html_url,issue_url,id,node_id,user,user_label,created_at,updated_at,author_association,body,reactions,performed_via_github_app,issue,issue_label https://github.com/ACEmulator/ACE/pull/2#issuecomment-274909744,https://api.github.com/repos/ACEmulator/ACE/issues/2,274909744,MDEyOklzc3VlQ29tbWVudDI3NDkwOTc0NA==,6705011,xanxin887,2017-01-24T19:26:10Z,2017-01-24T19:26:10Z,NONE,"characters_database.sql that is included had a bad PK this one fixes that. [characters_database.sql.txt](https://github.com/ACEmulator/ACE/files/727740/characters_database.sql.txt) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,202908658,Updates for DB 1/24/17 https://github.com/ACEmulator/ACE/issues/6#issuecomment-276565884,https://api.github.com/repos/ACEmulator/ACE/issues/6,276565884,MDEyOklzc3VlQ29tbWVudDI3NjU2NTg4NA==,25125434,TigrisOfGaul,2017-02-01T03:51:47Z,2017-02-01T03:51:47Z,CONTRIBUTOR,"Characters are saved to the database upon creation, just not fully. Appearance, stats, and skills still need to be persisted. I will try to finish this asap. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489997,Characters aren't saved or loaded properly yet from the DB https://github.com/ACEmulator/ACE/pull/10#issuecomment-277009368,https://api.github.com/repos/ACEmulator/ACE/issues/10,277009368,MDEyOklzc3VlQ29tbWVudDI3NzAwOTM2OA==,6111341,Rawaho,2017-02-02T16:36:57Z,2017-02-02T16:36:57Z,CONTRIBUTOR,Additional checks will be added on account login as well.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204670023,Client and Server expects account in ace_auth to be lowercase only. https://github.com/ACEmulator/ACE/issues/12#issuecomment-277143116,https://api.github.com/repos/ACEmulator/ACE/issues/12,277143116,MDEyOklzc3VlQ29tbWVudDI3NzE0MzExNg==,25497527,firesickle,2017-02-03T01:52:42Z,2017-02-03T01:52:42Z,NONE,"As an alternative, You can run it in its current state with a scheduled task, which I think you can set up to execute upon start up. Additionally, you can set a scheduled task to run again if it is not already running, to get the client to start back up if it threw an exception and ended. Not sure myself what extra steps would need to make this into a service. In my past experience, I have had never-ending problems with custom built windows services that do web interactions, had a lot more success when switching to scheduled tasks","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205040357,Converting ACE to run as a Windows service https://github.com/ACEmulator/ACE/issues/12#issuecomment-277153067,https://api.github.com/repos/ACEmulator/ACE/issues/12,277153067,MDEyOklzc3VlQ29tbWVudDI3NzE1MzA2Nw==,25351661,Mogwai-TheFurry,2017-02-03T03:05:38Z,2017-02-03T03:05:38Z,CONTRIBUTOR,Windows services are a real pain for development. This won't need to be done for a really long time.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205040357,Converting ACE to run as a Windows service https://github.com/ACEmulator/ACE/pull/11#issuecomment-277183931,https://api.github.com/repos/ACEmulator/ACE/issues/11,277183931,MDEyOklzc3VlQ29tbWVudDI3NzE4MzkzMQ==,22650655,sbaum23,2017-02-03T07:40:42Z,2017-02-03T07:40:42Z,CONTRIBUTOR,"Added /teleto debug command to teleport to coordinates. Z value is currently hard coded to 200 because it needs to be read from a file (dat?). Also, the two methods to convert Coordinates to XYZ are in DebugCommands.cs because I'm not sure where you want to put them. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204803198,"Run faster, jump higher, teleport to coordinates (rather than XYZ position)" https://github.com/ACEmulator/ACE/pull/11#issuecomment-277360874,https://api.github.com/repos/ACEmulator/ACE/issues/11,277360874,MDEyOklzc3VlQ29tbWVudDI3NzM2MDg3NA==,22650655,sbaum23,2017-02-03T20:59:39Z,2017-02-03T20:59:39Z,CONTRIBUTOR,I blew away my fork.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204803198,"Run faster, jump higher, teleport to coordinates (rather than XYZ position)" https://github.com/ACEmulator/ACE/pull/13#issuecomment-277421543,https://api.github.com/repos/ACEmulator/ACE/issues/13,277421543,MDEyOklzc3VlQ29tbWVudDI3NzQyMTU0Mw==,25351661,Mogwai-TheFurry,2017-02-04T05:55:04Z,2017-02-04T05:55:04Z,CONTRIBUTOR,"Closing, new PR coming.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205077117,database layer encapsulation and abstraction https://github.com/ACEmulator/ACE/issues/6#issuecomment-277444904,https://api.github.com/repos/ACEmulator/ACE/issues/6,277444904,MDEyOklzc3VlQ29tbWVudDI3NzQ0NDkwNA==,25125434,TigrisOfGaul,2017-02-04T13:09:21Z,2017-02-04T13:09:21Z,CONTRIBUTOR,"Character persistence after creation is complete but work still needs to be done to load character stats, skills and appearance from the database for world entry. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489997,Characters aren't saved or loaded properly yet from the DB https://github.com/ACEmulator/ACE/issues/20#issuecomment-277454303,https://api.github.com/repos/ACEmulator/ACE/issues/20,277454303,MDEyOklzc3VlQ29tbWVudDI3NzQ1NDMwMw==,570040,zbuc,2017-02-04T15:48:45Z,2017-02-04T15:48:45Z,CONTRIBUTOR,"I suggest a reasonable first version of this might look like: 1) an update to the core .sql file and `Config.json` to add a new `ace_global` database with a table `schema_revisions` tracking database schema versions The columns might be something like: `id int(auto increment), schema_name varchar, schema_version int` also insert initial values into the `schema_revisions` table to set the current `schema_version` at 0 on all databases (`ace_auth`, `ace_character`, `ace_world`). 2) add a task that runs during server startup that uses the database names from `Config.json` and compares the .sql files found on the filesystem against the results from `ace_global.schema_revisions` and runs the new ones, and updates the database.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/pull/21#issuecomment-277461220,https://api.github.com/repos/ACEmulator/ACE/issues/21,277461220,MDEyOklzc3VlQ29tbWVudDI3NzQ2MTIyMA==,570040,zbuc,2017-02-04T17:29:13Z,2017-02-04T17:29:13Z,CONTRIBUTOR,Fixes Issue #15 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205361124,Change password hashing to use scrypt https://github.com/ACEmulator/ACE/pull/18#issuecomment-277475417,https://api.github.com/repos/ACEmulator/ACE/issues/18,277475417,MDEyOklzc3VlQ29tbWVudDI3NzQ3NTQxNw==,11369233,LtRipley36706,2017-02-04T20:34:39Z,2017-02-04T20:34:39Z,MEMBER,"In looking at the character deletion and restore section it made sense to me that name in ace_character shouldn't be made a unique value At present in master, even if that character was marked as deleted, the character name is held. I've made changes to the code and database to better emulate how it worked before with respect to deletions and restores. As is, no character is ever marked deleted so that is yet to be implemented, although I suspect that would be a server side SQL script or command within ACE running at an interval/manually via console as determined by a configuration variable(s) possibly in config.json for how often it checks, how long the restore window is and if to mark characters deleted or not which would remove them from restoration via client. Going further than original design, perhaps it could be changed to hold the character name for that account only while the restoration window is active, as well as only allowing that account to create a brand new character with that deleted name. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205330194,Option to Enable Automatic Account Creation https://github.com/ACEmulator/ACE/pull/18#issuecomment-277481983,https://api.github.com/repos/ACEmulator/ACE/issues/18,277481983,MDEyOklzc3VlQ29tbWVudDI3NzQ4MTk4Mw==,11369233,LtRipley36706,2017-02-04T22:14:16Z,2017-02-04T22:14:16Z,MEMBER,Closing this PR as I have split up the several changes I made into separate PRs per request.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205330194,Option to Enable Automatic Account Creation https://github.com/ACEmulator/ACE/pull/23#issuecomment-277483519,https://api.github.com/repos/ACEmulator/ACE/issues/23,277483519,MDEyOklzc3VlQ29tbWVudDI3NzQ4MzUxOQ==,11369233,LtRipley36706,2017-02-04T22:42:06Z,2017-02-04T22:42:06Z,MEMBER,"Makes a lot of sense to me. Resetting the current config.json for each branch/pull is a bit of a hassle currently, this way you only have to reset when the file NEEDS to change","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205377812,Add Config.json to .gitignore https://github.com/ACEmulator/ACE/issues/20#issuecomment-277485102,https://api.github.com/repos/ACEmulator/ACE/issues/20,277485102,MDEyOklzc3VlQ29tbWVudDI3NzQ4NTEwMg==,570040,zbuc,2017-02-04T23:12:57Z,2017-02-04T23:12:57Z,CONTRIBUTOR,Almost done with this...,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/issues/8#issuecomment-277488613,https://api.github.com/repos/ACEmulator/ACE/issues/8,277488613,MDEyOklzc3VlQ29tbWVudDI3NzQ4ODYxMw==,25472382,Oykib,2017-02-05T00:35:02Z,2017-02-05T00:35:02Z,NONE,"[ACEmuLauncher.zip](https://github.com/ACEmulator/ACE/files/752670/ACEmuLauncher.zip) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490371,Client Launcher needed https://github.com/ACEmulator/ACE/pull/14#issuecomment-277492721,https://api.github.com/repos/ACEmulator/ACE/issues/14,277492721,MDEyOklzc3VlQ29tbWVudDI3NzQ5MjcyMQ==,22650655,sbaum23,2017-02-05T02:21:27Z,2017-02-05T02:21:27Z,CONTRIBUTOR,I wasn't following coding conventions. Fixed that on a new branch and submitted a new PR.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205270553,Added /teleto command https://github.com/ACEmulator/ACE/issues/28#issuecomment-277496824,https://api.github.com/repos/ACEmulator/ACE/issues/28,277496824,MDEyOklzc3VlQ29tbWVudDI3NzQ5NjgyNA==,11369233,LtRipley36706,2017-02-05T04:28:54Z,2017-02-05T04:28:54Z,MEMBER,Ignore this issue.. I was not fully understanding how the IPs were being used in config.json.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205389442,Change way mysql databases are accessed https://github.com/ACEmulator/ACE/issues/31#issuecomment-277497148,https://api.github.com/repos/ACEmulator/ACE/issues/31,277497148,MDEyOklzc3VlQ29tbWVudDI3NzQ5NzE0OA==,570040,zbuc,2017-02-05T04:39:10Z,2017-02-05T04:39:10Z,CONTRIBUTOR,"I think this would involve: 1) Add the log path and verbosity flags to the `Config.json` 2) Create a new persistent logging thread that can operate off a queue of log message tasks, sending them to the filesystem 3) Create a new window to display log messages, streamed from the filesystem 4) Replace `Console.WriteLine` messages used for logging with calls to queue log message tasks on the logging thread I'm not a .NET developer, but it looks like these classes might be useful: https://msdn.microsoft.com/en-us/library/microsoft.visualbasic.logging.filelogtracelistener.aspx","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205400067,"Logs should go to separate window, and filesystem" https://github.com/ACEmulator/ACE/pull/30#issuecomment-277498912,https://api.github.com/repos/ACEmulator/ACE/issues/30,277498912,MDEyOklzc3VlQ29tbWVudDI3NzQ5ODkxMg==,11369233,LtRipley36706,2017-02-05T05:37:01Z,2017-02-05T05:37:01Z,MEMBER,"Did the merge wrong again, apologies.. sending new PR shortly.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205398529,Fix for NAT issues on internal connections to WorldServer https://github.com/ACEmulator/ACE/pull/29#issuecomment-277499579,https://api.github.com/repos/ACEmulator/ACE/issues/29,277499579,MDEyOklzc3VlQ29tbWVudDI3NzQ5OTU3OQ==,22650655,sbaum23,2017-02-05T06:01:09Z,2017-02-05T06:01:09Z,CONTRIBUTOR,Going to do a clean PR.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205394658,Teleto command redo https://github.com/ACEmulator/ACE/pull/25#issuecomment-277505687,https://api.github.com/repos/ACEmulator/ACE/issues/25,277505687,MDEyOklzc3VlQ29tbWVudDI3NzUwNTY4Nw==,11369233,LtRipley36706,2017-02-05T08:52:53Z,2017-02-05T08:52:53Z,MEMBER,See PR #34 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205381602,Option to Enable Automatic Account Creation https://github.com/ACEmulator/ACE/pull/26#issuecomment-277506132,https://api.github.com/repos/ACEmulator/ACE/issues/26,277506132,MDEyOklzc3VlQ29tbWVudDI3NzUwNjEzMg==,11369233,LtRipley36706,2017-02-05T09:03:41Z,2017-02-05T09:03:41Z,MEMBER,"Closing this due to conflicts, see PR #35","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205381707,Fixing up Character Delete and Restore functions https://github.com/ACEmulator/ACE/pull/36#issuecomment-277545133,https://api.github.com/repos/ACEmulator/ACE/issues/36,277545133,MDEyOklzc3VlQ29tbWVudDI3NzU0NTEzMw==,570040,zbuc,2017-02-05T20:06:01Z,2017-02-05T20:06:01Z,CONTRIBUTOR,"I'm not a C# guy and there are some stylistic things I don't like, mainly calling out to `DatabaseManager.Global` in the main `Database` class is very hacky, as is what I had to do with the `Global` prepared statements. But, it all works and I think is good for a first pass.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/pull/32#issuecomment-277549255,https://api.github.com/repos/ACEmulator/ACE/issues/32,277549255,MDEyOklzc3VlQ29tbWVudDI3NzU0OTI1NQ==,11369233,LtRipley36706,2017-02-05T21:05:00Z,2017-02-05T21:05:00Z,MEMBER,See PR #37 instead,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205403112,Fix for NAT issues on internal connections to WorldServer https://github.com/ACEmulator/ACE/pull/36#issuecomment-277551247,https://api.github.com/repos/ACEmulator/ACE/issues/36,277551247,MDEyOklzc3VlQ29tbWVudDI3NzU1MTI0Nw==,570040,zbuc,2017-02-05T21:32:29Z,2017-02-05T21:32:29Z,CONTRIBUTOR,Fixes #20 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/issues/8#issuecomment-277572855,https://api.github.com/repos/ACEmulator/ACE/issues/8,277572855,MDEyOklzc3VlQ29tbWVudDI3NzU3Mjg1NQ==,25472382,Oykib,2017-02-06T02:24:53Z,2017-02-06T02:24:53Z,NONE,"[ACEmuLauncher v0.0.0.3 source.zip](https://github.com/ACEmulator/ACE/files/753512/ACEmuLauncher.v0.0.0.3.source.zip) Latest version that has profiles.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490371,Client Launcher needed https://github.com/ACEmulator/ACE/issues/42#issuecomment-277735330,https://api.github.com/repos/ACEmulator/ACE/issues/42,277735330,MDEyOklzc3VlQ29tbWVudDI3NzczNTMzMA==,25351661,Mogwai-TheFurry,2017-02-06T16:30:40Z,2017-02-06T16:30:40Z,CONTRIBUTOR,"This is low priority. Wanted it logged as legit to-do, though.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205637204,Subscription data model concept + GLS replacement https://github.com/ACEmulator/ACE/issues/5#issuecomment-277744701,https://api.github.com/repos/ACEmulator/ACE/issues/5,277744701,MDEyOklzc3VlQ29tbWVudDI3Nzc0NDcwMQ==,25387933,Forbiddenz,2017-02-06T17:01:51Z,2017-02-06T17:01:51Z,CONTRIBUTOR,"Working on it, but going to need a landblock system I think before we can get very far on this..","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489878,ACE Chat System https://github.com/ACEmulator/ACE/issues/44#issuecomment-277752941,https://api.github.com/repos/ACEmulator/ACE/issues/44,277752941,MDEyOklzc3VlQ29tbWVudDI3Nzc1Mjk0MQ==,25351661,Mogwai-TheFurry,2017-02-06T17:30:14Z,2017-02-06T17:30:14Z,CONTRIBUTOR,"Kaos: We just need a simple rank system and /setrank command or similar that flows through. 1=registered, 2=envoy, 3=sentinel, 4=admin, etc... Everyone goes under 1 automatically and an admin can use the /setrank command to give out any additional ranks. Value should be stored in DB.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205646390,Add column to authenticationDB.account for access rights https://github.com/ACEmulator/ACE/issues/44#issuecomment-277754381,https://api.github.com/repos/ACEmulator/ACE/issues/44,277754381,MDEyOklzc3VlQ29tbWVudDI3Nzc1NDM4MQ==,11369233,LtRipley36706,2017-02-06T17:35:16Z,2017-02-06T17:35:16Z,MEMBER,"for reference, values assigned to characters: SetPropertyBool(PropertyBool.IsPsr, false); SetPropertyBool(PropertyBool.IsAdmin, true); SetPropertyBool(PropertyBool.IsArch, false); SetPropertyBool(PropertyBool.IsSentinel, false); SetPropertyBool(PropertyBool.IsAdvocate, false); would think it goes like this: 0=player 1=advocate (isAdvocate) 2=sentinel (isSentinel) 3=envoy (isPSR) 4=developer? (IsArch) 5=admin (isAdmin)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205646390,Add column to authenticationDB.account for access rights https://github.com/ACEmulator/ACE/issues/5#issuecomment-277760878,https://api.github.com/repos/ACEmulator/ACE/issues/5,277760878,MDEyOklzc3VlQ29tbWVudDI3Nzc2MDg3OA==,8607407,kaos00723,2017-02-06T17:57:58Z,2017-02-06T17:57:58Z,CONTRIBUTOR,"From Rawaho: ""The chat really needs broadcast support and to do that we need a working grid system and to do that we need to load the dat files I am working on handling the dat files but haven't had much time the last few days""","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489878,ACE Chat System https://github.com/ACEmulator/ACE/issues/6#issuecomment-277778434,https://api.github.com/repos/ACEmulator/ACE/issues/6,277778434,MDEyOklzc3VlQ29tbWVudDI3Nzc3ODQzNA==,25125434,TigrisOfGaul,2017-02-06T19:00:52Z,2017-02-06T19:00:52Z,CONTRIBUTOR,Mogwai is working on loading character data from the db.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489997,Characters aren't saved or loaded properly yet from the DB https://github.com/ACEmulator/ACE/issues/43#issuecomment-277875015,https://api.github.com/repos/ACEmulator/ACE/issues/43,277875015,MDEyOklzc3VlQ29tbWVudDI3Nzg3NTAxNQ==,25351661,Mogwai-TheFurry,2017-02-07T01:43:41Z,2017-02-07T01:43:41Z,CONTRIBUTOR,In progress.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205645250,Move Database Access and object models to a separate C# project https://github.com/ACEmulator/ACE/issues/43#issuecomment-277889298,https://api.github.com/repos/ACEmulator/ACE/issues/43,277889298,MDEyOklzc3VlQ29tbWVudDI3Nzg4OTI5OA==,25351661,Mogwai-TheFurry,2017-02-07T03:13:54Z,2017-02-07T03:13:54Z,CONTRIBUTOR,"As I'm working on this, it quickly turned into a major mess. In order to extract this stuff I need to extract serialization and configuration from the data tier. I couldn't do this to my satisfaction in 2 hours tonight and really need to talk to Rawaho about it before continuing. Back burnering for now.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205645250,Move Database Access and object models to a separate C# project https://github.com/ACEmulator/ACE/issues/6#issuecomment-277907609,https://api.github.com/repos/ACEmulator/ACE/issues/6,277907609,MDEyOklzc3VlQ29tbWVudDI3NzkwNzYwOQ==,25351661,Mogwai-TheFurry,2017-02-07T05:46:32Z,2017-02-07T06:39:31Z,CONTRIBUTOR,#47 has the rest of this issue done.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489997,Characters aren't saved or loaded properly yet from the DB https://github.com/ACEmulator/ACE/issues/44#issuecomment-277907896,https://api.github.com/repos/ACEmulator/ACE/issues/44,277907896,MDEyOklzc3VlQ29tbWVudDI3NzkwNzg5Ng==,25351661,Mogwai-TheFurry,2017-02-07T05:48:38Z,2017-02-07T05:48:38Z,CONTRIBUTOR,"Had a discussion about this in Discord tonight. The client sends 2 uints for IsEnvoy and IsAdmin. Need to clarify if this is 1 field with a bitmask, 1 field with tiered elevation, or multiple fields.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205646390,Add column to authenticationDB.account for access rights https://github.com/ACEmulator/ACE/issues/31#issuecomment-277995357,https://api.github.com/repos/ACEmulator/ACE/issues/31,277995357,MDEyOklzc3VlQ29tbWVudDI3Nzk5NTM1Nw==,25351661,Mogwai-TheFurry,2017-02-07T13:11:47Z,2017-02-07T13:11:47Z,CONTRIBUTOR,".Net guy recommendation: use NLog or Log4Net. both are well known, reliable frameworks for logging.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205400067,"Logs should go to separate window, and filesystem" https://github.com/ACEmulator/ACE/pull/47#issuecomment-278051575,https://api.github.com/repos/ACEmulator/ACE/issues/47,278051575,MDEyOklzc3VlQ29tbWVudDI3ODA1MTU3NQ==,25351661,Mogwai-TheFurry,2017-02-07T16:22:46Z,2017-02-07T16:22:46Z,CONTRIBUTOR,Closing PR: sql script does not specify unsigned types,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205792049,Load saved characters https://github.com/ACEmulator/ACE/issues/49#issuecomment-278546199,https://api.github.com/repos/ACEmulator/ACE/issues/49,278546199,MDEyOklzc3VlQ29tbWVudDI3ODU0NjE5OQ==,25351661,Mogwai-TheFurry,2017-02-09T04:46:14Z,2017-02-09T04:46:14Z,CONTRIBUTOR,in PR #50 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205882786,XP expenditure on skills/stats https://github.com/ACEmulator/ACE/issues/48#issuecomment-278546228,https://api.github.com/repos/ACEmulator/ACE/issues/48,278546228,MDEyOklzc3VlQ29tbWVudDI3ODU0NjIyOA==,25351661,Mogwai-TheFurry,2017-02-09T04:46:26Z,2017-02-09T04:46:26Z,CONTRIBUTOR,in PR #50 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205882576,Add all other properties to Character persistence model https://github.com/ACEmulator/ACE/issues/51#issuecomment-278870195,https://api.github.com/repos/ACEmulator/ACE/issues/51,278870195,MDEyOklzc3VlQ29tbWVudDI3ODg3MDE5NQ==,6111341,Rawaho,2017-02-10T06:44:43Z,2017-02-10T06:44:43Z,CONTRIBUTOR,"Should be a combination of the first 2, we can't just have only on logout, if a player is in a long play session and the server crashes for whatever reason it would be a massive rollback.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403228,Saving a Character to the DB https://github.com/ACEmulator/ACE/pull/35#issuecomment-279123506,https://api.github.com/repos/ACEmulator/ACE/issues/35,279123506,MDEyOklzc3VlQ29tbWVudDI3OTEyMzUwNg==,11369233,LtRipley36706,2017-02-11T05:46:23Z,2017-02-11T05:46:23Z,MEMBER,See PR #57 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205412246,Fixing up Character Delete and Restore functions https://github.com/ACEmulator/ACE/pull/55#issuecomment-279125244,https://api.github.com/repos/ACEmulator/ACE/issues/55,279125244,MDEyOklzc3VlQ29tbWVudDI3OTEyNTI0NA==,11369233,LtRipley36706,2017-02-11T06:27:53Z,2017-02-11T06:27:53Z,MEMBER,resolved merge conflict,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206410568,Stubbed CommandHandlers for known AdminCommands https://github.com/ACEmulator/ACE/issues/51#issuecomment-279128317,https://api.github.com/repos/ACEmulator/ACE/issues/51,279128317,MDEyOklzc3VlQ29tbWVudDI3OTEyODMxNw==,11369233,LtRipley36706,2017-02-11T07:49:45Z,2017-02-11T07:49:45Z,MEMBER,"Old school AC showed a message each time a character was saved. ""[charactername] has been saved."" it was probably on a 5 or 10 minute interval. They later just hid the message.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403228,Saving a Character to the DB https://github.com/ACEmulator/ACE/pull/36#issuecomment-279195536,https://api.github.com/repos/ACEmulator/ACE/issues/36,279195536,MDEyOklzc3VlQ29tbWVudDI3OTE5NTUzNg==,570040,zbuc,2017-02-12T04:10:14Z,2017-02-12T04:10:14Z,CONTRIBUTOR,"I cleaned up and simplified some of the code, and rebased against `master`. All current migrations run and the database is in a working state after compiling and running off this branch.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/pull/57#issuecomment-279196637,https://api.github.com/repos/ACEmulator/ACE/issues/57,279196637,MDEyOklzc3VlQ29tbWVudDI3OTE5NjYzNw==,11369233,LtRipley36706,2017-02-12T04:44:40Z,2017-02-12T04:49:15Z,MEMBER,"Latest commit finishes up the character deletion function and replicates how deletions occurred on the retail worlds. To my knowledge, characters were never truly deleted beyond this stage and were always left in the database to be restored via /bornagain if warranted.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206960724,Fixing up Character Delete and Restore functions https://github.com/ACEmulator/ACE/pull/36#issuecomment-279226754,https://api.github.com/repos/ACEmulator/ACE/issues/36,279226754,MDEyOklzc3VlQ29tbWVudDI3OTIyNjc1NA==,25387933,Forbiddenz,2017-02-12T15:43:24Z,2017-02-12T15:43:24Z,CONTRIBUTOR,This is s great idea but I do wonder if this entire process should be separated into its own project in the solution. I.e. Patcher because this is not really a server process but more so a patcher / installer issue,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/issues/7#issuecomment-279227233,https://api.github.com/repos/ACEmulator/ACE/issues/7,279227233,MDEyOklzc3VlQ29tbWVudDI3OTIyNzIzMw==,25387933,Forbiddenz,2017-02-12T15:50:35Z,2017-02-12T15:50:35Z,CONTRIBUTOR,It's not just world object movement but it's the entire world object. It needs implemented correctly before any major feature can be added or else the rework will be awful. The current world object needs uncoupled and it should be broken down into multiple sub objects to handle the correct sub object layers like sub models etc . If dive right it could be combined with database tables to generate objects correctly based on sql table data ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490022,World object movement / animation needs proper implementing https://github.com/ACEmulator/ACE/issues/51#issuecomment-279281301,https://api.github.com/repos/ACEmulator/ACE/issues/51,279281301,MDEyOklzc3VlQ29tbWVudDI3OTI4MTMwMQ==,20557688,spikeone83,2017-02-13T02:39:40Z,2017-02-13T02:39:40Z,NONE,"best is to save characters routinely, characters not saving often server side is one of the easy ways of duping in any online game","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403228,Saving a Character to the DB https://github.com/ACEmulator/ACE/issues/8#issuecomment-279350491,https://api.github.com/repos/ACEmulator/ACE/issues/8,279350491,MDEyOklzc3VlQ29tbWVudDI3OTM1MDQ5MQ==,4389226,damnubber,2017-02-13T10:37:53Z,2017-02-13T10:37:53Z,NONE,Any specific reason this isn't in the ACE solution? ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490371,Client Launcher needed https://github.com/ACEmulator/ACE/issues/8#issuecomment-279395678,https://api.github.com/repos/ACEmulator/ACE/issues/8,279395678,MDEyOklzc3VlQ29tbWVudDI3OTM5NTY3OA==,25472382,Oykib,2017-02-13T13:43:20Z,2017-02-13T13:43:20Z,NONE,This can be deleted. I was informed that they do not need a launcher developed and have one in mind already. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490371,Client Launcher needed https://github.com/ACEmulator/ACE/issues/31#issuecomment-280018556,https://api.github.com/repos/ACEmulator/ACE/issues/31,280018556,MDEyOklzc3VlQ29tbWVudDI4MDAxODU1Ng==,12808515,Zegeger,2017-02-15T14:03:38Z,2017-02-15T14:03:38Z,CONTRIBUTOR,"I think ideally it should be written such that different logging listeners could be swapped in allowing a logger of ones choice. My recommendation would be to do ETW logging. Its more cumbersome to handle the resulting logs, but there is a very low perf overhead, allowing you to hit 10k+ entries per second without stealing perf. This is what things like Exchange/Skype for Business servers use. I could work on something like this.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205400067,"Logs should go to separate window, and filesystem" https://github.com/ACEmulator/ACE/pull/57#issuecomment-280233728,https://api.github.com/repos/ACEmulator/ACE/issues/57,280233728,MDEyOklzc3VlQ29tbWVudDI4MDIzMzcyOA==,11369233,LtRipley36706,2017-02-16T05:17:24Z,2017-02-16T05:17:24Z,MEMBER,See PR #66 for fixes.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206960724,Fixing up Character Delete and Restore functions https://github.com/ACEmulator/ACE/issues/20#issuecomment-280469751,https://api.github.com/repos/ACEmulator/ACE/issues/20,280469751,MDEyOklzc3VlQ29tbWVudDI4MDQ2OTc1MQ==,25351661,Mogwai-TheFurry,2017-02-16T21:39:47Z,2017-02-16T21:39:47Z,CONTRIBUTOR,"this was recently done with a powershell script that was merged. if you're ok with using that, please close the issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/issues/8#issuecomment-280472468,https://api.github.com/repos/ACEmulator/ACE/issues/8,280472468,MDEyOklzc3VlQ29tbWVudDI4MDQ3MjQ2OA==,25351661,Mogwai-TheFurry,2017-02-16T21:49:40Z,2017-02-16T21:49:40Z,CONTRIBUTOR,"Thwargle has one, hoping to release it today.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490371,Client Launcher needed https://github.com/ACEmulator/ACE/issues/4#issuecomment-280479110,https://api.github.com/repos/ACEmulator/ACE/issues/4,280479110,MDEyOklzc3VlQ29tbWVudDI4MDQ3OTExMA==,25351661,Mogwai-TheFurry,2017-02-16T22:13:18Z,2017-02-16T22:13:18Z,CONTRIBUTOR,Elaborate?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489832,ACE World DB Design https://github.com/ACEmulator/ACE/pull/55#issuecomment-280565958,https://api.github.com/repos/ACEmulator/ACE/issues/55,280565958,MDEyOklzc3VlQ29tbWVudDI4MDU2NTk1OA==,11369233,LtRipley36706,2017-02-17T06:30:40Z,2017-02-17T06:30:40Z,MEMBER,See #67,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206410568,Stubbed CommandHandlers for known AdminCommands https://github.com/ACEmulator/ACE/pull/54#issuecomment-280581225,https://api.github.com/repos/ACEmulator/ACE/issues/54,280581225,MDEyOklzc3VlQ29tbWVudDI4MDU4MTIyNQ==,22650655,sbaum23,2017-02-17T08:00:32Z,2017-02-17T08:00:32Z,CONTRIBUTOR,Closing this PR because so much stuff had changed since this was submitted. Just opened a new PR.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206407101,Added friends list functionality. https://github.com/ACEmulator/ACE/pull/21#issuecomment-280604951,https://api.github.com/repos/ACEmulator/ACE/issues/21,280604951,MDEyOklzc3VlQ29tbWVudDI4MDYwNDk1MQ==,10608427,Mag-nus,2017-02-17T09:47:21Z,2017-02-17T09:47:21Z,MEMBER,"I like the idea, but, i don't feel it's necessary to visit until we know how account create will actually work. Merging it into current though seems fine. Probably better sooner rather than later as I assume accounts will have to be recreated.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205361124,Change password hashing to use scrypt https://github.com/ACEmulator/ACE/pull/36#issuecomment-280605128,https://api.github.com/repos/ACEmulator/ACE/issues/36,280605128,MDEyOklzc3VlQ29tbWVudDI4MDYwNTEyOA==,10608427,Mag-nus,2017-02-17T09:48:15Z,2017-02-17T09:48:15Z,MEMBER,"I'm not fond of the complexity for this. What i'd like to see instead is us merge our updates down into the base sql file at some point, and, in the future, when new updates are added, also update the base sql file as well, so a new install wouldn't need to apply the updates, as they'd be.. up to date. (i'm by no means a db person so i don't know if this is against the norm)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/pull/37#issuecomment-280605245,https://api.github.com/repos/ACEmulator/ACE/issues/37,280605245,MDEyOklzc3VlQ29tbWVudDI4MDYwNTI0NQ==,10608427,Mag-nus,2017-02-17T09:48:46Z,2017-02-17T09:48:46Z,MEMBER,"rawaho made a change that might have fixed the issue you were trying to fix. I think IP binding should be explicit. We might get a case where a user has 2 ip addresses on the same box and choses to bind each ip to a unique world, using the same port.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205454231,Add option to send different host address than external host address during world handoff https://github.com/ACEmulator/ACE/pull/36#issuecomment-280639466,https://api.github.com/repos/ACEmulator/ACE/issues/36,280639466,MDEyOklzc3VlQ29tbWVudDI4MDYzOTQ2Ng==,25387933,Forbiddenz,2017-02-17T12:43:40Z,2017-02-17T12:43:40Z,CONTRIBUTOR,"Hi Mag-nus, The problem with your idea is some asshat will figure out how to screw up their original db. I worked on many production level database patches and they pretty much all start at step x and move forward where x can be the current software version. Your right as a new installer needs to run from version 0 and then if version 50 removes a table in version 0 it will be a useless step and take more time. But the benefits of the system far outweigh the useless garbage. With a design that goes by version and up you can guarantee that the database is always standard and it eliminates the room for error with things getting out of sync or even missed. When you have the step process it's a little more work and sometimes seems dumb but it keeps all the db updates on a forward track even if they seem to be doing things the slow way.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205449659,Add automatic database migrations to startup https://github.com/ACEmulator/ACE/pull/37#issuecomment-280717424,https://api.github.com/repos/ACEmulator/ACE/issues/37,280717424,MDEyOklzc3VlQ29tbWVudDI4MDcxNzQyNA==,11369233,LtRipley36706,2017-02-17T17:42:37Z,2017-02-17T17:42:37Z,MEMBER,"it makes sense to me add variables for each ip address we explicitly send. It wouldn't really fix what this PR intention was which is to basically let me set up an external ip for external clients, and an internal ip for internal clients. I understand if its not something we want to put in to the master code, I'll just end up keeping a branch off my fork to roll in each time i update my server.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205454231,Add option to send different host address than external host address during world handoff https://github.com/ACEmulator/ACE/pull/73#issuecomment-280844895,https://api.github.com/repos/ACEmulator/ACE/issues/73,280844895,MDEyOklzc3VlQ29tbWVudDI4MDg0NDg5NQ==,25351661,Mogwai-TheFurry,2017-02-18T13:14:51Z,2017-02-18T13:14:51Z,CONTRIBUTOR,"I like it, but you need to resolve the merge conflicts first.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208616825,Network Refactor https://github.com/ACEmulator/ACE/pull/73#issuecomment-280846918,https://api.github.com/repos/ACEmulator/ACE/issues/73,280846918,MDEyOklzc3VlQ29tbWVudDI4MDg0NjkxOA==,10608427,Mag-nus,2017-02-18T13:53:06Z,2017-02-18T13:53:06Z,MEMBER,"Also, double check your namespaces. It looks like GameMessageOpcode isn't in the correct namespace. Namespaces should match the folder depth of the file.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208616825,Network Refactor https://github.com/ACEmulator/ACE/issues/45#issuecomment-280874242,https://api.github.com/repos/ACEmulator/ACE/issues/45,280874242,MDEyOklzc3VlQ29tbWVudDI4MDg3NDI0Mg==,11369233,LtRipley36706,2017-02-18T20:54:14Z,2017-02-18T20:54:14Z,MEMBER,completed known admin commands. not sure if we need to stub client commands just to protect them from being used as the client handles them already,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205647107,Stub CommandHandlers for in-game commands https://github.com/ACEmulator/ACE/pull/58#issuecomment-280902049,https://api.github.com/repos/ACEmulator/ACE/issues/58,280902049,MDEyOklzc3VlQ29tbWVudDI4MDkwMjA0OQ==,11369233,LtRipley36706,2017-02-19T07:36:04Z,2017-02-19T07:36:04Z,MEMBER,"Ignore this PR, will close shortly.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,207015535,Added support on ACE console for setting per character admin rights and character renaming https://github.com/ACEmulator/ACE/issues/9#issuecomment-280936571,https://api.github.com/repos/ACEmulator/ACE/issues/9,280936571,MDEyOklzc3VlQ29tbWVudDI4MDkzNjU3MQ==,12808515,Zegeger,2017-02-19T18:09:45Z,2017-02-19T18:09:45Z,CONTRIBUTOR,You can assign this to me,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204506877,Rework packet pipe https://github.com/ACEmulator/ACE/pull/77#issuecomment-280954420,https://api.github.com/repos/ACEmulator/ACE/issues/77,280954420,MDEyOklzc3VlQ29tbWVudDI4MDk1NDQyMA==,11369233,LtRipley36706,2017-02-19T22:20:47Z,2017-02-20T01:39:40Z,MEMBER,"Added functionality for /sudo as described above. example: sudo othercommand othercommandsparamters sudo set-characteraccess charactername admin sudo telepoi arwic the above examples would work on characters not set as admins as long as the account you're logged in as is set with admin privileges.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208701617,Add AccessLevel to Accounts https://github.com/ACEmulator/ACE/pull/77#issuecomment-280956235,https://api.github.com/repos/ACEmulator/ACE/issues/77,280956235,MDEyOklzc3VlQ29tbWVudDI4MDk1NjIzNQ==,11369233,LtRipley36706,2017-02-19T22:46:04Z,2017-02-19T22:46:04Z,MEMBER,Adjusted the set commands to work on both the console and in-game. The first account has to be created via console and also set as an admin for these to work in game.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208701617,Add AccessLevel to Accounts https://github.com/ACEmulator/ACE/issues/5#issuecomment-280959920,https://api.github.com/repos/ACEmulator/ACE/issues/5,280959920,MDEyOklzc3VlQ29tbWVudDI4MDk1OTkyMA==,10608427,Mag-nus,2017-02-19T23:44:32Z,2017-02-19T23:44:32Z,MEMBER,"Local (say), and tell now work. Fix: The names are not clickable. Not sure why. Fix: Local (say) is world global for now. It needs a range restriction of some sort. Need to add joining and using of the chat channels (general, trade, etc...)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489878,ACE Chat System https://github.com/ACEmulator/ACE/pull/76#issuecomment-280978914,https://api.github.com/repos/ACEmulator/ACE/issues/76,280978914,MDEyOklzc3VlQ29tbWVudDI4MDk3ODkxNA==,25351661,Mogwai-TheFurry,2017-02-20T03:19:57Z,2017-02-20T03:19:57Z,CONTRIBUTOR,Resolve the conflicts and we'll approve as is. We'll deal with persistence later.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208656503,Reworked Appear Offline functionality https://github.com/ACEmulator/ACE/pull/77#issuecomment-280989331,https://api.github.com/repos/ACEmulator/ACE/issues/77,280989331,MDEyOklzc3VlQ29tbWVudDI4MDk4OTMzMQ==,11369233,LtRipley36706,2017-02-20T05:08:23Z,2017-02-20T05:08:23Z,MEMBER,@fantoms rightly pointed out that the most recent master changes changed SendSystemMessage to SendServerMessage with an enum argument for message type. Corrected that issue as well.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,208701617,Add AccessLevel to Accounts https://github.com/ACEmulator/ACE/issues/9#issuecomment-281144852,https://api.github.com/repos/ACEmulator/ACE/issues/9,281144852,MDEyOklzc3VlQ29tbWVudDI4MTE0NDg1Mg==,8607407,kaos00723,2017-02-20T17:58:04Z,2017-02-20T17:58:04Z,CONTRIBUTOR,"@Zegeger , issues can only be assigned to the issue starter or a member of the org. You're the only person working on this currently so when you submit the PR just reference issue #9 and it will close automatically after being merged.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204506877,Rework packet pipe https://github.com/ACEmulator/ACE/issues/20#issuecomment-281223009,https://api.github.com/repos/ACEmulator/ACE/issues/20,281223009,MDEyOklzc3VlQ29tbWVudDI4MTIyMzAwOQ==,570040,zbuc,2017-02-21T01:51:53Z,2017-02-21T01:51:53Z,CONTRIBUTOR,"The script can only recreate the initial database table state completely so it won't be useful for server operators. If it were extended with a second script solely for running upgrades that could keep track of the currently run database upgrades somewhere, for example in a flat-file in a temporary directory, so they wouldn't be run again that would be useful.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/issues/9#issuecomment-281332628,https://api.github.com/repos/ACEmulator/ACE/issues/9,281332628,MDEyOklzc3VlQ29tbWVudDI4MTMzMjYyOA==,25351661,Mogwai-TheFurry,2017-02-21T12:34:45Z,2017-02-21T12:34:45Z,CONTRIBUTOR,Zegeger's work is now merged. Closing the issue.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204506877,Rework packet pipe https://github.com/ACEmulator/ACE/issues/20#issuecomment-281333010,https://api.github.com/repos/ACEmulator/ACE/issues/20,281333010,MDEyOklzc3VlQ29tbWVudDI4MTMzMzAxMA==,25351661,Mogwai-TheFurry,2017-02-21T12:36:41Z,2017-02-21T12:36:41Z,CONTRIBUTOR,"The scripts would need to be altered to be re-run safe. MySQL's support for this is spotty, but it could be done.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/issues/20#issuecomment-281344829,https://api.github.com/repos/ACEmulator/ACE/issues/20,281344829,MDEyOklzc3VlQ29tbWVudDI4MTM0NDgyOQ==,570040,zbuc,2017-02-21T13:31:44Z,2017-02-21T13:31:44Z,CONTRIBUTOR,"For a solution that doesn't require migration authors to worry about that, do something similar to the pull request I created where it tracks the database migrations that have run and only runs them once, in sequential order. That is relatively standard for database-backed applications. You will also run into difficulty with migrations where they are interdependent, i.e. one migration needs to run before another one can be run, because it creates or alters tables used by the other migration. My pull request took all this into account. With your PowerShell solution you could probably track the migrations that have run in a text file or registry key. > On Feb 21, 2017, at 7:36 AM, Mogwai-AC wrote: > > The scripts would need to be altered to be re-run safe. MySQL's support for this is spotty, but it could be done. > > — > You are receiving this because you authored the thread. > Reply to this email directly, view it on GitHub, or mute the thread. > ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/pull/84#issuecomment-282458956,https://api.github.com/repos/ACEmulator/ACE/issues/84,282458956,MDEyOklzc3VlQ29tbWVudDI4MjQ1ODk1Ng==,37453,fantoms,2017-02-25T04:23:07Z,2017-02-25T04:23:07Z,CONTRIBUTOR,"I was able to get the skills to lock into Infinity!, but the Abilities do not continue to spend after clicking 12 times on the +10 button; in other words - once you spend more then 121 points on abilities specificially, you can't spend anymore on abilities.