-01-23T04:51:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1349
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2ODQ3NzY5
title: Fixing some stacking issues with item auras
state: closed
created_at: 2019-01-23T05:59:03Z
updated_at: 2019-01-23T06:15:26Z
closed_at: 2019-01-23T06:15:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1350
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2ODQ4ODM4
title: Fix Null Spell Msg and Compiler Warnings
state: closed
created_at: 2019-01-23T06:05:54Z
updated_at: 2019-02-12T00:01:06Z
closed_at: 2019-01-23T06:08:15Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1351
type: pull
body:
  - Completed moving UseTimestamp and ResetTimestamp to common locations, as they are used by multiple objects/Fixes new/hidden compiler warning
  - Fixed null spell._spellBase issue of sending extra UseDone message and change this check to use another, less game intrusive message for notification of bad spellId being sent to the server

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ2OTU0Nzcz
title: Handle weapon swapping between hands for dual wielding
state: closed
created_at: 2019-01-23T12:45:16Z
updated_at: 2019-01-23T13:58:55Z
closed_at: 2019-01-23T13:58:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1352
body: This fixes https://github.com/ACEmulator/ACE/issues/744
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3MDA4NDU0
title: Network crash fix
state: closed
created_at: 2019-01-23T15:24:08Z
updated_at: 2019-01-23T15:33:27Z
closed_at: 2019-01-23T15:28:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1353
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3MDEyNzkz
title: this code is run in an action chain, so null checks are required. Sta…
state: closed
created_at: 2019-01-23T15:35:48Z
updated_at: 2019-01-23T16:19:23Z
closed_at: 2019-01-23T16:18:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1354
body: …te could have changed.
type: pull
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node_id: MDU6SXNzdWU0MDIzNTk2MDM=
title: Cultist Altars don't work
state: closed
created_at: 2019-01-23T17:53:39Z
updated_at: 2019-01-28T00:00:40Z
closed_at: 2019-01-28T00:00:40Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Find a Cultist Altar that spawns randomly on the Marae platea and use it.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Should spawn the creatures as described on this page: http://acpedia.org/wiki/Cultist_Altar
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3MDY4OTU0
title: Improved scatter generators
state: closed
created_at: 2019-01-23T18:20:14Z
updated_at: 2019-01-23T20:20:38Z
closed_at: 2019-01-23T20:20:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1356
type: pull
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node_id: MDU6SXNzdWU0MDI0MDAxNDA=
title: Gamesmaster NPC accepts stacks higher than 1
state: closed
created_at: 2019-01-23T19:43:44Z
updated_at: 2019-01-25T23:18:42Z
closed_at: 2019-01-25T23:18:42Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Go to 40.9N, 33.6E
  Buy a stack of 50 Monty's High-Stakes Gambling Tokens
  Hand entire 50 stack to Aluvian High-Stakes Gamesmaster

  ### The log given by the failure.


  ### Desired functionality.
  If you try to give the NPC a stack higher than 1 you get an error message, the NPC shouldn't take the entire stack. 

  ### Mention any other details that might be useful.
  NPC took entire stack of 50, but treated it as 1 token. 
  You give Aluvian High-Stakes Gamesmaster Monty's High-Stakes Gambling Token.
  Aluvian High-Stakes Gamesmaster tells you, "Let's see what Dame Fortune has in store for you!"
  Aluvian High-Stakes Gamesmaster gives you Large Lugian Sinew.

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node_id: MDU6SXNzdWU0MDI0NjI2MzI=
title: War Magic Against Non Player Killers
state: closed
created_at: 2019-01-23T22:41:52Z
updated_at: 2019-01-28T00:00:51Z
closed_at: 2019-01-28T00:00:51Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Hit another non player kill character with war magic. 

  ### The log given by the failure.


  ### Desired functionality.
  You should get a message saying you hit the person, but no damage was done because they are a non player killer. 

  ### Mention any other details that might be useful.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3MTYxMjk3
title: SendPacketRaw fix for any size packet
state: closed
created_at: 2019-01-24T00:17:25Z
updated_at: 2019-01-24T03:24:17Z
closed_at: 2019-01-24T03:21:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1359
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3MTg2MTIy
title: Allow rot for generated items
state: closed
created_at: 2019-01-24T03:00:15Z
updated_at: 2019-01-24T13:56:24Z
closed_at: 2019-01-24T13:55:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1360
body: Fix per Ripley.
type: pull
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node_id: MDU6SXNzdWU0MDI1MjMwOTg=
title: Wrong messages presented when using keys
state: closed
created_at: 2019-01-24T03:10:35Z
updated_at: 2019-01-25T23:18:17Z
closed_at: 2019-01-25T23:18:16Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Use the Pathwarden Key on the Pathwarden chest

  ### The log given by the failure.
  "You have successfully picked the lock! It is now unlocked.
  Your lockpicks have 0 uses left." is the message presented, when the key is used, which should be for lockpicks.

  ### Desired functionality.
  Messages appropriate for key usage should be presented

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node_id: MDU6SXNzdWU0MDI1MjM5MzI=
title: Portals tied to quests print two warning messages
state: closed
created_at: 2019-01-24T03:14:40Z
updated_at: 2019-01-25T23:18:05Z
closed_at: 2019-01-25T23:18:05Z
author_association: NONE
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Use a portal that has a quest completion requirement, such as the Central Courtyard portal in the Training Academy ( when using the TOD content update posted to 16-PY patches ), without having first completed the required quest.

  ### The log given by the failure.
  Message "You must complete a quest to interact with that portal" is printed twice, first in green text, then in blue.

  ### Desired functionality.
  Only one notification is needed per Portal usage attempts

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3Mzg5NzU5
title: Refactoring Activate -> Use
state: closed
created_at: 2019-01-24T16:17:00Z
updated_at: 2019-01-25T23:17:33Z
closed_at: 2019-01-25T23:17:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1363
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/1053, https://github.com/ACEmulator/ACE/issues/1355, https://github.com/ACEmulator/ACE/issues/1357, https://github.com/ACEmulator/ACE/issues/1358, https://github.com/ACEmulator/ACE/issues/1361, https://github.com/ACEmulator/ACE/issues/1362, and https://github.com/ACEmulator/ACE/issues/1366

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3NDEzMDI2
title: ensuring monsters spawn on walkable slopes
state: closed
created_at: 2019-01-24T17:22:40Z
updated_at: 2019-01-24T17:33:23Z
closed_at: 2019-01-24T17:32:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1364
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3NDE2NjYw
title: ensuring monsters spawn on walkable slopes
state: closed
created_at: 2019-01-24T17:34:21Z
updated_at: 2019-01-25T04:03:26Z
closed_at: 2019-01-25T04:03:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1365
type: pull
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node_id: MDU6SXNzdWU0MDI4ODUyODc=
title: Dispel Traps can dispel an item's built in spells that you're wearing
state: closed
created_at: 2019-01-24T20:36:58Z
updated_at: 2019-01-25T23:17:48Z
closed_at: 2019-01-25T23:17:48Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ![rip](https://user-images.githubusercontent.com/46425530/51706780-73155980-1fed-11e9-9840-4f895474012a.png)


  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Wear an item with built in spells, such as (in my instance) the upgraded armor from http://acpedia.org/wiki/Halls_of_Knorr, and run over a dispel trap like the one in: http://acpedia.org/wiki/Lugian_Mines

