# issues

node_id: MDExOlB1bGxSZXF1ZXN0MTM1MjU0NTIy
title: Spell Formula
state: closed
created_at: 2017-08-11T01:37:31Z
updated_at: 2017-09-01T05:13:34Z
closed_at: 2017-08-14T13:01:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/493
type: pull
body:
  Added MotionTable parsing not to changelog (was left out of previous PR)
  Added GetSpellFormula() function to SpellTable. Will return component id's based on players account name for any given spell.
  Fixed some logic issues in the SpellComponentsTable

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node_id: MDExOlB1bGxSZXF1ZXN0MTM1OTE0MDI1
title: Fixed book properties not cloning properly.
state: closed
created_at: 2017-08-15T23:37:28Z
updated_at: 2017-09-01T05:13:33Z
closed_at: 2017-08-16T03:55:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/494
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM1OTM3NTQx
title: Added Animation parsing from the client_portal.dat and all relevant hooks and properties.
state: closed
created_at: 2017-08-16T04:11:15Z
updated_at: 2017-09-01T05:13:32Z
closed_at: 2017-08-18T12:22:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/495
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM2MTEwMTI1
title: Fix multifragment packetization logic
state: closed
created_at: 2017-08-16T20:03:25Z
updated_at: 2017-08-23T04:23:14Z
closed_at: 2017-08-23T04:23:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/496
type: pull
body:
  * Rewrote packetizer code to fix incorrect multi-fragment messages (basically we shouldn't send optional headers when a single fragment fills the full packet)  
  * In general this made the packetizer much cleaner and more organized  
  * In the process I added support for preemptive tail sending.  Essentially for multifragment packets, the last fragment will likely be much smaller then the full packet size, so it could fit in an earlier message among other fragments.  We see this can occur in production network traces (eg the last index arrives as the first fragment of the message). Previously we did not do this, but now we can.  

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node_id: MDExOlB1bGxSZXF1ZXN0MTM2NjUzMzE5
title: Some naive, simple fellowship code. Creating and leaving fellow works.
state: closed
created_at: 2017-08-20T18:31:26Z
updated_at: 2017-08-26T20:43:51Z
closed_at: 2017-08-26T20:43:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/497
type: pull
body:
  I don't think Fellowship.cs is in the right place. Wasn't sure where to put it. Any and all feedback is great.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM3MzExODYy
title: Updated Readme
state: closed
created_at: 2017-08-23T20:35:12Z
updated_at: 2017-09-01T05:13:29Z
closed_at: 2017-08-23T21:14:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/498
body:
  Changed aclogview link to ACEmulator fork.
  Added link to Immortus' installation process.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM3ODUxMTYz
title: Support for ACE-World 0.2.0+
state: closed
created_at: 2017-08-27T22:33:49Z
updated_at: 2018-02-10T19:56:19Z
closed_at: 2017-09-02T15:33:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/499
type: pull
body:
  Download and import [ACE-World v0.2.0](https://github.com/ACEmulator/ACE-World/releases/tag/v0.2.0) prior to starting up ACE.
  This shifts the world database away from ace_object instances to a more easily managed instance generated by weenies system.

  Each time the server is started and when the landblock is first loaded it will generate new instances based on the weenies in the database. 

  This new structure reduces database size and import times as well as makes it significantly easier to correct the flaws introduced by pulling weenies out of PCAP data.

  This does not change the structure for objects stored in the shard database. Those objects should always remain copies of weenies saved in ace_object as a unique, complete instance.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM4OTc0ODIy
title: Region & Scene
state: closed
created_at: 2017-09-01T21:15:10Z
updated_at: 2018-03-27T03:35:03Z
closed_at: 2017-09-02T15:36:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/500
body: Added Region and Scene parsing from the client_portal.dat
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTM5MDY2MzE2
title: Quick fix for proper GUID assignment on objects from Generators
state: closed
created_at: 2017-09-03T23:42:22Z
updated_at: 2018-02-10T19:56:15Z
closed_at: 2017-09-03T23:45:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/501
type: pull
body:
  This fixes a crash bug associated with picking up objects generated by generators. GUID change wasn't propagating to properties.

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node_id: MDExOlB1bGxSZXF1ZXN0MTM5MDc5OTAx
title: Portal.dat Parsing Additions
state: closed
created_at: 2017-09-04T04:10:21Z
updated_at: 2017-09-04T21:52:18Z
closed_at: 2017-09-04T14:04:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/502
type: pull
body:
  * Added Wave (0x0A...) parsing from the client_portal.dat and a "wave-export" console function to save as a playable .wav file.
  * Added GfxObjDegradeInfo (0x11..) parsing from the client_portal.dat 
  * Added CombatManeuverTable (0x30...) parsing from the client_portal.dat 
  * Added ParticleEmitterInfo (0x32...) parsing from the client_portal.dat 

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node_id: MDExOlB1bGxSZXF1ZXN0MTM5NDU1OTIw
title: More Dat Parsing Updates
state: closed
created_at: 2017-09-06T01:47:33Z
updated_at: 2017-09-06T21:29:51Z
closed_at: 2017-09-06T14:16:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/503
type: pull
body:
  * Added Palette (0x04...) parsing from the client_portal.dat.
  * Added PhysicsScript (0x33...) parsing from the client_portal.dat.
  * Added PhysicsScriptTable (0x34...) parsing from the client_portal.dat.
  * Added ContractTable (0x0E00001D) parsing from the client_portal.dat.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQwMTczNTQ2
title: Added verbiage to the readme stating the projects educational purpose.
state: closed
created_at: 2017-09-09T15:23:32Z
updated_at: 2017-09-15T18:19:16Z
closed_at: 2017-09-09T15:28:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/504
body: Based on discord pin yesterday - I thought this would be a good add to the readme.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQwOTEwMjY2
title: Weenie editor & basic recipes
state: closed
created_at: 2017-09-13T19:30:17Z
updated_at: 2017-09-14T01:32:53Z
closed_at: 2017-09-14T01:32:53Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/505
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQwOTM4MjYz
title: Stubs and enums for crafting dialogs
state: closed
created_at: 2017-09-13T21:49:22Z
updated_at: 2017-09-15T18:19:08Z
closed_at: 2017-09-14T01:24:15Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/506
type: pull
body:
  Added one new game action, and two new event message handlers - as well as the associated enums.   This work is around crafting dialogs.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQxMjMxNjI3
title: Yet More client_portal.dat Parsing Updates
state: closed
created_at: 2017-09-15T05:33:08Z
updated_at: 2018-03-27T03:34:58Z
closed_at: 2017-09-15T15:22:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/507
type: pull
body:
  * Added GfxObject (0x01...) parsing from the client_portal.dat.
  * Added Surface (0x08...) parsing from the client_portal.dat.
  * Added Environment (0x0D...) parsing from the client_portal.dat.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQxMzM4NjYx
title: Healing kits!
state: closed
created_at: 2017-09-15T15:27:34Z
updated_at: 2017-09-16T15:49:00Z
closed_at: 2017-09-16T15:49:00Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/508
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQxNjQ2Mjk0
title: items from failed crafting
state: closed
created_at: 2017-09-18T16:22:43Z
updated_at: 2017-09-19T16:25:46Z
closed_at: 2017-09-19T16:25:46Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/509
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQxNzAxMjEz
title: Starter gear
state: closed
created_at: 2017-09-18T20:51:26Z
updated_at: 2017-09-19T18:09:37Z
closed_at: 2017-09-19T18:09:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/510
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQxOTczMjQ3
title: Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE
state: closed
created_at: 2017-09-19T22:40:02Z
updated_at: 2017-09-30T06:25:34Z
closed_at: 2017-09-29T23:26:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/511
type: pull
body:
  LATE UPDATE - all known bugs squashed via a workaround until we can enhance the ORM to deal with our inventory issue.
  **Update 9/27/2017 PM  - I have tried everything - I must be missing something simple.   I it looks like it should work - but it still crashes on second save after moves. I really need some help here - I have looked at this so much I am going to just trash on it - maybe a fresh set of eyes?  
  Steps to reproduce.   For simplicity's sake, I have a slimmed down set of test items, 1 wand and 1 pack. Make sure you start out with no items as it will make debugging much easier:

  1.  login clean - ie neckid
  2.   " at sign weapons"
  3.   " at sign save-now"
  4.    You can use the sql attached below to see what is going on in the db.   You will need to rename, it will not take sql attachments
  5.  now move the wand to equipped and @save-now
  6.  check db the db is not updated correctly at this point.   If you hit save again it works however, it is fubar from there.**  

  [containerwieldedview.txt](https://github.com/ACEmulator/ACE/files/1338833/containerwieldedview.txt)


  UPDATE 9/27/2017 - Fixed all of Morwai's feedback.   Bug progress - it looks like the duplicate key issue on save is that on a container to container move, the item still shows in both inventory lists.   Not sure how that is happening.   Still debugging.

  UPDATED: 9/26/2017
  * Implemented persisting of wielded items.   
  * Changed inventory to manage a list of world objects instead of ace objects.   This was needed for sequence issues.
  * fixed combat animation that had been broken for a while due to prior refactoring.
  * fixed moving inventory from container to container with persistances which was broken due to prior refactoring.
  * implemented the response message to send object description.
  * cleaned up so code, aligned enums.
  * TODO.   I have a dirty flag bug that causes issues when you do container to container moves and save.   
  * I put in a hack to make this work, see around line 767 in Shard database. - it has changed a lot and is probably holding others up.   
  * This seems to work in all cases.   I have spent hours on the dirty flag bug and this was the only way I could make it work.   Once someone @Mogwai-TheFurry  :) has time to look at this, we can take out the hack.   

  BTW - since no one gets my humor, this is not about the NFL it is about it has taken me a month to get this close and I refused to "bend the knee" that it was over my head to fix.  ;)
  ![maxresdefault 1](https://user-images.githubusercontent.com/25460553/30835034-b7aa18e8-a21b-11e7-9de5-3b7afd327d15.jpg)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQyMTQyNDM1
title: Added minimum UseRadius for Doors
state: closed
created_at: 2017-09-20T16:14:26Z
updated_at: 2018-02-10T19:56:15Z
closed_at: 2017-09-20T18:14:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/512
type: pull
body:
  Added a minimum UseRadius to Doors. This prevents the radius being so small as to require you to be inside the door to open/close it.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQzNDQ1NjEx
title: Play time - Needs Work - For Comments
state: closed
created_at: 2017-09-27T16:47:48Z
updated_at: 2017-10-12T15:37:32Z
closed_at: 2017-10-05T14:41:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/513
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0MDMxNzMw
title: Enum all the things with attributes - Restrict send to the client based on enum attributes.
state: closed
created_at: 2017-09-30T15:06:41Z
updated_at: 2017-10-03T03:53:02Z
closed_at: 2017-10-03T01:58:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/514
type: pull
body:
  # Ready for Review and Merge

  **UPDATE 10/02/2017 - moved to static method per request and used generics to get rid of duplicate code.**

  * Added enum attributes for all of our property enums per Mogwai using the data from OptimShi found here
  * http://ac.yotesfan.com/ace_object/not_used_enums.php
  * Filter out all property types sent to client based on them not being [ServerOnly] attributes.
  * NOTE: the big gotcha with this is if we have any of the [ServerOnly] attributes set incorrectly, that data will not get sent to the client
  * and if you don't remember that we are filtering by that attribute you will be going what the hell is wrong.   Just an FYI
  * There is probably a better way to do this, if so, please let me know.
  ![image](https://user-images.githubusercontent.com/25460553/31046918-08124a7c-a5c7-11e7-92ff-b76e730875b4.png)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0MDQzOTIz
title: Misc Changes
state: closed
created_at: 2017-09-30T20:49:42Z
updated_at: 2018-02-10T19:56:13Z
closed_at: 2017-10-02T19:52:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/515
type: pull
body:
  * WorldBase SQL merged
  * Fix Books saving to Shard database
  * README updated
  * Add character wielded items upon creation

  A note about the items you start with, there are bugs with our layering and model changes so some things do not quite look right. These issues should be addressed sooner rather than later.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0MDkwOTY4
title: Turn right Round - Initial work on content
state: closed
created_at: 2017-10-01T22:10:05Z
updated_at: 2017-10-03T03:52:55Z
closed_at: 2017-10-03T02:00:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/516
type: pull
body:
  * Initial work on content interactions.
  * Cleaned up the using statements on several files.
  * Aligned the enums to = sign
  * Fixed bug in universal motion using the TurnToObject
  * Moved a method from player to creature.   We need to access that method for the ancestor class

  Normally, I would not submit this as a PR yet, but my PR's tend to get big and touch a lot of stuff.   I just put in the very start of this, and cleaned up a few files - and aligned some enums and squashed a bug.   It is functional and moves us forward, so I thought better to review in small functional chunks.   

  You have to know 80's MTV to get the picture.... 
  ![image](https://user-images.githubusercontent.com/25460553/31059626-1813bf1e-a6cb-11e7-935c-694fdc910135.png)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0Mjg1Nzg5
title: Movement Updates
state: closed
created_at: 2017-10-02T21:15:25Z
updated_at: 2018-03-27T03:34:57Z
closed_at: 2017-10-03T02:41:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/517
type: pull
body:
  * Changed MotionCommand and MotionState enums to full uint instead of short and adjusted the movement serializing functions to work with these changes.
  * Fixed bug when leaving CombatMode with no ammunition equipped (e.g. melee or magic mode)
  * Added "acecommands" tip to console start up

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0MzE3Nzgz
title: Overpowered
state: closed
created_at: 2017-10-03T01:07:23Z
updated_at: 2017-10-03T01:54:41Z
closed_at: 2017-10-03T01:54:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/518
type: pull
body:
  I think I did this right. Thanks Og!

  I identified what Unknown_386 was last night, wanted to get a pr in. :)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0MzE4NjI2
title: Pull Up to head
state: closed
created_at: 2017-10-03T01:16:21Z
updated_at: 2017-10-03T01:18:03Z
closed_at: 2017-10-03T01:18:03Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/519
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0NDU3MDEz
title: Retreat! Fix for peace mode from unarmed
state: closed
created_at: 2017-10-03T15:40:07Z
updated_at: 2017-10-04T16:47:17Z
closed_at: 2017-10-04T12:28:46Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/520
type: pull
body:
  "These engines are the fastest in any tanks in the European Theater of Operations, forwards or backwards. You see, man, we like to feel we can get out of trouble, quicker than we got into it."   Oddball - Kelly's Heroes.

  ### 2017-10-03
  [Og II]
  * Added update script to modify defaultCombatStance ace_object_properties_int to match change with @OptimShi changes of 10/02
  * Rolled back [ServerOnly] attribute on enums.   I left the mechanism in place and tagged all over 9000 as such.   Our method for determining which of these are server only  this is not correct.   We can add these back when we fully understand which are truly not needed by the client.
  ![image](https://user-images.githubusercontent.com/25460553/31134257-32520b08-a827-11e7-84ae-353e346e262c.png)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0NTY1NjM2
title: Animation Length
state: closed
created_at: 2017-10-04T01:32:38Z
updated_at: 2018-03-27T03:34:54Z
closed_at: 2017-10-04T12:30:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/521
type: pull
body:
  Added method to get animation timings out of MotionTable and updated several instances where we were faking it previously.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0ODExNTk3
title: Portals update
state: closed
created_at: 2017-10-05T01:26:13Z
updated_at: 2017-10-18T14:07:24Z
closed_at: 2017-10-05T14:42:20Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/522
type: pull
body:
  Moved handling of Portals into the HandleOnCollide method and implemented MoveTo for OnUse for Portals.  Currently, OnUse also queues up portaling via a direct call to Portal.HandleOnCollide, which can be removed when collision is implemented.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ0OTY1MjEz
title: Vendor updates
state: closed
created_at: 2017-10-05T16:36:57Z
updated_at: 2017-10-05T22:56:48Z
closed_at: 2017-10-05T22:56:48Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/523
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1MDM5NTMx
title: Moar Enumz!
state: closed
created_at: 2017-10-05T22:51:38Z
updated_at: 2017-10-05T22:56:56Z
closed_at: 2017-10-05T22:56:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/524
body: Optim and I figured out some more of the unknown enums today, here they are!
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1MDcxMTkz
title: Added some chat enums that were found in the client.
state: closed
created_at: 2017-10-06T04:42:35Z
updated_at: 2017-10-14T10:44:53Z
closed_at: 2017-10-06T12:05:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/525
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1MTY0NDE4
title: Vendor improvements
state: closed
created_at: 2017-10-06T14:17:25Z
updated_at: 2017-10-12T15:38:48Z
closed_at: 2017-10-10T18:47:20Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/526
type: pull
body:
  Simplified some of the vendor code.. little faster less action chains same result.
  Fixed bug with purchasing multiple items of the same type with no max stack size.
  Fixed Filter / Shop Only Items to support latest World DB changes of destinationTypes

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1MjI3MTM5
title: Moar Enumz Again?
state: closed
created_at: 2017-10-06T19:19:46Z
updated_at: 2017-10-09T12:37:15Z
closed_at: 2017-10-09T12:15:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/527
body: Equipment Set enum list added for future use.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1Mjc5OTI2
title: Keys are key
state: closed
created_at: 2017-10-07T06:41:32Z
updated_at: 2017-10-18T14:07:56Z
closed_at: 2017-10-12T13:15:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/528
type: pull
body:
  An easy location to test is in the Training Academy Central Courtyard.  The first door encountered is locked.  Use @ci 30999, to spawn the Academy Library key.

  - Keys will decrement their usages.  Examining the key shows the decreasing number of usages; usage icon overlay works.  Key will be removed from both the Shard DB and the player's inventory on last usage.

  - KeyCode  and LockCode are used in the code, but no data is loaded into the DB, yet, resulting in all keys working with all locked door, ie. each key is a AC master key.

  TODO:
  - Not sure if there should be a sound played when the door re-locks, and if so, what it would be.
  - The notification message for attempting to use a key on an open door needs to be corrected.  Enum defined in StatusMessageType1.cs is not correct.
  - A notification message appropriate for using a key on an unlocked door that is closed does not appear to exist/defined in StatusMessageType1.cs.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1NzcxNzA1
title: Vendor Improvements
state: closed
created_at: 2017-10-10T18:49:13Z
updated_at: 2017-10-12T15:38:57Z
closed_at: 2017-10-11T21:08:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/529
type: pull
body:
  Fixed buy rates, sell rate math.
  Added SetCoin debug cmd
  Attempted to tighten up loops..
  Reduced action chains down.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1ODA1NTI5
title: DDDInterrogation uses 32 bit quantities, not 64 bit.
state: closed
created_at: 2017-10-10T21:26:06Z
updated_at: 2017-10-12T13:15:44Z
closed_at: 2017-10-12T13:15:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/530
body: Though the client doesn't seem to mind.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ1ODEzMTAy
title: Unique items Vendor Support
state: closed
created_at: 2017-10-10T22:05:37Z
updated_at: 2017-10-12T15:38:15Z
closed_at: 2017-10-12T13:17:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/531
type: pull
body:
  Ready For Merge.
  Added support for Vendor Buying and re-selling of unique items.
  Added @setcoin debug cmd
  Enjoy.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2MDE1NDk3
title: Add Tracking for Burden, Value, and CoinValue
state: closed
created_at: 2017-10-11T17:39:00Z
updated_at: 2018-02-10T19:56:12Z
closed_at: 2017-10-14T01:56:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/532
type: pull
body:
  * Added Burden tracking to Players and Containers.
  * Added CoinValue tracking via objects of WeenieType.Coin to Players and Containers.
  * Added Value tracking to Containers. Force Players to always have Value of 0.
  * Commented out areas related to above changes that were not implemented correctly.
  * TODO: Update Value/Burden and track changes as StackSize adjustments occur.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2NTA5MTk1
title: Vendor Item fixes
state: closed
created_at: 2017-10-13T17:14:31Z
updated_at: 2017-10-26T16:44:59Z
closed_at: 2017-10-16T11:51:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/533
body:
  Looks like it fixes vendor issues..
  May need a little help testing it and fixing it..

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2NTYxMDg5
title: The Inscription is the thing, Wherein I’ll catch the conscience of the king.
state: closed
created_at: 2017-10-13T21:46:18Z
updated_at: 2017-10-16T14:40:53Z
closed_at: 2017-10-14T02:00:24Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/534
type: pull
body:
  Apologies to Shakespeare
  * Added processing for item inscription. Implemented Set Inscription and Inscription Response messages.
  * Inscriptions persist to the database and can be removed.
  * Implemented first pass of same inscriber check.   Sends error message and does not update the item.   This may need to be revisited, I thought it blocked you from changing it - not sure if that was a weenie error sent to client - I did not see a fail inscribe in live pcaps.   It does check the inscribable flag and will prevent any pre-inscribed items (quest items with inscriptions from being altered.   Thanks @LtRipley36706  for pointing that out.   

  ![inscription-said-not-dishwasher-safe-computermouse-still-works](https://user-images.githubusercontent.com/25460553/31567552-b18fbc38-b035-11e7-8f09-231575abdca1.jpg)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2NTg4MjMw
title: Mergers and Inquisitions: Added stack-able merge REVIEW ONLY Work in progress
state: closed
created_at: 2017-10-14T05:34:21Z
updated_at: 2017-10-16T14:40:49Z
closed_at: 2017-10-16T12:35:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/535
type: pull
body:
  * Added processing for merge items.
  * Added script to update the burden, value and stack size of the weenie for MMD notes I used in testing.   20630 - value 250,000 burden 5 and stack size 1
  * Cleaned up code, fixed a bug with drop item.
  * This is work in progress, I have more to do, I am putting this up now so we StackOverflow or Ripley can take a look at the issue with vendor

  Test steps:

  - run update script on your WORLD database to set the values correctly, they are wrong.

  - "@ci 20630" do this twice.   You will now have 2 MMD notes in your main pack that are not stacked.

  - You can inspect each, you will see bu of 5, value of 250,000

  - Stack them - check bu and value

  - Split them - check bu and value

  - You can log in or out, drop the notes and all saves as it should.

  I have not tested merging in side packs yet, I am not dealing with more that max stack size yet, I just wanted to get this up for review as there was some thrashing around vendor and this may break that fix.   We need to run down the root cause for the extra save that I removed and was added to make the vendor stuff work.
  **UPDATE 10/14/2017**
  I have implemented the rest of the logic to respect max stack size.   I have one outstanding bug to run down.

  ![z2v6ig](https://user-images.githubusercontent.com/25460553/31572978-c984ddb8-b077-11e7-8b7e-677df7c77518.jpg)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2NzY1MzA4
title: Inventory fixes
state: closed
created_at: 2017-10-16T11:56:30Z
updated_at: 2017-10-26T16:44:57Z
closed_at: 2017-10-16T12:43:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/536
type: pull
body:
  update - for review / test
  had to change a bunch of stuff because of ripleys recent merge that broke coins and corrected burdon.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2ODQ0NDI3
title: Feed my people -- Ready for review and merge
state: closed
created_at: 2017-10-16T17:36:55Z
updated_at: 2018-03-11T14:34:54Z
closed_at: 2017-10-17T11:35:44Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/537
type: pull
body:
  * Implemented Food class for consuming food items
  * Stub created for handling Buffing food but implementation is not complete, as spellcasting has not been completed, yet
  * Implemented a method for removing an item from inventory that also handles item stacks.
  * Included a fix for stack splitting to create proper WorldObject, instead of defaulting everything to GenericObjects

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ2ODg3Mzgw
title: Vendor currency
state: closed
created_at: 2017-10-16T20:59:59Z
updated_at: 2017-10-26T16:44:56Z
closed_at: 2017-10-18T12:15:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/538
type: pull
body:
  Introducing Vendor and Currency
  - There are bugs in inventory in regards to moving things around packs.
  - I will be doing another PR spec to fix up inventory tracking but I did not feel like it was for this PR

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3MTYxNDYy
title: Inventory Refractor / Bug fixes
state: closed
created_at: 2017-10-17T21:44:54Z
updated_at: 2017-10-26T16:44:54Z
closed_at: 2017-10-19T13:21:31Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/539
type: pull
body:
  Up for Review
  - Still some issues with max pack size trying to work out but this is far more solid then what is in ace master now.

  Could use some help testing it out more.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3MjAwNjQw
title: Read the fine print. - Ready for merge
state: closed
created_at: 2017-10-18T03:17:50Z
updated_at: 2017-10-21T19:56:50Z
closed_at: 2017-10-21T17:21:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/540
type: pull
body:
  UPDATE 10/21
  **Fixed all outstanding issues**

  * Added processing for contract management add / abandon.
  * Removed update script I added back on 10/14 to fix the burden of the weenie for the MMD note.   This is no longer needed - use Dereth v0.2.4 or greater the issue has been  resolved in the data and the script is no longer needed.
  * Minor code cleanup and improved some method documentation.
  * Added new table to store persisted tracked contracts (quests)
  * Implemented two new game events / SendClientContractTrackerTable and SendClientContractTracker
  * Implemented abandon quest - Game action - Social_AbandonContract
  * Documented methods and updated trello.
  *To test @ci 44163 -create a contract.   Use the contract and you are now tracking that quest.   You can create any contract using ci or buy one from a vendor if they are In I did not check vendors.   You can abandon the contract.   All management and the cool down delay of 2 seconds is respected.

  ![download](https://user-images.githubusercontent.com/25460553/31699458-d1b46012-b388-11e7-8dab-cd31ac6f0c57.jpg)

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3MjEzMDU4
title: Imbibing in the Starter Towns -- For review and merge
state: closed
created_at: 2017-10-18T05:39:03Z
updated_at: 2018-03-11T14:34:56Z
closed_at: 2017-10-18T12:56:41Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/541
type: pull
body:
  * Reconfigured and renamed functions to account for Potions being included in class Food
  * Wired up applying the chosen starting town to the Training Academy path used
  * Squashed some white space StyleCop warnings

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3Njk4NzY5
title: Fix to Value and Burden
state: closed
created_at: 2017-10-20T01:03:11Z
updated_at: 2018-03-11T14:35:01Z
closed_at: 2017-10-21T18:33:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/542
type: pull
body:
  * Created WO.StackUnitValue and WO.StackUnitBurden to be initialized by Weenie.{Value,EncumbranceVal}, with builtin null to zero initialization
  * Moved WorldObject value and encumbrance calculations down to the WorldObject class, based upon WO.StackUnitValue and WO.StackUnitBurden vs WO.StackSize

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3OTI3MDgx
title: Authentication overhaul and API start
state: closed
created_at: 2017-10-21T04:08:23Z
updated_at: 2017-10-21T17:32:06Z
closed_at: 2017-10-21T17:32:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/543
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3OTcwMjE5
title: Fix coin value and pickup of stack-able items from landblock
state: closed
created_at: 2017-10-22T01:10:04Z
updated_at: 2018-03-11T14:35:02Z
closed_at: 2017-10-23T13:10:49Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/544
type: pull
body:
  * Add the initial set of CoinValue in Container.cs to the value of contained Coins
  * Modified item move, drop, and pickup methods to account for Pyreal changes, using StackOverflow's UpdateCurrencyClientCalculations();

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ3OTk5MzI1
title: * Api Updates, Cmdline Launcher update, Merged output build target, README updates
state: closed
created_at: 2017-10-22T15:40:44Z
updated_at: 2017-10-23T13:14:28Z
closed_at: 2017-10-23T13:14:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/545
type: pull
body:
  ~~* Added lines too Copy `Config.json` too the `Api Host` and `Auth Host` build target directoriess.~~
  ~~* Changed `*` to `+`, on the Api.Host and Api.Auth.Host startup for non-admins.~~
  ~~* Added simple service configurations for the Api services, `service_config.json` now requires 2 fields.~~
  * Updated README.md to include the required instructions for Api host support.
  * Added a few null checks to prevent crashes.
  * Added a config error check on the cmd line launcher

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4Mjc4MTgz
state: closed
created_at: 2017-10-24T01:35:57Z
updated_at: 2017-10-24T11:59:29Z
closed_at: 2017-10-24T11:59:28Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/546
type: pull
title:
  Fixed Authentication Handler to log and launch for JwtToken issues, added use to some sql update scripts

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4MzA2NTQw
title: Fix TypeO in AuthApi.Host/Program.cs
state: closed
created_at: 2017-10-24T06:19:59Z
updated_at: 2018-03-11T14:35:04Z
closed_at: 2017-10-24T11:40:14Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/547
type: pull
body:
  * Fix a typeo in ACE.AuthApi.Host, as it was attempting to start the API host in place of the AuthAPI host;
  should be "var server = WebApp.Start<Startup>(url: ConfigManager.Config.AuthServer.Url);", not "var server = WebApp.Start<ACE.Api.Startup>(url: ConfigManager.Config.AuthServer.Url);"

  Credit to Slushnas

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4MzIwNzcz
title: Fix for AuthServer external access
state: closed
created_at: 2017-10-24T07:48:38Z
updated_at: 2018-02-10T19:56:11Z
closed_at: 2017-10-24T11:44:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/548
type: pull
body:
  * @Slushnas found WebApp.Start error in ACE.AuthApi.Host: Changed ACE.Api.Startup to ACE.AuthApi.Startup to fix domain error.
  * AuthServer Changes:
    - AuthServer needs a publicly accessible address to point connecting clients if you're trying to use the server outside of a localhost/internal lan only environment.
    - The current defaults basically point everything to `http://+:8001` which fails to resolve. So the following changes have been made..
    - Changed AuthServer.Url to AuthServer.ListenUrl
    - Added AuthServer.PublicUrl
    - Typically, you'll leave the AuthServer.ListenUrl to the default, but you'll want to change AuthServer.PublicUrl to either of the following: 
      * The externally accessible address of the AuthServer so that clients from the internet can authenticate.

