sha,message,author_date,committer_date,raw_author,raw_committer,repo,author,committer 1811f0a843c0c3d7131b5cfecd6012cfbad4da6b,"Expecto Patronum - Spell bar managment (#481) * WIP * Updated Enums and impacted files. * Working on spell bars * Wip * ### 2017-07-30 [Og II] * Added spellbar management and persistance. This continues the work for learning and persisting spells. * Cleaned up some of the enum duplication in GameEventPlayerDescription.cs * Added some debug code around universial motion. * Added some debug asserts in PlayerDescription * To test - use @learnspell to get some spells in your spell book if you do not have any. They will persist with your character. * You can also unlearn them and they will be removed. * Now, drag your spells into any configuration in your spell bars you like. You can add them, remove them or reorder them. * They will be saved on our periodic save, or when you log out or you can force a save with the debug command @save-now. * That's all for this PR. * Forgot to add the table. * Added back the action chains. * Added accessor properties - fixed path issue in mysqlinstall",2017-07-31T15:19:24Z,2017-07-31T15:19:24Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 220d72d9b75c0d80a7e43ce551d50d3bc3ff5a33,"Fix Concurrency Issues and move items from admin to debug (#447) * Wroking on equiping weapons wands and shields. * WIP have equip working - need to implement unequip and test multi client * WIP for equip items * WIp * Continued work. Added intProperty that was not being set (41) default combat style. Added to aceObject and surfaced on WO. Starting to use that data to determine appropriate combat stance. * Missed a space * Continued work on combat stance. I added the first part of examine object as I needed the data to debug. I also added a new debug command - @weapons to generate 1 of each type of weapon plus a shield for testing purposes. * WIP on assess. I needed this working and took a detour. I still have work to do, and want to refactor the code but it is about 75% complete and functional. * Update file name * Rename GameMessageparentEvent.cs to GameMessageParentEvent.cs * Cleaned up code. * Update Change Log * update * wip * Moved some code to the correct object. * Moved items to action chains.",2017-07-06T17:20:21Z,2017-07-06T17:20:21Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 224b2f59f56e75162b2e9db7f0b661ea1df659e4,"Initial work on MoveToObject & MoveToPosition. Ready for merge (#278) * Initial work on MoveToObject. It is working correctly as it did in the live servers. * Fixed missing help text from spacejump that got deleted. * Started changes reqested on pull request. Merge GeneralMotion and ServerMotion. Renamed to UniversialMotion with a enum for the different types, General, MoveToObject, MoveToPosition etc. * Update changelog.md",2017-04-25T11:51:15Z,2017-04-25T11:51:15Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 29a2721c628d3f14be2b506e2309575cf95288ce,"Update to use Action Queue - Requested Changes Made 4/14/2017 (#229) * Work in progress Action Queue * Started working on cleanup * Continued cleanup * Cleaning up code * Completed conversion to action queue * Updated Change Log * Update changelog.md * Whitespace fixes * Fixed last bug, removed inline if's and think I fixed the whitespace. I may need a remedical lesson on how to format this correctly. :) * Fixed Error - check for item existance first.",2017-04-18T00:46:38Z,2017-04-18T00:46:38Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 2b98b44ebdc9eb79d25289371616a2f3e29f1e56,"Spent 5 or 6 hours tracking down an align bug in create object - Universial Motion section. Damn it Jim, I am a high level programmer not a down in the bits and bytes weenie.... :) (#479)",2017-07-29T04:40:54Z,2017-07-29T04:40:54Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 2e264d8f81de661ef70f496b029c4b87d57e07f5,"Update readme with minimum required database versions (#431) * Update readme with minimum required versions * Update README.md",2017-06-29T03:58:16Z,2017-06-29T03:58:16Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 3a6eafa4a4c3f89ab39c7ad7a7e9335cb51424d7,"Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge (#426) * Start on physics data * Step on on Physics Data Flattening. Saving here before the big search and replace. * Working - still to