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  If you're wearing an item with built in spells when you're hit by a dispel trap its spells shouldn't be dispelled.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDU6SXNzdWU0MDMyNjM4NTA=
title: NPCs save to shard database
state: closed
created_at: 2019-01-25T17:50:46Z
updated_at: 2019-01-26T16:14:06Z
closed_at: 2019-01-26T16:14:05Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report -> please search issues before submitting
  ```

  ### Repro steps.
  With a clean database, create a new character.
  Log in around NPCs. 
  Logout. 
  Note Shard database now contains the NPCs. 
  Assuming the starter area is populated with NPCs, this should be Training Master, Society Greeter, Samuel and Jonathan.

  ### Desired functionality.
  Don't save to the database.

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node_id: MDU6SXNzdWU0MDMzNDU5OTk=
title: Housing storage save - database error
state: closed
created_at: 2019-01-25T21:46:57Z
updated_at: 2019-01-26T16:14:13Z
closed_at: 2019-01-26T16:14:13Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  1. Drop an item into housing storage
  2. /save-now

  ### The log given by the failure.
  019-01-24 05:06:46,905 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Unknown column 'NaN' in 'field list' ---> MySql.Data.MySqlClient.MySqlException: Unknown column 'NaN' in 'field list'
     at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODQ0MTE5
title: Assembly changes
state: closed
created_at: 2019-01-25T23:34:29Z
updated_at: 2019-01-26T16:09:44Z
closed_at: 2019-01-26T16:09:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1369
type: pull
body:
  The biggest change here is to change our base assemblies (class libraries) from x64 to Any CPU. This allows them to be easily referenced by windows apps like our format converter. These libraries will still JIT to x64 because ACE.Server remains fixed x64.

  I've also updated a few of the database and adapter classes to help support features needed by the format converter.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODQ1OTcy
title: Decouple IsDynamic from ShouldPersistToShard
state: closed
created_at: 2019-01-25T23:48:05Z
updated_at: 2019-01-26T16:09:35Z
closed_at: 2019-01-26T16:07:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1370
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODU2MzEy
title: Fixing house permissions w/ basements
state: closed
created_at: 2019-01-26T01:16:25Z
updated_at: 2019-01-26T10:32:24Z
closed_at: 2019-01-26T10:32:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1371
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODc4MjMy
title: Adding FailProgressCount support for monster logic
state: closed
created_at: 2019-01-26T09:18:46Z
updated_at: 2019-01-26T20:14:23Z
closed_at: 2019-01-26T20:14:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1372
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODg3NDA0
title: Adding /hslist <housetype> to show list of available houses
state: closed
created_at: 2019-01-26T12:44:22Z
updated_at: 2019-01-26T20:14:33Z
closed_at: 2019-01-26T20:14:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1373
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3ODkzNTgy
title: Fixing appraisals for containers
state: closed
created_at: 2019-01-26T14:51:37Z
updated_at: 2019-01-26T15:05:21Z
closed_at: 2019-01-26T15:05:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1374
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTAwNTY3
title: Make sure object is fully constructed before first heartbeat is called
state: closed
created_at: 2019-01-26T17:02:44Z
updated_at: 2019-01-26T17:13:27Z
closed_at: 2019-01-26T17:13:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1375
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTAyMjc1
title: Only apply the Heartbeat = Regen if IsGenerator and IsNotCreature
state: closed
created_at: 2019-01-26T17:32:42Z
updated_at: 2019-01-26T17:35:19Z
closed_at: 2019-01-26T17:35:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1376
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTA3NzYz
title: GeneratorHeartbeat() is now ticked independantly from Heartbeat()
state: closed
created_at: 2019-01-26T19:09:24Z
updated_at: 2019-01-26T21:02:40Z
closed_at: 2019-01-26T21:02:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1377
type: pull
body:
  There is no longer a DefaultHeartbeatInterval.

  Heartbeats only happen if a HeartbeatInterval exists and is greater than 0.
  Heartbeats are still staggered over heartbeatSpreadInterval (5s).

  Generators will GeneratorHeartBeat() on the next tick after object construction.

  However, if RegenerationInterval is 0, they will not beat again.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTExMDUw
title: Adding cooldown enchantments
state: closed
created_at: 2019-01-26T20:08:00Z
updated_at: 2019-01-27T02:25:22Z
closed_at: 2019-01-27T02:25:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1378
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTE3NDkw
title: Remove Burden from Portal ID to get Unknown Burden in game id panel
state: closed
created_at: 2019-01-26T22:13:27Z
updated_at: 2019-02-02T19:42:32Z
closed_at: 2019-01-26T23:20:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1379
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTE3ODQ3
title: Add and Make Use of Shade/Palette in ItemProfile for Vendors
state: closed
created_at: 2019-01-26T22:21:13Z
updated_at: 2019-02-02T19:42:20Z
closed_at: 2019-01-26T23:21:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1380
type: pull
body:
  This allows vendors to sell items of specific color/shade when it was specified, and matches what you saw in the the buy window

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTE4NTI3
title: Change Corpse Rights IID storage properties
state: closed
created_at: 2019-01-26T22:35:33Z
updated_at: 2019-02-02T19:42:07Z
closed_at: 2019-01-26T23:23:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1381
type: pull
body:
  Switch Corpse Rights tracking from AllowedActivator + OwnerId to KillerId +VictimId to make better and more clear design usage

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTIxNTc1
title: Add AiOptions, TargetingTactic and Tolerance enums to commented SQL output
state: closed
created_at: 2019-01-26T23:43:58Z
updated_at: 2019-01-27T01:19:07Z
closed_at: 2019-01-27T01:19:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1382
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTIzNzU4
title: WIP: Improve DelayManager
state: closed
created_at: 2019-01-27T00:38:39Z
updated_at: 2023-12-02T22:48:32Z
closed_at: 2023-12-02T22:48:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1383
type: pull
body:
  Reference time is now Time.GetUnixTime(), not Timers.PortalYearTicks

  2 additional delay types added:
  DelayUntil(double unixTimeInSeconds)
  AddDelayForOneTick()

  Vendor.ActOnUse has been updated to use the new methods.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTQ3NjE2
title: Adding heritage damage ratings
state: closed
created_at: 2019-01-27T11:29:13Z
updated_at: 2019-01-27T18:11:21Z
closed_at: 2019-01-27T18:11:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1384
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTQ5Nzk2
title: Improving cooldown api
state: closed
created_at: 2019-01-27T12:13:12Z
updated_at: 2019-01-27T18:11:30Z
closed_at: 2019-01-27T18:11:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1385
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTU3OTEw
title: Improved enchantment layering, and refreshing for item spells
state: closed
created_at: 2019-01-27T14:40:13Z
updated_at: 2019-01-27T18:11:37Z
closed_at: 2019-01-27T18:11:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1386
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTU4ODgx
title: Fix ticking bug caused by #1377
state: closed
created_at: 2019-01-27T14:56:40Z
updated_at: 2019-01-27T15:02:15Z
closed_at: 2019-01-27T15:02:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1387
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTcxMzk1
title: Adding shop generators for vendor
state: closed
created_at: 2019-01-27T18:22:25Z
updated_at: 2019-01-28T00:00:41Z
closed_at: 2019-01-28T00:00:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1388
body: This fixes https://github.com/ACEmulator/ACE/issues/1355
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTgxMzU0
title: Adding messages for unaffected PK targets
state: closed
created_at: 2019-01-27T21:09:17Z
updated_at: 2019-01-28T00:00:52Z
closed_at: 2019-01-28T00:00:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1389
body: This fixes https://github.com/ACEmulator/ACE/issues/1358
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ3OTkzNTU5
title: WIP: Character migrate/backup/import and Web API
state: closed
created_at: 2019-01-28T00:40:24Z
updated_at: 2019-03-12T01:21:51Z
closed_at: 2019-03-12T01:21:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1390
type: pull
body:
  **Authentication**:<br>
  The Web API uses [basic access authentication](https://en.wikipedia.org/wiki/Basic_access_authentication) and to access some of the data resources requires a valid account username and password for the underlying ACEmulator server.

  If using CURL then the `-k` option is needed since certificates are self-signed.  For authenticated resources CURL needs `-u myusername:mypassword`.

  If a resource is marked Anonymous then authorization isn't needed.  If you attempt to access a resource that isn't marked Anonymous without supplying valid credentials then you will get a `401 Unauthorized` response.

  Authenticated requests assume the accesslevel of the account authenticated as a series of claims.

  If a resource is marked `Requires: [Admin]`, that means unless your account includes the `Admin` claim then you won't be able to access the resource and you will get a `403 Forbidden` response.

  If a resource is marked `RequiresAny: [Admin,Advocate,Developer,Envoy,Player,Sentinel]` then unless your authenticated account claims at least one of the required claims you won't be able to access the resource and you will get a `403 Forbidden` response.

  **Web API**<br>
  [documentation](https://documenter.getpostman.com/view/6422801/RznLHGgq)<br>
  The Web API server listens at the base ACE port + 2, TCP, TLS, HTTPS, JSON, REST, depends on CryptoManager within ACE.Server project that Generates and saves self-signed certificates when it can't find them.  One for WebApi, and one for signing character transfers, in `C:\Users\<user>\AppData\Roaming\ACEmulator_<WorldName>\Certificates` on Windows or `/home/<user>/.config/ACEmulator_<WorldName>/Certificates` on Linux.  Place or replace webapi.pfx with a "valid" web server certificate if needed.  Self-Hosting using NancyFX/OWIN/Kestrel in its own project that depends on and wraps around ACE.Server.  WebSockets is a future possibility.  To run ACE with web API capability start the batch file: `\Source\ACE.Server.WebApi\bin\x64\Debug\netcoreapp2.1\start_server+webapi.bat`

  **To enable and run ACEmulator with WebAPI:**<br>
  1) Change the applicable setting to true in the configuration file, it should look like this after:

  ```
      "WebApi": {
          "Enabled": true
      },
  ```

  2) Build the solution. 
  3) Run the file `start_server+webapi.bat` in the output folder, which should be located somewhere like: `\Source\ACE.WebApiServer\bin\x64\Debug\netcoreapp2.1`

  A postman collection is included in the source: `WebApi.postman_collection.json` - just import that into postman for a working test suite.

  **Warning**<br>
  If the world name in the server configuration is changed then the current transfers and certificate are lost unless the files are moved to the new location.  To mitigate this move or copy the contents of `C:\Users\<user>\AppData\Roaming\ACEmulator_<OldWorldName>\` to `C:\Users\<user>\AppData\Roaming\ACEmulator_<NewWorldName>\` replacing `<user>` with the applicable username, and `<OldWorldName>` and `<NewWorldName>` with applicable names.  For linux the path will usually be: `/home/<user>/.config/ACEmulator_<WorldName>/`.  If your world name contains special characters then the folder names will have them stripped out, allowed world name to folder name characters are: `abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789`.

  **Migrations**:<br>

  1. Via Web API, a request is made to migrate a character to another server.
  2. Character snapshot is packaged and character is  placed in a "frozen" state.
  3. Requester makes an API call to get the list of characters, of which is the migrating character in frozen state.
  * At any time before the next step is initiated, or if the target server rejects the source server, an API request can be made to the source server to unfreeze the character and cancel the migration.
  4. Requester makes a request to the target server (the character's new home).
  5. Target server makes sure source server is trusted before downloading and rejects the request if it doesn't.
  6. Target server downloads packaged snapshot from source server.
  7. Source server permanently deletes character upon package download completion.
  8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged.
  9. Target server adds the character to the requester's account.

  Note:  Allowing migrations from itself enables cross account transfers and character renaming.

  **Backups**:<br>
  Via Web API, a request is made to backup a character.
  Character snapshot is packaged and returned in the response to the requester.

  **Imports**:<br>
  **with imports enabled the exploitation flood gates are essentially open**<br>
  requester makes a request to the target server API including in the request the snapshot package encoded in base64 and the new character name.
  target server adds the character to the requester's account.

  **Recommended settings for flawless contract groups:**<br>
  allow backup: yes<br>
  allow migrate: yes<br>
  allow import: no<br>

  **Limitations**:<br>
  - ACE specific data constructs such as character options are not exported/imported.  This is to keep it as compatible as possible with LSD.

  **Disclaimer**<br>
  The migration feature requires the assumption that all server operators involved are non defectors.  A defector is someone in the trust group who does malicious or negligent action of any kind.  Providing a system that works for flawless trust groups is easy, but as soon as an attempt is made to eliminate the human element and commission the possibility of defectors the entire system breaks.  Manual approval process and/or central "antivirus" server may be something that someone might want to come up with in the future, but that's NOT what this is meant for.  **_As a server operator, DO NOT blame anyone but yourself upon defection(s) when using this system.  NOBODY BUT YOURSELF IS LIABLE_**

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ4MDA4NjU5
title: Adding max distance for CreateObject
state: closed
created_at: 2019-01-28T03:30:42Z
updated_at: 2019-01-30T13:28:10Z
closed_at: 2019-01-30T13:28:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1391
type: pull
body:
  This fixes the crashes that some people are having around Holtburg, specifically with Decal plugins such as Radar Add-on + MiniMap

  This adds a new layer to the visible objects / automatic culling system, which optionally sets a max distance for the initial broadcast of CreateObject messages.

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node_id: MDU6SXNzdWU0MDQwMDU4Nzk=
title: String Table Error in Config Settings
state: closed
created_at: 2019-01-28T21:03:10Z
updated_at: 2019-01-28T23:40:49Z
closed_at: 2019-01-28T23:40:49Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Login to server
  Goto settings, Character, scroll to bottom

  ### The log given by the failure.


  ### Desired functionality.


  ### Mention any other details that might be useful.
  https://imgur.com/a/kl4JCMQ

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ4NDE0NTEy
title: Emote fixes additions
state: closed
created_at: 2019-01-29T08:30:28Z
updated_at: 2019-02-12T00:01:04Z
closed_at: 2019-01-29T15:12:28Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1393
type: pull
body:
  - Add support for TOD+ Kill Task quests
  - Update AwardLevelProportionalSkillXP and AwardLevelProportionalXP to use emote.Max64

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ4NjU4NTMz
title: removing debug line
state: closed
created_at: 2019-01-29T21:09:49Z
updated_at: 2019-01-29T21:25:31Z
closed_at: 2019-01-29T21:25:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1394
type: pull
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node_id: MDU6SXNzdWU0MDUzODI2ODc=
title: "@house guest list" crashes server if you do not own a house
state: closed
created_at: 2019-01-31T18:38:05Z
updated_at: 2019-02-03T17:09:33Z
closed_at: 2019-02-03T17:09:33Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create a new character, or log in a character without a house.
  Type "@house guest list".
  Watch the world implode.

  ### Desired functionality.
  Not crash the server.
  Send a WERROR_NO_HOUSE error ("You must own a house to use this command." )

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5MzcyNjc3
title: Adding most of the remaining Allegiance features
state: closed
created_at: 2019-01-31T19:36:52Z
updated_at: 2019-02-03T17:09:33Z
closed_at: 2019-02-03T17:09:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1396
type: pull
body:
  - TeleToMansion
  - Allegiance chat channels
  - Allegiance mansion / villa permissions
  - Bindstones
  - Allegiance names
  - Allegiance officers / titles
  - Allegiance message of the day
  - Allegiance locking

  This patch also fixes https://github.com/ACEmulator/ACE/issues/1395

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5Mzk2NzQy
title: Update Changelog entries for Jyrus
state: closed
created_at: 2019-01-31T20:50:25Z
updated_at: 2019-02-12T00:01:02Z
closed_at: 2019-01-31T23:33:22Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1397
body: - Updated changelog enties for commits in January by Jyrus
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5NDIzMzYw
title: Update changelog.md
state: closed
created_at: 2019-01-31T22:26:42Z
updated_at: 2019-01-31T23:40:43Z
closed_at: 2019-01-31T23:40:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1398
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5NDI2NjQ4
title: Adding January changelog
state: closed
created_at: 2019-01-31T22:40:07Z
updated_at: 2019-01-31T23:44:32Z
closed_at: 2019-01-31T23:44:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1399
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5NDY1NTUz
title: Actually reject the client correctly with a message and not consuming…
state: closed
created_at: 2019-02-01T02:13:40Z
updated_at: 2019-02-02T00:45:33Z
closed_at: 2019-02-02T00:45:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1400
body: … an additional session
type: pull
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node_id: MDU6SXNzdWU0MDU1MzcxNjg=
title: Crash moving through Nanto
state: closed
created_at: 2019-02-01T03:29:46Z
updated_at: 2019-02-04T08:36:53Z
closed_at: 2019-02-04T08:30:02Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.