      OR

      * localhost or the internal lan address so only those inside the local network/local machine can authenticate.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4Mzc1Mzkx
title: Auth fixes
state: closed
created_at: 2017-10-24T11:58:30Z
updated_at: 2017-10-24T12:17:45Z
closed_at: 2017-10-24T12:17:45Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/549
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4NDY3ODU1
title: New api definitions, content api implementation
state: closed
created_at: 2017-10-24T17:48:35Z
updated_at: 2017-10-25T12:53:02Z
closed_at: 2017-10-25T12:53:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/550
type: pull
body:
  The deleted files are from an outdated web project I had that probably never should have been added.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4NTIwNTE3
title: EquipMask Enum Fix
state: closed
created_at: 2017-10-24T21:41:44Z
updated_at: 2018-03-27T03:34:52Z
closed_at: 2017-10-24T22:57:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/551
body: Fixed bug with EquipMask enum that was causing Greaves/Lower Leg Armor not to appear on character
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4NTczNDUx
title: Ready for review; AccessLevel from subscrptions, Api Auth update
state: closed
created_at: 2017-10-25T05:28:17Z
updated_at: 2017-10-26T13:53:02Z
closed_at: 2017-10-26T13:53:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/552
type: pull
body:
  * first tests are successful.
  * Api will take the first subscription's accesslevel, when checking roles; this should probably be set to take the highest level. AccessLevel of Player (0) is used when a subscription is missing.
  * Adding Mogwai's objects in and credits to Mogwai for setting up the functions to test auth.
  * Prevent crash and block user when password/username mismatched.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4NTc0MzE4
title: Service Installer - Phase one - Implement for game server
state: closed
created_at: 2017-10-25T05:37:04Z
updated_at: 2018-03-11T14:35:17Z
closed_at: 2017-10-25T19:21:11Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/553
type: pull
body:
  * Implemented phase one of enabling ACE to support running as a Windows service
  * Once this PR is accepted and merged, will work on converting the API Host and Auth API Host processes

  * TODO: convert console processes to some other means, as the console is not accessible when running as a service

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ4NjUwNDIy
title: bug pulling subscriptions from the database
state: closed
created_at: 2017-10-25T12:16:07Z
updated_at: 2017-10-25T15:39:52Z
closed_at: 2017-10-25T15:39:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/554
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ5MjQ1MjEy
title: New api definitions, tagging properties for JSON naming standards
state: closed
created_at: 2017-10-27T17:32:20Z
updated_at: 2017-10-27T23:03:25Z
closed_at: 2017-10-27T23:03:25Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/555
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ5MzA3NDMw
title: Update SetupModel
state: closed
created_at: 2017-10-27T23:56:54Z
updated_at: 2018-03-27T03:34:51Z
closed_at: 2017-10-28T05:55:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/556
type: pull
body:
  Updated DatLoader.FileTypes.SetupModel to more closely represent what is in the client. Also added additional structures to this to fully read the file.

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node_id: MDExOlB1bGxSZXF1ZXN0MTQ5MzgzMzA3
title: OG's last physics checkin
state: closed
created_at: 2017-10-29T12:45:10Z
updated_at: 2017-11-07T17:51:36Z
closed_at: 2017-11-07T17:51:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/557
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ5NjgwMzY4
title: Saving weenies in ace world
state: closed
created_at: 2017-10-31T02:14:05Z
updated_at: 2017-11-02T03:53:09Z
closed_at: 2017-11-02T03:53:09Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/558
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTQ5Njk3MDI5
title: Convert PropertyInt properties from uint to int
state: closed
created_at: 2017-10-31T05:01:29Z
updated_at: 2018-02-10T19:56:07Z
closed_at: 2017-11-01T17:53:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/559
type: pull
body:
  * Update EmoteCategory, EmoteType and SpellType enums
  * Add CombatStyle enum
  * Rebase SQL scripts
  * Change uint to int in SQL
  * Adjust SpellType
  * Changed all PropertyInt properties from uint to int

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node_id: MDExOlB1bGxSZXF1ZXN0MTUwMTE2MDI2
title: fixed web project auth to actually work. *shrug*
state: closed
created_at: 2017-11-01T18:48:39Z
updated_at: 2017-11-06T03:27:54Z
closed_at: 2017-11-06T03:27:54Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/560
body: no idea where this was going, but at least the auth works now. also updated nuget packages.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTUwMzU0NDMz
title: Fix Weenie Instance Position data load into AceObject
state: closed
created_at: 2017-11-02T17:24:04Z
updated_at: 2018-02-10T19:56:03Z
closed_at: 2017-11-02T17:25:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/561
type: pull
body:
  Forgot to recall the instance current location data and put it in AceObject.Location so that objects appear where they are supposed to.

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node_id: MDExOlB1bGxSZXF1ZXN0MTUwNjUzMTAx
title: Fix AppVeyor issues
state: closed
created_at: 2017-11-04T00:29:07Z
updated_at: 2018-02-10T19:56:03Z
closed_at: 2017-11-04T00:45:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/562
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTUwNjgyODQy
title: Reducing threading in core & simplifying coding model
state: closed
created_at: 2017-11-04T16:12:43Z
updated_at: 2017-11-07T17:58:10Z
closed_at: 2017-11-07T17:58:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/563
type: pull
body:
  Landblocks no longer act in parallel.  Any game-content updates done from a landblock need not worry about synchronizing with other landblocks, this should simplify the coding of the core game logic.

  NOTE: The network packet parsing still happens in its own thread, so ActionChains are still required to move work from the network thread onto the landblock.

  ActionChains are also still included for their uses delaying work (e.g. when waiting for an animation, or to reach a destination).

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node_id: MDExOlB1bGxSZXF1ZXN0MTUwNzU5ODQy
title: Ready for Peer review and testing * Feature: database redeployment
state: closed
created_at: 2017-11-06T02:36:26Z
updated_at: 2017-11-11T21:11:51Z
closed_at: 2017-11-11T21:11:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/564
type: pull
body:
  * Added redeployment functionality for Database Maintenance. This will download database files from Github and completely setup a database. These functions require a working database configuration before operation, but in the future this functionality will be used from API or ACE.Web App to setup or upgrade a database.

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node_id: MDExOlB1bGxSZXF1ZXN0MTUyMTQ0NjMx
title: added reading of xp sharing in fellowship creation
state: closed
created_at: 2017-11-13T03:16:21Z
updated_at: 2017-11-14T16:46:51Z
closed_at: 2017-11-14T16:46:51Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/565
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTUyMTUwNTM4
title: Robustify API Hosts
state: closed
created_at: 2017-11-13T04:26:31Z
updated_at: 2017-11-15T23:43:38Z
closed_at: 2017-11-15T23:43:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/566
type: pull
body:
  * Removed AnyCPU configuration.
  * Removed second Database.Start from ACE main program.
  * Changes made to Api.Host and AuthApi.Host to handle automatically fixing issues with urlacl and firewall.

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node_id: MDExOlB1bGxSZXF1ZXN0MTUzNDcxODU0
title: Add a few basic Chess elements
state: closed
created_at: 2017-11-18T22:53:05Z
updated_at: 2018-02-10T19:55:44Z
closed_at: 2017-11-22T20:49:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/567
body: :)
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTUzNjg5NDkw
title: EquipTest Updates
state: closed
created_at: 2017-11-20T17:27:37Z
updated_at: 2018-03-27T03:34:49Z
closed_at: 2017-11-22T20:55:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/568
type: pull
body:
  Changed EquipTest debug command to utilize the index of a clothing table item and added an optional shade parameter

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node_id: MDExOlB1bGxSZXF1ZXN0MTU0NjY4MjU4
title: Make Use Wield/Shop Lists
state: closed
created_at: 2017-11-26T07:28:01Z
updated_at: 2018-02-10T19:55:41Z
closed_at: 2017-11-30T18:26:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/569
type: pull
body:
  Add AceObjectInventory class and make Vendors/Creatures/WO use it for shop/wield lists.

  The WieldList is more hack than viable code likely but it does visually make the world closer to correct, and sets up a foundation for the objects having lists of things they need to generate.

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node_id: MDExOlB1bGxSZXF1ZXN0MTU1ODYwOTIw
title: Upgrade to VS 2017 and .net Framework 4.6.1
state: closed
created_at: 2017-12-01T13:23:50Z
updated_at: 2017-12-02T04:52:54Z
closed_at: 2017-12-02T04:52:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/570
type: pull
body:
  If we are to migrate the project to .net standard 2.0 and .net core 2.0, we must first migrate the projects to .net Framework 4.6.1.

  .net Framework 4.5 will not reference .net standard 2.0. Thus, this phase 1 requirement.

  Note: The only change I made was choosing a different target framework in project settings. All the other file changes were done by VS 2017 (latest release).

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node_id: MDExOlB1bGxSZXF1ZXN0MTU1OTk5NjEw
title: Some fixes
state: closed
created_at: 2017-12-02T05:12:36Z
updated_at: 2018-02-10T19:55:37Z
closed_at: 2017-12-02T05:16:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/571
type: pull
body:
  * Updated README links relating to Protocol documentation.
  * Fixed read issue with AnimationFrame in DatLoader. (Issue reported from Discord & confirmed by OptimShi)
  * Rebased SQL scripts.

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node_id: MDExOlB1bGxSZXF1ZXN0MTU2MDQwNDI2
title: Remove files not referenced by their project (rogue files)
state: closed
created_at: 2017-12-03T01:18:34Z
updated_at: 2017-12-03T02:35:17Z
closed_at: 2017-12-03T02:35:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/572
type: pull
body:
  These existed in the repo but weren't included in the ACE.Entity project:
  ACE.Entity\ILandBlock.cs
  ACE.Entity\WeenieAnimationOverride.cs
  ACE.Entity\WeeniePalletOverride.cs
  ACE.Entity\WeenieTextureMapOverride.cs

  When converting to .net standard, these files will be included in the projects again due to the way .net core/standard project files behave. They include all files in the local paths. Unlike .net framework csproj files, there is no list of files the project maintains.

  This PR also includes the removal of child Settings.StyleCop files.

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node_id: MDExOlB1bGxSZXF1ZXN0MTU2MDkwNzA3
title: Major migration from .net framework 4.6.1 to .net standard/core 2.0
state: closed
created_at: 2017-12-04T00:31:03Z
updated_at: 2017-12-05T00:10:33Z
closed_at: 2017-12-05T00:10:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/573
type: pull
body:
  # Assembly status:

  **Should be switched to asp.net core 2.0 by a web dev:**
  ACE.Api
  ACE.Api.Common
  ACE.Api.Host
  ACE.AuthApi
  ACE.AuthApi.Host
  ACE.Web

  **Still needs to be switched to .net core 2.0:**
  ACE
  - When this is converted, it will load .net core libraries and not .net framework libraries. The .net core libraries for system.data are not fully implemented and will throw an error in ACE.Database.Database.cs, line 1005 and line 1048, result.Load(commandReader). It is documented here: https://github.com/dotnet/corefx/issues/19748
  - When using the .net standard version of log4net, the LogManager.GetLogger(string) fn no longer exists, and this will break ACE.Network.NetworkSession.cs and ACE.Network.ConnectionListener.cs

  **Switched to .net core 2.0:**
  ACE.CmdLineLauncher
  ACE.Tests

  **Switched to .net standard 2.0:**
  ACE.Common
  ACE.Database
  ACE.Database.Tests
  ACE.DatLoader
  ACE.DatLoader.Tests
  ACE.Entity

  **This creates windows forms and thus cannot be converted.**
  ACE.Diagnostics
  - We need a better way to expose diagnostic information anyway. ACE should not be referencing ACE.Diagnostics


  # Notes:

  **ACE.CmdLineLauncher:**
  - To launch it from a command line use: dotnet ACE.CmdLineLauncher.dll

  **ACE.Database:**
  - Redeploy.cs -> CheckLocalDataPath(): File permission checking has been commented out as it's not supported in .net standard/core.
  - MySqlResult inherited from DataTable and added a property and a couple functions, but they were never used, thus, MySqlResult isn't needed.

  **ACE.DatLoader:**
  - Removal of ACE.DatLoader\default.ruleset which I believe to be a rogue file.


  **Misc:**
  - Test projects no longer have flask icons. I'm not sure if I broke them or if they still work.

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node_id: MDU6SXNzdWUyNzg5OTUzNDg=
title: ACE Web/API projects should be converted to .net standard/core 2.0
state: closed
created_at: 2017-12-04T13:27:39Z
updated_at: 2018-01-28T07:27:57Z
closed_at: 2018-01-28T07:27:57Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Most of the non web libraries of ACE have been converted to either .net standard 2.0 or .net core 2.0, and soon ACE be converted to .net core 2.0 as well.

  We need an experienced web developer to migrate our web/api stuff.

  The following projects need to be migrated:
  ACE.Api
  ACE.Api.Common
  ACE.Api.Host
  ACE.AuthApi
  ACE.AuthApi.Host
  ACE.Web

  ACE.Api.Common should be priority as it's referenced directly by ACE.

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node_id: MDU6SXNzdWUyNzg5OTYzNzE=
title: ACE.Diagnostics needs rework
state: closed
created_at: 2017-12-04T13:31:13Z
updated_at: 2018-02-22T06:59:09Z
closed_at: 2018-02-22T06:59:09Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  ACE references ACE.Diagnostics and loads a winform directly.

  This is not cross-platform compatible nor is it compatible with .net core 2.0. Because of this, ACE.Diagnostics has been removed from ACE.

  The landblock viewer in ACE.Diagnostics was pretty nice. We need a better way to expose diagnostic information via ACE for subscribers to consume.

  Perhaps ACE.Diagnostics becomes a .net standard 2.0 library that simply collects/exposes data. Listeners could then use this data and present it various ways (winforms apps, web apps, etc..)

  Alternatively, this information could be exposed via an API, or, it gets moved to ACE.Api.Common.

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node_id: MDU6SXNzdWUyNzkwMDcxOTk=
title: Improve database query performance
state: closed
created_at: 2017-12-04T14:05:39Z
updated_at: 2018-02-26T13:30:37Z
closed_at: 2018-02-26T13:30:37Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  The way we interact with the database isn't very efficient. It causes problems like stuck clients, server crashes, portaling in as pink bubbles..

  Advice from Rawaho:
  The queries should use less reflection. Use LINQ expressions instead.
  Even with cached properties SetValue is SLOW

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node_id: MDExOlB1bGxSZXF1ZXN0MTU2Nzg3OTg3
title: Account name check at creation
state: closed
created_at: 2017-12-06T17:12:53Z
updated_at: 2018-01-26T17:51:00Z
closed_at: 2018-01-26T17:51:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/577
type: pull
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node_id: MDU6SXNzdWUyODA4NDAzODg=
title: Switch from log4net to LoggerFactory
state: closed
created_at: 2017-12-10T20:10:21Z
updated_at: 2018-03-25T07:30:06Z
closed_at: 2018-03-25T07:30:06Z
author_association: MEMBER
body:
  A suggestion from Rawaho.

  Reference: https://stackify.com/net-core-loggerfactory-use-correctly/

state_reason: completed
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0MTU3NDUyNjQ1
title: ACE switched over to .net core 2.0
state: closed
created_at: 2017-12-10T22:09:17Z
updated_at: 2017-12-12T13:08:33Z
closed_at: 2017-12-12T13:08:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/579
type: pull
body:
  ACE.Database\Extensions\DataTableExtensions.cs has been changed. Comments have been added and the new manual method is now the only method used when loading data.

  ACE.Database\Database.cs added a debug message before and after the time consuming InitializePreparedStatements()

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node_id: MDExOlB1bGxSZXF1ZXN0MTU3NzM0MzU2
title: Reduced parallelism from network threads
state: closed
created_at: 2017-12-12T04:27:17Z
updated_at: 2017-12-14T04:48:28Z
closed_at: 2017-12-14T04:48:28Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/580
type: pull
body:
  Continued efforts to make coding on ACE easier by reducing unneeded parallelism in the core.

  Network threads now hand their work off to the ActionChain system on the main thread before any handlers are called after data is gathered.  ActionChains are no longer required in code handling network data.

  Also removed a vast majority of the no longer needed ActionChains in the code.  They are currently only needed for explicit thread communication (should be /very/ rare), and for delayed events (e.g. waiting for movement).

  Next step is using ActionChains to handle delays from DB loading timeouts (e.g. landblock loading).

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node_id: MDExOlB1bGxSZXF1ZXN0MTU5MDkxMDIz
title: Generators generated
state: closed
created_at: 2017-12-19T06:53:31Z
updated_at: 2018-02-10T19:55:36Z
closed_at: 2018-01-05T17:03:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/581
type: pull
body:
  * Overhauled Generator system to bring it more in line with how it operated on retail servers.
    * You'll need to load some test data included with this update in the Updates/World folder for this code to work.
    * Locations of the test generators are below. The creature generators do not support regeneration, while the item generators will regenerate.
    * /teleloc 0x7f0301ad [12.319899559021 -28.482000350952 0.0049999998882413] 0.33894598484039 0 0 0.94080585241318
    * /telepoi Holtburg

  This is by no means the complete system but I think its a good step towards one than what is currently in ACE. Lots more to do no doubt.

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node_id: MDExOlB1bGxSZXF1ZXN0MTYwNDQ1MjMw
title: Tier 1 loot
state: closed
created_at: 2017-12-28T21:31:53Z
updated_at: 2018-01-23T18:59:53Z
closed_at: 2018-01-23T18:59:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/582
type: pull
body:
  WIP Tier 1 loot, new classes for missing loot item, additions to AceObject and WorldObject for variables that needed to be added, command added in commandHandler, etc.  Much more work needs to be done to added all the necessary variables to WorldObject.

  This should be discussed. I feel that my coding skills may not be on par with most others. I felt the million if/else statements and rnd numbers was excessive, but didn't know how else to do it since all items had different ranges for their stats, etc.

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node_id: MDExOlB1bGxSZXF1ZXN0MTYwNTQxNjc0
title: Replace Explicit "Action" based event system with C#-style Task system
state: closed
created_at: 2017-12-29T17:30:25Z
updated_at: 2018-02-06T03:28:34Z
closed_at: 2018-02-06T03:28:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/583
type: pull
body:
  This is a major overhaul to the event system used by our code (sorry its so large).  Some of the highlights:

  - No longer use Actions/ActionChains, events are now managed with "coroutines", enabled through C#'s TPL Task class, and a custom TaskScheduler.
  - Database loads no longer block the main thread (this was trivial to do with the new task structure).
  - TODO: Manage Tasks based on loaded/unloaded entities (e.g. stop player-bound tasks automatically when the player is unloaded, or corpse-decay tasks when a landblock is unloaded).

  This is a huge change, that changes most of the files in the code... I couldn't really help it.  I would recommend trying to check it out, and see how its working.  IMO, its much cleaner, more efficient code than our prior system with more functionality.

  I'm still debugging some of our fringe use-cases, so some bug fixes may be forthcoming, but figured I would get this up to let people review.

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node_id: MDExOlB1bGxSZXF1ZXN0MTYxODA1OTE2
title: First round of 16PY fixes
state: closed
created_at: 2018-01-09T07:57:51Z
updated_at: 2018-01-31T10:07:25Z
closed_at: 2018-01-16T07:39:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/584
type: pull
body:
  These fixes based on obvious issues as of version 0.0.2 of 16PY.

  * Corrected issue with objects spawning at xxxx0000 in landblock.
  * Added expected object flags to currently implemented WeenieType classes.
  * Adjusted Bool recalls for WorldObjects.
  * Added Shade (and TryToBond, which appears unimportant) to Inventory.
  * Added Shade and palette to create command for testing.
  * Added ClothingBase and Palette lookup for object spawning so they look correct.
  * Added proper wielding for clothing on weenies and fixed clothing priority for them.
  * Added face randomization for Human based NPCs.

  version 0.0.3 of 16PY to follow shortly with shade data included for inventory

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node_id: MDExOlB1bGxSZXF1ZXN0MTYyMDM3MzE0
title: GiveObjectRequest, HearDirectSpeech, and HandleGiveObjectRequest
state: closed
created_at: 2018-01-10T05:04:35Z
updated_at: 2018-01-23T19:00:15Z
closed_at: 2018-01-23T19:00:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/585
type: pull
body:
  The code for the collector is extra and can be taken out if necessary. I just thought it would be cool for the meantime while we are waiting on the emote tables.  People like to see a little flair.

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node_id: MDExOlB1bGxSZXF1ZXN0MTYyNTE1MjI4
title: Fix non-critical typo in hex constant.
state: closed
created_at: 2018-01-11T23:37:50Z
updated_at: 2018-01-15T03:58:03Z
closed_at: 2018-01-15T03:58:03Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/586
type: pull
body:
  Not important, just a little thing I noticed a while back,
  Considering how C# handles constants, I don't think this could become an issue (even in the case system endian was reversed). Just a style issue, at most.

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node_id: MDExOlB1bGxSZXF1ZXN0MTYyODQyMTM0
title: Second attempt at 16PY fixes
state: closed
created_at: 2018-01-14T20:37:23Z
updated_at: 2018-01-31T10:06:55Z
closed_at: 2018-01-25T04:13:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/587
type: pull
body:
  These fixes based on obvious issues as of version 0.0.2 of 16PY.

  * Corrected issue with objects spawning at xxxx0000 in landblock.
  * Added expected object flags to currently implemented WeenieType classes.
  * Adjusted Bool recalls for WorldObjects.
  * Added Shade (and TryToBond, which appears unimportant) to Inventory.
  * Added Shade and palette to create command for testing.
  * Added ClothingBase and Palette lookup for object spawning so they look correct.
  * Added proper wielding for clothing on weenies and fixed clothing priority for them.
  * Added face randomization for Human based NPCs.

  version 0.0.3 of 16PY to follow shortly with shade data included for inventory

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node_id: MDExOlB1bGxSZXF1ZXN0MTYyODU4OTc2
title: Fellowships
state: closed
created_at: 2018-01-15T02:39:47Z
updated_at: 2018-01-16T07:05:39Z
closed_at: 2018-01-16T07:05:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/588
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTYzODQ4MjQy
title: Update Licence
state: closed
created_at: 2018-01-18T23:17:28Z
updated_at: 2018-01-20T02:59:56Z
closed_at: 2018-01-20T02:59:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/589
body: GPL V3 to AGPL V3
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTYzODQ5MDEw
title: Update Licence
state: closed
created_at: 2018-01-18T23:22:22Z
updated_at: 2018-01-19T00:13:56Z
closed_at: 2018-01-19T00:13:48Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/590
body:
  GPL V3 to AGPL V3
  [ci skip]