do - rename items for consistancy. * Update to fix merge conflicts * I have a bug in creating a corpse. * Removed ModelData * Final checkin - property renaming and changelog. * Removed duplicate position, added todo's and renamed acecorpse.",2017-06-28T19:25:27Z,2017-06-28T19:25:27Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 465c74ddb1eb0f145bbd2fea9ff45bce2f15caba,"Bug Fix - Delete Character Trello Card (#386) * Fixed issue with delete character not working. Added mysql event to do the houskeeping and make characters as actually deleted once the hour timer is up. No data is actually deleted they just no longer show up in the list. Minor formating clean up. * Updated change log. Updated trello. * Fixed Pickup and Drop Item. Updated trello board. * Update 01-06-16-2017-SetCharacterDeletedFlag.sql * Update changelog.md * Update 01-06-16-2017-SetCharacterDeletedFlag.sql changed per ripley * Update ShardDatabase.cs Updated",2017-06-17T22:21:50Z,2017-06-17T22:21:50Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 6c1014325a6e5f9044120452aa6043b20847e260,"Enum all the things with attributes - Restrict send to the client based on enum attributes. (#514) * Work in progress * WIP Added enum attributes for all of our property enums per Mogwai using the data from OptimShi * This is complete. * Converted to static prototype - please review before I do the others. * Moved to static method per request",2017-10-03T01:58:22Z,2017-10-03T01:58:22Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 6c80024f6b2fca442ce3a430fed9213e924f2f0e,"Fix for ci & create complete and tested. Ready for merge if approved. (#330) * Trying to fix ci and create object. Fixed lots of issues, but still not working. Not creating properly formed packet. :( * I was missing a ~ It is now spawning. There is a bug with drop. * Finished Fix and added code to address Ripley's concerns. * Missed valid locations. * Updated change log - added admin command to spawn random items based on itemType to be able to exercise the repaired ci and create.",2017-05-07T02:51:23Z,2017-05-07T02:51:23Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 6f272fd9cdadd81cd771f15664f6bc2e1eaaf0ba,"Fix CIRand admin function. (#397) * Support multiple getlist. * Commented too much oopisies. * WIP * wip * Working on exercising inventory creation. Have a bug that is causing client to crash. * Fixed alignment bug at hooktype. Added priority to aceObject and set it in debugObject. * Fixed file location error. * God help me - I can't type or read it seems. I think I have this right now. * Update 02-06-19-2017-vw_weenie_class.sql * Made requested changes. * Found style cop error * Ugh - that was hard to find. I think this got it. When I killed cell in postion, it was still used in the view. * Update 03-06-20-2017-vw_ace_object.sql",2017-06-20T17:17:22Z,2017-06-20T17:17:22Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 7469736defc02d212b129d0233b5c1f38678b6f5,"Read the fine print. - Ready for merge (#540) * Started work on contacts. Added the game event handler. Added debug command for testing. * Forgot to comment. * wip * WIP - Still to do: I need to put in the table so that I can persist, then I need to implement the sendClientContractTrackerTable method. * Few touch ups before review PR. * damn using statements inside of the class * Updated with a new class to better facilitate saving. Created dictionary to track our quests. * Added table and supporting classes to persist contracts. Added GameEvent to send contracts on login. TODO - need to finsh persistance - I still need to take care of delete on character save. I need to implement updates for stage, timewhenrepeats and timewhen update. Really close to finished. Updated change log and mysqlinstall. * Wired up using the contact item to start tracking, created new class for gems - this is shared with contracts, added in Optimshi's script to link weenies for contracts to the quest id they represent. * Getting closer. I still have to push the data from wo to aceo for save and just found out tonight I have to wire up and send the 02C2 message to let the client know about the cooldown. * In the middle of saving the contracts. I need to update the directory of trackedcontracts that is in aceObject with my tracked contract objects. * Why do I always fall down a rabit hole? This has