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209354215,"Skill spend upper bound check too prevent xp crash, also Max Skills!" https://github.com/ACEmulator/ACE/issues/5#issuecomment-282489796,https://api.github.com/repos/ACEmulator/ACE/issues/5,282489796,MDEyOklzc3VlQ29tbWVudDI4MjQ4OTc5Ng==,10608427,Mag-nus,2017-02-25T15:09:21Z,2017-02-25T15:09:21Z,MEMBER,"Fix: Local chat still broadcasts globally Test/Fix: Chat Channels (General, LFG, ...) are broadcast to everyone. We should probably check if the recipient subscribes to the channel first before sending the message to them.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489878,ACE Chat System https://github.com/ACEmulator/ACE/pull/90#issuecomment-282491222,https://api.github.com/repos/ACEmulator/ACE/issues/90,282491222,MDEyOklzc3VlQ29tbWVudDI4MjQ5MTIyMg==,10608427,Mag-nus,2017-02-25T15:32:31Z,2017-02-25T15:32:31Z,MEMBER,"GameMessageF7E5 should be named GameMessageDDD_Interrogation There's a lot of hard coded group types still: 0x5, 0x9, 0xA, etc.. We should use an enum for the groups. NetworkSession.cs, and anywhere else, should use DateTime.UtcNow instead of DateTime.Now This is a big PR so it will require further review.. I like what I see so far though, can't wait to get this merged.. I'll have to look at it a bit more later, and will want Mogwai to look at it as well.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210217148,Rewrote network stack https://github.com/ACEmulator/ACE/pull/90#issuecomment-282501819,https://api.github.com/repos/ACEmulator/ACE/issues/90,282501819,MDEyOklzc3VlQ29tbWVudDI4MjUwMTgxOQ==,10608427,Mag-nus,2017-02-25T18:14:35Z,2017-02-25T18:14:35Z,MEMBER,"Another thing I'm noticing is that if you connect, close the client with the X when you're in portal space, and reconnect again.. repeat this a few times, the client will eventually crash, and the server seems to stop listening to new connections. Even after the server forcibly removes the clients, new connections are still not being accepted. his happens with DateTime.Now and DateTime.UtcNow I am unable to reproduce these steps on the current main branch.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210217148,Rewrote network stack https://github.com/ACEmulator/ACE/pull/90#issuecomment-282635696,https://api.github.com/repos/ACEmulator/ACE/issues/90,282635696,MDEyOklzc3VlQ29tbWVudDI4MjYzNTY5Ng==,12808515,Zegeger,2017-02-27T06:03:32Z,2017-02-27T06:03:32Z,CONTRIBUTOR,Applied requested changes and I believe fixed the crash issues.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210217148,Rewrote network stack https://github.com/ACEmulator/ACE/pull/93#issuecomment-282724765,https://api.github.com/repos/ACEmulator/ACE/issues/93,282724765,MDEyOklzc3VlQ29tbWVudDI4MjcyNDc2NQ==,11369233,LtRipley36706,2017-02-27T13:51:26Z,2017-02-27T13:51:26Z,MEMBER,see #94 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210350061,Support easy permissions in ACEmulator https://github.com/ACEmulator/ACE/pull/84#issuecomment-282728268,https://api.github.com/repos/ACEmulator/ACE/issues/84,282728268,MDEyOklzc3VlQ29tbWVudDI4MjcyODI2OA==,25351661,Mogwai-TheFurry,2017-02-27T14:03:07Z,2017-02-27T14:03:07Z,CONTRIBUTOR,"Fantoms, we had that giant changeset for the Network overhaul. Rebase this and give it another go and we'll merge it in.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209354215,"Skill spend upper bound check too prevent xp crash, also Max Skills!" https://github.com/ACEmulator/ACE/pull/92#issuecomment-282737851,https://api.github.com/repos/ACEmulator/ACE/issues/92,282737851,MDEyOklzc3VlQ29tbWVudDI4MjczNzg1MQ==,11369233,LtRipley36706,2017-02-27T14:38:23Z,2017-02-27T14:38:23Z,MEMBER,See #95 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210289130,Add in support for the old global Admin channels https://github.com/ACEmulator/ACE/issues/83#issuecomment-282738707,https://api.github.com/repos/ACEmulator/ACE/issues/83,282738707,MDEyOklzc3VlQ29tbWVudDI4MjczODcwNw==,12808515,Zegeger,2017-02-27T14:41:26Z,2017-02-27T14:41:26Z,CONTRIBUTOR,"Completed in PR 90 NetworkBuffer became NetworkSession","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209201688,Add message buffering and send as multifragment packet https://github.com/ACEmulator/ACE/pull/84#issuecomment-283558190,https://api.github.com/repos/ACEmulator/ACE/issues/84,283558190,MDEyOklzc3VlQ29tbWVudDI4MzU1ODE5MA==,37453,fantoms,2017-03-02T05:11:09Z,2017-03-02T05:11:09Z,CONTRIBUTOR,"I believe this is ready for a another eye if it is worth having Skills raise to max skill level. The abilities are not working; example: when you go above 221 on strength. Here is a packet capture showing the abilities issue: http://pastebin.com/Bn5Sjew6 Thanks!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209354215,"Skill spend upper bound check too prevent xp crash, also Max Skills!" https://github.com/ACEmulator/ACE/pull/84#issuecomment-283644641,https://api.github.com/repos/ACEmulator/ACE/issues/84,283644641,MDEyOklzc3VlQ29tbWVudDI4MzY0NDY0MQ==,25351661,Mogwai-TheFurry,2017-03-02T12:47:49Z,2017-03-02T12:47:49Z,CONTRIBUTOR,102 files changed? I can't tell what's your PR vs what was a merge. Can you create a new branch and cherry pick the commits that have your code and resubmit? I just have no way of telling what was yours versus what was merged stuff.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209354215,"Skill spend upper bound check too prevent xp crash, also Max Skills!" https://github.com/ACEmulator/ACE/pull/84#issuecomment-283647919,https://api.github.com/repos/ACEmulator/ACE/issues/84,283647919,MDEyOklzc3VlQ29tbWVudDI4MzY0NzkxOQ==,37453,fantoms,2017-03-02T13:03:43Z,2017-03-02T13:03:43Z,CONTRIBUTOR,"I will start over on this PR, the changes are minimal but a rebase did not work as expected.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,209354215,"Skill spend upper bound check too prevent xp crash, also Max Skills!" https://github.com/ACEmulator/ACE/pull/107#issuecomment-284311511,https://api.github.com/repos/ACEmulator/ACE/issues/107,284311511,MDEyOklzc3VlQ29tbWVudDI4NDMxMTUxMQ==,10137,ghost,2017-03-06T06:13:51Z,2017-03-06T06:13:51Z,NONE,"So the file names themselves would be hard-coded and just pull in the directory location from the config file, thereby allowing the two config directives to condense into one.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,211999671,Add DAT loading into main process https://github.com/ACEmulator/ACE/pull/107#issuecomment-284312826,https://api.github.com/repos/ACEmulator/ACE/issues/107,284312826,MDEyOklzc3VlQ29tbWVudDI4NDMxMjgyNg==,11369233,LtRipley36706,2017-03-06T06:25:16Z,2017-03-06T06:25:16Z,MEMBER,"Exactly. I can't imagine a reason why the file names couldn't or shouldn't be hardcoded, but I can think of a few reasons why one might want to change the directory location. One of which could be having multiple versions of DAT patches to switch between perhaps?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,211999671,Add DAT loading into main process https://github.com/ACEmulator/ACE/issues/56#issuecomment-284313391,https://api.github.com/repos/ACEmulator/ACE/issues/56,284313391,MDEyOklzc3VlQ29tbWVudDI4NDMxMzM5MQ==,11369233,LtRipley36706,2017-03-06T06:29:28Z,2017-03-06T06:29:28Z,MEMBER,This issue possibly links with a TODO in #108 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206955987,Background maintenance thread https://github.com/ACEmulator/ACE/pull/107#issuecomment-284326453,https://api.github.com/repos/ACEmulator/ACE/issues/107,284326453,MDEyOklzc3VlQ29tbWVudDI4NDMyNjQ1Mw==,10137,ghost,2017-03-06T07:59:00Z,2017-03-06T07:59:00Z,NONE,"Stupid tab vs spaces kept tripping me up. I also noticed that I missed a whole file that should have been included in the original commit. 'git add , ftw. It has now been added into the PR with the changes to the config variable(s).","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,211999671,Add DAT loading into main process https://github.com/ACEmulator/ACE/pull/109#issuecomment-284556139,https://api.github.com/repos/ACEmulator/ACE/issues/109,284556139,MDEyOklzc3VlQ29tbWVudDI4NDU1NjEzOQ==,25387933,Forbiddenz,2017-03-06T22:33:12Z,2017-03-06T22:33:12Z,CONTRIBUTOR,"Fixed,","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,212215798,World Object Fix https://github.com/ACEmulator/ACE/pull/21#issuecomment-285084104,https://api.github.com/repos/ACEmulator/ACE/issues/21,285084104,MDEyOklzc3VlQ29tbWVudDI4NTA4NDEwNA==,25650194,Thwargle,2017-03-08T16:07:10Z,2017-03-08T16:07:10Z,NONE,Technically; we DO have a launcher. I will work with whoever necessary to implement this into the launcher when ready. It's currently stable and fully featured as far as i can tell; so it's at a stage where implementing true password passing between server and client launch is reasonable.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205361124,Change password hashing to use scrypt https://github.com/ACEmulator/ACE/pull/58#issuecomment-285278550,https://api.github.com/repos/ACEmulator/ACE/issues/58,285278550,MDEyOklzc3VlQ29tbWVudDI4NTI3ODU1MA==,11369233,LtRipley36706,2017-03-09T07:44:47Z,2017-03-09T07:44:47Z,MEMBER,PR #116 addresses the last change this PR was working on.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,207015535,Added support on ACE console for setting per character admin rights and character renaming https://github.com/ACEmulator/ACE/issues/52#issuecomment-285877915,https://api.github.com/repos/ACEmulator/ACE/issues/52,285877915,MDEyOklzc3VlQ29tbWVudDI4NTg3NzkxNQ==,37453,fantoms,2017-03-11T16:13:01Z,2017-03-11T16:53:37Z,CONTRIBUTOR,"Please review Pull Request #119, which should now close most of the requirements for this issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403292,Leveling up when granted xp https://github.com/ACEmulator/ACE/pull/118#issuecomment-285880069,https://api.github.com/repos/ACEmulator/ACE/issues/118,285880069,MDEyOklzc3VlQ29tbWVudDI4NTg4MDA2OQ==,26334665,lurker-mcdoogle,2017-03-11T16:47:30Z,2017-03-11T16:47:30Z,CONTRIBUTOR,"Hrm, noticed some bugs around objects not getting into the landblock collection. Not mergeworthy yet, but feel free to comment. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/issues/53#issuecomment-285880346,https://api.github.com/repos/ACEmulator/ACE/issues/53,285880346,MDEyOklzc3VlQ29tbWVudDI4NTg4MDM0Ng==,37453,fantoms,2017-03-11T16:52:00Z,2017-03-11T16:52:00Z,CONTRIBUTOR,"Added skill credits and ability to grant Skill credits on level up, in Pull Request #119.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403348,"Skill Credits: saving, loading, spending" https://github.com/ACEmulator/ACE/pull/118#issuecomment-285907205,https://api.github.com/repos/ACEmulator/ACE/issues/118,285907205,MDEyOklzc3VlQ29tbWVudDI4NTkwNzIwNQ==,10608427,Mag-nus,2017-03-11T22:59:59Z,2017-03-11T22:59:59Z,MEMBER,Is this a modified version of mogwais code?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/118#issuecomment-285913728,https://api.github.com/repos/ACEmulator/ACE/issues/118,285913728,MDEyOklzc3VlQ29tbWVudDI4NTkxMzcyOA==,26334665,lurker-mcdoogle,2017-03-12T01:18:42Z,2017-03-12T01:18:42Z,CONTRIBUTOR,"no, he was talking about event systems of some sort.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/119#issuecomment-285913800,https://api.github.com/repos/ACEmulator/ACE/issues/119,285913800,MDEyOklzc3VlQ29tbWVudDI4NTkxMzgwMA==,37453,fantoms,2017-03-12T01:20:16Z,2017-03-12T05:23:25Z,CONTRIBUTOR,"-Added the max level effect -Moved the effects to after the level-up network message sequence -I believe made the /grantxp now command work properly. Please let me know if this is correct: There was an issue where the max xp was not locking to Infinity, so I had to add another GrantXp command to add Additional XP for skill leveling, for after max level is achieved. -Moved the available credit update to the end so it doesn't spam the message until all credits are achieved, this fixed a bug I added.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213538178,"Level up on xp change, PropertyInt Message Types and skill credits" https://github.com/ACEmulator/ACE/pull/118#issuecomment-285917933,https://api.github.com/repos/ACEmulator/ACE/issues/118,285917933,MDEyOklzc3VlQ29tbWVudDI4NTkxNzkzMw==,26334665,lurker-mcdoogle,2017-03-12T02:54:11Z,2017-03-12T02:54:11Z,CONTRIBUTOR,"Updated with: 1) basic object factories 2) log4net - not having console output was killing me and we needed a logging framework anyway. nuget to the rescue. 3) moved ""in front of"" calculations to hang off the Position object for better reuse 4) fixed various landblock object cache bugs 5) added even more // TODO","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/119#issuecomment-285923241,https://api.github.com/repos/ACEmulator/ACE/issues/119,285923241,MDEyOklzc3VlQ29tbWVudDI4NTkyMzI0MQ==,37453,fantoms,2017-03-12T05:20:00Z,2017-03-12T05:20:00Z,CONTRIBUTOR,"Known issue: No formal name or label on skills. Examples: ""VoidMagic"" or ""SneakAttack"".","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213538178,"Level up on xp change, PropertyInt Message Types and skill credits" https://github.com/ACEmulator/ACE/pull/117#issuecomment-285928441,https://api.github.com/repos/ACEmulator/ACE/issues/117,285928441,MDEyOklzc3VlQ29tbWVudDI4NTkyODQ0MQ==,11369233,LtRipley36706,2017-03-12T07:49:11Z,2017-03-12T07:49:11Z,MEMBER,Working on a few changes,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213281968,Marketplace Recall + some other changes https://github.com/ACEmulator/ACE/pull/118#issuecomment-285936751,https://api.github.com/repos/ACEmulator/ACE/issues/118,285936751,MDEyOklzc3VlQ29tbWVudDI4NTkzNjc1MQ==,10608427,Mag-nus,2017-03-12T10:53:22Z,2017-03-12T10:53:22Z,MEMBER,"Ahh ok. I'll have to review this today. Talking with mogwai in private, his initial plan was event based, but it didn't pan out, so he scrapped that and was working on a different system, so I wasn't sure if this was that.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/118#issuecomment-285966645,https://api.github.com/repos/ACEmulator/ACE/issues/118,285966645,MDEyOklzc3VlQ29tbWVudDI4NTk2NjY0NQ==,10608427,Mag-nus,2017-03-12T19:04:57Z,2017-03-12T19:04:57Z,MEMBER,"I loaded this up. Broadcasting works which is nice. Seems to be a bit of client and server instability issues though. Will have to look at it more in depth. Also, it would be cleaner to review if the log4net changes weren't combined with the landblock code. Landblock management is already complex enough.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/118#issuecomment-285994516,https://api.github.com/repos/ACEmulator/ACE/issues/118,285994516,MDEyOklzc3VlQ29tbWVudDI4NTk5NDUxNg==,26334665,lurker-mcdoogle,2017-03-13T01:18:29Z,2017-03-13T01:18:29Z,CONTRIBUTOR,"I can gut the log4net stuff if you want, but I couldn't have debugged this without it. Either way. And yeah, I had stability issues as well, but it wasn't anything consistently reproducible. There was a comment about the update having to be sent after the client entered portal space, but I didn't do anything explicit to account for it. Let me know if you find anything specific.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/118#issuecomment-285997814,https://api.github.com/repos/ACEmulator/ACE/issues/118,285997814,MDEyOklzc3VlQ29tbWVudDI4NTk5NzgxNA==,10608427,Mag-nus,2017-03-13T01:53:40Z,2017-03-13T01:53:40Z,MEMBER,"At this point, might as well keep the log4net in there. It makes sense moving forward, and no sense in duplicating the work later.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/118#issuecomment-285998186,https://api.github.com/repos/ACEmulator/ACE/issues/118,285998186,MDEyOklzc3VlQ29tbWVudDI4NTk5ODE4Ng==,26334665,lurker-mcdoogle,2017-03-13T01:57:25Z,2017-03-13T01:57:25Z,CONTRIBUTOR,Merge conflicts now. Closing - will rebase when i can.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213533094,Landblocks https://github.com/ACEmulator/ACE/pull/117#issuecomment-286009596,https://api.github.com/repos/ACEmulator/ACE/issues/117,286009596,MDEyOklzc3VlQ29tbWVudDI4NjAwOTU5Ng==,11369233,LtRipley36706,2017-03-13T03:48:59Z,2017-03-13T03:48:59Z,MEMBER,moving stuff around and redoing PR,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213281968,Marketplace Recall + some other changes https://github.com/ACEmulator/ACE/issues/19#issuecomment-286120297,https://api.github.com/repos/ACEmulator/ACE/issues/19,286120297,MDEyOklzc3VlQ29tbWVudDI4NjEyMDI5Nw==,10608427,Mag-nus,2017-03-13T14:18:26Z,2017-03-13T14:18:26Z,MEMBER,"Still need to add the movement event that gets sent to the client putting the client in the logoff animation. Hopefully this stops the sounds from continuing through to character selection screen. Also need to broadcast the event to others.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205346915,Support logging off to the character selection screen. https://github.com/ACEmulator/ACE/issues/51#issuecomment-286124129,https://api.github.com/repos/ACEmulator/ACE/issues/51,286124129,MDEyOklzc3VlQ29tbWVudDI4NjEyNDEyOQ==,37453,fantoms,2017-03-13T14:30:57Z,2017-03-13T14:30:57Z,CONTRIBUTOR,"A small portion of saving the character is available in Pull Request #125, as it will save the character properties to the database.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403228,Saving a Character to the DB https://github.com/ACEmulator/ACE/pull/126#issuecomment-286517825,https://api.github.com/repos/ACEmulator/ACE/issues/126,286517825,MDEyOklzc3VlQ29tbWVudDI4NjUxNzgyNQ==,26334665,lurker-mcdoogle,2017-03-14T18:32:43Z,2017-03-14T18:32:43Z,CONTRIBUTOR,Reopening with squashed commits.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213875928,improved dat file content exporting https://github.com/ACEmulator/ACE/pull/131#issuecomment-286959999,https://api.github.com/repos/ACEmulator/ACE/issues/131,286959999,MDEyOklzc3VlQ29tbWVudDI4Njk1OTk5OQ==,25460553,ogmage78,2017-03-16T05:13:40Z,2017-03-16T05:13:40Z,CONTRIBUTOR,I think I did something wrong. Going to close this for now.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214596925,Create Training Wand https://github.com/ACEmulator/ACE/pull/136#issuecomment-287145676,https://api.github.com/repos/ACEmulator/ACE/issues/136,287145676,MDEyOklzc3VlQ29tbWVudDI4NzE0NTY3Ng==,25460553,ogmage78,2017-03-16T18:13:36Z,2017-03-16T18:13:36Z,CONTRIBUTOR,Ok - thanks for checking it out. I had to get a toe wet somehow ... ;),"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214781043,Create Training Wand - Demo work for item creation. https://github.com/ACEmulator/ACE/pull/137#issuecomment-287150964,https://api.github.com/repos/ACEmulator/ACE/issues/137,287150964,MDEyOklzc3VlQ29tbWVudDI4NzE1MDk2NA==,25387933,Forbiddenz,2017-03-16T18:32:12Z,2017-03-16T18:32:12Z,CONTRIBUTOR,Cleaned up ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214784803,World object fixes https://github.com/ACEmulator/ACE/pull/137#issuecomment-287152244,https://api.github.com/repos/ACEmulator/ACE/issues/137,287152244,MDEyOklzc3VlQ29tbWVudDI4NzE1MjI0NA==,25351661,Mogwai-TheFurry,2017-03-16T18:36:49Z,2017-03-16T18:36:49Z,CONTRIBUTOR,MutableWorldObject xml doc header....,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214784803,World object fixes https://github.com/ACEmulator/ACE/pull/125#issuecomment-287183202,https://api.github.com/repos/ACEmulator/ACE/issues/125,287183202,MDEyOklzc3VlQ29tbWVudDI4NzE4MzIwMg==,37453,fantoms,2017-03-16T20:35:43Z,2017-03-16T20:35:43Z,CONTRIBUTOR,Network Conflicts resolved.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213680800,Save Player Properties to db https://github.com/ACEmulator/ACE/pull/136#issuecomment-287223448,https://api.github.com/repos/ACEmulator/ACE/issues/136,287223448,MDEyOklzc3VlQ29tbWVudDI4NzIyMzQ0OA==,25460553,ogmage78,2017-03-16T23:29:38Z,2017-03-16T23:29:38Z,CONTRIBUTOR,Closing and resubmitting,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214781043,Create Training Wand - Demo work for item creation. https://github.com/ACEmulator/ACE/pull/136#issuecomment-287223477,https://api.github.com/repos/ACEmulator/ACE/issues/136,287223477,MDEyOklzc3VlQ29tbWVudDI4NzIyMzQ3Nw==,25460553,ogmage78,2017-03-16T23:29:47Z,2017-03-16T23:29:47Z,CONTRIBUTOR,"Closing and resubmitting ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214781043,Create Training Wand - Demo work for item creation. https://github.com/ACEmulator/ACE/pull/121#issuecomment-287252812,https://api.github.com/repos/ACEmulator/ACE/issues/121,287252812,MDEyOklzc3VlQ29tbWVudDI4NzI1MjgxMg==,26334665,lurker-mcdoogle,2017-03-17T02:51:34Z,2017-03-17T02:51:34Z,CONTRIBUTOR,Known Issue: Adjacency matrix has issues broadcasting to the correct adjacencies. Shouldn't be a big deal - I'll fix it later.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914,"Landblocks, logging, object factory prep work" https://github.com/ACEmulator/ACE/pull/121#issuecomment-287511136,https://api.github.com/repos/ACEmulator/ACE/issues/121,287511136,MDEyOklzc3VlQ29tbWVudDI4NzUxMTEzNg==,10608427,Mag-nus,2017-03-18T02:44:38Z,2017-03-18T02:44:38Z,MEMBER,"Landblock.cs, line 289. Needs to be changed from > to >= movedObjects = movedObjects.Where(p => p.LastUpdatedTicks > p.LastMovementBroadcastTicks).ToList(); // flag them as updated now in order to reduce chance of missing an update movedObjects.ForEach(m => m.LastMovementBroadcastTicks = WorldManager.PortalYearTicks); What's happening is a player is moving on the same PortalYearTick, right before Landblock.UseTime is called. When this happens, the > fails, and the cobject isn't processed as a move. That move gets skipped over. Even though you set the LastMove to PortalYearTicks to indicate the object as processed, the next time UseTime is called, it's impossible for PortalYearTicks to have the same value as the previous call, thus, the >= won't be called in duplicate/error.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914,"Landblocks, logging, object factory prep work" https://github.com/ACEmulator/ACE/pull/119#issuecomment-287548109,https://api.github.com/repos/ACEmulator/ACE/issues/119,287548109,MDEyOklzc3VlQ29tbWVudDI4NzU0ODEwOQ==,37453,fantoms,2017-03-18T13:59:42Z,2017-03-18T13:59:42Z,CONTRIBUTOR,"Closing now, this was merged into PR #141 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213538178,"Level up on xp change, PropertyInt Message Types and skill credits" https://github.com/ACEmulator/ACE/pull/125#issuecomment-287548140,https://api.github.com/repos/ACEmulator/ACE/issues/125,287548140,MDEyOklzc3VlQ29tbWVudDI4NzU0ODE0MA==,37453,fantoms,2017-03-18T14:00:13Z,2017-03-18T14:00:13Z,CONTRIBUTOR,"Closing now, this was merged into PR #141 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213680800,Save Player Properties to db https://github.com/ACEmulator/ACE/pull/134#issuecomment-287548162,https://api.github.com/repos/ACEmulator/ACE/issues/134,287548162,MDEyOklzc3VlQ29tbWVudDI4NzU0ODE2Mg==,37453,fantoms,2017-03-18T14:00:37Z,2017-03-18T14:00:37Z,CONTRIBUTOR,"Closing now, since this was merged into PR #141 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,214728678,Added attribute upper bounds check and max attribute fireworks and special text https://github.com/ACEmulator/ACE/pull/121#issuecomment-287548276,https://api.github.com/repos/ACEmulator/ACE/issues/121,287548276,MDEyOklzc3VlQ29tbWVudDI4NzU0ODI3Ng==,10608427,Mag-nus,2017-03-18T14:02:39Z,2017-03-18T14:02:39Z,MEMBER,"Landblock.cs UseTime() needs a Thread.Sleep(1) as the last line of the While() loop. We also have variables that are being referenced across multiple threads. WorldObject.LastUpdateTicks and MutableWorldObject.LastMovementBroadcastTicks... I'm gonna think about this some more today.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,213657914,"Landblocks, logging, object factory prep work" https://github.com/ACEmulator/ACE/pull/141#issuecomment-287569603,https://api.github.com/repos/ACEmulator/ACE/issues/141,287569603,MDEyOklzc3VlQ29tbWVudDI4NzU2OTYwMw==,11369233,LtRipley36706,2017-03-18T19:40:04Z,2017-03-18T19:40:04Z,MEMBER,I broke this PR in an attempt to rebase off of current master.. My git-fu needs improvement.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215172361,Saving Character to Database https://github.com/ACEmulator/ACE/issues/53#issuecomment-287586760,https://api.github.com/repos/ACEmulator/ACE/issues/53,287586760,MDEyOklzc3VlQ29tbWVudDI4NzU4Njc2MA==,37453,fantoms,2017-03-19T01:10:40Z,2017-03-19T01:10:40Z,CONTRIBUTOR,"If PR #143 gets accepted, then I have a follow-up PR that will allow skill credits to be spent. I've already tested the code and it should allow for skill credit spending, saving, and loading.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403348,"Skill Credits: saving, loading, spending" https://github.com/ACEmulator/ACE/pull/146#issuecomment-287591909,https://api.github.com/repos/ACEmulator/ACE/issues/146,287591909,MDEyOklzc3VlQ29tbWVudDI4NzU5MTkwOQ==,25460553,ogmage78,2017-03-19T03:37:25Z,2017-03-19T03:37:25Z,CONTRIBUTOR,"Jesus - I tried to squash it down to 1 commit and it went from 7 to 9. I will get git - but damn it is kicking my ass right now. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215238775,Create Training Wand Demo code and start inventory management Drop/Equip/pickup https://github.com/ACEmulator/ACE/pull/148#issuecomment-287667143,https://api.github.com/repos/ACEmulator/ACE/issues/148,287667143,MDEyOklzc3VlQ29tbWVudDI4NzY2NzE0Mw==,25351661,Mogwai-TheFurry,2017-03-20T02:13:35Z,2017-03-20T02:13:35Z,CONTRIBUTOR,"So, here's the thing... Devs that know what to do with Docker don't need this - we can run scripts just fine. Players that want to host their own servers don't even have a clue what Docker is. Plus, you're linking to a docker image offsite that we can't control. We don't think this is necessary, but in the end we might host a db image on acemulator.org when we cut releases. I just don't think we're at a point where this is needed. Thanks!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215282644,Add a link to ace-db docker image in the README https://github.com/ACEmulator/ACE/pull/21#issuecomment-287667649,https://api.github.com/repos/ACEmulator/ACE/issues/21,287667649,MDEyOklzc3VlQ29tbWVudDI4NzY2NzY0OQ==,25351661,Mogwai-TheFurry,2017-03-20T02:20:14Z,2017-03-20T02:20:14Z,CONTRIBUTOR,closing due to being outdated plus inability to merge.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205361124,Change password hashing to use scrypt https://github.com/ACEmulator/ACE/issues/51#issuecomment-287670049,https://api.github.com/repos/ACEmulator/ACE/issues/51,287670049,MDEyOklzc3VlQ29tbWVudDI4NzY3MDA0OQ==,11369233,LtRipley36706,2017-03-20T02:53:25Z,2017-03-20T02:53:25Z,MEMBER,Saving intermittently and on logout is in.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403228,Saving a Character to the DB https://github.com/ACEmulator/ACE/pull/148#issuecomment-287670070,https://api.github.com/repos/ACEmulator/ACE/issues/148,287670070,MDEyOklzc3VlQ29tbWVudDI4NzY3MDA3MA==,8466632,maxc0c0s,2017-03-20T02:53:36Z,2017-03-20T02:53:36Z,NONE,"No problem, Since i'm using it, i thought maybe you guys might find it useful. I'll find other way to contribute :)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215282644,Add a link to ace-db docker image in the README https://github.com/ACEmulator/ACE/issues/52#issuecomment-287670094,https://api.github.com/repos/ACEmulator/ACE/issues/52,287670094,MDEyOklzc3VlQ29tbWVudDI4NzY3MDA5NA==,11369233,LtRipley36706,2017-03-20T02:54:03Z,2017-03-20T02:54:03Z,MEMBER,@fantoms completed this and it was merged in.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,206403292,Leveling up when granted xp https://github.com/ACEmulator/ACE/pull/156#issuecomment-287852886,https://api.github.com/repos/ACEmulator/ACE/issues/156,287852886,MDEyOklzc3VlQ29tbWVudDI4Nzg1Mjg4Ng==,37453,fantoms,2017-03-20T18:23:52Z,2017-03-20T18:23:52Z,CONTRIBUTOR,"Tested this utilizing multiple characters and passes were successful. Aside from this code, your command really helps points out the bug/non-issue in the client, where your total health is greater than the actual health - Example - In-game action sequence after Spending one rank up, for endurance (Total 61): 1. Health Total: `1/31` 2. type: `@heal` 3. Health Total: `30/31`","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215484872,"Heal: Update Player object, then send its data" https://github.com/ACEmulator/ACE/pull/148#issuecomment-287964793,https://api.github.com/repos/ACEmulator/ACE/issues/148,287964793,MDEyOklzc3VlQ29tbWVudDI4Nzk2NDc5Mw==,1765994,Gordian3,2017-03-21T03:14:49Z,2017-03-21T03:14:49Z,CONTRIBUTOR,"If we had the actual source and wanted to move it away from SQL Server and Windows Server, then deploying each piece (Database, GLS, etc) in a docker would have provided a great way to link all of the components. Then have a VM OVF/OVA with CentOS or similar OS and have it load the dockers would have been a decent deployment model. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215282644,Add a link to ace-db docker image in the README https://github.com/ACEmulator/ACE/pull/163#issuecomment-288315607,https://api.github.com/repos/ACEmulator/ACE/issues/163,288315607,MDEyOklzc3VlQ29tbWVudDI4ODMxNTYwNw==,11369233,LtRipley36706,2017-03-22T07:05:10Z,2017-03-22T07:05:10Z,MEMBER,"Now, really, all good here 👍 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215964624,Support for specific server host binding https://github.com/ACEmulator/ACE/pull/167#issuecomment-288825995,https://api.github.com/repos/ACEmulator/ACE/issues/167,288825995,MDEyOklzc3VlQ29tbWVudDI4ODgyNTk5NQ==,11369233,LtRipley36706,2017-03-23T18:56:54Z,2017-03-23T18:56:54Z,MEMBER,Client currently crashes when the db objects are sent to it...,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,216282064,weenies weenies everywhere. object structure pass for review. https://github.com/ACEmulator/ACE/pull/167#issuecomment-289094900,https://api.github.com/repos/ACEmulator/ACE/issues/167,289094900,MDEyOklzc3VlQ29tbWVudDI4OTA5NDkwMA==,11369233,LtRipley36706,2017-03-24T17:46:38Z,2017-03-24T17:46:38Z,MEMBER,"Lifestones.. Lifestones everywhere! ![139vy](https://cloud.githubusercontent.com/assets/11369233/24306810/442826f4-1098-11e7-827d-edb4621c05e5.jpg) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,216282064,weenies weenies everywhere. object structure pass for review. https://github.com/ACEmulator/ACE/pull/167#issuecomment-289177445,https://api.github.com/repos/ACEmulator/ACE/issues/167,289177445,MDEyOklzc3VlQ29tbWVudDI4OTE3NzQ0NQ==,25518589,mcreedjr,2017-03-25T01:13:54Z,2017-03-25T01:13:54Z,CONTRIBUTOR,"Works for me, too Mogwai. Exciting to see this materialize through the process. Generalized object factory is going to quickly open a lot of other doors as well. Thanks for the effort! ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,216282064,weenies weenies everywhere. object structure pass for review. https://github.com/ACEmulator/ACE/pull/160#issuecomment-289435283,https://api.github.com/repos/ACEmulator/ACE/issues/160,289435283,MDEyOklzc3VlQ29tbWVudDI4OTQzNTI4Mw==,25351661,Mogwai-TheFurry,2017-03-27T12:12:32Z,2017-03-27T12:12:32Z,CONTRIBUTOR,"Sat down to review all this, but there's 5 merge conflicts. If you could take a look at rebasing with the big item / database overhaul that would be great.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215897071,Monster factory https://github.com/ACEmulator/ACE/pull/160#issuecomment-289553473,https://api.github.com/repos/ACEmulator/ACE/issues/160,289553473,MDEyOklzc3VlQ29tbWVudDI4OTU1MzQ3Mw==,26508216,Lidefeath,2017-03-27T19:06:37Z,2017-03-27T19:06:37Z,CONTRIBUTOR,Thanks for the review. I'll redo this with the new database.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215897071,Monster factory https://github.com/ACEmulator/ACE/issues/166#issuecomment-289575765,https://api.github.com/repos/ACEmulator/ACE/issues/166,289575765,MDEyOklzc3VlQ29tbWVudDI4OTU3NTc2NQ==,25460553,ogmage78,2017-03-27T20:28:27Z,2017-03-27T20:28:27Z,CONTRIBUTOR,This is inprogress,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,216250810,Give Characters a set of positions https://github.com/ACEmulator/ACE/pull/172#issuecomment-289590239,https://api.github.com/repos/ACEmulator/ACE/issues/172,289590239,MDEyOklzc3VlQ29tbWVudDI4OTU5MDIzOQ==,26508216,Lidefeath,2017-03-27T21:22:33Z,2017-03-27T21:22:33Z,CONTRIBUTOR,The last commit (b5480f2) has the requested changes,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217055250,Implements GameAction/Event for Update Health https://github.com/ACEmulator/ACE/issues/180#issuecomment-289746755,https://api.github.com/repos/ACEmulator/ACE/issues/180,289746755,MDEyOklzc3VlQ29tbWVudDI4OTc0Njc1NQ==,25351661,Mogwai-TheFurry,2017-03-28T11:57:18Z,2017-03-28T11:57:18Z,CONTRIBUTOR,"Problem is we don't have anything in place to differentiate between walking and TPing within a landblock. Shouldn't be hard, though.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217470832,Objects need to be re-sent to client if teleported within same landblock https://github.com/ACEmulator/ACE/pull/182#issuecomment-290084445,https://api.github.com/repos/ACEmulator/ACE/issues/182,290084445,MDEyOklzc3VlQ29tbWVudDI5MDA4NDQ0NQ==,25460553,ogmage78,2017-03-29T13:09:24Z,2017-03-29T13:09:24Z,CONTRIBUTOR,"In looking at this this morning - I think I see what the issue is. I was working on this right before someone was doing some work on animation. I had started down a path that I needed to create a properly formed F74C MovementEvent. He and I both created objects and enums that were the same but named differently. Both are in here and I am now sending a bogus F74 message. That is why my neckid dude will not bend down to drop the wand. I won't be able to untangle this until later today - but anyone that has time, other than that message being fubar - the implementation of the container inventory dictionary, the landblock logic for dropping an item - it would be helpful to know if I am on the right track with how it is implemented. Thanks ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217729589,Drop Item - REVIEW ONLY Do not merge https://github.com/ACEmulator/ACE/pull/182#issuecomment-290238147,https://api.github.com/repos/ACEmulator/ACE/issues/182,290238147,MDEyOklzc3VlQ29tbWVudDI5MDIzODE0Nw==,25460553,ogmage78,2017-03-29T21:53:56Z,2017-03-29T21:53:56Z,CONTRIBUTOR,This is fubar. Going to fix it and resubmit.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217729589,Drop Item - REVIEW ONLY Do not merge https://github.com/ACEmulator/ACE/pull/183#issuecomment-290313862,https://api.github.com/repos/ACEmulator/ACE/issues/183,290313862,MDEyOklzc3VlQ29tbWVudDI5MDMxMzg2Mg==,11369233,LtRipley36706,2017-03-30T06:22:39Z,2017-03-30T06:22:39Z,MEMBER,"Getting several crashes with the current db load in, needs a bit more pruning of objects as there are lots of player created objects in this db in addition to static objects, which probably leads to crashing in some of housing settlements or towns","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217957579,all the database things! https://github.com/ACEmulator/ACE/pull/184#issuecomment-290456123,https://api.github.com/repos/ACEmulator/ACE/issues/184,290456123,MDEyOklzc3VlQ29tbWVudDI5MDQ1NjEyMw==,37453,fantoms,2017-03-30T15:56:12Z,2017-03-30T15:56:12Z,CONTRIBUTOR,"I am going to close this PR, untill I work the Positions and CharacterPositions in too the same object and the code ready for another look. Thanks For your reviews so far!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218060844,Feature: ORM Driven Character Positions for Issue #166 https://github.com/ACEmulator/ACE/pull/186#issuecomment-290590681,https://api.github.com/repos/ACEmulator/ACE/issues/186,290590681,MDEyOklzc3VlQ29tbWVudDI5MDU5MDY4MQ==,25460553,ogmage78,2017-03-31T01:28:25Z,2017-03-31T01:28:25Z,CONTRIBUTOR,"I made the requested changes. Let me know if you see anything else. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218255708,Animation - fix and enhancement https://github.com/ACEmulator/ACE/pull/186#issuecomment-290596235,https://api.github.com/repos/ACEmulator/ACE/issues/186,290596235,MDEyOklzc3VlQ29tbWVudDI5MDU5NjIzNQ==,25460553,ogmage78,2017-03-31T02:11:37Z,2017-03-31T02:11:37Z,CONTRIBUTOR,Done.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218255708,Animation - fix and enhancement https://github.com/ACEmulator/ACE/pull/187#issuecomment-290756995,https://api.github.com/repos/ACEmulator/ACE/issues/187,290756995,MDEyOklzc3VlQ29tbWVudDI5MDc1Njk5NQ==,25387933,Forbiddenz,2017-03-31T16:11:52Z,2017-03-31T16:11:52Z,CONTRIBUTOR,Updated,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218334549,World fix and fireball test https://github.com/ACEmulator/ACE/pull/187#issuecomment-290764066,https://api.github.com/repos/ACEmulator/ACE/issues/187,290764066,MDEyOklzc3VlQ29tbWVudDI5MDc2NDA2Ng==,25387933,Forbiddenz,2017-03-31T16:38:58Z,2017-03-31T16:38:58Z,CONTRIBUTOR,"Removed some useless comments I noticed too. - Spell is now a mutable object","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218334549,World fix and fireball test https://github.com/ACEmulator/ACE/pull/187#issuecomment-290821532,https://api.github.com/repos/ACEmulator/ACE/issues/187,290821532,MDEyOklzc3VlQ29tbWVudDI5MDgyMTUzMg==,25387933,Forbiddenz,2017-03-31T20:28:58Z,2017-03-31T20:28:58Z,CONTRIBUTOR,Spells ! We have some fun spells.. I will work to improve it but this is worth it to submit it now as it should works in multiplayer for giggles..,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218334549,World fix and fireball test https://github.com/ACEmulator/ACE/pull/187#issuecomment-290918730,https://api.github.com/repos/ACEmulator/ACE/issues/187,290918730,MDEyOklzc3VlQ29tbWVudDI5MDkxODczMA==,25387933,Forbiddenz,2017-04-01T13:00:41Z,2017-04-01T13:00:41Z,CONTRIBUTOR,"Closing this, I found some issues with it. I also am thinking we need some kind of naming convention between Entity and Enum.. Starting to Get confusing.. IE PlayerEntity, SpellEntity, Etc as we build more entitys.. enums should just be Spell, Player, etc as needed.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218334549,World fix and fireball test https://github.com/ACEmulator/ACE/pull/191#issuecomment-290962833,https://api.github.com/repos/ACEmulator/ACE/issues/191,290962833,MDEyOklzc3VlQ29tbWVudDI5MDk2MjgzMw==,25460553,ogmage78,2017-04-02T03:47:07Z,2017-04-02T03:47:07Z,CONTRIBUTOR,No conflicts now and this does fix a serious bug. Let me know what you think.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218735283,Fixed bug / incomplete implementation of instance_time stamp https://github.com/ACEmulator/ACE/pull/189#issuecomment-290962849,https://api.github.com/repos/ACEmulator/ACE/issues/189,290962849,MDEyOklzc3VlQ29tbWVudDI5MDk2Mjg0OQ==,25460553,ogmage78,2017-04-02T03:47:46Z,2017-04-02T03:47:46Z,CONTRIBUTOR,I will fix this first thing in the morning. I looked they are easy to resolve. Thanks for checking it over.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218616162,Inventory Phase 1 and Drop Item https://github.com/ACEmulator/ACE/pull/194#issuecomment-290963680,https://api.github.com/repos/ACEmulator/ACE/issues/194,290963680,MDEyOklzc3VlQ29tbWVudDI5MDk2MzY4MA==,37453,fantoms,2017-04-02T04:18:08Z,2017-04-02T04:18:08Z,CONTRIBUTOR,"In my defense, here is the previously requested change: https://github.com/ACEmulator/ACE/pull/184/files/0fda5e079b51c574b0565d7e01fa51e8548d5d0b","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218740683,"Fix: Reverted SQL syntax to use AFTER, instead of BEFORE" https://github.com/ACEmulator/ACE/pull/190#issuecomment-290970418,https://api.github.com/repos/ACEmulator/ACE/issues/190,290970418,MDEyOklzc3VlQ29tbWVudDI5MDk3MDQxOA==,26508216,Lidefeath,2017-04-02T07:41:29Z,2017-04-02T07:41:29Z,CONTRIBUTOR,Fixed the merge conflict.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218690610,Spawn creatures from DB https://github.com/ACEmulator/ACE/pull/189#issuecomment-290985538,https://api.github.com/repos/ACEmulator/ACE/issues/189,290985538,MDEyOklzc3VlQ29tbWVudDI5MDk4NTUzOA==,25460553,ogmage78,2017-04-02T13:12:04Z,2017-04-02T13:12:04Z,CONTRIBUTOR,"I fixed the merge issues. When you get a chance to review this - if you look at: public void HandleDropItem(ObjectGuid objectGuid, Session session) - I am not sure if it needs to be on world object or player. I cannot remember if any NPC's would drop anything as part of a quest. I put in in WO just in case. That might be a mistake. If it needs to go into player - I need to create a method on world object to update containerId. Anyway - any feedback is appreciated. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218616162,Inventory Phase 1 and Drop Item https://github.com/ACEmulator/ACE/pull/191#issuecomment-291004035,https://api.github.com/repos/ACEmulator/ACE/issues/191,291004035,MDEyOklzc3VlQ29tbWVudDI5MTAwNDAzNQ==,25460553,ogmage78,2017-04-02T18:15:44Z,2017-04-02T18:15:44Z,CONTRIBUTOR,Fixed last conflict,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218735283,Fixed bug / incomplete implementation of instance_time stamp https://github.com/ACEmulator/ACE/issues/144#issuecomment-291013240,https://api.github.com/repos/ACEmulator/ACE/issues/144,291013240,MDEyOklzc3VlQ29tbWVudDI5MTAxMzI0MA==,25460553,ogmage78,2017-04-02T20:37:35Z,2017-04-02T20:37:35Z,CONTRIBUTOR,If the first part gets checked in - I will implement pickup item - then add saving your inventory to the database for persistence. I will add inscription next.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,215224510,Add the Ability to drop an item from your backpack. https://github.com/ACEmulator/ACE/pull/190#issuecomment-291120839,https://api.github.com/repos/ACEmulator/ACE/issues/190,291120839,MDEyOklzc3VlQ29tbWVudDI5MTEyMDgzOQ==,25351661,Mogwai-TheFurry,2017-04-03T11:49:54Z,2017-04-03T11:49:54Z,CONTRIBUTOR,I accepted Og's inventory PR which created conflicts again. Good news is you're now at the top of the queue this time!