type: pull
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node_id: MDU6SXNzdWUyODk4MTk1NTA=
title: Agreement to change licence to AGPL V3.
state: open
created_at: 2018-01-19T00:04:55Z
updated_at: 2023-11-23T01:50:26Z
author_association: CONTRIBUTOR
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [x] feature request
  ```

  ### Desired functionality.
  Change licence to AGPL, from existing GPL.
  Changes proposed in [this pull request](https://github.com/ACEmulator/ACE/pull/589).

  ### Express Consent from following contributors has been provided 
  - [x] [LtRipley36706](https://github.com/LtRipley36706)
  - [x] [Mogwai-TheFurry](https://github.com/Mogwai-TheFurry)
  - [x] [ogmage78](https://github.com/ogmage78)
  - [ ] [fantoms](https://github.com/fantoms)
  - [x] [OptimShi](https://github.com/OptimShi)
  - [x] [Rawaho](https://github.com/Rawaho)
  - [x] [Zegeger](https://github.com/Zegeger)
  - [x] [kdmxp256](https://github.com/kdmxp256)
  - [x] [Forbiddenz](https://github.com/Forbiddenz)
  - [ ] [Lidefeath](https://github.com/Lidefeath)
  - [x] [ddevec](https://github.com/ddevec)
  - [x] [BrainBucket](https://github.com/BrainBucket)
  - [x] [TigrisOfGaul](https://github.com/TigrisOfGaul)
  - [x] [Mag-nus](https://github.com/Mag-nus)
  - [x] [lurker-mcdoogle](https://github.com/lurker-mcdoogle)
  - [x] [MiachofTD](https://github.com/MiachofTD)
  - [ ] [LytelthorpeThistledown](https://github.com/LytelthorpeThistledown)
  - [ ] [ChrisAikman](https://github.com/ChrisAikman)
  - [ ] [delasteve](https://github.com/delasteve)
  - [x] [immortalbob](https://github.com/immortalbob)
  - [ ] [kaos00723](https://github.com/kaos00723)
  - [ ] [sbaum23](https://github.com/sbaum23)
  - [x] [Verbal-AC](https://github.com/Verbal-AC)
  - [x] [zbuc](https://github.com/zbuc)
  - [ ] [TheMentor](https://github.com/TheMentor)
  - [x] [Cydrith](https://github.com/Cydrith)
  - [ ] [KochiroOfHG](https://github.com/KochiroOfHG)
  - [x] [Zorgle](https://github.com/Zorgle)
  - [x] [Jyard1](https://github.com/Jyard1)
  - [x] [rtmruczek](https://github.com/rtmruczek)
  - [x] [Slushnas](https://github.com/Slushnas)
  - [x] [dworkin](https://github.com/dworkin)
  - [x] [spazmodica](https://github.com/spazmodica)

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node_id: MDExOlB1bGxSZXF1ZXN0MTYzODY2Njg1
title: Fellowships
state: closed
created_at: 2018-01-19T01:36:33Z
updated_at: 2018-01-20T02:28:17Z
closed_at: 2018-01-20T02:28:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/592
body:
  <= 2.5 map coord away = full share
  2.5 to 5 = proportional by range so at 5 map coords away = 0%

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY0MTI2NTU1
title: ACE.DatLoader flag fixes for Portals
state: closed
created_at: 2018-01-20T12:59:43Z
updated_at: 2018-01-21T13:19:13Z
closed_at: 2018-01-21T13:19:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/593
body: Cosmetic change pointed out by Rawaho.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY0MjA1OTI4
title: ACE.DatLoader refactoring
state: closed
created_at: 2018-01-22T01:04:22Z
updated_at: 2018-01-23T10:02:39Z
closed_at: 2018-01-23T10:02:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/594
type: pull
body:
  This new code format uses extension methods to re-use code. It allows decouples object unpacking from DatReader and reduces the dependency to a simple BinaryReader.

  There are also a few dat parsing bugs that were fixed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NDc1NTg2
title: GiveObjectRequest
state: closed
created_at: 2018-01-23T03:36:57Z
updated_at: 2018-01-23T10:02:06Z
closed_at: 2018-01-23T10:02:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/595
type: pull
body:
  HearDirectSpeech  GameMessage added. Was not used here but was used for collector code I got rid of.
  GiveObjectRequest GameAction added.
  HandleGiveObjectRequest added to player.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NDkxNzU5
title: Player teleporting away no longer leaves ghost of self.
state: closed
created_at: 2018-01-23T06:15:42Z
updated_at: 2018-01-23T10:01:43Z
closed_at: 2018-01-23T10:01:43Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/596
body:
  ActionChain null wrapper added to not crash server if teleporting player disconnects
  Resolves 231

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NjY4NDI0
title: Some quick changes.
state: closed
created_at: 2018-01-23T19:31:08Z
updated_at: 2018-01-31T10:06:59Z
closed_at: 2018-01-23T19:38:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/597
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NzI2ODYx
title: Add back Shade and TryToBond
state: closed
created_at: 2018-01-24T00:27:35Z
updated_at: 2018-01-31T10:07:15Z
closed_at: 2018-01-25T03:16:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/598
body: Let's see what this does shall we?
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NzUzMzY4
title: Gem OnUse and UpdateEnchantment
state: closed
created_at: 2018-01-24T04:17:17Z
updated_at: 2018-01-24T04:38:24Z
closed_at: 2018-01-24T04:38:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/599
type: pull
body:
  Reworked GameEventMagicUpdateEnchantment. The way it was currently trying to pack spell data was garbling things up and the packet no longer matched a retail packet. Once I rewrote it, it now matches retail and also shows all spells in use in the active spell tab in the top left corner, with time remaining(client side).  This will be implemented server side soon.

  To demonstrate this, I implemented non contract OnUse for gems. You can use Blackmoor's Favor, or the two gems that are available for sale at the gem shop in Holtburg.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY0NzU1Mzgw
title: Typo with that last one
state: closed
created_at: 2018-01-24T04:39:24Z
updated_at: 2018-01-25T04:33:17Z
closed_at: 2018-01-25T04:33:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/600
type: pull
body:
  Reworked GameEventMagicUpdateEnchantment. The way it was currently trying to pack spell data was garbling things up and the packet no longer matched a retail packet. Once I rewrote it, it now matches retail and also shows all spells in use in the active spell tab in the top left corner, with time remaining(client side).  This will be implemented server side soon.

  To demonstrate this, I implemented non contract OnUse for gems. You can use Blackmoor's Favor, or the two gems that are available for sale at the gem shop in Holtburg.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY1Mjg1MTMx
title: Update starterGear.json
state: closed
created_at: 2018-01-26T03:47:21Z
updated_at: 2018-01-26T17:51:49Z
closed_at: 2018-01-26T17:51:49Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/601
body: Added Summoning to StarterGear.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY1MjkwMzUw
title: UpdateEnchantment/Gem OnUse
state: closed
created_at: 2018-01-26T04:52:50Z
updated_at: 2018-02-03T17:10:40Z
closed_at: 2018-02-03T17:10:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/602
type: pull
body:
  I used TortoiseGit to create branch/master. I tried it by git commands only, but it kept telling me no such git directory... Checked it multiple times. I hope I am getting close with Git in general.

  Reworked GameEventMagicUpdateEnchantment. The way it was currently trying to pack spell data was garbling things up and the packet no longer matched a retail packet. Once I rewrote it, it now matches retail and also shows all spells in use in the active spell tab in the top left corner, with time remaining(client side). This will be implemented server side soon.

  To demonstrate this, I implemented non contract OnUse for gems. You can use Blackmoor's Favor, or the two gems that are available for sale at the gem shop in Holtburg.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NTQ2MTc4
title: More dat refactoring, this time based on SetupModel and Hooks.
state: closed
created_at: 2018-01-28T01:34:56Z
updated_at: 2018-01-28T01:39:08Z
closed_at: 2018-01-28T01:39:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/603
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NTQ2NDI2
title: Remove API and SecureAuth
state: closed
created_at: 2018-01-28T01:45:04Z
updated_at: 2018-01-31T10:06:54Z
closed_at: 2018-01-28T12:46:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/604
body: Per agreement, API and SecureAuth are being removed at this time.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NTc4NTEy
title: Adding NetAuthType, Password Verification and Auto Account Creation
state: closed
created_at: 2018-01-28T17:50:00Z
updated_at: 2018-01-31T10:06:52Z
closed_at: 2018-01-28T18:58:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/605
type: pull
body:
  * Added some simple Authentication database tests.
  * Added NetAuthType checking and password verification.
  * GlsTicketDirect/GlsTicket checking is disabled until it can be reimplented in the future.
  * **New ACClient launch command is in use now!**
    - ``` acclient.exe -a account_name_here -v password_here -h 127.0.0.1:9000 ```
    - The old command will not work.
  * Auto Account creation now occurs for any successful connection for an account that does not currently exist. Default AccessLevel is based on config.json setting.
  * Added some account password tests.
  * Added AllowAutoAccountCreation to config.json. Set it to false to disable auto account creation.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NTgyMjMw
title: Oops, forgot to set AccessLevel on new account. Fixed.
state: closed
created_at: 2018-01-28T19:15:50Z
updated_at: 2018-01-31T10:06:51Z
closed_at: 2018-01-28T19:20:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/606
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NTgzMTQ2
title: ACE.DatLoader RegionDesc updated to the new format w/bug fixes
state: closed
created_at: 2018-01-28T19:35:19Z
updated_at: 2018-01-28T19:41:47Z
closed_at: 2018-01-28T19:41:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/607
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY1NzY5NDAy
title: Rebased SQL scripts
state: closed
created_at: 2018-01-29T17:33:43Z
updated_at: 2018-01-31T10:06:49Z
closed_at: 2018-01-29T17:58:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/608
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2MjE3MzU5
title: Update README.md
state: closed
created_at: 2018-01-31T10:17:52Z
updated_at: 2018-02-03T17:10:55Z
closed_at: 2018-02-03T17:10:55Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/609
body: spacing around links
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2NDMyNjM3
title: ACE.DatLoader more IUnpackable work
state: closed
created_at: 2018-02-01T03:04:27Z
updated_at: 2018-02-01T03:09:09Z
closed_at: 2018-02-01T03:09:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/610
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2OTQ4Mjg3
title: Updated GameEventMagicUpdateEnchantment to write the info correctly. …
state: closed
created_at: 2018-02-03T05:46:44Z
updated_at: 2018-02-03T12:36:12Z
closed_at: 2018-02-03T12:36:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/611
type: pull
body:
  * Updated GameEventMagicUpdateEnchantment to write the info correctly. This now matches retail. Also added session and target so that it will be flexible when applying spells from casting to self and other, not just for gems (per Morosity's review).
  Added Gem OnUse functionality. Gems now cast spells on you when used and values are updated in client.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY2OTc3MzQ0
title: ACE.DatLoader IUnpackable progress
state: closed
created_at: 2018-02-03T19:47:36Z
updated_at: 2018-02-03T19:56:29Z
closed_at: 2018-02-03T19:56:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/612
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2OTc4MzEz
title: ACE.DatLoader This removes the loc object
state: closed
created_at: 2018-02-03T20:11:57Z
updated_at: 2018-02-03T20:18:43Z
closed_at: 2018-02-03T20:18:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/613
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2OTg2NjAx
title: ACE.DatLoader and ACE.DatLoader.Tests improvements
state: closed
created_at: 2018-02-03T23:51:42Z
updated_at: 2018-02-03T23:54:08Z
closed_at: 2018-02-03T23:54:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/614
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY2OTkxNjE5
title: ACE.DatLoader More IUnpackable progress
state: closed
created_at: 2018-02-04T02:38:28Z
updated_at: 2018-02-04T02:41:22Z
closed_at: 2018-02-04T02:41:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/615
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MDE4Njg5
title: ACE.DatLoader more IUnpackable refactoring
state: closed
created_at: 2018-02-04T16:52:29Z
updated_at: 2018-02-04T17:16:31Z
closed_at: 2018-02-04T17:16:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/616
type: pull
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node_id: MDU6SXNzdWUyOTQyMTY0MzY=
title: ACE.DatLoader unsupported file types
state: open
created_at: 2018-02-04T17:59:57Z
updated_at: 2018-05-23T16:16:05Z
author_association: MEMBER
type: issue
body:
  We don't parse all the file types in the .dat files.

  While the ones remaining likely aren't needed now, it might be a fun project for someone to take on, and may also prove useful for someone down the road.

  You can see a list of incomplete file types here, in the UnpackPortalDatFiles_NoExceptions():
  https://github.com/ACEmulator/ACE/blob/master/Source/ACE.DatLoader.Tests/DatTests.cs

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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MDMwNjY3
title: Starter spells
state: closed
created_at: 2018-02-04T21:21:30Z
updated_at: 2018-02-04T22:18:16Z
closed_at: 2018-02-04T22:18:16Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/618
type: pull
body:
  This adds support for all of the starter spells during character creation. Visual Studio auto expanded JSON data in starterGear.json... I'm not sure if that is going to be a big deal or not.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MDM1MDM1
title: Some CharGen Fixes and Database lookup additions
state: closed
created_at: 2018-02-04T22:53:32Z
updated_at: 2018-02-10T19:55:34Z
closed_at: 2018-02-05T17:31:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/619
type: pull
body:
  * Disable OlthoiPlay character creation for now. They're not really implemented yet and we'll need a lot more things implemented in regular players class before we can really get to these two object classes.
  * Add Database lookup by WeenieClassDescription.
  * Update Create and CI commands to support id or name search.
  * Added catch for missing database objects in CharGen and IOU object creation for those missing.
   This fixes crashes on CharGen and prevents future missing items from database from causing same issue.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MTYyNDM5
title: ACE.DatLoader IUnpackable progress
state: closed
created_at: 2018-02-05T14:45:31Z
updated_at: 2018-02-05T14:48:02Z
closed_at: 2018-02-05T14:48:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/620
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MjAyOTkx
title: ACE.DatLoader IUnpackable work completed
state: closed
created_at: 2018-02-05T17:13:27Z
updated_at: 2018-02-05T17:17:58Z
closed_at: 2018-02-05T17:17:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/621
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MjMzMTY5
title: ACE.DatLoader bug fixes
state: closed
created_at: 2018-02-05T19:27:55Z
updated_at: 2018-02-05T19:34:13Z
closed_at: 2018-02-05T19:34:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/622
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3MzExNjIw
title: ACE.DatLoader work
state: closed
created_at: 2018-02-06T03:23:38Z
updated_at: 2018-02-06T03:26:07Z
closed_at: 2018-02-06T03:26:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/623
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3NDU5MzUz
title: ACE.DatLoader DatDirectory reading cleaned up
state: closed
created_at: 2018-02-06T16:16:04Z
updated_at: 2018-02-06T16:18:39Z
closed_at: 2018-02-06T16:18:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/624
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3NzE1OTM5
title: ACE.DatLoader work
state: closed
created_at: 2018-02-07T14:59:23Z
updated_at: 2018-02-07T15:02:25Z
closed_at: 2018-02-07T15:02:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/625
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3ODcyNTU2
title: ACE.DatLoader improvements
state: closed
created_at: 2018-02-08T04:03:48Z
updated_at: 2018-02-08T04:14:51Z
closed_at: 2018-02-08T04:14:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/626
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3OTc4NjYx
title: few small things
state: closed
created_at: 2018-02-08T13:57:48Z
updated_at: 2018-02-08T14:00:14Z
closed_at: 2018-02-08T14:00:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/627
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY3OTg1NTIw
title: ACE prj to ACE.Server rename
state: closed
created_at: 2018-02-08T14:24:25Z
updated_at: 2018-02-08T23:05:03Z
closed_at: 2018-02-08T23:05:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/628
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY4MTQyODE0
title: All this does is cleanup a bunch of style issues that Resharper complains about
state: closed
created_at: 2018-02-09T03:01:52Z
updated_at: 2018-02-09T12:46:50Z
closed_at: 2018-02-09T12:46:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/629
type: pull
body:
  All of these things bug me every time I traverse through the src to new areas.

  These things in most cases either:
  Remove redundant code
  Use less (and cleaner) code to accomplish the same tasks

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node_id: MDU6SXNzdWUyOTU4NjAwMTA=
title: ACE.Entity.Position
state: open
created_at: 2018-02-09T12:48:29Z
updated_at: 2019-04-01T17:58:06Z
author_association: MEMBER
type: issue
body:
  I think LandCell and Frame should be sub properties of ACE.Entity, similar to how it's done in ACE.DatLoader.

  I haven't figured out the exact pattern yet, but this is something I'll be looking into.

  It may end up that what we have now is ideal.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY4MzgxNzQz
title: Fix for issue #453: bad packet types crash server
state: closed
created_at: 2018-02-10T02:40:31Z
updated_at: 2018-02-10T04:55:11Z
closed_at: 2018-02-10T04:55:11Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/631
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY4Mzk5MTA5
title: ACE.Database refactoring
state: closed
created_at: 2018-02-10T12:02:46Z
updated_at: 2018-02-10T12:05:13Z
closed_at: 2018-02-10T12:05:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/632
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY4NDA2NTAz
title: WIP: Switch Database system to Entity Framework Core, DB First
state: closed
created_at: 2018-02-10T15:31:02Z
updated_at: 2018-02-14T18:06:26Z
closed_at: 2018-02-14T18:06:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/633
type: pull
body:
  This would simplify our DB model.
  It should make it easier for new developers to get involved.
  It would allow us to use async/await database queries.

  Using the database first method, which this shows, we would simply design our tables in MySQL, then scaffold those changes into ACE. The scaffolding will completely rebuild/update the classes you see in ACE.Database.Models.

  Scaffolding is done in visual studio, and is only needed if you make a database schema change.
  Visual Studio -> View -> Other Windows -> Package Manager Console

  Scaffold-DbContext "server=localhost;port=3306;user=root;password=password;database=ace_auth" -Project ACE.Database -OutputDir ".\Models\ace_auth" -f Pomelo.EntityFrameworkCore.MySql

  Scaffold-DbContext "server=localhost;port=3306;user=root;password=password;database=ace_world" -Project ACE.Database -OutputDir ".\Models\ace_world" -f Pomelo.EntityFrameworkCore.MySql

  Scaffold-DbContext "server=localhost;port=3306;user=root;password=password;database=ace_shard" -Project ACE.Database -OutputDir ".\Models\ace_shard" -f Pomelo.EntityFrameworkCore.MySql

  The scaffolding process will automatically create all of the POCOs. In the existing system, they need to be manually created in ACE.Entity with appropriate class and field attributes for mapping. Using Entity Framework needs none of that.

  If you're wondering why I chose to use Pomelo instead of a MySql EF package from Oracle, the Oracle packages do not scaffold properly. Pomelo seems to be the go to framework for EF in .net core. I've used it before with success.

  Lastly, I believe using Entity Framework will expose contributors to the project to patterns and practices that they're more likely to see out in the field.


  I forgot to mention, EF does not support database views. We'll need to construct those objects in a different way. It's unlikely we even need views for performance at our scale.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY4NDE3ODUw
title: Renamed a couple GameMessageGroups (Queues)
state: closed
created_at: 2018-02-10T19:52:28Z
updated_at: 2018-02-10T19:55:32Z
closed_at: 2018-02-10T19:54:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/634
type: pull
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node_id: MDU6SXNzdWUyOTYxNjE1NTk=
title: Purchasing a new skill throws Primary key violation inserting new skill row
state: closed
created_at: 2018-02-11T05:10:47Z
updated_at: 2018-03-06T20:03:09Z
closed_at: 2018-03-06T20:03:09Z
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.
  1. Create character
  2. Grant experience enough to get enough skill points to purchase a new skill
  3. Spend skill points on new skill
  4. Wait a bit
  5. Server throws exception

  ### The log given by the failure.
  {MySql.Data.MySqlClient.MySqlException (0x80004005): Duplicate entry '1342177282-23' for key 'PRIMARY'
     at MySql.Data.MySqlClient.MySqlStream.ReadPacket()
     at MySql.Data.MySqlClient.NativeDriver.GetResult(Int32& affectedRow, Int64& insertedId)
     at MySql.Data.MySqlClient.Driver.NextResult(Int32 statementId, Boolean force)
     at MySql.Data.MySqlClient.MySqlDataReader.NextResult()
     at MySql.Data.MySqlClient.MySqlCommand.ExecuteReader(CommandBehavior behavior)
     at MySql.Data.MySqlClient.MySqlCommand.ExecuteNonQuery()
     at ACE.Database.Database.DatabaseTransaction.<>c__DisplayClass10_0.<Commit>b__0() in D:\Repos\spazmodica\ACE\Source\ACE.Database\Database.cs:line 200
     at System.Threading.Tasks.Task`1.InnerInvoke()
     at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)}	MySql.Data.MySqlClient.MySqlException


  ### Desired functionality.
  Purchasing new skill should not throw error.

  ### Mention any other details that might be useful.
  Exception is in Task so does not crash server
  Inserts vs Updates are determined by the IsDirty and HasEverBeenSavedToDatabase flags
  Skills are all added to db upon creation, but purchasing does not set above flags correctly triggering error

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node_id: MDExOlB1bGxSZXF1ZXN0MTY4NDUzNjk4
title: Fixing wave-export
state: closed
created_at: 2018-02-11T13:33:43Z
updated_at: 2018-02-11T15:16:10Z
closed_at: 2018-02-11T15:16:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/636
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTY4NDU0NzA0
title: StatusMessageType1 Descriptive Names for Issue #91
state: closed
created_at: 2018-02-11T13:58:52Z
updated_at: 2018-02-11T19:53:23Z
closed_at: 2018-02-11T19:53:23Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/637
type: pull
body:
  - Added descriptive names to the first set of Enums for in-game messages to address Issue #91.
  - These should allow developers to quickly identify the message represented.
  - Many of these were kept to ~40 characters or less, following the nomenclature of the Enums named previously.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY4NjU5MDI5
title: StatusMessageType2 Descriptive Names for Issue #91
state: closed
created_at: 2018-02-12T18:51:16Z
updated_at: 2018-02-12T18:56:56Z
closed_at: 2018-02-12T18:56:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/638
type: pull
body:
  (WIP)
  - Added descriptive names to the 2nd set of in-game messages to address Issue #91.
  - Enum_04CE is a duplicate of 001E. Other duplicates such as those on StatusMessageType1.cs will need to be looked at later on.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY4OTU1MTAx
title: Implement CellLandblock geometry cache.
state: closed
created_at: 2018-02-13T21:02:50Z
updated_at: 2018-02-14T04:56:18Z
closed_at: 2018-02-14T04:56:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/639
type: pull
body:
  This pull request is for the 2 Trello tasks:

  https://trello.com/c/4ErxP7lc/90-implement-celllandblock-geometry-cache
  https://trello.com/c/TxnqEnBH/85-celllandblockgetz-needs-rework

  I'm still learning my way around the ACE project, so it's possible this code is not integrated in the correct location yet...

  A LoadMesh() method has been added to Landblock.cs, which uses the Region file to determine the correct heights for the vertices. It loads the landblock grid as a triangle mesh, using a snippet of code from AC2D to ensure the cells are split between the correct vertices. I have verified in a few different locations that these splitters are being generated correctly, but I have no automated way of ensuring 100% accuracy across the entire map yet.

  The GetZ() method has been implemented in Landblock.cs, which returns the correct Z-height information for any X/Y position on the map.

  There are no unit tests yet, but here is a video of the landblock grid mesh visualization:

  https://youtu.be/5yTTcMY-1Pw

  The video quality was unfortunately degraded when uploaded to Youtube, but in the right corner is a 'current landblock height' stat that is updated every time the camera moves. This shows the information returned by GetZ().

  Since this mesh data is to eventually be consumed by other classes, it can be tailored to provide whatever public API would be most useful to these other classes. For now it just has some of the basics, but more can be added as needed.

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node_id: MDExOlB1bGxSZXF1ZXN0MTY5NTUwMDI5
state: closed
created_at: 2018-02-16T05:21:33Z
updated_at: 2018-02-16T06:53:36Z
closed_at: 2018-02-16T06:53:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/640
type: pull
title:
  Have Landblocks load all terrain, building, and generic obstacle data during start up and store it for use in the physics engine.

body:
  This PR is for loading the landblock objects / obstacles, buildings, and landblock weenies stored in the database

  A lot of the code from the last PR in Landblock.cs and Mesh.cs has been moved to a new LandblockMesh.cs class. Mesh.cs is now a base class for both the triangle-based landblock meshes, and the new ModelMesh.cs. Model meshes are polygonal based, and have most of their data stored in a StaticMesh object, which points to a global cache for efficiency.

  https://www.youtube.com/watch?v=X4c7VHJ6DHE

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node_id: MDExOlB1bGxSZXF1ZXN0MTY5NTU3MTk1
state: closed
created_at: 2018-02-16T06:41:06Z
updated_at: 2018-02-16T14:56:52Z
closed_at: 2018-02-16T14:56:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/641
type: pull
title:
  Have Landblocks load all terrain, building, and generic obstacle data during start up and store it for use in the physics engine.

body:
  This PR is for loading the landblock objects / obstacles, buildings, and landblock weenies stored in the database

  A lot of the code from the last PR in Landblock.cs and Mesh.cs has been moved to a new LandblockMesh.cs class. Mesh.cs is now a base class for both the triangle-based landblock meshes, and the new ModelMesh.cs. Model meshes are polygonal based, and have most of their data stored in a StaticMesh object, which points to a global cache for efficiency.

  https://www.youtube.com/watch?v=X4c7VHJ6DHE

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node_id: MDExOlB1bGxSZXF1ZXN0MTY5OTcwNTc1
title: Have Landblocks load all scenery during start up and store it for use in the physics engine.
state: closed
created_at: 2018-02-19T14:12:17Z
updated_at: 2018-02-19T16:26:44Z
closed_at: 2018-02-19T16:26:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/642
type: pull
body:
  Here is the first attempt at the landscape scenery generation. It's performing the same calculations that the original client does to build the scenery objects, although it's still not matched up perfectly yet.

  The scenery is defined on a per-cell basis, which gets mapped through the region file to the actual scenery data. Instead of placing individual shrubs and trees on each cell though, the game uses something akin to perlin noise generation to move scenery objects around the grid in a non-uniform way.

  https://imgur.com/a/wyQRt

  Todo:

  - It appears there is more scenery generated than the original game, even though the functions should be matched up exactly with the client. I will need to investigate more to find out what could be causing any differences.

  - Scenery items should not spawn on roads or anywhere near other objects. The collision detection is currently just using a basic bounding box, but in acclient this is performed by the physics engine.

  - Scenery items should also not be placed on steep terrain that can't be traversed by the player. This should ideally be done by storing normals for each triangle in the landscape mesh, and performing the slope checks based on that.

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node_id: MDExOlB1bGxSZXF1ZXN0MTcwMTkyNDY3
title: Initial data structures for physics and animation system
state: closed
created_at: 2018-02-20T13:31:39Z
updated_at: 2018-02-20T13:38:35Z
closed_at: 2018-02-20T13:38:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/643
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcwNjQwOTkz
title: Adding PartArray, PhysicsPart, Sphere, SphereTests
state: closed
created_at: 2018-02-22T02:18:32Z
updated_at: 2018-02-23T00:03:59Z
closed_at: 2018-02-22T06:57:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/644
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcwOTAwOTEy
title: Sphere refactoring, adding more SphereTests
state: closed
created_at: 2018-02-23T00:05:17Z
updated_at: 2018-02-23T04:38:29Z
closed_at: 2018-02-23T02:06:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/645
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcwOTM1MzQw
title: Finishing up Sphere, additional SphereTests
state: closed
created_at: 2018-02-23T05:23:17Z
updated_at: 2018-02-23T19:13:01Z
closed_at: 2018-02-23T07:48:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/646
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMDk2MjAx
title: Adding SpherePath
state: closed
created_at: 2018-02-23T19:26:47Z
updated_at: 2018-02-24T01:48:23Z
closed_at: 2018-02-23T20:15:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/647
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMTUzNzg5
title: Adding CylSphere
state: closed
created_at: 2018-02-24T01:49:14Z
updated_at: 2018-02-24T09:05:08Z
closed_at: 2018-02-24T03:28:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/648
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMTcwNDQx
title: Adding PhysicsObj stubs
state: closed
created_at: 2018-02-24T09:20:13Z
updated_at: 2018-02-24T20:40:56Z
closed_at: 2018-02-24T12:10:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/649
type: pull
body:
  There are a few different naming conventions for the methods used here - a mixture of standard CamelCase, with some underscores also thrown into the mix. I'm still digging into the rhyme and reason behind the various styles, but this is what was pulled from the original game.

  For initial development and debugging purposes, it would much easier for me to match things up 100% to the original game, and then after everything has been completed it can be refactored and the naming conventions can be standardized to match the rest of the ACEmulator project.

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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMTk2NzE5
title: Adding initializers to PhysicsObj
state: closed
created_at: 2018-02-24T20:44:51Z
updated_at: 2018-02-25T04:25:04Z
closed_at: 2018-02-24T20:52:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/650
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMjEyNDM1
title: Adding PhysicsObj set_* methods
state: closed
created_at: 2018-02-25T04:28:11Z
updated_at: 2018-02-25T20:00:40Z
closed_at: 2018-02-25T05:55:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/651
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMjQ4NTEy
title: Adding PhysicsObj Set* methods
state: closed
created_at: 2018-02-25T20:09:28Z
updated_at: 2018-02-26T00:16:46Z
closed_at: 2018-02-25T23:17:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/652
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMjg0ODIz
title: Adding PhysicsObj add, get, and calc methods
state: closed
created_at: 2018-02-26T05:21:01Z
updated_at: 2018-02-26T08:32:42Z
closed_at: 2018-02-26T06:24:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/653
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxMzEwMTcy
title: Adding PhysicsObj update methods
state: closed
created_at: 2018-02-26T08:36:30Z
updated_at: 2018-02-26T20:46:07Z
closed_at: 2018-02-26T12:22:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/654
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxNDg3NDI4
title: Adding methods to PhysicsObj
state: closed
created_at: 2018-02-26T20:48:55Z
updated_at: 2018-02-27T04:22:54Z
closed_at: 2018-02-26T23:09:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/655
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxNTYwOTg0
title: Adding methods to PhysicsObj
state: closed
created_at: 2018-02-27T04:28:47Z
updated_at: 2018-02-27T19:54:56Z
closed_at: 2018-02-27T06:23:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/656
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxNzY4MTIw
title: Adding more PhysicsObj methods
state: closed
created_at: 2018-02-27T19:56:54Z
updated_at: 2018-02-28T02:10:53Z
closed_at: 2018-02-27T20:12:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/657
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcxODM4NDQ4
title: Initial PhysicsObj implementation completed
state: closed
created_at: 2018-02-28T02:15:33Z
updated_at: 2018-02-28T18:14:35Z
closed_at: 2018-02-28T02:45:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/658
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMDMxNzQ2
title: Adding PartArray methods
state: closed
created_at: 2018-02-28T18:16:00Z
updated_at: 2018-02-28T22:24:26Z
closed_at: 2018-02-28T18:53:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/659
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMDkxODA3
title: Adding Setup and Transition
state: closed
created_at: 2018-02-28T22:28:22Z
updated_at: 2018-03-01T02:11:03Z
closed_at: 2018-03-01T02:11:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/660
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMTI3MDU4
title: Adding Transition find and slide methods
state: closed
created_at: 2018-03-01T02:20:31Z
updated_at: 2018-03-01T05:26:39Z
closed_at: 2018-03-01T03:45:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/661
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMTQ3ODQz
title: Finishing up Transition class implementation
state: closed
created_at: 2018-03-01T05:37:29Z
updated_at: 2018-03-01T22:00:54Z
closed_at: 2018-03-01T06:15:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/662
type: pull
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node_id: MDU6SXNzdWUzMDE1NTM3MjE=
title: Client does not send GameActionLoginComplete after Entering World
state: closed
created_at: 2018-03-01T20:47:10Z
updated_at: 2018-08-17T21:38:15Z
closed_at: 2018-08-17T21:38:15Z
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
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  This does not happen with specifically reproducible steps for me but the sequence is to start the server and then connect with the client and enter world with a character. It will be apparent the issue is occurring if while portalling into the world you do not receive vital stats for Health/Stamina/Mana, other times vitals do send but you do not exit the purple bubble state.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  The client no longer processes most messages it receives, sends nothing further outbound and network times out after about 2 minutes.
  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  After character enters world and exits portal it sends GameActionLoginComplete 100% of the time,
  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  I suspect this issue is due to not fully handling the optional headers correctly in NetworkSession or something along those lines. Obviously the client is expecting something in either a certain order or a certain packet sequence is not being returned because the sending of the GameActionLoginComplete message is entirely automated from the client side and seemingly not triggered by a specific incoming event/message

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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMzY3MDY5
title: Adding Polygon
state: closed
created_at: 2018-03-01T22:05:35Z
updated_at: 2018-03-01T23:28:37Z
closed_at: 2018-03-01T22:55:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/664
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyMzg0MTI2
title: Adding BSP tree stubs
state: closed
created_at: 2018-03-01T23:32:05Z
updated_at: 2018-03-02T04:51:49Z
closed_at: 2018-03-02T01:43:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/665
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNDIyOTQ3
title: Adding BSPTree methods
state: closed
created_at: 2018-03-02T05:00:23Z
updated_at: 2018-03-02T07:50:11Z
closed_at: 2018-03-02T06:23:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/666
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNDQxMzI0
title: Adding BSPNode methods
state: closed
created_at: 2018-03-02T07:52:51Z
updated_at: 2018-03-03T04:19:42Z
closed_at: 2018-03-02T19:32:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/667
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNjUzMzQy
title: Adding MovementManager methods, and MotionInterp stubs
state: closed
created_at: 2018-03-03T06:25:43Z
updated_at: 2018-03-04T02:17:05Z
closed_at: 2018-03-04T02:13:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/668
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNjk4NDY1
title: Adding MoveToManager
state: closed
created_at: 2018-03-04T02:18:53Z
updated_at: 2018-03-04T05:55:56Z
closed_at: 2018-03-04T04:39:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/669
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNzA0MzYx
title: Adding PositionManager, InterpolationManager, ConstraintManager, and StickyManager
state: closed
created_at: 2018-03-04T06:02:22Z
updated_at: 2018-03-04T11:24:18Z
closed_at: 2018-03-04T06:06:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/670
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyNzYzMTY5
title: Adding MotionTable, MotionTableManager
state: closed
created_at: 2018-03-05T02:54:32Z
updated_at: 2018-03-05T05:07:36Z
closed_at: 2018-03-05T04:50:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/671
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTcyODQxOTU5
title: Adding methods to animation system
state: closed
created_at: 2018-03-05T11:31:26Z
updated_at: 2018-03-05T22:54:19Z
closed_at: 2018-03-05T13:04:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/672
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTczMDExODYx
title: Adding Sequence methods
state: closed
created_at: 2018-03-05T22:59:46Z
updated_at: 2018-03-06T09:15:56Z
closed_at: 2018-03-06T01:52:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/673
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTczMDk4ODI0
title: Adding physics dependencies
state: closed
created_at: 2018-03-06T09:20:43Z
updated_at: 2018-03-07T00:15:26Z
closed_at: 2018-03-06T09:24:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/674
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTczMTIwODc5
title: Entity Framework Core 2.0, Database First
state: closed
created_at: 2018-03-06T10:47:54Z
updated_at: 2018-03-10T19:56:03Z
closed_at: 2018-03-06T19:58:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/675
type: pull
body:
  Just about ready for merging with master...

  As a result of the rebase with current master the following error was introduced:

  I noticed an issue with line 134 of Landblock.cs
  `LandblockInfo = DatManager.CellDat.ReadFromDat<LandblockInfo>((uint)Id.Landblock << 16 | 0xFFFE);`

  This line seems have an issue loading data from the dat file, I'm not 100% sure I know what the fileid its trying to load but seems what is there currently is incorrect.

  `@telepoi Arwic` results in the following errors for example
  ```
  2018-03-06 05:26:41,077 INFO : Unable to find object_id 3316318206 in Cell
  2018-03-06 05:26:41,097 INFO : Unable to find object_id 3349807102 in Cell
  2018-03-06 05:26:41,118 INFO : Unable to find object_id 3349741566 in Cell
  2018-03-06 05:26:41,138 INFO : Unable to find object_id 3349872638 in Cell
  2018-03-06 05:26:41,205 INFO : Unable to find object_id 3333095422 in Cell
  ```

  These could be harmless and expected errors as maybe unlike CellLandblock files, there can be landblocks with LandblockInfo that don't load because they don't exist.. I manually tested 0xCE95FFFE and it loaded without error. Hopefully someone can confirm what is going on here before merging.

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node_id: MDExOlB1bGxSZXF1ZXN0MTczMzE5NTc1
title: Adding LandCell, LostCell, ObjectMaint, Position
state: closed
created_at: 2018-03-07T00:17:21Z
updated_at: 2018-03-07T09:27:39Z
closed_at: 2018-03-07T00:54:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/676
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTczMzgwMDE1
title: Fixing Issues with Skills and Vitals
state: closed
created_at: 2018-03-07T08:16:57Z
updated_at: 2018-03-10T20:09:09Z
closed_at: 2018-03-07T12:04:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/677
type: pull
body:
  * Fixed Skills and Vital calculations when spending xp and potential sequence errors.
  * Fixed issue with gitignore file. New files automatically are added to the project once again, YAY!

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node_id: MDExOlB1bGxSZXF1ZXN0MTczMzk2Mzkz
title: Preparing initial physics system for testing environment
state: closed
created_at: 2018-03-07T09:34:19Z
updated_at: 2018-03-11T08:39:27Z
closed_at: 2018-03-07T12:02:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/678
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc0MjAyOTM3
title: 1000th Commit to ACE! Morph command for Admins/Liveops
state: closed
created_at: 2018-03-11T03:53:00Z
updated_at: 2018-03-14T08:34:36Z
closed_at: 2018-03-11T12:38:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/679
type: pull
body:
  * Adding /morph command for admins.
    - The command was used to facilitate live ops by developers to play out story elements such as Martine wreaking havoc upon the lands.
    - For some samples, you can try `martinelo`, `baelzharon`, `asheronlo`, `ayanbaqurdrunkenscholar`, `rabbitwhite`, `monougapaul`, or even `golemmegamagma`.
    - Protip: If you do morph into a golem, press the b key ;)

  The command usage is: `/morph [wcid or weenieClassName here]`
  If successful, you will be logged out and when you enter the game again you'll be that creature

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node_id: MDExOlB1bGxSZXF1ZXN0MTc0MjExMTc1
title: Physics testing adjustments
state: closed
created_at: 2018-03-11T08:58:14Z
updated_at: 2018-03-11T23:29:49Z
closed_at: 2018-03-11T12:36:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/680
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc0MjM5NTIz
title: Changing IID from INT to UINT
state: closed
created_at: 2018-03-11T20:06:28Z
updated_at: 2018-03-14T08:34:34Z
closed_at: 2018-03-11T22:39:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/681
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc0NDM3OTAy
title: Added batch file to start the server faster
state: closed
created_at: 2018-03-12T17:18:55Z
updated_at: 2018-03-12T17:59:05Z
closed_at: 2018-03-12T17:59:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/682
body: Also updated Readme on how to start the server after NET core changes.
type: pull
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node_id: MDU6SXNzdWUzMDQ2MzQzNTg=
title: Using Thwarg-Launcher, Client is Killed when idle for over two minutes
state: closed
created_at: 2018-03-13T05:38:24Z
updated_at: 2018-03-25T19:10:40Z
closed_at: 2018-03-25T19:10:40Z
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
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Using Thwarg-Launcher, connect to ACE and then idle. Ideally lose focus of the window so that no protocol traffic is sent from the client. Client will be killed by launcher.
  ### 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?
  -->
  Implement a heartbeat or tracker and send some type of message, any type found in the protocol doc will do, when nothing has been sent by the server in 60 seconds to a session connected, but idle. This message should probably be something simple as to not effect client performance.
  ### 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: MDU6SXNzdWUzMDQ2MzQ3NDE=
title: When Thwarg-Launcher auto kills a client, Character is not removed from game world properly
state: closed
created_at: 2018-03-13T05:41:03Z
updated_at: 2018-12-14T18:50:08Z
closed_at: 2018-12-14T18:50:07Z
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
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  See #683 to easily create this issue. Let the launcher time out a client and it will autoclose the client setting up this state
  ### 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?
  -->
  Character should logout as it does when other disconnects occur
  ### 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: MDU6SXNzdWUzMDQ4MzY3Njk=
title: Server crashes when double clicking a chess table
state: closed
created_at: 2018-03-13T16:22:15Z
updated_at: 2018-03-14T10:34:11Z
closed_at: 2018-03-14T10:34:11Z
author_association: NONE
state_reason: completed
type: issue
body:
  The server should not hard crash when clicking on a chess table.

  It should return a not implemented error instead without crashing the entire thing.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc0NzQ2NTgw
title: Add New Tables to Shard Database for Biota and proper Character Title Support
state: closed
created_at: 2018-03-13T18:13:16Z
updated_at: 2018-03-14T08:34:33Z
closed_at: 2018-03-13T23:11:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/686
body:
  Tables are for:
  * Title Registry
  * FillComp Registry
  * Enchantment Registry

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc1MTUzMDgx
title: Physics testing, player moving across landscape at correct speeds
state: closed
created_at: 2018-03-15T05:36:56Z
updated_at: 2018-03-18T07:03:33Z
closed_at: 2018-03-15T07:34:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/687
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc1NDI1MjMy
title: Smite + Corpse Spawning
state: closed
created_at: 2018-03-16T02:23:00Z
updated_at: 2018-03-26T01:48:48Z
closed_at: 2018-03-16T08:29:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/688
type: pull
body:
  with assistance of @gmriggs and @OptimShi 
  * Added Corpse class and basic framework for spawning a corpse at death of creature.
    * use /smite command when you have a creature selected.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc1NTY1MjYz
title: Fix for allegiance update done message.
state: closed
created_at: 2018-03-16T15:24:07Z
updated_at: 2018-03-16T16:03:55Z
closed_at: 2018-03-16T16:03:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/689
type: pull
body:
  I noticed some parsing issues with this message when investigating the purple bubbles issue. This commit should fix it. I don't know if this will solve the purple bubble issue since I haven't been able to reproduce it with the current code.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc1NzM4NjQ0
title: collision detection prereqs
state: closed
created_at: 2018-03-18T07:18:52Z
updated_at: 2018-03-20T05:29:51Z
closed_at: 2018-03-18T08:11:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/690
type: pull
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node_id: MDU6SXNzdWUzMDYyNzI4ODg=
title: ACE doesn't restore the clients UI window positions
state: closed
created_at: 2018-03-18T19:21:27Z
updated_at: 2018-07-07T01:25:13Z
closed_at: 2018-07-07T01:25:13Z
author_association: MEMBER
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.
  Move some windows around, log out, log back in. You'll notice your window positions aren't restored to your new locations.

  ### Desired functionality.
  Server should save/restore a users desired window positions/sizes.

  ### Mention any other details that might be useful.
  The restore happens in GameEventPlayerDescription.cs
              /*if ((optionFlags & DescriptionOptionFlag.WindowLayout) != 0)
              {
              }*/

  I don't recall where the save happens, but you might need to modify that as well.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc1ODAxMDk2
title: Added NameFilter to Character Creation
state: closed
created_at: 2018-03-19T04:12:09Z
updated_at: 2018-04-08T00:01:30Z
closed_at: 2018-04-08T00:01:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/692
type: pull
body:
  Created TabooTable.json (Easily altered by users) to house the names of the filter list.

  BannedWords.cs to handle the data of the json for the words

  CharacterHandler.cs now includes a NameBanned message that will appear when someone tries to use a name from the list.

  --Updated Changelog

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node_id: MDExOlB1bGxSZXF1ZXN0MTc2MDk0OTIy
title: Basic collisions detected and exported
state: closed
created_at: 2018-03-20T05:51:20Z
updated_at: 2018-03-21T23:41:29Z
closed_at: 2018-03-20T06:45:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/693
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc2NzA0MDY3
title: Portal collisions from physics engine
state: closed
created_at: 2018-03-22T08:23:20Z
updated_at: 2018-03-24T07:12:54Z
closed_at: 2018-03-23T01:54:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/694
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjE5NDE0
title: Adding Weenie Error Messages
state: closed
created_at: 2018-03-24T04:09:00Z
updated_at: 2018-03-24T04:25:01Z
closed_at: 2018-03-24T04:25:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/695
body: Added the error enum and changed a few messages to support its usage.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjI0Nzk0
title: Fixing monsters despawning in dungeons
state: closed
created_at: 2018-03-24T07:16:15Z
updated_at: 2018-03-24T21:40:20Z
closed_at: 2018-03-24T12:03:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/696
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjQzOTU2
title: Enable MinMax Portal level enforcement
state: closed
created_at: 2018-03-24T15:52:54Z
updated_at: 2018-03-24T22:32:53Z
closed_at: 2018-03-24T18:36:27Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/697
type: pull
body:
  Changes the variables used for Portal level enforcement to those that are set in the database and retrieves and sets their values on Portal creation.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjUwMzgw
title: Init All The Physics!
state: closed
created_at: 2018-03-24T18:02:51Z
updated_at: 2018-03-26T01:48:47Z
closed_at: 2018-03-25T01:45:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/698
body: This turns on physics for every WorldObject in game.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjYwNTE4
title: Fixing object visibility across multiple landblocks
state: closed
created_at: 2018-03-24T21:46:22Z
updated_at: 2018-03-25T04:11:22Z
closed_at: 2018-03-25T01:44:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/699
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjY5NzQ1
title: Changes to Emote tables in preparation for incoming data
state: closed
created_at: 2018-03-25T02:46:43Z
updated_at: 2018-03-26T01:48:46Z
closed_at: 2018-03-25T04:04:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/700
body: New ACE-World-16PY release imminent
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MjcyMTU0
title: Swanky portals
state: closed
created_at: 2018-03-25T04:21:28Z
updated_at: 2018-03-27T01:32:11Z
closed_at: 2018-03-25T04:33:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/701
body:
  Fixing the portals in Hotel Swank
  https://i.imgur.com/sRCnXrU.jpg -- Keith#3971

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3MzA1OTk3
title: Item decay
state: closed
created_at: 2018-03-25T19:16:53Z
updated_at: 2018-03-26T18:10:57Z
closed_at: 2018-03-26T18:10:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/702
body: Items dropped on ground will now decay in 2.5 minutes.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3NjI1MDg5
title: Renaming status message type enums.
state: closed
created_at: 2018-03-27T03:51:39Z
updated_at: 2018-03-27T04:34:00Z
closed_at: 2018-03-27T04:33:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/703
type: pull
body:
  This just renames the enums and message handlers to WeenieError and WeenieErrorWithString which are the naming conventions that were used by the client. Enum value fix ups are the next step.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc3NjI2OTI2
title: Lets make some magic :: WIP
state: closed
created_at: 2018-03-27T04:08:52Z
updated_at: 2018-03-27T19:16:30Z
closed_at: 2018-03-27T19:16:08Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/704
type: pull
body:
  Implements the two magic casting messages from the client to server and a basic default response - Still not ready yet.  I will be closing this PR is favor of something a little bit different, ie. move the HandleAction methods into a partial Player class.  WorldObject_Magic will have a set of CreateSpell methods that should work for both creature and player.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc3NzkyNDA3
title: Environment collision detection with PhysicsBSP
state: closed
created_at: 2018-03-27T16:14:33Z
updated_at: 2018-03-29T16:30:42Z
closed_at: 2018-03-27T17:54:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/705
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc3ODQwMzM1
title: Lets Make Some Magic
state: closed
created_at: 2018-03-27T19:23:52Z
updated_at: 2018-03-28T00:32:06Z
closed_at: 2018-03-27T23:27:05Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/706
type: pull
body:
  Implements the two magic casting GameAction messages from the client to server, with handlers in the Player class, and a spell casting method in the WorldObject class,, with two basic initial results.  All functions dealing the with player, such as movement, would stay within the Player class handler.  Any functions dealing with creating spells and their effects should stay within the CreateSpell method.  CreateSpell should remain generic enough that is can server for both Creature AI casting and player casting.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4MDY1NTQ1
title: Lets Make Some Magic Part 2
state: closed
created_at: 2018-03-28T14:52:37Z
updated_at: 2018-03-31T15:52:35Z
closed_at: 2018-03-28T20:15:58Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/707
type: pull
body:
  This code submission is primarily to prevent a server crash, when an inventory item is selected as the target.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4MjYwNjM0
title: Spellcasting Visuals
state: closed
created_at: 2018-03-29T08:34:13Z
updated_at: 2018-03-31T15:51:52Z
closed_at: 2018-03-29T22:54:30Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/708
body: Creature, Life, and Item magic are included; no target verification implemented, yet
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc4Mzg0NTg2
title: Sliding object fixes
state: closed
created_at: 2018-03-29T16:52:13Z
updated_at: 2018-03-30T23:01:11Z
closed_at: 2018-03-29T22:54:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/709
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc4NTg0MDU4
title: Casting reorg and busy state
state: closed
created_at: 2018-03-30T15:45:02Z
updated_at: 2018-03-31T15:51:56Z
closed_at: 2018-03-30T18:49:50Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/710
type: pull
body:
  Reorganize spell casting code and implement a busy casting state.  Divided casting methods into separate Player and Creature casting methods.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4NjUyNTMx
title: Objects navigating dungeons and sliding along walls/obstacles
state: closed
created_at: 2018-03-30T23:30:40Z
updated_at: 2018-03-31T10:30:36Z
closed_at: 2018-03-31T07:15:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/711
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc4NjcxNzA1
title: Error message fix ups etc.
state: closed
created_at: 2018-03-31T07:59:10Z
updated_at: 2018-03-31T13:01:59Z
closed_at: 2018-03-31T13:01:59Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/712
type: pull
body:
  The error message enums should be complete and correct now. I also made a few changes to the Door and Key objects to fix sounds and use the correct error messages that were in retail pcaps.

  We may want to add more states to doors like motionStateOpening and motionStateClosing. The animation appears to be close to 1.5 seconds long for opening/closing. If we had opening/closing states we could prevent the player from spamming use on the door while it is performing an animation.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4Njc2ODk5
title: Adding rotation to scenery objects
state: closed
created_at: 2018-03-31T10:40:50Z
updated_at: 2018-03-31T18:29:15Z
closed_at: 2018-03-31T13:02:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/713
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc4NzA4OTI4
title: Rebase SQL scripts
state: closed
created_at: 2018-04-01T02:00:56Z
updated_at: 2018-04-21T23:18:27Z
closed_at: 2018-04-01T02:05:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/714
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc4NzEzNDMy
title: Magic Level 3
state: closed
created_at: 2018-04-01T05:01:27Z
updated_at: 2018-04-07T04:13:31Z
closed_at: 2018-04-01T18:55:50Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/715
type: pull
body:
  Turning to target, range checking, switched busyCasting state bool to a more generic busyState status, and spell damage for two Life Magic spells

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4ODA4Mjkx
title: Adding Spell Table to World DB
state: closed
created_at: 2018-04-02T09:46:23Z
updated_at: 2018-04-21T23:18:26Z
closed_at: 2018-04-02T09:55:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/716
type: pull
body:
  This adds database support for spells in the game. New world release to follow shortly with complete spell data exported from GDL cache.

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node_id: MDExOlB1bGxSZXF1ZXN0MTc4OTUxMzc1
title: Smooth sliding between objects, fixed an issue getting stuck during sliding
state: closed
created_at: 2018-04-02T22:43:22Z
updated_at: 2018-04-03T22:51:30Z
closed_at: 2018-04-03T00:49:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/717
type: pull
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node_id: MDU6SXNzdWUzMTA2NDQ2MDU=
title: ACE.Server needs to expose an API for diagnostics and other information
state: open
created_at: 2018-04-02T23:33:08Z
updated_at: 2021-10-02T16:41:40Z
author_association: MEMBER
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
  ```