  Setup: New test character, no items picked up, nothing examined, no fighting, etc. Click world map from training academy and arrive directly at location in Nanto below:

  Drop location: Your location is: 0xE63E0001[10.000000 10.000000 95.171669] 0.678557 0.000000 0.000000 0.734548

  Upon moving several steps west from the location above (on road inside Nanto), server consistently crashes with message in Crash Log. Could replicate this across all characters in account and two server/world file versions (listed below). 

  Crash occurred similarly entering area from from different directions outside Nanto.

  ### The log given by the failure.
  2019-01-31 21:19:58,713 [World Manager] ERROR (ACE.Server.Program) System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
  Parameter name: index
     at System.Collections.Generic.List`1.get_Item(Int32 index)
     at ACE.Server.Physics.Common.LandblockStruct.ConstructVertices() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 337
     at ACE.Server.Physics.Common.LandblockStruct.Generate(UInt32 landblockID, Int32 cellScale, Direction transAdj) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 392
     at ACE.Server.Physics.Common.LandblockStruct..ctor(CellLandblock landblock) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LandblockStruct.cs:line 87
     at ACE.Server.Physics.Common.Landblock..ctor(CellLandblock landblock) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\Landblock.cs:line 44
     at ACE.Server.Physics.Common.LScape.get_landblock(UInt32 blockCellID) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\LScape.cs:line 78
     at ACE.Server.Physics.Common.Landblock.get_adjacents(Boolean reload) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\Landblock.cs:line 610
     at ACE.Server.Physics.Common.ObjectMaint.GetVisibleObjects(ObjCell cell) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\ObjectMaint.cs:line 300
     at ACE.Server.Physics.Common.ObjectMaint.GetVisibleObjectsDist(ObjCell cell) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\ObjectMaint.cs:line 270
     at ACE.Server.Physics.Common.ObjectMaint.get_voyeurs() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\Common\ObjectMaint.cs:line 480
     at ACE.Server.Physics.PhysicsObj.get_voyeurs() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3951
     at ACE.Server.WorldObjects.WorldObject.NotifyPlayers() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Networking.cs:line 1277
     at ACE.Server.Entity.Landblock.AddWorldObjectInternal(WorldObject wo) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 555
     at ACE.Server.Entity.Landblock.AddWorldObject(WorldObject wo) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 516
     at ACE.Server.Entity.Landblock.<>c__DisplayClass72_0.<SpawnEncounters>b__0() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 227
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 21
     at ACE.Server.Entity.Landblock.Tick(Double currentUnixTime) in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 296
     at ACE.Server.Managers.WorldManager.UpdateGameWorld() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 449
     at ACE.Server.Managers.WorldManager.UpdateWorld() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 397
     at ACE.Server.Managers.WorldManager.<>c.<Initialize>b__18_0() in D:\ACE-master 2019-01-31\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 82
     at System.Threading.Thread.ThreadMain_ThreadStart()
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() 
  ### Desired functionality.

  N/A: bug report
  ![nanto crash location](https://user-images.githubusercontent.com/47234227/52100556-f44c8d80-25a5-11e9-9a9d-4e348c27fd06.jpg)


  ### Mention any other details that might be useful.

  Server versions tested:
  2019-01-16: Crash occurred as described
  2019-01-31: Crash occurred as described

  World Data versions tried (deleted ace_world and rebuilt db between tries):
  ACE-World-Database-v0.9.12.sql: Crash occured
  ACE-World-16PY-db-v0.7.3.sql: Crash occured

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5NzgzOTMz
title: Adding jsminify for config
state: closed
created_at: 2019-02-02T02:13:23Z
updated_at: 2019-02-02T20:07:20Z
closed_at: 2019-02-02T20:07:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1402
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5ODEzMTkz
title: Change the write lock to when we actually change the property
state: closed
created_at: 2019-02-02T13:28:53Z
updated_at: 2019-02-03T19:22:10Z
closed_at: 2019-02-03T19:21:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1403
type: pull
body:
  This changes the SaveBiota from using a Write lock to using a Read lock. The benefit here is that now the biota can still be read while it is in the process of being saved.

  We don't need a write lock when we save the biota because the only properties that will be changed are record id's that will be added for records that are new. The save process will not add or remove records from the biota being saved, nor will it update any other values.

  Because we maintain the context for the life of the biota, when we add/save, it's simply a one way change, meaning, only the database will change. The biota itself is just read and compared to the clone that the context holds. Thus, this is a safe way to do it.

  This also improves performance by reducing the amount of time a biota lock results in thread contention.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5ODQ5Njc1
title: Configuration file change from JSON to JavaScript
state: closed
created_at: 2019-02-03T01:49:04Z
updated_at: 2019-02-16T21:27:46Z
closed_at: 2019-02-16T21:27:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1404
type: pull
body:
  For the ability to embed comments, 
  Backwards compatible, 
  ACE program startup sequence and ACE.Server project build event renames Config.json to Config.js when it can.

  Changed startup batch files to inform user of mistake and pause/exit when they start run_server.bat from the wrong location, and not alongside the ACE.Server.dll

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node_id: MDU6SXNzdWU0MDYwODI2Mjk=
title: Housing Issues
state: closed
created_at: 2019-02-03T12:24:19Z
updated_at: 2019-02-14T03:55:52Z
closed_at: 2019-02-14T03:55:52Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```
  I have noticed a couple issues when buying/using you house/cottage. I am not sure these issues affect Villas, Apartments or Mansions.

  1) When purchasing a Cottage the items used to buy the property are not consumed. ( writ, special item and Cash) nor are you given the deed.

  2) you can not pay your Maintenance.

  3) in the storage chest the place where you can add a pack works, but if you put anything in the pack and the close the chest wait a second or two the open the chest again the pack is still there but appears empty, but if you pull the pack out (put it in one of your slot for a pack) the items are still there. 

  on a side note I also have noticed that on occasion if you place things on the hooks and log out right away some items are not saved and are gone when you log back in. 

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5ODkwMDkw
title: Adding squelches
state: closed
created_at: 2019-02-03T17:12:43Z
updated_at: 2019-02-04T18:13:25Z
closed_at: 2019-02-04T18:13:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1406
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5ODk0OTUz
title: Portals should show "Burden Unknown" on ID panel
state: closed
created_at: 2019-02-03T18:39:20Z
updated_at: 2019-03-30T18:03:22Z
closed_at: 2019-02-03T19:01:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1407
body: Code in wrong place, moved to correct place.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5ODk5OTAz
title: Handle Account in use reject for all cases
state: closed
created_at: 2019-02-03T20:03:01Z
updated_at: 2019-02-04T13:29:37Z
closed_at: 2019-02-04T13:29:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1408
type: pull
body:
  If a session exists in any state for a given account, the account should be rejected.