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218690610,Spawn creatures from DB https://github.com/ACEmulator/ACE/pull/183#issuecomment-291122387,https://api.github.com/repos/ACEmulator/ACE/issues/183,291122387,MDEyOklzc3VlQ29tbWVudDI5MTEyMjM4Nw==,25351661,Mogwai-TheFurry,2017-04-03T11:58:02Z,2017-04-03T11:58:02Z,CONTRIBUTOR,"Ok, I'll do the rebase without all the changes and go from there.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217957579,all the database things! https://github.com/ACEmulator/ACE/issues/4#issuecomment-291123944,https://api.github.com/repos/ACEmulator/ACE/issues/4,291123944,MDEyOklzc3VlQ29tbWVudDI5MTEyMzk0NA==,25351661,Mogwai-TheFurry,2017-04-03T12:06:09Z,2017-04-03T12:06:09Z,CONTRIBUTOR,mostly done last week. closing this for lack of more descriptive requirements.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204489832,ACE World DB Design https://github.com/ACEmulator/ACE/pull/198#issuecomment-291271293,https://api.github.com/repos/ACEmulator/ACE/issues/198,291271293,MDEyOklzc3VlQ29tbWVudDI5MTI3MTI5Mw==,25351661,Mogwai-TheFurry,2017-04-03T20:55:57Z,2017-04-03T20:55:57Z,CONTRIBUTOR,"Any chance you can concat the portal files down to a single file for purposes of the PR? In the script directory, you should be able to do this (on Windows command line): copy *.sql AllPortals.sql We'd just need to know to run that via the SqlYog import tool rather than the query editor.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219018504,Add portals to ACE_World tables https://github.com/ACEmulator/ACE/pull/190#issuecomment-291571075,https://api.github.com/repos/ACEmulator/ACE/issues/190,291571075,MDEyOklzc3VlQ29tbWVudDI5MTU3MTA3NQ==,26508216,Lidefeath,2017-04-04T17:22:04Z,2017-04-04T17:22:04Z,CONTRIBUTOR,Fixed the merge conflicts,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,218690610,Spawn creatures from DB https://github.com/ACEmulator/ACE/issues/209#issuecomment-292063770,https://api.github.com/repos/ACEmulator/ACE/issues/209,292063770,MDEyOklzc3VlQ29tbWVudDI5MjA2Mzc3MA==,37453,fantoms,2017-04-06T04:08:59Z,2017-04-06T04:08:59Z,CONTRIBUTOR,"After testing a few times, I believe that your commit b52abcd is the culprit. When I revert this change, rotations are restored.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219614446,Character rotation https://github.com/ACEmulator/ACE/issues/209#issuecomment-292071321,https://api.github.com/repos/ACEmulator/ACE/issues/209,292071321,MDEyOklzc3VlQ29tbWVudDI5MjA3MTMyMQ==,37453,fantoms,2017-04-06T05:17:17Z,2017-04-06T05:17:17Z,CONTRIBUTOR,PR #214 seems to also fix the issue for me.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219614446,Character rotation https://github.com/ACEmulator/ACE/pull/211#issuecomment-292333744,https://api.github.com/repos/ACEmulator/ACE/issues/211,292333744,MDEyOklzc3VlQ29tbWVudDI5MjMzMzc0NA==,25460553,ogmage78,2017-04-06T21:47:06Z,2017-04-06T21:47:06Z,CONTRIBUTOR,I regressed with my latest changes. Going to close this for now.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219773627,WIP Inventory - Good place for review - Do not merge yet https://github.com/ACEmulator/ACE/pull/218#issuecomment-292709120,https://api.github.com/repos/ACEmulator/ACE/issues/218,292709120,MDEyOklzc3VlQ29tbWVudDI5MjcwOTEyMA==,26508216,Lidefeath,2017-04-08T10:26:18Z,2017-04-08T10:26:18Z,CONTRIBUTOR,I'll close this one and will open a clean PR where I merged the master branch beforehand.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220357495,Creature stats https://github.com/ACEmulator/ACE/issues/209#issuecomment-292803359,https://api.github.com/repos/ACEmulator/ACE/issues/209,292803359,MDEyOklzc3VlQ29tbWVudDI5MjgwMzM1OQ==,11369233,LtRipley36706,2017-04-09T18:31:16Z,2017-04-09T18:31:16Z,MEMBER,"agreed, this issue seems resolved. Closing for now.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219614446,Character rotation https://github.com/ACEmulator/ACE/pull/169#issuecomment-292815154,https://api.github.com/repos/ACEmulator/ACE/issues/169,292815154,MDEyOklzc3VlQ29tbWVudDI5MjgxNTE1NA==,11369233,LtRipley36706,2017-04-09T21:39:23Z,2017-04-09T21:39:23Z,MEMBER,See #223 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,216958720,Updated Marketplace Recall https://github.com/ACEmulator/ACE/pull/224#issuecomment-292830199,https://api.github.com/repos/ACEmulator/ACE/issues/224,292830199,MDEyOklzc3VlQ29tbWVudDI5MjgzMDE5OQ==,25460553,ogmage78,2017-04-10T01:40:28Z,2017-04-10T01:40:28Z,CONTRIBUTOR,Forgot to give a shoutout to Lidefeath for helping me with the lambda expression. ;),"{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220517521,"Inventory Part 2 - Create, Drop and Pickup" https://github.com/ACEmulator/ACE/pull/226#issuecomment-293031394,https://api.github.com/repos/ACEmulator/ACE/issues/226,293031394,MDEyOklzc3VlQ29tbWVudDI5MzAzMTM5NA==,37453,fantoms,2017-04-10T18:07:14Z,2017-04-10T18:07:14Z,CONTRIBUTOR,"After pulling this patch, I was able to perform animations on different integers.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220709475,Fix for Animations https://github.com/ACEmulator/ACE/issues/228#issuecomment-293108786,https://api.github.com/repos/ACEmulator/ACE/issues/228,293108786,MDEyOklzc3VlQ29tbWVudDI5MzEwODc4Ng==,11369233,LtRipley36706,2017-04-10T23:38:10Z,2017-04-10T23:38:10Z,MEMBER,Players that disconnect cleanly also persist in world,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220798868,Better Handling for Disconnects https://github.com/ACEmulator/ACE/issues/231#issuecomment-293122342,https://api.github.com/repos/ACEmulator/ACE/issues/231,293122342,MDEyOklzc3VlQ29tbWVudDI5MzEyMjM0Mg==,11369233,LtRipley36706,2017-04-11T01:18:52Z,2017-04-11T01:18:52Z,MEMBER,"To reproduce: Connect two or more clients to same server teleport both to same location outdoors teleport one away to another outdoor location client disappears return client to original outdoor location @mp both clients from mp, teleport to another dungeon @teleloc 013A01E2 21.68 -50.02 6.11 -0.70 0.00 0.00 -0.71 (for example) the client that is supposed to portal away is left on the remaining client screen.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220811945,Teleporting players are not removed from client if player teleports to another dungeon https://github.com/ACEmulator/ACE/issues/232#issuecomment-293149021,https://api.github.com/repos/ACEmulator/ACE/issues/232,293149021,MDEyOklzc3VlQ29tbWVudDI5MzE0OTAyMQ==,11369233,LtRipley36706,2017-04-11T04:49:50Z,2017-04-11T04:49:59Z,MEMBER,"Your location is: 0x2B110028 [104.277939 191.119308 48.005001] 0.221541 0.000000 0.000000 -0.975151 Your location is: 0x2B120021 [103.705467 0.314215 48.005001] 0.221541 0.000000 0.000000 -0.975151 locations of interest","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220838658,Objects don't appear correctly until on top of them https://github.com/ACEmulator/ACE/pull/227#issuecomment-293284237,https://api.github.com/repos/ACEmulator/ACE/issues/227,293284237,MDEyOklzc3VlQ29tbWVudDI5MzI4NDIzNw==,25351661,Mogwai-TheFurry,2017-04-11T14:38:41Z,2017-04-11T14:38:41Z,CONTRIBUTOR,changelog...,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220749461,Fix GameActionType.QueryHealth for targets in adjacent landblocks and… https://github.com/ACEmulator/ACE/issues/233#issuecomment-293324955,https://api.github.com/repos/ACEmulator/ACE/issues/233,293324955,MDEyOklzc3VlQ29tbWVudDI5MzMyNDk1NQ==,11369233,LtRipley36706,2017-04-11T16:48:24Z,2017-04-11T16:48:24Z,MEMBER,"I think this is a symptom of a lack of broadcasting of several things related to movement.. My guess it to resolve it queues will need to be built out for MoveToState and likely a change for UpdatePosition... ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220951042,Issues with second client https://github.com/ACEmulator/ACE/issues/233#issuecomment-293329824,https://api.github.com/repos/ACEmulator/ACE/issues/233,293329824,MDEyOklzc3VlQ29tbWVudDI5MzMyOTgyNA==,11369233,LtRipley36706,2017-04-11T17:04:38Z,2017-04-11T17:04:38Z,MEMBER,AutonomousPosition might be another event needing a queue as well to help smooth things out,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220951042,Issues with second client https://github.com/ACEmulator/ACE/pull/227#issuecomment-293478980,https://api.github.com/repos/ACEmulator/ACE/issues/227,293478980,MDEyOklzc3VlQ29tbWVudDI5MzQ3ODk4MA==,26508216,Lidefeath,2017-04-12T05:38:47Z,2017-04-12T05:38:47Z,CONTRIBUTOR,Fixed changelog.md,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220749461,Fix GameActionType.QueryHealth for targets in adjacent landblocks and… https://github.com/ACEmulator/ACE/pull/235#issuecomment-293739770,https://api.github.com/repos/ACEmulator/ACE/issues/235,293739770,MDEyOklzc3VlQ29tbWVudDI5MzczOTc3MA==,37453,fantoms,2017-04-12T23:58:29Z,2017-04-12T23:58:29Z,CONTRIBUTOR,Just pulled the latest changes and tested again; all functions were working as expected.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220965499,Dat reader - creating a PR so I can comment. https://github.com/ACEmulator/ACE/pull/229#issuecomment-293753308,https://api.github.com/repos/ACEmulator/ACE/issues/229,293753308,MDEyOklzc3VlQ29tbWVudDI5Mzc1MzMwOA==,25460553,ogmage78,2017-04-13T01:40:46Z,2017-04-13T01:40:46Z,CONTRIBUTOR,Updated and ready for merge upon approval.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220806148,Update to use Action Queue - Requested Changes Made 4/14/2017 https://github.com/ACEmulator/ACE/pull/236#issuecomment-293918593,https://api.github.com/repos/ACEmulator/ACE/issues/236,293918593,MDEyOklzc3VlQ29tbWVudDI5MzkxODU5Mw==,12808515,Zegeger,2017-04-13T14:52:58Z,2017-04-13T14:53:45Z,CONTRIBUTOR,"I have a thought on this, but will require some refactor work. I think we need to move all GameMessage/GameEvents to store inputted data, and then we add a byte[] GetPayload(Session session) function which actually writes the content for sending. Then a single event can be used repeatedly to broadcast to many sessions. I need to take a closer look at this to think out the details.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,221393225,Concept review: Broadcast Generic Messages for Effects and Sounds https://github.com/ACEmulator/ACE/pull/237#issuecomment-294036680,https://api.github.com/repos/ACEmulator/ACE/issues/237,294036680,MDEyOklzc3VlQ29tbWVudDI5NDAzNjY4MA==,26508216,Lidefeath,2017-04-13T22:20:45Z,2017-04-13T22:20:45Z,CONTRIBUTOR,"As discussed with fantoms, I'll redo this as a proper commit.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,221690158,Creature kill corpse - For review - NOT ready for a merge https://github.com/ACEmulator/ACE/pull/229#issuecomment-294223013,https://api.github.com/repos/ACEmulator/ACE/issues/229,294223013,MDEyOklzc3VlQ29tbWVudDI5NDIyMzAxMw==,25460553,ogmage78,2017-04-14T19:47:35Z,2017-04-14T19:47:35Z,CONTRIBUTOR,Stackoverflow pointed out a part of code that was not checking for existence prior to usage - I made that fix.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220806148,Update to use Action Queue - Requested Changes Made 4/14/2017 https://github.com/ACEmulator/ACE/pull/238#issuecomment-294299000,https://api.github.com/repos/ACEmulator/ACE/issues/238,294299000,MDEyOklzc3VlQ29tbWVudDI5NDI5OTAwMA==,26508216,Lidefeath,2017-04-15T15:09:00Z,2017-04-15T15:09:00Z,CONTRIBUTOR,I fixed and improved this according to your suggestions and will submit a new PR. Thanks all for the help!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,221699510,Creature kill and corpse spawn https://github.com/ACEmulator/ACE/pull/243#issuecomment-294642122,https://api.github.com/repos/ACEmulator/ACE/issues/243,294642122,MDEyOklzc3VlQ29tbWVudDI5NDY0MjEyMg==,37453,fantoms,2017-04-18T01:14:36Z,2017-04-18T01:14:36Z,CONTRIBUTOR,I've made changes to each of the commented sections - the code is now ready for another review.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222023780,Fix: Position missing update and LandblockId db object fix https://github.com/ACEmulator/ACE/pull/239#issuecomment-294742418,https://api.github.com/repos/ACEmulator/ACE/issues/239,294742418,MDEyOklzc3VlQ29tbWVudDI5NDc0MjQxOA==,26508216,Lidefeath,2017-04-18T09:20:50Z,2017-04-18T09:20:50Z,CONTRIBUTOR,I removed the smite command as requested - although I don't see why implementing it was so bad if it's in the client.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,221953958,Creature kill corpse v2 https://github.com/ACEmulator/ACE/pull/247#issuecomment-294856575,https://api.github.com/repos/ACEmulator/ACE/issues/247,294856575,MDEyOklzc3VlQ29tbWVudDI5NDg1NjU3NQ==,25460553,ogmage78,2017-04-18T14:09:58Z,2017-04-18T14:09:58Z,CONTRIBUTOR,I also really like the container class container -> creature -> player We will be able to do container -> chest. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222409472,major restructuring of object heirarchy. please review. https://github.com/ACEmulator/ACE/pull/236#issuecomment-294861667,https://api.github.com/repos/ACEmulator/ACE/issues/236,294861667,MDEyOklzc3VlQ29tbWVudDI5NDg2MTY2Nw==,37453,fantoms,2017-04-18T14:26:25Z,2017-04-18T14:26:25Z,CONTRIBUTOR,Thanks for taking a look!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,221393225,Concept review: Broadcast Generic Messages for Effects and Sounds https://github.com/ACEmulator/ACE/pull/251#issuecomment-294962639,https://api.github.com/repos/ACEmulator/ACE/issues/251,294962639,MDEyOklzc3VlQ29tbWVudDI5NDk2MjYzOQ==,26508216,Lidefeath,2017-04-18T20:02:20Z,2017-04-18T20:02:20Z,CONTRIBUTOR,I like this structure. 👍 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222524134,Added Folders to Project Structure to make maintaining and developing easier https://github.com/ACEmulator/ACE/pull/251#issuecomment-294980138,https://api.github.com/repos/ACEmulator/ACE/issues/251,294980138,MDEyOklzc3VlQ29tbWVudDI5NDk4MDEzOA==,25351661,Mogwai-TheFurry,2017-04-18T20:56:44Z,2017-04-18T20:56:44Z,CONTRIBUTOR,"Folders should match namespaces, it's even a StyleCop rule. This type of object organization is not normal practice in industry and I'm not a fan. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222524134,Added Folders to Project Structure to make maintaining and developing easier https://github.com/ACEmulator/ACE/pull/250#issuecomment-294980500,https://api.github.com/repos/ACEmulator/ACE/issues/250,294980500,MDEyOklzc3VlQ29tbWVudDI5NDk4MDUwMA==,25351661,Mogwai-TheFurry,2017-04-18T20:57:49Z,2017-04-18T20:57:49Z,CONTRIBUTOR,What's the use case for this? ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222487087,Add Misc Object https://github.com/ACEmulator/ACE/pull/250#issuecomment-295009469,https://api.github.com/repos/ACEmulator/ACE/issues/250,295009469,MDEyOklzc3VlQ29tbWVudDI5NTAwOTQ2OQ==,11369233,LtRipley36706,2017-04-18T22:59:12Z,2017-04-18T22:59:12Z,MEMBER,Use case is for house objects but per our discussion I should look further at this to refine to a more specific object,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222487087,Add Misc Object https://github.com/ACEmulator/ACE/issues/254#issuecomment-295032015,https://api.github.com/repos/ACEmulator/ACE/issues/254,295032015,MDEyOklzc3VlQ29tbWVudDI5NTAzMjAxNQ==,1765994,Gordian3,2017-04-19T01:10:33Z,2017-04-19T01:10:33Z,CONTRIBUTOR,"Some info on the Natural Regen rates can be seen at: http://acpedia.org/wiki/Natural_Resistances#Natural_Resistance_Bonus Mostly this references the modifiers to the natural rates due to attributes (and spells). I'm not sure where to find the actual natural rate. Perhaps some math can be done on some pcaps showing vital restoration and we can work back from the characters stats and spells? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222587429,Add support for vitals regeneration https://github.com/ACEmulator/ACE/issues/254#issuecomment-295038094,https://api.github.com/repos/ACEmulator/ACE/issues/254,295038094,MDEyOklzc3VlQ29tbWVudDI5NTAzODA5NA==,1765994,Gordian3,2017-04-19T01:46:26Z,2017-04-19T01:46:26Z,CONTRIBUTOR,"I can't find the official natural regen formula documented. Following is from a Letter to the Players, Nov 2001. > b. New regeneration rates--As the game of Asheron's Call grows and progresses, certain design dynamics have become outdated. The hit point regeneration rate has become one of those antiquated systems. We wanted to decrease downtime, especially the downtime for those without life magic who also don't have healing. We think we've struck the right compromise with the current hit point and Stamina regen rates. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222587429,Add support for vitals regeneration https://github.com/ACEmulator/ACE/pull/250#issuecomment-295127770,https://api.github.com/repos/ACEmulator/ACE/issues/250,295127770,MDEyOklzc3VlQ29tbWVudDI5NTEyNzc3MA==,11369233,LtRipley36706,2017-04-19T06:53:58Z,2017-04-19T06:53:58Z,MEMBER,reworking at another time,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222487087,Add Misc Object https://github.com/ACEmulator/ACE/pull/255#issuecomment-295148279,https://api.github.com/repos/ACEmulator/ACE/issues/255,295148279,MDEyOklzc3VlQ29tbWVudDI5NTE0ODI3OQ==,11369233,LtRipley36706,2017-04-19T07:55:11Z,2017-04-19T07:55:11Z,MEMBER,So far the only issue i've encountered that's new is I can sometimes get to the character select screen and get no characters in the list upon server start up. waiting a bit tends to mitigate that out. Perhaps connections should be blocked until everything is ready to go?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222597749,"Phase 1 Refactor of Session, NetworkSession, Action handlers" https://github.com/ACEmulator/ACE/pull/251#issuecomment-295222400,https://api.github.com/repos/ACEmulator/ACE/issues/251,295222400,MDEyOklzc3VlQ29tbWVudDI5NTIyMjQwMA==,25387933,Forbiddenz,2017-04-19T11:11:11Z,2017-04-19T11:11:11Z,CONTRIBUTOR,"Yea, I was wondering about that, I do like the folders though as they make things more clear. What I we added the folders and added the name modified the namespaces accordingly? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222524134,Added Folders to Project Structure to make maintaining and developing easier https://github.com/ACEmulator/ACE/pull/251#issuecomment-295230873,https://api.github.com/repos/ACEmulator/ACE/issues/251,295230873,MDEyOklzc3VlQ29tbWVudDI5NTIzMDg3Mw==,25351661,Mogwai-TheFurry,2017-04-19T11:35:05Z,2017-04-19T11:35:05Z,CONTRIBUTOR,"If we had a hundred or more objects in our hierarchy, I could get on board with something, but what you're asking is actually technically not possible. You can't have ""ACE.Entity.WorldObject"" and ""ACE.Entity.WorldObject.Container"" - it won't even compile because it you can't have a class share a namespace segment.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222524134,Added Folders to Project Structure to make maintaining and developing easier https://github.com/ACEmulator/ACE/pull/255#issuecomment-295252684,https://api.github.com/repos/ACEmulator/ACE/issues/255,295252684,MDEyOklzc3VlQ29tbWVudDI5NTI1MjY4NA==,10608427,Mag-nus,2017-04-19T12:34:28Z,2017-04-19T12:34:28Z,MEMBER,"It looks like the namespace for the player handler classes in ACE.Network.Handlers is not correct. Many are ACE.Entity when they should be ACE.Network.Handlers The session handlers appear to have the wrong namespaces as well.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222597749,"Phase 1 Refactor of Session, NetworkSession, Action handlers" https://github.com/ACEmulator/ACE/pull/268#issuecomment-296085864,https://api.github.com/repos/ACEmulator/ACE/issues/268,296085864,MDEyOklzc3VlQ29tbWVudDI5NjA4NTg2NA==,11369233,LtRipley36706,2017-04-21T06:10:13Z,2017-04-21T06:10:13Z,MEMBER,"This will make multiplayer look rather static but honestly the twitching isn't better. the UpdateObject could be replaced with CreateObject messages and it actually looks smoother, albeit still wrong. Clients would appear to skate/slide across the screen. Spams Pcaps however, which is still wrong.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223284662,Kill UpdateObject sending until we use it right. https://github.com/ACEmulator/ACE/pull/258#issuecomment-296353544,https://api.github.com/repos/ACEmulator/ACE/issues/258,296353544,MDEyOklzc3VlQ29tbWVudDI5NjM1MzU0NA==,11369233,LtRipley36706,2017-04-22T07:05:44Z,2017-04-22T07:05:44Z,MEMBER,More successful testing tonight.. I dumped in a significant number of objects for this to stream it it mostly held up.. One time it failed to stream in objects when I was on an autorun but it also could have been due to the sheer number of objects as well.. Something to try to reproduce if possible.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222871197,Streaming objects https://github.com/ACEmulator/ACE/pull/271#issuecomment-296440487,https://api.github.com/repos/ACEmulator/ACE/issues/271,296440487,MDEyOklzc3VlQ29tbWVudDI5NjQ0MDQ4Nw==,25387933,Forbiddenz,2017-04-23T12:39:27Z,2017-04-23T12:39:27Z,CONTRIBUTOR,"Yep, it conflicts with my other or for sure plus more now. I will pull it and redo it in a few days. I may have some better ideas to for this state machine. Right now is kind of a rules engine of states. We may want forward states too so we can move to next state in a ordered list for toggle switches.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223472023,State machines https://github.com/ACEmulator/ACE/issues/7#issuecomment-296470796,https://api.github.com/repos/ACEmulator/ACE/issues/7,296470796,MDEyOklzc3VlQ29tbWVudDI5NjQ3MDc5Ng==,11369233,LtRipley36706,2017-04-23T18:13:45Z,2017-04-23T18:13:45Z,MEMBER,Animation is in.. Still needs multiplayer handling to cover movement,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,204490022,World object movement / animation needs proper implementing https://github.com/ACEmulator/ACE/pull/275#issuecomment-296483428,https://api.github.com/repos/ACEmulator/ACE/issues/275,296483428,MDEyOklzc3VlQ29tbWVudDI5NjQ4MzQyOA==,24981658,MiachofTD,2017-04-23T19:43:02Z,2017-04-23T19:43:02Z,CONTRIBUTOR,Changing how we are adding portals.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223659394,Added 65 more portals https://github.com/ACEmulator/ACE/pull/273#issuecomment-296484360,https://api.github.com/repos/ACEmulator/ACE/issues/273,296484360,MDEyOklzc3VlQ29tbWVudDI5NjQ4NDM2MA==,26508216,Lidefeath,2017-04-23T19:58:46Z,2017-04-23T19:58:46Z,CONTRIBUTOR,"Ok, changes are in.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223578476,Read the Generators from portal.dat file 0x0E00000D and enhance DatRe… https://github.com/ACEmulator/ACE/pull/278#issuecomment-296500956,https://api.github.com/repos/ACEmulator/ACE/issues/278,296500956,MDEyOklzc3VlQ29tbWVudDI5NjUwMDk1Ng==,37453,fantoms,2017-04-24T00:40:16Z,2017-04-24T00:44:09Z,CONTRIBUTOR,"Adapted @Lidefeath's selected target smite command to allow you to moveTo a selected target, only works for players and creatures: ``` public static void MoveTo(Session session, params string[] parameters) { if (session.Player.SelectedTarget != 0) { var target = new ObjectGuid(session.Player.SelectedTarget); var wo = LandblockManager.GetWorldObject(session, target); var newMotion = new ServerControlMotion(MotionStance.Standing, wo); session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player)); session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, wo, newMotion, MovementTypes.MoveToObject)); } else { var distance = 10.0f; if ((parameters?.Length > 0)) distance = Convert.ToInt16(parameters[0]); var loot = LootGenerationFactory.CreateTrainingWand(session.Player); LootGenerationFactory.Spawn(loot, session.Player.Location.InFrontOf(distance)); session.Player.TrackObject(loot); var newMotion = new ServerControlMotion(MotionStance.Standing, loot); session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player)); session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, loot, newMotion, MovementTypes.MoveToObject)); } } ```","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223669620,Initial work on MoveToObject & MoveToPosition. Ready for merge https://github.com/ACEmulator/ACE/pull/280#issuecomment-296517109,https://api.github.com/repos/ACEmulator/ACE/issues/280,296517109,MDEyOklzc3VlQ29tbWVudDI5NjUxNzEwOQ==,12808515,Zegeger,2017-04-24T03:33:31Z,2017-04-24T03:33:31Z,CONTRIBUTOR,Looks good to me.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223686108,Update: Vitals https://github.com/ACEmulator/ACE/pull/281#issuecomment-296655281,https://api.github.com/repos/ACEmulator/ACE/issues/281,296655281,MDEyOklzc3VlQ29tbWVudDI5NjY1NTI4MQ==,25351661,Mogwai-TheFurry,2017-04-24T12:48:16Z,2017-04-24T12:48:16Z,CONTRIBUTOR,"Also, you need to put a comment in the changelog to reflect what you did.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223693997,A few portals i did to make sure i understand github ect. https://github.com/ACEmulator/ACE/pull/285#issuecomment-296655385,https://api.github.com/repos/ACEmulator/ACE/issues/285,296655385,MDEyOklzc3VlQ29tbWVudDI5NjY1NTM4NQ==,25351661,Mogwai-TheFurry,2017-04-24T12:48:35Z,2017-04-24T12:48:35Z,CONTRIBUTOR,"Also, you need to put a comment in the changelog to reflect what you did.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223724477,Add 16 more portals from around Shoushi https://github.com/ACEmulator/ACE/pull/278#issuecomment-296869627,https://api.github.com/repos/ACEmulator/ACE/issues/278,296869627,MDEyOklzc3VlQ29tbWVudDI5Njg2OTYyNw==,25460553,ogmage78,2017-04-25T01:56:46Z,2017-04-25T01:56:46Z,CONTRIBUTOR,"I think this is ready for merge. I have tested functions, the merge conflicts are resolved and I have implemented the requested changes. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223669620,Initial work on MoveToObject & MoveToPosition. Ready for merge https://github.com/ACEmulator/ACE/pull/281#issuecomment-296971918,https://api.github.com/repos/ACEmulator/ACE/issues/281,296971918,MDEyOklzc3VlQ29tbWVudDI5Njk3MTkxOA==,9624180,Jyard1,2017-04-25T09:24:42Z,2017-04-25T09:24:42Z,CONTRIBUTOR,going to merge this one with the other.. closing. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223693997,A few portals i did to make sure i understand github ect. https://github.com/ACEmulator/ACE/pull/285#issuecomment-296978700,https://api.github.com/repos/ACEmulator/ACE/issues/285,296978700,MDEyOklzc3VlQ29tbWVudDI5Njk3ODcwMA==,9624180,Jyard1,2017-04-25T09:48:51Z,2017-04-25T09:48:51Z,CONTRIBUTOR,Not sure what AppVeyor's problem is with the update to the changelog. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223724477,Add 16 more portals from around Shoushi https://github.com/ACEmulator/ACE/pull/294#issuecomment-297253922,https://api.github.com/repos/ACEmulator/ACE/issues/294,297253922,MDEyOklzc3VlQ29tbWVudDI5NzI1MzkyMg==,11369233,LtRipley36706,2017-04-26T06:36:29Z,2017-04-26T06:36:29Z,MEMBER,"See #295, this PR will end up being undone because of it.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224174783,Renamed the last 3 SQL files to be in correct order https://github.com/ACEmulator/ACE/issues/253#issuecomment-297469576,https://api.github.com/repos/ACEmulator/ACE/issues/253,297469576,MDEyOklzc3VlQ29tbWVudDI5NzQ2OTU3Ng==,11369233,LtRipley36706,2017-04-26T16:38:11Z,2017-04-26T16:38:11Z,MEMBER,characters now start with proper vitals,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222586754,Regression: New Characters are starting with vitals 0/XX https://github.com/ACEmulator/ACE/issues/181#issuecomment-297469664,https://api.github.com/repos/ACEmulator/ACE/issues/181,297469664,MDEyOklzc3VlQ29tbWVudDI5NzQ2OTY2NA==,11369233,LtRipley36706,2017-04-26T16:38:27Z,2017-04-26T16:38:27Z,MEMBER,step 1 and 2 completed,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217539297,Parse pcaps for Doors and add them! https://github.com/ACEmulator/ACE/issues/287#issuecomment-297983201,https://api.github.com/repos/ACEmulator/ACE/issues/287,297983201,MDEyOklzc3VlQ29tbWVudDI5Nzk4MzIwMQ==,25387933,Forbiddenz,2017-04-28T12:17:24Z,2017-04-28T12:17:24Z,CONTRIBUTOR,"I am working on improving this, right now nothing happens until the player is added to a landblock. At that time the landblock is loaded. Portal space is not acting as a real loading screen. Future state will be to load the landblock and all the others around you on portal log in. Also the system will do the same thing as you run across the world. This will greatly improve streaming.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/issues/31#issuecomment-298015514,https://api.github.com/repos/ACEmulator/ACE/issues/31,298015514,MDEyOklzc3VlQ29tbWVudDI5ODAxNTUxNA==,37453,fantoms,2017-04-28T14:37:24Z,2017-04-28T14:37:24Z,CONTRIBUTOR,"log4net seems to be working very well now: - Instance the ILog interface within an object, to gain Logging capabilities, within a scope: `private static readonly ILog log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);` - The log file path can be set in the `log4net.config` file: `` - Currently, all logging levels are saved to disk in the `ACE_Log.txt` file. The log files are getting quite large, mainly due to the packet debug info.: `` - Utilizing the Log.info() will currently send the log message to the console, as well. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205400067,"Logs should go to separate window, and filesystem" https://github.com/ACEmulator/ACE/pull/301#issuecomment-298093388,https://api.github.com/repos/ACEmulator/ACE/issues/301,298093388,MDEyOklzc3VlQ29tbWVudDI5ODA5MzM4OA==,595925,delasteve,2017-04-28T20:01:58Z,2017-04-28T20:01:58Z,CONTRIBUTOR,"- `.gitattributes` - This file is recommended for git development. It helps with line endings, which is an issue when you are talking cross platform development. Furthermore, if you create any new project from Visual Studio, this file is created along with a `.gitignore` file. - `.editorconfig` - It is becoming more and more common to have a config file for editors and IDEs. I have my editor set to 2 spaces by default for any project. If we allow for cross platform development, this helps solve the problem for others in the same situation (not everyone will use Visual Studio), as well as me. - Changing to `Xunit` - Let's be honest, the projects tests aren't tests. They just assume that if the project starts up, it runs. You could have just made a console app for each and it would've had the same effect. I don't have much else to say for this. - Adding `.github` folder and an `ISSUE_TEMPLATE.md` file - This project is getting bigger, and also hosted on GitHub. When issues arise, a standard format should be used so that we can easily navigate the issue and what's expected to resolve it. This is supported by GitHub and most larger projects use this. - Breaking AppVeyor and adding Travis - AppVeyor doesn't support Linux and Unix, so another CI platform is needed that does. This way, we can support all 3 major OSes. As a to do item, I was going to fix this before the PR was merged. - x64 - I didn't know about this. I'll remove it. I created a new Solution file via the dotnet cli and worked from there. - Folder structure - Yeah, could've been done in another PR. If you have that big of a beef with it, I really don't care enough. Again, it's labelled as a WIP PR and up here for review for a reason. If you would like me to break this PR out into several, that's fine, too. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224988064,[WIP] feat: move project to dotnet core https://github.com/ACEmulator/ACE/pull/301#issuecomment-298124530,https://api.github.com/repos/ACEmulator/ACE/issues/301,298124530,MDEyOklzc3VlQ29tbWVudDI5ODEyNDUzMA==,595925,delasteve,2017-04-28T22:53:52Z,2017-04-29T01:25:47Z,CONTRIBUTOR,"In addition to the above concerns, since I feel I didn't adequately explain why I did what I did with the folder structure. There are many examples of this structure being used in the .NET world. For example, https://github.com/dotnet/docs/blob/master/docs/core/porting/project-structure.md, and the accompanying GitHub repo https://github.com/dotnet/docs/tree/master/samples/framework/libraries. I was simply standardizing the project from examples put forth by Microsoft themselves. There was the question you posed of would I do this on a new team? Yes, I would, if I was tasked with converting the project from .NET Framework to .NET Core, which I was with this PR, given the above example as just one of the cases I'd put forth of why I am doing what I did. I never intended to have this PR merged in without the to do list being completed (have CI working again, logging being in place, etc). ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224988064,[WIP] feat: move project to dotnet core https://github.com/ACEmulator/ACE/pull/306#issuecomment-298181799,https://api.github.com/repos/ACEmulator/ACE/issues/306,298181799,MDEyOklzc3VlQ29tbWVudDI5ODE4MTc5OQ==,10137,ghost,2017-04-29T17:15:29Z,2017-04-29T17:15:29Z,NONE,"The societyId field in the new table structure is currently a placeholder that can be changed, if needed, for when Societies and their bound portals are implemented.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225268144,Portal class changes https://github.com/ACEmulator/ACE/pull/305#issuecomment-298197186,https://api.github.com/repos/ACEmulator/ACE/issues/305,298197186,MDEyOklzc3VlQ29tbWVudDI5ODE5NzE4Ng==,26606778,OptimShi,2017-04-29T22:00:40Z,2017-04-29T22:00:40Z,COLLABORATOR,"Per discussion, I modified this to only spit out debug info on ""DebugObjects"" (as opposed to proper WorldObjects, which as of now are players, life stones and portals.) Also added the WeenieClassId for further debugging fun (which required modifying how this works a little bit, but all for the best)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225231282,Hooked up the IdentifyObject event and returned a debug string. https://github.com/ACEmulator/ACE/pull/300#issuecomment-298213680,https://api.github.com/repos/ACEmulator/ACE/issues/300,298213680,MDEyOklzc3VlQ29tbWVudDI5ODIxMzY4MA==,25460553,ogmage78,2017-04-30T06:08:39Z,2017-04-30T06:08:39Z,CONTRIBUTOR,Found the bug - it is working now. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224928538,Movement 2 - Ready for review and Merge https://github.com/ACEmulator/ACE/pull/304#issuecomment-298227307,https://api.github.com/repos/ACEmulator/ACE/issues/304,298227307,MDEyOklzc3VlQ29tbWVudDI5ODIyNzMwNw==,10608427,Mag-nus,2017-04-30T11:42:31Z,2017-04-30T11:42:31Z,MEMBER,"I'm not sure if this is even possible, or relevant to this config. What I see is missing is the line break type. We use Windows CR LF. Can you add this?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225223663,chore: add editorconfig https://github.com/ACEmulator/ACE/pull/304#issuecomment-298234796,https://api.github.com/repos/ACEmulator/ACE/issues/304,298234796,MDEyOklzc3VlQ29tbWVudDI5ODIzNDc5Ng==,595925,delasteve,2017-04-30T14:15:55Z,2017-04-30T14:19:03Z,CONTRIBUTOR,"I fixed it, but leaving this to you to decide... The point of the other PR (`.gitattributes`) will take care of this for x-platform support by allowing git to handle it. See more on that in the NOTE posted here: https://github.com/editorconfig/editorconfig/wiki/EditorConfig-Properties#end_of_line","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225223663,chore: add editorconfig https://github.com/ACEmulator/ACE/pull/310#issuecomment-298286703,https://api.github.com/repos/ACEmulator/ACE/issues/310,298286703,MDEyOklzc3VlQ29tbWVudDI5ODI4NjcwMw==,25460553,ogmage78,2017-05-01T05:04:20Z,2017-05-01T05:04:20Z,CONTRIBUTOR,Appvayor seems to be stuck. Going to try this again.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225379829,Updated test code / Started initial work on character orm refactor https://github.com/ACEmulator/ACE/pull/271#issuecomment-298310144,https://api.github.com/repos/ACEmulator/ACE/issues/271,298310144,MDEyOklzc3VlQ29tbWVudDI5ODMxMDE0NA==,25387933,Forbiddenz,2017-05-01T09:24:17Z,2017-05-01T09:24:17Z,CONTRIBUTOR,"Closing it, it's in another pr with one code","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223472023,State machines https://github.com/ACEmulator/ACE/pull/309#issuecomment-298311332,https://api.github.com/repos/ACEmulator/ACE/issues/309,298311332,MDEyOklzc3VlQ29tbWVudDI5ODMxMTMzMg==,25387933,Forbiddenz,2017-05-01T09:36:18Z,2017-05-01T09:36:18Z,CONTRIBUTOR,"I would keep it separated but you may need to see why the the ref issue is happening and if it all that ref is still needed. Logically I say cell data would not have any ref at all and would be ref by ace, and other classes. The circular ref occurres when the ace ref points to cell and the cell ref points to ace. That is poor ok code design so you got to make sure through proper project layout and code design that you only use the ref project as a ref project and not try to interconnect the too. Hope that helps a little ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225352372,Landblocks https://github.com/ACEmulator/ACE/pull/306#issuecomment-298324824,https://api.github.com/repos/ACEmulator/ACE/issues/306,298324824,MDEyOklzc3VlQ29tbWVudDI5ODMyNDgyNA==,25351661,Mogwai-TheFurry,2017-05-01T12:10:28Z,2017-05-01T12:10:28Z,CONTRIBUTOR,"Couple comments: * If you make the join a ""LEFT OUTER JOIN"", you won't break existing portals. In order to support this, the destination data properties will need to be nullable (to make an int nullable, change it to ""int?""). * World data needs to go to the ACE-World repository. Table/View structures here, data there.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225268144,Portal class changes https://github.com/ACEmulator/ACE/pull/301#issuecomment-298326534,https://api.github.com/repos/ACEmulator/ACE/issues/301,298326534,MDEyOklzc3VlQ29tbWVudDI5ODMyNjUzNA==,25351661,Mogwai-TheFurry,2017-05-01T12:28:20Z,2017-05-01T12:28:20Z,CONTRIBUTOR,"Short wrap-up / summary: Please limit PRs to 1 feature. If you're changing design or architecture, a discussion ahead of time would be much preferred, but putting comments in your PR to explain things is better than nothing. I've never used Github for issue tracking or project management (and we don't have any Github experts on the team yet, either) so we're not aware of what all it can do or how it does it. That said, we are very open to improving our process here - we just need things explained. I don't argue that our tests do much. They make sure the DB prepared statements are syntactically correct, but changing to XUnit doesn't change that either. We currently have no plans or desire to support non-Windows development. We have a number of Unix/Ubuntu/Linux developers that have had no major objections to this.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224988064,[WIP] feat: move project to dotnet core https://github.com/ACEmulator/ACE/issues/181#issuecomment-298351558,https://api.github.com/repos/ACEmulator/ACE/issues/181,298351558,MDEyOklzc3VlQ29tbWVudDI5ODM1MTU1OA==,25351661,Mogwai-TheFurry,2017-05-01T15:12:52Z,2017-05-01T15:12:52Z,CONTRIBUTOR,Merged step 3 this morning.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,217539297,Parse pcaps for Doors and add them! https://github.com/ACEmulator/ACE/pull/311#issuecomment-298412245,https://api.github.com/repos/ACEmulator/ACE/issues/311,298412245,MDEyOklzc3VlQ29tbWVudDI5ODQxMjI0NQ==,25460553,ogmage78,2017-05-01T19:39:05Z,2017-05-01T19:39:05Z,CONTRIBUTOR,Updated for merge conflicts,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225386094,"Reworked - Refactored debug commands, Expanded to spawn from weenie - started character orm." https://github.com/ACEmulator/ACE/pull/311#issuecomment-298635005,https://api.github.com/repos/ACEmulator/ACE/issues/311,298635005,MDEyOklzc3VlQ29tbWVudDI5ODYzNTAwNQ==,25351661,Mogwai-TheFurry,2017-05-02T13:27:03Z,2017-05-02T13:27:03Z,CONTRIBUTOR,"Also, please rename the PR to something more congruent with the actual changes.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225386094,"Reworked - Refactored debug commands, Expanded to spawn from weenie - started character orm." https://github.com/ACEmulator/ACE/pull/319#issuecomment-298811636,https://api.github.com/repos/ACEmulator/ACE/issues/319,298811636,MDEyOklzc3VlQ29tbWVudDI5ODgxMTYzNg==,37453,fantoms,2017-05-03T02:42:42Z,2017-05-03T02:43:13Z,CONTRIBUTOR,"This pr was created to address issue #296. To address the mana updates, a mana update message is now sent when self is updated. After changing the `@heal` command to use a different message, the health and mana rankUp began to work correctly on the client, during my testing.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225871559,Fix: Mana on XP Spend https://github.com/ACEmulator/ACE/pull/318#issuecomment-298996196,https://api.github.com/repos/ACEmulator/ACE/issues/318,298996196,MDEyOklzc3VlQ29tbWVudDI5ODk5NjE5Ng==,25387933,Forbiddenz,2017-05-03T18:29:09Z,2017-05-03T18:29:09Z,CONTRIBUTOR,"Removed load code, placed that back into its init. Fixed crude player count. Let me know.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225846528,Land block diag phase1 https://github.com/ACEmulator/ACE/pull/320#issuecomment-299005921,https://api.github.com/repos/ACEmulator/ACE/issues/320,299005921,MDEyOklzc3VlQ29tbWVudDI5OTAwNTkyMQ==,25351661,Mogwai-TheFurry,2017-05-03T19:07:06Z,2017-05-03T19:07:06Z,CONTRIBUTOR,I tried and failed to fix the merge conflicts :(,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,225891091,Portal class changes - Ready for review and possible merge https://github.com/ACEmulator/ACE/pull/325#issuecomment-299200969,https://api.github.com/repos/ACEmulator/ACE/issues/325,299200969,MDEyOklzc3VlQ29tbWVudDI5OTIwMDk2OQ==,25460553,ogmage78,2017-05-04T14:25:57Z,2017-05-04T14:25:57Z,CONTRIBUTOR,This looks really good. I had totally missed the significance of how that bit field was used. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226292677,database object factory https://github.com/ACEmulator/ACE/pull/327#issuecomment-299479250,https://api.github.com/repos/ACEmulator/ACE/issues/327,299479250,MDEyOklzc3VlQ29tbWVudDI5OTQ3OTI1MA==,25351661,Mogwai-TheFurry,2017-05-05T14:26:32Z,2017-05-05T14:26:32Z,CONTRIBUTOR,"Accepting without changelog, but you should have had a changelog!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226441363,Full reset of repo https://github.com/ACEmulator/ACE/pull/329#issuecomment-299486633,https://api.github.com/repos/ACEmulator/ACE/issues/329,299486633,MDEyOklzc3VlQ29tbWVudDI5OTQ4NjYzMw==,25351661,Mogwai-TheFurry,2017-05-05T14:53:21Z,2017-05-05T14:53:21Z,CONTRIBUTOR,fubar'ed by Whitespace PR. please resolve.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226473134,Dat Updates https://github.com/ACEmulator/ACE/pull/328#issuecomment-299520962,https://api.github.com/repos/ACEmulator/ACE/issues/328,299520962,MDEyOklzc3VlQ29tbWVudDI5OTUyMDk2Mg==,25460553,ogmage78,2017-05-05T17:06:43Z,2017-05-05T17:06:43Z,CONTRIBUTOR,"@LtRipley36706 fixed. BTW did you do the move ci & create to debugObject? I think when you did the full rest it brought that code in. There is a bug - it will not spawn 12748 (training wand) in the backpack using ci. It will float it mid air using create, but it thinks it is a PK alter. I started looking at it - but while I think the way you implemented it is awesome - I am not sure I fully understand it. I am trying to work through the code now. If / when you had a minute to take a look - that would be awesome.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/328#issuecomment-299528846,https://api.github.com/repos/ACEmulator/ACE/issues/328,299528846,MDEyOklzc3VlQ29tbWVudDI5OTUyODg0Ng==,11369233,LtRipley36706,2017-05-05T17:39:51Z,2017-05-05T17:40:21Z,MEMBER,"@ogmage78 yeah I swapped ci/create DebugObject to get the debug data for assess. The problem is DebugObject is trying to be this generic catch all and I'm not even sure it can be, adding in too much stuff alters how an object was really setup in retail. As of this moment, I'm still of the belief that essentially we're needing a 1:1 recreation of each weenie in the codebase so in order to properly spawn a Training Wand, you need a TrainingWand.cs weenie file with all the proper settings in there, and then we need a ""factory"" that searches and finds the right weenie to create an object from, assuming a weenie code file has been created for the object.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/329#issuecomment-299530392,https://api.github.com/repos/ACEmulator/ACE/issues/329,299530392,MDEyOklzc3VlQ29tbWVudDI5OTUzMDM5Mg==,26606778,OptimShi,2017-05-05T17:46:23Z,2017-05-05T17:46:23Z,COLLABORATOR,"A couple of pushes later, and the whitespace issues seems to be resolved in this PR. (Note that the bulk of the differences in the existing files are now indentation related, which is by design)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226473134,Dat Updates https://github.com/ACEmulator/ACE/pull/328#issuecomment-299531584,https://api.github.com/repos/ACEmulator/ACE/issues/328,299531584,MDEyOklzc3VlQ29tbWVudDI5OTUzMTU4NA==,25460553,ogmage78,2017-05-05T17:51:25Z,2017-05-05T17:51:57Z,CONTRIBUTOR,"@LtRipley36706 @Mogwai-AC Not dead set against that - but maybe it is just the database guy in me - see a db approach as a better choice. It seems what we need i(f I understand a weenie class correctly) the weenie class is the base template from which 0-N variations are all derived. Some like the training wand - is really the base and that is it. If we made weenie_class have all of the base data then have a 1 to N relationship to base ace object that would do the trick. Let's look at the use case of creating loot. Let's say we want to spawn armor for a corpse loot drop. Random pick the weenie class from the type armor. Pull up that base weenie class. Now do your mutations. Now - you can do the same thing with a file / class for every weenie class - I am not really sure if one way is better than the other. If we go db route, we could do one per type - armor, weapons, clothes etc many fewer files and going forward - a way to have content creators be able to create new things without code changes. Let me know what you think. I added Mogwai just to get his opinion. I don't feel strongly either way - and can work with whatever we decide. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/328#issuecomment-299542370,https://api.github.com/repos/ACEmulator/ACE/issues/328,299542370,MDEyOklzc3VlQ29tbWVudDI5OTU0MjM3MA==,26508216,Lidefeath,2017-05-05T18:34:12Z,2017-05-05T18:34:12Z,CONTRIBUTOR,"I am not yet convinced why we can't create most if not all base items / objects only based on their weenie from the database. When it comes to variations we will need some coding for it, which may be sensible to have in their own classes: I.e. to create the random variance in weapon damage is another formula than to create the random AL some armor items got.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/328#issuecomment-299545168,https://api.github.com/repos/ACEmulator/ACE/issues/328,299545168,MDEyOklzc3VlQ29tbWVudDI5OTU0NTE2OA==,25351661,Mogwai-TheFurry,2017-05-05T18:45:31Z,2017-05-05T18:45:31Z,CONTRIBUTOR,"When it comes to monsters, the weenie is essentially all that matters. The debate is whether or not it applies to NPCs, portals, etc. Items start from the weenies, but the buffs and stats are what vary. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/331#issuecomment-299640541,https://api.github.com/repos/ACEmulator/ACE/issues/331,299640541,MDEyOklzc3VlQ29tbWVudDI5OTY0MDU0MQ==,10137,ghost,2017-05-06T13:38:52Z,2017-05-06T13:38:52Z,NONE,"Last minute change that occurred to me that I should probably restrict the weenie given to this new constructor to specific known weenies that are portals and not leave it open to all weenies, especially those that aren't even portal objects.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226731648,Add new Portal constructor https://github.com/ACEmulator/ACE/pull/330#issuecomment-299675971,https://api.github.com/repos/ACEmulator/ACE/issues/330,299675971,MDEyOklzc3VlQ29tbWVudDI5OTY3NTk3MQ==,25351661,Mogwai-TheFurry,2017-05-07T01:22:24Z,2017-05-07T01:22:24Z,CONTRIBUTOR,Changelog entry?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226722665,Fix for ci & create complete and tested. Ready for merge if approved. https://github.com/ACEmulator/ACE/pull/331#issuecomment-299676081,https://api.github.com/repos/ACEmulator/ACE/issues/331,299676081,MDEyOklzc3VlQ29tbWVudDI5OTY3NjA4MQ==,25351661,Mogwai-TheFurry,2017-05-07T01:25:35Z,2017-05-07T01:25:35Z,CONTRIBUTOR,"So, this should use the existing portal objects, it just gets a dynamic ID and, doesn't show on radar, has a different color, and has an expiration. I don't see the need for a new object type here. Can you elaborate on why you did it that way?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226731648,Add new Portal constructor https://github.com/ACEmulator/ACE/pull/330#issuecomment-299678194,https://api.github.com/repos/ACEmulator/ACE/issues/330,299678194,MDEyOklzc3VlQ29tbWVudDI5OTY3ODE5NA==,25460553,ogmage78,2017-05-07T02:32:02Z,2017-05-07T02:42:57Z,CONTRIBUTOR,"lol that gets me every time. I am adding now. I had started on a test admin command cirand - I went ahead and pushed that as well. It makes this super easy to test and if needed debug. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226722665,Fix for ci & create complete and tested. Ready for merge if approved. https://github.com/ACEmulator/ACE/pull/331#issuecomment-299681182,https://api.github.com/repos/ACEmulator/ACE/issues/331,299681182,MDEyOklzc3VlQ29tbWVudDI5OTY4MTE4Mg==,10137,ghost,2017-05-07T04:08:57Z,2017-05-07T04:08:57Z,NONE,"These special portals don't have a complete ace_object/ace_portal_object, as they shouldn't be spawning with the other static/fixed portals. Instead of having the work of creating a dynamically generated ace_portal_object performed outside of the Portal class, I thought it would be easiest to move the logic into another constructor overload that can dynamically build the ace_portal_object from a weenie, defined by the enum, and a position object.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226731648,Add new Portal constructor https://github.com/ACEmulator/ACE/pull/331#issuecomment-299682644,https://api.github.com/repos/ACEmulator/ACE/issues/331,299682644,MDEyOklzc3VlQ29tbWVudDI5OTY4MjY0NA==,10137,ghost,2017-05-07T05:01:33Z,2017-05-07T05:01:33Z,NONE,"I was also thinking of using a similar approach in the SummonedPortal class, with the player summoned portals, but take the portal coordinates from the appropriate character PositionType table on gateway creation.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226731648,Add new Portal constructor https://github.com/ACEmulator/ACE/pull/331#issuecomment-299718639,https://api.github.com/repos/ACEmulator/ACE/issues/331,299718639,MDEyOklzc3VlQ29tbWVudDI5OTcxODYzOQ==,25351661,Mogwai-TheFurry,2017-05-07T16:46:51Z,2017-05-07T16:48:02Z,CONTRIBUTOR,"There's the rub, though. Temporary portals never need persisting in the database, and don't need data-mapped objects. They're just a different constructor that (maybe) has a weenie for a white/summoned portal with all the associated rules of a temporary portal. Summoning a portal should only ever load a weenie, not some one-off SubPortal object.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226731648,Add new Portal constructor https://github.com/ACEmulator/ACE/pull/328#issuecomment-300054403,https://api.github.com/repos/ACEmulator/ACE/issues/328,300054403,MDEyOklzc3VlQ29tbWVudDMwMDA1NDQwMw==,25460553,ogmage78,2017-05-09T03:52:48Z,2017-05-09T03:52:48Z,CONTRIBUTOR,I think all the bugs are fixed and all of the changes are complete.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/pull/328#issuecomment-300335371,https://api.github.com/repos/ACEmulator/ACE/issues/328,300335371,MDEyOklzc3VlQ29tbWVudDMwMDMzNTM3MQ==,25460553,ogmage78,2017-05-10T00:01:40Z,2017-05-10T00:01:40Z,CONTRIBUTOR,"Ok - I think this is ready for another review. * Major rip and replace to stop reaching into landblock and passing out World Objects. I tested all of my stuff and as many items as I could think of and they all appear to work. May want to have others test their stuff. I think this is worth merging even if it did break stuff, as it is much cleaner and less confusing I think. Also, any issues discovered with be isolated to movement updates and localized to sequence. * Fixed bug from 05/04 Og II update.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,226452388,"Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position" https://github.com/ACEmulator/ACE/issues/287#issuecomment-300851909,https://api.github.com/repos/ACEmulator/ACE/issues/287,300851909,MDEyOklzc3VlQ29tbWVudDMwMDg1MTkwOQ==,11369233,LtRipley36706,2017-05-11T16:58:10Z,2017-05-11T16:58:10Z,MEMBER,Any progress on this issue @Forbiddenz ?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/issues/287#issuecomment-301275919,https://api.github.com/repos/ACEmulator/ACE/issues/287,301275919,MDEyOklzc3VlQ29tbWVudDMwMTI3NTkxOQ==,25387933,Forbiddenz,2017-05-13T21:28:47Z,2017-05-13T21:28:47Z,CONTRIBUTOR,"Na not had a ton of time :/. Just got a few hours here and there lately :/ Playing with inventory, will revisit in a little bit ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/pull/339#issuecomment-301363758,https://api.github.com/repos/ACEmulator/ACE/issues/339,301363758,MDEyOklzc3VlQ29tbWVudDMwMTM2Mzc1OA==,25460553,ogmage78,2017-05-15T02:48:25Z,2017-05-15T02:48:25Z,CONTRIBUTOR,"You can get a list so I assume so Get Outlook for iOS ________________________________ From: Ty Conner Sent: Sunday, May 14, 2017 9:21:46 PM To: ACEmulator/ACE Cc: Charles; Author Subject: Re: [ACEmulator/ACE] Review & Comment only || Object overhaul - POC (#339) @LtRipley36706 commented on this pull request. ________________________________ In Source/ACE.Entity/Enum/PositionType.cs: > @@ -174,6 +174,7 @@ public enum PositionType /// needs research /// RelativeDestination = 26, - TeleportedCharacter = 27 + TeleportedCharacter = 27, + PoiDestination = 28 Does the code behind poi require a unique position type? — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or mute the thread. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,228584921,Review & Comment only || Object overhaul - POC https://github.com/ACEmulator/ACE/pull/338#issuecomment-301627672,https://api.github.com/repos/ACEmulator/ACE/issues/338,301627672,MDEyOklzc3VlQ29tbWVudDMwMTYyNzY3Mg==,5246554,ddevec,2017-05-15T22:53:48Z,2017-05-15T22:53:48Z,CONTRIBUTOR,"This has some of the changes we discussed. I didn't make changes sent via a ""dirty"" flag. I think there are more important design decisions which inhibit my ability to do so. For instance, what if multiple messages must be sent based on the stat update (e.g. your health, and the health bar for the character IDing you). In this instance, when can I clear the dirty flag? Hopefully once our method of pushing updates is more fleshed out this code can be reworked.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,228506681,Time-based updates to creature vitals https://github.com/ACEmulator/ACE/pull/338#issuecomment-301628056,https://api.github.com/repos/ACEmulator/ACE/issues/338,301628056,MDEyOklzc3VlQ29tbWVudDMwMTYyODA1Ng==,5246554,ddevec,2017-05-15T22:56:09Z,2017-05-15T22:56:09Z,CONTRIBUTOR,"Also, it appears the build failed because the system couldn't pull MySql.data -- I don't think this is related to my code. Am I reading this incorrectly?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,228506681,Time-based updates to creature vitals https://github.com/ACEmulator/ACE/pull/341#issuecomment-301981020,https://api.github.com/repos/ACEmulator/ACE/issues/341,301981020,MDEyOklzc3VlQ29tbWVudDMwMTk4MTAyMA==,11369233,LtRipley36706,2017-05-17T04:17:47Z,2017-05-17T04:17:47Z,MEMBER,perhaps its now safe and at the point to move everything over to normalize ace_world?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,228898308,Object Overhaul - ready for review and merge. Still Work in Progress but a good spot. https://github.com/ACEmulator/ACE/pull/338#issuecomment-302058184,https://api.github.com/repos/ACEmulator/ACE/issues/338,302058184,MDEyOklzc3VlQ29tbWVudDMwMjA1ODE4NA==,25351661,Mogwai-TheFurry,2017-05-17T11:07:38Z,2017-05-17T11:07:38Z,CONTRIBUTOR,"You forgot to put an entry in the changelog. Accepting, but please submit another PR with it.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,228506681,Time-based updates to creature vitals https://github.com/ACEmulator/ACE/issues/336#issuecomment-302542863,https://api.github.com/repos/ACEmulator/ACE/issues/336,302542863,MDEyOklzc3VlQ29tbWVudDMwMjU0Mjg2Mw==,12808515,Zegeger,2017-05-18T21:11:04Z,2017-05-18T21:11:04Z,CONTRIBUTOR,"This is a defined value in the WorldManager. Its set to 128 right now, but should be made into a config setting.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,227499793,Network Issue: Network connections may stay connected indefinitely https://github.com/ACEmulator/ACE/issues/228#issuecomment-302543795,https://api.github.com/repos/ACEmulator/ACE/issues/228,302543795,MDEyOklzc3VlQ29tbWVudDMwMjU0Mzc5NQ==,12808515,Zegeger,2017-05-18T21:14:57Z,2017-05-18T21:14:57Z,CONTRIBUTOR,I have some work in this area I need to port to current master,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220798868,Better Handling for Disconnects https://github.com/ACEmulator/ACE/pull/344#issuecomment-302554193,https://api.github.com/repos/ACEmulator/ACE/issues/344,302554193,MDEyOklzc3VlQ29tbWVudDMwMjU1NDE5Mw==,25387933,Forbiddenz,2017-05-18T22:03:39Z,2017-05-18T22:03:39Z,CONTRIBUTOR,"The tickable is a second lock, Its a overall change to how things are managed. Now that each object is in charge of itself, you neeed to lock the wo itself instead of the list. it does logical sounds a little tricky but I think I know why hes locking each one. Because the wo now can be que functions and it may be Queing a function when it's accessed inside the dictionary.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,229792138,Event Handling Restructure https://github.com/ACEmulator/ACE/pull/344#issuecomment-302554400,https://api.github.com/repos/ACEmulator/ACE/issues/344,302554400,MDEyOklzc3VlQ29tbWVudDMwMjU1NDQwMA==,25387933,Forbiddenz,2017-05-18T22:04:38Z,2017-05-18T22:04:38Z,CONTRIBUTOR,"Tech I think you need two locks, one of the list and one per wo being processed in the game loop.. hence the foreach lock ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,229792138,Event Handling Restructure https://github.com/ACEmulator/ACE/issues/336#issuecomment-302767250,https://api.github.com/repos/ACEmulator/ACE/issues/336,302767250,MDEyOklzc3VlQ29tbWVudDMwMjc2NzI1MA==,37453,fantoms,2017-05-19T17:44:34Z,2017-05-19T17:44:34Z,CONTRIBUTOR,I've included changes described into the PR #345. Please check it out and let me know if the labels and coding are correct.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,227499793,Network Issue: Network connections may stay connected indefinitely https://github.com/ACEmulator/ACE/issues/336#issuecomment-303135880,https://api.github.com/repos/ACEmulator/ACE/issues/336,303135880,MDEyOklzc3VlQ29tbWVudDMwMzEzNTg4MA==,12808515,Zegeger,2017-05-22T15:33:44Z,2017-05-22T15:33:44Z,CONTRIBUTOR,First portion of this was fixed. Remaining issue is the lack of a session timeout. I have some work in this area I need to pull in.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,227499793,Network Issue: Network connections may stay connected indefinitely https://github.com/ACEmulator/ACE/pull/344#issuecomment-303139010,https://api.github.com/repos/ACEmulator/ACE/issues/344,303139010,MDEyOklzc3VlQ29tbWVudDMwMzEzOTAxMA==,5246554,ddevec,2017-05-22T15:44:59Z,2017-05-22T15:44:59Z,CONTRIBUTOR,"I""m closing this. I misunderstood the underlying interface, and consequently the mechanism I implemented was flawed.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,229792138,Event Handling Restructure https://github.com/ACEmulator/ACE/issues/350#issuecomment-303141601,https://api.github.com/repos/ACEmulator/ACE/issues/350,303141601,MDEyOklzc3VlQ29tbWVudDMwMzE0MTYwMQ==,25351661,Mogwai-TheFurry,2017-05-22T15:53:48Z,2017-05-22T15:54:24Z,CONTRIBUTOR,"So, I can't speak to Java, but we're obviously not using it so irrelevant anecdotal comment is irrelevant. Additional research concludes this problem has been fixed in Java since 5.0 and isn't really a problem in .Net on the x86 architecture. I just did my due diligence of research on the double check paradigm and I think the only answer is that it's debated. [This article](https://www.codeproject.com/Tips/887389/Why-You-Should-Use-the-volatile-Keyword-with-the-D) cited a bunch of dead links, but it at least cited them. I think the short version of this is that we keep an eye on it, and if it breaks we quickly point our finger at this issue. I'm hesitant to rely on an article from 2006 to call out deficiencies in the .Net framework that other .Net guys claim is acceptable. Most agree that just using the volatile keyword would solve the problem for us. TL;DR - add ""volatile"", keep an eye on it.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230256291,DoubleCheck locking in LandblockManager::GetLandblock() https://github.com/ACEmulator/ACE/issues/348#issuecomment-303162321,https://api.github.com/repos/ACEmulator/ACE/issues/348,303162321,MDEyOklzc3VlQ29tbWVudDMwMzE2MjMyMQ==,25351661,Mogwai-TheFurry,2017-05-22T17:11:08Z,2017-05-22T17:11:08Z,CONTRIBUTOR,"I'm most inclined to do option 4 with a single dedicated thread in the LandblockManager that just iterates all the landblocks. Also, though, dungeons - they don't interact with adjacencies and could have their own threads without worrying about these adjacency issues.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230158293,Accessing Objects Between Landblocks https://github.com/ACEmulator/ACE/pull/349#issuecomment-303364679,https://api.github.com/repos/ACEmulator/ACE/issues/349,303364679,MDEyOklzc3VlQ29tbWVudDMwMzM2NDY3OQ==,25351661,Mogwai-TheFurry,2017-05-23T11:03:15Z,2017-05-23T11:03:15Z,CONTRIBUTOR,You guys are in this branch more than I am - I'm happy to merge if everybody else likes it.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230240096,Object overhaul - part two. Review and Comment https://github.com/ACEmulator/ACE/pull/349#issuecomment-303564055,https://api.github.com/repos/ACEmulator/ACE/issues/349,303564055,MDEyOklzc3VlQ29tbWVudDMwMzU2NDA1NQ==,25460553,ogmage78,2017-05-23T23:15:41Z,2017-05-23T23:15:41Z,CONTRIBUTOR,Got to make a change to how I am looking at landblock. Going to close this and open a new one. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230240096,Object overhaul - part two. Review and Comment https://github.com/ACEmulator/ACE/pull/347#issuecomment-303568386,https://api.github.com/repos/ACEmulator/ACE/issues/347,303568386,MDEyOklzc3VlQ29tbWVudDMwMzU2ODM4Ng==,26606778,OptimShi,2017-05-23T23:43:12Z,2017-05-23T23:43:12Z,COLLABORATOR,I fixed the merge errors to crept into this PR... Should be good-to-go now.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230115789,Spell Tables https://github.com/ACEmulator/ACE/pull/354#issuecomment-304316997,https://api.github.com/repos/ACEmulator/ACE/issues/354,304316997,MDEyOklzc3VlQ29tbWVudDMwNDMxNjk5Nw==,25460553,ogmage78,2017-05-26T15:45:24Z,2017-05-26T15:45:24Z,CONTRIBUTOR,Opps - going to try again.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,231465512,World Object Refactor & Code Cleanup. https://github.com/ACEmulator/ACE/issues/352#issuecomment-304485011,https://api.github.com/repos/ACEmulator/ACE/issues/352,304485011,MDEyOklzc3VlQ29tbWVudDMwNDQ4NTAxMQ==,24981658,MiachofTD,2017-05-28T00:47:59Z,2017-05-28T00:47:59Z,CONTRIBUTOR,This was an issue with my PHP script for web based account creation. Not a problem within ACEmu. Closed.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230261482,Character creation when not using admin account access https://github.com/ACEmulator/ACE/pull/355#issuecomment-304851726,https://api.github.com/repos/ACEmulator/ACE/issues/355,304851726,MDEyOklzc3VlQ29tbWVudDMwNDg1MTcyNg==,25351661,Mogwai-TheFurry,2017-05-30T11:36:37Z,2017-05-30T11:36:37Z,CONTRIBUTOR,Merging to continue working on this. We know it's broken.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,231713898,Objects - Game data refactored - issue with character login https://github.com/ACEmulator/ACE/issues/254#issuecomment-305551703,https://api.github.com/repos/ACEmulator/ACE/issues/254,305551703,MDEyOklzc3VlQ29tbWVudDMwNTU1MTcwMw==,5246554,ddevec,2017-06-01T16:44:03Z,2017-06-01T16:44:03Z,CONTRIBUTOR,"Update: We now have the framework support for regenerating creature vitals (vitals will go up over time), but with completely bogus numbers. The test hook for this is /setvital.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,222587429,Add support for vitals regeneration https://github.com/ACEmulator/ACE/pull/359#issuecomment-305991848,https://api.github.com/repos/ACEmulator/ACE/issues/359,305991848,MDEyOklzc3VlQ29tbWVudDMwNTk5MTg0OA==,11369233,LtRipley36706,2017-06-03T18:09:06Z,2017-06-03T18:09:06Z,MEMBER,"I think this was also in #360 so closing for now, if not let me know.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,233356327,First corrections and commenting out so the start to command line works https://github.com/ACEmulator/ACE/pull/366#issuecomment-306238101,https://api.github.com/repos/ACEmulator/ACE/issues/366,306238101,MDEyOklzc3VlQ29tbWVudDMwNjIzODEwMQ==,25460553,ogmage78,2017-06-05T16:40:31Z,2017-06-05T16:40:31Z,CONTRIBUTOR,This looks good!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,233579213,Extend ORM to allow aggregate functions i.e. MAX(column) and https://github.com/ACEmulator/ACE/pull/368#issuecomment-306632220,https://api.github.com/repos/ACEmulator/ACE/issues/368,306632220,MDEyOklzc3VlQ29tbWVudDMwNjYzMjIyMA==,25460553,ogmage78,2017-06-06T22:10:58Z,2017-06-06T22:10:58Z,CONTRIBUTOR,Note - I did rebase the ace_shard so you will want to drop recreate using the base ace_shard.sql script. The changes were minor the dblProperty was not unsinged - I fixed that and updated vw_ace_character ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,234003582,Character Loading https://github.com/ACEmulator/ACE/pull/369#issuecomment-306667274,https://api.github.com/repos/ACEmulator/ACE/issues/369,306667274,MDEyOklzc3VlQ29tbWVudDMwNjY2NzI3NA==,26606778,OptimShi,2017-06-07T02:21:08Z,2017-06-07T02:21:08Z,COLLABORATOR,"The requested changes have been made. Thanks for the feedback, I didn't dive that deep into how the AceObject/AceCharacter functioned, so your requests made me do that and learn a little more about how it works (which will be useful for when we need to take these visual properties and add them to the overrides on load)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,234029220,Read character creation values from client_portal.dat https://github.com/ACEmulator/ACE/pull/370#issuecomment-306973856,https://api.github.com/repos/ACEmulator/ACE/issues/370,306973856,MDEyOklzc3VlQ29tbWVudDMwNjk3Mzg1Ng==,37453,fantoms,2017-06-08T01:42:42Z,2017-06-08T01:42:42Z,CONTRIBUTOR,"Note for MariaDB Users: I had to upgrade past 10.2.0, to make the SQL work. As @ogmage78 pointed out, version 10.2.1 is now needed. Until 10.2.1: `The STORED keyword is not supported.` https://mariadb.com/kb/en/mariadb/virtual-computed-columns/","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,234384139,More fun in Zombieland - character loading. https://github.com/ACEmulator/ACE/pull/370#issuecomment-306980406,https://api.github.com/repos/ACEmulator/ACE/issues/370,306980406,MDEyOklzc3VlQ29tbWVudDMwNjk4MDQwNg==,25460553,ogmage78,2017-06-08T02:28:52Z,2017-06-08T02:28:52Z,CONTRIBUTOR,Just a note - we can removed stored if the upgrade requirement is too heavy a lift.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,234384139,More fun in Zombieland - character loading. https://github.com/ACEmulator/ACE/pull/372#issuecomment-307293030,https://api.github.com/repos/ACEmulator/ACE/issues/372,307293030,MDEyOklzc3VlQ29tbWVudDMwNzI5MzAzMA==,5246554,ddevec,2017-06-09T04:34:37Z,2017-06-09T04:34:37Z,CONTRIBUTOR,Forgot to merge master back in -- will re-submit in a minute,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,234719134,Cleanup of DbGetListAttribute https://github.com/ACEmulator/ACE/pull/376#issuecomment-307722849,https://api.github.com/repos/ACEmulator/ACE/issues/376,307722849,MDEyOklzc3VlQ29tbWVudDMwNzcyMjg0OQ==,11369233,LtRipley36706,2017-06-12T08:27:18Z,2017-06-12T08:27:18Z,MEMBER,"Haven't had much chance to play with this but in my attempt at importing data exported from PCAPs, the WorldBase SQL file is missing some tables.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,235122597,Object overhaul https://github.com/ACEmulator/ACE/pull/385#issuecomment-309224972,https://api.github.com/repos/ACEmulator/ACE/issues/385,309224972,MDEyOklzc3VlQ29tbWVudDMwOTIyNDk3Mg==,25387933,Forbiddenz,2017-06-17T16:25:03Z,2017-06-17T16:25:03Z,CONTRIBUTOR,"Ok, let me try to add that in, today a bit crazy. I also would like to try figure out a a better async reporting method maybe in here.. I am just a little wary of the await function inside this thread.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236557407,asynchronous-object-saving outside game loop. https://github.com/ACEmulator/ACE/pull/390#issuecomment-309237717,https://api.github.com/repos/ACEmulator/ACE/issues/390,309237717,MDEyOklzc3VlQ29tbWVudDMwOTIzNzcxNw==,5246554,ddevec,2017-06-17T20:17:35Z,2017-06-17T20:17:44Z,CONTRIBUTOR,"2 & 3 of your comments are related to how our object loading is saving (and are actually related to pr #388, which is included in this code). We're currently very inconsistent in the way we construct/manage objects (manually pushing flags hard coded in c# much of the time). I tried to make this functionality more consistent (and my ""player"" name patch is whats actually causing this), is there some reason we should have those flags hardcoded, as opposed to pulling them from the DB? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236675578,Landlbock/Concurrency/Core Functionality Restructure https://github.com/ACEmulator/ACE/pull/388#issuecomment-309250310,https://api.github.com/repos/ACEmulator/ACE/issues/388,309250310,MDEyOklzc3VlQ29tbWVudDMwOTI1MDMxMA==,5246554,ddevec,2017-06-18T01:18:10Z,2017-06-18T01:18:10Z,CONTRIBUTOR,"After reviewing Og's comments, I should probably look at how the flags/headers work. Right now I take all data possible from the database, apparently it holds extra data I should re-calculate. Hopefully will address tomorrow (6-18-17)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236638866,"Fix ""Player"" name." https://github.com/ACEmulator/ACE/pull/390#issuecomment-309250387,https://api.github.com/repos/ACEmulator/ACE/issues/390,309250387,MDEyOklzc3VlQ29tbWVudDMwOTI1MDM4Nw==,5246554,ddevec,2017-06-18T01:20:37Z,2017-06-18T01:20:37Z,CONTRIBUTOR,"Feel free to review core structural changes -- should wait until merge of ""Player"" name fix PR and ""CreatureVital"" PR to actually merge.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236675578,Landlbock/Concurrency/Core Functionality Restructure https://github.com/ACEmulator/ACE/pull/390#issuecomment-309419937,https://api.github.com/repos/ACEmulator/ACE/issues/390,309419937,MDEyOklzc3VlQ29tbWVudDMwOTQxOTkzNw==,25351661,Mogwai-TheFurry,2017-06-19T12:04:00Z,2017-06-19T12:04:00Z,CONTRIBUTOR,"Came to review, saw merge conflicts and will wait on the rebase to review.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236675578,Landlbock/Concurrency/Core Functionality Restructure https://github.com/ACEmulator/ACE/pull/385#issuecomment-309421762,https://api.github.com/repos/ACEmulator/ACE/issues/385,309421762,MDEyOklzc3VlQ29tbWVudDMwOTQyMTc2Mg==,25351661,Mogwai-TheFurry,2017-06-19T12:13:04Z,2017-06-19T12:13:04Z,CONTRIBUTOR,"Also: * Character saving on another thread is good. Moving ALL saving to another thread is better. Making characters but not items async could lead to bad race conditions and object duplication. * There's no graceful shutdown mechanism. The Tick loop needs to check a flag that can be set on the class for a graceful shutdown after all work is done.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236557407,asynchronous-object-saving outside game loop. https://github.com/ACEmulator/ACE/pull/390#issuecomment-309622771,https://api.github.com/repos/ACEmulator/ACE/issues/390,309622771,MDEyOklzc3VlQ29tbWVudDMwOTYyMjc3MQ==,5246554,ddevec,2017-06-20T01:59:28Z,2017-06-20T02:00:12Z,CONTRIBUTOR,"I did something horrible to the branch, and can't seem to reopen it. I'll have to make a new pull request.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,236675578,Landlbock/Concurrency/Core Functionality Restructure https://github.com/ACEmulator/ACE/pull/398#issuecomment-309718777,https://api.github.com/repos/ACEmulator/ACE/issues/398,309718777,MDEyOklzc3VlQ29tbWVudDMwOTcxODc3Nw==,5246554,ddevec,2017-06-20T10:59:14Z,2017-06-20T10:59:14Z,CONTRIBUTOR,"Object tracking is a known ""todo"". I made a smaller range to debug items populating/disappearing. Its trivial to increase that range, although it will just be a temporary patch. The ""Pressing J"" issue is due to a malformed animation packet causing position corruption (in fact, sometimes pressing J crashes my client). This is a bug in our current codebase that is masked by our very large object tracking range, (exposed by my changes, not fundamental to them). I've not seen the portal-space masking bug. If you can give me steps to recreate it, I'll look into it, that's likely one of mine. My patch shouldn't have changed any of our character flags. This is likely a bug that was introduced by other code, but is easier to see as we can actually see characters populate/interact now. I'll try to put in a quick fix for it though. Summary: - I'll change the tracking range, no problem (although this is just masking an inefficient system). - I'll look into the ethereal flag. - If you can tell me how you got the purple bubbles to persist, I really want to look at that. - I can work on fixing the bugs exposed not introduced by my branch if you really want (e.g. malformed animation packets). I prefer more targeted commits. The goal of this branch (currently) isn't to fix all bugs in the game, but to introduce a new core/landblock structure.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309730537,https://api.github.com/repos/ACEmulator/ACE/issues/398,309730537,MDEyOklzc3VlQ29tbWVudDMwOTczMDUzNw==,5246554,ddevec,2017-06-20T11:55:35Z,2017-06-20T12:24:25Z,CONTRIBUTOR,"After further reviewing the PCAPs and experimenting with the ""Ethereal"" physics state, this does not appear to be the solution to the physics detection (players still run into each other when its on, and I've yet to see it set in a retail createobject for a player, but maybe my sampling was bad). This is an issue with the player object, not landblock/core restructure. Perhaps this issue is best left to another pull request? There was a bug in my object tracking (I wasn't squaring distance in one of my checks). You'll now see better behavior in that regard. I'll look into the missed physics/bubble state packet when I can reproduce it. I did find a bug in how I was handling multiple consecutive teleports. See if this fixes your issues there.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309761305,https://api.github.com/repos/ACEmulator/ACE/issues/398,309761305,MDEyOklzc3VlQ29tbWVudDMwOTc2MTMwNQ==,5246554,ddevec,2017-06-20T13:55:33Z,2017-06-20T13:55:33Z,CONTRIBUTOR,"Mogwai, I believe this commit addresses your concerns (I left in the double check locking fixme though, because I hate double-check locking. You can remove the comment on commit if you really want to).","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309832098,https://api.github.com/repos/ACEmulator/ACE/issues/398,309832098,MDEyOklzc3VlQ29tbWVudDMwOTgzMjA5OA==,11369233,LtRipley36706,2017-06-20T17:35:05Z,2017-06-20T17:35:05Z,MEMBER,Pulled latest changes and the range was indeed much better. We'll still need to address deleting objects as that only occurs when something is destroyed in 3d space or goes in to someone's pack from the ground for example. I'll try to look at it more again this evening. as well as seeing if I can replicate the purple state.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309851160,https://api.github.com/repos/ACEmulator/ACE/issues/398,309851160,MDEyOklzc3VlQ29tbWVudDMwOTg1MTE2MA==,11369233,LtRipley36706,2017-06-20T18:43:05Z,2017-06-20T18:43:05Z,MEMBER,"One other thing to use as reference `/teleloc 0x01F50229 50 -180 0 1 0 0 0` This is a dungeon that is a pretty good test for indoor range issues. As of current pull, if you run to the bottom you'll see how the top level had everything spawned correctly but as you run down deeper, you'll find that doors, levers, chests are not in position. If you relog at various levels, you'll see them correctly for where you are, but as you run around and away from them, they are removed from the client and never reappear unless you relog or teleport out and back. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309921476,https://api.github.com/repos/ACEmulator/ACE/issues/398,309921476,MDEyOklzc3VlQ29tbWVudDMwOTkyMTQ3Ng==,5246554,ddevec,2017-06-20T23:38:07Z,2017-06-20T23:38:07Z,CONTRIBUTOR,"So, this issue with objects vanishing in large, indoor landblocks is an issue with our tracking system, and is present in the master branch. I agree we need to fix this. I created a card on Trello to address it, and I'm looking forward to fixing it, but I believe its outside the scope of this (already large) pull request. This branch does send more deletes than our other branch did, because it has a sane tracking range (our other branch sent deletes when objects left tracking range, the range was >>> 2 landblocks, so it never sent deletes). I'll try to address that tonight (although it is object tracking behavior, that doesn't effect the functionality of this branch, nor is it a digression from our prior branches behavior.) If you can replicate the purple state after the changes I made yesterday, I will work very hard to fix that.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/398#issuecomment-309927660,https://api.github.com/repos/ACEmulator/ACE/issues/398,309927660,MDEyOklzc3VlQ29tbWVudDMwOTkyNzY2MA==,5246554,ddevec,2017-06-21T00:21:32Z,2017-06-21T00:21:32Z,CONTRIBUTOR,"Apparently trying to rebase a branch that's been publicly pushed doesn't end well. Sorry about the long commit chain, I can make a new PR with a clean rebase, if needed. I added a fix for the many object deletes.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237071858,Landblock/Concurrency/Core Functionality Restructure (attempt #2) https://github.com/ACEmulator/ACE/pull/401#issuecomment-310056237,https://api.github.com/repos/ACEmulator/ACE/issues/401,310056237,MDEyOklzc3VlQ29tbWVudDMxMDA1NjIzNw==,25460553,ogmage78,2017-06-21T11:55:48Z,2017-06-21T11:55:48Z,CONTRIBUTOR,That is really all I have to say. Thanks,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237372335,Equip and Unequip items https://github.com/ACEmulator/ACE/pull/401#issuecomment-310162061,https://api.github.com/repos/ACEmulator/ACE/issues/401,310162061,MDEyOklzc3VlQ29tbWVudDMxMDE2MjA2MQ==,25351661,Mogwai-TheFurry,2017-06-21T18:14:38Z,2017-06-21T18:14:38Z,CONTRIBUTOR,Tried to merge by hand - Container was fine. Landblock is no-go.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237372335,Equip and Unequip items https://github.com/ACEmulator/ACE/pull/401#issuecomment-310241695,https://api.github.com/repos/ACEmulator/ACE/issues/401,310241695,MDEyOklzc3VlQ29tbWVudDMxMDI0MTY5NQ==,25460553,ogmage78,2017-06-22T00:28:33Z,2017-06-22T00:28:33Z,CONTRIBUTOR,Going to reimplement after major overhaul ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237372335,Equip and Unequip items https://github.com/ACEmulator/ACE/issues/348#issuecomment-310475470,https://api.github.com/repos/ACEmulator/ACE/issues/348,310475470,MDEyOklzc3VlQ29tbWVudDMxMDQ3NTQ3MA==,5246554,ddevec,2017-06-22T19:14:46Z,2017-06-22T19:14:46Z,CONTRIBUTOR,The goal of my core restructure commit was to manage this. I believe it is now managed.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230158293,Accessing Objects Between Landblocks https://github.com/ACEmulator/ACE/pull/404#issuecomment-310483695,https://api.github.com/repos/ACEmulator/ACE/issues/404,310483695,MDEyOklzc3VlQ29tbWVudDMxMDQ4MzY5NQ==,25387933,Forbiddenz,2017-06-22T19:49:02Z,2017-06-22T19:49:02Z,CONTRIBUTOR,"Don't Merge, just to show the db deadlock problem","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,237897401,Inventory saving https://github.com/ACEmulator/ACE/pull/405#issuecomment-310566981,https://api.github.com/repos/ACEmulator/ACE/issues/405,310566981,MDEyOklzc3VlQ29tbWVudDMxMDU2Njk4MQ==,5246554,ddevec,2017-06-23T04:15:44Z,2017-06-23T04:15:44Z,CONTRIBUTOR,Pull request superceded by new pull.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238002383,"Serialized saves, added caching manager for saves." https://github.com/ACEmulator/ACE/pull/407#issuecomment-310666276,https://api.github.com/repos/ACEmulator/ACE/issues/407,310666276,MDEyOklzc3VlQ29tbWVudDMxMDY2NjI3Ng==,25351661,Mogwai-TheFurry,2017-06-23T13:33:03Z,2017-06-23T13:33:03Z,CONTRIBUTOR,"In general I'd rather see us implement new implementations of interfaces when we're doing wrapping functions like caching or off-threading. We could have ShardCache : IShardDatabase that has a constructor that takes an IShardDatabase in it's constructor. This eliminates the tight coupling of a class doing 2 things: storage and caching. Having those 2 components is a historically bad combination.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238036967,"General ShardDatabase cleanup, serialization, and caching layer" https://github.com/ACEmulator/ACE/pull/413#issuecomment-310919779,https://api.github.com/repos/ACEmulator/ACE/issues/413,310919779,MDEyOklzc3VlQ29tbWVudDMxMDkxOTc3OQ==,11369233,LtRipley36706,2017-06-25T18:36:21Z,2017-06-25T18:36:21Z,MEMBER,@ogmage78 I'd be happy to add whereever I missed them. Can you show me which tables aren't working on the version submitted in this PR? it looks like they all have cascade deletes,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238350467,Rebased and synced SQL scripts. https://github.com/ACEmulator/ACE/pull/413#issuecomment-310923696,https://api.github.com/repos/ACEmulator/ACE/issues/413,310923696,MDEyOklzc3VlQ29tbWVudDMxMDkyMzY5Ng==,25460553,ogmage78,2017-06-25T19:45:10Z,2017-06-25T19:45:10Z,CONTRIBUTOR,"I will check I might have been looking at out of date. Sorry if I was. Get Outlook for iOS ________________________________ From: Ty Conner Sent: Sunday, June 25, 2017 1:36:22 PM To: ACEmulator/ACE Cc: Charles; Mention Subject: Re: [ACEmulator/ACE] Rebased and synced SQL scripts. (#413) @ogmage78 I'd be happy to add whereever I missed them. Can you show me which tables aren't working on the version submitted in this PR? it looks like they all have cascade deletes — You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub, or mute the thread. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238350467,Rebased and synced SQL scripts. https://github.com/ACEmulator/ACE/pull/410#issuecomment-310942346,https://api.github.com/repos/ACEmulator/ACE/issues/410,310942346,MDEyOklzc3VlQ29tbWVudDMxMDk0MjM0Ng==,11369233,LtRipley36706,2017-06-26T01:21:18Z,2017-06-26T01:21:18Z,MEMBER,Please also review #414 in connection to this PR for further thoughts about how the generator system should be deployed,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238271678,Monster generator refactored https://github.com/ACEmulator/ACE/pull/413#issuecomment-310943875,https://api.github.com/repos/ACEmulator/ACE/issues/413,310943875,MDEyOklzc3VlQ29tbWVudDMxMDk0Mzg3NQ==,25460553,ogmage78,2017-06-26T01:39:13Z,2017-06-26T01:39:13Z,CONTRIBUTOR,Yea - I was looking at an out of data file. Sorry about that - the cascade deletes look perfect. Thanks for checking and sorry for the wild goose chase. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238350467,Rebased and synced SQL scripts. https://github.com/ACEmulator/ACE/pull/414#issuecomment-310960845,https://api.github.com/repos/ACEmulator/ACE/issues/414,310960845,MDEyOklzc3VlQ29tbWVudDMxMDk2MDg0NQ==,11369233,LtRipley36706,2017-06-26T04:24:22Z,2017-06-26T04:24:22Z,MEMBER,"It should be noted that this exposes some issues with items in the world. Clients don't seem to see them disappear when one picks an item up, or when put down after being picked up. Generators don't seem to have any respawn or item status tracking yet. Can't smite creatures so dunno if it it tracks them Unrelated i'm also seeing crashes still when firing off an emote. not consistent but does still occur.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-310966347,https://api.github.com/repos/ACEmulator/ACE/issues/414,310966347,MDEyOklzc3VlQ29tbWVudDMxMDk2NjM0Nw==,26508216,Lidefeath,2017-06-26T05:23:05Z,2017-06-26T05:23:05Z,CONTRIBUTOR,"As already discussed in discord, I'd prefer to not spawn generators as items in the world. As the use case for that admin-only stuff is small. Besides it can get crowdy in places once linked or hierarchical - however you want to call them - generators come in: i.e. in a drudge camp with 3 different drudges and a campfire, you suddenly have 5 generators sitting around too (1 campgen + 3 drudgegens + 1 campfiregen)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-310973129,https://api.github.com/repos/ACEmulator/ACE/issues/414,310973129,MDEyOklzc3VlQ29tbWVudDMxMDk3MzEyOQ==,11369233,LtRipley36706,2017-06-26T06:22:20Z,2017-06-26T06:22:20Z,MEMBER,"I think I understand what you're saying but to be sure let me check: you see the generators as a 1 to 1 for each wcid. A generator on the landscape spawns 3 drudges + 1 camp fire, each drudge has its own generator + a generator for the fire? Would it be possible to instead organize it so that a generator can spawn and manage multiple objects? That should cut down on the gen spam and I think replicates how they worked in retail in cases. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-311029635,https://api.github.com/repos/ACEmulator/ACE/issues/414,311029635,MDEyOklzc3VlQ29tbWVudDMxMTAyOTYzNQ==,26508216,Lidefeath,2017-06-26T11:08:28Z,2017-06-26T11:08:28Z,CONTRIBUTOR,"Everything you asked would be possible. I had a better - unmerged - generator code version where a generator could spawn 1 or many weenies (objects) and/or other generators that could spawn 1 or many weenies. After discussing it with you , you wanted it more aligned with the current generator weenies that we know. After looking at those I proposed this model where a generator spawns a single object by its weenie but also can spawn other generators which then could spawn weenies. Theoretically you could let those generators spawn other generators again, but I am not sure if we want that. Looking at all the discovered weenies it's possible that this generator chain was several elements deep. On the other hand we need a plan on how to populate these structures too: If we don't have the data for the complex solution then we don't need the complex solution. If I were to design the next step I 'd introduce one or max 2 tiers of sub generators for now. But limit the spawning to 1 weenie per generator.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-311037576,https://api.github.com/repos/ACEmulator/ACE/issues/414,311037576,MDEyOklzc3VlQ29tbWVudDMxMTAzNzU3Ng==,25351661,Mogwai-TheFurry,2017-06-26T11:51:38Z,2017-06-26T11:51:38Z,CONTRIBUTOR,"My thoughts: 1) I know way less than you guys about this stuff, so feel free to slap me and say I'm wrong. 2) Based on what I remember of game play, I have always thought that there would be 1 top-level generator for a given camp / spawn point. That top-level generator would pick a spawn set from a table and just spawn it all. That is, if it picked drudges and a camp fire, the campfire would spawn on the generator, a drudge a little to the west (facing east), another drudge to the east (facing west), etc. To clarify... 1 generator -> 1 (server side) spawn table. 1 spawn table -> N (server side) weenies with 1 relative location each. 3) Recursive generators may have uses. I like the theoretical use case of them, but I'm not sure how practical it would be.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-311041056,https://api.github.com/repos/ACEmulator/ACE/issues/414,311041056,MDEyOklzc3VlQ29tbWVudDMxMTA0MTA1Ng==,25351661,Mogwai-TheFurry,2017-06-26T12:09:23Z,2017-06-26T12:09:23Z,CONTRIBUTOR,Dependency / commit chain got messed up so this conflicts with the #410 predecessor.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/414#issuecomment-311130306,https://api.github.com/repos/ACEmulator/ACE/issues/414,311130306,MDEyOklzc3VlQ29tbWVudDMxMTEzMDMwNg==,26508216,Lidefeath,2017-06-26T17:41:50Z,2017-06-26T17:41:50Z,CONTRIBUTOR,"Imho, we should have 1-2 recursions with generators for the following scenarios: Scenario A - random spawns on the landblock 1. One recursion: You have one top-level generator per landblock for random spawns. It can spawn a random number of different camp-generators: i.e. the tumeroks or carenzis or bandits on Marae Lessel. And these generators could now directly spawn the different weenies for such a camp. 2. Two recursions: That same top-level generator spawns different camp-generators and those spawn the single generators for single monsters and those spawn the 1 weenie they are made for. Scenario B - fixed spawn position in the landblock 1. One recursion: You have a camp-generator at the specific location that spawns single generators for each weenie. And those spawn the one weenie directly. 2. No recursion: You have a camp-generator directly spawn the different weenies at this position. 3. No recursion: You have a single generator spawning one specific weenie, I.e. the cow in Holtburg Conclusion: Looking at those scenarios I'd vote for implementing 1 recursion so we have a solution for scenario A1 and B2 and B3 (or even B1 if we wanted) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/419#issuecomment-311239846,https://api.github.com/repos/ACEmulator/ACE/issues/419,311239846,MDEyOklzc3VlQ29tbWVudDMxMTIzOTg0Ng==,25351661,Mogwai-TheFurry,2017-06-27T03:05:04Z,2017-06-27T03:05:04Z,CONTRIBUTOR,switched to a ConcurrentDictionary. blah.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238721230,Weenie caching to fix portals https://github.com/ACEmulator/ACE/pull/408#issuecomment-311247156,https://api.github.com/repos/ACEmulator/ACE/issues/408,311247156,MDEyOklzc3VlQ29tbWVudDMxMTI0NzE1Ng==,11369233,LtRipley36706,2017-06-27T04:04:33Z,2017-06-27T04:04:33Z,MEMBER,Changes merged in #419 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238061729,Quick fix for Portals to become functional https://github.com/ACEmulator/ACE/pull/414#issuecomment-311247371,https://api.github.com/repos/ACEmulator/ACE/issues/414,311247371,MDEyOklzc3VlQ29tbWVudDMxMTI0NzM3MQ==,11369233,LtRipley36706,2017-06-27T04:06:40Z,2017-06-27T04:06:40Z,MEMBER,See #420 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238413624,For Review: Expanded Generator Code/Scripting https://github.com/ACEmulator/ACE/pull/421#issuecomment-311365775,https://api.github.com/repos/ACEmulator/ACE/issues/421,311365775,MDEyOklzc3VlQ29tbWVudDMxMTM2NTc3NQ==,25387933,Forbiddenz,2017-06-27T13:55:45Z,2017-06-27T13:55:45Z,CONTRIBUTOR,Made Changes.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238824497,Master Preload https://github.com/ACEmulator/ACE/pull/424#issuecomment-311415086,https://api.github.com/repos/ACEmulator/ACE/issues/424,311415086,MDEyOklzc3VlQ29tbWVudDMxMTQxNTA4Ng==,25387933,Forbiddenz,2017-06-27T16:39:28Z,2017-06-27T16:39:28Z,CONTRIBUTOR,quick fix for missing 200 bug ripley found .. typo on the range.. 65225,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238903055,quickfix https://github.com/ACEmulator/ACE/pull/426#issuecomment-311521870,https://api.github.com/repos/ACEmulator/ACE/issues/426,311521870,MDEyOklzc3VlQ29tbWVudDMxMTUyMTg3MA==,25460553,ogmage78,2017-06-28T00:21:02Z,2017-06-28T00:21:02Z,CONTRIBUTOR,Tested summoning portals works as expected ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239007601,Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge https://github.com/ACEmulator/ACE/pull/423#issuecomment-311555195,https://api.github.com/repos/ACEmulator/ACE/issues/423,311555195,MDEyOklzc3VlQ29tbWVudDMxMTU1NTE5NQ==,10137,ghost,2017-06-28T04:45:15Z,2017-06-28T04:45:15Z,NONE,I also added some debugging messages that show up in the chat window. They demonstrate that delays experienced before the teleport with some portals happens at the player.Session.Player.Teleport(portalDest) command.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,238895606,Review and possible merge: Fix portal requirements https://github.com/ACEmulator/ACE/pull/426#issuecomment-311636327,https://api.github.com/repos/ACEmulator/ACE/issues/426,311636327,MDEyOklzc3VlQ29tbWVudDMxMTYzNjMyNw==,25460553,ogmage78,2017-06-28T11:46:28Z,2017-06-28T16:32:23Z,CONTRIBUTOR,Added,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239007601,Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge https://github.com/ACEmulator/ACE/pull/426#issuecomment-311759152,https://api.github.com/repos/ACEmulator/ACE/issues/426,311759152,MDEyOklzc3VlQ29tbWVudDMxMTc1OTE1Mg==,25460553,ogmage78,2017-06-28T19:13:21Z,2017-06-28T19:13:21Z,CONTRIBUTOR,I think I addressed everything I could in the time that I had. I just pushed the latest changes.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239007601,Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge https://github.com/ACEmulator/ACE/pull/428#issuecomment-311778853,https://api.github.com/repos/ACEmulator/ACE/issues/428,311778853,MDEyOklzc3VlQ29tbWVudDMxMTc3ODg1Mw==,25351661,Mogwai-TheFurry,2017-06-28T20:26:31Z,2017-06-28T20:26:31Z,CONTRIBUTOR,"This isn't the right fix, for what it's worth.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239135102,Load alb quick fix / diag fix https://github.com/ACEmulator/ACE/pull/429#issuecomment-311779218,https://api.github.com/repos/ACEmulator/ACE/issues/429,311779218,MDEyOklzc3VlQ29tbWVudDMxMTc3OTIxOA==,25351661,Mogwai-TheFurry,2017-06-28T20:27:58Z,2017-06-28T20:27:58Z,CONTRIBUTOR,"Overall, not how it needs to be done. We'll get there with the DB synchronization update.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239252934,Inventory save https://github.com/ACEmulator/ACE/pull/430#issuecomment-312124697,https://api.github.com/repos/ACEmulator/ACE/issues/430,312124697,MDEyOklzc3VlQ29tbWVudDMxMjEyNDY5Nw==,26508216,Lidefeath,2017-06-29T22:22:04Z,2017-06-29T22:22:04Z,CONTRIBUTOR,Fixed the merge conflict.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239317491,Review: Extend generators to spawn linked generators https://github.com/ACEmulator/ACE/pull/439#issuecomment-312300367,https://api.github.com/repos/ACEmulator/ACE/issues/439,312300367,MDEyOklzc3VlQ29tbWVudDMxMjMwMDM2Nw==,25351661,Mogwai-TheFurry,2017-06-30T15:36:29Z,2017-06-30T15:36:29Z,CONTRIBUTOR,"Casting has a higher order of operation than the null coalesce: http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-334.pdf page 151 Now you're casting the variable and not the 0.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239784834,Fixed serialization bug. https://github.com/ACEmulator/ACE/pull/434#issuecomment-312385535,https://api.github.com/repos/ACEmulator/ACE/issues/434,312385535,MDEyOklzc3VlQ29tbWVudDMxMjM4NTUzNQ==,25460553,ogmage78,2017-06-30T22:22:23Z,2017-06-30T22:22:23Z,CONTRIBUTOR,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. This is way more complex that it looks on the surface. Any review and help is appreciated.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239642796,Appraise Items (Updated 7/2) READY FOR MERGE https://github.com/ACEmulator/ACE/pull/434#issuecomment-312909809,https://api.github.com/repos/ACEmulator/ACE/issues/434,312909809,MDEyOklzc3VlQ29tbWVudDMxMjkwOTgwOQ==,5246554,ddevec,2017-07-04T15:54:22Z,2017-07-04T15:54:22Z,CONTRIBUTOR,Accepting -- but adding note that we need to fix concurrency on GameActionChagneCombatMode,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239642796,Appraise Items (Updated 7/2) READY FOR MERGE https://github.com/ACEmulator/ACE/pull/448#issuecomment-312965275,https://api.github.com/repos/ACEmulator/ACE/issues/448,312965275,MDEyOklzc3VlQ29tbWVudDMxMjk2NTI3NQ==,3317737,fartwhif,2017-07-04T23:10:37Z,2017-07-04T23:10:37Z,COLLABORATOR,"tried it out, very cool","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,240497866,Barber https://github.com/ACEmulator/ACE/pull/442#issuecomment-313025255,https://api.github.com/repos/ACEmulator/ACE/issues/442,313025255,MDEyOklzc3VlQ29tbWVudDMxMzAyNTI1NQ==,11369233,LtRipley36706,2017-07-05T07:32:20Z,2017-07-05T07:51:45Z,MEMBER,"[See this PR in ACE-World](https://github.com/ACEmulator/ACE-World/pull/24) for further examples of adding generators into the database. I need to make further changes to 06-06-30-2017-generator-chains-testdata.sql to reflect new generator properties and match what I've done in ACE-World.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239978175,PR 430 + Generator Instances + Monster Health fix https://github.com/ACEmulator/ACE/pull/445#issuecomment-313081306,https://api.github.com/repos/ACEmulator/ACE/issues/445,313081306,MDEyOklzc3VlQ29tbWVudDMxMzA4MTMwNg==,25351661,Mogwai-TheFurry,2017-07-05T11:53:18Z,2017-07-05T11:53:18Z,CONTRIBUTOR,"I was able to resolve the merge conflict in a web browser, but the problem is I changed some method declarations that Og used so it's just borked. I'll try to rebase tonight.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,240291215,Object saving https://github.com/ACEmulator/ACE/pull/442#issuecomment-313298374,https://api.github.com/repos/ACEmulator/ACE/issues/442,313298374,MDEyOklzc3VlQ29tbWVudDMxMzI5ODM3NA==,11369233,LtRipley36706,2017-07-06T05:25:23Z,2017-07-06T05:25:23Z,MEMBER,PR ready to be reviewed and considered for merging,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239978175,PR 430 + Generator Instances + Monster Health fix https://github.com/ACEmulator/ACE/pull/448#issuecomment-313542058,https://api.github.com/repos/ACEmulator/ACE/issues/448,313542058,MDEyOklzc3VlQ29tbWVudDMxMzU0MjA1OA==,26606778,OptimShi,2017-07-06T23:00:29Z,2017-07-06T23:00:29Z,COLLABORATOR,"I moved the Barber functions into an ActionChain, as requested.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,240497866,Barber https://github.com/ACEmulator/ACE/pull/452#issuecomment-313568781,https://api.github.com/repos/ACEmulator/ACE/issues/452,313568781,MDEyOklzc3VlQ29tbWVudDMxMzU2ODc4MQ==,26606778,OptimShi,2017-07-07T02:14:20Z,2017-07-07T02:14:20Z,COLLABORATOR,"Note that this requires an updated `vw_ace_character` view. SQL is in the ""Database/Updates/Shard"" folder.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,241137628,Character list will automatically select your last played character. https://github.com/ACEmulator/ACE/pull/430#issuecomment-313709990,https://api.github.com/repos/ACEmulator/ACE/issues/430,313709990,MDEyOklzc3VlQ29tbWVudDMxMzcwOTk5MA==,11369233,LtRipley36706,2017-07-07T15:12:51Z,2017-07-07T15:12:51Z,MEMBER,Closing due to this being merged in with #442 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,239317491,Review: Extend generators to spawn linked generators https://github.com/ACEmulator/ACE/pull/451#issuecomment-313725791,https://api.github.com/repos/ACEmulator/ACE/issues/451,313725791,MDEyOklzc3VlQ29tbWVudDMxMzcyNTc5MQ==,25460553,ogmage78,2017-07-07T16:12:22Z,2017-07-07T16:12:22Z,CONTRIBUTOR,@Mogwai-TheFurry I removed that method.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,241115167,Wastin' away again in Splitsville https://github.com/ACEmulator/ACE/pull/451#issuecomment-313735635,https://api.github.com/repos/ACEmulator/ACE/issues/451,313735635,MDEyOklzc3VlQ29tbWVudDMxMzczNTYzNQ==,25460553,ogmage78,2017-07-07T16:53:09Z,2017-07-07T16:53:09Z,CONTRIBUTOR,Comments updated and I am adding the trello card now.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,241115167,Wastin' away again in Splitsville https://github.com/ACEmulator/ACE/pull/465#issuecomment-315282324,https://api.github.com/repos/ACEmulator/ACE/issues/465,315282324,MDEyOklzc3VlQ29tbWVudDMxNTI4MjMyNA==,11369233,LtRipley36706,2017-07-14T06:32:27Z,2017-07-14T06:32:27Z,MEMBER,"Published some work on Door. The thought behind this was that AceObject is supposed to be the object that goes in to or comes out of the database, everything that then goes in world is either a WorldObject or something that derives(?) from a WorldObject. All the generic or universal properties/fields are set up in it, much like was already halfway occuring, while some stuff was in AceObject.. beyond that then from WorldObjects, other objects expose the properties they would use.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/465#issuecomment-315351365,https://api.github.com/repos/ACEmulator/ACE/issues/465,315351365,MDEyOklzc3VlQ29tbWVudDMxNTM1MTM2NQ==,25460553,ogmage78,2017-07-14T12:48:56Z,2017-07-14T12:48:56Z,CONTRIBUTOR,"These are my thoughts on AceObject. I admit, I am very new to the whole ORM so take it for what it is worth. I like the simplicity of using AceObject to encapsulate our persistence. If it exists as part of the aceObject set of tables, we load it. That makes it's use very hard to screw up. I am always in favor of that. Because of the way our tables are designed, items that do not apply do not exist in the database. For example, making a call to load attributes on an object that does not have any incurs very little overhead. I think we should leave AceObject as is. Where we can make some beneficial changes might be to look at world object and other derived classes to see if moving them to more appropriate properties backed by AceObject are appropriate. AceObject should be almost invisible to us. We really should not have to think about it or interact with it. If we are having to think about it, we are probably doing something wrong. Just my 2 pyreal's worth. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/465#issuecomment-315405004,https://api.github.com/repos/ACEmulator/ACE/issues/465,315405004,MDEyOklzc3VlQ29tbWVudDMxNTQwNTAwNA==,11369233,LtRipley36706,2017-07-14T16:32:18Z,2017-07-14T16:32:29Z,MEMBER,"@ddevec If I understand what you mean by breaking encapsulation that means for every PropertyX you want to use, you have to put the get/setter in AceObject and then do additional one in whatever subclass of AceObject you want to make use of it? what's the point of having to specifically put each field in AceObject when the code doesn't need it?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/465#issuecomment-315419482,https://api.github.com/repos/ACEmulator/ACE/issues/465,315419482,MDEyOklzc3VlQ29tbWVudDMxNTQxOTQ4Mg==,11369233,LtRipley36706,2017-07-14T17:35:01Z,2017-07-14T17:37:54Z,MEMBER,"I'm likely just being dense on this point, I don't see the difference in something doing AceObject.Named = x vs AceObject.SetPropertyThing(PropertyThing.Named, x) even moreso if it was WorldObject.Named which is really just doing WorldObject.Named = AceObject.Named = GetPropertyThing(PropertyThing.Named) in AceObject you still should and have to know where it is expected to end up in the database because you have to write the get/setter in AceObject. AceObject will continue to grow quite large with hundreds of get/setters most of which will be specific use cases so largely irrelevant to the majority of objects loaded that being said, if coders understand that they're putting the get/setters in AceObject then putting an additional set of get/setters in the subclasses or whatever the term is.. i'll move on from this cleanup. I don't agree that we're making things easier to follow, efficient to build out going forward or debug objects","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/465#issuecomment-315960816,https://api.github.com/repos/ACEmulator/ACE/issues/465,315960816,MDEyOklzc3VlQ29tbWVudDMxNTk2MDgxNg==,11369233,LtRipley36706,2017-07-18T05:20:30Z,2017-07-18T07:24:01Z,MEMBER,[AppVeyor and nuget packages seem to be having issues](https://appveyor.statuspage.io/incidents/m2vdvw39kdk8),"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/465#issuecomment-315962022,https://api.github.com/repos/ACEmulator/ACE/issues/465,315962022,MDEyOklzc3VlQ29tbWVudDMxNTk2MjAyMg==,11369233,LtRipley36706,2017-07-18T05:29:38Z,2017-07-18T05:29:38Z,MEMBER,Changed the fields in Door to private.. not thrilled about being unable to read them at all in game for debugging purposes at present.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,242613909,Restructuring AceObject and other objects https://github.com/ACEmulator/ACE/pull/468#issuecomment-316726420,https://api.github.com/repos/ACEmulator/ACE/issues/468,316726420,MDEyOklzc3VlQ29tbWVudDMxNjcyNjQyMA==,25351661,Mogwai-TheFurry,2017-07-20T14:46:58Z,2017-07-20T14:46:58Z,CONTRIBUTOR,"Also, in general, this feels like it should have been multiple PRs. You're jamming a lot of work into 1 PR rather unnecessarily, IMO.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244281337,WIP: WorldObject Reorganization + more https://github.com/ACEmulator/ACE/pull/470#issuecomment-317060514,https://api.github.com/repos/ACEmulator/ACE/issues/470,317060514,MDEyOklzc3VlQ29tbWVudDMxNzA2MDUxNA==,26606778,OptimShi,2017-07-21T17:19:36Z,2017-07-21T17:19:36Z,COLLABORATOR,"I approve this. (Except I can't actually ""approve"" it.) Confirmed it works and fixes the issue we were running into.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244724119,Fix for SetupModel Crash https://github.com/ACEmulator/ACE/pull/472#issuecomment-317067217,https://api.github.com/repos/ACEmulator/ACE/issues/472,317067217,MDEyOklzc3VlQ29tbWVudDMxNzA2NzIxNw==,11369233,LtRipley36706,2017-07-21T17:46:31Z,2017-07-21T17:46:31Z,MEMBER,"Without this Workmanship is always set to 0 for all objects.. Workmanship should only be set if ItemWorkmanship is set to something and then if ItemWorkmanship AND structure are set, some math is done to get a combined number and that is sent as Workmanship instead","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244731111,Changed Workmanship https://github.com/ACEmulator/ACE/pull/472#issuecomment-317068725,https://api.github.com/repos/ACEmulator/ACE/issues/472,317068725,MDEyOklzc3VlQ29tbWVudDMxNzA2ODcyNQ==,5246554,ddevec,2017-07-21T17:52:13Z,2017-07-21T17:52:13Z,CONTRIBUTOR,"I still don't get how returning 0 for Workmanship (I believe 0 is an invalid workmanship), is problematic and needs to be changed. (NOTE: this does not necessarily cause 0 to be stored in the database, only the in-game representation.) This change necessarily complicates any code paths that need to use workmanship (as a null value must now be checked), so the change should only be included if there is a problem it is solving.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244731111,Changed Workmanship https://github.com/ACEmulator/ACE/pull/472#issuecomment-317069280,https://api.github.com/repos/ACEmulator/ACE/issues/472,317069280,MDEyOklzc3VlQ29tbWVudDMxNzA2OTI4MA==,11369233,LtRipley36706,2017-07-21T17:54:10Z,2017-07-21T17:54:20Z,MEMBER,"It should not be set to 0 by default. we're not returning 0 for anything else like this, why is this an exception?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244731111,Changed Workmanship https://github.com/ACEmulator/ACE/pull/472#issuecomment-317070397,https://api.github.com/repos/ACEmulator/ACE/issues/472,317070397,MDEyOklzc3VlQ29tbWVudDMxNzA3MDM5Nw==,5246554,ddevec,2017-07-21T17:58:03Z,2017-07-21T17:59:36Z,CONTRIBUTOR,"We used to default several things to 0 at different layers. I didn't realize that had been removed. If this is making Workmanship work consistently with all of the other properties, I'm fine with it. Although your changelog comment is deceptive -- your not changing the way workmanship is set, your changing the accessor of workmanship in the instance it is unset (this lead to my confusion).","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244731111,Changed Workmanship https://github.com/ACEmulator/ACE/pull/473#issuecomment-317073611,https://api.github.com/repos/ACEmulator/ACE/issues/473,317073611,MDEyOklzc3VlQ29tbWVudDMxNzA3MzYxMQ==,11369233,LtRipley36706,2017-07-21T18:11:27Z,2017-07-21T18:11:27Z,MEMBER,"@ddevec This closer to what you're expecting? It will break most of the creature assessment panels as 99% of the objects in the world are not Creatures yet.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244734154,Moved Identify to WorldObject https://github.com/ACEmulator/ACE/pull/474#issuecomment-317273132,https://api.github.com/repos/ACEmulator/ACE/issues/474,317273132,MDEyOklzc3VlQ29tbWVudDMxNzI3MzEzMg==,25460553,ogmage78,2017-07-23T18:41:23Z,2017-07-23T18:41:23Z,CONTRIBUTOR,"I could be wrong on this - but I thought in the case of bools, the flag was the data. In all the other cases, the flag tells the client what to read. With bool flags, the flag is the data - and we get and set with bit arithmetic. Again, I could be way off base here. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244889108,Flags and Bools https://github.com/ACEmulator/ACE/pull/474#issuecomment-317275159,https://api.github.com/repos/ACEmulator/ACE/issues/474,317275159,MDEyOklzc3VlQ29tbWVudDMxNzI3NTE1OQ==,11369233,LtRipley36706,2017-07-23T19:12:16Z,2017-07-23T19:12:16Z,MEMBER,"I'm not sure I follow what you're saying but let me share what my thinking on this change and see if makes sense... In PropertyBool I noticed several of the bools were either identical in naming or extremely close to the flags of ObjectDescription and PhysicsState. Given that, it leads me believe they were using the bools in some form to affect those two properties.. In the case of PhysicsState, using the bools, its easier to maintain changes from state to state and not have to worry about inadvertently blowing out a flag because the PhysicsState is changed by altering bools in WorldObject instead of using SetPhysicsState which meant you had to read in previous state, alter it (accounting for keeping other states) and send it back out. Examples of the improved way of handling them can be seen in TeleportInternal and HandleCloak. In both cases, I only change bools and don't have to worry about losing other flags set by other things. This is certainly identical, at least in the case of Cloaking, to how it acted in retail. If I turned on cloaking, I wouldn't reappear each time I teleported around the world, but instead would maintain the cloak. I'm not quite yet finished or happy with ObjectDescriptionFlag.. Based on the bools I've found, I suspect it was not as immutable as we are treating it currently.. As an example, I think its possible that in Player.cs, we would default the ObjectDescriptionFlag to be just `ObjectDescriptionFlag = ObjectDescriptionFlag.Player;` Bools would then take over and append Stuck and Attackable flags. Obviously a Player never lost the Stuck flag, but Attackable, PlayerKiller, HiddenAdmin, UiHidden, Admin, FreePkStatus, ImmuneCellRestrictions, and possibly a few of the others were at least somewhat changeable. I could see Player, Book, Vendor, PkSwitch, NpkSwitch, Door, Corpse, Lifestone, Food, Healer, Lockpick, Portal, and Bindstone all being ""base"" ObjectDescriptionFlags set in their respective classes in the initial creation. Those are all likely immutable.. Need to do more research of pcaps + some more better code work on my part than I roughed in yesterday to flesh that out","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244889108,Flags and Bools https://github.com/ACEmulator/ACE/pull/474#issuecomment-317275578,https://api.github.com/repos/ACEmulator/ACE/issues/474,317275578,MDEyOklzc3VlQ29tbWVudDMxNzI3NTU3OA==,25460553,ogmage78,2017-07-23T19:19:07Z,2017-07-23T19:19:07Z,CONTRIBUTOR,"I agree that flag can change - pk to non pk is a perfect example. The only thing I was saying is (and I am sure this is just a data saving measure) with all the other flags, you set it and that tells the client, hey - I am sending this down to you in this message. With bool flags like ObjectDescriptionFlag the flag itself is the data. The flag is sent, but no bools are actually sent to the client in the packet only the flag. If I set Attackable - I do not also send a true down to the client. We can either just make methods like you have to behind the scenes manipulate the flag and just update that one field or we can break each flag out as a bool as you are doing, store and update those, then build the flag from that data. It is really 6 of 1 1/2 dozen of the other. It was just something that tripped me up early on the bool flags are the data - I was looking for actual data in the packet stream and it is not sent. Just wanted to make sure we were all on the same page. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244889108,Flags and Bools https://github.com/ACEmulator/ACE/pull/474#issuecomment-317312864,https://api.github.com/repos/ACEmulator/ACE/issues/474,317312864,MDEyOklzc3VlQ29tbWVudDMxNzMxMjg2NA==,11369233,LtRipley36706,2017-07-24T03:49:38Z,2017-07-24T03:49:38Z,MEMBER,"> Is it essential to keep these properties separate from their 32-bit flag field? It appears we have PropertiesBools for them, are these properties that are transmitted to the client? Yes, I believe so. We need a proper way to allow for and track changes to these flags and in some cases these bools are sent as updates, either public or private, which are different from ObjectUpdates. There's a reason these bools are in the client like this imo. I'm adding a commit soonish to demonstrate the work which proves this out. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244889108,Flags and Bools https://github.com/ACEmulator/ACE/pull/474#issuecomment-317328701,https://api.github.com/repos/ACEmulator/ACE/issues/474,317328701,MDEyOklzc3VlQ29tbWVudDMxNzMyODcwMQ==,11369233,LtRipley36706,2017-07-24T06:13:37Z,2017-07-24T06:15:45Z,MEMBER,"Added MRT command to prove out changes. In order to make it work, do the following: 1. uncomment `Admin = True` on line 216 in Player.cs and drop/truncate ace_world database so it is empty (base script only) 2. load up server, connect and create a new character 3. /tele 16.7N 57.3E 4. try to enter a house, it should fail assuming the ace_world database is fresh/empty 5. execute /mrt command and try to enter house, it should let you in.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,244889108,Flags and Bools https://github.com/ACEmulator/ACE/issues/296#issuecomment-317810813,https://api.github.com/repos/ACEmulator/ACE/issues/296,317810813,MDEyOklzc3VlQ29tbWVudDMxNzgxMDgxMw==,5542624,jensbodal,2017-07-25T17:30:45Z,2017-07-25T17:30:45Z,NONE,Can this issue be closed then?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,224529943,Mana does not update when xp is spent on abilities that should increase it https://github.com/ACEmulator/ACE/pull/476#issuecomment-317970941,https://api.github.com/repos/ACEmulator/ACE/issues/476,317970941,MDEyOklzc3VlQ29tbWVudDMxNzk3MDk0MQ==,11369233,LtRipley36706,2017-07-26T07:22:37Z,2017-07-26T07:22:37Z,MEMBER,"Check discord if you'd like a sample of the new data for testing, I'll be working on a new export for the next day or so for ACE-World","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,245625646,WorldObject reclassification via WeenieType https://github.com/ACEmulator/ACE/pull/475#issuecomment-318186198,https://api.github.com/repos/ACEmulator/ACE/issues/475,318186198,MDEyOklzc3VlQ29tbWVudDMxODE4NjE5OA==,25460553,ogmage78,2017-07-26T21:20:49Z,2017-07-26T21:20:49Z,CONTRIBUTOR,Ok all feedback addressed I think. Submitted again for your perusal ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,245257806,Added the ability to learn spells / unlearn spells. https://github.com/ACEmulator/ACE/pull/476#issuecomment-318268283,https://api.github.com/repos/ACEmulator/ACE/issues/476,318268283,MDEyOklzc3VlQ29tbWVudDMxODI2ODI4Mw==,11369233,LtRipley36706,2017-07-27T06:10:05Z,2017-07-27T06:10:05Z,MEMBER,Think this is good to go for now,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,245625646,WorldObject reclassification via WeenieType https://github.com/ACEmulator/ACE/pull/481#issuecomment-318931446,https://api.github.com/repos/ACEmulator/ACE/issues/481,318931446,MDEyOklzc3VlQ29tbWVudDMxODkzMTQ0Ng==,25460553,ogmage78,2017-07-30T21:37:47Z,2017-07-30T21:37:47Z,CONTRIBUTOR,Added the accessors - thanks again for the code review!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,246603251,Expecto Patronum - Spell bar managment https://github.com/ACEmulator/ACE/pull/482#issuecomment-319068763,https://api.github.com/repos/ACEmulator/ACE/issues/482,319068763,MDEyOklzc3VlQ29tbWVudDMxOTA2ODc2Mw==,25460553,ogmage78,2017-07-31T13:35:40Z,2017-07-31T13:35:40Z,CONTRIBUTOR,I know we discussed this a while back. Are we going to do one of these per creature family? By that I mean all Tuskers for example will be one object not an object for every different tusker? I think if we do this by weenietype and not weenie - that will allow content creators to add content without having to change server code. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,246659317,Add Cow object https://github.com/ACEmulator/ACE/pull/482#issuecomment-319096056,https://api.github.com/repos/ACEmulator/ACE/issues/482,319096056,MDEyOklzc3VlQ29tbWVudDMxOTA5NjA1Ng==,11369233,LtRipley36706,2017-07-31T15:07:52Z,2017-07-31T15:07:52Z,MEMBER,"No need. Cows were a unique WeenieType, all other creatures will simply be Creature.cs","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,246659317,Add Cow object https://github.com/ACEmulator/ACE/pull/482#issuecomment-319100153,https://api.github.com/repos/ACEmulator/ACE/issues/482,319100153,MDEyOklzc3VlQ29tbWVudDMxOTEwMDE1Mw==,5246554,ddevec,2017-07-31T15:20:36Z,2017-07-31T15:20:55Z,CONTRIBUTOR,"Monster.cs? Monsters have different logical behaviors than creatures (e.g. players don't have scripts they run to attack nearby players). At least, not on the server side :-P","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,246659317,Add Cow object https://github.com/ACEmulator/ACE/pull/482#issuecomment-319110398,https://api.github.com/repos/ACEmulator/ACE/issues/482,319110398,MDEyOklzc3VlQ29tbWVudDMxOTExMDM5OA==,11369233,LtRipley36706,2017-07-31T15:46:37Z,2017-07-31T15:48:08Z,MEMBER,"There's no distinction between Monsters and Creatures in the client, it would seem from turbine's viewpoint , we all sprang from creature weenietype, at least that i've seen, in the terms of weenie objects used to control actions","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,246659317,Add Cow object https://github.com/ACEmulator/ACE/pull/484#issuecomment-320314552,https://api.github.com/repos/ACEmulator/ACE/issues/484,320314552,MDEyOklzc3VlQ29tbWVudDMyMDMxNDU1Mg==,11369233,LtRipley36706,2017-08-04T17:59:55Z,2017-08-04T17:59:55Z,MEMBER,"@Mogwai-TheFurry basically a function call, Container.AddToInventory(worldobject) would add it to the collection of inventory, recalc the burden of the container and send all the appropriate createobject and privateupdateints with the RemoveFromInventory doing the removeobject msg instead yeah?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,247238263,Inventory - Ready for Merge https://github.com/ACEmulator/ACE/pull/484#issuecomment-320381786,https://api.github.com/repos/ACEmulator/ACE/issues/484,320381786,MDEyOklzc3VlQ29tbWVudDMyMDM4MTc4Ng==,25460553,ogmage78,2017-08-05T00:59:35Z,2017-08-05T00:59:35Z,CONTRIBUTOR,@LtRipley36706 Made those changes - updating now.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,247238263,Inventory - Ready for Merge https://github.com/ACEmulator/ACE/pull/488#issuecomment-321235760,https://api.github.com/repos/ACEmulator/ACE/issues/488,321235760,MDEyOklzc3VlQ29tbWVudDMyMTIzNTc2MA==,25351661,Mogwai-TheFurry,2017-08-09T12:04:32Z,2017-08-09T12:04:32Z,CONTRIBUTOR,Ping me in Discord when you can. There's a lot I'm not understanding and I don't want to make a big deal out of it here.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,248882678,Books https://github.com/ACEmulator/ACE/pull/487#issuecomment-321372059,https://api.github.com/repos/ACEmulator/ACE/issues/487,321372059,MDEyOklzc3VlQ29tbWVudDMyMTM3MjA1OQ==,11369233,LtRipley36706,2017-08-09T20:27:44Z,2017-08-09T20:27:44Z,MEMBER,@ddevec commit b486b9b22902fa03750c1b00c092ef865b88bc8b better?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,248315823,Wired up World Broadcast Commands https://github.com/ACEmulator/ACE/pull/490#issuecomment-321631507,https://api.github.com/repos/ACEmulator/ACE/issues/490,321631507,MDEyOklzc3VlQ29tbWVudDMyMTYzMTUwNw==,26606778,OptimShi,2017-08-10T18:14:27Z,2017-08-10T18:14:27Z,COLLABORATOR,Would this not cause a conflict if I actually added an inscription to a book item?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,249430547,Minor changes to Book weenie https://github.com/ACEmulator/ACE/pull/490#issuecomment-321635111,https://api.github.com/repos/ACEmulator/ACE/issues/490,321635111,MDEyOklzc3VlQ29tbWVudDMyMTYzNTExMQ==,11369233,LtRipley36706,2017-08-10T18:28:28Z,2017-08-10T18:28:28Z,MEMBER,"I wouldn't think so. They are the same data, see wcid 3949","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,249430547,Minor changes to Book weenie https://github.com/ACEmulator/ACE/pull/490#issuecomment-321637432,https://api.github.com/repos/ACEmulator/ACE/issues/490,321637432,MDEyOklzc3VlQ29tbWVudDMyMTYzNzQzMg==,26606778,OptimShi,2017-08-10T18:37:31Z,2017-08-10T18:37:31Z,COLLABORATOR,"What if I write in a Parchment (wcid 36), then give it to someone who adds an inscription? (Note that the handful of prewritten books I quickly checked were not inscribable, but blank ones are)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,249430547,Minor changes to Book weenie https://github.com/ACEmulator/ACE/pull/490#issuecomment-321648901,https://api.github.com/repos/ACEmulator/ACE/issues/490,321648901,MDEyOklzc3VlQ29tbWVudDMyMTY0ODkwMQ==,11369233,LtRipley36706,2017-08-10T19:23:32Z,2017-08-10T19:23:32Z,MEMBER,"In that case from a GameEventBookDataResponse perspective: inscription, authorId, authorName would reflect whomever inscribed the book, and each GameEventBookPageDataResponse would still contain whomever wrote each page","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,249430547,Minor changes to Book weenie https://github.com/ACEmulator/ACE/pull/493#issuecomment-321961409,https://api.github.com/repos/ACEmulator/ACE/issues/493,321961409,MDEyOklzc3VlQ29tbWVudDMyMTk2MTQwOQ==,26606778,OptimShi,2017-08-12T06:34:02Z,2017-08-12T06:34:02Z,COLLABORATOR,"I believe I got that bug with the spells with extended characters in their names/description sorted out, too.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,249519682,Spell Formula https://github.com/ACEmulator/ACE/pull/484#issuecomment-321979445,https://api.github.com/repos/ACEmulator/ACE/issues/484,321979445,MDEyOklzc3VlQ29tbWVudDMyMTk3OTQ0NQ==,25460553,ogmage78,2017-08-12T12:57:48Z,2017-08-12T12:59:00Z,CONTRIBUTOR,"As I put in the change log, there are some known bugs, but I think this is a good start. I am sure there are some better ways to program this. I would love to learn them, but at this time, I will be taking a step back from the project. I thought this added value so I am reopening this. If you want to merge it so someone else can pick this up - great. If not, then just close it without merge. I had hoped I would be able to keep working on the project, but that does not seem likely at this time. A big thank you to @Mogwai-TheFurry for taking the time to help a very out of date programmer. I wish you guys the very best. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,247238263,Inventory - Ready for Merge https://github.com/ACEmulator/ACE/pull/495#issuecomment-322875605,https://api.github.com/repos/ACEmulator/ACE/issues/495,322875605,MDEyOklzc3VlQ29tbWVudDMyMjg3NTYwNQ==,25460553,ogmage78,2017-08-16T19:32:54Z,2017-08-16T19:32:54Z,CONTRIBUTOR,@OptimShi dude! Seriously great work! ,"{""total_count"": 1, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 1, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,250506086,Added Animation parsing from the client_portal.dat and all relevant hooks and properties. https://github.com/ACEmulator/ACE/pull/495#issuecomment-322932143,https://api.github.com/repos/ACEmulator/ACE/issues/495,322932143,MDEyOklzc3VlQ29tbWVudDMyMjkzMjE0Mw==,26606778,OptimShi,2017-08-17T00:03:04Z,2017-08-17T00:03:04Z,COLLABORATOR,"All feedback implemented except the one I noted. Thanks for the help with this, I've learned a little bit about some C# workings--which is always good!