  ### Desired functionality.
  The ACE project is growing rapidly and we need the ability to expose diagnostic information from ACE.Server for 3rd party tools to access.

  Such data exposed might be:
  Number of players connected
  Player locations
  Landblock states
  Chat
  Physics Information
  Debugging

  We used to have an ACE.Diagnostics project that collected information from ACE.Server, but that was removed because the implementation required ACE.Server to have a direct reference to the ACE.Diagnostics project.

  ACE.Server should not require a direct reference to the 3rd party tools collecting the information.

  Perhaps an ACE.Diagnostics library is created that is used for the API.

  We need someone to help us model the base implementation so that we can build on it as the project grows.

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node_id: MDU6SXNzdWUzMTA5NjA0OTQ=
title: /grantxp
state: closed
created_at: 2018-04-03T19:08:41Z
updated_at: 2018-04-03T23:25:13Z
closed_at: 2018-04-03T23:25:13Z
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 (new or old) character look at the needed XP to gain the next level, type in "/grantxp (amount needed - 1 ) and hit enter. the character will level and then type /grantxp 1 and they level again.

  ### 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: MDExOlB1bGxSZXF1ZXN0MTc5MjQ0NzEy
title: CylSphere testing, scenery collisions/sliding
state: closed
created_at: 2018-04-03T23:18:13Z
updated_at: 2018-04-04T22:43:09Z
closed_at: 2018-04-04T00:42:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/720
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc5NTM0Nzc3
title: Transitions, collision detection, and sliding with building exteriors / interiors
state: closed
created_at: 2018-04-04T23:02:33Z
updated_at: 2018-04-05T00:03:37Z
closed_at: 2018-04-05T00:03:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/721
body: Initial physics engine coding and testing completed :)
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc5ODY1MzQ3
title: Adding EmoteManager
state: closed
created_at: 2018-04-06T06:38:39Z
updated_at: 2018-04-07T13:25:39Z
closed_at: 2018-04-06T12:10:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/722
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTc5OTkzMTYz
title: Move busy state flag from Creature to WO
state: closed
created_at: 2018-04-06T16:16:17Z
updated_at: 2018-04-07T04:13:33Z
closed_at: 2018-04-07T02:02:48Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/723
body: Switch Busy state flag from Creature level to WO level that was created in a recent pull request.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwMTA2NDE2
title: Adding creature idle animations/sounds
state: closed
created_at: 2018-04-07T13:48:15Z
updated_at: 2018-04-08T00:07:43Z
closed_at: 2018-04-08T00:07:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/724
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwMTg1MDIw
title: Implemented StatMod World DB usage
state: closed
created_at: 2018-04-08T22:48:07Z
updated_at: 2018-04-09T03:44:13Z
closed_at: 2018-04-08T23:02:33Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/725
type: pull
body:
  All of the Boost type Life spells and the Transfer spells damage portion implemented using the data from the StatMod World DB entries; applying the Transfer spell's drain amount to caster and vital transfer spells still to be implemented.

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node_id: MDExOlB1bGxSZXF1ZXN0MTgwMjEwNjAx
title: Basic melee combat
state: closed
created_at: 2018-04-09T04:53:09Z
updated_at: 2018-04-09T13:03:44Z
closed_at: 2018-04-09T05:52:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/726
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwMjIyNzU3
title: Add New Database Tables support
state: closed
created_at: 2018-04-09T06:39:25Z
updated_at: 2018-04-21T23:18:24Z
closed_at: 2018-04-09T06:48:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/727
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwMzU1OTMw
title: Adding per-damage type combat messages
state: closed
created_at: 2018-04-09T16:05:50Z
updated_at: 2018-04-10T04:22:21Z
closed_at: 2018-04-09T18:25:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/728
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwNDI2NTU4
title: Transfer spells working
state: closed
created_at: 2018-04-09T21:02:10Z
updated_at: 2018-04-13T07:23:34Z
closed_at: 2018-04-10T05:25:40Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/729
body: Next on the TODO list are the Life Bolt spells.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwNzQ4ODM3
state: closed
created_at: 2018-04-10T22:52:14Z
updated_at: 2018-04-11T05:41:23Z
closed_at: 2018-04-10T23:20:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/730
type: pull
title:
  Adding auto-attack, critical deaths, per-weapon swing animations, damage source tracking, and attack height / powerbar

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node_id: MDExOlB1bGxSZXF1ZXN0MTgwNzk2MjAx
title: Adding monster pain sounds, and splatter effects
state: closed
created_at: 2018-04-11T05:48:17Z
updated_at: 2018-04-11T06:09:26Z
closed_at: 2018-04-11T06:09:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/731
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwODA3ODY2
title: Fixing sound events
state: closed
created_at: 2018-04-11T07:05:48Z
updated_at: 2018-04-12T02:47:57Z
closed_at: 2018-04-11T15:03:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/732
body: Thanks to @Slushnas for the tremendous help with the recent PRs! =)
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgwOTkxNjMw
title: Granting XP for killing with Magic
state: closed
created_at: 2018-04-11T18:35:59Z
updated_at: 2018-04-13T07:24:23Z
closed_at: 2018-04-11T19:21:09Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/733
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNDA4MTg2
title: Magic :: Lesson 7
state: closed
created_at: 2018-04-13T07:36:58Z
updated_at: 2018-04-13T13:53:43Z
closed_at: 2018-04-13T12:46:08Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/734
body: Beginnings of casting projectile spells
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNDM3MDQ3
state: closed
created_at: 2018-04-13T09:44:27Z
updated_at: 2018-04-13T21:59:15Z
closed_at: 2018-04-13T12:47:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/735
body: Fixed a bug where spamming the attack button would trigger multiple monster death animations
type: pull
title:
  Adding powerbar damage scaling, weapon skill vs. defense skill evasion, per-weapon damage, attribute damage scaling, per-body part armor/resistance scaling

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjA2OTk0
title: Fixing unarmed combat
state: closed
created_at: 2018-04-13T22:12:57Z
updated_at: 2018-04-14T00:48:57Z
closed_at: 2018-04-14T00:48:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/736
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjI3OTY4
title: Magic :: Lesson 8
state: closed
created_at: 2018-04-14T03:23:59Z
updated_at: 2018-04-14T15:36:15Z
closed_at: 2018-04-14T11:10:47Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/737
body: Life and War projectiles now apply damage and XP
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjU1NTc4
title: Magic :: Lesson 8.5
state: closed
created_at: 2018-04-14T16:30:15Z
updated_at: 2018-04-14T20:43:13Z
closed_at: 2018-04-14T17:19:09Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/738
type: pull
body:
  - Rename Resistance enum to ResistanceType to match other enums
  - Rename Creature.GetResistance() to Creature.GetNaturalResistance() to differentiate between natural resistances with Armor resistance ratings
  - Add Natural resistance scaling to War shell damage

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjczNjI5
title: Magic :: Lesson 8.7
state: closed
created_at: 2018-04-15T00:19:43Z
updated_at: 2018-04-15T02:12:43Z
closed_at: 2018-04-15T00:40:10Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/739
type: pull
body:
  - Moved generic navigation functions from Player_Melee to a new Creature_Nagivation
  - Adjusted Player spell cast timings to account for both self cast and short TurnTo()
  - Added a temporary method for corpse cleanup, until more generalized cleanup management is implemented

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjc1Njk4
title: Limit Portal Spam from multiple collisions
state: closed
created_at: 2018-04-15T01:34:05Z
updated_at: 2018-04-15T02:12:41Z
closed_at: 2018-04-15T01:56:28Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/740
type: pull
body:
  - Use the Player.Teleporting flag to prevent Portal.HandleActionOnCollide() from doing any actions multiple times because of repeated collisions

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjc5Njkw
title: Encounters
state: closed
created_at: 2018-04-15T04:06:47Z
updated_at: 2018-04-21T23:18:23Z
closed_at: 2018-04-15T05:00:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/741
type: pull
body:
  This adds the landscape generator spawning to ACEmulator. Latest world database is required for the generators to spawn.

  With much appreciation to Pea for the cache data and GDL for the initial coding. Thanks to @gmriggs for the assistance in understanding the original byte arrays and structuring them in to objects I could work with easier

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNjg0NTcy
title: Magic :: Lessen 9 :: Streaking
state: closed
created_at: 2018-04-15T07:05:20Z
updated_at: 2018-04-24T14:08:40Z
closed_at: 2018-04-15T12:49:33Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/742
body:
  - Add fast casting
  - Increase projectile velocity for Streak war spells

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgxNzAxODU1
title: Adding vitae and enchantment registry
state: closed
created_at: 2018-04-15T14:28:46Z
updated_at: 2018-04-15T15:06:50Z
closed_at: 2018-04-15T15:06:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/743
body: Thanks to @Slushnas and everyone on the ACE team for helping with this latest update :)
type: pull
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node_id: MDU6SXNzdWUzMTQ0MjM0NDk=
title: weapon movement between hands
state: closed
created_at: 2018-04-15T15:06:53Z
updated_at: 2019-01-23T13:58:55Z
closed_at: 2019-01-23T13:58:55Z
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.
  1. equip swords in both hands.
  2. try to drag a sword from one hand to the other.
  ### The log given by the failure.

  sometimes:
  ERROR: Player_Inventory PickupItemWithNetworking item == null

  sometimes: 
  ERROR: Player_Inventory PickupItemWithNetworking picking up items from world containers side pack WIP

  result:  with either log message, the item move/use state is permanently active for the remainder of the session, all equipment changes are denied "You can only move or use one item at a time" and SHIFT+ESC doesn't work.  Relaunch of the client is necessary to synchronize.

  ### Desired functionality.
  the weapons are swapped

  ### Mention any other details that might be useful.
  /weapons command to generate the items

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node_id: MDExOlB1bGxSZXF1ZXN0MTgxOTAzNDMw
title: Adding healing kit usage
state: closed
created_at: 2018-04-16T15:25:59Z
updated_at: 2018-04-16T18:41:44Z
closed_at: 2018-04-16T18:41:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/745
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgyMDI5MTYw
title: Fixing landblock adjacency loading
state: closed
created_at: 2018-04-17T01:32:35Z
updated_at: 2018-04-17T03:12:04Z
closed_at: 2018-04-17T03:12:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/746
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgyMDQxMDA5
title: Fixing vitae % display bug
state: closed
created_at: 2018-04-17T03:17:11Z
updated_at: 2018-04-17T10:46:41Z
closed_at: 2018-04-17T08:42:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/747
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgyMTI5ODk0
title: Updating EnchantmentManager for handling all spells
state: closed
created_at: 2018-04-17T11:06:38Z
updated_at: 2018-04-17T12:01:14Z
closed_at: 2018-04-17T12:01:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/748
type: pull
body:
  Thanks again to @Slushnas for helping with this patch!

  - EnchantmentManager now supports adding/updating/removing all spells
  - EnchantmentManager.HeartBeat() has been added, which maintains the spell duration in the database
  - Gems added to enchantment registry for PoC

  - Player health/stamina/mana updated on death

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node_id: MDExOlB1bGxSZXF1ZXN0MTgyNTkxNzI3
title: Adding creature enchantment buffs/debuffs
state: closed
created_at: 2018-04-18T20:20:06Z
updated_at: 2018-04-18T22:25:08Z
closed_at: 2018-04-18T22:25:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/749
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgyNjg3NjAw
title: Adding shortcut manager
state: closed
created_at: 2018-04-19T07:25:47Z
updated_at: 2018-04-19T07:30:18Z
closed_at: 2018-04-19T07:30:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/750
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgyOTE0Mzgz
title: Adding life magic buffs / debuffs
state: closed
created_at: 2018-04-19T22:21:59Z
updated_at: 2018-04-20T02:06:16Z
closed_at: 2018-04-20T02:06:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/751
body:
  - Armor
  - Imperil
  - Vulns
  - Prots

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgzMDAwNTg1
title: Adding item enchantments to registry, ie. Blood Drinker
state: closed
created_at: 2018-04-20T09:02:21Z
updated_at: 2018-04-20T11:34:32Z
closed_at: 2018-04-20T11:34:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/752
body:
  - Swift Killer
  - Heart Seeker
  - Defender
  - Impenetrability
  - Banes

type: pull
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node_id: MDU6SXNzdWUzMTYzMDI5NjE=
title: We need a way to create/restore server gameplay/configuration options/values in the db
state: closed
created_at: 2018-04-20T15:01:58Z
updated_at: 2018-06-23T16:58:52Z
closed_at: 2018-06-23T16:58:52Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  As we make more progress on the code, we're constantly coming across things that we're developing to replicate retail, but we know a server operator would prefer to tweak.

  A couple examples:
  - Player logout doesn't have to take 5 seconds. It could be configured to be 1 second (Integer)
  - Bonus XP/Luminance (Float)
  - Message Of The Day (String)
  - Casting Impen/Bane on a player can act like an aura instead of affecting only equipped items. (Bool)

  There are many many more things that players might want to configure. It would be great if they could just change a database value on a running server to have the change take effect.

  We should have a DatabaseConfigurationManager (or similar) class that exposes all of these options.

  Perhaps this class periodically (every minute, 5 minutes, ...?) checks the database for updated values.

  We could even include an admin command to force resync of the variables.

  We could even include admin commands to modify the variables from the command line, and from in-game.

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node_id: MDExOlB1bGxSZXF1ZXN0MTgzMjYwNjQ5
title: Adding bow/crossbow combat
state: closed
created_at: 2018-04-22T07:52:12Z
updated_at: 2018-04-23T14:32:32Z
closed_at: 2018-04-22T11:36:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/754
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgzMzExMTAz
title: Changes to Links and Generators, misc other changes
state: closed
created_at: 2018-04-23T02:17:52Z
updated_at: 2018-04-30T01:55:25Z
closed_at: 2018-04-23T17:28:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/755
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgzNDU1Mzgy
title: Adding bow/crossbow combat polish
state: closed
created_at: 2018-04-23T14:35:54Z
updated_at: 2018-04-23T22:54:11Z
closed_at: 2018-04-23T17:31:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/756
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTgzNTkxNzA3
title: Additional bow/crossbow polish
state: closed
created_at: 2018-04-24T00:30:49Z
updated_at: 2018-04-24T04:21:11Z
closed_at: 2018-04-24T00:59:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/757
type: pull
body:
  - Adjust missile spawn location
  - Attack height trajectory
  - Adding collision sound effect

  - Fixing cross-landblock projectiles
  - Fixing ghost projectiles in dungeons

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node_id: MDExOlB1bGxSZXF1ZXN0MTgzNjE3NDA3
title: Minor fixes
state: closed
created_at: 2018-04-24T04:23:42Z
updated_at: 2018-04-24T16:39:06Z
closed_at: 2018-04-24T12:09:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/758
type: pull
body:
  - Removing delay when launching projectiles across multiple landblocks
  - Removing Vitae from Life Spells category
  - Adjusting player vitals on death

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node_id: MDExOlB1bGxSZXF1ZXN0MTgzNzU1NDAy
title: Magic :: Lesson 10 :: Arc spells
state: closed
created_at: 2018-04-24T14:26:54Z
updated_at: 2018-04-25T00:30:21Z
closed_at: 2018-04-24T23:26:19Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/759
body: - Add Arc spells
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg0MDU0ODE1
title: Magic : Lesson 11 : No cheaters allowed
state: closed
created_at: 2018-04-25T14:26:34Z
updated_at: 2018-04-26T13:58:26Z
closed_at: 2018-04-26T02:12:33Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/760
type: pull
body:
  - Implement a magic skill check for the spell being cast, with a chance for failure based upon said skill level

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NDA5MzA0
title: Magic :: Lesson 12 : Check PK status and implement Magic Defense
state: closed
created_at: 2018-04-26T17:19:15Z
updated_at: 2018-04-27T16:17:04Z
closed_at: 2018-04-26T21:14:29Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/761
type: pull
body:
  - If target is player, check for similar PK status before allowing casting of harmful spells
  - Implement target's Magic Defense vs caster's Magic Skill level

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NTA1MTUw
title: Update Player.cs
state: closed
created_at: 2018-04-27T01:49:05Z
updated_at: 2018-04-27T02:16:46Z
closed_at: 2018-04-27T02:16:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/762
type: pull
body:
  NullPointerException avoided.. If you  examine a monster as you kill it, the server would crash the second it died.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NTEwMjcy
title: Corpses had no value.
state: closed
created_at: 2018-04-27T02:38:16Z
updated_at: 2018-04-27T02:54:55Z
closed_at: 2018-04-27T02:54:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/763
type: pull
body:
  Removed the value property from the corpse before it is added to the landblock. I don't know if this is an issue that most can see, but with loot, it is very noticeable.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NTI0MTA1
title: Can we get some loot?
state: closed
created_at: 2018-04-27T04:57:17Z
updated_at: 2018-04-27T21:42:26Z
closed_at: 2018-04-27T21:30:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/764
type: pull
body:
  This creates working random loot for all tiers. There are some things that need to be added, or tweaked, but this is very much closer to being finished than not.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NTI3Mzk3
title: Magic :: Lesson 12.5 : Target validation and a few fixes
state: closed
created_at: 2018-04-27T05:28:53Z
updated_at: 2018-04-27T16:17:08Z
closed_at: 2018-04-27T08:25:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/765
type: pull
body:
  - Target validation : checks for hackery, even if the client disallows certain targets for specific spells
  - Workaround for spell projectiles in dungeons
  - Remove extra UseDone message in Enchantment code path

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NjQwNTk2
title: Adjust invalid target message
state: closed
created_at: 2018-04-27T14:36:32Z
updated_at: 2018-04-27T16:17:09Z
closed_at: 2018-04-27T15:42:48Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/766
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NjY2NTYw
title: Add a few checks and minor changes
state: closed
created_at: 2018-04-27T16:13:56Z
updated_at: 2018-04-27T21:55:26Z
closed_at: 2018-04-27T19:22:11Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/767
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NzQwODg1
title: Update fake collisions for magic :: WIP
state: closed
created_at: 2018-04-27T22:25:41Z
updated_at: 2018-04-28T01:05:43Z
closed_at: 2018-04-27T23:50:34Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/768
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg0NzYzNzk3
title: Implement the Attuned functionality
state: closed
created_at: 2018-04-28T04:38:35Z
updated_at: 2018-04-29T01:27:04Z
closed_at: 2018-04-28T16:59:11Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/769
type: pull
body:
  - Add new GameEvent message for InventoryServerSaveFailed
  - Add attuned checking to HandleActionDropItem, with InventoryServerSaveFailed message response

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODAyOTI3
title: Proper weapon skills added, as well as deleting unnecessary code.
state: closed
created_at: 2018-04-28T19:58:20Z
updated_at: 2018-04-28T19:58:50Z
closed_at: 2018-04-28T19:58:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/770
type: pull
body:
  Weapons were showing old weapon skills, such as dagger. This change allows them to show light weapon, heavy, etc.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODA1NDM1
title: Updated weapon skill type.
state: closed
created_at: 2018-04-28T21:03:21Z
updated_at: 2018-04-28T21:57:11Z
closed_at: 2018-04-28T21:57:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/771
type: pull
body:
   Previously it was reading the old skill types from the database, such as dagger. Now it reads as light, heavy and finesse.