  In current master, the 2'nd account is rejected if the first account is at the character selection screen, but not when the 1st account is in the world.

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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5OTI2MjQ0
title: Adding heritage augs
state: closed
created_at: 2019-02-04T02:45:51Z
updated_at: 2019-02-04T18:13:48Z
closed_at: 2019-02-04T18:13:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1409
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5OTMyNDI5
title: Add LastModified to things
state: closed
created_at: 2019-02-04T03:54:41Z
updated_at: 2019-03-30T18:03:21Z
closed_at: 2019-02-04T17:55:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1410
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5OTUxMDA5
title: Adding remaining augs
state: closed
created_at: 2019-02-04T06:38:12Z
updated_at: 2019-02-04T18:26:29Z
closed_at: 2019-02-04T18:26:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1411
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjQ5OTkxNzgz
title: Improved handling for offline house
state: closed
created_at: 2019-02-04T09:56:06Z
updated_at: 2019-02-04T18:13:34Z
closed_at: 2019-02-04T18:13:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1412
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwMjEyODE0
title: Adding synchronized ServerObject loading for non-adjacents
state: closed
created_at: 2019-02-04T21:57:33Z
updated_at: 2019-02-05T16:56:24Z
closed_at: 2019-02-05T16:56:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1413
body: This fixes some bugs with objects appearing invisible when first loading into some landblocks
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwMjE3OTA1
title: Adding locked door angles as per @LtRipley36706
state: closed
created_at: 2019-02-04T22:16:16Z
updated_at: 2019-02-05T16:56:33Z
closed_at: 2019-02-05T16:56:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1414
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwMjMxMTEz
title: Adding no-log landblocks
state: closed
created_at: 2019-02-04T23:09:33Z
updated_at: 2019-02-05T16:56:41Z
closed_at: 2019-02-05T16:56:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1415
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwMjgwMjU0
title: Change LootGenerationFactory to support TOD
state: closed
created_at: 2019-02-05T04:29:55Z
updated_at: 2019-02-12T00:01:00Z
closed_at: 2019-02-05T17:21:39Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1416
body: - Update LootGenerationFactory to support the updated TOD weapon weenies
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwMjg3MzM3
title: Add support for TreasureCorpse
state: closed
created_at: 2019-02-05T05:24:38Z
updated_at: 2019-03-30T18:03:20Z
closed_at: 2019-02-05T17:20:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1417
body: Create piles of Treasure for weenies marked with TreasureCorpse bool
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNDg1NTc3
title: quick fix for TOD monsters spawning with low health
state: closed
created_at: 2019-02-05T17:18:48Z
updated_at: 2019-02-05T17:46:51Z
closed_at: 2019-02-05T17:46:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1418
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNTIzMjk3
title: housing permissions sync improvements
state: closed
created_at: 2019-02-05T19:25:15Z
updated_at: 2019-02-06T00:19:19Z
closed_at: 2019-02-06T00:19:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1419
type: pull
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node_id: MDU6SXNzdWU0MDcwODc3OTQ=
title: Shadow Armor Quest
state: closed
created_at: 2019-02-06T05:37:07Z
updated_at: 2019-02-06T19:03:40Z
closed_at: 2019-02-06T19:03:40Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  /tele 18.5N, 62.8E
  /ci 6621

  Give a Scintillating Gem to Alean the Steel Forger

  You give Alean the Steel Forger Scintillating Gem.
  Alean the Steel Forger tells you, "A very powerful gem indeed. This is the strongest armor I am able to craft. Bring me another gem to receive upper-body armor as well."
  Alean the Steel Forger gives you Greater Celdon Shadow Leggings.
  Alean the Steel Forger gives you Greater Celdon Shadow Girth.

  Give another Scintillating Gem to Alean the Steel Forger

  Alean the Steel Forger tells you, "A very powerful gem indeed. This is the strongest armor I am able to craft. Bring me another gem to receive upper-body armor as well."
  Alean the Steel Forger gives you Greater Celdon Shadow Leggings.
  Alean the Steel Forger gives you Greater Celdon Shadow Girth.

  ### The log given by the failure.

  ### Desired functionality.
  Upon handing the second gem to Alean the Steel Forge he should hand back the top pieces of the shadow armor, not the same bottom pieces he previously gave for the first Scintillating Gem. 

  ### Mention any other details that might be useful.
  https://asheron.fandom.com/wiki/Retired_Shadow_Armor

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node_id: MDU6SXNzdWU0MDcwOTA1OTg=
title: Combine Salvage
state: closed
created_at: 2019-02-06T05:52:57Z
updated_at: 2019-02-06T06:10:53Z
closed_at: 2019-02-06T06:10:53Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Try to combine two partial bags of the same salvage
  Nothing happens

  ### The log given by the failure.


  ### Desired functionality.
  You should be able to combine two partial bags of salvage into one combined bag of salvage.

  ### Mention any other details that might be useful.
  https://asheron.fandom.com/wiki/Salvaging

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node_id: MDU6SXNzdWU0MDcwOTIzOTQ=
title: Weapon Tinkering / Imbues
state: closed
created_at: 2019-02-06T06:01:52Z
updated_at: 2019-02-06T19:03:48Z
closed_at: 2019-02-06T19:03:48Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Apply a weapon imbue to a weapon
  Chance of success is reported at 99% at max skill
  You have a 99.98478% chance of using Salvaged Red Garnet on Electric Sceptre.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  Chance of success should be 33% at max skill or 38% with Aug

  ### Mention any other details that might be useful.
  https://imgur.com/a/qUfByeg

  https://imgur.com/a/n9gjica

  https://imgur.com/a/fXVHKuC

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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNjUyNTkx
title: Fixing Shadow Armor quest
state: closed
created_at: 2019-02-06T07:06:45Z
updated_at: 2019-02-06T19:03:40Z
closed_at: 2019-02-06T19:03:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1423
body: This fixes https://github.com/ACEmulator/ACE/issues/1420
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNjU1Mjk3
title: LootGenerationFactory second update
state: closed
created_at: 2019-02-06T07:23:07Z
updated_at: 2019-02-18T07:36:16Z
closed_at: 2019-02-16T21:39:14Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1424
type: pull
body:
  - Changed many of the if, else if, else statements to switch blocks, as a suggested optimization
  - Changed GetMaxDamage() for better scaling of damage levels for tier increases and weapon types
  - Changed GetArmorLevel() to GetArmorLevelModifier() for better scaling of armor increases, based upon the default armor level from the armor item weenie, for loot tier increases
  - Added loot profile item biasing for Mana Forge Chests
  - Removed a number of properties that were being set in code, which was a holdover from before TOD weenies were being used

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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNjU3NTM1
title: Adjust imbue chance
state: closed
created_at: 2019-02-06T07:35:12Z
updated_at: 2019-02-06T19:03:49Z
closed_at: 2019-02-06T19:03:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1425
body: This fixes https://github.com/ACEmulator/ACE/issues/1422
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUwNjcwMjI5
title: Adding house deeds, purchase requirements w/ config options
state: closed
created_at: 2019-02-06T08:38:05Z
updated_at: 2019-02-07T21:39:32Z
closed_at: 2019-02-07T21:39:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1426