dependancies on a lot of systems we have yet to implement. This is good stuff but way more than I thought. Pick up at sending the update enchantment message. * I still have a few bugs. Cannot delete * Thanks @ddevec for showing me how I had fubar'd the delete. It takes an object not a dictionary. I bet I won't forget that again. * Fixed last bug. There is some more work to be done, but will need to be done as part of applying spell enchanments. * Update change log * Made requested renamed to sql script * Delete New Text Document.txt * Rename 2017-10-18-create-ace-object-tracker.sql to 2017-10-18-00-create-ace-object-tracker.sql * Delete 10-19-2017-UseCreateContract.sql * Update MySqlInstall.bat",2017-10-21T17:21:33Z,2017-10-21T17:21:33Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 747e84dce058276bd42bb9bf5b731068c67ba533,"Mergers and Inquisitions: Added stack-able merge REVIEW ONLY Work in progress (#535) * * 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 stacksize 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 * Added in the rest of the merge logic and commented all steps. I have a known bug at the moment on multi merges in a row, I am sticking the client. I must have a message not quite right or a sequence issue. Still not ready for merge. * Missed a style cop error.",2017-10-16T12:35:28Z,2017-10-16T12:35:28Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 75eded7587563d7549fe14c5eca1fdd3b1b4fc37,"Reworked - Refactored debug commands, Expanded to spawn from weenie - started character orm. (#311) * Initial work on characterorm / Cleaned up test code to create world objects from the database. * Forgot the change log again. * Missed SQL File * Moved debug commands over to AdminCommands as requested. * Added command attributes * Update for merge * Fixed AppVeyor issue I hope * One more Time * Still trying to fix appvoyer * OMG * Fixed correclty this time - I hope * Wip * Update for merge * Update changelog.md",2017-05-02T14:25:35Z,2017-05-02T14:25:35Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 76f37f945810d7ff997f51ec4149e6bdfa2351e5,"added code for palettes to work correctly. PaletteGuid - corrected … (#149) * added code for palettes to work correctly. PaletteGuid - corrected spelling from pallete to palette * Fixed exposure of public field. Bad Og Bad ;)",2017-03-20T02:39:09Z,2017-03-20T02:39:09Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 820b2334e5a81a8dd7b021a0ee35ab050486aea8,"Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE (#511) * WIP * wip * WIP Save Wielded Items * WIP * wip - wielder and parent is fubar * WIP * WIP * Fixed examination. Move to pack still not working - probably inventory check related. Getting closer. * Error saving wielded - need a little help. * Updated change log * Added update script to appveyor * Fixed data saving issue - thanks OptimShi More progress - still have a bug from wielded to drop item. Looking good at this point. * persisting wielded items works. Equiping weapons and shields works, but is not right on persisted login. Look at SendInventoryAndWieldedItems (container.cs) * Still have bugs. Steps: clean all ace_object except char @weapons equip all 4 items @save-now logout login in - look at wieldeditems view * WIP Fixed pack slot placement order bugs. Next fix save wielded item - getting a duplicate key value on currentwieldedlocation * Wip - wielder keeps getting unset. It looks like the world object and the aceobject are not in sync. * have a currentwielded location bug still * Tested wielding and saving. Need to test unwielding net. * WIP - getting closer. CurrentWieldedLocation not getting set * I either have a bug with the underlying aceObject to wo assication on wielded items, or there is a flag issue. Equipping an item SOMETIMES does not set the currenlty wielded location. I can find no path where it is not set. * Wip - still having issues * Wip Item still will not appear second equip * wip * Making progress but there are problems with sequenes. Inventory not created as persistant world objects is causing issues. sequences are reset each time the object is created. * Left off at line 1413 of player. Convert inventory to persisted worldobjects (needed for sequences to work right must be maintained for length of session) * Switched to world object based inventory. This looks to be