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,250506086,Added Animation parsing from the client_portal.dat and all relevant hooks and properties. https://github.com/ACEmulator/ACE/pull/496#issuecomment-323408769,https://api.github.com/repos/ACEmulator/ACE/issues/496,323408769,MDEyOklzc3VlQ29tbWVudDMyMzQwODc2OQ==,26606778,OptimShi,2017-08-18T17:07:19Z,2017-08-18T17:07:19Z,COLLABORATOR,"I ran this and everything appeared to work as expected. Fixed the intermittent ""garbled"" book data we were experiencing, as well.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,250743171,Fix multifragment packetization logic https://github.com/ACEmulator/ACE/pull/497#issuecomment-324424848,https://api.github.com/repos/ACEmulator/ACE/issues/497,324424848,MDEyOklzc3VlQ29tbWVudDMyNDQyNDg0OA==,5246554,ddevec,2017-08-23T18:38:31Z,2017-08-23T18:38:31Z,CONTRIBUTOR,"After our discussions, I think we've decided to punt on concurrency within fellow requests for now (with a FIXME: todo later). If you add a ""TODO: properly handle concurrency for fellowship requests"" around all of the chain parts that modify the fellowship, I'll be okay with accepting this as is.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,251505988,"Some naive, simple fellowship code. Creating and leaving fellow works." https://github.com/ACEmulator/ACE/pull/497#issuecomment-324426985,https://api.github.com/repos/ACEmulator/ACE/issues/497,324426985,MDEyOklzc3VlQ29tbWVudDMyNDQyNjk4NQ==,3664603,rtmruczek,2017-08-23T18:46:18Z,2017-08-23T18:46:18Z,CONTRIBUTOR,"Cool, that's pretty much the road I started going down for now. I have some comments that explain the problem and why/how the code needs to be fixed. I'll push it up tonight.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,251505988,"Some naive, simple fellowship code. Creating and leaving fellow works." https://github.com/ACEmulator/ACE/pull/497#issuecomment-324608579,https://api.github.com/repos/ACEmulator/ACE/issues/497,324608579,MDEyOklzc3VlQ29tbWVudDMyNDYwODU3OQ==,25351661,Mogwai-TheFurry,2017-08-24T11:25:52Z,2017-08-24T11:25:52Z,CONTRIBUTOR,"It would make sense to me that the server would own Fellowships as a top-level-entity, just as it does Sessions. ActionChains should be used to queue alterations to them. The biggest reason is due to how XP is shared - by distance. Distance and movement calculations have to be done in Action Chains, and earning XP is no different. XP earned on the same landblock is fully shared by others on the same landblock. Side effect: this also means earning XP while in a fellowship becomes an Action Chain.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,251505988,"Some naive, simple fellowship code. Creating and leaving fellow works." https://github.com/ACEmulator/ACE/pull/497#issuecomment-324632042,https://api.github.com/repos/ACEmulator/ACE/issues/497,324632042,MDEyOklzc3VlQ29tbWVudDMyNDYzMjA0Mg==,5246554,ddevec,2017-08-24T13:18:03Z,2017-08-24T13:18:03Z,CONTRIBUTOR,"Right now our system is designed so that position will not change during the ""action phase"". This means that if fellowships handle their actions (and xp distributions, etc) at the same time as Player's act we wont have to use an ActionChain to do so. We may consider doing it anyway, for consistency, but its unneeded.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,251505988,"Some naive, simple fellowship code. Creating and leaving fellow works." https://github.com/ACEmulator/ACE/pull/497#issuecomment-324965030,https://api.github.com/repos/ACEmulator/ACE/issues/497,324965030,MDEyOklzc3VlQ29tbWVudDMyNDk2NTAzMA==,5246554,ddevec,2017-08-25T16:06:21Z,2017-08-25T16:06:21Z,CONTRIBUTOR,"I was about to merge, and realized this commit doesn't have a changelog entry. Could you add one to changelog.md?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,251505988,"Some naive, simple fellowship code. Creating and leaving fellow works." https://github.com/ACEmulator/ACE/pull/499#issuecomment-325414796,https://api.github.com/repos/ACEmulator/ACE/issues/499,325414796,MDEyOklzc3VlQ29tbWVudDMyNTQxNDc5Ng==,25460553,ogmage78,2017-08-28T17:10:56Z,2017-08-28T17:10:56Z,CONTRIBUTOR,I posted my concerns about this update over in discord. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,253194772,Support for ACE-World 0.2.0+ https://github.com/ACEmulator/ACE/pull/506#issuecomment-329342201,https://api.github.com/repos/ACEmulator/ACE/issues/506,329342201,MDEyOklzc3VlQ29tbWVudDMyOTM0MjIwMQ==,25460553,ogmage78,2017-09-14T01:24:15Z,2017-09-14T01:24:15Z,CONTRIBUTOR,@mogwai added this to his pr. Closing. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,257531933,Stubs and enums for crafting dialogs https://github.com/ACEmulator/ACE/pull/505#issuecomment-329342295,https://api.github.com/repos/ACEmulator/ACE/issues/505,329342295,MDEyOklzc3VlQ29tbWVudDMyOTM0MjI5NQ==,25460553,ogmage78,2017-09-14T01:24:49Z,2017-09-14T01:24:49Z,CONTRIBUTOR,Cool stuff! Let's get this in,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,257494730,Weenie editor & basic recipes https://github.com/ACEmulator/ACE/pull/508#issuecomment-329915245,https://api.github.com/repos/ACEmulator/ACE/issues/508,329915245,MDEyOklzc3VlQ29tbWVudDMyOTkxNTI0NQ==,25460553,ogmage78,2017-09-15T22:05:45Z,2017-09-15T22:05:45Z,CONTRIBUTOR,Looks to be a good add and lots to build off of. I hope we can merge this sooner rather than later. ;),"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258078737,Healing kits! https://github.com/ACEmulator/ACE/pull/509#issuecomment-330594066,https://api.github.com/repos/ACEmulator/ACE/issues/509,330594066,MDEyOklzc3VlQ29tbWVudDMzMDU5NDA2Ng==,25460553,ogmage78,2017-09-19T16:22:30Z,2017-09-19T16:22:30Z,CONTRIBUTOR,"Tested - this works great. Should be merged asap. tested crafting (motes to slivers) works as expected. Regression tested, saving character, adding other items via ci - dropping and picking back up. Equipping items. No persist but that is waiting on my PR. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258540255,items from failed crafting https://github.com/ACEmulator/ACE/pull/510#issuecomment-330621621,https://api.github.com/repos/ACEmulator/ACE/issues/510,330621621,MDEyOklzc3VlQ29tbWVudDMzMDYyMTYyMQ==,25460553,ogmage78,2017-09-19T18:00:28Z,2017-09-19T18:00:28Z,CONTRIBUTOR,"I merged on my test - there was really no conflict - just the readme and player just had a comment header to merge. This also looks good. As a TODO - the shirt, pants, head gear and boots need to be equipped. I can add that in after my PR as all of the tools will be in place. Regression tested - all passed - Ready for merge.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258617198,Starter gear https://github.com/ACEmulator/ACE/pull/511#issuecomment-330713090,https://api.github.com/repos/ACEmulator/ACE/issues/511,330713090,MDEyOklzc3VlQ29tbWVudDMzMDcxMzA5MA==,26606778,OptimShi,2017-09-20T00:45:49Z,2017-09-20T00:45:49Z,COLLABORATOR,"I believe this is it. It worked for me, at least. ShardDatabase.cs, line 935... Should be transaction.AddPreparedDeleteStatement(ShardPreparedStatement.DeleteAceObjectPropertyIid, prop); DeleteAceObjectPropertyIid, singular, not Properties, plural. (Might as well fix line 905 while you're at it, same issue I would think with Did","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258986168,Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE https://github.com/ACEmulator/ACE/pull/511#issuecomment-330723464,https://api.github.com/repos/ACEmulator/ACE/issues/511,330723464,MDEyOklzc3VlQ29tbWVudDMzMDcyMzQ2NA==,25460553,ogmage78,2017-09-20T02:01:11Z,2017-09-20T02:01:11Z,CONTRIBUTOR,"This is just about complete. Only known bug at this point is taking a wielded item and dropping it to the ground. I will fix that last bug, do some code clean up and this should be ready to go.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258986168,Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE https://github.com/ACEmulator/ACE/pull/511#issuecomment-332823687,https://api.github.com/repos/ACEmulator/ACE/issues/511,332823687,MDEyOklzc3VlQ29tbWVudDMzMjgyMzY4Nw==,25351661,Mogwai-TheFurry,2017-09-28T12:40:23Z,2017-09-28T12:40:23Z,CONTRIBUTOR,"Not perfect, as we've discussed, but a giant step in the right direction. I'll take it.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,258986168,Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE https://github.com/ACEmulator/ACE/pull/515#issuecomment-333462027,https://api.github.com/repos/ACEmulator/ACE/issues/515,333462027,MDEyOklzc3VlQ29tbWVudDMzMzQ2MjAyNw==,11369233,LtRipley36706,2017-10-02T07:42:34Z,2017-10-02T07:42:34Z,MEMBER,Added WeenieType.Coin (Pyreals) handling and CoinValue tracking,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,261871279,Misc Changes https://github.com/ACEmulator/ACE/pull/513#issuecomment-333646348,https://api.github.com/repos/ACEmulator/ACE/issues/513,333646348,MDEyOklzc3VlQ29tbWVudDMzMzY0NjM0OA==,25351661,Mogwai-TheFurry,2017-10-02T19:55:30Z,2017-10-02T19:55:30Z,CONTRIBUTOR,You need a changelog entry before this can be merged.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,261044865,Play time - Needs Work - For Comments https://github.com/ACEmulator/ACE/pull/518#issuecomment-333712030,https://api.github.com/repos/ACEmulator/ACE/issues/518,333712030,MDEyOklzc3VlQ29tbWVudDMzMzcxMjAzMA==,25460553,ogmage78,2017-10-03T01:23:58Z,2017-10-03T01:23:58Z,CONTRIBUTOR,The journey of 1000 miles starts with a single step. Welcome to the PR crew Bob!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,262275105,Overpowered https://github.com/ACEmulator/ACE/pull/530#issuecomment-335916309,https://api.github.com/repos/ACEmulator/ACE/issues/530,335916309,MDEyOklzc3VlQ29tbWVudDMzNTkxNjMwOQ==,25351661,Mogwai-TheFurry,2017-10-11T19:09:30Z,2017-10-11T19:09:30Z,CONTRIBUTOR,Happy to merge this if someone can validate it.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,264381932,"DDDInterrogation uses 32 bit quantities, not 64 bit." https://github.com/ACEmulator/ACE/pull/532#issuecomment-336171856,https://api.github.com/repos/ACEmulator/ACE/issues/532,336171856,MDEyOklzc3VlQ29tbWVudDMzNjE3MTg1Ng==,11369233,LtRipley36706,2017-10-12T15:23:19Z,2017-10-12T15:23:19Z,MEMBER,"Done for now.. More work is needed to ensure items in packs travel properly so if one player drops the pack, another player picks it up and the items are still there. Likely other issues exist as well but it's closer than without","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,264674192,"Add Tracking for Burden, Value, and CoinValue" https://github.com/ACEmulator/ACE/pull/533#issuecomment-336863706,https://api.github.com/repos/ACEmulator/ACE/issues/533,336863706,MDEyOklzc3VlQ29tbWVudDMzNjg2MzcwNg==,25387933,Forbiddenz,2017-10-16T11:51:35Z,2017-10-16T11:51:35Z,CONTRIBUTOR,"closing, ripley pr broke the hell out of this.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,265359209,Vendor Item fixes https://github.com/ACEmulator/ACE/pull/544#issuecomment-338443637,https://api.github.com/repos/ACEmulator/ACE/issues/544,338443637,MDEyOklzc3VlQ29tbWVudDMzODQ0MzYzNw==,10137,ghost,2017-10-22T01:19:44Z,2017-10-22T01:20:27Z,NONE,"Tested splitting Pyreals into multiple stacks of varying sizes and merging stacks back together. Tested moving between main pack and sub-packs. Tested putting pyreals into sub-packs and dropping sub-packs. CoinValue updates correctly. Dropping Pyreal stacks also update CoinValue correctly. Pickup of unsplit stacks works. However, pickup of stacks of anything that have been split don't work, so cannot fully test Pyreal pickup.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,267426458,Fix coin value and pickup of stack-able items from landblock https://github.com/ACEmulator/ACE/pull/544#issuecomment-338449687,https://api.github.com/repos/ACEmulator/ACE/issues/544,338449687,MDEyOklzc3VlQ29tbWVudDMzODQ0OTY4Nw==,10137,ghost,2017-10-22T04:02:44Z,2017-10-22T04:02:44Z,NONE,"If a stack-able item is picked up and no same items exist in inventory, HandleActionPutItemInContainer() method is called. If a same item already exists in inventory, HandleActionStackableMerge() is called. Found by debugging. Added the pickup code with a !HasItem check at the beginning of HandleActionStackableMerge(). ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,267426458,Fix coin value and pickup of stack-able items from landblock https://github.com/ACEmulator/ACE/pull/545#issuecomment-338531041,https://api.github.com/repos/ACEmulator/ACE/issues/545,338531041,MDEyOklzc3VlQ29tbWVudDMzODUzMTA0MQ==,37453,fantoms,2017-10-23T02:21:32Z,2017-10-23T02:21:32Z,CONTRIBUTOR,"* Changed build path for `Api.Host` and `AuthApi.Host`, both now point to the main ACE output target folder. This allows the `Config.json` file to be shared between all assemblies and helps with packaging.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,267474854,"* Api Updates, Cmdline Launcher update, Merged output build target, README updates" https://github.com/ACEmulator/ACE/pull/546#issuecomment-338966556,https://api.github.com/repos/ACEmulator/ACE/issues/546,338966556,MDEyOklzc3VlQ29tbWVudDMzODk2NjU1Ng==,25351661,Mogwai-TheFurry,2017-10-24T11:59:28Z,2017-10-24T11:59:28Z,CONTRIBUTOR,"these changes were mostly rolled into other PRs throughout the night, aside from the ""using"" issues. closing this.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,267869094,"Fixed Authentication Handler to log and launch for JwtToken issues, added use to some sql update scripts" https://github.com/ACEmulator/ACE/pull/553#issuecomment-339329745,https://api.github.com/repos/ACEmulator/ACE/issues/553,339329745,MDEyOklzc3VlQ29tbWVudDMzOTMyOTc0NQ==,37453,fantoms,2017-10-25T13:28:55Z,2017-10-25T13:28:55Z,CONTRIBUTOR,I think the console is kind of essential for some features and very useful for debugging. I would like there to be a way make this optional.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,268271982,Service Installer - Phase one - Implement for game server https://github.com/ACEmulator/ACE/pull/552#issuecomment-339461256,https://api.github.com/repos/ACEmulator/ACE/issues/552,339461256,MDEyOklzc3VlQ29tbWVudDMzOTQ2MTI1Ng==,37453,fantoms,2017-10-25T20:29:36Z,2017-10-25T20:29:36Z,CONTRIBUTOR,"To test, I built out a quick console app and pushed too this github repo: https://github.com/fantoms/ACEJsonExplorer","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,268270761,"Ready for review; AccessLevel from subscrptions, Api Auth update" https://github.com/ACEmulator/ACE/pull/557#issuecomment-341172526,https://api.github.com/repos/ACEmulator/ACE/issues/557,341172526,MDEyOklzc3VlQ29tbWVudDM0MTE3MjUyNg==,25460553,ogmage78,2017-11-01T17:11:20Z,2017-11-01T17:11:20Z,CONTRIBUTOR,"I was going to delete my fork but I realized this is pointing to it. I was just getting started on this and it is not in a merge in state. As of my last check in, it does not compile. It is really just some of the helper methods and none of that actual physics code. I had not gotten that yet to port. I don't know this will do anyone much good, but I will not delete my fork until this is closed. I would have never PR'd something in this state - it is a mess and not reflective of my finished work product. Thanks ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,269396346,OG's last physics checkin https://github.com/ACEmulator/ACE/pull/560#issuecomment-341985558,https://api.github.com/repos/ACEmulator/ACE/issues/560,341985558,MDEyOklzc3VlQ29tbWVudDM0MTk4NTU1OA==,37453,fantoms,2017-11-05T16:26:38Z,2017-11-05T16:26:38Z,CONTRIBUTOR,Auth login was successful in my tests.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,270411537,fixed web project auth to actually work. *shrug* https://github.com/ACEmulator/ACE/pull/564#issuecomment-343047035,https://api.github.com/repos/ACEmulator/ACE/issues/564,343047035,MDEyOklzc3VlQ29tbWVudDM0MzA0NzAzNQ==,37453,fantoms,2017-11-09T04:53:37Z,2017-11-09T04:53:37Z,CONTRIBUTOR,"* API can now accept more parameters for the redeployment functions * You can now load local content from disk, without downloading from Github.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,271342874,Ready for Peer review and testing * Feature: database redeployment https://github.com/ACEmulator/ACE/pull/566#issuecomment-344377785,https://api.github.com/repos/ACEmulator/ACE/issues/566,344377785,MDEyOklzc3VlQ29tbWVudDM0NDM3Nzc4NQ==,11369233,LtRipley36706,2017-11-14T19:53:22Z,2017-11-14T19:53:32Z,MEMBER,"@fantoms Added port checking to the code so if the port is changed the rule would be adjusted as well should the user click yes to the UAC prompt. Thanks for the idea! I figured we'd need the ""set"" command, just wasn't sure where at that time.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,273307151,Robustify API Hosts https://github.com/ACEmulator/ACE/pull/566#issuecomment-344748991,https://api.github.com/repos/ACEmulator/ACE/issues/566,344748991,MDEyOklzc3VlQ29tbWVudDM0NDc0ODk5MQ==,5246554,ddevec,2017-11-15T22:24:26Z,2017-11-15T22:24:26Z,CONTRIBUTOR,"I'm pretty hesitant to support this change in ACE. I'm not sure its the web-server's job to manipulate your firewall at run time. I would strongly prefer my web server didn't manage my firewall for me. At minimum this change should be optional. There are also pretty significant security implications to modifying the firewall, and we need to ensure we do so absolutely properly if we include this code into our server. The code as written opens this port for all applications, it should open it only for the server itself. We should probably talk to someone knowledgeable in security to determine best practices here. Finally, this code is very windows specific, and I believe were attempting to keep ACE as platform agnostic as possible. I'm unsure if including this in our mainline source really fits with our design philosophy.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,273307151,Robustify API Hosts https://github.com/ACEmulator/ACE/issues/212#issuecomment-348669362,https://api.github.com/repos/ACEmulator/ACE/issues/212,348669362,MDEyOklzc3VlQ29tbWVudDM0ODY2OTM2Mg==,11369233,LtRipley36706,2017-12-02T05:17:14Z,2017-12-02T05:17:14Z,MEMBER,Inventory could use some refactoring but in its current form ticks all the above,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,219776339,Continue build out of inventory functions https://github.com/ACEmulator/ACE/issues/12#issuecomment-348977475,https://api.github.com/repos/ACEmulator/ACE/issues/12,348977475,MDEyOklzc3VlQ29tbWVudDM0ODk3NzQ3NQ==,10608427,Mag-nus,2017-12-04T14:28:36Z,2017-12-04T14:28:36Z,MEMBER,"We discussed this at length on Discord in October. May chimed in with feedback, and the result was that running ACE as a windows service opened up a lot of exploit risk. ddevec: Anon's opinions are consistent with 99.99% of the security experts you'll ever meet, and ACE should likely follow teh principal of least-privilege. If you want autostart, make a dedicated and small privileged piece of code to do it, don't increase the privilege of teh entire codebase. Closing this as it's not something we're visiting right now.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205040357,Converting ACE to run as a Windows service https://github.com/ACEmulator/ACE/issues/41#issuecomment-348977676,https://api.github.com/repos/ACEmulator/ACE/issues/41,348977676,MDEyOklzc3VlQ29tbWVudDM0ODk3NzY3Ng==,10608427,Mag-nus,2017-12-04T14:29:14Z,2017-12-04T14:29:14Z,MEMBER,"This might actually exist in the current state. I'm closing it because it's not descriptive enough of an issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205579650,Basic Player Item Functionality https://github.com/ACEmulator/ACE/issues/20#issuecomment-348978063,https://api.github.com/repos/ACEmulator/ACE/issues/20,348978063,MDEyOklzc3VlQ29tbWVudDM0ODk3ODA2Mw==,10608427,Mag-nus,2017-12-04T14:30:36Z,2017-12-04T14:30:36Z,MEMBER,"This is pretty stale and we've changed some of the database script since. If this is still an issue we should look into, please open up a new ticket pertaining to the current code base.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,205353528,Server should have a way to apply DB migrations https://github.com/ACEmulator/ACE/issues/234#issuecomment-348978744,https://api.github.com/repos/ACEmulator/ACE/issues/234,348978744,MDEyOklzc3VlQ29tbWVudDM0ODk3ODc0NA==,10608427,Mag-nus,2017-12-04T14:32:50Z,2017-12-04T14:32:50Z,MEMBER,"I think this would be best done by a vtank/mag-tools meta. We could host the meta in the repo to maintain version history. This would also be a great way to get meta writers involved in ACE.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220952882,Create Test Script and add to project https://github.com/ACEmulator/ACE/issues/91#issuecomment-348979665,https://api.github.com/repos/ACEmulator/ACE/issues/91,348979665,MDEyOklzc3VlQ29tbWVudDM0ODk3OTY2NQ==,10608427,Mag-nus,2017-12-04T14:35:56Z,2017-12-04T14:35:56Z,MEMBER,"These files need more descriptive values: https://github.com/ACEmulator/ACE/blob/c4a3da0b10c110c5b37530dfd82982429605b585/Source/ACE.Entity/Enum/StatusMessageType1.cs https://github.com/ACEmulator/ACE/blob/c4a3da0b10c110c5b37530dfd82982429605b585/Source/ACE.Entity/Enum/StatusMessageType2.cs /// /// is too busy to accept gifts right now. /// Enum_001E = 0x001E, Might become: IsTooBusyToAcceptGifts = 0x001E,","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210239879,StatusMessageType1 and StatusMessageType2 values need descriptive names https://github.com/ACEmulator/ACE/pull/577#issuecomment-349871803,https://api.github.com/repos/ACEmulator/ACE/issues/577,349871803,MDEyOklzc3VlQ29tbWVudDM0OTg3MTgwMw==,6111341,Rawaho,2017-12-07T06:02:31Z,2017-12-07T06:02:31Z,CONTRIBUTOR,"This isn't thread safe, accounts can be created on multiple network threads as well as the separate command thread, in the time between checking and creating the account another could have been created. The database should be checking for constraint violations not the core.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,279835071,Account name check at creation https://github.com/ACEmulator/ACE/pull/577#issuecomment-350334794,https://api.github.com/repos/ACEmulator/ACE/issues/577,350334794,MDEyOklzc3VlQ29tbWVudDM1MDMzNDc5NA==,14854251,Nalindar,2017-12-08T18:20:27Z,2017-12-08T18:20:27Z,COLLABORATOR,"yup, wasn't meant to be an end-all fix :p kill the pr if you'd like, just learning the process. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,279835071,Account name check at creation https://github.com/ACEmulator/ACE/pull/577#issuecomment-350341065,https://api.github.com/repos/ACEmulator/ACE/issues/577,350341065,MDEyOklzc3VlQ29tbWVudDM1MDM0MTA2NQ==,6111341,Rawaho,2017-12-08T18:47:08Z,2017-12-08T18:47:08Z,CONTRIBUTOR,"I'm not just singling out this PR, the same thread safety issue arises in the authentication handler as well where accounts can also be created without the REST.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,279835071,Account name check at creation https://github.com/ACEmulator/ACE/pull/579#issuecomment-350585744,https://api.github.com/repos/ACEmulator/ACE/issues/579,350585744,MDEyOklzc3VlQ29tbWVudDM1MDU4NTc0NA==,10608427,Mag-nus,2017-12-10T22:10:16Z,2017-12-10T22:10:16Z,MEMBER,I did not test the secure auth stuff. Can someone please test and confirm that still works?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,280850106,ACE switched over to .net core 2.0 https://github.com/ACEmulator/ACE/issues/578#issuecomment-350589493,https://api.github.com/repos/ACEmulator/ACE/issues/578,350589493,MDEyOklzc3VlQ29tbWVudDM1MDU4OTQ5Mw==,5007814,Hentaya,2017-12-10T23:08:57Z,2017-12-10T23:08:57Z,NONE,"So the conclusion from that article is: My suggestion: Just keep doing logging how you always have. After all the time I have spent messing with the new Microsoft.Extensions.Logging API, I would ... not even worrying about the new LoggerFactory. On Dec 10, 2017 15:10, ""Mag-nus"" wrote: > A suggestion from Rawaho. > > Reference: https://stackify.com/net-core-loggerfactory-use-correctly/ > > — > You are receiving this because you are subscribed to this thread. > Reply to this email directly, view it on GitHub > , or mute the thread > > . > ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,280840388,Switch from log4net to LoggerFactory https://github.com/ACEmulator/ACE/issues/574#issuecomment-350797366,https://api.github.com/repos/ACEmulator/ACE/issues/574,350797366,MDEyOklzc3VlQ29tbWVudDM1MDc5NzM2Ng==,10608427,Mag-nus,2017-12-11T17:33:26Z,2017-12-11T17:33:26Z,MEMBER,"Some suggestions from Rawaho regarding the API: Using JWT from System.IdentityModel should work fine in .net core Decomplicate the JWT implementation The JwtManager can pretty much just be dropped for Microsoft.AspNetCore.Authentication Drop Owin, RestSharp etc... for more .net core way of things Remove the hosts.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,278995348,ACE Web/API projects should be converted to .net standard/core 2.0 https://github.com/ACEmulator/ACE/pull/581#issuecomment-353313456,https://api.github.com/repos/ACEmulator/ACE/issues/581,353313456,MDEyOklzc3VlQ29tbWVudDM1MzMxMzQ1Ng==,11369233,LtRipley36706,2017-12-21T10:16:47Z,2017-12-21T10:16:47Z,MEMBER,Refined the generator system to make it easier to add content/generators and use existing database tables (with a minor alteration). This linking system also uses the guid generation system to avoid collisions.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,283121688,Generators generated https://github.com/ACEmulator/ACE/pull/581#issuecomment-353436175,https://api.github.com/repos/ACEmulator/ACE/issues/581,353436175,MDEyOklzc3VlQ29tbWVudDM1MzQzNjE3NQ==,11369233,LtRipley36706,2017-12-21T19:24:43Z,2017-12-21T19:24:43Z,MEMBER,Addressed AnimationFrame aka Placement,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,283121688,Generators generated https://github.com/ACEmulator/ACE/pull/583#issuecomment-354635762,https://api.github.com/repos/ACEmulator/ACE/issues/583,354635762,MDEyOklzc3VlQ29tbWVudDM1NDYzNTc2Mg==,4855786,spazmodica,2018-01-01T04:09:28Z,2018-01-01T04:09:28Z,CONTRIBUTOR,"Some items of note: 1. Memory usage increase Current Master - 229 MB initial. After 2 hours stays steady around 229-230 PR 583 - 269 MB initial. After 2 hours up to 289 MB Both versions the client logged in, teleported 10 times, then ran about 10 land blocks 2. BlockingCollection use Since the CompleteAdding() is never called, what was the reasoning for ""while (!runningTasks.IsAddingCompleted""? Place holder? 3. Pulling and readding tasks. Have a server thread run the BlockingCollection then it can run the child tasks. Doing the pull and putting the same task back into the collection seems a strange approach. 4. Use the BlockingCollection enumerator - GetConsumingEnumerable(). It will get the next item in the collection and can be called in a Parallel.Foreach statement 5. Having everything run on its own thread does make a bit difficult. What about one thread per player, one for db, one for server, one for landblocks, etc. It may make the overhead to manage a bit more to code, but could make debugging easier. 6. Future change to have a server shutdown command send the CompleteAdding() to the worldqueue. 7. Did see bubbling up of exceptions. Both where nullable being referenced for a value. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,285128338,"Replace Explicit ""Action"" based event system with C#-style Task system" https://github.com/ACEmulator/ACE/pull/583#issuecomment-354640159,https://api.github.com/repos/ACEmulator/ACE/issues/583,354640159,MDEyOklzc3VlQ29tbWVudDM1NDY0MDE1OQ==,4855786,spazmodica,2018-01-01T07:18:55Z,2018-01-01T07:18:55Z,CONTRIBUTOR,"Like to call out the change to dropping ""Handle"" from many methods. *clap* Makes looking at the dropdown in VS much easier to find a method vs scrolling through so many Handle... ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,285128338,"Replace Explicit ""Action"" based event system with C#-style Task system" https://github.com/ACEmulator/ACE/pull/583#issuecomment-354641061,https://api.github.com/repos/ACEmulator/ACE/issues/583,354641061,MDEyOklzc3VlQ29tbWVudDM1NDY0MTA2MQ==,5246554,ddevec,2018-01-01T07:42:43Z,2018-01-01T07:42:43Z,CONTRIBUTOR,"I haven't looked at the memory usage closely, I suspect the leak comes from lack of object cleaning (I'll look into it, although if you have good C# memory profiling tools, shoot me a message on discord, I've yet to have to debug memory leaks in C#). The polling thread your referencing (with the BlockingCollection) is actually intended only for debugging purposes. If you don't have a thread waiting on a Task, the VS debugger will just eat the exception, making debugging challenging. This way the VS debugger reports the exception happens. (2) I didn't kill the polling thread, because allowing the OS to clean the thread at server-shutdown should be fine, its purely for debugging. (4) I didn't use parallel waiting because its just a debugging tool and I don't care about performance. (3) Tasks are polled then re-added because I'm just waiting to get the exceptions, I don't actually care about the death of the task (and some tasks will never die so I don't truly want to block on them). -- I should probably only enable that code block in a ""debug build"". (5) Its important to note, everything isn't run on ""its own thread"", there is only one thread running in the system, the Tasks are all using a custom scheduler, forcing non-preemptive unicore (cooperative) multitasking (more specifically, it guarantees the region-serializable [RS] memory-model around ""await"" statements). Technically we do only have 3 threads in this model (network, db, and core), but it appears that the logic for each action is working in its own thread (for ease of programming), just with an RS memory model. I was also happy to get rid of the ""HandleAction"" functions -- they were a remanent of special serialization functions from when we were using multiple core-logic threads, which wound up being overly complicated for unneeded performance gain. Its good to have that older system cleaned out.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,285128338,"Replace Explicit ""Action"" based event system with C#-style Task system" https://github.com/ACEmulator/ACE/pull/584#issuecomment-356213263,https://api.github.com/repos/ACEmulator/ACE/issues/584,356213263,MDEyOklzc3VlQ29tbWVudDM1NjIxMzI2Mw==,11369233,LtRipley36706,2018-01-09T08:25:43Z,2018-01-09T08:25:43Z,MEMBER,No idea why the test is failing.. locally they all check out.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,286999819,First round of 16PY fixes https://github.com/ACEmulator/ACE/pull/587#issuecomment-357877093,https://api.github.com/repos/ACEmulator/ACE/issues/587,357877093,MDEyOklzc3VlQ29tbWVudDM1Nzg3NzA5Mw==,11369233,LtRipley36706,2018-01-16T07:39:24Z,2018-01-16T07:41:45Z,MEMBER,"So I'm not sure what to do about the unit tests and AppVeyor. They all run and pass fine locally. They crash out spectacularly in when run here.. Seemingly the addition of the following code in `source\ace.entity\aceobjectinventory.cs` is the culprit but I have no idea as to why. ```cs [JsonProperty(""shade"")] [DbField(""shade"", (int)MySqlDbType.Float)] public float Shade { get; set; } [JsonProperty(""tryToBond"")] [DbField(""tryToBond"", (int)MySqlDbType.Byte)] public sbyte TryToBond { get; set; } ``` It should be noted the last commit removes the tests entirely. i'm not advocating for that, mind you.. just don't know how to resolve the errors which don't present locally.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,288437623,Second attempt at 16PY fixes https://github.com/ACEmulator/ACE/pull/589#issuecomment-358964731,https://api.github.com/repos/ACEmulator/ACE/issues/589,358964731,MDEyOklzc3VlQ29tbWVudDM1ODk2NDczMQ==,10608427,Mag-nus,2018-01-19T13:23:08Z,2018-01-19T13:23:08Z,MEMBER,"I think these lines should be populated: + + Copyright (C) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,289810217,Update Licence https://github.com/ACEmulator/ACE/pull/589#issuecomment-358965072,https://api.github.com/repos/ACEmulator/ACE/issues/589,358965072,MDEyOklzc3VlQ29tbWVudDM1ODk2NTA3Mg==,24561337,cydrith,2018-01-19T13:24:43Z,2018-01-19T13:24:43Z,CONTRIBUTOR,Can do. Left them that way because they were previously that way in the old licence (they're part of the example area).,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,289810217,Update Licence https://github.com/ACEmulator/ACE/issues/231#issuecomment-359687622,https://api.github.com/repos/ACEmulator/ACE/issues/231,359687622,MDEyOklzc3VlQ29tbWVudDM1OTY4NzYyMg==,4855786,spazmodica,2018-01-23T06:17:02Z,2018-01-23T06:17:02Z,CONTRIBUTOR,"Resolved with https://github.com/ACEmulator/ACE/pull/596 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220811945,Teleporting players are not removed from client if player teleports to another dungeon https://github.com/ACEmulator/ACE/pull/585#issuecomment-359741629,https://api.github.com/repos/ACEmulator/ACE/issues/585,359741629,MDEyOklzc3VlQ29tbWVudDM1OTc0MTYyOQ==,10608427,Mag-nus,2018-01-23T10:07:07Z,2018-01-23T10:07:07Z,MEMBER,"I believe I merged your other PR out of sequence. This PR seems to cover some of what the other PR covered. Is this one good to merge, or, does it need to be reworked?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,287316274,"GiveObjectRequest, HearDirectSpeech, and HandleGiveObjectRequest" https://github.com/ACEmulator/ACE/pull/598#issuecomment-360348525,https://api.github.com/repos/ACEmulator/ACE/issues/598,360348525,MDEyOklzc3VlQ29tbWVudDM2MDM0ODUyNQ==,11369233,LtRipley36706,2018-01-25T03:16:52Z,2018-01-25T03:16:52Z,MEMBER,only took 17 commits here plus the others in two PRs to realize i goofed on setting up a table in the database properly with the sql scripts install... terrible.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,291042594,Add back Shade and TryToBond https://github.com/ACEmulator/ACE/pull/587#issuecomment-360348659,https://api.github.com/repos/ACEmulator/ACE/issues/587,360348659,MDEyOklzc3VlQ29tbWVudDM2MDM0ODY1OQ==,11369233,LtRipley36706,2018-01-25T03:17:51Z,2018-01-25T03:17:51Z,MEMBER,I know what the problem is here.. will fix shortly and update PR,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,288437623,Second attempt at 16PY fixes https://github.com/ACEmulator/ACE/pull/600#issuecomment-360358183,https://api.github.com/repos/ACEmulator/ACE/issues/600,360358183,MDEyOklzc3VlQ29tbWVudDM2MDM1ODE4Mw==,10187880,dgatewood,2018-01-25T04:32:48Z,2018-01-25T04:32:48Z,COLLABORATOR,will try to reopen as a fork/branch when I have time to mess with it,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,291082473,Typo with that last one https://github.com/ACEmulator/ACE/issues/591#issuecomment-360778598,https://api.github.com/repos/ACEmulator/ACE/issues/591,360778598,MDEyOklzc3VlQ29tbWVudDM2MDc3ODU5OA==,10608427,Mag-nus,2018-01-26T13:00:45Z,2018-01-26T13:00:45Z,MEMBER,"Mogwai has given us AGPLv3 permissions for all of the game server code, just not the API/Web code. This is very good for us.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,289819550,Agreement to change licence to AGPL V3. https://github.com/ACEmulator/ACE/pull/602#issuecomment-360881791,https://api.github.com/repos/ACEmulator/ACE/issues/602,360881791,MDEyOklzc3VlQ29tbWVudDM2MDg4MTc5MQ==,10187880,dgatewood,2018-01-26T19:30:37Z,2018-01-26T19:30:37Z,COLLABORATOR,"I will change this later on tonight and fix the appveyor issues. Didn't check it last night before bed ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,291799764,UpdateEnchantment/Gem OnUse https://github.com/ACEmulator/ACE/pull/602#issuecomment-361022992,https://api.github.com/repos/ACEmulator/ACE/issues/602,361022992,MDEyOklzc3VlQ29tbWVudDM2MTAyMjk5Mg==,4855786,spazmodica,2018-01-27T23:08:04Z,2018-01-27T23:08:04Z,CONTRIBUTOR,"As this feature is for the Gem to be casting the spell, GameEventMagicUpdateEnchantment need to also have a casterGuid parameter to have the Gem's guid vs the player guid vs another player's guid who is casting the spell. Message for using Blackmoon Gem is ""The gem casts Blackmoor�s Favor on yo"". ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,291799764,UpdateEnchantment/Gem OnUse https://github.com/ACEmulator/ACE/pull/609#issuecomment-362136662,https://api.github.com/repos/ACEmulator/ACE/issues/609,362136662,MDEyOklzc3VlQ29tbWVudDM2MjEzNjY2Mg==,10608427,Mag-nus,2018-02-01T02:17:34Z,2018-02-01T02:17:34Z,MEMBER,I too am curious as to the reasoning,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,293102357,Update README.md https://github.com/ACEmulator/ACE/pull/609#issuecomment-362207777,https://api.github.com/repos/ACEmulator/ACE/issues/609,362207777,MDEyOklzc3VlQ29tbWVudDM2MjIwNzc3Nw==,2572086,w4nn3s,2018-02-01T09:26:26Z,2018-02-01T09:26:26Z,NONE,"I didn't notice the ""mastering-markdown"" content. I proposed this change to make these easily double-click selectable etc.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,293102357,Update README.md https://github.com/ACEmulator/ACE/pull/631#issuecomment-364626267,https://api.github.com/repos/ACEmulator/ACE/issues/631,364626267,MDEyOklzc3VlQ29tbWVudDM2NDYyNjI2Nw==,11369233,LtRipley36706,2018-02-10T04:54:37Z,2018-02-10T04:54:37Z,MEMBER,Fix for #453,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296066223,Fix for issue #453: bad packet types crash server https://github.com/ACEmulator/ACE/issues/287#issuecomment-364713291,https://api.github.com/repos/ACEmulator/ACE/issues/287,364713291,MDEyOklzc3VlQ29tbWVudDM2NDcxMzI5MQ==,4855786,spazmodica,2018-02-11T02:15:53Z,2018-02-11T02:15:53Z,CONTRIBUTOR,Doesn’t seem a lot of action on this one. Quick item: while at Microsoft in a q&a with turbine we found they kept town land locks loaded at all times but ace currently does not. Is that worth doing to help some of this? I think this can also be resolved by reordering the tp process to put a layer in portal space load land lock if needs then update position. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/issues/287#issuecomment-364755030,https://api.github.com/repos/ACEmulator/ACE/issues/287,364755030,MDEyOklzc3VlQ29tbWVudDM2NDc1NTAzMA==,25387933,Forbiddenz,2018-02-11T14:20:30Z,2018-02-11T14:20:30Z,CONTRIBUTOR,"If you load all the landblocks at one time when you would be loading a ton of data in ace. Our landblock load often loads all the wo attached to a landblock so it depends on what your definition of landblock loaded is. There a admin function in ace I wrote some time ago that can load all the landblocks but it takes a while There a surly better ways to handle landblocks but I not had much time to investigate much. Much of this work needs redone once landblock formats aren't understood more and implemented","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/issues/287#issuecomment-364755787,https://api.github.com/repos/ACEmulator/ACE/issues/287,364755787,MDEyOklzc3VlQ29tbWVudDM2NDc1NTc4Nw==,25387933,Forbiddenz,2018-02-11T14:31:57Z,2018-02-11T14:31:57Z,CONTRIBUTOR,"Dumb phone can't edit. But this should be more based on landblocks and cells not distance. Ace needs a function to loans by landblock cell. I.e. Get all cells around player load cells. Anyways back to daddy duty.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/pull/637#issuecomment-364764619,https://api.github.com/repos/ACEmulator/ACE/issues/637,364764619,MDEyOklzc3VlQ29tbWVudDM2NDc2NDYxOQ==,10608427,Mag-nus,2018-02-11T16:29:59Z,2018-02-11T16:29:59Z,MEMBER,"Looks like there's a few references that need to be fixed now that some of the enum values have been renamed. Do you need help with that?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296192091,StatusMessageType1 Descriptive Names for Issue #91 https://github.com/ACEmulator/ACE/issues/91#issuecomment-365025656,https://api.github.com/repos/ACEmulator/ACE/issues/91,365025656,MDEyOklzc3VlQ29tbWVudDM2NTAyNTY1Ng==,10608427,Mag-nus,2018-02-12T18:57:37Z,2018-02-12T18:57:37Z,MEMBER,This has been completed by Shawarma-Golem.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,210239879,StatusMessageType1 and StatusMessageType2 values need descriptive names https://github.com/ACEmulator/ACE/pull/633#issuecomment-365511709,https://api.github.com/repos/ACEmulator/ACE/issues/633,365511709,MDEyOklzc3VlQ29tbWVudDM2NTUxMTcwOQ==,11369233,LtRipley36706,2018-02-14T06:44:42Z,2018-02-14T06:44:42Z,MEMBER,I fixed the conflicts and switched the branch this PR is targeting. I'll hold off on the merge until you're ready to submit and re-fork to get setup on the new branch for working on for collaboration,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296109051,"WIP: Switch Database system to Entity Framework Core, DB First" https://github.com/ACEmulator/ACE/pull/641#issuecomment-366255702,https://api.github.com/repos/ACEmulator/ACE/issues/641,366255702,MDEyOklzc3VlQ29tbWVudDM2NjI1NTcwMg==,10137,ghost,2018-02-16T14:50:11Z,2018-02-16T14:50:11Z,NONE,Missing Changelog,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,297694186,"Have Landblocks load all terrain, building, and generic obstacle data during start up and store it for use in the physics engine." https://github.com/ACEmulator/ACE/issues/635#issuecomment-368503904,https://api.github.com/repos/ACEmulator/ACE/issues/635,368503904,MDEyOklzc3VlQ29tbWVudDM2ODUwMzkwNA==,10608427,Mag-nus,2018-02-26T13:29:09Z,2018-02-26T13:29:09Z,MEMBER,"I don't think this bug exists in the new EF framework. We'll need to re-test when that gets pushed to master.