  Also deleted unnecessary code.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODA4NTE5
title: Fixing Skill Max Out
state: closed
created_at: 2018-04-28T22:36:19Z
updated_at: 2018-04-29T00:26:59Z
closed_at: 2018-04-29T00:26:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/772
type: pull
body:
  Previously there was a difference between what the server thought was the skill max, and what the client thought. This fixing the issue.  Also, I know it is still showing my last commit with this PR. I apologize. I definitely need to spend  an hour learning git from the start.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODE3MzIy
title: Can drop things on the ground once again!
state: closed
created_at: 2018-04-29T04:11:02Z
updated_at: 2018-04-29T06:01:00Z
closed_at: 2018-04-29T05:59:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/773
type: pull
body:
  Nullable value was being cast as an int, but was not checked to see if the value was null, only if the object was null. This fixes that so that items can be removed from inventory once again.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODE5NzA5
title: Fix IsAttuned method
state: closed
created_at: 2018-04-29T05:57:47Z
updated_at: 2018-05-04T07:19:28Z
closed_at: 2018-04-29T06:10:49Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/774
type: pull
body:
  As caught by Derrick, a null check was missing vs the Attuned property itself.  However, the fist null check should remain, as there is a possibility that GetInventoryItem() might return a null, which would need to be handled in a manner to avoid a null pointer exception.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODM0OTM4
title: Change Log Catch-up (April 15 to April 29)
state: closed
created_at: 2018-04-29T13:34:31Z
updated_at: 2018-04-29T14:26:29Z
closed_at: 2018-04-29T14:26:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/775
type: pull
body:
  A lot of interesting features were added over the last 2 weeks, but were not added to the change log!
  - Added Change Log entries for commits between 2018-04-15 to 2018-04-29, including ACE-World-16PY commits.
  - Added prefixes to commits for specific features.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg0ODU5NTA2
title: Add Crafting Framework to ACEmulator
state: closed
created_at: 2018-04-29T22:51:00Z
updated_at: 2018-04-30T01:55:26Z
closed_at: 2018-04-29T23:30:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/776
type: pull
body:
  **ACE-World-16PY world db release v0.0.13+ required with this update**

  **You will need to update world database with scripts in the respective update folders**

  * Added New Crafting Tables to World Database.
  * Removed old ace_recipe table.
  * Scaffolded the new tables.
  * Rewired RecipeManager to new data. 
    - Basic X + Y = Z crafting done. 
    - Dyeing and other object modifications via crafting are not handled properly yet.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg1MzE3MDQw
title: Adding monster movement
state: closed
created_at: 2018-05-02T01:50:45Z
updated_at: 2018-05-02T22:35:42Z
closed_at: 2018-05-02T22:35:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/777
body: Thanks so much to @dgatewood, @Slushnas, and the entire ACE team for all the help with this PR
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg1ODgxMjcw
title: Magic :: Lesson 14 :: Items casting spells
state: closed
created_at: 2018-05-04T02:34:04Z
updated_at: 2018-05-06T14:45:40Z
closed_at: 2018-05-05T04:58:08Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/778
type: pull
body:
  - Adds the ability for items with spells to cast them on players
  - Fixes the player combat with no weapons equipped, which previously had the potential to create a null exception is two locations
  - The refresh of spells in the Enchantment registry needs some work, as they currently don't work correctly, until the client is restarted.

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node_id: MDU6SXNzdWUzMjA1MjcwODE=
title: Splitting peas
state: closed
created_at: 2018-05-05T17:31:09Z
updated_at: 2018-12-29T15:23:31Z
closed_at: 2018-12-29T15:23:31Z
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 -->
  When splitting peas in the main pack no issue. when placing the pea say a (copper pea) in a secondary pack with the splitting tool and splitting the pea, you get the message that the pea was spit, and the content is placed in the main pack, but the pea is never deleted allowing you to split endlessly.
   
  ### 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? the pea (after split) deleted
  What is the use case? 1x split each pea
  -->

  ### 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: MDU6SXNzdWUzMjA4MDcxMjQ=
title: Single cast Double damage/Attack
state: closed
created_at: 2018-05-07T13:35:36Z
updated_at: 2018-05-12T01:31:01Z
closed_at: 2018-05-12T01:31:01Z
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 did /grantxp 1***** took him to lvl 241 made all his magic skills/stats 100 (no buff at all) used a lvl 1 fireball and started killing a silver tusker as i did i noticed 2 hits. so i looked closer and found it hit right away then 5 seconds later hit again even though i didnt cast a second time. Also its not a repeat of the same cast it a completely seprate cast. one will hit then the next will be resisted or has a different damage amount. on a side note my mana never dropped while cast either. Have a screenshot but unsure how to attach 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 -->

  did this all as a Admin.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg2MzY4OTc2
title: Fix null cases and magic code rearrangement
state: closed
created_at: 2018-05-07T14:32:30Z
updated_at: 2018-07-04T19:42:37Z
closed_at: 2018-05-07T20:48:23Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/781
type: pull
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node_id: MDU6SXNzdWUzMjE1MTc5Mzc=
title: Shortcuts can cause db exceptions with foreign keys
state: closed
created_at: 2018-05-09T10:34:56Z
updated_at: 2018-05-24T20:07:02Z
closed_at: 2018-05-24T20:07:02Z
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
  ```

  2018-05-09 05:57:07,618 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: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (ace_shard.biota_properties_shortcut_bar, CONSTRAINT wcid_shortcut_objectId FOREIGN KEY (shortcut_Object_Id) REFERENCES biota (id) ON DELETE CASCADE ON UPDATE NO ACTION)

  I think for the shortcut bar, it will make sense to remove the key constraint.

  It's not critical if an item is deleted but it's shortcut is not. if it's not critical, the key constraint is not required.

  Will have to test the scenario where a user adds a short cut, deletes the item, and relogs. Does the client still get sent the old item id? What does the client show? What happens to the shortcut list when a user drops a new item onto the bar?

  I have a theory that we won't even have to manage removal of shortcut items when an item is removed from inventory (or destroyed). I think the client handles this all safely.

  If that is the case (which I hope), we wouldn't have to check if an item exists as a shortcut at the time of inventory removal, which keeps this whole process very clean.

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node_id: MDU6SXNzdWUzMjE1MTg4Njg=
title: Player specific tables need to be moved from biota into character_
state: closed
created_at: 2018-05-09T10:38:05Z
updated_at: 2018-05-24T20:07:02Z
closed_at: 2018-05-24T20:07:02Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  There are a handful of tables that only populate for players, ie: shortcut bar, friends, spell bar, etc..

  These tables shouldn't be in the biota. Instead they should be moved to the character_ tables.

  In addition, there are a few propertyints that were shoved into the PropetyInt list that only represent character info. These properties should also be moved to the character table.

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node_id: MDU6SXNzdWUzMjE1MTk2ODA=
title: Landblocks use a lot of memory
state: closed
created_at: 2018-05-09T10:40:57Z
updated_at: 2018-08-17T09:49:35Z
closed_at: 2018-08-17T09:49:35Z
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
  ```

  I added a debug command (can't forget what it is specifically) that loads all landblocks.

  Right now, on a 32GB machine, it's not possible to load all the landblocks. You'll run out of memory fast.

  Some of the data in the landblock physics code is being duplicated often. This should be shared when possible.

  Using Visual Studio memory profiler makes it easy to see what objects are the problem.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg2OTM4MDQ2
title: Fix a null exception and a couple of if statements
state: closed
created_at: 2018-05-09T14:22:54Z
updated_at: 2018-07-04T19:42:36Z
closed_at: 2018-05-09T15:02:09Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/785
type: pull
body:
  - Have HandleActionCastTargetedSpell method be more granular is deciding the target type to determine whether player rotation is needed
  - Change an two if statements in IsInvalidTarget, so the result is correct to allow casting Item enchants on valid targets

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node_id: MDExOlB1bGxSZXF1ZXN0MTg3MTAwOTg1
title: Handing objects to other WO's
state: closed
created_at: 2018-05-10T04:56:26Z
updated_at: 2019-04-08T19:47:03Z
closed_at: 2018-05-10T07:06:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/786
type: pull
body:
  GameEvent and Action changes, and re-implementation of the old code for HandleGiveObjectRequest.
  Also, using branches now.... Trying to better use Git so I am more productive and more in line with team standards!

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node_id: MDExOlB1bGxSZXF1ZXN0MTg3MTY5MDc5
title: Bolt, Streak and Arc updates
state: closed
created_at: 2018-05-10T11:33:11Z
updated_at: 2018-05-11T15:06:13Z
closed_at: 2018-05-11T15:06:13Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/787
type: pull
body:
  Various bits of code have been added to make the existing spells line up with retail data and lay the groundwork for other spells. There is still more research to do but this is a step closer to retail based on the data I have gathered so far.

  I am not sure if the code I added to WorldObjectFactory.cs is the best way to get the spell ID into the constructor (seems like one of the CreateWorldObject functions could be removed/integrated).

  I had to add some code to be able to override some PhysicsDescription fields. I did a couple of searches through the pcaps and the fields that I set to false by default don't seem to have been used so I don't believe this will cause any problems.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg3NjAzNTc2
title: Fix magic messaging and portal spells routing incorrectly
state: closed
created_at: 2018-05-12T04:14:51Z
updated_at: 2018-07-04T19:42:34Z
closed_at: 2018-05-12T04:58:13Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/788
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg3NjEyNzMx
title: Adding monster melee combat
state: closed
created_at: 2018-05-12T09:20:36Z
updated_at: 2018-07-01T00:55:11Z
closed_at: 2018-05-15T04:34:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/789
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg3NjI3ODk5
title: @nudge @nudge, got some @crack
state: closed
created_at: 2018-05-12T16:07:05Z
updated_at: 2018-05-12T22:16:26Z
closed_at: 2018-05-12T22:16:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/790
type: pull
body:
  Use /crack to unlock/pick/open doors and chests. (don't do drugs)
  Use /nudge to correct player position cell ID after teleporting into black space. (experimental, debug)

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node_id: MDExOlB1bGxSZXF1ZXN0MTg3NzA0ODgx
title: lockpicking doors
state: closed
created_at: 2018-05-14T02:04:19Z
updated_at: 2018-05-14T16:30:14Z
closed_at: 2018-05-14T16:30:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/791
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg4MDA5MDUw
title: Adding collector EmoteTable stuff..
state: closed
created_at: 2018-05-15T04:09:54Z
updated_at: 2019-04-08T19:47:04Z
closed_at: 2018-05-15T18:08:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/792
type: pull
body:
  Added HandleReceive inside of WorldObject so the emote table can be checked to see if the item given should set off any emoteActions.
   And Minor fix for casters in Loot Factory, casters had no current mana field, this adds that.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg4MjExNDQz
title: EmoteTable Stuff
state: closed
created_at: 2018-05-15T18:09:22Z
updated_at: 2018-05-16T19:34:15Z
closed_at: 2018-05-16T19:34:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/793
type: pull
body:
  Added HandleReceive in WorldObjects
  Checking within PlayerInventory if a HandleReceive is true.
  Added new cases inside of ExecuteEmote.
  Thiss allows all collectors and rng hand-ins, such as GamesMasters, to work.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg4MjM3MjAy
title: Adding monster spell casting
state: closed
created_at: 2018-05-15T19:52:56Z
updated_at: 2018-12-25T05:56:37Z
closed_at: 2018-05-18T13:37:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/794
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg5MTU0NDU1
title: Adding monster ranged combat
state: closed
created_at: 2018-05-18T23:15:52Z
updated_at: 2018-05-19T16:42:40Z
closed_at: 2018-05-19T16:42:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/795
type: pull
body:
  - Adding equipped items to Player_Tracking
  - Fixed a bug where CombatState was broadcast to landblock

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5MTY2MjQy
title: Creating salvage from items...
state: closed
created_at: 2018-05-19T02:19:54Z
updated_at: 2019-04-08T19:47:07Z
closed_at: 2018-05-19T16:40:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/796
type: pull
body:
  Created GameActionCreateTinkeringTool
  Added HandleTinkeringTool
  Formula for value is as stated on wiki, though amount salvaged was not found and done from memory where you could salvage 110% from a fully buffed salvage skill. This can be changed if an exact formula presents itself.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5MjA2OTcy
title: reduced some code duplication for lockable world objects
state: closed
created_at: 2018-05-19T21:10:34Z
updated_at: 2018-05-23T00:45:04Z
closed_at: 2018-05-20T04:32:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/797
body:
  added interface for unlocking lockable world objects
  added missing sound for pick lock fail

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg5MjE4MjYz
title: @addallspells dev command
state: closed
created_at: 2018-05-20T04:11:03Z
updated_at: 2018-08-11T04:32:20Z
closed_at: 2018-05-20T05:21:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/798
type: pull
body:
  Be gentle... I am a novice developer at best, and this is my first pull request ever, let alone first pull request on the ACE project.

  I humbly submit a developer command to be used to learn all known spells on the current character.

  I acknowledge this results in spells being learned that will never be castable by the player, and I also note that it asks the client to display way too many 'bubble' messages upon learning each spell, but the client seems to handle it more or less gracefully.

  I had thought about learning all spells, except for the last spell with the AddKnownSpell() Method, and then just calling LearnSpellWithNetworking() on the last spell to update the client, but that seemed more hacky than having the client ingest lots of updateSpellEvent GameEvents.

  Feedback is welcomed and encouraged.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5MjE5NzEy
title: Database Rebase and Table Rename
state: closed
created_at: 2018-05-20T05:14:32Z
updated_at: 2018-05-26T06:07:02Z
closed_at: 2018-05-24T20:07:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/799
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTg5NDAxNzA3
title: On use emotes
state: closed
created_at: 2018-05-21T14:51:30Z
updated_at: 2019-04-08T19:47:08Z
closed_at: 2018-05-22T16:10:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/800
type: pull
body:
  This code works for all collectors and should work for many more things. The only problem is is that there are emote tables missing. Also, with quest NPCs, the first emote for onUse is to update the quest. Once the quest is updated, It will then give dialogue about the quest. We do not have quest tables in to update it, so you will not see any information regarding quests.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5NzI0MzE0
title: Change Log Catch-up (April 29 to May 22)
state: closed
created_at: 2018-05-22T16:36:04Z
updated_at: 2018-05-23T13:54:32Z
closed_at: 2018-05-23T13:54:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/801
type: pull
body:
  Dear Devs, update changelog.md as you go!
  * Added Change Log entries of ACE commits from 2018-04-29 to 2018-05-22.

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5ODU0ODg3
title: added SurfaceTexture parser
state: closed
created_at: 2018-05-23T04:39:22Z
updated_at: 2018-05-26T02:40:41Z
closed_at: 2018-05-24T02:50:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/802
type: pull
body:
  added Texture file and Texture file metadata getter
  if a few things are mastered it might come in handy

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node_id: MDExOlB1bGxSZXF1ZXN0MTg5OTQwMTYy
title: Rework addallspells debug handler
state: closed
created_at: 2018-05-23T11:19:14Z
updated_at: 2018-08-11T04:32:18Z
closed_at: 2018-05-23T14:13:35Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/803
type: pull
body:
  Based on feedback and a discussion in the #development Discord channel with @jyrus and @gmriggs, I modified the addallspells code submitted in a previous PR to lay the ground work for learning spells in bulk via the Arwic spell vendors.

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node_id: MDExOlB1bGxSZXF1ZXN0MTkwNDc1OTE0
title: Various missile combat fixes/additions
state: closed
created_at: 2018-05-25T03:58:48Z
updated_at: 2018-05-25T17:34:55Z
closed_at: 2018-05-25T17:34:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/804
type: pull
body:
  * Renamed GameMessageRemoveObject to GameMessageDeleteObject to avoid confusion with other messages.
  * Renamed TryDestroyFromInventoryWithNetworking() to TryRemoveFromInventoryWithNetworking() as that function sends InventoryRemoveObject messages.
  * Cleaned up some stack merging code and added support for merging missile ammo to currently equipped ammo.
  * Added the ability to set the stacksize of spawned items created with the /ci command.
  * Fix for observed players improperly playing last combat mode animation when moving.
  * Fixed missile ammo appearing in players hands on login.
  * Fixed arrows being fired after switching to peace mode.
  * Added ammo usage to player missile attacks.
  * Added damageSource parameter to damage functions to better support edge cases.
  * Various other minor tweaks to bring sent game messages more in line with retail pcaps.

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node_id: MDExOlB1bGxSZXF1ZXN0MTkwNzEzMzg1
title: fixed bug causing DefaultPaletteId to always be set
state: closed
created_at: 2018-05-25T23:40:14Z
updated_at: 2018-05-26T02:40:11Z
closed_at: 2018-05-26T02:25:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/805
type: pull
body:
  no longer uses the stream length for parsing
  more descriptive property name
  moved DirectX texture formats enum to ACE.DatLoader.Entity namespace

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node_id: MDExOlB1bGxSZXF1ZXN0MTkwNzUxNDkw
title: wells and pools revitalize you
state: closed
created_at: 2018-05-26T17:26:03Z
updated_at: 2018-06-21T23:22:55Z
closed_at: 2018-05-26T19:33:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/806
type: pull
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node_id: MDU6SXNzdWUzMjY3NTQ4MzQ=
title: melee damage amount anomaly
state: closed
created_at: 2018-05-26T17:34:54Z
updated_at: 2018-07-07T00:09:45Z
closed_at: 2018-07-07T00:09:18Z
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.

  1. max everything out, level 275, all atts/skills
  2. equip gear: 24611 sword 5893 robe 28323 shield 14594 helm 8670 orb 29525 gaunts
  3. go into dark lair
  4. start killing via the sword

  ### The log given by the failure.
  You mangle Olthoi Gardener for -1042267392 points of slashing damage!

  It buffs the Olthoi to have insane amount of hp.  crushed it eventually as the bug goes both ways, I think.
  ![resultant Olthoi](https://cdn.discordapp.com/attachments/417073903094202371/449971753612214282/unknown.png)


  ### Desired functionality.
  normal damage numbers

  ### Mention any other details that might be useful.
  Not sure if the gear makes a difference.

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node_id: MDExOlB1bGxSZXF1ZXN0MTkwODI0MDYw
title: Add support for Wielded/Death Treasure from database
state: closed
created_at: 2018-05-28T02:48:48Z
updated_at: 2018-06-03T18:36:48Z
closed_at: 2018-05-30T16:30:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/808
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkwOTA4MDE5
title: Fix Defender notification message length.
state: closed
created_at: 2018-05-28T11:37:17Z
updated_at: 2018-05-29T03:41:42Z
closed_at: 2018-05-29T03:41:42Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/809
body: I noticed this message wasn't parsing correctly. This should fix it.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkxMDEzNzYy
title: added Hotspot WorldObject
state: closed
created_at: 2018-05-29T01:18:52Z
updated_at: 2018-06-21T23:22:53Z
closed_at: 2018-05-30T02:58:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/810
type: pull
body:
  changed Random to a thread-safe singleton
  brought WorldObject.HandleActionOnCollideEnd up from physics engine

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node_id: MDU6SXNzdWUzMjc4MTU1ODk=
title: Selling
state: closed
created_at: 2018-05-30T16:55:53Z
updated_at: 2018-12-15T19:17:34Z
closed_at: 2018-12-15T19:17:34Z
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.
  Go to any vendor and try to sell an item ( sword at the blacksmith / wand at the mage shop) you can drop it on the vendor or open the sell window, either way it shows up ready to be sold. but when you hit sell item or sell all it crashes.
  <!-- 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: MDExOlB1bGxSZXF1ZXN0MTkxOTI2OTUw
title: spell traps
state: closed
created_at: 2018-06-01T03:42:19Z
updated_at: 2018-06-21T23:22:51Z
closed_at: 2018-06-01T06:07:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/812
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkyMTc3ODgz
title: Loot fixes/changes
state: closed
created_at: 2018-06-02T03:56:40Z
updated_at: 2018-06-09T20:01:53Z
closed_at: 2018-06-04T03:57:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/813
type: pull
body:
  Long Descriptions work.
  Fixed Casters not having a current mana and just showing up as stored mana.

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node_id: MDExOlB1bGxSZXF1ZXN0MTkyMjY4ODQz
title: implement server side request for retransmission
state: closed
created_at: 2018-06-03T21:37:32Z
updated_at: 2018-06-21T23:22:56Z
closed_at: 2018-06-05T07:21:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/814
body: fixed bug in Player_Vitals.cs causing a crash upon player disconnect
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkyMzEyMDY4
title: Switch Refactor
state: closed
created_at: 2018-06-04T06:47:48Z
updated_at: 2018-06-04T17:12:55Z
closed_at: 2018-06-04T14:02:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/815
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkyNTA1NzY1
title: Adding projectile physics
state: closed
created_at: 2018-06-04T19:32:50Z
updated_at: 2018-07-19T10:09:08Z
closed_at: 2018-06-08T08:08:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/816
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkzNTQwNDA0
title: Adding monster physics-based movement
state: closed
created_at: 2018-06-08T08:18:12Z
updated_at: 2018-06-08T23:08:49Z
closed_at: 2018-06-08T23:08:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/817
body: Monsters should no longer move through walls or other impassable areas
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkzNTUzMzE0
title: Adding shield combat
state: closed
created_at: 2018-06-08T09:12:31Z
updated_at: 2018-06-08T23:09:23Z
closed_at: 2018-06-08T23:09:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/818
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTkzNzk3NjQ2
title: Tinkering for most things.
state: closed
created_at: 2018-06-09T21:45:28Z
updated_at: 2018-07-03T05:27:02Z
closed_at: 2018-06-10T04:54:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/819
type: pull
body:
  Not all types were tested because we don't generate full bags of all salvage types. I could create a command that will generate the full bag, but it should work as is.

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node_id: MDExOlB1bGxSZXF1ZXN0MTkzODM5OTg3
title: Add a configurable property storing database to resolve issue #753
state: closed
created_at: 2018-06-10T18:36:17Z
updated_at: 2018-06-21T01:58:32Z
closed_at: 2018-06-21T01:58:18Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/820
type: pull
body:
  This PR adds a fourth (optional) database that contains 4 tables - `bool_stat`, `int_stat`, `float_stat`, and `string_stat`, one for each type of property that can be implemented in the current model. The original issue ( #753 ) mentions a few options that could initially be configured. I have implemented properties for the vitae penalty on death, the minimum vitae value, a flat XP modifier applied to both `GainXP` and `EarnXP` and a flat luminance modifier applied to `GainLuminance`.

  The fourth database is completely optional, with the server warning an owner that they should use the SQL provided to create a new database but not forcing the server owner to deal with it. It pulls default values for properties from a `Dictionary` for each property type that is stored in the `DefaultPropertyManager` class.

  The server caches values from the database and updates them on a 5 minute timer, where it persists the variables modified from the console or in-game into the database before pulling variables from the database. 

  This PR also adds admin commands and console commands `fetch<Type>` and `modify<Type>` to work with the properties while the server is running from the game, as well as `resyncvariables` which will pause the timer and resync the database and cached variables. 

  Since I'm not completely well acquainted with the codebase yet, I put in the properties I thought were the easiest for me personally to implement, but the process for implementing new properties is:

  1. Locate and extract the property into a `private` variable (preferably `static` as well)
  2. Create a unique name for the property
  3. In the `DefaultPropertyManager` class, add a tuple into the appropriate `ToDict` call for the datatype the property is that has the default value
  4. Replace the `get` method on the property with one calling `PropertyManager.Get<Type>(propertyName)`

  The approach I used in developing this patch was to avoid user intervention temporarily, and as such there are tradeoffs involved.

  1. The database is completely optional, which means that default values must be placed within the program to prevent a fallback value that doesn't make sense from being hit (instead of blowing the whole server up with a NPE). This can be solved by having the database be non-optional, or making the database non-optional after more properties are added to it.
  2. There is now a fourth database ACE would need to run completely after this PR. There are a few potential fixes for this, including using a flatfile for the configuration values (removes the ability to update the backend to cause changes), rolling the 4 tables already implemented into one of the other ACE databases (I wasn't confident in my knowledge of how the process for updates works in order to do this but I'd be willing to learn if necessary) or just simply not implementing this feature right now.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk0MTQwNzM1
title: Updating cell transitions
state: closed
created_at: 2018-06-12T00:58:28Z
updated_at: 2018-06-12T15:48:12Z
closed_at: 2018-06-12T15:48:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/821
body: - Fixed a bug where the current cell would be null after portal
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk0NDY3MDgz
title: WAN reliability, message queues, refactoring
state: closed
created_at: 2018-06-13T04:18:30Z
updated_at: 2018-06-21T23:22:34Z
closed_at: 2018-06-15T16:56:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/822
type: pull
body:
  WAN sessions are now at least reliable enough to test with
  message fragments are now grouped by queue
  refactor PacketFragmentHeader.Queue to match aclogview
  refactor Packet.Header.Iteration to match aclogview
  included some missing header flags from aclogview
  include aclogview packet header flag names as comments
  refactor typo in packet header flag names

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node_id: MDExOlB1bGxSZXF1ZXN0MTk0NzYzNDIy
title: add ability to /tele players by name
state: closed
created_at: 2018-06-14T02:29:14Z
updated_at: 2018-06-21T23:22:25Z
closed_at: 2018-06-18T04:43:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/823
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk1MDgxMTcw
title: Give Request fix
state: closed
created_at: 2018-06-15T05:33:09Z
updated_at: 2018-06-18T10:58:17Z
closed_at: 2018-06-18T04:45:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/824
type: pull
body:
  Selected Wielded Objects as well as Inventory Objects. This fixes crash of gioving wielded objects to the town crier.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk1MzU5Mjk3
title: Adding Allegiance system
state: closed
created_at: 2018-06-17T03:22:54Z
updated_at: 2018-06-23T00:33:07Z
closed_at: 2018-06-23T00:33:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/825
body: work in progress
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk1NjA0OTE4
title: Unequip and burden correction
state: closed
created_at: 2018-06-18T18:07:43Z
updated_at: 2018-06-23T20:13:30Z
closed_at: 2018-06-19T08:15:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/826
body: Unwield and RemoveWithNetworking added/moved to the first thing done.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk1NjE3NDIy
title: Updating Fellowship system
state: closed
created_at: 2018-06-18T18:58:17Z
updated_at: 2018-06-23T14:41:44Z
closed_at: 2018-06-23T14:41:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/827
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk1NzkxMDcz
title: Update friends list
state: closed
created_at: 2018-06-19T11:10:27Z
updated_at: 2018-06-23T14:48:56Z
closed_at: 2018-06-23T14:48:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/828
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk2OTIzNjg2
title: Fix for Undead player characters not visually equipping clothing
state: closed
created_at: 2018-06-23T22:43:53Z
updated_at: 2018-06-24T04:54:15Z
closed_at: 2018-06-24T00:33:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/829
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk2OTMwMDEw
title: added sentinel command /buff [name]
state: closed
created_at: 2018-06-24T03:03:22Z
updated_at: 2018-12-07T02:14:56Z
closed_at: 2018-06-30T02:04:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/830
type: pull
body:
  /buff - Buffs you (or a player) with all beneficial spells.
  Usage: /buff [name]
  This command buffs yourself (or the specified character).

  curate the spell enum a bit (the other and self counterparts need to be exactly the same except for 'Self' and 'Other')

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node_id: MDExOlB1bGxSZXF1ZXN0MTk3MjAwNjg4
title: Adding landblock unloading system, and player corpses
state: closed
created_at: 2018-06-25T18:39:17Z
updated_at: 2018-06-29T19:35:58Z
closed_at: 2018-06-29T19:35:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/831
type: pull
body:
  - Adding landblock unloading / reloading system
  - Fixed a bug where generators were spawning monsters too quickly
  - Adding player corpses
  - Adding dungeon/outdoor landblock detection
  - Fixed a bug with spawning certain scenery (Redspire)
  - Added player death items list calculation
  - Added dropped items to corpse containers
  - Added corpse looting permissions
  - Added permaload flag for landblocks

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node_id: MDExOlB1bGxSZXF1ZXN0MTk3Mjc1MDEz
title: Fixing specialized skill calcs
state: closed
created_at: 2018-06-26T01:04:57Z
updated_at: 2018-06-28T07:19:42Z
closed_at: 2018-06-28T07:19:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/832
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk4MTk3MTgw
title: Updating appraisal system / refactoring
state: closed
created_at: 2018-06-29T02:04:49Z
updated_at: 2018-06-29T18:54:38Z
closed_at: 2018-06-29T18:54:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/833
type: pull
body:
  - Full appraisal info for all object types
  - Enchantments are now shown in the appraisal window, colored green/red highlights
  - Cleaned up and refactored existing code

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NDUyOTc4
title: Migrate Gem spell casting to Spell System
state: closed
created_at: 2018-06-30T01:25:49Z
updated_at: 2018-07-04T19:42:33Z
closed_at: 2018-06-30T02:05:28Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/834
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NDU3MTQw
title: Fixing merge
state: closed
created_at: 2018-06-30T03:20:24Z
updated_at: 2018-06-30T04:56:10Z
closed_at: 2018-06-30T04:56:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/835
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NTMyMzQ4
title: Add spells and a couple of other fixes
state: closed
created_at: 2018-07-01T16:40:18Z
updated_at: 2018-07-04T19:42:32Z
closed_at: 2018-07-02T03:47:39Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/836
type: pull
body:
  - Modify LearnSpellsInBulk() to use an uint array of player allowed spellIDs
  - Remove extra /addspell in DebugCommands, leaving renamed command in AdminCommands : use continue to use /addspell ( renamed to remove ambiguity about what is being added )
  - Fix NPK vs other players, in regards to harmful spells

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NTM3NTYx
title: Improved monster movement
state: closed
created_at: 2018-07-01T18:58:33Z
updated_at: 2018-07-02T22:01:58Z
closed_at: 2018-07-02T03:53:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/837
type: pull
body:
  - Updated animation system to loop through linked anims properly
  - Fixing creature sliding
  - Adjusted monster movement speed
  - Fixed a possible crash looping through CellArray (todo: use standard for loop to check for newly added cells)
  - Temporary fix with mages not being able to loot corpses (todo: Player_Magic should be calling WorldObject.TakeDamage)
  - Various bug fixes

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NTQ4NTcz
title: Text Encoding Updates
state: closed
created_at: 2018-07-01T23:28:36Z
updated_at: 2020-06-15T20:58:55Z
closed_at: 2018-07-02T03:47:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/838
type: pull
body:
  Added CP1252 text encoding. Fixes some issues with Spell Formulas when spells used non ANSI characters as well as in sending strings to the client. Did not test client-to-client communication/chat.