working. I have some cleanup to do but looking good. Hand held items on login are not oriented correctly need to fix that. * This is getting really close. I still have a few minor bugs. * Fixed issue with appearence updating if not wielding from main pack. I still have a dirty flags issue. I may need some help to debug this. * Saving now works in all cases. I had to put in a hack around lines 767 - 774 of the shardDatabase. * WIP looking for save bug. * The issue with the duplicates on save is that I have the same object in two lists on a move container. Still debugging. * Fixed all of Morwai's feedback. * I am never going to find this bug. * added a workaround for item save. It will look for dirty items and do a delete and insert. * Fixed ddevec's feedback.",2017-09-29T23:26:08Z,2017-09-29T23:26:08Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 8ba914e0398cab720fa9f1e0514a33ebdfad8d30,"Fixed serialization bug. (#439) * Fixed serilzation bug. * Added expicit casts * I reversed the order of the cast. I am good with it just FYI it worked as I orignally posted it this still shows the cast as redundant and with our without it the compiler is picking the correct overload based on the type of the first arguement. Again, I have no problem changing it - just letting you know what I found.",2017-06-30T15:57:16Z,2017-06-30T15:57:16Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 8eb61b744ab2cf748ac4c066155a5aed8f665084,Update to fix animation. (#462),2017-07-11T00:52:00Z,2017-07-11T00:52:00Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 9472b192242a380abfdf59570e11f2bcf7da1dc6,Fix for going into peace mode from unarmed. (#520),2017-10-04T12:28:45Z,2017-10-04T12:28:45Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 95f829b64d2930c444682af6d5fd982ac601b98e,"Animation - fix and enhancement (#186) * Working on Animation for F74C WIP - just added Movement data and flags * Working on Animation. WIP * WIP look at Todo. * WIP * Fixed animation code F74C - now can do motions with no animations basically 0 - N animations. Added debug call @motion that shows a motions sequence of bending down to drop and item an standing back up. It is command 3D (61) which on the spreadsheet of animations says none - but that is because it is a movement without an animation. * Fixed animation code F74C - now can do motions with no animations basically 0 - N animations. Added debug call @movement that shows a motions sequence of bending down to drop and item an standing back up. It is command 3D (61) which on the spreadsheet of animations says none - but that is because it is a movement without an animation. * Made requested changes for Pull Request. * Added return after writing to log on null check.",2017-03-31T03:42:17Z,2017-03-31T03:42:17Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 9604dfb2a1e2a45c46b0bf7aea3940426027d0eb,"Motion State Flags (#456) * Set MotionStateFlags by the presence of data as we do with other flags. * Forgot change log * Made requested changes. * Fixed bug in Motion State * wip",2017-07-10T18:01:29Z,2017-07-10T18:01:29Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 97ba2bd06fdb6897a15471f6f02b2c566fc6fbc0,"Appraise Items (Updated 7/2) READY FOR MERGE (#434) * Wroking on equiping weapons wands and shields. * WIP have equip working - need to implement unequip and test multi client * WIP for equip items * WIp * Continued work. Added intProperty that was not being set (41) default combat style. Added to aceObject and surfaced on WO. Starting to use that data to determine appropriate combat stance. * Missed a space * Continued work on combat stance. I added the first part of examine object as I needed the data to debug. I also added a new debug command - @weapons to generate 1 of each type of weapon plus a shield for testing purposes. * WIP on assess. I needed this working and took a detour. I still have work to do, and want to refactor the code but it is about 75% complete and functional. * Update file name * Rename GameMessageparentEvent.cs to GameMessageParentEvent.cs * Cleaned up code. * Update Change Log * update * wip * Moved some code to the correct object.",2017-07-04T15:54:44Z,2017-07-04T15:54:44Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 a194b0d6625b10c105cacc8b9ad108599fe4fc69,Fix for broken ankle syndrome. Autonomous position flag was