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296161559,Purchasing a new skill throws Primary key violation inserting new skill row https://github.com/ACEmulator/ACE/issues/576#issuecomment-368504294,https://api.github.com/repos/ACEmulator/ACE/issues/576,368504294,MDEyOklzc3VlQ29tbWVudDM2ODUwNDI5NA==,10608427,Mag-nus,2018-02-26T13:30:37Z,2018-02-26T13:30:37Z,MEMBER,"This issue applies to the old DB model which we're not using. The new EF model seems to be magnitudes faster. If we see issues with the new model, we should open up a new issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,279007199,Improve database query performance https://github.com/ACEmulator/ACE/issues/635#issuecomment-370428985,https://api.github.com/repos/ACEmulator/ACE/issues/635,370428985,MDEyOklzc3VlQ29tbWVudDM3MDQyODk4NQ==,11369233,LtRipley36706,2018-03-05T14:05:21Z,2018-03-05T14:05:21Z,MEMBER,I don't see this on EF branch either currently,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296161559,Purchasing a new skill throws Primary key violation inserting new skill row https://github.com/ACEmulator/ACE/issues/635#issuecomment-370742337,https://api.github.com/repos/ACEmulator/ACE/issues/635,370742337,MDEyOklzc3VlQ29tbWVudDM3MDc0MjMzNw==,11369233,LtRipley36706,2018-03-06T10:51:07Z,2018-03-06T10:51:07Z,MEMBER,Fixed in #675 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,296161559,Purchasing a new skill throws Primary key violation inserting new skill row https://github.com/ACEmulator/ACE/issues/231#issuecomment-370742589,https://api.github.com/repos/ACEmulator/ACE/issues/231,370742589,MDEyOklzc3VlQ29tbWVudDM3MDc0MjU4OQ==,11369233,LtRipley36706,2018-03-06T10:51:59Z,2018-03-06T10:51:59Z,MEMBER,Fixed in #675 in FakePhysics.. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220811945,Teleporting players are not removed from client if player teleports to another dungeon https://github.com/ACEmulator/ACE/pull/675#issuecomment-370765436,https://api.github.com/repos/ACEmulator/ACE/issues/675,370765436,MDEyOklzc3VlQ29tbWVudDM3MDc2NTQzNg==,10608427,Mag-nus,2018-03-06T12:26:37Z,2018-03-06T14:32:56Z,MEMBER,"I checked the landblocks that throw the warnings. If you go to them in world, you'll find that there are no buildings in that space. I believe that's why no LandBlockInfos exist for those blocks. The datloader code is working correctly and loading LandBlockInfos for arwic.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,302651263,"Entity Framework Core 2.0, Database First" https://github.com/ACEmulator/ACE/pull/675#issuecomment-370771808,https://api.github.com/repos/ACEmulator/ACE/issues/675,370771808,MDEyOklzc3VlQ29tbWVudDM3MDc3MTgwOA==,10608427,Mag-nus,2018-03-06T12:52:33Z,2018-03-06T12:52:33Z,MEMBER,I just checked in a change that will move those log events from info level to debug level which is more appropriate for that file type.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,302651263,"Entity Framework Core 2.0, Database First" https://github.com/ACEmulator/ACE/issues/663#issuecomment-370916319,https://api.github.com/repos/ACEmulator/ACE/issues/663,370916319,MDEyOklzc3VlQ29tbWVudDM3MDkxNjMxOQ==,11369233,LtRipley36706,2018-03-06T20:26:25Z,2018-03-06T20:26:25Z,MEMBER,Issue not resolved but auto closed with PR.. reopening until we confirm a solution and resolution,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,301553721,Client does not send GameActionLoginComplete after Entering World https://github.com/ACEmulator/ACE/pull/679#issuecomment-372088850,https://api.github.com/repos/ACEmulator/ACE/issues/679,372088850,MDEyOklzc3VlQ29tbWVudDM3MjA4ODg1MA==,35718017,jsohr,2018-03-11T04:35:42Z,2018-03-11T04:35:42Z,NONE,Nice!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,304128017,1000th Commit to ACE! Morph command for Admins/Liveops https://github.com/ACEmulator/ACE/pull/692#issuecomment-374100903,https://api.github.com/repos/ACEmulator/ACE/issues/692,374100903,MDEyOklzc3VlQ29tbWVudDM3NDEwMDkwMw==,11369233,LtRipley36706,2018-03-19T04:52:31Z,2018-03-19T04:52:31Z,MEMBER,"As discussed in discord, pending review by @Mag-nus , I'd like to see if we can't get the datreader for that file so as to not include it due to its content in the repo. Absent that, *encrypting* the strings to censor them would make me a lot more comfortable with it. Ideally combining the datreader + table in ace_world db for adding future bad names (Asheron, Martine, etc..) or as a way for server operators to reserve names would be pretty cool","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,306328094,Added NameFilter to Character Creation https://github.com/ACEmulator/ACE/pull/692#issuecomment-374206684,https://api.github.com/repos/ACEmulator/ACE/issues/692,374206684,MDEyOklzc3VlQ29tbWVudDM3NDIwNjY4NA==,10608427,Mag-nus,2018-03-19T13:13:03Z,2018-03-19T13:13:03Z,MEMBER,"I've added the tabootable for you. This should make it a bit easier. My implementation for taboo table respects the wild card characters. You may want to use this same functionality in the json list as well.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,306328094,Added NameFilter to Character Creation https://github.com/ACEmulator/ACE/issues/287#issuecomment-375951172,https://api.github.com/repos/ACEmulator/ACE/issues/287,375951172,MDEyOklzc3VlQ29tbWVudDM3NTk1MTE3Mg==,11369233,LtRipley36706,2018-03-25T07:29:46Z,2018-03-25T07:29:46Z,MEMBER,Mostly resolved in master... Closing for now,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,223894372,Object streaming Issue https://github.com/ACEmulator/ACE/issues/578#issuecomment-375951192,https://api.github.com/repos/ACEmulator/ACE/issues/578,375951192,MDEyOklzc3VlQ29tbWVudDM3NTk1MTE5Mg==,11369233,LtRipley36706,2018-03-25T07:30:06Z,2018-03-25T07:30:06Z,MEMBER,"Closing this, seems unneeded.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,280840388,Switch from log4net to LoggerFactory https://github.com/ACEmulator/ACE/pull/702#issuecomment-376260061,https://api.github.com/repos/ACEmulator/ACE/issues/702,376260061,MDEyOklzc3VlQ29tbWVudDM3NjI2MDA2MQ==,4855786,spazmodica,2018-03-26T18:10:57Z,2018-03-26T18:10:57Z,CONTRIBUTOR,Closing for now until PTB decide on new model.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,308376844,Item decay https://github.com/ACEmulator/ACE/issues/719#issuecomment-378430788,https://api.github.com/repos/ACEmulator/ACE/issues/719,378430788,MDEyOklzc3VlQ29tbWVudDM3ODQzMDc4OA==,10608427,Mag-nus,2018-04-03T23:25:13Z,2018-04-03T23:25:13Z,MEMBER,fixed ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310960494,/grantxp https://github.com/ACEmulator/ACE/pull/692#issuecomment-379507836,https://api.github.com/repos/ACEmulator/ACE/issues/692,379507836,MDEyOklzc3VlQ29tbWVudDM3OTUwNzgzNg==,32439087,CrimsonMage,2018-04-08T00:01:29Z,2018-04-08T00:01:29Z,CONTRIBUTOR,Removing.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,306328094,Added NameFilter to Character Creation https://github.com/ACEmulator/ACE/issues/753#issuecomment-383242061,https://api.github.com/repos/ACEmulator/ACE/issues/753,383242061,MDEyOklzc3VlQ29tbWVudDM4MzI0MjA2MQ==,36286447,Scribble1,2018-04-20T22:51:33Z,2018-04-20T22:51:33Z,NONE,"Drop items on death (Bool) Trophy Drop Rate Increases (Float or Int?) Quest Timer Multipliers (Float or Int?) Kill XP Multiplier (Float) Quest XP Multiplier (Float)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,316302961,We need a way to create/restore server gameplay/configuration options/values in the db https://github.com/ACEmulator/ACE/pull/764#issuecomment-384935012,https://api.github.com/repos/ACEmulator/ACE/issues/764,384935012,MDEyOklzc3VlQ29tbWVudDM4NDkzNTAxMg==,10608427,Mag-nus,2018-04-27T10:45:14Z,2018-04-27T10:45:36Z,MEMBER,"I really didn't dig in with a fine tooth comb, so my minimal feedback is this: First, awesome work. This will be fun to try out! In the future, LootGenerationFactory.cs will need to be refactored to trim it down from 18k lines. You could consider using partial classes for each tier. As a long term solution though, I believe we'll be able to put a lot of this logic in the database to help drive functions and formulas. That should help reduce hard coded numbers.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,318277782,Can we get some loot? https://github.com/ACEmulator/ACE/pull/773#issuecomment-385228180,https://api.github.com/repos/ACEmulator/ACE/issues/773,385228180,MDEyOklzc3VlQ29tbWVudDM4NTIyODE4MA==,10137,ghost,2018-04-29T05:59:55Z,2018-04-29T06:01:00Z,NONE,"Good catch on the null exception for the missing Attuned property on some items; however, the first null check on GetInventoryItem() should remain, as that method may return a null, also, which would need to be handled correctly. I resubmitted a modified version. Again, great catch.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,318688380,Can drop things on the ground once again! https://github.com/ACEmulator/ACE/pull/777#issuecomment-386069320,https://api.github.com/repos/ACEmulator/ACE/issues/777,386069320,MDEyOklzc3VlQ29tbWVudDM4NjA2OTMyMA==,10187880,dgatewood,2018-05-02T18:08:21Z,2018-05-02T18:08:21Z,COLLABORATOR,Looks good to me.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,319384596,Adding monster movement https://github.com/ACEmulator/ACE/pull/777#issuecomment-386142434,https://api.github.com/repos/ACEmulator/ACE/issues/777,386142434,MDEyOklzc3VlQ29tbWVudDM4NjE0MjQzNA==,10137,ghost,2018-05-02T22:35:02Z,2018-05-02T22:35:02Z,NONE,"Looks good to me, also, and played great","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,319384596,Adding monster movement https://github.com/ACEmulator/ACE/issues/784#issuecomment-387702390,https://api.github.com/repos/ACEmulator/ACE/issues/784,387702390,MDEyOklzc3VlQ29tbWVudDM4NzcwMjM5MA==,8909245,gmriggs,2018-05-09T10:59:12Z,2018-05-09T10:59:12Z,COLLABORATOR,"Objects loading from DAT should reference a static immutable instance by default. Only when fields are changed should a new mutable property be created. See the ModelMesh class for an example Vertex indices / buffers should also be utilized where appropriate","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321519680,Landblocks use a lot of memory https://github.com/ACEmulator/ACE/pull/787#issuecomment-388071051,https://api.github.com/repos/ACEmulator/ACE/issues/787,388071051,MDEyOklzc3VlQ29tbWVudDM4ODA3MTA1MQ==,10137,ghost,2018-05-10T14:30:44Z,2018-05-10T15:22:52Z,NONE,"Probably, would be a good idea to change the SpellID class variable, in SpellProjectile, to private, as now it shouldn't need to be publicly accessible outside the class. However, I won't block the merger.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321900570,"Bolt, Streak and Arc updates" https://github.com/ACEmulator/ACE/pull/787#issuecomment-388340473,https://api.github.com/repos/ACEmulator/ACE/issues/787,388340473,MDEyOklzc3VlQ29tbWVudDM4ODM0MDQ3Mw==,19214857,Slushnas,2018-05-11T11:44:00Z,2018-05-11T11:44:00Z,CONTRIBUTOR,"I've reverted the world object factory changes and moved some code into a setup function. This also includes a fix for the wielded item placement showing up incorrectly on login.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321900570,"Bolt, Streak and Arc updates" https://github.com/ACEmulator/ACE/issues/780#issuecomment-388520872,https://api.github.com/repos/ACEmulator/ACE/issues/780,388520872,MDEyOklzc3VlQ29tbWVudDM4ODUyMDg3Mg==,8909245,gmriggs,2018-05-12T01:29:59Z,2018-05-12T01:29:59Z,COLLABORATOR,"This issue has been fixed in https://github.com/ACEmulator/ACE/pull/787 Thanks for the bug report! ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,320807124,Single cast Double damage/Attack https://github.com/ACEmulator/ACE/pull/790#issuecomment-388587011,https://api.github.com/repos/ACEmulator/ACE/issues/790,388587011,MDEyOklzc3VlQ29tbWVudDM4ODU4NzAxMQ==,8909245,gmriggs,2018-05-12T22:13:59Z,2018-05-12T22:13:59Z,COLLABORATOR,"Tested everything, looks good","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,322522831,"@nudge @nudge, got some @crack" https://github.com/ACEmulator/ACE/pull/791#issuecomment-388863475,https://api.github.com/repos/ACEmulator/ACE/issues/791,388863475,MDEyOklzc3VlQ29tbWVudDM4ODg2MzQ3NQ==,8909245,gmriggs,2018-05-14T15:41:38Z,2018-05-14T15:41:38Z,COLLABORATOR,"Looks good for the success case For the non success case, no text message is sent, and client gets perma hourglass Still should be good to merge...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,322650543,lockpicking doors https://github.com/ACEmulator/ACE/pull/789#issuecomment-389036956,https://api.github.com/repos/ACEmulator/ACE/issues/789,389036956,MDEyOklzc3VlQ29tbWVudDM4OTAzNjk1Ng==,10187880,dgatewood,2018-05-15T04:10:58Z,2018-05-15T04:10:58Z,COLLABORATOR,This looks good to go for me.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,322496552,Adding monster melee combat https://github.com/ACEmulator/ACE/pull/793#issuecomment-389637736,https://api.github.com/repos/ACEmulator/ACE/issues/793,389637736,MDEyOklzc3VlQ29tbWVudDM4OTYzNzczNg==,8909245,gmriggs,2018-05-16T19:28:29Z,2018-05-16T19:28:29Z,COLLABORATOR,"Tested, works great!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,323325896,EmoteTable Stuff https://github.com/ACEmulator/ACE/pull/794#issuecomment-390083160,https://api.github.com/repos/ACEmulator/ACE/issues/794,390083160,MDEyOklzc3VlQ29tbWVudDM5MDA4MzE2MA==,10187880,dgatewood,2018-05-18T03:24:56Z,2018-05-18T03:25:13Z,COLLABORATOR,"Yep, these should be approved","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,323359446, Adding monster spell casting https://github.com/ACEmulator/ACE/pull/796#issuecomment-390408611,https://api.github.com/repos/ACEmulator/ACE/issues/796,390408611,MDEyOklzc3VlQ29tbWVudDM5MDQwODYxMQ==,8909245,gmriggs,2018-05-19T14:27:27Z,2018-05-19T14:27:27Z,COLLABORATOR,"Basics tested, looks good to me","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324593612,Creating salvage from items... https://github.com/ACEmulator/ACE/pull/798#issuecomment-390457070,https://api.github.com/repos/ACEmulator/ACE/issues/798,390457070,MDEyOklzc3VlQ29tbWVudDM5MDQ1NzA3MA==,8909245,gmriggs,2018-05-20T04:32:16Z,2018-05-20T04:34:00Z,COLLABORATOR,"hey mcreedjr, Thanks for the awesome PR! This is definitely a very useful admin command, and should help a lot with testing :) I've thought about adding a similar command, as well as something to help with managing spell components... ie., something to add components for all known spells, or perhaps a way to disable the spell component requirement when casting spells This PR surely seems great to me, and I have set it to approved for merging Some additional notes: - Should the command add spells for magic schools the player is not trained in? I guess a player could always train additional magic skills later, so this should still be fine - When running this command, I started to receive WARN : [Unverified] Packet # received again messages in the log. I had to disconnect the character by closing the client, and restart to fix the messages. I assume this is an issue with the networking code, and not anything with the new code... perhaps something to do with sending such a large # of packets? Just some notes, everything in the PR still looks great to me :) Thanks for the great contribution!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324681949,@addallspells dev command https://github.com/ACEmulator/ACE/pull/798#issuecomment-390457355,https://api.github.com/repos/ACEmulator/ACE/issues/798,390457355,MDEyOklzc3VlQ29tbWVudDM5MDQ1NzM1NQ==,25518589,mcreedjr,2018-05-20T04:40:44Z,2018-05-20T04:40:44Z,CONTRIBUTOR,"@gmriggs Thank you for the prompt and thorough response. I can't thank you enough for the contributions you've made to the project, and I am humbled that you would offer such an in depth analysis of my arguably simple and hacky pull request. My thoughts on your inquiries are below: - Should the command add spells for magic schools the player is not trained in? I guess a player could always train additional magic skills later, so this should still be fine Yes, that was my intent for the exact reason you mentioned. I did not want admins/devs to have to run the command multiple times as new schools were trained. If you feel this is overzealous, I can add logic to only learn spells for trained schools. - When running this command, I started to receive WARN : [Unverified] Packet # received again messages in the log. I had to disconnect the character by closing the client, and restart to fix the messages. I, too, received this messages and assumed the same. To be candid, I did not see that the client functionality was impacted after running the command, save for the plethora of WARN messages. It was not my intent to have to have users re-log the client to continue playing after using the command. Again, thanks for the prompt and in depth response!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324681949,@addallspells dev command https://github.com/ACEmulator/ACE/pull/799#issuecomment-390482765,https://api.github.com/repos/ACEmulator/ACE/issues/799,390482765,MDEyOklzc3VlQ29tbWVudDM5MDQ4Mjc2NQ==,10608427,Mag-nus,2018-05-20T13:17:39Z,2018-05-20T13:17:39Z,MEMBER,"Can you summarize the changes being made here? Also, if we're making these changes, can we move the player specific tables over to character_ ?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324684458,Database Rebase and Table Rename https://github.com/ACEmulator/ACE/pull/799#issuecomment-390484147,https://api.github.com/repos/ACEmulator/ACE/issues/799,390484147,MDEyOklzc3VlQ29tbWVudDM5MDQ4NDE0Nw==,10608427,Mag-nus,2018-05-20T13:42:19Z,2018-05-20T13:42:19Z,MEMBER,See the comment I made on WorldObject_Properties.cs,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324684458,Database Rebase and Table Rename https://github.com/ACEmulator/ACE/pull/799#issuecomment-390521726,https://api.github.com/repos/ACEmulator/ACE/issues/799,390521726,MDEyOklzc3VlQ29tbWVudDM5MDUyMTcyNg==,11369233,LtRipley36706,2018-05-20T23:40:20Z,2018-05-20T23:40:20Z,MEMBER,"This PR resolves #782 and resolves #783 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,324684458,Database Rebase and Table Rename https://github.com/ACEmulator/ACE/issues/782#issuecomment-391195980,https://api.github.com/repos/ACEmulator/ACE/issues/782,391195980,MDEyOklzc3VlQ29tbWVudDM5MTE5NTk4MA==,3317737,fartwhif,2018-05-23T01:59:26Z,2018-05-23T01:59:26Z,COLLABORATOR,"To Reproduce at baff0fa 1. Go to Yaraq. 2. Buy an empty flask from the shopkeep. 3. Use the empty flask on the pool outside. *you get an additional item water, (not sure if this is supposed to consume the flask, unrelated?)* - the guid for the new item is being duplicated? (just a hunch) 4. Put the empty flask you just used in the shortcut bar. 5. do /save-now, you get an exception (Exception 1) 6. do /save-now again, you get a different exception (Exception 2) **Exception 1** 2018-05-22 21:41:08,629 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) at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable`1.ConfiguredValueTaskAwaiter.GetResult() at MySqlConnector.Core.ResultSet.d__1.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 43 --- End of inner exception stack trace --- at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 92 at MySql.Data.MySqlClient.MySqlDataReader.d__5.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 86 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at MySql.Data.MySqlClient.MySqlDataReader.NextResult() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 25 at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) --- End of inner exception stack trace --- at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.MySqlBatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Storage.RelationalDatabase.SaveChanges(IReadOnlyList`1 entries) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges() at ACE.Database.ShardDatabase.SaveBiota(Biota biota) in C:\Users\$$$$$\Desktop\ACE\fresh\ACE\Source\ACE.Database\ShardDatabase.cs:line 453 **Exception 2** 2018-05-22 21:41:41,345 ERROR: AddBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281' for key 'PRIMARY' ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177281' for key 'PRIMARY' at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.ConfiguredValueTaskAwaitable`1.ConfiguredValueTaskAwaiter.GetResult() at MySqlConnector.Core.ResultSet.d__1.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 43 --- End of inner exception stack trace --- at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 92 at MySql.Data.MySqlClient.MySqlDataReader.d__65.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 297 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at MySql.Data.MySqlClient.MySqlDataReader.d__64.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 287 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at MySqlConnector.Core.TextCommandExecutor.d__3.MoveNext() in C:\projects\mysqlconnector\src\MySqlConnector\Core\TextCommandExecutor.cs:line 70 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at MySql.Data.MySqlClient.MySqlCommand.ExecuteDbDataReader(CommandBehavior behavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlCommand.cs:line 172 at Microsoft.EntityFrameworkCore.Storage.Internal.MySqlRelationalCommand.d__3.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Microsoft.EntityFrameworkCore.Storage.Internal.MySqlRelationalCommand.Execute(IRelationalConnection connection, DbCommandMethod executeMethod, IReadOnlyDictionary`2 parameterValues) at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.ExecuteReader(IRelationalConnection connection, IReadOnlyDictionary`2 parameterValues) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) --- End of inner exception stack trace --- at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.MySqlBatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Storage.RelationalDatabase.SaveChanges(IReadOnlyList`1 entries) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges() at ACE.Database.ShardDatabase.AddBiota(ShardDbContext context, Biota biota) in C:\Users\$$$$$\Desktop\ACE\fresh\ACE\Source\ACE.Database\ShardDatabase.cs:line 242 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321517937,Shortcuts can cause db exceptions with foreign keys https://github.com/ACEmulator/ACE/issues/617#issuecomment-391407306,https://api.github.com/repos/ACEmulator/ACE/issues/617,391407306,MDEyOklzc3VlQ29tbWVudDM5MTQwNzMwNg==,3317737,fartwhif,2018-05-23T16:16:05Z,2018-05-23T16:16:05Z,COLLABORATOR,SurfaceTexture #802,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,294216436,ACE.DatLoader unsupported file types https://github.com/ACEmulator/ACE/pull/810#issuecomment-392999492,https://api.github.com/repos/ACEmulator/ACE/issues/810,392999492,MDEyOklzc3VlQ29tbWVudDM5Mjk5OTQ5Mg==,3317737,fartwhif,2018-05-30T01:19:22Z,2018-05-30T01:19:22Z,COLLABORATOR,"Refreshing Fountain: 0x01340104 [9.932210 -30.072201 0.005000] -0.926829 0.000000 0.000000 0.375485 acid pit: 0x526E0136 [35.630459 -70.951530 -35.994999] 0.544062 0.000000 0.000000 0.839045","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,327142346,added Hotspot WorldObject https://github.com/ACEmulator/ACE/pull/815#issuecomment-394328496,https://api.github.com/repos/ACEmulator/ACE/issues/815,394328496,MDEyOklzc3VlQ29tbWVudDM5NDMyODQ5Ng==,3317737,fartwhif,2018-06-04T11:53:06Z,2018-06-04T11:53:06Z,COLLABORATOR,very nice,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,328928199,Switch Refactor https://github.com/ACEmulator/ACE/pull/820#issuecomment-396208314,https://api.github.com/repos/ACEmulator/ACE/issues/820,396208314,MDEyOklzc3VlQ29tbWVudDM5NjIwODMxNA==,8909245,gmriggs,2018-06-11T11:14:57Z,2018-06-11T11:14:57Z,COLLABORATOR,"Hey deadlyelectron, Thanks for the PR! There is a lot to review here, but I will be checking everything out over the course of the next day or so :) Thanks again for all the help, it is much appreciated :)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,330991743,Add a configurable property storing database to resolve issue #753 https://github.com/ACEmulator/ACE/pull/820#issuecomment-396216413,https://api.github.com/repos/ACEmulator/ACE/issues/820,396216413,MDEyOklzc3VlQ29tbWVudDM5NjIxNjQxMw==,8909245,gmriggs,2018-06-11T11:50:17Z,2018-06-11T11:50:17Z,COLLABORATOR,"Tested and looks good to me from a functionality and coding standpoint The only issue I ran into was the Config.json.example file had to be manually updated to include the new Config database Other than that, looks good to me! @LtRipley36706 or @Mag-nus could maybe offer some better insights as to if the database implementation matches up with everything as expected Thanks again, great work :)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,330991743,Add a configurable property storing database to resolve issue #753 https://github.com/ACEmulator/ACE/pull/820#issuecomment-396232911,https://api.github.com/repos/ACEmulator/ACE/issues/820,396232911,MDEyOklzc3VlQ29tbWVudDM5NjIzMjkxMQ==,10608427,Mag-nus,2018-06-11T12:53:44Z,2018-06-11T12:53:44Z,MEMBER,"Thank you so much for the effort! This is something we really need. I haven't had a chance to review your files changed yet, but, what are your thoughts on changing int_stat to long_stat and float_stat to double_stat. Also, I haven't confirmed the exact naming convention we use in ACE, but, how about also matching what we use in ACE, something like properties_bool, propeties_long, properties_double, properties_string?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,330991743,Add a configurable property storing database to resolve issue #753 https://github.com/ACEmulator/ACE/pull/820#issuecomment-396266734,https://api.github.com/repos/ACEmulator/ACE/issues/820,396266734,MDEyOklzc3VlQ29tbWVudDM5NjI2NjczNA==,20762705,EvanMerlock,2018-06-11T14:38:22Z,2018-06-11T14:38:22Z,CONTRIBUTOR,"I can update int to long and float to double and rename the tables. @gmriggs The reason the Config.json.example was not updated with the new database is that the new database is actually optional - the server will run fine as is without it. However, I can easily change it to make the new database not optional and add the new database into the example config if that's what you want.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,330991743,Add a configurable property storing database to resolve issue #753 https://github.com/ACEmulator/ACE/pull/823#issuecomment-397153672,https://api.github.com/repos/ACEmulator/ACE/issues/823,397153672,MDEyOklzc3VlQ29tbWVudDM5NzE1MzY3Mg==,3317737,fartwhif,2018-06-14T02:53:41Z,2018-06-14T02:53:41Z,COLLABORATOR,work in progress,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,332229599,add ability to /tele players by name https://github.com/ACEmulator/ACE/pull/823#issuecomment-397154738,https://api.github.com/repos/ACEmulator/ACE/issues/823,397154738,MDEyOklzc3VlQ29tbWVudDM5NzE1NDczOA==,8909245,gmriggs,2018-06-14T02:58:46Z,2018-06-14T03:00:14Z,COLLABORATOR,"tested /tele <coords> <player> command, functionality looks good","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,332229599,add ability to /tele players by name https://github.com/ACEmulator/ACE/pull/825#issuecomment-397956847,https://api.github.com/repos/ACEmulator/ACE/issues/825,397956847,MDEyOklzc3VlQ29tbWVudDM5Nzk1Njg0Nw==,8909245,gmriggs,2018-06-18T06:44:49Z,2018-06-18T06:47:59Z,COLLABORATOR,"Initial Allegiance system completed Todo: - the AllPlayers / offline players system in WorldManager needs to be revised - Player_Allegance still has a couple of lingering fields (CPTithed, CPCached) that i haven't been able to find a place for the in DB","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,333031903,Adding Allegiance system https://github.com/ACEmulator/ACE/pull/824#issuecomment-398017525,https://api.github.com/repos/ACEmulator/ACE/issues/824,398017525,MDEyOklzc3VlQ29tbWVudDM5ODAxNzUyNQ==,38050842,Warloxx01,2018-06-18T10:58:16Z,2018-06-18T10:58:16Z,NONE,"Hi, Well it did stop the crash but it doesn't update the visible model in the game. They still look to be wearing the items. Also the Burden doesn't change. I tested it with the starter clothing and a Matty Robe.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,332651213,Give Request fix https://github.com/ACEmulator/ACE/pull/826#issuecomment-398159860,https://api.github.com/repos/ACEmulator/ACE/issues/826,398159860,MDEyOklzc3VlQ29tbWVudDM5ODE1OTg2MA==,8909245,gmriggs,2018-06-18T18:59:11Z,2018-06-18T18:59:11Z,COLLABORATOR,looks good!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,333377752,Unequip and burden correction https://github.com/ACEmulator/ACE/issues/718#issuecomment-398955930,https://api.github.com/repos/ACEmulator/ACE/issues/718,398955930,MDEyOklzc3VlQ29tbWVudDM5ODk1NTkzMA==,20762705,EvanMerlock,2018-06-21T02:25:22Z,2018-06-21T02:25:22Z,CONTRIBUTOR,"This API should add the ability for client programs to communicate with the server. (begins with admin applications, end goal - any service can communicate with live server) Transport Protocols: Named Pipes/UDP? Serialization Model: WCF for configurable backends. Brainstorming: LINQ queries for subscription? (query from client would subscribe and then be notified upon change) Info should seem like queryable interface and less 'subscribe to specific channels' Webhooks? **Dynamic selection on which things to observe** Perhaps have a request/response type between client and server. **Can't rush the server with requests (request spam blocking)**","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/issues/718#issuecomment-399084907,https://api.github.com/repos/ACEmulator/ACE/issues/718,399084907,MDEyOklzc3VlQ29tbWVudDM5OTA4NDkwNw==,8909245,gmriggs,2018-06-21T12:22:52Z,2018-06-21T12:23:26Z,COLLABORATOR,"Possible technologies / libraries mentioned: **System.Reactive / ReactiveUI** - http://reactivex.io/ (gmriggs, initial investigation seemed like Dictionary support w/ updates was not an exact fit) **LINQ expressions** - https://msdn.microsoft.com/en-us/library/system.linq.expressions.expression(v=vs.110).aspx, https://jacksondunstan.com/articles/3199 (fartwhif, mentioned that he used these to build a similar API) **WCF** - https://docs.microsoft.com/en-us/dotnet/framework/wcf/whats-wcf (Magnus, contract-based model) **OData Open Data Protocol** - https://en.wikipedia.org/wiki/Open_Data_Protocol, https://stackoverflow.com/questions/15154469/is-there-a-odata-query-to-linq-where-expression-odata-to-linq (parad0x, looks very promising. LINQ support, and starts to add more functionality for REST WebAPI)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/issues/718#issuecomment-399203809,https://api.github.com/repos/ACEmulator/ACE/issues/718,399203809,MDEyOklzc3VlQ29tbWVudDM5OTIwMzgwOQ==,563,amoeba,2018-06-21T18:41:34Z,2018-06-21T18:41:34Z,CONTRIBUTOR,"I'd find the current count of players useful for [TreeStats](https://treestats.net). Since TreeStats currently gets player counts from my plugin (which gets it from from Decal `CharacterFilter`), the information I have requires players to run the plugin and suffers staleness issues related to the server protocol only sending the player count at login (I'm not sure what ACE's behavior is here). I think I'd find a public HTTP API the most useful for getting this info. Just my 2c.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/issues/718#issuecomment-399276239,https://api.github.com/repos/ACEmulator/ACE/issues/718,399276239,MDEyOklzc3VlQ29tbWVudDM5OTI3NjIzOQ==,20762705,EvanMerlock,2018-06-21T23:39:41Z,2018-06-21T23:39:41Z,CONTRIBUTOR,"It seems like there is 2 usages for this - high perf/throughput data (live physics/landblock/player loc data) - lower throughput data (player count, admin control/tooling, slower updated player loc data) It could be handled via Websockets for the lower throughput data and UDP for the high throughput data. Another issue is overloading the server. Too many apps requesting too much high throughput data could cause a server slowdown, so it would either need to be limited OR another solution would need to be found for the high throughput data. ","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/issues/753#issuecomment-399276412,https://api.github.com/repos/ACEmulator/ACE/issues/753,399276412,MDEyOklzc3VlQ29tbWVudDM5OTI3NjQxMg==,20762705,EvanMerlock,2018-06-21T23:40:54Z,2018-06-21T23:40:54Z,CONTRIBUTOR,"The basic impl can be found at #820. Now migration for stuff that should be properties but aren't need to be added, and once we have a base set of properties we can create a dump of the tables to place in the shard creation dump. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,316302961,We need a way to create/restore server gameplay/configuration options/values in the db https://github.com/ACEmulator/ACE/issues/753#issuecomment-399693057,https://api.github.com/repos/ACEmulator/ACE/issues/753,399693057,MDEyOklzc3VlQ29tbWVudDM5OTY5MzA1Nw==,11369233,LtRipley36706,2018-06-23T16:58:52Z,2018-06-23T16:58:52Z,MEMBER,#820 resolves this issue,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,316302961,We need a way to create/restore server gameplay/configuration options/values in the db https://github.com/ACEmulator/ACE/pull/829#issuecomment-399720014,https://api.github.com/repos/ACEmulator/ACE/issues/829,399720014,MDEyOklzc3VlQ29tbWVudDM5OTcyMDAxNA==,11369233,LtRipley36706,2018-06-24T00:33:41Z,2018-06-24T00:33:41Z,MEMBER,"great to see a PR from you again, @OptimShi ! 👍 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,335136177,Fix for Undead player characters not visually equipping clothing https://github.com/ACEmulator/ACE/pull/842#issuecomment-402034105,https://api.github.com/repos/ACEmulator/ACE/issues/842,402034105,MDEyOklzc3VlQ29tbWVudDQwMjAzNDEwNQ==,26606778,OptimShi,2018-07-03T07:02:05Z,2018-07-03T07:02:05Z,COLLABORATOR,This resolves issue #691,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,337754401,Save Window Position https://github.com/ACEmulator/ACE/pull/842#issuecomment-402220730,https://api.github.com/repos/ACEmulator/ACE/issues/842,402220730,MDEyOklzc3VlQ29tbWVudDQwMjIyMDczMA==,26606778,OptimShi,2018-07-03T16:43:15Z,2018-07-03T16:43:15Z,COLLABORATOR,Added the null check so newbs shouldn't crash the server by having the audacity of logging in!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,337754401,Save Window Position https://github.com/ACEmulator/ACE/issues/807#issuecomment-403174120,https://api.github.com/repos/ACEmulator/ACE/issues/807,403174120,MDEyOklzc3VlQ29tbWVudDQwMzE3NDEyMA==,8909245,gmriggs,2018-07-07T00:09:18Z,2018-07-07T00:09:45Z,COLLABORATOR,Fixed: https://github.com/ACEmulator/ACE/pull/851/commits/a37fa697dc5a5dd1796a6fb6a8a0486830a29294,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,326754834,melee damage amount anomaly https://github.com/ACEmulator/ACE/issues/691#issuecomment-403179294,https://api.github.com/repos/ACEmulator/ACE/issues/691,403179294,MDEyOklzc3VlQ29tbWVudDQwMzE3OTI5NA==,8909245,gmriggs,2018-07-07T01:24:55Z,2018-07-07T01:24:55Z,COLLABORATOR,Fixed by @OptimShi: https://github.com/ACEmulator/ACE/pull/842/files,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,306272888,ACE doesn't restore the clients UI window positions https://github.com/ACEmulator/ACE/pull/851#issuecomment-403237875,https://api.github.com/repos/ACEmulator/ACE/issues/851,403237875,MDEyOklzc3VlQ29tbWVudDQwMzIzNzg3NQ==,8909245,gmriggs,2018-07-07T19:27:00Z,2018-07-07T19:27:00Z,COLLABORATOR,"- Fixed an issue with monsters spawning outside of cell boundaries - Fixed another issue with monsters freezing and not re-chasing player","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339086874,Improved monster transitions between landblocks and cell boundaries https://github.com/ACEmulator/ACE/pull/852#issuecomment-403251992,https://api.github.com/repos/ACEmulator/ACE/issues/852,403251992,MDEyOklzc3VlQ29tbWVudDQwMzI1MTk5Mg==,26606778,OptimShi,2018-07-08T00:26:59Z,2018-07-08T00:27:21Z,COLLABORATOR,"To test, you can export all the images like this: `image-export [id]` There will be ~21,000, more if you load the highres dat.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339118553,Image Export https://github.com/ACEmulator/ACE/pull/852#issuecomment-403373270,https://api.github.com/repos/ACEmulator/ACE/issues/852,403373270,MDEyOklzc3VlQ29tbWVudDQwMzM3MzI3MA==,8909245,gmriggs,2018-07-09T06:29:44Z,2018-07-09T06:29:44Z,COLLABORATOR,"Tested image-export command. Worked as expected Very cool, this will definitely be useful!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339118553,Image Export https://github.com/ACEmulator/ACE/pull/857#issuecomment-403378655,https://api.github.com/repos/ACEmulator/ACE/issues/857,403378655,MDEyOklzc3VlQ29tbWVudDQwMzM3ODY1NQ==,8909245,gmriggs,2018-07-09T06:57:00Z,2018-07-09T06:57:00Z,COLLABORATOR,"Tested, functionality worked as expected Before patching, I logged in with a character who had a magical item already equipped, and verified that the mana was not being depleted (pre-patch) Still pre-patch, I dequipped and re-equipped the sword, and verified that the mana was indeed being depleted after re-equipping. I also noticed that equipping magic items instantly used 1 mana upon wielding, not sure if that is intended / matches retail? After patching, I logged in with the character while they had the magic sword already equipped, and the mana started ticking properly. The spells for the wielded item also appeared in the player's enchantments properly The 'IsAffecting' nomenclanture seems a bit non-standard to me (IsActivated?) but that is just a personal preference Nice job with this patch, it really makes things feel more consistent!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339260691,persistent tracking of item affectance https://github.com/ACEmulator/ACE/pull/857#issuecomment-403551335,https://api.github.com/repos/ACEmulator/ACE/issues/857,403551335,MDEyOklzc3VlQ29tbWVudDQwMzU1MTMzNQ==,3317737,fartwhif,2018-07-09T17:10:45Z,2018-07-09T17:39:39Z,COLLABORATOR,"Thanks for the testing and critique! If I remember correctly retail did have items burn 1 point of mana immediately upon equipping (and successfully activating) it. I actually went and changed ACE to match that pattern (mana stone PR). Hopefully the ""affecting"" nomenclature doesn't collide with any concepts in the questing systems. maybe it was for questing, and ""hot"" or something else is actually for this concept, we will see. I came up with ""activated"" in the mana stone PR because there is no property with that name and I needed something non-persistent and unique to hold out until the persistence PR. ""affecting"" is part of the WorldObject property lists which is why I chose it for persistence, a guess that it's the correct one as there are a few others that have plausibly compatible names.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339260691,persistent tracking of item affectance https://github.com/ACEmulator/ACE/issues/784#issuecomment-403591666,https://api.github.com/repos/ACEmulator/ACE/issues/784,403591666,MDEyOklzc3VlQ29tbWVudDQwMzU5MTY2Ng==,26606778,OptimShi,2018-07-09T19:21:50Z,2018-07-09T19:21:50Z,COLLABORATOR,"For reference, the console command is ""loadalllandblocks"" - Loads all Landblocks. This is VERY crude. Do NOT use it on a live server!!! It will likely crash the server.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321519680,Landblocks use a lot of memory https://github.com/ACEmulator/ACE/pull/860#issuecomment-403672900,https://api.github.com/repos/ACEmulator/ACE/issues/860,403672900,MDEyOklzc3VlQ29tbWVudDQwMzY3MjkwMA==,10137,ghost,2018-07-10T01:47:24Z,2018-07-10T01:47:24Z,NONE,Should the first commit that looks like it comes from PR 857 be included in this one?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339589529,Fixing sliding along the edge of cliffs https://github.com/ACEmulator/ACE/pull/850#issuecomment-404075495,https://api.github.com/repos/ACEmulator/ACE/issues/850,404075495,MDEyOklzc3VlQ29tbWVudDQwNDA3NTQ5NQ==,8909245,gmriggs,2018-07-11T07:41:30Z,2018-07-11T07:41:30Z,COLLABORATOR,"Test instructions from https://github.com/ACEmulator/ACE/pull/843: 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 Tested in-game, looks great from a functionality perspective! For the requested code changes, I think it would be best if we merged this PR now, and I can help with refactoring the EmoteManager code in the future","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,338900517,Emote/Quests https://github.com/ACEmulator/ACE/pull/867#issuecomment-404220955,https://api.github.com/repos/ACEmulator/ACE/issues/867,404220955,MDEyOklzc3VlQ29tbWVudDQwNDIyMDk1NQ==,38050842,Warloxx01,2018-07-11T15:54:51Z,2018-07-11T15:54:51Z,NONE,Works but doesn't work. Splits fine. but when i try to move the splits items ( in this case the Gold Scarabs) from the Main pack to the secondary pack/bag/pouch were i keep the comps it pulls the gold scarabs from the secondary pack to the main pack and stacks them there. then I can move the Stack( in this case the Gold Scarabs) to the secondary pack.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339985807,Fix for using recipe items located in Packs https://github.com/ACEmulator/ACE/pull/867#issuecomment-404319286,https://api.github.com/repos/ACEmulator/ACE/issues/867,404319286,MDEyOklzc3VlQ29tbWVudDQwNDMxOTI4Ng==,26606778,OptimShi,2018-07-11T21:39:57Z,2018-07-11T21:39:57Z,COLLABORATOR,"Test Recipe on Wielded Items /ci 6127 (Stone Tool) /ci 6128 (Peerless Shivering Atlan Staff) Equip Peerless Shivering Atlan Staff Use Stone Tool on Peerless Shivering Atlan Staff (Note that enchantments applied by the staff will not be removed)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339985807,Fix for using recipe items located in Packs https://github.com/ACEmulator/ACE/pull/867#issuecomment-404323469,https://api.github.com/repos/ACEmulator/ACE/issues/867,404323469,MDEyOklzc3VlQ29tbWVudDQwNDMyMzQ2OQ==,8909245,gmriggs,2018-07-11T21:56:42Z,2018-07-11T21:56:42Z,COLLABORATOR,"Tested both scenarios in-game, looks good","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339985807,Fix for using recipe items located in Packs https://github.com/ACEmulator/ACE/pull/867#issuecomment-404325061,https://api.github.com/repos/ACEmulator/ACE/issues/867,404325061,MDEyOklzc3VlQ29tbWVudDQwNDMyNTA2MQ==,8909245,gmriggs,2018-07-11T22:03:30Z,2018-07-11T22:03:30Z,COLLABORATOR,"@Warloxx01 - thanks for the info! When trying to merge stacks, this is a bug with the existing inventory system. @Mag-nus will be taking a look at these inventory bugs and fixing that system up very soon!