body: Also fixes numerous bugs reported in https://github.com/ACEmulator/ACE/issues/1405
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxMzI4Mzg0
title: Adding house maintenance
state: closed
created_at: 2019-02-08T01:41:43Z
updated_at: 2019-02-12T12:10:44Z
closed_at: 2019-02-12T12:10:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1427
type: pull
body:
  This resolves the remaining issues for https://github.com/ACEmulator/ACE/issues/1405

  Adjustable config properties:

  /modifybool house_purchase_requirements false - disables the level/allegiance requirement to purchase a house
  /modifybool house_rent_enabled false - disables the rent/maintenance payments
  /modifylong mansion_min_rank - adjusts the minimum rank required to own a mansion (default 6)

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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNjkxNDE1
title: Changes to GenerateTreasure
state: closed
created_at: 2019-02-09T18:51:58Z
updated_at: 2019-03-30T18:03:18Z
closed_at: 2019-02-11T20:35:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1428
type: pull
body:
  Added null check for DeathTreasure and changed the code so it wasn't generating items twice, once on the dead creature and then again on the corpse, in two separate but substantially similar functions

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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzAyMDk5
title: Adding more character options
state: closed
created_at: 2019-02-09T22:15:35Z
updated_at: 2019-02-11T19:35:58Z
closed_at: 2019-02-11T19:35:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1429
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzEyMzk3
title: Adding shield magic absorbing
state: closed
created_at: 2019-02-10T02:18:41Z
updated_at: 2019-02-11T19:36:09Z
closed_at: 2019-02-11T19:36:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1430
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzU3MzQy
title: Cleanup hook related code
state: closed
created_at: 2019-02-10T18:47:41Z
updated_at: 2019-02-12T00:51:27Z
closed_at: 2019-02-11T19:34:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1431
type: pull
body:
  Hook are saved when an item is added to it. This is to prevent the possibilty of an item being lost in the event an item is added and the server crashes immediately after.

  In addition, the OnAddItem and OnRemoveItem code has been cleaned up as well.

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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzU5ODgw
title: Fix exceptions for properties that don't exist in the database
state: closed
created_at: 2019-02-10T19:30:33Z
updated_at: 2019-02-12T00:51:43Z
closed_at: 2019-02-11T19:35:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1432
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzc0Mjgw
title: GetFreeInventorySlots() and MergeAllStackables()
state: closed
created_at: 2019-02-10T23:09:10Z
updated_at: 2019-02-12T00:51:14Z
closed_at: 2019-02-11T19:35:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1433
type: pull
body:
  GetFreeInventorySlots is something I need for the vendor pack space check that i'm still working on.....

  MergeAllStackables is used for the slumlord as requested by gmriggs. note that i did not actually test this code. It looks good though.

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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzc2MTE0
title: This switches two world db house functions to use caching
state: closed
created_at: 2019-02-10T23:36:38Z
updated_at: 2019-02-12T00:50:53Z
closed_at: 2019-02-11T19:35:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1434
body:
  GetHousePortals
  GetHousePortalsByLandblock

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzc3OTEx
title: Add WieldedByOther to FindObject()
state: closed
created_at: 2019-02-11T00:06:43Z
updated_at: 2019-02-12T00:51:04Z
closed_at: 2019-02-11T19:35:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1435
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUxNzgyODY4
title: Load Landblock resources async again
state: closed
created_at: 2019-02-11T01:17:27Z
updated_at: 2019-02-12T00:50:38Z
closed_at: 2019-02-11T19:35:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1436
type: pull
body:
  We must wait for Landblock.CreateWorldObjects() to complete before we can teleport in. For that we have a new bool CreateWorldObjectsCompleted

  Players now check this bool in OnTeleportComplete() and delay materliazation until the landblock resources have finished loading. This will keep players in a pink bubble state until it's safe to spawn in.

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node_id: MDExOlB1bGxSZXF1ZXN0MjUyMDg2Mjg4
title: Adjusting augs and slots armor + adding RNG create lists
state: closed
created_at: 2019-02-11T22:23:19Z
updated_at: 2019-02-11T23:25:37Z
closed_at: 2019-02-11T23:25:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1437
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyNDg0NTc5
title: Updating allegiance rank, config properties
state: closed
created_at: 2019-02-12T21:52:56Z
updated_at: 2019-02-13T21:51:09Z
closed_at: 2019-02-13T21:51:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1438
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyNTc1NjYz
title: Updating ClothingPriority, create list selection
state: closed
created_at: 2019-02-13T06:23:44Z
updated_at: 2019-02-13T06:32:38Z
closed_at: 2019-02-13T06:32:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1439
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyNjEzMjM1
title: Updating coverage mask
state: closed
created_at: 2019-02-13T09:12:03Z
updated_at: 2019-02-13T21:51:20Z
closed_at: 2019-02-13T21:51:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1440
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyNzIyMDgx
title: AdjustStack adding negative numbers
state: closed
created_at: 2019-02-13T14:48:28Z
updated_at: 2019-02-13T15:10:30Z
closed_at: 2019-02-13T15:08:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1441
body: We need to add the result to EncumbranceVal/Value, not subtract.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyODgwODcz
title: moving HouseManager
state: closed
created_at: 2019-02-13T23:08:13Z
updated_at: 2019-07-03T04:01:56Z
closed_at: 2019-02-13T23:15:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1442
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUyODkzOTY3
title: EncumbranceVal and Value should not be ephemeral by default
state: closed
created_at: 2019-02-14T00:10:14Z
updated_at: 2019-02-18T00:09:15Z
closed_at: 2019-02-18T00:08:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1443
type: pull
body:
  EncumbranceVal is now ephemeral only for containers

  Value is now ephemeral only for non-creature containers.

  This allows items to persist their EncumbranceVal and Value changes to the database.

  For containers, they will retain their original (default) value from the database, load that into the ephemeral dictionary and build from there. Those changes will then be lost and reset next time the object is loaded.

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node_id: MDU6SXNzdWU0MTA1MTQ0OTI=
title: Landblock persistence bug
state: closed
created_at: 2019-02-14T22:07:54Z
updated_at: 2019-02-17T00:42:41Z
closed_at: 2019-02-17T00:42:41Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  /create tuskerguard
  /stop-now
  restart server and log in
  observe: the tusker guard is there (which is correct)
  /smite all
  /stop-now
  restart server and log in
  observe: the tusker guard is still there (incorrect)

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  The monster should not return alive after killing it and restarting server

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MjUzMjgyNjg4
title: Adding enchantments for items wielded by monsters / NPCs
state: closed
created_at: 2019-02-15T01:43:58Z
updated_at: 2019-02-16T22:18:20Z
closed_at: 2019-02-16T22:18:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1445
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUzNjE5MDM4