reversed. (#443),2017-07-03T05:12:50Z,2017-07-03T05:12:50Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 b52abcdff2f3c9afc8fa918237c319c8a8f2c94d,"Fixed bug / incomplete implementation of instance_time stamp (#191) * Fixed bug / incomplete implementation of instance_timestamp - (totalLogins) * Added missing file * Changed Before's to Afters - before does not work on mysql for some reason",2017-04-03T01:17:27Z,2017-04-03T01:17:27Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 b7b4e902ca4e5649b53483d425ff0e952c051729,"Inventory Part 2 - Create, Drop and Pickup (#224) * WIP - with latest merge with master - create object is not right. * Debugging flying wand * GameMessageRemoveObject was creating a bad message packet. Changed to passing object so we had access to instance sequence. Tried reordering handle drop item to no effect. * Finished part 2. You can pick up and drop items as many times as you like",2017-04-10T11:32:32Z,2017-04-10T11:32:32Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 cc7db4abd0bb02397e245e611ccc0b7342fb65f1,"Inventory Phase 1 and Drop Item (#189) * At a good stopping point for a code review. Added the ability to create an item in your backpack and drop the item into 3D space. Start of inventory management * Fixed merge issues. * Work in progress to PutItemInContainer * Fixed issues requested for PR",2017-04-03T03:00:32Z,2017-04-03T03:00:32Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 d29bc3dd556ee0f3b1a37dc51565fbcc7c52ed85,"Inventory - Ready for Merge (#484) * WIP - Inventory * Working on inventory saving. Not able to manage placement correctly yet, my shifitng logic does not want to save. * WIP broke saving now. * Got Placement working. * Update change log. * Won't load character * WIP * Modify vw_ace_object to expose ability to pull by container. They share a code base between world and shard so in this instance must stay in sync. More inventory loading work. * Started work on requested changes. I have managed to keep anything in the world from spawning - have to find that bug. * WIP - Need to have container inventory backed by aceObject * put in todo * curse you style cop ! * Simplified and cleaned up inventory save. Now saves with periodic save of container. * Inventory saves and loads correctly. Items are created on login. Removed changes to vw_ace_object (can use that has to have position) created very simple view for inventory loading. Wired up inventory section of inventory and stubbed in wielded. * Updated to removed duplicated dictioanry between worldObject and AceObject per Mogwai. * Good Save point. You can move items, persist them, drop them onto the world and pick them back up. * Starting to work on saving equipted items. * Made Ripley's changes * Fixed bug in container save. Fixed saving ace_object. Still have a bug saving items in secondary packs to the db. * Added a few comments and deleted a large comment block. * Merge Cleanup * Removed new weenie type per Ripley's request. * Fixed bug introduced by merge with cow. * Fixed items in Mogwai's feedback.",2017-08-14T12:55:36Z,2017-08-14T12:55:36Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 d4319f5068fc7f21aa020d31ef5759a3875135d7,"Pack Rat: Ready for review and merge. (#411) * Almost ready to submit. I have a bug going from ground to pack and pack to ground. * Working for all test cases. * Updated message when we don't have the clothing table entry and updated change.log * Took out hack for portal positions destinations. * Temp fix to character options. This is probably not how we should do this. Maybe seperate player and character saves? Not sure. * Fixed crash on ui lock or unlock. However, window position is still not saving. * Made requested changes * spacing * change log * changelog",2017-06-27T14:43:04Z,2017-06-27T14:43:04Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 e1df0e1952ceea628db9188ae9bc9b42ab629000,"Added verbiage to the readme stating the projects educational purpose. (#504) * Added verbage to the readme stating the projects educational purpose. * Update changelog.md Fixed typo",2017-09-09T15:28:43Z,2017-09-09T15:28:43Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 e4f649d42ca49f4bb552075e4b9798c6ace18a29,"Fixed bug in F748: Set Position and Motion (#170) * Fixed bug in F748: Set Position and Motion * Needed to fix the