  I had to add an NuGet reference, so might need to refresh your NuGet packages.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4NTYyNDUx
title: mana stones
state: closed
created_at: 2018-07-02T03:05:31Z
updated_at: 2018-12-07T02:14:15Z
closed_at: 2018-07-07T01:04:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/839
body: equipped and activated mana burning items periodically burn mana
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk4ODAyOTA2
title: Fixing monster turning speeds
state: closed
created_at: 2018-07-02T22:14:42Z
updated_at: 2018-07-04T20:02:27Z
closed_at: 2018-07-03T02:58:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/840
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk4ODQyNTkx
title: Spell Set Reading
state: closed
created_at: 2018-07-03T03:47:44Z
updated_at: 2020-06-15T20:58:56Z
closed_at: 2018-07-03T13:59:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/841
type: pull
body:
  Now fully reads the SpellTable out of the client_portal.dat. This adds data for Spell Sets (spells that are cast when you have multiple items equipped in a set or have leveled up an item in a set, such as a cloak or Paragon weapon)

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4ODU2MTcx
title: Save Window Position
state: closed
created_at: 2018-07-03T05:51:00Z
updated_at: 2018-07-03T16:54:52Z
closed_at: 2018-07-03T16:54:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/842
type: pull
body:
  Saves window positions and restores them on login.

  Note this requires a small SQL update in \Database\Updates\Shard\

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node_id: MDExOlB1bGxSZXF1ZXN0MTk4ODU3NDgw
title: WIP QuestManager and EmoteManager additions (NOT FOR MERGE)
state: closed
created_at: 2018-07-03T06:01:03Z
updated_at: 2018-07-06T14:19:26Z
closed_at: 2018-07-06T14:19:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/843
type: pull
body:
  Create a new 22754 (for the specialization dungeon)

  keep clicking through the replies and watch for Jevak...  when he asks for essence of jevak, give him @ci 777

  The issue is that the give action is after the emoteActions are performed...

  But this should be mergable very soon.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5MTc5NDM3
title: Adding player/monster health instant updates
state: closed
created_at: 2018-07-04T08:48:29Z
updated_at: 2018-07-04T19:41:38Z
closed_at: 2018-07-04T19:41:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/844
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk5MzE4MDQ5
title: Linking monster aggro to player combat, adjusting tolerance
state: closed
created_at: 2018-07-04T20:10:09Z
updated_at: 2018-07-06T22:17:49Z
closed_at: 2018-07-04T21:40:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/845
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk5MzQ1NzA4
title: Adjusted Magic code :: WIP :: Testing needed before merge
state: closed
created_at: 2018-07-05T02:25:03Z
updated_at: 2018-07-07T16:25:39Z
closed_at: 2018-07-06T00:58:20Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/846
type: pull
body:
  -Rearranged code flow to remove some redundant code
  -Aligned Magic damage application with Physical damage
  -Added Crit and War skill bonus

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5MzUwODE5
title: Dat updates
state: closed
created_at: 2018-07-05T03:20:46Z
updated_at: 2019-03-09T19:56:35Z
closed_at: 2018-07-05T12:50:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/847
type: pull
body:
  * Fixed an issue with the Replace DatLoader.Entity.AnimationHook
  * Added SoundTable (0x20...) parsing from the client_portal.dat.
  * Added support for client_highres.dat and client_local_English.dat to the DatManager, however these files are not required for server operation.
  * Renamed DatLoader.Entity.Texture to DatLoader.FileType.RenderSurface and adjusted some structure to be consistent with the client.
  * Adjusted DatLoader.FileType.SurfaceTexture to be consistent with the client.
  * Added BadData (0x0E00001A) parsing from client_portal.dat
  * Added ChatPoseTable (0x0E000007) parsing from client_portal.dat
  * Added NameFilterTable (0x0E000020) parsing from client_portal.dat
  * Added QualityFilter (0x0E01...) parsing from client_portal.dat
  * Added SecondaryAttributeTable (0x0E000003) parsing from client_portal.dat
  * Added SkillTable (0x0E000004) parsing from client_portal.dat

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5NTYwMjU3
title: Dat fixes
state: closed
created_at: 2018-07-05T19:03:21Z
updated_at: 2020-06-15T20:58:57Z
closed_at: 2018-07-05T20:09:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/848
body: Fixes some issues that arose with the last commit that may have broken a few things.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk5NjM3MTM1
title: Remove Vital to Vital Other spells from player allowed list
state: closed
created_at: 2018-07-06T03:36:07Z
updated_at: 2018-07-07T16:25:36Z
closed_at: 2018-07-06T21:20:19Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/849
type: pull
body:
  -Remove Health to {Stamina,Mana} Other spells
  -Remove Stamina to {Health,Mana} Other spells
  -Remove Mana to {Health,Stamina} Other spells

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5NzE3MTY2
title: Emote/Quests
state: closed
created_at: 2018-07-06T11:12:19Z
updated_at: 2018-07-11T21:22:59Z
closed_at: 2018-07-11T21:22:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/850
type: pull
body:
  Quest Manager added to save/load to database.
  Emotes filled out to do some basic quests.
  There are some emotes that do need work, such as UpdateQuest, and all movement emotes.
  Event  Manager was already in game, so I just wired the emotes that had already been filled for those.  Have not tested an event, but should work just like a quest but on a global scale.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5ODU5MjE2
title: Improved monster transitions between landblocks and cell boundaries
state: closed
created_at: 2018-07-06T22:23:16Z
updated_at: 2018-07-07T20:35:10Z
closed_at: 2018-07-07T20:35:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/851
type: pull
body:
  - Fixed various bugs with monsters crossing between landblock and cell boundaries.
  - Monsters should be able to chase the player through dungeons and indoor areas more consistently
  - Added monster movement debug commands
  - Fixed the missing portals in Hotel Swank
  - Fixed a bug with some dungeons having black screens on portal entry

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5ODgxMjQw
title: Image Export
state: closed
created_at: 2018-07-07T05:21:05Z
updated_at: 2020-06-15T20:59:00Z
closed_at: 2018-07-09T15:56:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/852
type: pull
body:
  Added "image-export" console function to extract textures from client_portal.dat and client_highres.dat. Run the command with no parameters for syntax.

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTEzNDY0
title: Fix Enchantment Registry duration
state: closed
created_at: 2018-07-07T21:03:02Z
updated_at: 2018-07-08T02:28:47Z
closed_at: 2018-07-08T02:28:32Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/853
type: pull
body:
  -Redirect Aura spells cast by items to the player
  -Fix item cast spell timers in the player's Enchantment Registry

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTEzOTQy
title: Updating ObjectMaint for multiplayer dungeons
state: closed
created_at: 2018-07-07T21:17:22Z
updated_at: 2018-07-09T19:46:16Z
closed_at: 2018-07-09T19:46:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/854
type: pull
body:
  - Updated the Object Maintenance system from a server-wide instance to per-player. This should fix the disappearing monsters in dungeons for multiplayer.

  - Added a call to handle_visible_cells() when an object enters the PVS for a player. This fixes a bug when players/creatures travel long distances to reach a player who has been standing in the same cell for awhile. It should also make the PVS system more consistent in general.

  - Added a null check to all references to CurrentLandblock. There are many functions currently running in the ActionQueue after an object has been destroyed. TODO: revisit the object destruction system

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTE5MTQ0
title: SpellCategory Enum
state: closed
created_at: 2018-07-08T00:21:06Z
updated_at: 2020-06-15T20:59:01Z
closed_at: 2018-07-08T01:11:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/855
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTIyMjc0
title: Fix Enchant Registry for duration and layering and Redirect Aura spells
state: closed
created_at: 2018-07-08T02:39:15Z
updated_at: 2018-07-10T03:51:25Z
closed_at: 2018-07-09T19:06:18Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/856
type: pull
body:
  -Redirect Aura spells cast by items to Player
  -Fix Enchantment Registry timers
  -Account for gems casting spells requiring a duration
  -Initial pass at Enchantment layering

  TODO: duplicate and overridden item enchants still show up on AppraisalInfo :: will fix in next PR

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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTYyNDEz
title: persistent tracking of item affectance
state: closed
created_at: 2018-07-08T21:47:20Z
updated_at: 2018-12-07T02:14:38Z
closed_at: 2018-07-13T01:40:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/857
body: item affectance is restored at Player.EnterWorld
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MTk5OTg2MTM1
title: Remove the five unneeded start items
state: closed
created_at: 2018-07-09T03:59:05Z
updated_at: 2018-07-10T03:51:26Z
closed_at: 2018-07-09T17:43:02Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/858
type: pull
body:
  -Remove the five unneeded start items from WeeniePropertiesCreateList that get generated for all characters.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAwMTczODc3
title: Cleaned up some console commands
state: closed
created_at: 2018-07-09T17:51:23Z
updated_at: 2020-06-15T20:59:02Z
closed_at: 2018-07-09T19:46:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/859
type: pull
body:
  Some commands defined as console or none (which is basically "any") either should not have been or had no handling if they were. Just some tidying up, really.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAwMjA2MTc1
title: Fixing sliding along the edge of cliffs
state: closed
created_at: 2018-07-09T20:09:10Z
updated_at: 2018-07-10T13:44:43Z
closed_at: 2018-07-10T13:44:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/860
type: pull
body:
  - Fixed a bug where StepUpHeight and StepDownHeight were reversed
  - Fixed a conversion error between degrees and radians
  - Fixed a bug with EdgeSlide/PrecipiceSlide where the player and creatures would get stuck at the edge of cliffs
  - Updated CellArray iterators to check newly added cells

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node_id: MDExOlB1bGxSZXF1ZXN0MjAwMjU0ODU1
title: Fix missing null check
state: closed
created_at: 2018-07-10T00:39:58Z
updated_at: 2018-07-10T03:51:22Z
closed_at: 2018-07-10T01:50:50Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/861
body: -Add null check at end of CreateEnchantment()
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAwMzEwNzI2
title: Fixing water depth
state: closed
created_at: 2018-07-10T07:56:45Z
updated_at: 2018-07-10T22:01:33Z
closed_at: 2018-07-10T22:01:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/862
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAwNDIzMTc1
title: Fix spell reflection from Player to Item
state: closed
created_at: 2018-07-10T14:49:14Z
updated_at: 2018-07-11T14:00:52Z
closed_at: 2018-07-11T01:04:36Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/863
type: pull
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node_id: MDU6SXNzdWUzMzk5NjA5ODk=
title: Inventory Functions Do Not Check for Burden
state: closed
created_at: 2018-07-10T18:37:57Z
updated_at: 2019-01-04T01:58:51Z
closed_at: 2019-01-04T01:58:51Z
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.
  * Load up character to full 300% burden
  * Pick up more items. 

  ### The log given by the failure.
  n/a

  ### Desired functionality.
  * Items should not be added/transferred.
  * Should generate WeenieError.YouAreTooEncumbered or WeenieErrorWithString._CannotCarryAnymore


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

  Probably easiest to adjust inventory functions and let those handle all errors, as opposed to adding functionality within each system (e.g. Recipes, Loot, etc)

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node_id: MDU6SXNzdWUzMzk5NjcyNjg=
title: Stacking Into Containers
state: closed
created_at: 2018-07-10T18:57:47Z
updated_at: 2019-01-04T01:58:54Z
closed_at: 2019-01-04T01:58:54Z
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 -->
  * /ci 8327 (Gold Pea)
  * /ci 8327 (Gold Pea)
  * /ci 136 (Pack)
  * Place one Gold Pea into the Pack.
  * Place the other Gold Pea into the Pack
  Peas stack and are placed into main backpack.

  ### Desired functionality.
  The Gold Peas should be in the Pack, not the main backpack.

  ### 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: MDU6SXNzdWUzMzk5ODQ2OTE=
title: Picking Up Open Container
state: closed
created_at: 2018-07-10T19:55:38Z
updated_at: 2018-09-11T12:58:46Z
closed_at: 2018-09-11T12:58:46Z
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.

  * /ci 136 (Pack)
  * Drop pack into world.
  * Open Pack
  * Pick up pack without closing.

  Packed will be placed into inventory, but is locked. If placed back on ground, user will be unable to open it. Not tested, but I assume you can also pick up a pack while another player is using it. YOINK!

  ### Desired functionality.

  * If player picking up the pack is the one with it open, the pack will remove/set to false the IsOpen flag when picking it up.
  * If another player has the pack open, generate error (Perhaps WeenieError.Frozen - "The item is under someone else's control!")

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node_id: MDExOlB1bGxSZXF1ZXN0MjAwNTA3MDM0
title: Fix for using recipe items located in Packs
state: closed
created_at: 2018-07-10T19:59:22Z
updated_at: 2020-06-15T20:59:02Z
closed_at: 2018-07-11T22:03:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/867
type: pull
body:
  This addresses Issue #779 

  To test:

  * /ci 8327 (Gold Pea)
  * /ci 8283 (Splitting Tool)
  * /ci 136 (Pack)
  * Place these items in the Pack.
  * Use the Splitting Tool on the Gold Pea in Pack.

  Gold Pea should be removed and Gold Scarabs placed in main backpack.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAwODcxNDY1
title: EmoteManager refactoring
state: closed
created_at: 2018-07-12T02:17:43Z
updated_at: 2018-07-13T03:23:51Z
closed_at: 2018-07-13T03:23:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/868
type: pull
body:
  Tested:

  Temple of Forgetfulness:
  /create 22754
  http://asheron.wikia.com/wiki/Attribute_and_Skill_Redistribution
  Giving spell component to statue, correct emote actions are executed

  Olthoi Hunter:
  /create 3930
  /ci helmolthoi
  Giving classic Olthoi Helm to Olthoi Hunter, the new Olthoi Helm is received
  There is a small issue with this one, and it probably existed before: the player give -> npc message is received at the end of the chain instead of the beginning

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxMDE2MzUw
title: Rework AppraisalInfo for Enchants
state: closed
created_at: 2018-07-12T14:15:40Z
updated_at: 2018-07-16T15:48:35Z
closed_at: 2018-07-13T01:35:57Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/869
type: pull
body:
  Rework AppraisalInfo to differentiate between intrinsic spells and applied spells
  - "spellbook" data sent in AppraisalInfo packet uses highest bit of uint to indicated whether intrinsic spell of item or applied enchant
  - WeenieType.Cothing enchants are applied to the item
  - Account for debuffs applied to wielded weapons
  - Enchants applied to armor affecting armor stats fixed to display correctly

  ![image](https://user-images.githubusercontent.com/22699181/42639077-0bbc2ce8-85a4-11e8-82c1-292c516b7f66.png)

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxMjc2NTQz
title: Fixing RunRate
state: closed
created_at: 2018-07-13T12:28:13Z
updated_at: 2018-07-13T14:12:58Z
closed_at: 2018-07-13T14:12:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/870
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAxMzc1NDkz
title: Misc. Fixes
state: closed
created_at: 2018-07-13T19:06:16Z
updated_at: 2018-07-16T15:48:32Z
closed_at: 2018-07-14T06:19:55Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/871
type: pull
body:
  -Fix vendor buying
  -Change Enchantment removal type on item running out of mana from DispelEnchantment to RemoveEnchantment
  -Added removal of Enchantments when dropping or giving an item away straight from being wielded

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxNDMzNTYz
title: Fixed Spell Formulas
state: closed
created_at: 2018-07-14T03:24:10Z
updated_at: 2020-06-15T20:59:03Z
closed_at: 2018-07-14T04:38:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/872
type: pull
body:
  In console, enter the following commands:
  * getspellformula account 1
  * getspellformula account 3452
  * getspellformula account 3976
  * getspellformula account 4024

  All should generate appropriate looking results.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxNDgyMDUx
title: Adding TargetManager
state: closed
created_at: 2018-07-15T05:40:17Z
updated_at: 2018-07-16T06:52:32Z
closed_at: 2018-07-16T06:52:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/873
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAxNjAxNTM1
title: Fixing indoor->outdoor cell transitions
state: closed
created_at: 2018-07-16T10:55:06Z
updated_at: 2018-07-16T20:50:27Z
closed_at: 2018-07-16T20:50:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/874
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAxNjgwMzY3
title: Redirect Impen/Banes from player to equipped armor and undergarments
state: closed
created_at: 2018-07-16T15:47:45Z
updated_at: 2018-07-23T03:28:18Z
closed_at: 2018-07-17T14:13:22Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/875
type: pull
body:
  - Adds functionality of redirecting Impen/Banes from a player to their equipped armor and undergarments.
  - Mana consumption appropriate for number of WeenieType.Clothing items spells cast on
  - Change damage calcs to point to armor pieces for enchants from the player wearing the items

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxNzk2Nzk2
title: AdjusSpell Words
state: closed
created_at: 2018-07-17T00:48:36Z
updated_at: 2020-06-15T20:59:03Z
closed_at: 2018-07-18T00:25:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/876
type: pull
body:
  Spell Words now load with the SpellTable to make them easier to reference.
  Fixed case with certain spells that had no second word (so the resulting third word became the second word but was not properly capitalized)

  To verify, in the ACE console type the following commands the resulting spell words that are displayed should appear correct. Note that the third test option below has no spell words, and returns an empty string.

  * getspellformula account 1
  * getspellformula account 5347
  * getspellformula account 2028