title: Adding centralized damage calculation function
state: closed
created_at: 2019-02-16T04:23:48Z
updated_at: 2019-02-20T22:33:49Z
closed_at: 2019-02-20T22:33:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1446
type: pull
body:
  The various CalculateDamage functions were getting a bit scattered, so this adds a common DamageEvent class / CalculateDamage() function that handles all scenarios

  Previously, there were 3 separate variations of CalculateDamage:

  - Players attacking monsters
  - Players attacking other players (PvP)
  - Monsters attacking players / monsters

  This merges everything into 1 common function that handles everything for all physical damage calculation

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node_id: MDExOlB1bGxSZXF1ZXN0MjUzNjQyODMy
title: Fix Create and Monster Death Destroy()
state: closed
created_at: 2019-02-16T13:30:24Z
updated_at: 2019-02-17T00:42:32Z
closed_at: 2019-02-17T00:42:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1447
type: pull
body:
  Create now sets TimeToRot to Double.MaxValue if whatever you're creating doesn't start with a default. This will leave the created object in the world forever, or until it's picked up and placed down again, or it's destroyed (possibly by killing it)

  Monster deaths now call the Destroy() command

  Few other places cleaned up that should have been calling Destroy()

  Note added to Destroy() where the GUID recycling will be injected.

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node_id: MDExOlB1bGxSZXF1ZXN0MjUzNjY4NTA2
title: Fix inifinite loop when using mana stone
state: closed
created_at: 2019-02-16T21:12:50Z
updated_at: 2019-02-17T00:45:21Z
closed_at: 2019-02-17T00:45:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1448
type: pull
body:
  If ItemCurMana.Value < itemsNeedingMana.Count, an infinite loop would result.

  Also, the code has been rewritten so that every WorldObject doesn't require a ManaGiven variable.

  We also don't need to check Player.EquippedObjectsLoaded. Players are constructed with all of their inventory, and even if that changes, there should never be a case where a player can exist in the world and be interacted with but not yet have their inventory loaded.

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node_id: MDExOlB1bGxSZXF1ZXN0MjUzODEwODE4
title: LootGenerationFactory Updates 3
state: closed
created_at: 2019-02-18T07:39:03Z
updated_at: 2019-02-22T14:58:32Z
closed_at: 2019-02-22T14:54:17Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1449
body: - Continue refactoring LootGenerationFactory.cs code
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjUzOTEyMjg5
title: Fix CoinValue
state: closed
created_at: 2019-02-18T13:18:41Z
updated_at: 2019-02-21T00:51:05Z
closed_at: 2019-02-21T00:44:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1450
type: pull
body:
  CoinValue should not be virtual.
  Coin.cs no longer overrides CoinValue. Coins don't us CoinValue, only Players do.

  This also fixes a bug where the players CoinValue wasn't set on initial login (likely the result of the previous reshuffling for the EncumbranceVal/Value PR)

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node_id: MDU6SXNzdWU0MTE0OTI4NzM=
title: Can't Remove Pathwarden Robe
state: closed
created_at: 2019-02-18T14:08:39Z
updated_at: 2019-03-02T08:23:20Z
closed_at: 2019-03-02T08:23:20Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Started with a fresh Server as well as a fresh DB and latest patch. Created a Character went through all the steps grab the Pathwardens key emptied the chest put on the trinket, robe and turned in the armor for my SI Keys all went well till I decided to try on a standard Aluvian robe that I had purchested for a test but when I went to remove the Pathwardens robe the server crashed. I can remove the trinket and wand no trouble.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
  2019-02-18 08:50:48,954 [1] INFO  (ACE.Server.Program) Starting ACEmulator...
  2019-02-18 08:50:48,974 [1] INFO  (ACE.Server.Program) Initializing ConfigManager...
  2019-02-18 08:50:49,165 [1] INFO  (ACE.Server.Program) Initializing ServerManager...
  2019-02-18 08:50:49,166 [1] INFO  (ACE.Server.Program) Initializing DatManager...
  2019-02-18 08:50:50,371 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_cell_1.dat file, containing 805348 records
  2019-02-18 08:50:50,532 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_portal.dat file, containing 79694 records
  2019-02-18 08:50:50,534 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_highres.dat file, containing 2295 records
  2019-02-18 08:50:50,537 [1] INFO  (ACE.DatLoader.DatManager) Successfully opened D:\Games\Online\ACTOD\client_local_English.dat file, containing 118 records
  2019-02-18 08:50:50,538 [1] INFO  (ACE.Server.Program) Initializing DatabaseManager...
  2019-02-18 08:50:51,507 [1] DEBUG (ACE.Database.AuthenticationDatabase) Successfully connected to ace_auth database on 127.0.0.1:3306.
  2019-02-18 08:50:52,050 [1] DEBUG (ACE.Database.WorldDatabase) Successfully connected to ace_world database on 127.0.0.1:3306.
  2019-02-18 08:50:53,366 [1] DEBUG (ACE.Database.ShardDatabase) Successfully connected to ace_shard database on 127.0.0.1:3306.
  2019-02-18 08:50:53,366 [1] INFO  (ACE.Server.Program) Starting DatabaseManager...
  2019-02-18 08:50:53,367 [1] INFO  (ACE.Server.Program) Starting PropertyManager...
  2019-02-18 08:50:53,423 [1] INFO  (ACE.Server.Program) Initializing GuidManager...
  2019-02-18 08:50:53,454 [1] INFO  (ACE.Server.Program) Precaching World Database Disabled...
  2019-02-18 08:50:53,455 [1] INFO  (ACE.Server.Program) Initializing PlayerManager...
  2019-02-18 08:50:53,790 [1] INFO  (ACE.Server.Program) Initializing HouseManager...
  2019-02-18 08:50:53,795 [1] INFO  (ACE.Server.Program) Initializing InboundMessageManager...
  2019-02-18 08:50:53,940 [1] INFO  (ACE.Server.Program) Initializing SocketManager...
  2019-02-18 08:50:53,942 [1] DEBUG (ACE.Server.Network.ConnectionListener) ConnectionListener ctor, host 0.0.0.0 port 9000
  2019-02-18 08:50:53,944 [1] INFO  (ACE.Server.Network.Managers.SocketManager) Binding ConnectionListener to 0.0.0.0:9000
  2019-02-18 08:50:53,945 [1] DEBUG (ACE.Server.Network.ConnectionListener) ConnectionListener ctor, host 0.0.0.0 port 9001
  2019-02-18 08:50:53,945 [1] INFO  (ACE.Server.Network.Managers.SocketManager) Binding ConnectionListener to 0.0.0.0:9001
  2019-02-18 08:50:53,945 [1] DEBUG (ACE.Server.Network.ConnectionListener) Starting ConnectionListener, host 0.0.0.0 port 9000
  2019-02-18 08:50:53,948 [1] DEBUG (ACE.Server.Network.ConnectionListener) Starting ConnectionListener, host 0.0.0.0 port 9001
  2019-02-18 08:50:53,949 [1] INFO  (ACE.Server.Program) Initializing WorldManager...
  2019-02-18 08:50:53,955 [World Manager] INFO  (ACE.Server.Managers.LandblockManager) Preloading Landblocks...
  2019-02-18 08:50:53,957 [World Manager] INFO  (ACE.Server.Managers.LandblockManager) Found 5 landblock entries in PreloadedLandblocks configuration, 1 are set to preload.
  2019-02-18 08:50:53,958 [1] DEBUG (ACE.Server.Managers.WorldManager) ServerTime initialized to Date: Coldeve 18, 30 P.Y.  Time: Midsong-and-Half
  2019-02-18 08:50:53,959 [1] DEBUG (ACE.Server.Managers.WorldManager) Current maximum allowed sessions: 128
  2019-02-18 08:50:53,959 [1] INFO  (ACE.Server.Program) Initializing EventManager...
  2019-02-18 08:50:53,969 [1] DEBUG (ACE.Server.Managers.EventManager) EventManager Initalized.
  2019-02-18 08:50:53,969 [1] INFO  (ACE.Server.Program) Initializing CommandManager...
  2019-02-18 08:50:53,974 [World Manager] DEBUG (ACE.Server.Managers.LandblockManager) Landblock E74E, (Hebian-To (Global Events)) preloaded. IncludeAdjacents = False, Permaload = True
  2019-02-18 08:50:53,974 [World Manager] DEBUG (ACE.Server.Managers.LandblockManager) Landblock A9B4FFFF specified but not enabled in config, skipping
  2019-02-18 08:50:53,974 [World Manager] DEBUG (ACE.Server.Managers.LandblockManager) Landblock DA55FFFF specified but not enabled in config, skipping