comments Had to make it match the code correctly.",2017-03-27T12:29:06Z,2017-03-27T12:29:06Z,8bc2e402f8b2efd4527075c039e07588754ab87d,889fed4673429efb8d23c43de23a2add10f727c5,79078680,25460553,25351661 f28cef9dcaf19f790b23e25c4a5416a5b674c2fb,"The Inscription is the thing, Wherein I’ll catch the conscience of the king. (#534) * Add Inscription ability * Added processing for item inscription. Implemented Set Inscription and Inscription Response messages. * Inscriptions persist to the database and can be removed. * Not sure if they still had the check that only the inscriber could change and inscription, I did not implement that game logic yet * if it is still in the game. I will ask Bob or Hells Wrath and add it at a later date. * opps missed a stylecop error * Added in checks for same scribe. This may need to be revisisted - not sure if they just gave a warning message or sent a weenie error. * Update changelog.md Updated change log. * Added TODO * merge",2017-10-14T02:00:23Z,2017-10-14T02:00:23Z,8bc2e402f8b2efd4527075c039e07588754ab87d,f35eb4fb50c05576db6debdc6ca5471494c6ee48,79078680,25460553,25351661 f530f14de0bb6bd99846221cf4154a197615f06a,"Wastin' away again in Splitsville (#451) * * Initial work on splitting a stackable item. This is working and in an action chain. Right now, it is only working for items * in your position. I need to extend it to work with items in chests and off the ground. * There is some new type of sequence that we need to research and implement. I put a big todo in the code. * I made some posts about getting guid manager going. We are at a point where we need it. I modified some of the ranges to make better use * of our guid space. * TODO - find out about sequence and then do stack which is the complement function from split. * Saw some items I needed to clean up after I pushed the PR. * Removed duplicate function. * Start putting in DB Read * made weenie range a little bigger * Put in ddevec coding for db lookup on server startup. * Cleaned up comments and unused using statements.",2017-07-07T23:11:49Z,2017-07-07T23:11:49Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 fa9e49fe5f067cce9624a1bb1b7fb165a15bddf4,"Turn right Round - Initial work on content (#516) * * Initial work on content interactions. * Cleaned up the using statements on several files. * Aligned the enums to = sign * Fixed bug in uinversialmotion using the TurnToObject * Forgot the change log * Comment update",2017-10-03T02:00:41Z,2017-10-03T02:00:41Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554 fc3ec71a89724612cb98de86de5d1b03dde7a68a,"Fight Club - Initial working code - ready for review and merge. (#466) * * Initial work on combat mode. System now will move into and out of the correct combat mode depending on what items you have equipped. * TODO: There are some edge cases I still need to implement and additional testing. I would like to get this in so that I do not run into huge merge issues later on. * Testing - you can log in - run @weapons after log in. This will get you various weapons based on weapon type. You can go into and out of combat mode * Melee, missile - both bow and xbow, thrown, sword, UA, two handed as well as dual wield. I also implemented if you remove your weapon while in combat mode, * you will drop into unarmed. If you equip an item and you are not in peace mode, you will assume the correct combat mode. There may be some tweaking needed * for changing combat mode in combat mode - I think it did some slower animation - but the basics are in and I can tweak the sequence once I talk to players or If * I can find a pcap with that behavior. * Updated per ddevec's feedback.",2017-07-19T06:03:37Z,2017-07-19T06:03:37Z,8bc2e402f8b2efd4527075c039e07588754ab87d,efb6dac69c2f8f3c0664717c4506dba22a172537,79078680,25460553,11369233 fee5550987e1bd2791565625efa68fb9db9f4df1,"Added the ability to learn spells / unlearn spells. (#475) * * Refactored debug command learn spell. * Made spells persist to the database. * Added abilty to delete spell from spell book and send that persistantly to the database on character save. * TODO: Put in the abilty to use scrolls to learn spells. * Update comments * typo in method name",2017-07-26T21:25:47Z,2017-07-26T21:25:47Z,8bc2e402f8b2efd4527075c039e07588754ab87d,932ebe7508af3a1428470d3cf5500c5465577f9a,79078680,25460553,5246554