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node_id: MDU6SXNzdWUzNDE4OTgxNDE=
title: Transition from ActionChains for client ActionHandlers to a UseManager
state: closed
created_at: 2018-07-17T12:29:45Z
updated_at: 2018-08-06T08:26:08Z
closed_at: 2018-08-06T08:26:08Z
author_association: MEMBER
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
  ```

  During the multi-threading development of ACE, ddevec did some great work with ActionChains. They've taken us pretty far, but as we learn more, it appears they may not be the best fit for what we're trying to accomplish.

  A few of the negatives we've faced with action chains are:

  - Difficult to understand what's going on behind the scenes
  - Difficult system to explain
  - Even after months of using them, we still have questions
  - Hard for new developers to use
  - No easy mechanism for cancelling previous actions gracefully

  With the release of the GDL source code, we can see a different take on solving this problem by Pea. His solution was UseManager.cpp:
  https://github.com/GamesDeadLol/GDL/blob/510faa71f5da8c45c89a1def3c49b2de2fc85801/UseManager.cpp 

  This seems to be a better fit for managing client actions. This also provides a more graceful way for cancelling previous client actions (this is a pretty big requirement).

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node_id: MDExOlB1bGxSZXF1ZXN0MjAxOTY2MjYy
title: Fix Aura redirection
state: closed
created_at: 2018-07-17T14:43:35Z
updated_at: 2018-07-23T03:28:19Z
closed_at: 2018-07-18T00:26:00Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/878
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAyMjYyMTU3
title: ACE.Entity.Enum formatting and adding [Flags] where appropriate
state: closed
created_at: 2018-07-18T13:56:48Z
updated_at: 2018-07-19T02:19:12Z
closed_at: 2018-07-19T02:19:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/879
body: This is work I'm doing to prepare ACE.Entity to be the base library for other tools like ACLogView
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAyNDc2OTgz
title: Enforce item wield requirements
state: closed
created_at: 2018-07-19T08:08:00Z
updated_at: 2018-07-23T03:28:20Z
closed_at: 2018-07-19T14:26:43Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/880
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAyNTExMTEz
title: Fixing projectile velocity
state: closed
created_at: 2018-07-19T10:16:00Z
updated_at: 2018-07-19T14:23:44Z
closed_at: 2018-07-19T14:23:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/881
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAyNjUzNjgw
title: Adding scenery details
state: closed
created_at: 2018-07-19T19:00:09Z
updated_at: 2018-07-19T23:42:08Z
closed_at: 2018-07-19T23:42:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/882
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMDE5NzU0
title: Fix wield requirements and item enchant removals
state: closed
created_at: 2018-07-21T17:44:41Z
updated_at: 2018-07-23T03:28:21Z
closed_at: 2018-07-22T01:00:16Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/883
type: pull
body:
  -Add different wield requirement scenarios
  -Fix removal of impen/banes cast by items on themselves

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node_id: MDU6SXNzdWUzNDM0MDEyOTU=
title: Database schema oddities
state: closed
created_at: 2018-07-22T12:13:22Z
updated_at: 2018-07-22T19:14:59Z
closed_at: 2018-07-22T19:14:59Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  WeenieClassId: Are we using int or uint
  WeeniePropertiesEmoteAction.WeenieClassId is defined as a (int?)
  WeeniePropertiesCreateList.WeenieClassId is defined as a (uint)

  Properties that exist in PY16 source but not ACE EF models:
  Recipe.Unknown4

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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMDY4MTk2
title: More enums added from the client/ACLogView to ACE.Entity.Enum
state: closed
created_at: 2018-07-22T17:43:31Z
updated_at: 2018-07-22T19:43:10Z
closed_at: 2018-07-22T19:10:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/885
type: pull
body:
  Note that HookType exists in both:
  ACE.Entity.Enum
  ACE.Server.Physics.Hooks

  The one in Physics should probably be renamed to PhysicsHookType so that the more global one in ACE.Entity.Enum can maintain consistant naming with the client.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMDY5ODQ0
title: SQL Re-Base and EF Re-Scaffold
state: closed
created_at: 2018-07-22T18:25:12Z
updated_at: 2019-01-05T23:23:06Z
closed_at: 2018-07-22T19:14:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/886
body: Resolves #884
type: pull
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node_id: MDU6SXNzdWUzNDM0Mjg0NTY=
title: Landblock Double+ Spawns
state: closed
created_at: 2018-07-22T18:37:50Z
updated_at: 2018-08-17T09:47:43Z
closed_at: 2018-08-17T09:47:43Z
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
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Load ACE
  /telepoi Holtburg
  run to Meeting Hall and enter portal
  wait inside hall approx. 3 minutes
  use exit portal
  return to Holtburg to find duplicated spawns

  ### 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?
  -->
  NPCs and other objects spawn once, or correctly.

  ### 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: MDExOlB1bGxSZXF1ZXN0MjAzMDczMzA5
title: Rename the HookType in Physics to PhysicsHookType and rename the one …
state: closed
created_at: 2018-07-22T19:50:34Z
updated_at: 2018-07-22T20:07:43Z
closed_at: 2018-07-22T20:06:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/888
type: pull
body:
  …in ACE.Entity.Enum to HookType

  This helps keep the pattern where objects in ACE.Entity.Enum match the client naming

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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMDc2OTEw
title: This moves the .sql file generation code that Ripley has been using into ACE.Database
state: closed
created_at: 2018-07-22T21:09:44Z
updated_at: 2018-07-29T02:01:20Z
closed_at: 2018-07-29T02:01:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/889
type: pull
body:
  This will help us import data from any source into ACE EF objects, and then use these SQLWriters to create a unified output.

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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMTAwNjQ1
title: Add PortalSending and PortalSummon functionality
state: closed
created_at: 2018-07-23T03:30:02Z
updated_at: 2018-07-25T23:47:05Z
closed_at: 2018-07-23T07:57:46Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/890
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAzMTI5NTky
title: Adding physics enums
state: closed
created_at: 2018-07-23T07:21:02Z
updated_at: 2018-07-24T08:23:15Z
closed_at: 2018-07-24T08:23:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/891
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjAzNTM5NTYz
title: Three Emote Manager fixes/changes
state: closed
created_at: 2018-07-24T14:06:52Z
updated_at: 2018-07-25T23:47:03Z
closed_at: 2018-07-24T19:07:14Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/892
type: pull
body:
  -EmoteManager.Execute() moved to a new partial class of EmoteManager and Obsolete attribute and commenting added, as it may cause confusion as to which emote execute function to use
  -Implement EmoteType.Act
  -Change the target of the PlayScript in EmoteType.PhysScript from targetObject to the WorldObject that is using the emote

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node_id: MDExOlB1bGxSZXF1ZXN0MjAzOTU2NjQ3
title: Add 2 second delay to Recall spells
state: closed
created_at: 2018-07-25T20:39:30Z
updated_at: 2018-07-27T23:47:01Z
closed_at: 2018-07-25T23:47:25Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/893
body: A 2 second delay was added to the casting of the recall spells in patch Thorns of the Hopeslayer
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0MTA1NDky
title: Adding full monster movement physics
state: closed
created_at: 2018-07-26T11:02:19Z
updated_at: 2018-07-27T18:02:48Z
closed_at: 2018-07-27T18:02:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/894
type: pull
body:
  - Added MoveToManager, PositionManager, and StickyManager integration with ACE
  - Enabled /forcepos as default setting
  - Improved projectile physics. Projectiles should hit targets much more consistently now
  - Added PostInit() system to WorldObjectFactory
  - Fixed a bug in the animation system where objects were jumping to the last frame
  - Fixed a crash with the static transitions

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0MzA5ODIz
title: Adjust Emote item interactions and Player and item interactions
state: closed
created_at: 2018-07-27T01:50:27Z
updated_at: 2018-07-27T23:47:03Z
closed_at: 2018-07-27T13:48:57Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/895
body: Adjust Emote and Attuned item handling according to PCAP data findings
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTAzMTgz
title: Adding jump packet, EmoteManager cleanup
state: closed
created_at: 2018-07-27T18:12:39Z
updated_at: 2018-07-28T16:15:08Z
closed_at: 2018-07-28T16:15:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/896
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTY5NDM3
title: Fix Null exception of dropping an item
state: closed
created_at: 2018-07-28T01:34:51Z
updated_at: 2018-07-28T05:59:57Z
closed_at: 2018-07-28T01:41:49Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/897
type: pull
body:
  Fix the missing PhysicsObj for items that start life as non-world objects, when item is dropped onto the 3D world

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTcxMjcz
title: Move InitPhysicsObj call to Landblock.AddWorldObjectInternal()
state: closed
created_at: 2018-07-28T02:21:08Z
updated_at: 2018-07-28T05:59:55Z
closed_at: 2018-07-28T02:23:51Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/898
type: pull
body:
  -Move the creation of a WorldObject's PhysicsObj to a singular location in Landblock.AddWorldObjectInternal(), with a check for a preexisting PhysicsObj, so it is created when an object is placed in the world

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTc0NjY1
title: Revert Move InitPhysicsObj call to Landblock.AddWorldObjectInternal
state: closed
created_at: 2018-07-28T03:52:58Z
updated_at: 2018-07-28T03:56:41Z
closed_at: 2018-07-28T03:56:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/899
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTc0NzM3
title: Partial Revert previous commit
state: closed
created_at: 2018-07-28T03:55:08Z
updated_at: 2018-07-28T05:59:53Z
closed_at: 2018-07-28T03:58:39Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/900
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTc4NTQz
title: Allow giving Attuned items to appropriate NPCs
state: closed
created_at: 2018-07-28T05:57:33Z
updated_at: 2018-07-30T02:40:20Z
closed_at: 2018-07-28T18:30:47Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/901
type: pull
body:
  -Allow giving Attuned items to appropriate NPCs but still prevent passing attuned items to other players

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NTk5NzQy
title: Pending motion queue fix
state: closed
created_at: 2018-07-28T16:14:51Z
updated_at: 2018-07-28T18:08:23Z
closed_at: 2018-07-28T18:08:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/902
type: pull
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node_id: MDU6SXNzdWUzNDU0NjE4OTc=
title: landblock_instances and parent_link_slot
state: closed
created_at: 2018-07-28T16:38:36Z
updated_at: 2018-08-06T08:25:07Z
closed_at: 2018-08-06T08:25:06Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  First, landblock_instances should be renamed to landblock_instance.

  Secondly, we don't have a provision to handle link slots that have a parent.

  In this file:
  https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/6%20LandBlockExtendedData/SQL/0200.sql
  Search for 1881145399.

  You'll notice that the link_slot is first being set to 2, but then being overwritten and set to 1.

  To fix this, we need to add a parentLinkSlot field.

  "Mansion links to House Portal, House Portal links to Portal Linkspot".

  UPDATE `landblock_instances` SET `link_Slot`='2', `parent_Link_Slot`='1' WHERE `guid`='1881145410'; /* Mansion <- House Portal <- Portal Linkspot */

  These files will also need to be adjusted:
  ACE.Database.SQLFormatters.World.LandblockInstancesWriter.cs
   - Add the new field to the sql writer output
   - Rename it to LandblockInstanceWriter.cs
  PhatACCacheBinParser.ACE Helpers.LandBlockExtendedDataExtensions.cs
   - Calculate parentLinkSlot and set it accordingly

  This is not very well documented, but Ripley knows of the issue and how to fix it.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NjI2MDYw
title: Add check for target death before process Magic Damage
state: closed
created_at: 2018-07-29T05:50:07Z
updated_at: 2018-07-30T02:40:18Z
closed_at: 2018-07-30T02:15:58Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/904
type: pull
body:
  -Add checks before Magic Damage is calculated to ensure target isn't already dead
  -Change EarnXP on creature kill to sharable
  -Rearranged the flow of player spell casting, predominately moving the out-of-mana fizzle to after the spell windup animation and the speaking of the spell words

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NjQzMTIw
title: TreasureDeath and TreasureWielded SQLWriters added and tested.
state: closed
created_at: 2018-07-29T13:49:22Z
updated_at: 2018-07-29T13:50:52Z
closed_at: 2018-07-29T13:50:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/905
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NjQzMjgz
title: TreasureDeath and TreasureWielded SQL Writers added and tested
state: closed
created_at: 2018-07-29T13:52:53Z
updated_at: 2018-07-29T13:57:46Z
closed_at: 2018-07-29T13:56:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/906
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NjUwMzUw
title: Improved vital regeneration, stamina usage
state: closed
created_at: 2018-07-29T16:35:25Z
updated_at: 2018-07-30T05:35:49Z
closed_at: 2018-07-30T05:35:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/907
type: pull
body:
  - Updated EnchantmentManager queries to use the top layer for each SpellCategory
  - Updated WeaponDefense and WeaponOffense enchantments to be additive floats
  - Improved vital regeneration formulas / ticking
  - Improved healing formulas
  - Added stance and enchantments to vital regeneration (regeneration/rejuvenation/mana renewal)
  - Added basic stamina usage on evasion / jumping
  - Fixed a bug in Player_Use not picking up or using items correctly

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0Njc3MDM1
title: Auras, imp, and banes for @buff [player name] and @fellowbuff
state: closed
created_at: 2018-07-30T02:05:27Z
updated_at: 2018-12-07T02:14:10Z
closed_at: 2018-08-12T15:40:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/908
type: pull
body:
  including auras and equipped item impenetrability and banes for sentinel commands /buff [player name] and /fellowbuff
  fixing bug causing wielded item buffs not to work for shields in some situations
  curating some elements of Ace.Server/Network/Enum/Spell.cs to follow uppercase/lowercase guidelines and self/other differentiation

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0NzE3NTQ3
title: Various tweaks
state: closed
created_at: 2018-07-30T07:34:06Z
updated_at: 2018-08-04T17:29:37Z
closed_at: 2018-07-31T07:02:34Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/909
type: pull
body:
  -Add GameEventPopupString message function to EmoteType.PopUp, when no confirmation is requested, and finish the Confirmation functionality
  -Adjust the Welcome message to match retail, with a twist
  -Change two more Spell references to SpellBase, in EnchantmentManager.cs
  -Add GameEventCommunicationTransientString to Chest.cs, when chests are in the locked condition

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0Nzk0OTc0
title: Enum comments added, Material renamed to MaterialType
state: closed
created_at: 2018-07-30T12:55:36Z
updated_at: 2018-07-30T21:28:36Z
closed_at: 2018-07-30T21:28:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/910
type: pull
body:
  MaterialType is what the client uses, and follows the patter we've been using for other enum names as well.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0OTY0NzA3
title: Rename SkillStatus to SkillAdvancementClass
state: closed
created_at: 2018-07-31T00:21:13Z
updated_at: 2018-07-31T12:31:57Z
closed_at: 2018-07-31T12:16:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/911
type: pull
body:
  SkillStatus and SkillAdvancementClass are neither the perfect names for what this value represents.

  However, the client calls it SkillAdvancementClass. We call it SAC in the database. And GDLE also uses the SAC naming.

  I think switching this name helps align ACE with the pdb without adding any additional confusion, meaning, this new name is equally as confusing as the previous, but at last its aligned with the pdb and gdle.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA0OTgzMzkz
title: GroupChatType enum removed and Channel enum cleaned up.
state: closed
created_at: 2018-07-31T03:03:05Z
updated_at: 2018-07-31T12:31:46Z
closed_at: 2018-07-31T12:30:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/912
type: pull
body:
  GroupChatType was a duplicate enum of Channel. It's name came from old protocol docs.

  The client pdb calls this enum ChannelId.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA1MjQzMzg2
title: Update changelog for June-July
state: closed
created_at: 2018-07-31T21:10:52Z
updated_at: 2018-09-01T02:50:41Z
closed_at: 2018-07-31T23:15:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/913
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA1Mjk4NjI4
title: Nuget packages update (EF Core 2.1) + Lazy loading database issue in Shard
state: closed
created_at: 2018-08-01T03:23:42Z
updated_at: 2018-08-01T13:33:40Z
closed_at: 2018-08-01T13:32:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/914
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA1NDM1MDUx
title: All 3 databases rescaffolded
state: closed
created_at: 2018-08-01T13:59:25Z
updated_at: 2018-08-01T14:05:42Z
closed_at: 2018-08-01T14:05:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/915
type: pull
body:
  This simply updates the files to the latest formats generated by Pomelo.

  This gets format changes out of the way so that future schema changes show only the fields changed, and not additional format changes.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA1NDY1NzU3
title: Improved stamina usage, added DamageHistory system, refactored death system, monster attributeMod
state: closed
created_at: 2018-08-01T15:32:12Z
updated_at: 2018-08-02T23:20:33Z
closed_at: 2018-08-02T23:20:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/916
type: pull
body:
  - Added player stamina usage on melee / missile attack
  - Refactored the death system
  - Added Damage History system to track damage and healing sources - for corpse looting rights
  - Fixed a bug where player death was removing enchantments on the client only
  - Improved player exhaustion system. Both players and monsters now receive attack and defense penalties when stamina = 0
  - Added attribute mod to monster damage. Some monsters now deal significantly more damage, so beware!
  - Fixed a bug where a player autoattack could occur after death
  - Fixed a bug where attributes could be debuffed below 10 on the server
  - Fixed a bug with MaxVital calculation with vitae
  - Updated shield effective angle to match retail

  From Jyrus:

  - Updated Life Magic code to properly utilize the DamageHistory for tracking damage through harm/drain/heals
  - Fixed all compiler warnings
  - Refactored spell resistance to common method for all creatures (players / monsters)
  - Spell level now determined by Scarab instead of PowerLevel, as per retail servers and client

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node_id: MDExOlB1bGxSZXF1ZXN0MjA1NTE0MjAx
title: Add support for Volley spells
state: closed
created_at: 2018-08-01T18:33:03Z
updated_at: 2018-08-02T14:05:57Z
closed_at: 2018-08-02T14:05:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/917
type: pull
body:
  This adds initial support for Volley type spells. I just put static creation offsets in for now until the correct formula is know for finding them.

  Thanks to @gmriggs for some pointers on some of the physics related errors I encountered after implementation that needed to be fixed/tweaked.

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node_id: MDU6SXNzdWUzNDc1MDEwMjQ=
title: Improve ObjectGUID allocation
state: closed
created_at: 2018-08-03T18:51:26Z
updated_at: 2019-03-08T02:18:12Z
closed_at: 2019-03-08T02:18:11Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  Here are some notes from Reefcull, thanks to Morosity.

  Reefcull uses the same system currently implemented in ACE where ID's are generated in n+1 fashion, starting from 0x80000000 with no reclaiming.

  Reefcull has been up for 8 months now, and used approximately 2.1 billion ID's.
  Reefcull has an average active online count of around 400.
  Reefcull consumes at peak about 125/s, and low times 50/s.
  Reefcull is about to run out of ID's.

  There are several possible solutions:

  1. Use a specific small range for short lived (ephemeral) objects like arrows.
   - Can an arrow be picked up off the ground?
   - This still suffers from the eventual n+1 end of range issue
  2. Recycle id's for ephemeral objects
   - Maybe on initial load, the server gathers a list of available id's from the database and enters these into a picker pool. If the pool gets used up, new id's will be generated adding to the n+1.
   - When an ephemeral item is destroyed, add it's id back into the pool.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2MTc3MzI1
title: Resolve apparent logic error in learnspellsinbulk method which caused…
state: closed
created_at: 2018-08-04T05:39:10Z
updated_at: 2018-08-11T04:32:14Z
closed_at: 2018-08-04T06:06:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/919
body: … certain spells to not be learned as expected
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA2MTc4Njcx
title: physics state sync between WorldObject and PhysicsObj
state: closed
created_at: 2018-08-04T06:24:12Z
updated_at: 2018-08-06T04:05:28Z
closed_at: 2018-08-06T04:05:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/920
type: pull
body:
  This patch synchronizes the physics state between WorldObject and PhysicsObj

  PhysicsObj.State should be the backing store, with WorldObject having easily accessible bool properties, which also persist to PropertyBool for the appropriate fields

  This patch also re-introduces Jyrus' change to move InitPhysicsObj() to LandblockManager.AddWorldObjectInternal(). This still needs additional testing, and it seems like we should be initting the PhysicsObjs before this method is called. It is a very convenient entrypoint at the moment though, as it ensures only PhysicsObjs are created for objects upon entry into the 3D world.

  There could still be some possible issues though (multithreading?), for example the bug with players entering portals and re-appearing in their original location.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2MjI1MTE5
title: Move PK checks and spell damage messages and implement SpellType.PortalLink
state: closed
created_at: 2018-08-05T06:50:14Z
updated_at: 2018-08-05T21:54:09Z
closed_at: 2018-08-05T14:44:01Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/921
type: pull
body:
  -Move PK checks to after start of spell cast and one spell projectile collision
  -Move spell damage messages to be mutually exclusive with the death messages
  -Implement SpellType.PortalLink (Primary Portal, Secondary Portal, and LIfestone Tie)

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2MjQ1ODI0
title: Randomize spell death messages
state: closed
created_at: 2018-08-05T16:00:51Z
updated_at: 2018-08-05T23:47:35Z
closed_at: 2018-08-05T23:46:47Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/922
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA2Mjk3NTMz
title: Change spell casting busy and Spell words ChatMessageType
state: closed
created_at: 2018-08-06T06:09:57Z
updated_at: 2018-08-07T00:53:56Z
closed_at: 2018-08-06T07:14:32Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/923
type: pull
body:
  -Rearrange spell casting busy state notifications to match PCAPs
  -Change ChatMessageType for spell words, allowing VT decal plugin to cast spells without any duplicate casts 

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2MzAzNjA5
title: Major Schema Refactoring, Improvements, Changes
state: closed
created_at: 2018-08-06T06:48:11Z
updated_at: 2018-08-08T02:11:24Z
closed_at: 2018-08-06T07:36:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/924
type: pull
body:
  Please see individual commits for detailed changes.

  ** DO NOT MERGE ** until we publish a new PY16

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2NDExMDAw
title: Update Readme.md with new minimum 16PY World DB version
state: closed
created_at: 2018-08-06T14:09:10Z
updated_at: 2018-08-07T00:58:30Z
closed_at: 2018-08-06T14:12:38Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/925
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA2NDExMTEw
title: Target .NET Core 2.1 instead of 2.0
state: closed
created_at: 2018-08-06T14:09:34Z
updated_at: 2018-08-08T02:11:05Z
closed_at: 2018-08-07T03:16:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/926
type: pull
body:
  To develop, the .NET Core 2.1 x64 SDK is needed from here:
  https://www.microsoft.com/net/download/visual-studio-sdks

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2NTEwMTE1
title: Adding object spawning / initial placement system
state: closed
created_at: 2018-08-06T20:37:49Z
updated_at: 2018-08-08T01:41:21Z
closed_at: 2018-08-08T01:41:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/927
body: AddPhysicsObj() has been added, which calls PhysicsObj.enter_world() for proper initial placement
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA2ODcwMzIz
title: Character refactor
state: closed
created_at: 2018-08-08T01:40:53Z
updated_at: 2018-08-08T02:10:47Z
closed_at: 2018-08-08T02:08:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/928
type: pull
body:
  This removes Character as the parent of a Biota, and instead, makes them side by side objects that are owned by Player.

  Session no longer owns Character.

  Session maintains a list of the Characters for the account.

  Session holds a reference to the current Player being used.

  Player holds a reference to Biota and Character objects.

  What I said in discord:

  We have the Player object (our god class).

  To put a player in the world, it requires a biota. It doesn't require a character or session.
  To manipulate the player, we need a session (but not a character).
  To give the player a user interface, we need a character.

  The character holds all the user progress of the particular biota it's associated with.

  So, a session holds a link to the current player the session is managing.

  Player holds a link to the biota and character that represent the player.

  The biota represents the player from the worlds pov.
  The character represents the player from the users pov.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2ODcwNTc1
title: Adding object spawning / initial placement system
state: closed
created_at: 2018-08-08T01:43:03Z
updated_at: 2018-08-09T02:43:24Z
closed_at: 2018-08-09T02:43:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/929
body: AddPhysicsObj() has been added, which calls PhysicsObj.enter_world() for proper initial placement
type: pull
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node_id: MDU6SXNzdWUzNDg1NTA2ODE=
title: Alter Shard Schema to avoid record caps based on uint32
state: closed
created_at: 2018-08-08T02:20:28Z
updated_at: 2020-01-05T18:48:33Z
closed_at: 2020-01-05T18:48:32Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  As of writing in ACE the following tables for characters have a cap of UINT32.MaxValue
  ```
              CharacterPropertiesContract = new HashSet<CharacterPropertiesContract>();
              CharacterPropertiesFillCompBook = new HashSet<CharacterPropertiesFillCompBook>();
              CharacterPropertiesFriendList = new HashSet<CharacterPropertiesFriendList>();
              CharacterPropertiesQuestRegistry = new HashSet<CharacterPropertiesQuestRegistry>();
              CharacterPropertiesShortcutBar = new HashSet<CharacterPropertiesShortcutBar>();
              CharacterPropertiesSpellBar = new HashSet<CharacterPropertiesSpellBar>();
              CharacterPropertiesTitleBook = new HashSet<CharacterPropertiesTitleBook>();
  ```

  Each of these tables has the following first column
  ```
  `id` int(10) unsigned NOT NULL AUTO_INCREMENT COMMENT 'Unique Id of this Property',
  ```
  and that column is the primary key
  ```
  PRIMARY KEY (`id`),
  ```

  A way to avoid that problem, assuming Entity Framework supports it, is to change the primary key to a composite of multiple columns within the table that could be used as a unique record identifier

  For example, in contracts table
  ```
  PRIMARY KEY (`character_Id`, `contract_Id`),
  ``` 

  Ideally, any table in shard might want to convert to composite keys but the most critical to start with would be the enchantment registry table as that one as the most churn I believe.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA2ODc4NTg5
title: Reference cleanup with Player.Session + /comps debug command
state: closed
created_at: 2018-08-08T02:50:25Z
updated_at: 2018-08-08T02:53:51Z
closed_at: 2018-08-08T02:53:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/931
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA2OTU4MTgx
title: Adding dungeon position adjustments
state: closed
created_at: 2018-08-08T10:15:18Z
updated_at: 2018-08-10T07:01:09Z
closed_at: 2018-08-10T07:01:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/932
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3MDIyMzI5
title: Minor cleanup. Nothing major
state: closed
created_at: 2018-08-08T14:13:03Z
updated_at: 2018-08-08T14:18:03Z
closed_at: 2018-08-08T14:17:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/933
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3MTM1NjY2
title: Adding spell components to /comps debug command
state: closed
created_at: 2018-08-08T20:58:28Z
updated_at: 2018-08-08T22:59:28Z
closed_at: 2018-08-08T22:59:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/934
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3MTk4MjQz
title: WorldDatabase WeenieCache improvements and Character Spellbar/etc fixes
state: closed
created_at: 2018-08-09T04:33:44Z
updated_at: 2018-08-09T04:37:49Z
closed_at: 2018-08-09T04:36:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/935
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3MjA0NjMz
title: Adding physics entity cache system
state: closed
created_at: 2018-08-09T05:30:09Z
updated_at: 2018-08-10T23:56:26Z
closed_at: 2018-08-10T23:56:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/936
type: pull
body:
  This patch starts to cache some of the important physics entities in memory. The entity constructors have been replaced with calls to this caching system, which returns existing references if they are already in RAM

  The result is a massive improvement with reduced memory usage, especially over the course of a lifetime for long-running servers.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NDg5MjY1
title: Session class improvements
state: closed
created_at: 2018-08-10T02:08:52Z
updated_at: 2018-08-10T02:21:07Z
closed_at: 2018-08-10T02:20:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/937
type: pull
body:
  Characters list now only loads once, on initial connect.

  Session is no longer an IActor. Actions enqueued directly to the WorldManager.InboundMessageQueue

  Other WorldManager ActionQueues given more descriptive names

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NTIzNzYx
title: Adding dungeon position adjustments
state: closed
created_at: 2018-08-10T07:01:59Z
updated_at: 2018-08-10T07:10:36Z
closed_at: 2018-08-10T07:10:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/938
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NjczMjc2
title: Various small cleanups
state: closed
created_at: 2018-08-10T17:17:28Z
updated_at: 2018-08-10T17:21:28Z
closed_at: 2018-08-10T17:21:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/939
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NjkzNzA0
title: PropertyManager Database Cleanup
state: closed
created_at: 2018-08-10T18:48:57Z
updated_at: 2018-08-10T18:52:42Z
closed_at: 2018-08-10T18:52:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/940
type: pull
body:
  Previously, PropertyManager used SerializedShardDatabase to wrap it's database calls.

  This didn't make much sense because SerializedShardDatabase was basically just a wrapper that serialized calls to ShardDatabase.

  So, instead, we now have a ShardConfigDatabase class as well that is held by DatabaseManager. This holds the property/config specific funcitons for the shard.

  In addition, there were a couple bugs fixed in PropertyManager where a function migt have been GetLong() when it should have been GetDouble(), etc...

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NzQ5OTk4
title: Major Shard Performance Improvements
state: closed
created_at: 2018-08-11T01:04:42Z
updated_at: 2018-08-11T01:31:02Z
closed_at: 2018-08-11T01:30:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/941
type: pull
body:
  The base Biota record now holds a flags property that indicates what collections are populated, and thus, what should be queried from the database.

  GetPlayerBiotas and it's associated functions GetInventory and GetWieldedItems now use Parallel.ForEach loops which significantly improve performance.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NzU0NDg0
title: Creature GetNewFace fix for enum values
state: closed
created_at: 2018-08-11T03:02:56Z
updated_at: 2018-08-11T03:03:41Z
closed_at: 2018-08-11T03:03:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/942
type: pull
body:
  In the world data, some property strings don't have the exact case we have in the enums. Thus, a simple ignoreCase bool is needed.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NzU4MzUw
title: Added missing comma in updated ShardBase.sql
state: closed
created_at: 2018-08-11T05:10:22Z
updated_at: 2018-08-11T05:14:10Z
closed_at: 2018-08-11T05:14:10Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/943
type: pull
body:
  I was unable to create a fresh Shard DB after @Mag-nus' previous PR seemingly due to a missing comma in ShardBase.sql. Thought I'd correct it for others.

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node_id: MDU6SXNzdWUzNDk3MjU1MzU=
title: Melee attack penalty is not accurate for zero stamina
state: closed
created_at: 2018-08-11T10:51:20Z
updated_at: 2018-12-28T19:41:39Z
closed_at: 2018-12-28T19:41:39Z
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.
  Per discussion with gmriggs, attack penalty for zero stamina is capped at -50.

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

  ### Desired functionality.
  What would like to see implemented?

  The stamina penalty for melees is a defense penalty only, not attack. This is also true for archers. Like with Melees, the penalty is that the attack is equivalent to what it would be if you set your attack bar all the way to the left. For Archers, they lose accuracy, but no more than they would had they set the bar to the left themselves. They even shoot faster in this state (due to decreased accuracy), I know this to be true because I've done this in retail.

  What is the use case?

  Accurate Melee and Archer behavior for zero stamina, however edge of a case that may be.

  ### Mention any other details that might be useful.
  My assertion here is that there is no statistical difference in attack success rate for stamina and no stamina for melees. This is supported by my own experience and discussions with other melees on Discord. Zero stamina is a state that I often played in and is a tactic used by many shield-wielding melees. It is a known game mechanic to melees, but unfortunately there is mis-information stemming from a single ACWkiki article that has since migrated to ACPedia and copied by ACWikia. I have played melees since Beta and I know that this to attack penalty for zero stamina was never true, not even in Beta.

  Below is objective proof of these scenarios:

  Video: https://www.youtube.com/watch?v=CyzfhIgqsiU
  Time: 5:59 to 6:22

  - 	Fights a Hollow mob.
  - 	25 swings/6 misses = 76%  success rate (Stamina)

  Time: 6:22 to 6:40

  - 	Continues fighting the same mob.
  - 	21 swings/8 misses = 61%  success rate (No Stamina)

  I will note here that the sample size is small, but this will be clearer by the other videos below. Yes, it is lower for no stamina, but consider the sample size. Overtime, I know that these two states (stamina vs. no stamina) will have no statistical variation. This was confirmed in the ACForums before, but unfortunately we no longer have that resource. 

  Video: https://www.youtube.com/watch?v=fwb9fnv71UI
  Time: 1:47 to 2:32

  - 	Kills 3 Dark Leechs in 60 hits.
  - 	60 swings/7 misses = 88.33%  success rate (Stamina)

  Time: 4:17 to 4:27 

  - 	Kills 1 Dark Leech in 12 hits.
  - 	12 swings/2 misses = 83.33%  success rate (No Stamina)

  Again, I believe this to be a statistical insignificance given the way AC's combat system works. Yes, it is lower, but again it is within an acceptable range variation for AC's combat system since even a character with stamina will produce the same variation. Later in the video, he attacks a Dark Magus and misses significantly. However, that mob has +50 MeleeD compared to the Dark Leech. I would have included those stats here, but there are no "with stamina" metrics to measure against. To measure them against the Dark Leech stats would not be accurate given the significant difference in MeleeD (Also, note how significant a -50 MeleeD impacts a melees attack success rate).

  Video: https://www.youtube.com/watch?v=MUaD53D9c74
  Time: 1:20 to 1: 49

  - 	Fights a Drudge Skulker.
  - 	21 swings/17 misses = 19.04% success rate (Stamina)

  Time: 1:49 to: 2:31

  - 	Continues fighting the same Drudge Skulker.
  - 	32 swings/24 misses = 25% success rate (No stamina)

  And finally, this video shows this same variation, but in the opposite direction. If there was an attack penalty for zero stamina of any kind, it would dramatically impact the hit rate for this character since his attack rate was already at 20%. Given the bell curve of ACs combat system, this would have been immediately measurable in the next 32 attacks. However, this user's attack success rate had actually increased. This shows the same statistical variation as the other two videos.

  There is no attack penalty for zero stamina. Even as noted as far back as Nov. 2000 in this article: http://mu.ranter.net/asherons-call/aphonouss-melee-vs-mage-comparison "Attacks at full skill but minimum power without stamina." Mu was correct then and it was correct at the end of Jan. 2017. This has been confirmed with players on Discord who have actually played as melees throughout retail and at the end of retail.

  I do understand how trustworthy the wikis have been (which has been earned) and believe that they are an excellent resource, but I **know** they are wrong in this case.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3NzgzMjYw
title: Fix WorldObject_Magic IsInvalidTarget()
state: closed
created_at: 2018-08-11T16:57:05Z
updated_at: 2018-08-24T15:46:02Z
closed_at: 2018-08-11T19:58:38Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/945
type: pull
body:
  -Allow for non-Admin and non-Sentinel players, as the target, to correctly pass through IsInvalidTarget() method for beneficial spell casting

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3Nzg2NDI1
title: Update SQL Writers for more comment output
state: closed
created_at: 2018-08-11T18:16:44Z
updated_at: 2019-01-05T23:23:07Z
closed_at: 2018-08-11T20:12:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/946
body: Expanding comment data to restore lost output from conversion to ACE based SQL Writers
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3Nzk0OTc3
title: Fix TargetType error in SQLWriter
state: closed
created_at: 2018-08-11T22:19:08Z
updated_at: 2019-01-05T23:23:04Z
closed_at: 2018-08-11T22:21:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/947
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3Nzk5ODYx
title: Changing Sort Order for Create List and Generators
state: closed
created_at: 2018-08-12T01:24:53Z
updated_at: 2019-01-05T23:23:03Z
closed_at: 2018-08-12T01:40:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/948
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3ODMwMDY3
title: Fix casting spells on other's wielded items
state: closed
created_at: 2018-08-12T16:51:21Z
updated_at: 2018-08-24T15:45:59Z
closed_at: 2018-08-12T22:14:37Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/949
body: -Fix casting spells on other's wielded items
type: pull
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node_id: MDU6SXNzdWUzNDk4Mzc0NjQ=
title: Improve Player EnterWorld Process
state: open
created_at: 2018-08-12T19:27:44Z
updated_at: 2019-04-01T17:58:06Z
author_association: MEMBER
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.
  Currently, when a user clicks the enter button on the client to enter the world with a selected player, before the users player enters portal space, first the server must gather the character object and all inventory biotas from the database.

  While the recent improvements have improved this time greatly, there could still be observable latency in the future when the database is being used more heavily.

  ### Desired functionality.
  When a user clicks the Enter button, the server should:

  1. Request the Character object from the databases
  2. Send enough info back to the user to enter the selected player into portal space
  3. Request the full list of owned biotas from the database
  4. If the player enters the world before the biotas are received, the user should stay in pink bubble state.
  5. Once all the biotas are received and sent to the user, the player should exit pink bubbles and be playable.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA3ODY1ODE5
title: Refactor generators a bit, fixing some bugs with spawning/respawning items
state: closed
created_at: 2018-08-13T04:10:04Z
updated_at: 2018-08-13T22:07:22Z
closed_at: 2018-08-13T22:07:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/951
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA3ODc1ODQ3
title: Added NpcLooksLikeObject usage in AppraiseInfo
state: closed
created_at: 2018-08-13T05:52:52Z
updated_at: 2020-06-15T20:59:06Z
closed_at: 2018-08-13T14:56:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/952
type: pull
body:
  Test: @create 28973
  Portrait of Asheron Realaidain

  Even though the item is a technically creature (Int.ItemType = 16), it should ID as a regular object.

  Examine should continue to work for creatures, NPCs, other objects as expected.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA4NDA4OTM2
title: WIP - Add new spells and some refactoring
state: closed
created_at: 2018-08-14T20:59:54Z
updated_at: 2018-08-21T17:25:27Z
closed_at: 2018-08-21T17:25:27Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/953
type: pull
body:
  This PR includes some refactoring that should make it cleaner/easier to add the missing spell types. It should also fix issues with projectiles not spawning in the correct cell (previously they were assumed to be in the same cell as the caster).

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node_id: MDExOlB1bGxSZXF1ZXN0MjA4NTA3NzE0
title: Major overhaul of player visibility / broadcast system
state: closed
created_at: 2018-08-15T08:56:59Z
updated_at: 2018-08-19T01:58:50Z
closed_at: 2018-08-19T01:58:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/954
type: pull
body:
  - Major overhaul of broadcast system - now based on object visibility instead of landblocks
  - Fixed a bug where portaling could keep the player at the original location
  - Fixed a bug with player not appearing as pink bubbles on login / portal