  2019-02-18 08:50:53,974 [World Manager] DEBUG (ACE.Server.Managers.LandblockManager) Landblock 7D64FFFF specified but not enabled in config, skipping
  2019-02-18 08:50:53,974 [World Manager] DEBUG (ACE.Server.Managers.LandblockManager) Landblock 0007FFFF specified but not enabled in config, skipping
  2019-02-18 08:50:53,975 [World Manager] DEBUG (ACE.Server.Managers.WorldManager) Starting UpdateWorld thread
  2019-02-18 08:51:04,299 [14] DEBUG (ACE.Server.Managers.WorldManager) Login Request from 127.0.0.1:45363
  2019-02-18 08:51:04,300 [14] DEBUG (ACE.Server.Managers.WorldManager) Creating new session for 127.0.0.1:45363 with id 0
  2019-02-18 08:51:04,327 [5] DEBUG (ACE.Server.Network.Handlers.AuthenticationHandler) new client connected: player. setting session properties
  2019-02-18 08:51:04,342 [5] INFO  (ACE.Server.Network.Handlers.AuthenticationHandler) client player connected with verified password
  2019-02-18 08:51:08,546 [5] DEBUG (ACE.Server.Managers.WorldManager) GetPossessedBiotasInParallel for Black Plague took 84 ms
  2019-02-18 08:51:08,839 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id A8B4FFFE in Cell
  2019-02-18 08:52:12,106 [19] INFO  (ACE.Server.Network.Session) Session dropped. Account: player, Player: Black Plague, Reason: PacketHeader Disconnect
  2019-02-18 08:52:12,400 [19] DEBUG (ACE.Server.Managers.WorldManager) Removing session for 127.0.0.1:45363 with id 0
  2019-02-18 08:52:12,401 [19] DEBUG (ACE.Server.Network.ConnectionListener) Network Socket has thrown: 10054 An existing connection was forcibly closed by the remote host
  2019-02-18 08:52:12,401 [19] DEBUG (ACE.Server.Network.ConnectionListener) Network Socket has thrown: 10054 An existing connection was forcibly closed by the remote host
  2019-02-18 08:52:18,358 [8] DEBUG (ACE.Server.WorldObjects.Player) Black Plague has been saved. It took 276 ms to process the request.
  2019-02-18 08:55:53,448 [11] DEBUG (ACE.Server.Managers.PropertyManager) PropertyManager DoWork took 11 ms
  2019-02-18 08:57:19,638 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(AAB4FFFF)
  2019-02-18 08:57:19,641 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A8B4FFFF)
  2019-02-18 08:57:19,641 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A9B3FFFF)
  2019-02-18 08:57:19,641 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A9B5FFFF)
  2019-02-18 08:57:19,641 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A9B4FFFF)
  2019-02-18 08:57:19,971 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A8B5FFFF)
  2019-02-18 08:57:20,088 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(AAB5FFFF)
  2019-02-18 08:57:20,218 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(A8B3FFFF)
  2019-02-18 08:57:20,367 [World Manager] DEBUG (ACE.Server.Entity.Landblock) Landblock.Unload(AAB3FFFF)
  2019-02-18 09:00:53,442 [14] DEBUG (ACE.Server.Managers.PropertyManager) PropertyManager DoWork took 5 ms
  2019-02-18 09:04:23,793 [19] DEBUG (ACE.Server.Managers.WorldManager) Login Request from 127.0.0.1:45363
  2019-02-18 09:04:23,793 [19] DEBUG (ACE.Server.Managers.WorldManager) Creating new session for 127.0.0.1:45363 with id 0
  2019-02-18 09:04:23,796 [3] DEBUG (ACE.Server.Network.Handlers.AuthenticationHandler) new client connected: player. setting session properties
  2019-02-18 09:04:23,796 [3] INFO  (ACE.Server.Network.Handlers.AuthenticationHandler) client player connected with verified password
  2019-02-18 09:04:26,570 [3] DEBUG (ACE.Server.Managers.WorldManager) GetPossessedBiotasInParallel for Black Plague took 33 ms
  2019-02-18 09:04:38,865 [World Manager] ERROR (ACE.Server.Program) System.NullReferenceException: Object reference not set to an instance of an object.
     at ACE.Server.Managers.EnchantmentManager.Dispel(BiotaPropertiesEnchantmentRegistry entry) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Managers\EnchantmentManager.cs:line 423
     at ACE.Server.Managers.EnchantmentManagerWithCaching.Dispel(BiotaPropertiesEnchantmentRegistry entry) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Managers\EnchantmentManagerWithCaching.cs:line 88
     at ACE.Server.WorldObjects.Creature.RemoveItemSpell(WorldObject item, UInt32 spellId, Boolean silent) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\WorldObjects\Creature_Magic.cs:line 198
     at ACE.Server.WorldObjects.Player.TryDequipObjectWithNetworking(ObjectGuid objectGuid, WorldObject& item, DequipObjectAction dequipObjectAction) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\WorldObjects\Player_Inventory.cs:line 269
     at ACE.Server.WorldObjects.Player.DoHandleActionPutItemInContainer(WorldObject item, Container itemRootOwner, Boolean itemWasEquipped, Container container, Container containerRootOwner, Int32 placement) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\WorldObjects\Player_Inventory.cs:line 679
     at ACE.Server.WorldObjects.Player.HandleActionPutItemInContainer(UInt32 itemGuid, UInt32 containerGuid, Int32 placement) in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\WorldObjects\Player_Inventory.cs:line 666
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 21
     at ACE.Server.Managers.WorldManager.DoSessionWork() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 587
     at ACE.Server.Managers.WorldManager.UpdateWorld() in D:\AC Stuff\6) Server\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 416
     at System.Threading.Thread.ThreadMain_ThreadStart()
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
  --- End of stack trace from previous location where exception was thrown ---
     at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

reactions:
  {"url": "https://api.github.com/repos/ACEmulator/ACE/issues/1451/reactions", "total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


node_id: MDExOlB1bGxSZXF1ZXN0MjU0MDczODE3
title: Pack space selling precheck
state: closed
created_at: 2019-02-18T23:46:36Z
updated_at: 2019-02-21T00:50:43Z
closed_at: 2019-02-21T00:50:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1452
type: pull
body:
  This builds on the CoinValue PR, so those related changes will disappear once that PR is merged.

  This PR rewrites how items are sold to Vendors. The transaction is more linear now, driven by the player. The new flow allows us to check for pack space for the coin payouts before we actually remove any items from inventory for the sale.

  What I noticed is if we don't get the messages correct, the player fails to log out when requested. All the scenarios i tested with selling seem to work correctly.

reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0MjU0MjU1Mjc2
title: ObjectGuid Recycling
state: closed
created_at: 2019-02-19T13:36:47Z
updated_at: 2019-02-27T00:29:48Z
closed_at: 2019-02-27T00:29:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1453
type: pull
body:
  Instances of "new ObjectGuid(0)" replaced with ObjectGuid.Invalid

  Fix Projectiles to not Destroy() themselves multiple times
  This was happening because the first bit of work was being added to the action chain and not performed immediately, thus, another collision was firing on the next Tick.

  Add BiotaOriginatedFromOrHasBeenSavedToDatabase() function
  This creates a single function that can used to determine if a biota probably exists in the database

  Add recycling to GuidManager. Current delay time before a guid is recycled is set to 30 minutes. I chose this number because I want to make sure all lingering references to a guid have expired. These references should only be client references, likely because we didn't properly inform the client of an object deletion or some other event.

  Landblocks now Destroy objects on Unload() if those objects return false for BiotaOriginatedFromOrHasBeenSavedToDatabase()

  This is just the first phase of recycling. The next phase is to pull available Guid ranges from the database at startup. In addition, restrictions need to be added to the World db to prevent any Dynamic Guids from being defined. All defined Guids in world should be of the static type.

reactions:
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