  - Fixed a bug with monster transitions between some landblocks

  * Could use some help with multiplayer testing!

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MTgxMDY4
title: Rename CommandHandlers to be more appropriate
state: closed
created_at: 2018-08-17T15:22:11Z
updated_at: 2018-08-17T22:40:44Z
closed_at: 2018-08-17T22:40:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/955
type: pull
body:
  This is in preparation for some DeveloperDatabaseCommands I plan to add.

  The reason for the rename is the command handlers we have are all organized based on AccessLevel. Thus, this just aligns the file/class names to the access level commands it contains.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MjgyNjE3
title: Adding weapon swapping between hands, and some basic dual wield combat
state: closed
created_at: 2018-08-18T00:09:58Z
updated_at: 2018-08-19T01:47:13Z
closed_at: 2018-08-19T01:47:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/956
type: pull
body:
  - Added some dual wield combat formulas
  - Fixed a bug where some untrained skills were marked as unusable
  - Fixed an attribute formula bug for Item Tinkering

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MjkyNTc3
title: DatabasePerfTest developer command added
state: closed
created_at: 2018-08-18T03:39:11Z
updated_at: 2018-08-18T14:37:46Z
closed_at: 2018-08-18T14:35:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/957
type: pull
body:
  My test results:

  Starting Database Performance Tests.
  Biotas per test: 1000
  This may take several minutes to complete...
  1000 individual add   . Duration:  29.9 seconds. Successes: 1000, Failures:    0. Average:  30 ms
  1000 individual save  . Duration:  23.9 seconds. Successes: 1000, Failures:    0. Average:  24 ms
  1000 individual remove. Duration:  23.7 seconds. Successes: 1000, Failures:    0. Average:  24 ms
  1000 bulk add         . Duration:   8.5 seconds. Successes:    1, Failures:    0. Average:   9 ms
  1000 bulk save        . Duration:   6.2 seconds. Successes:    1, Failures:    0. Average:   6 ms
  1000 bulk remove      . Duration:   7.0 seconds. Successes:    1, Failures:    0. Average:   7 ms
  Database Performance Tests Completed

  Next step is to modify the save to detect added/removed entities and only update changed records (not all).

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MzAwMDI0
title: Fixing PhysicsDesc bitflags
state: closed
created_at: 2018-08-18T07:39:33Z
updated_at: 2018-08-19T01:46:46Z
closed_at: 2018-08-19T01:46:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/958
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MzE1MTkz
title: Network fatal exception recovery
state: closed
created_at: 2018-08-18T14:46:10Z
updated_at: 2018-08-19T01:46:59Z
closed_at: 2018-08-19T01:46:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/959
type: pull
body:
  This patch recovers from fatal network errors, such as 'FATAL: Network Socket has thrown: An existing connection was forcibly closed by the remote host' which seems to be thrown often from ThwargLauncher connections

  The ConnectionListener.Listen() function starts receiving data from a socket, calling OnDataReceive. At the end of OnDataReceive, the Listen() function is called again to resume listening for the next request

  If an exception is thrown in Listen(), the exception handler needs to call Listen() again to recover gracefully and to start listening for the next request.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MzQxMzY4
title: Shard Biota Save & Threading Model Rework
state: closed
created_at: 2018-08-19T03:47:40Z
updated_at: 2018-08-20T23:31:05Z
closed_at: 2018-08-20T23:30:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/960
type: pull
body:
  This is a major change on how Biotas are added/saved to shard.

  The AddBiota function is no more. Now, to add or save a biota, the same function is used, SaveBiota.

  SaveBiota will pull (in full) the existing biota (if it exists) from the database. It will do a full diff between the new biota to save and the existing biota. It will copy over any differences, add any new rows, and delete from the database any rows that have been removed.

  In addition, a ReadWriterLockSlim is passed to the Save/Remove functions in the database. This is necessary to prevent collection modification from the server while Entity Framework is processing the object.

  There are still some bugs I need to fix.
  BiotaPropertiesEnchantmentRegistry needs to be accessed through this new model for thread safety.
  Character also needs to be converted to this new model for thread safety
  _Save/Remove InParallel functions need to have ReadWriterLockSlims passed for each biota._ -Completed

  The new model offers thread safety, and is much more performant.
  The existing model would submit a database request every time a new record was removed from any biota collection. This was required because our biota is detached from the context. On an active server, this would hammer the database.

  The new model offers a true X minute save for a biota where only the changed properties are submitted to the database via an sql statement.

  This could use playtesting.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5MzQ0MTI3
title: Add alwaysshowwelcome config property
state: closed
created_at: 2018-08-19T05:45:02Z
updated_at: 2018-09-09T02:13:32Z
closed_at: 2018-08-19T07:20:33Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/961
type: pull
body:
  I'd like to propose the addition of this property. On the test server I've spun up, I'm communicating server build information in the Welcome message, and I'd like the ability to force the Welcome message to be shown at each logon, and not just the first logon. The option will default to off.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5NTkzMjc0
title: Fixing bug with monsters running away from players
state: closed
created_at: 2018-08-20T17:39:37Z
updated_at: 2018-08-22T00:59:29Z
closed_at: 2018-08-22T00:59:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/962
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjA5NjUyMjkz
title: Update the 'accountcreate' command from Console only to Console and G…
state: closed
created_at: 2018-08-20T21:44:05Z
updated_at: 2018-08-21T09:39:35Z
closed_at: 2018-08-21T09:39:34Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/963
type: pull
body:
  Update the 'accountcreate' command from Console only to Console and Game. This functionality will be added to the plug-in. 

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5NjczOTUy
title: ShardDbContext caching. 1 for every Biota via a ConditionalWeakTable
state: closed
created_at: 2018-08-20T23:57:08Z
updated_at: 2018-08-25T19:36:03Z
closed_at: 2018-08-23T01:31:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/964
type: pull
body:
  I believe this to be the proper way to use EF with our application.
  If we are able to improve db performance, it will be very marginal past this. This is near a best case scenario, if not already best case.

  This utilizes Entity Frameworks tracking abilities for the life of the biota.

  This does not suffer from context bloat because a single context only manages a single biota.

  This does not suffer from data pollution because ACE does not support manipulating a biota via the database while it is currently used by the server.

  When a biota is no longer used by ACE, the ConditionalWeakTable will release the reference to its cached DbContext. The garbage collector will dispose that for us.

  If we want to explicitly dispose of the DbContext, we can use the FreeBiotaAndDisposeContext functions.

  Comparing the current master method vs this method:
  GetBiota and RemoveBiota are approximately the same performance.

  Update via the current master:
  1000 individual save   Duration:  36.3 s. Queue Wait Time:   0 ms. Average Execution Time:  36 ms. Success/Fail: 1000/0.
  1000 bulk save         Duration:   5.6 s. Queue Wait Time:   0 ms. Average Execution Time:   6 ms. Success/Fail: 1/0.

  Update via this PR:
  1000 individual save   Duration:  10.0 s. Queue Wait Time:   0 ms. Average Execution Time:  10 ms. Success/Fail: 1000/0.
  1000 bulk save         Duration:   2.7 s. Queue Wait Time:   0 ms. Average Execution Time:   3 ms. Success/Fail: 1/0.

  The reason it is so much faster is because when the entity is tracked, only the changes need to be sent to the database. When the entity is disconnected (like in our current master), we must first get the entire biota from the database first to determine the changes.

  There is an alternative to not caching the context. We could instead clone the biota and then diff the changes from the clone, however, there are some difficulties with this from an implementation pov, and it's much more prone to errors. In addition, it would not be as performant as this.

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node_id: MDExOlB1bGxSZXF1ZXN0MjA5OTg2ODEy
title: Fix biotas being falsely detected as changed
state: closed
created_at: 2018-08-21T23:55:28Z
updated_at: 2018-08-22T00:00:38Z
closed_at: 2018-08-22T00:00:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/965
type: pull
body:
  SetProperty now has an out bool biotaChanged argument that can help the caller know if an actual change was made.

  In addition, setting the objects CreationTimestamp was in the wrong place

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwMDA5ODgz
title: EnchantmentRegistry improvements
state: closed
created_at: 2018-08-22T03:16:21Z
updated_at: 2018-08-25T19:36:14Z
closed_at: 2018-08-22T15:30:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/966
type: pull
body:
  Thread safety added to EnchantmentManager
  Thread safety added to EnchantmentRegistry

  The locks are required only when we iterate/insert/remove from the collections. EF accesses these collections on a separate thread and they cannot be modified while being iterated over.

  Player save removed from EnchantmentManager. Saving a player should be a function of the player, not the enchantment manager. If we want to save a player on death, we can do that from the player.

  Some minor cosmetic code improvements here and there.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwNDM4MTE5
title: Fixing some issues with stuck / falling monsters
state: closed
created_at: 2018-08-23T12:54:56Z
updated_at: 2018-08-24T15:16:19Z
closed_at: 2018-08-24T15:16:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/967
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEwNjAxNzEx
title: Player giving items to other players fix
state: closed
created_at: 2018-08-23T23:23:55Z
updated_at: 2018-08-24T19:07:54Z
closed_at: 2018-08-24T19:07:07Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/968
type: pull
body:
  -Implement unsecure ability, ie. without Trade_ protocols, to give items to other players, given the status of their "Let Other Players Give You Items" CharacterOption

  -Bug fix by gmriggs in EmoteManager.cs for EmoteType.Turn and EmoteType.TurnToTarget

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwNzcxMDQ2
title: Improved body part / attack height formula
state: closed
created_at: 2018-08-24T15:17:13Z
updated_at: 2018-08-25T00:59:10Z
closed_at: 2018-08-25T00:59:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/969
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEwODkxMDk2
title: Adding monster combat maneuvers / special attacks
state: closed
created_at: 2018-08-25T07:49:56Z
updated_at: 2018-08-26T14:43:59Z
closed_at: 2018-08-26T14:43:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/970
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTIyMDAx
title: Couple of fixes
state: closed
created_at: 2018-08-25T21:23:51Z
updated_at: 2018-08-26T14:52:14Z
closed_at: 2018-08-26T03:40:31Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/971
body:
  -Fix casting spells on WeenieType.Cow
  -Add EmoteManager.Heartbeat() call to Creature.Heartbeat()

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTI0Njg2
title: Threading improvement for WorldManager
state: closed
created_at: 2018-08-25T22:48:56Z
updated_at: 2018-08-26T01:32:33Z
closed_at: 2018-08-25T23:35:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/972
type: pull
body:
  Very simple functions should not be parallelized. It will actually be slower to do so.

  In addition, it's unlikely there will be so many network sessions timed out in a single tick that would even require them to be parallelized.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTI2NTI5
title: ActionChain AddDelaySeconds cleanup
state: closed
created_at: 2018-08-25T23:51:17Z
updated_at: 2018-08-26T01:32:43Z
closed_at: 2018-08-26T01:04:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/973
type: pull
body:
  WorldManager SecondsToTicks wasn't implemented correctly and simply returned the same value.

  This was added long time ago. It likely had a purpose that doesn't exist anymore.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTMxNjk1
title: Packets log level to separate configurable value via log4net.config file.
state: closed
created_at: 2018-08-26T03:14:16Z
updated_at: 2018-08-26T11:46:08Z
closed_at: 2018-08-26T11:45:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/974
type: pull
body:
  Using the DEBUG log level was basically useless due to all the packet level spam.

  Now, you can keep packets at the log level of INFO and the main log setting at DEBUG. This will allow you to see common debug messages but not the actual packet data.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTQ4ODE0
title: Spell range check update, correct ring spell projectile destruction and a couple of small fixes.
state: closed
created_at: 2018-08-26T12:21:06Z
updated_at: 2018-08-27T00:03:12Z
closed_at: 2018-08-27T00:03:12Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/975
type: pull
body:
  This PR includes:
  1. Ring spell projectiles should now properly explode at their max range. Thanks to @gmriggs for the code.
  2. Changed magic range check calculation to match the client code.
  3. Added an unknown spell bitfield flag.
  4. Fixed a typo with a Creature Magic starter spell.
  5. Changed the out of range message for magic to match the retail message.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTQ5MjUz
title: Adding broadcast max range
state: closed
created_at: 2018-08-26T12:31:46Z
updated_at: 2018-08-26T16:10:48Z
closed_at: 2018-08-26T16:10:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/976
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEwOTgzMjA1
title: Ace admin plugin changes
state: closed
created_at: 2018-08-27T01:08:26Z
updated_at: 2018-09-03T22:23:38Z
closed_at: 2018-09-03T22:23:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/977
body: Some more changes for the plug-in. Including a new class/file for plug-in commands.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjExMDA3OTcz
title: Weapon Bonuses
state: closed
created_at: 2018-08-27T05:21:13Z
updated_at: 2018-08-27T16:44:18Z
closed_at: 2018-08-27T16:43:56Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/978
type: pull
body:
  -Adds support for Biting Strike, Crushing Blow, Resistance Cleaving, Elemental Damage for casters, Mana conversion, and Melee Defense Mod bonuses
  -Adds single spell casting method for Sentinal run spell and food buffs

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node_id: MDExOlB1bGxSZXF1ZXN0MjExMTIwNjQw
title: Migrate Character tables over to similar caching/threading model as Biota
state: closed
created_at: 2018-08-27T14:05:13Z
updated_at: 2018-08-30T12:11:56Z
closed_at: 2018-08-30T12:11:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/979
type: pull
body:
  This adds thread safety to Character in many places.

  Performance is greatly improved by using same dbContext caching method used for Biotas.

  A few ServerOnly properties (9000+) have been migrated over to the Character object.

  Few bugs fixed here and there.

  There are still some small thread safety issues to fix here and there in the code when accessing biota/character, but, I will address these after this is merged and I am synced up with the latest Master.

  ** NOTE **
  This includes 2 schema changes to Shard. You will not need to recreate characters. Your existing character OPTIONS will be lost though.

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node_id: MDExOlB1bGxSZXF1ZXN0MjExMjMwNDIz
title: Adding thrown weapons, atlatls, and monster wielded weapons
state: closed
created_at: 2018-08-27T21:02:03Z
updated_at: 2018-09-01T06:59:28Z
closed_at: 2018-09-01T06:59:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/980
type: pull
body:
  - Added thrown weapons for players and monsters
  - Added atlatls for players and monsters
  - Added monster wielded weapons
  - Added monster melee weapon damage
  - Implemented monster inventory / weapon switching
  - Monster projectiles now dodgeable
  - Fixed a bug with AmmoType not being enumerated as Flags

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node_id: MDExOlB1bGxSZXF1ZXN0MjExNDI4MzY1
title: Property manager logging tweaks + misc
state: closed
created_at: 2018-08-28T13:45:13Z
updated_at: 2018-08-30T12:11:45Z
closed_at: 2018-08-29T20:36:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/981
type: pull
body:
  UpdateWorld sleep/tickCalc should be last thing loop does

  Don't show decimal places for debug logs that show time elapsed

   PropertyManager less debug output 

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node_id: MDExOlB1bGxSZXF1ZXN0MjExNTg2MTE5
title: Weapon Bonuses
state: closed
created_at: 2018-08-28T23:21:29Z
updated_at: 2018-09-01T07:08:29Z
closed_at: 2018-09-01T06:19:12Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/982
type: pull
body:
  - Add support for bonuses on weapons: Melee Defense, Mana Conversion, Biting Strike, Crushing Blow, Resistance Cleaving, Elemental damage modifier on Casters, and Creature Slayer
  - Add support for unrestricted single spell casts for use by Sentinal run and food buff/debuff

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTE2MTMx
title: ActionChain Cleanup
state: closed
created_at: 2018-08-31T23:58:04Z
updated_at: 2018-09-02T00:43:03Z
closed_at: 2018-09-01T23:51:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/983
type: pull
body:
  This removes the unecessary ActionChains that were wrapping many of the HandleActionGameEvent functions.

  ActionChains should only be used to enqueue work with delays, or, explicitly queue work for another WO that absolutely must be run on the landblock thread that owns the WO. (very rare, if any cases?)

  We do not need to worry about out of order operations with HandleActionGameEvents. These handlers are enqueued when they are received on the network threads. They are then executed in a single thread in our UpdateWorld loop. This pattern is unlikely to change, and allows us to make the assumption that code executed from any HandleAction function (and not from an action chain) does not need to worry about thread safety, as it is the only thread modifying the world.

  Parallelization will be added for Physics and Landblocks.Tick() at a future date.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTI0Njgx
title: Update changelog for August
state: closed
created_at: 2018-09-01T02:51:39Z
updated_at: 2018-09-30T17:32:06Z
closed_at: 2018-09-01T03:59:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/984
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTU1MDU1
title: LandblockMotionQueue removed
state: closed
created_at: 2018-09-01T16:55:13Z
updated_at: 2018-09-02T00:43:18Z
closed_at: 2018-09-02T00:42:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/985
type: pull
body:
  The purpose of this queue was to make removing items from a landblock thread safe.

  The assumption was that a worldObject and the landblock that owns it could be run on two separate threads.

  Our initial implentation for multithreaded AC was that any Landblock or WO could be ticking on a completely separate thread.

  We've since changed how we plan to multi-thread AC, with the assumption that a WO will be ticked/think on the same thread as it's parent Landblock, and furthermore that any adjacent landblock that has at least 1 player will also tick/think on the same thread.

  This makes the design of ACE a lot more simple in the long run, and allows us to remove a lot of instances of excessive thread safety and action chain use.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTU1NDk1
title: Copy CharacterOptions
state: closed
created_at: 2018-09-01T17:04:33Z
updated_at: 2018-09-01T19:36:59Z
closed_at: 2018-09-01T18:31:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/986
type: pull
body:
  If the Character.CharacterOptions are 0, this will try to pull the options from the Biota, or set them to default values.

  This is a patch to fix the PR979 schema change.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTYxMTY3
title: Character gameplay_Options fix
state: closed
created_at: 2018-09-01T19:35:20Z
updated_at: 2018-09-01T20:00:16Z
closed_at: 2018-09-01T19:59:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/987
type: pull
body:
  This has two fixes.

  1) ACE logoff code runs before the final GameActionSetCharacterOption event from the client. Because of this order of operations, any changed options weren't being saved to the character on logoff.

  2) Character was being modified while it was being saved by EF. This caused some change tracking mismatches.

  I mentioned before, but there are still a few lingering places that need this type of locking. It's another thing on my todo list.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTY0MTI3
title: LandblockBroadcastQueue is never used.
state: closed
created_at: 2018-09-01T21:01:48Z
updated_at: 2018-09-02T00:42:51Z
closed_at: 2018-09-01T23:50:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/988
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTczMzEz
title: UpdateWorld improvements
state: closed
created_at: 2018-09-02T02:52:45Z
updated_at: 2018-09-02T14:11:40Z
closed_at: 2018-09-02T14:11:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/989
type: pull
body:
  Group the session maintenance together under the same lock.

  Group the landblock functions closer together

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTczODI3
title: More excessive ActionChains removed
state: closed
created_at: 2018-09-02T03:15:13Z
updated_at: 2018-09-02T14:11:50Z
closed_at: 2018-09-02T14:11:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/990
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNTgxODY2
title: Improved monster animations / timers for ranged attacks (xbow)
state: closed
created_at: 2018-09-02T08:26:02Z
updated_at: 2018-09-03T07:27:49Z
closed_at: 2018-09-03T07:27:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/991
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNjA2MzE4
title: Fix Landblock multithreading
state: closed
created_at: 2018-09-02T18:51:06Z
updated_at: 2018-09-02T19:05:56Z
closed_at: 2018-09-02T19:04:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/992
type: pull
body:
  PlayerEnterWorld is a callback from a task created in the SerializedShardDatabase.

  This callback can end up modifying the Landblock collections and data.

  UpdateWorld also modifies Landblock collections and data.

  We add UpdateWorldLandblockLock to make sure only a single thread accesses/modifies these collections.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNjE1Mzk4
title: Add missile launcher Elemental damage modifier
state: closed
created_at: 2018-09-02T22:45:49Z
updated_at: 2018-09-04T22:41:35Z
closed_at: 2018-09-04T06:32:11Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/993
type: pull
body:
  -Change 'Bonus' suffix to 'Modifier', in WorldObject_Weapons.cs
  -Add missile launcher Elemental damage modifier

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNjE5MzE1
title: Chat functions
state: closed
created_at: 2018-09-03T00:27:29Z
updated_at: 2018-09-04T18:33:55Z
closed_at: 2018-09-04T18:33:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/994
body: Most of the chat channels are coded.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNjMxMzUw
title: First round of updates toward new threading model and less ActionChain usage
state: closed
created_at: 2018-09-03T03:11:31Z
updated_at: 2018-09-03T12:23:33Z
closed_at: 2018-09-03T12:23:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/995
type: pull
body:
  PlayerEnterWorld moved from LandblockManager to WorldManager
  PlanerEnterWorld ActionQueue created so that the work isn't done on the returned Database task. This allows the SerializedShard worker to continue doing database work.

  GameActions are now enqueued in an ActionQueue for session it came in on. This allows us to remove the nasty Session.WaitForPlayer() loop. This is a major fix that allows the server to continue running smoothly when a new player enters the world.

  Sessions now have a Tick and TickInParallel.

  Some cosmetic cleanups in ServerManager, WorldManager, LandblockManager and Landblock. This is mainly to make it easier to see the round two of updates to UpdateWorld and Landlbock/WorldObject tick functions.

  EnqueueBroadcasts have been removed from Landblock. This is a system we've transitioned away from.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNjg3NzQx
title: Implement secure trade
state: closed
created_at: 2018-09-03T09:19:24Z
updated_at: 2018-09-09T02:13:52Z
closed_at: 2018-09-04T00:06:58Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/996
body: Some of this may be less than elegant, but it appears to work just fine!
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyNzcxMTMy
title: Scroll additions to loot
state: closed
created_at: 2018-09-03T14:51:57Z
updated_at: 2018-09-03T18:50:41Z
closed_at: 2018-09-03T18:50:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/997
body: Creates new spell scrolls in loot by their spell DID.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjEyODE1NTI5
title: ActionQueue/Tick updates
state: closed
created_at: 2018-09-03T20:32:39Z
updated_at: 2018-09-06T11:37:29Z
closed_at: 2018-09-06T11:34:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/998
type: pull
body:
  The global LandblockActionQueue has been removed from WorldManager. This ran almost every action queue for all World Objects.

  Landblocks are no longer IActors

  Now, Landblocks Tick, and in turn, Tick the World Objects that they own.

  WorldObjects contain their own ActionQueues. Previously, their action queue was a nested action queue. This just removes one of the layers.

  The WorldObject.Tick will run it's own actions, and also check and run it's heartbeat.

  Containers will propegate Ticks to it's contained items.

  Creatures will propegate Ticks to it's equipped items.

  Tick and Heartbeat are virtual. A player can add items to it's Heartbeat, then call it's base (creature), which calls its base (container) which calls it's base (world object).

  ** THIS IS A MAJOR CHANGE AND REQUIRES PLAY TESTING **

  TODO in a following PR: Remove DelayManager from WorldManager

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyODY5Njc5
title: Adding accuracyMod for missile weapons
state: closed
created_at: 2018-09-04T06:40:42Z
updated_at: 2018-09-04T18:34:14Z
closed_at: 2018-09-04T18:34:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/999
type: pull
body:
  This also improves the accuracy bar refilling when combat has ended, and when the player doesn't have the auto-attack option selected

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node_id: MDExOlB1bGxSZXF1ZXN0MjEyODg1MzQ5
title: Fix serialization of the critical hit field.
state: closed
created_at: 2018-09-04T07:53:44Z
updated_at: 2018-09-04T14:04:22Z
closed_at: 2018-09-04T14:04:22Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1000
type: pull
body:
  This fixes the serialization of the AttackerNotification message. Critical hit messages will now be displayed properly in the client.

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node_id: MDExOlB1bGxSZXF1ZXN0MjEzMjA2NDk4
title: Adding weapon speed mod
state: closed
created_at: 2018-09-05T08:19:10Z
updated_at: 2020-09-25T06:52:09Z
closed_at: 2018-09-06T15:26:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1001
type: pull
body:
  This patch adjusts the attack animation speed for Players and monsters to match the quickness / weapon speed / enchantments for melee weapons

  - Fixed a bug with indoor scatter generators not getting the new cell
  - Fixed an issue with invisible objects broadcasting to players

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node_id: MDExOlB1bGxSZXF1ZXN0MjEzMzY0NjE2
title: Adding player housing network packet structure
state: closed
created_at: 2018-09-05T17:02:10Z
updated_at: 2018-09-06T15:26:27Z
closed_at: 2018-09-06T15:26:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1002
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MDM2MDk3
title: Adding the ability for players to buy houses
state: closed
created_at: 2018-09-07T20:49:12Z
updated_at: 2018-09-09T16:11:26Z
closed_at: 2018-09-09T16:11:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1003
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MTM1MTU3
title: Trade cleanup
state: closed
created_at: 2018-09-09T08:49:26Z
updated_at: 2018-09-11T16:06:42Z
closed_at: 2018-09-09T08:49:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1004
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MTM1NDI5
title: Secure trade pass 2
state: closed
created_at: 2018-09-09T08:57:17Z
updated_at: 2018-09-09T17:46:56Z
closed_at: 2018-09-09T17:46:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1005
body:
  Polishing up secure trade from my last PR.

  Sorry for the messy commit history.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MTU2NDY0
title: Revised pass at secure trade
state: closed
created_at: 2018-09-09T17:51:18Z
updated_at: 2018-09-11T16:06:41Z
closed_at: 2018-09-10T20:36:53Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1006
type: pull
body:
  This is an update to my previous PR where basic secure trade functionality was implemented.

  This PR does the following:
   - Verifies that trade partner is in range
   - Honors ignore all trade requests character option
   - Does not initiate when either party is in combat mode
   - Adds a few messages based on what I saw in retail PCAPs
   - Implemented GameEventDeclineTrade per PCAPs
   - Implements turn to when approaching trade partner

  Probably a few other minor tweaks. Again, sorry for all of the open and closing PR noise. Git and I are often not friends.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MTY4NjE3
title: Implement a basic House Portal class
state: closed
created_at: 2018-09-09T22:29:04Z
updated_at: 2018-09-10T23:03:44Z
closed_at: 2018-09-09T22:50:03Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1007
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MTkyNDMy
title: Added random Scroll functionality
state: closed
created_at: 2018-09-10T03:57:30Z
updated_at: 2018-11-24T06:25:40Z
closed_at: 2018-11-24T06:25:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1008
type: pull
body:
  This is not all the scrolls that can be found from loot, but it is roughly half of them. I will add the rest very soon, or they could be added from a new contributor looking to get their feet wet.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MjE2NjY3
title: Portal Updates, plus fix IsWithinUseRadiusOf()
state: closed
created_at: 2018-09-10T07:07:24Z
updated_at: 2018-09-10T23:03:42Z
closed_at: 2018-09-10T20:36:35Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/1009
body: Seems to fix the MoveTo when using a Portal
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MzQ0Njg0
title: WorldObject Position Updates
state: closed
created_at: 2018-09-10T14:59:24Z
updated_at: 2018-09-11T00:49:24Z
closed_at: 2018-09-11T00:49:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1010
type: pull
body:
  WorldObject.Positions was misused. The code has been cleaned up so that Position access passes through the Get/Set/Remove functions.

  Furthermore, on save, we make sure that the positions in the biota have the latest up to date values from the cache.

  We must do this because we don't wrap Positions like we do attributes/skills/vitals.


  Also added a very important note regarding use of SetPosition:
          /// !!! VERY IMPORTANT NOTE REGARDING SetPosition !!!<para />
          /// Position objects are reference types. Lets say you want to create a new object and give it the location of a player,
          /// If you do LandscapeItem.SetPosition(PositionType.Location, Player.Location), you've now set the Location position
          /// for both the player and the LandscapeItem to the same exact object. Modifying one will affect the other.<para />
          /// The proper way to would be: LandscapeItem.SetPosition(PositionType.Location, (Position)Player.Location.Clone())<para />
          /// Any time you want to set a position of a different PositionType, or, positions between WorldObjects, you should use the above Clone method.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE0MzcwMjM4
title: Fix the picking up of open and in use packs
state: closed
created_at: 2018-09-10T16:19:52Z
updated_at: 2018-09-11T16:06:14Z
closed_at: 2018-09-11T12:19:54Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1011
type: pull
body:
  This PR should address both concerns raised by @OptimShi as noted in issue #866.

  The messages returned when a user attempts to place pack being viewed by another user were what I remembered of retail. I couldn't find anything in PCAPs to support what I remembered. I'm open to suggestions if those messages should be something else. I'd be happy to update with the consensus.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE0NDY3NzA3
title: Player housing - adding the ability to place and save items on floor/wall/ceiling hooks
state: closed
created_at: 2018-09-10T22:59:19Z
updated_at: 2018-09-13T22:00:16Z
closed_at: 2018-09-13T22:00:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1012
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0NDkyNDk2
title: Ephemeral Property Dictionaries should be private and readonly
state: closed
created_at: 2018-09-11T02:08:34Z
updated_at: 2018-09-11T02:11:22Z
closed_at: 2018-09-11T02:11:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1013
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE0ODU3Njcy
title: Adding proficiency points, and skills increasing through usage
state: closed
created_at: 2018-09-12T07:15:07Z
updated_at: 2018-09-17T05:57:53Z
closed_at: 2018-09-17T05:57:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1014
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE1MjUxMDE2
title: Fixed bug where excess WeenieError.TradeCancelled was sent
state: closed
created_at: 2018-09-13T11:31:15Z
updated_at: 2018-09-13T13:59:22Z
closed_at: 2018-09-13T13:57:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1015
type: pull
body:
  Fixed a bug @gmriggs found where where an erroneous WeenieError.TradeCancelled was sent to client when a character entered combat mode, whether or not the character was trading.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1MzA1ODEz
title: Usage of DateTime/PhysicsTimer cleaned up across the board
state: closed
created_at: 2018-09-13T14:37:46Z
updated_at: 2018-09-15T20:26:55Z
closed_at: 2018-09-15T20:26:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1016
type: pull
body:
  We use a StopWatch in 2 places for guaranteed < 1ms precision:
  ACE.Server.Managers.WorldManager.PortalYearTicks
   - This is tied directly to our UpdateWorld loop.
   - It can be used for precise timing outside of the physics framework

  ACE.Server.Physics.Common.PhysicsTimer
   - This should be used only for physics and physics related work
   - This helps isolate the physics code from ACE.Server and WorldManager

  Many places that were using the existing Stopwatch based timers have been migrated to DateTime.UtcNow.
   - Non-physics related work done in isolation should use DateTime
   - Time.GetUnixTime() is used when we want to save the timestamp to the database

  Fixed a performance issue with how WorldObject.Tick was checking for HeartBeatInterval and HeartBeatTimestamp

  Added external system calls for windows to help improve the accuracy of Thread.Sleep.
   - On my windows 10 dev box, on the host OS, running in VS 2017, Thread.Sleep provided 1ms resolution by default
   - On my Windows Server 2016 virtualized box, Thread.Sleep provided 15.6ms resolution by default. This fix brings it down to 1ms.
   - This is important for UpdateWorld performance where we Thread.Sleep(1) every loop.

  UpdateWorld will now sleep for longer when no sessions are connected.

  Shutdown command was using 100% CPU. This has been fixed with a Thread.Sleep(1)

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1NzQ3NTg4
title: Skill redistribution functionality
state: closed
created_at: 2018-09-15T03:42:28Z
updated_at: 2018-09-21T13:31:33Z
closed_at: 2018-09-21T04:24:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/1017
type: pull
body:
  This PR implements basic skill redistribution functionality as required by the Skill Redistribution Quest (http://asheron.wikia.com/wiki/Attribute_and_Skill_Redistribution)

  The dungeon works based on previous Emote work accomplished by others.

  It appears that our database does not spawn the "Wardens" as described in the quest outline above.

  In order to test the functionality you will have to spawn the appropriate Enlightenment/Forgetfulness gems through the /ci developer command. Here is a listing of the Weenie IDs for those gems (https://github.com/ACEmulator/ACE-World-16PY/tree/master/Database/3-Core/9%20WeenieDefaults/SQL/SkillAlterationDevice/GEM)

  This PR should take into account most or all of the following scenarios:
   - Advancing a trained skill to a specialized skill
   - Demoting a specialized skill to a trained skill with both skill credit and invested XP refunds
   - Demoting a trained skill to an untrained skill with both skill credit and invested XP refunds
   - Prevents specializing a skill if doing so would exceed the 70+ credit specialization limit in retail
   - Prevents demoting a skill if an equipped item used the skill to be demoted

  This PR does not:
   - Account for quest limits imposed by this quest in retail (should honestly be part of the emote functionality anyways)
   - Does not spawn the missing "Wardens" in the Inner Sanctum dungeon(s)

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1NzY0MDU1
title: Adding TreasureWielded randomized armor/clothing for mobs
state: closed
created_at: 2018-09-15T11:08:46Z
updated_at: 2018-09-17T05:57:15Z
closed_at: 2018-09-17T05:57:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1018
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE1NzkzODg4
title: Don't throw warnings on CICMDCommand packets
state: closed
created_at: 2018-09-15T23:12:06Z
updated_at: 2018-09-16T12:23:37Z
closed_at: 2018-09-16T12:22:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1019
type: pull
body:
  CICMDCommand packets always have a Header.Id of 0.

  We cannot use the Header.Id as a session index to process these packets. We need to process them separately.

  They represent some sort of command.

  You can see these in AC Log View. Open a pcap as fragments and search for an ICmd header. They will be all by themselves. I have yet to see them actually contain a payload.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1Nzk2MzEx
title: Adding Recklessness combat skill
state: closed
created_at: 2018-09-16T00:35:32Z
updated_at: 2018-09-19T03:42:01Z
closed_at: 2018-09-19T03:42:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1020
type: pull
body:
  - Added Ratings formulas
  - Fixed a bug where player couldn't appraise items equipped by players or creatures

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1Nzk3NzI4
title: Session connecting log level improvements
state: closed
created_at: 2018-09-16T01:32:27Z
updated_at: 2018-09-16T12:23:25Z
closed_at: 2018-09-16T12:21:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1021
type: pull
body:
  The info log level shouldn't be too verbose. Info sould just have 1 record for a connect and disconnect.

  The other debugging messages have been moved to the Debug log level.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1ODM0ODk2
title: Fix connection failures on initial account auto create session.
state: closed
created_at: 2018-09-16T17:24:39Z
updated_at: 2018-09-16T23:26:02Z
closed_at: 2018-09-16T23:25:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1022
type: pull
body:
  Because AuthenticationHandler was passing the connection session to AccountCommand to do the account creation, AccountCommand would then try to send a status message to the session.

  This would corrupt the clients session because the client wasn't ready to accept such messages.

  The simple fix would have been to change this:
  AccountCommands.HandleAccountCreate(session, parameters);
  to this:
  AccountCommands.HandleAccountCreate(null, parameters);

  However, I don't like that a very vital piece of code, AuthenticationHandler was using a client input parser to do the actual work, AccountCommand.

  Now, AuthenticationHandler does the work that it needs locally.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE1ODUyMzIw
title: Adding Sneak Attack skill for player combat
state: closed
created_at: 2018-09-16T23:40:47Z
updated_at: 2018-09-20T08:31:53Z
closed_at: 2018-09-20T08:31:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1023
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE1ODc5NjY0
title: Fixing appveyor build
state: closed
created_at: 2018-09-17T06:02:38Z
updated_at: 2018-09-17T11:04:44Z
closed_at: 2018-09-17T11:04:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1024
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE2MTg1Nzcx
title: Adding Dirty Fighting skill to combat
state: closed
created_at: 2018-09-18T05:20:15Z
updated_at: 2018-09-21T04:25:10Z
closed_at: 2018-09-21T04:25:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1025
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE3NTMwNzY0
title: Update SQL Scripts
state: closed
created_at: 2018-09-23T20:56:44Z
updated_at: 2019-01-05T23:23:02Z
closed_at: 2018-09-29T04:28:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1026
body:
  Rebased and updated for MySQL 8.0

  Should be backwards compatible as well.

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MjE3NTMxNzc2
title: CommandHandlerHelper (Yum!) Added
state: closed
created_at: 2018-09-23T21:17:15Z
updated_at: 2018-09-24T12:05:19Z
closed_at: 2018-09-24T12:04:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/1027
type: pull
body:
  There were a ton of commands that worked both on the console, and from a player session.

  These commands had conditions like the following to determine if the output should be sent to the console or to the sesion:
  if (session != null)
   sendToSession()
  else
   SendToConsole()

  CommandHandlerHelper cleans up this.

  In addition, there were places in the code that were doing Console.WriteLine that should have been using the logger instead.

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node_id: MDExOlB1bGxSZXF1ZXN0MjE3NjExMjAz
title: Adding Void magic
state: closed
created_at: 2018-09-24T10:25:35Z
updated_at: 2018-09-28T07:55:33Z
closed_at: 2018-09-28T07:55:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/1028
type: pull
body:
  - Adding complete Void Magic system w/ all spells
  - Major refactoring to game code that uses SpellBase and Spell:
  	- a new Spell class has been added for gameplay code, wrapping SpellBase and the database Spell class. All game code that deals with Spells is much easier to write, with significantly less to manage
  - Added both server and client formulas for determining spell levels
  - Added proper spellcasting wind-up animations based on spell formula scarabs
  - Improved the spellcasting wind-up animations to use the exact animation timings
  - Improved the damage over time system
  - Added Damage Rating and Damage Resistance Rating to all damage formulas (physical and magic combat)
  - Fixed a bug where projectiles wouldn't trigger environment collisions for some objects

  Note: this patch requires the DB to be updated with Spells and Weenies from https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/4

  Thanks to everyone on the ACE development team, and in the Discord development channel for helping with this patch!

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