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339985807,Fix for using recipe items located in Packs https://github.com/ACEmulator/ACE/pull/868#issuecomment-404395126,https://api.github.com/repos/ACEmulator/ACE/issues/868,404395126,MDEyOklzc3VlQ29tbWVudDQwNDM5NTEyNg==,8909245,gmriggs,2018-07-12T05:38:00Z,2018-07-12T05:38:00Z,COLLABORATOR,"Fixed the double rotation bug: Player rotates toward target, and target rotates toward player are 2 separate events Give chain waits for just the player rotation, and receive chain waits for both","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,340465938,EmoteManager refactoring https://github.com/ACEmulator/ACE/issues/811#issuecomment-404928752,https://api.github.com/repos/ACEmulator/ACE/issues/811,404928752,MDEyOklzc3VlQ29tbWVudDQwNDkyODc1Mg==,26606778,OptimShi,2018-07-13T19:19:34Z,2018-07-13T19:19:34Z,COLLABORATOR,"I am currently working on this. Fixed the reported bug, but others presented themselves that I am attempting to solve while I'm knee deep in it.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,327815589,Selling https://github.com/ACEmulator/ACE/pull/875#issuecomment-405519727,https://api.github.com/repos/ACEmulator/ACE/issues/875,405519727,MDEyOklzc3VlQ29tbWVudDQwNTUxOTcyNw==,8909245,gmriggs,2018-07-17T09:28:08Z,2018-07-17T09:28:08Z,COLLABORATOR,"Tested, looks good","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,341574678,Redirect Impen/Banes from player to equipped armor and undergarments https://github.com/ACEmulator/ACE/issues/884#issuecomment-406877508,https://api.github.com/repos/ACEmulator/ACE/issues/884,406877508,MDEyOklzc3VlQ29tbWVudDQwNjg3NzUwOA==,11369233,LtRipley36706,2018-07-22T16:00:30Z,2018-07-22T16:09:47Z,MEMBER,"@Mag-nus Recipe.Unknown4 == salvage_Type in current exports changing to uint for EmoteAction wouldn't be difficult at all, just needs to be changed in the db create scripts","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,343401295,Database schema oddities https://github.com/ACEmulator/ACE/pull/889#issuecomment-406897021,https://api.github.com/repos/ACEmulator/ACE/issues/889,406897021,MDEyOklzc3VlQ29tbWVudDQwNjg5NzAyMQ==,10608427,Mag-nus,2018-07-22T21:11:24Z,2018-07-22T21:11:24Z,MEMBER,"There are still 4 more writers to port over. Before I complete them, this helps introduce what I'm working on into master.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,343438969,This moves the .sql file generation code that Ripley has been using into ACE.Database https://github.com/ACEmulator/ACE/pull/917#issuecomment-409785453,https://api.github.com/repos/ACEmulator/ACE/issues/917,409785453,MDEyOklzc3VlQ29tbWVudDQwOTc4NTQ1Mw==,8909245,gmriggs,2018-08-02T02:28:41Z,2018-08-02T02:28:41Z,COLLABORATOR,"Code looks good, tested this functionality in-game: Animation looks good, multi-spell projectile angles and speeds looks good, and I was able to cast the various volley spells and thousand fists to hit multiple targets simultaneously Great PR, definitely looking forward to using these spells when battling many mobs!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,346717556,Add support for Volley spells https://github.com/ACEmulator/ACE/pull/919#issuecomment-410425743,https://api.github.com/repos/ACEmulator/ACE/issues/919,410425743,MDEyOklzc3VlQ29tbWVudDQxMDQyNTc0Mw==,8909245,gmriggs,2018-08-04T05:44:42Z,2018-08-04T05:44:42Z,COLLABORATOR,"Hey @mcreedjr, Could you explain this patch a bit more? It looks like it's just skipping over the fist index in PlayerSpellID, which is SpellID=1 (StrengthOther1)?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,347590172,Resolve apparent logic error in learnspellsinbulk method which caused… https://github.com/ACEmulator/ACE/pull/919#issuecomment-410426632,https://api.github.com/repos/ACEmulator/ACE/issues/919,410426632,MDEyOklzc3VlQ29tbWVudDQxMDQyNjYzMg==,25518589,mcreedjr,2018-08-04T06:06:39Z,2018-08-04T06:06:39Z,CONTRIBUTOR,My purported logic error had a logic error as pointed out by @gmriggs. Closing for now. Sorry for the SPAM.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,347590172,Resolve apparent logic error in learnspellsinbulk method which caused… https://github.com/ACEmulator/ACE/issues/903#issuecomment-410628552,https://api.github.com/repos/ACEmulator/ACE/issues/903,410628552,MDEyOklzc3VlQ29tbWVudDQxMDYyODU1Mg==,10608427,Mag-nus,2018-08-06T08:25:06Z,2018-08-06T08:25:06Z,MEMBER,Resolved with PR #924,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,345461897,landblock_instances and parent_link_slot https://github.com/ACEmulator/ACE/issues/877#issuecomment-410628814,https://api.github.com/repos/ACEmulator/ACE/issues/877,410628814,MDEyOklzc3VlQ29tbWVudDQxMDYyODgxNA==,10608427,Mag-nus,2018-08-06T08:26:08Z,2018-08-06T08:26:08Z,MEMBER,The current ItemUse code isn't too bad. A rewrite doesn't appear needed at this time.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,341898141,Transition from ActionChains for client ActionHandlers to a UseManager https://github.com/ACEmulator/ACE/pull/941#issuecomment-412240988,https://api.github.com/repos/ACEmulator/ACE/issues/941,412240988,MDEyOklzc3VlQ29tbWVudDQxMjI0MDk4OA==,8909245,gmriggs,2018-08-11T01:19:47Z,2018-08-11T01:19:47Z,COLLABORATOR,"Tested, ~10x performance improvement for GetPlayerBiotas during login","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,349693656,Major Shard Performance Improvements https://github.com/ACEmulator/ACE/issues/944#issuecomment-412268840,https://api.github.com/repos/ACEmulator/ACE/issues/944,412268840,MDEyOklzc3VlQ29tbWVudDQxMjI2ODg0MA==,8909245,gmriggs,2018-08-11T11:19:36Z,2018-08-11T11:19:36Z,COLLABORATOR,"Thanks for the detailed write-up! The combat formulas are WIP, and we are definitely interested in gathering as much info as possible to figure out how everything worked on the retail servers. This information is very useful and will be reviewed so that the gameplay is accurate. For anything we are uncertain about, there could also be some easy configuration settings for server operators to customize different aspects of the game","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,349725535,Melee attack penalty is not accurate for zero stamina https://github.com/ACEmulator/ACE/issues/944#issuecomment-412269187,https://api.github.com/repos/ACEmulator/ACE/issues/944,412269187,MDEyOklzc3VlQ29tbWVudDQxMjI2OTE4Nw==,8909245,gmriggs,2018-08-11T11:27:06Z,2018-08-11T11:27:06Z,COLLABORATOR,"This is some very good evidence to take into consideration.. even though the sample size isn't huge (as mentioned), this thread would be good place to collect any 0-stamina combat videos for reference The PCAPs would also be a good resource for this, although the search capabilities in aclogview are rather limited currently, and could really use a 'spatial search / querying' feature that takes the full state of the game session into evaluation","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,349725535,Melee attack penalty is not accurate for zero stamina https://github.com/ACEmulator/ACE/issues/887#issuecomment-413815442,https://api.github.com/repos/ACEmulator/ACE/issues/887,413815442,MDEyOklzc3VlQ29tbWVudDQxMzgxNTQ0Mg==,8909245,gmriggs,2018-08-17T09:47:34Z,2018-08-17T09:47:34Z,COLLABORATOR,Fixed by https://github.com/ACEmulator/ACE/pull/929,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,343428456,Landblock Double+ Spawns https://github.com/ACEmulator/ACE/issues/784#issuecomment-413815927,https://api.github.com/repos/ACEmulator/ACE/issues/784,413815927,MDEyOklzc3VlQ29tbWVudDQxMzgxNTkyNw==,8909245,gmriggs,2018-08-17T09:49:26Z,2018-08-17T09:49:26Z,COLLABORATOR,Fixed by https://github.com/ACEmulator/ACE/pull/936,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,321519680,Landblocks use a lot of memory https://github.com/ACEmulator/ACE/issues/234#issuecomment-413817635,https://api.github.com/repos/ACEmulator/ACE/issues/234,413817635,MDEyOklzc3VlQ29tbWVudDQxMzgxNzYzNQ==,8909245,gmriggs,2018-08-17T09:56:14Z,2018-08-17T09:56:14Z,COLLABORATOR,These should be handled by automated tests imo,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,220952882,Create Test Script and add to project https://github.com/ACEmulator/ACE/issues/663#issuecomment-413994809,https://api.github.com/repos/ACEmulator/ACE/issues/663,413994809,MDEyOklzc3VlQ29tbWVudDQxMzk5NDgwOQ==,8909245,gmriggs,2018-08-17T21:38:13Z,2018-08-17T21:38:13Z,COLLABORATOR,This bug has been fixed for quite some time now,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,301553721,Client does not send GameActionLoginComplete after Entering World https://github.com/ACEmulator/ACE/issues/744#issuecomment-414022856,https://api.github.com/repos/ACEmulator/ACE/issues/744,414022856,MDEyOklzc3VlQ29tbWVudDQxNDAyMjg1Ng==,8909245,gmriggs,2018-08-18T01:28:13Z,2018-08-18T01:28:13Z,COLLABORATOR,"This has been addressed in https://github.com/ACEmulator/ACE/pull/956 Open questions: - When dragging main hand weapon to empty offhand slot, were the wield requirements re-checked, and were the weapon item spells re-applied? - With 2 weapons equipped, when dragging 1 wielded weapon to the other slot, did retail actually swap the weapons inline? This would seem natural, but I am seeing some weird messages being sent from the client. The client seems to be sending 2 duplicate messages to 'PutItemInContainer' for the item already in the destination slot.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,314423449,weapon movement between hands https://github.com/ACEmulator/ACE/pull/957#issuecomment-414029537,https://api.github.com/repos/ACEmulator/ACE/issues/957,414029537,MDEyOklzc3VlQ29tbWVudDQxNDAyOTUzNw==,10608427,Mag-nus,2018-08-18T03:40:59Z,2018-08-18T03:40:59Z,MEMBER,"To use, enter the following command in the chat window while in-world: /databaseperftest","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,351786996,DatabasePerfTest developer command added https://github.com/ACEmulator/ACE/pull/957#issuecomment-414062186,https://api.github.com/repos/ACEmulator/ACE/issues/957,414062186,MDEyOklzc3VlQ29tbWVudDQxNDA2MjE4Ng==,10608427,Mag-nus,2018-08-18T14:34:41Z,2018-08-18T14:34:41Z,MEMBER,"gmriggs results for comparison: Starting Database Performance Tests. Biotas per test: 1000 This may take several minutes to complete... 1000 individual add . Duration: 16.9 seconds. Successes: 1000, Failures: 0. Average: 17 ms 1000 individual save . Duration: 12.0 seconds. Successes: 1000, Failures: 0. Average: 12 ms 1000 individual remove. Duration: 11.2 seconds. Successes: 1000, Failures: 0. Average: 11 ms 1000 bulk add . Duration: 4.6 seconds. Successes: 1, Failures: 0. Average: 5 ms 1000 bulk save . Duration: 3.7 seconds. Successes: 1, Failures: 0. Average: 4 ms 1000 bulk remove . Duration: 3.1 seconds. Successes: 1, Failures: 0. Average: 3 ms Database Performance Tests Completed","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,351786996,DatabasePerfTest developer command added https://github.com/ACEmulator/ACE/pull/959#issuecomment-414067203,https://api.github.com/repos/ACEmulator/ACE/issues/959,414067203,MDEyOklzc3VlQ29tbWVudDQxNDA2NzIwMw==,10608427,Mag-nus,2018-08-18T15:44:13Z,2018-08-18T15:44:13Z,MEMBER,"Do you know the actual exception being thrown that we can recover from? I would add multiple catches. Above the catch (Exception exception) I would ass the catch for the specific exception you were seeing that is recoverable. I would then add a message indicating that the listener is being restarted.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,351825880,Network fatal exception recovery https://github.com/ACEmulator/ACE/pull/960#issuecomment-414143311,https://api.github.com/repos/ACEmulator/ACE/issues/960,414143311,MDEyOklzc3VlQ29tbWVudDQxNDE0MzMxMQ==,10608427,Mag-nus,2018-08-19T17:40:22Z,2018-08-20T02:19:22Z,MEMBER,"I'm seeing this exception, but I can't reliably duplicate it: 2018-08-19 12:07:53,129 [30] ERROR (ACE.Database.ShardDatabase) SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177286-15' for key 'wcid_bool_type_uidx' ---> MySql.Data.MySqlClient.MySqlException: Duplicate entry '1342177286-15' for key 'wcid_bool_type_uidx' THIS HAS BEEN RESOLVED","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,351871345,Shard Biota Save & Threading Model Rework https://github.com/ACEmulator/ACE/pull/953#issuecomment-414196274,https://api.github.com/repos/ACEmulator/ACE/issues/953,414196274,MDEyOklzc3VlQ29tbWVudDQxNDE5NjI3NA==,19214857,Slushnas,2018-08-20T04:47:46Z,2018-08-20T06:03:35Z,CONTRIBUTOR,"This adds support for the missing spell types: Volley, Blast, Ring and Wall. I have not added support for monsters to use the new untargeted types (ring and wall) yet. Known issues: 1. When firing ring spells at close range the projectiles may not register a hit. 2. There appears to be some issues with ring spell projectiles not being cleaned up as fast as other spell types. If you fire a bunch of successive ring spells you may get stuck behind an invisible wall of projectiles that have not been updated/deleted yet. 3. In a quick wall test the first drudge hit registered properly and was killed but the second drudge hit by the right side of the wall did not. There may be some hit detection issues with these that require further testing/digging. Also, a super big thanks to @gmriggs for his help and work on the landblock/cell code to get projectiles spawning properly in edge cases.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,350595778,WIP - Add new spells and some refactoring https://github.com/ACEmulator/ACE/pull/964#issuecomment-414514366,https://api.github.com/repos/ACEmulator/ACE/issues/964,414514366,MDEyOklzc3VlQ29tbWVudDQxNDUxNDM2Ng==,10608427,Mag-nus,2018-08-21T00:58:57Z,2018-08-21T01:58:10Z,MEMBER,"There is a bug as a result of this PR that I am investigating: Microsoft.EntityFrameworkCore.DbUpdateException THIS HAS BEEN RESOLVED","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,352336483,ShardDbContext caching. 1 for every Biota via a ConditionalWeakTable https://github.com/ACEmulator/ACE/pull/963#issuecomment-414592397,https://api.github.com/repos/ACEmulator/ACE/issues/963,414592397,MDEyOklzc3VlQ29tbWVudDQxNDU5MjM5Nw==,8909245,gmriggs,2018-08-21T08:22:11Z,2018-08-21T08:22:11Z,COLLABORATOR,We should probably look into using a command line parsing library from nuget eventually,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,352307420,Update the 'accountcreate' command from Console only to Console and G… https://github.com/ACEmulator/ACE/pull/967#issuecomment-415405288,https://api.github.com/repos/ACEmulator/ACE/issues/967,415405288,MDEyOklzc3VlQ29tbWVudDQxNTQwNTI4OA==,25518589,mcreedjr,2018-08-23T12:59:45Z,2018-08-23T12:59:45Z,CONTRIBUTOR,"@gmriggs I believe I saw this same problem during play testing. I observed it primarily when surrounded by a mob. I observed monsters ""jumping"" while attacking. Does this patch address that behavior?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,353367488,Fixing some issues with stuck / falling monsters https://github.com/ACEmulator/ACE/pull/967#issuecomment-415447590,https://api.github.com/repos/ACEmulator/ACE/issues/967,415447590,MDEyOklzc3VlQ29tbWVudDQxNTQ0NzU5MA==,8909245,gmriggs,2018-08-23T14:53:43Z,2018-08-23T14:53:43Z,COLLABORATOR,"Fixing a bunch of different things in the physics engine and with monster movement, it could possibly resolve this issue","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,353367488,Fixing some issues with stuck / falling monsters https://github.com/ACEmulator/ACE/pull/977#issuecomment-416099279,https://api.github.com/repos/ACEmulator/ACE/issues/977,416099279,MDEyOklzc3VlQ29tbWVudDQxNjA5OTI3OQ==,10608427,Mag-nus,2018-08-27T02:46:49Z,2018-08-27T02:46:49Z,MEMBER,"In regards to PlugInCommands.cs, I can't help but wonder if this info is better exposed via the debugging API that's being worked on. At some point, most of the server information will be available via an API that uses a web front end. I think that would be a bit easier to use than a plugin for active server information and diagnostics.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,354147261,Ace admin plugin changes https://github.com/ACEmulator/ACE/pull/977#issuecomment-416283923,https://api.github.com/repos/ACEmulator/ACE/issues/977,416283923,MDEyOklzc3VlQ29tbWVudDQxNjI4MzkyMw==,33154637,acriaf,2018-08-27T16:26:37Z,2018-08-27T16:26:37Z,CONTRIBUTOR,"I agree that the active server information and diagnostics will be easier and better suited for the API. The Plug-in is being written to assist with in-game specific functions with a few exceptions (e.g. creating a new account). ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,354147261,Ace admin plugin changes https://github.com/ACEmulator/ACE/pull/982#issuecomment-417830649,https://api.github.com/repos/ACEmulator/ACE/issues/982,417830649,MDEyOklzc3VlQ29tbWVudDQxNzgzMDY0OQ==,8909245,gmriggs,2018-09-01T03:58:13Z,2018-09-01T03:58:13Z,COLLABORATOR,Reviewed code and playtested,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,354939195,Weapon Bonuses https://github.com/ACEmulator/ACE/pull/987#issuecomment-417882738,https://api.github.com/repos/ACEmulator/ACE/issues/987,417882738,MDEyOklzc3VlQ29tbWVudDQxNzg4MjczOA==,8909245,gmriggs,2018-09-01T19:44:18Z,2018-09-01T19:44:18Z,COLLABORATOR,"Tested, this appears to fix the window position saving issue","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356227307,Character gameplay_Options fix https://github.com/ACEmulator/ACE/pull/987#issuecomment-417883589,https://api.github.com/repos/ACEmulator/ACE/issues/987,417883589,MDEyOklzc3VlQ29tbWVudDQxNzg4MzU4OQ==,8909245,gmriggs,2018-09-01T19:57:48Z,2018-09-01T19:57:48Z,COLLABORATOR,"Re-tested, confirmed window positions saved","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356227307,Character gameplay_Options fix https://github.com/ACEmulator/ACE/pull/996#issuecomment-418151976,https://api.github.com/repos/ACEmulator/ACE/issues/996,418151976,MDEyOklzc3VlQ29tbWVudDQxODE1MTk3Ng==,25518589,mcreedjr,2018-09-03T16:00:08Z,2018-09-03T16:00:08Z,CONTRIBUTOR,"Thanks for the review. I can't remember the functionality in retail, either. It's easy enough to remove that forced trade closure upon a successful trade. We'll see if anyone else can chime in. Regardless, I now think it makes more sense to not do that anyways. I'll push a new commit later today. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356422598,Implement secure trade https://github.com/ACEmulator/ACE/pull/996#issuecomment-418186543,https://api.github.com/repos/ACEmulator/ACE/issues/996,418186543,MDEyOklzc3VlQ29tbWVudDQxODE4NjU0Mw==,25518589,mcreedjr,2018-09-03T20:09:57Z,2018-09-03T20:09:57Z,CONTRIBUTOR,"Okay. I tightened up the code that runs when a trade is completed. It looks like I still have some more to do to trap for players already in session, moving away, entering combat mode, etc, but I'll circle back to those shortly. I think this is complete enough to merge.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356422598,Implement secure trade https://github.com/ACEmulator/ACE/pull/994#issuecomment-418187773,https://api.github.com/repos/ACEmulator/ACE/issues/994,418187773,MDEyOklzc3VlQ29tbWVudDQxODE4Nzc3Mw==,8909245,gmriggs,2018-09-03T20:20:33Z,2018-09-03T20:20:33Z,COLLABORATOR,"Code looks great, tested in-game with some allegiance chat I noticed some oddities with the 'chat' button, and which options were lit up in there. The patron/monarch had 'Tell to Trade Chat' lit up, and the 'Tell to Vassals' options didn't become available until the vassal relogged. For the scope of the code in this PR, I think this looks good and should be merged.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356326342,Chat functions https://github.com/ACEmulator/ACE/pull/996#issuecomment-418189086,https://api.github.com/repos/ACEmulator/ACE/issues/996,418189086,MDEyOklzc3VlQ29tbWVudDQxODE4OTA4Ng==,8909245,gmriggs,2018-09-03T20:31:46Z,2018-09-03T20:31:46Z,COLLABORATOR,"Tested, looks great!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356422598,Implement secure trade https://github.com/ACEmulator/ACE/pull/996#issuecomment-418189758,https://api.github.com/repos/ACEmulator/ACE/issues/996,418189758,MDEyOklzc3VlQ29tbWVudDQxODE4OTc1OA==,8909245,gmriggs,2018-09-03T20:37:40Z,2018-09-03T20:38:45Z,COLLABORATOR,"A few questions, just some minor stuff: - did retail have any messages like 'You give <item> to player', 'Player gives you <item>' once the transaction goes through? - if 1 player closes the trade window, the window seems to remain open for the other player, although the name of the other player disappears from the window, sort of indicating that they backed out of the trade. Is this the same as retail, or should the window automatically close? - 'Ignore all trade requests' character option doesn't work, but maybe outside of the scope for current PR, just to get the functionality going Still looks good for merging imo ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356422598,Implement secure trade https://github.com/ACEmulator/ACE/pull/977#issuecomment-418199815,https://api.github.com/repos/ACEmulator/ACE/issues/977,418199815,MDEyOklzc3VlQ29tbWVudDQxODE5OTgxNQ==,10608427,Mag-nus,2018-09-03T22:23:38Z,2018-09-03T22:23:38Z,MEMBER,"Closing this one. We can revisit after the diagnostics API is a bit more developed.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,354147261,Ace admin plugin changes https://github.com/ACEmulator/ACE/pull/996#issuecomment-418199951,https://api.github.com/repos/ACEmulator/ACE/issues/996,418199951,MDEyOklzc3VlQ29tbWVudDQxODE5OTk1MQ==,25518589,mcreedjr,2018-09-03T22:25:21Z,2018-09-03T22:25:21Z,CONTRIBUTOR,"@gmriggs Thanks for the review. - did retail have any messages like 'You give to player', 'Player gives you ' once the transaction goes through? I don't think so. Especially since many items can be traded in single session, the log could potentially be inundated with those types of messages - if 1 player closes the trade window, the window seems to remain open for the other player, although the name of the other player disappears from the window, sort of indicating that they backed out of the trade. Is this the same as retail, or should the window automatically close? Unfortunately, I don't recollect that part, either. I seem to think it closed automatically, but I'll have to dig through the PCAPs to see if we logged the scenario. - 'Ignore all trade requests' character option doesn't work, but maybe outside of the scope for current PR, just to get the functionality going Acknowledged. And yes, I intend to add it in the next round. There are some other items I need to clean up, like range checking, turn to when initiating trade, etc. I'd just like to get this merged in before I have to rebase :) Lots of big PRs in the queue!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356422598,Implement secure trade https://github.com/ACEmulator/ACE/pull/998#issuecomment-418232228,https://api.github.com/repos/ACEmulator/ACE/issues/998,418232228,MDEyOklzc3VlQ29tbWVudDQxODIzMjIyOA==,8909245,gmriggs,2018-09-04T03:40:35Z,2018-09-04T03:40:35Z,COLLABORATOR,"lots of error messages: 2018-09-03 23:27:13,552 WARN : requested object description for an item I do not know about - 8000C020 i get that message almost immediately when loading in now never saw that message once before also a ton of these error messages: System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext() at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext() at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landblock, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\dev\gmriggs\ACE\Source\ACE.Server\Managers\WorldManager.cs:line 600 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\dev\gmriggs\ACE\Source\ACE.Server\Managers\WorldManager.cs:line 585 this was in the first few mins of testing definitely a lot of bugs that need ironed out with this PR ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356595026,ActionQueue/Tick updates https://github.com/ACEmulator/ACE/pull/993#issuecomment-418250575,https://api.github.com/repos/ACEmulator/ACE/issues/993,418250575,MDEyOklzc3VlQ29tbWVudDQxODI1MDU3NQ==,8909245,gmriggs,2018-09-04T06:02:36Z,2018-09-04T06:02:36Z,COLLABORATOR,"Reviewed code, and tested formulas for bow elemental damage modifier","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356320062,Add missile launcher Elemental damage modifier https://github.com/ACEmulator/ACE/pull/998#issuecomment-418341467,https://api.github.com/repos/ACEmulator/ACE/issues/998,418341467,MDEyOklzc3VlQ29tbWVudDQxODM0MTQ2Nw==,10608427,Mag-nus,2018-09-04T12:02:54Z,2018-09-04T12:08:49Z,MEMBER,"You're seeing those WARN messages because I changed that logging line from DEBUG to WARN. I felt that DEBUG was not the appropriate level for such a message. I believe these messages were being raised prior to this refactor, but not being noticed to to them being DEBUG. Confirmed, this issue exists in #980, which was before I started reworking these systems.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356595026,ActionQueue/Tick updates https://github.com/ACEmulator/ACE/pull/998#issuecomment-418343271,https://api.github.com/repos/ACEmulator/ACE/issues/998,418343271,MDEyOklzc3VlQ29tbWVudDQxODM0MzI3MQ==,10608427,Mag-nus,2018-09-04T12:09:42Z,2018-09-04T14:15:20Z,MEMBER,"Are you able to duplicate the collection modified exception? Edit: I can duplicate that exception. Looking into it now. Edit: fix checked in","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356595026,ActionQueue/Tick updates https://github.com/ACEmulator/ACE/pull/998#issuecomment-418946396,https://api.github.com/repos/ACEmulator/ACE/issues/998,418946396,MDEyOklzc3VlQ29tbWVudDQxODk0NjM5Ng==,8909245,gmriggs,2018-09-06T02:47:44Z,2018-09-06T02:47:44Z,COLLABORATOR,"I have confirmed the above errors are now fixed Playtested, everything else looks good","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,356595026,ActionQueue/Tick updates https://github.com/ACEmulator/ACE/pull/1003#issuecomment-419594557,https://api.github.com/repos/ACEmulator/ACE/issues/1003,419594557,MDEyOklzc3VlQ29tbWVudDQxOTU5NDU1Nw==,25518589,mcreedjr,2018-09-07T23:51:41Z,2018-09-07T23:51:41Z,CONTRIBUTOR,FWIW I play tested this and the functionality being merged in this PR (purchasing a dwelling) looks good to me. Nice and exciting work @gmriggs!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,358206938,Adding the ability for players to buy houses https://github.com/ACEmulator/ACE/pull/1005#issuecomment-419732480,https://api.github.com/repos/ACEmulator/ACE/issues/1005,419732480,MDEyOklzc3VlQ29tbWVudDQxOTczMjQ4MA==,25518589,mcreedjr,2018-09-09T17:46:53Z,2018-09-09T17:46:53Z,CONTRIBUTOR,Closing to re-open a new PR with a cleaner commit history. Sorry for all of the PR activity. Git and I are not friends.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,358362004,Secure trade pass 2 https://github.com/ACEmulator/ACE/issues/866#issuecomment-420256778,https://api.github.com/repos/ACEmulator/ACE/issues/866,420256778,MDEyOklzc3VlQ29tbWVudDQyMDI1Njc3OA==,25518589,mcreedjr,2018-09-11T12:30:18Z,2018-09-11T12:30:18Z,CONTRIBUTOR,These issues have been resolved with the referenced PR.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339984691,Picking Up Open Container https://github.com/ACEmulator/ACE/pull/1017#issuecomment-421660273,https://api.github.com/repos/ACEmulator/ACE/issues/1017,421660273,MDEyOklzc3VlQ29tbWVudDQyMTY2MDI3Mw==,25518589,mcreedjr,2018-09-16T00:24:25Z,2018-09-16T00:24:25Z,CONTRIBUTOR,"@kdmxp256 Sorry to dismiss your review, but felt I should fix this rather large oversight on my part before it was merged. I'm done messing with it now.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,360503793,Skill redistribution functionality https://github.com/ACEmulator/ACE/pull/1017#issuecomment-423381367,https://api.github.com/repos/ACEmulator/ACE/issues/1017,423381367,MDEyOklzc3VlQ29tbWVudDQyMzM4MTM2Nw==,25518589,mcreedjr,2018-09-21T01:05:36Z,2018-09-21T01:05:36Z,CONTRIBUTOR,"I think this is finally good to go. Special thanks to @gmriggs for the guidance, and the assistance tightening up some methods as part of this PR.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,360503793,Skill redistribution functionality https://github.com/ACEmulator/ACE/pull/1026#issuecomment-423853226,https://api.github.com/repos/ACEmulator/ACE/issues/1026,423853226,MDEyOklzc3VlQ29tbWVudDQyMzg1MzIyNg==,10608427,Mag-nus,2018-09-23T22:36:54Z,2018-09-23T22:36:54Z,MEMBER,"This looks fine. My only question is if the DirtyFighting.sql changes will be added to the ACE-World-16PY-Patches repo. They should be at the same time this PR is merged.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,362976710,Update SQL Scripts https://github.com/ACEmulator/ACE/pull/1031#issuecomment-425874447,https://api.github.com/repos/ACEmulator/ACE/issues/1031,425874447,MDEyOklzc3VlQ29tbWVudDQyNTg3NDQ0Nw==,10608427,Mag-nus,2018-10-01T11:28:12Z,2018-10-01T11:28:12Z,MEMBER,"spendallxp developer command added fixed SpendSkillXp so that the rankup is only applied if the SpendXp was successful","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,365092685,PlayerFactory https://github.com/ACEmulator/ACE/pull/1036#issuecomment-425924705,https://api.github.com/repos/ACEmulator/ACE/issues/1036,425924705,MDEyOklzc3VlQ29tbWVudDQyNTkyNDcwNQ==,10608427,Mag-nus,2018-10-01T14:17:53Z,2018-10-01T14:17:53Z,MEMBER,Tested revitalize and it works.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,365477115,Fix DamageType for Boost spells https://github.com/ACEmulator/ACE/pull/1039#issuecomment-426091120,https://api.github.com/repos/ACEmulator/ACE/issues/1039,426091120,MDEyOklzc3VlQ29tbWVudDQyNjA5MTEyMA==,8909245,gmriggs,2018-10-01T22:55:51Z,2018-10-01T22:55:51Z,COLLABORATOR,"Hey Riaf, Thanks for this patch! This has been a known issue for quite awhile The root cause is indeed the AllPlayers list not being maintained properly. This AllPlayers structure was admittedly quite a large hack, and there have been discussions about refactoring this into a better architecture since it was created. This will fix a lot of issues with AllPlayers in the meantime, great patch","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,365673956,Alleg Fixes plus fix for No Default SQL https://github.com/ACEmulator/ACE/pull/1047#issuecomment-427569748,https://api.github.com/repos/ACEmulator/ACE/issues/1047,427569748,MDEyOklzc3VlQ29tbWVudDQyNzU2OTc0OA==,10608427,Mag-nus,2018-10-06T12:25:59Z,2018-10-06T12:25:59Z,MEMBER,"I think I'm going to add more world db precaching, spells, cookbooks, treasures, etc..","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,367418617,WeeniePrecaching https://github.com/ACEmulator/ACE/pull/1046#issuecomment-427592748,https://api.github.com/repos/ACEmulator/ACE/issues/1046,427592748,MDEyOklzc3VlQ29tbWVudDQyNzU5Mjc0OA==,8909245,gmriggs,2018-10-06T17:37:48Z,2018-10-06T17:37:48Z,COLLABORATOR,"Looks good, locked to 60 fps","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,366824733,Timing https://github.com/ACEmulator/ACE/issues/350#issuecomment-427615381,https://api.github.com/repos/ACEmulator/ACE/issues/350,427615381,MDEyOklzc3VlQ29tbWVudDQyNzYxNTM4MQ==,10608427,Mag-nus,2018-10-07T00:12:52Z,2018-10-07T00:12:52Z,MEMBER,We should be good here now after the recent landblock refactoring.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,230256291,DoubleCheck locking in LandblockManager::GetLandblock() https://github.com/ACEmulator/ACE/pull/1047#issuecomment-427876997,https://api.github.com/repos/ACEmulator/ACE/issues/1047,427876997,MDEyOklzc3VlQ29tbWVudDQyNzg3Njk5Nw==,10608427,Mag-nus,2018-10-08T15:24:17Z,2018-10-08T15:24:17Z,MEMBER,"This precaches (optional, off by default) most/all world database (non landblock) entities. Precaching uses about 400MB. This will be useful for heavy populated servers. Servers for individuals probably wont want to use this if they are short on RAM.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,367418617,WeeniePrecaching https://github.com/ACEmulator/ACE/pull/1052#issuecomment-428768833,https://api.github.com/repos/ACEmulator/ACE/issues/1052,428768833,MDEyOklzc3VlQ29tbWVudDQyODc2ODgzMw==,8909245,gmriggs,2018-10-10T23:40:49Z,2018-10-10T23:40:49Z,COLLABORATOR,"- Fixed a bug where /smite all would kill nearby NPCs - Fixed a bug where teleporting / dying in hotspots would not trigger hotspot.OnCollideEnd - Fixed a bug where ethereal objects could prevent creatures from spawning - Added portal summons to monster item magic / emotes","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,367917194,Adding methods to QuestManager https://github.com/ACEmulator/ACE/pull/1060#issuecomment-429491998,https://api.github.com/repos/ACEmulator/ACE/issues/1060,429491998,MDEyOklzc3VlQ29tbWVudDQyOTQ5MTk5OA==,10608427,Mag-nus,2018-10-12T23:53:17Z,2018-10-12T23:53:17Z,MEMBER,"Looks like the action chain is required if we have more ammo, but can probably be refactored out for ammo.StackSize == 1.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,369744049,LaunchMissile check for null (fix exception) https://github.com/ACEmulator/ACE/issues/1051#issuecomment-431268477,https://api.github.com/repos/ACEmulator/ACE/issues/1051,431268477,MDEyOklzc3VlQ29tbWVudDQzMTI2ODQ3Nw==,8909245,gmriggs,2018-10-19T07:17:24Z,2018-10-19T07:17:24Z,COLLABORATOR,"Thanks for the bug report! This issue has been fixed in PR 1070: https://github.com/ACEmulator/ACE/pull/1070","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,367888292,Jump not seen by others https://github.com/ACEmulator/ACE/pull/1070#issuecomment-431687683,https://api.github.com/repos/ACEmulator/ACE/issues/1070,431687683,MDEyOklzc3VlQ29tbWVudDQzMTY4NzY4Mw==,10608427,Mag-nus,2018-10-21T17:30:13Z,2018-10-21T17:30:13Z,MEMBER,"Play tested with 32 clients actively running around the world. Seems ok. Performance seems the same. I can now see others jump. Players appear to move the same as they did before.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,371833824,"Fixing jump in multiplayer, refactoring movement and animation systems for network and game layers" https://github.com/ACEmulator/ACE/pull/1072#issuecomment-431699804,https://api.github.com/repos/ACEmulator/ACE/issues/1072,431699804,MDEyOklzc3VlQ29tbWVudDQzMTY5OTgwNA==,10608427,Mag-nus,2018-10-21T20:08:40Z,2018-10-21T20:08:40Z,MEMBER,"playtested with 32 clients, seems ok.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,372298057,Improving monster animation sync between server and client https://github.com/ACEmulator/ACE/pull/1071#issuecomment-432225314,https://api.github.com/repos/ACEmulator/ACE/issues/1071,432225314,MDEyOklzc3VlQ29tbWVudDQzMjIyNTMxNA==,10608427,Mag-nus,2018-10-23T12:27:08Z,2018-10-23T12:27:08Z,MEMBER,"You will now see every item you've dropped in the past. For a long time in ACE, items you've dropped on the landscape were saved to the database. Just now though, do those items get restored to the landblock on server restart or landblock load. In addition, only now do those items also start to decay. Now, they will decay normally and disappear and be removed from the database.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,372221192,Landblock item saving + Much more https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433554616,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433554616,MDEyOklzc3VlQ29tbWVudDQzMzU1NDYxNg==,10608427,Mag-nus,2018-10-26T21:58:35Z,2018-10-26T21:58:35Z,MEMBER,"To clarify. Items you give to the town crier reappear on your character. Can you test that items dropped on the landblock do not reappear on your character?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433584372,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433584372,MDEyOklzc3VlQ29tbWVudDQzMzU4NDM3Mg==,38050842,Warloxx01,2018-10-27T02:37:20Z,2018-10-27T02:37:20Z,NONE,"If I drop them on them on the Quest giver( if quest item ) or Town Crier they reappear in my inventory. They also reappear if dropped on the ground. Odd thing is, if dropped on the ground. When you log back in They are back in your inventory and on the ground, here is the odd part, if you Click on the item on the ground the Corresponding item in your backpack Highlights. Also if you Double click the item on the ground you can not pick it up. You have to drag it to your inventory. Then you have two of the same items.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433630807,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433630807,MDEyOklzc3VlQ29tbWVudDQzMzYzMDgwNw==,10608427,Mag-nus,2018-10-27T15:35:51Z,2018-10-27T15:35:51Z,MEMBER,"Can you test #1078, i think it has the fix.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433634488,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433634488,MDEyOklzc3VlQ29tbWVudDQzMzYzNDQ4OA==,38050842,Warloxx01,2018-10-27T16:23:19Z,2018-10-27T16:25:35Z,NONE,"Okay, Kinda works, if i give items to the town crier it appears to work correctly now, But... If I drop the item on the ground, it is removed from the Inventory. But if I log out and back in, it is back in my inventory and also on the ground. I cant pick it up but if I click on it on the ground it Highlights in my Inventory. I can no longer drag and drop it from the ground to my pack and get 2 of the same item (that changed), but if I drop the item from my back pack on the town crier... THEN I can pick up the item on the ground... Also I now get this in the Server window.. 2018-10-27`` 12:17:04,762 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_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE) at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44 --- End of inner exception stack trace --- at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 93 at MySql.Data.MySqlClient.MySqlDataReader.ReadFirstResultSetAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 328 at MySql.Data.MySqlClient.MySqlDataReader.CreateAsync(MySqlCommand command, CommandBehavior behavior, IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 313 at MySqlConnector.Core.TextCommandExecutor.ExecuteReaderAsync(String commandText, MySqlParameterCollection parameterCollection, CommandBehavior behavior, IOBehavior ioBehavior, CancellationToken cancellationToken) in C:\projects\mysqlconnector\src\MySqlConnector\Core\TextCommandExecutor.cs:line 73 at MySql.Data.MySqlClient.MySqlCommand.ExecuteDbDataReader(CommandBehavior behavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlCommand.cs:line 168 at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.Execute(IRelationalConnection connection, DbCommandMethod executeMethod, IReadOnlyDictionary`2 parameterValues) at Microsoft.EntityFrameworkCore.Storage.Internal.RelationalCommand.ExecuteReader(IRelationalConnection connection, IReadOnlyDictionary`2 parameterValues) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) --- End of inner exception stack trace --- at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters) at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\Users\Warloxx\Downloads\AC Stuff\6) Server\ACE-master\Source\ACE.Database\ShardDatabase.cs:line 203 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433636172,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433636172,MDEyOklzc3VlQ29tbWVudDQzMzYzNjE3Mg==,38050842,Warloxx01,2018-10-27T16:44:43Z,2018-10-27T16:45:25Z,NONE,"OK, WOW, If I double click the item on the ground once nothing happens, but if I double click it twice ( im using s ring) it equips it from the ground and moves the one in my back pack to my finger location. But leaves the ring on the ground. if I remove the ring from my finger and then re-equip it again from my pack and then remove it again. The ring on the ground disappears. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433653945,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433653945,MDEyOklzc3VlQ29tbWVudDQzMzY1Mzk0NQ==,10608427,Mag-nus,2018-10-27T20:46:38Z,2018-10-27T20:46:38Z,MEMBER,I think I know what the drop item bug is. I'll push a fix later.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433669003,https://api.github.com/repos/ACEmulator/ACE/issues/1076,433669003,MDEyOklzc3VlQ29tbWVudDQzMzY2OTAwMw==,10608427,Mag-nus,2018-10-28T01:35:36Z,2018-10-28T01:35:36Z,MEMBER,"Ok, i just pushed what I believe is the fix. It's possible you may have some items that have been corrupted between the drop/give. The client won't let you give or drop these items. Not even sure you can drop them on a TC. I'll have to look into how we solve this later. Now, when you drop and give an item, the item is saved to the database. It was done this way before a recent change, but, I removed that to avoid a performance hit. They must be added back for now until I can figure out how to update just the ContainerId and WielderId properties for efficiency.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/issues/1076#issuecomment-434322528,https://api.github.com/repos/ACEmulator/ACE/issues/1076,434322528,MDEyOklzc3VlQ29tbWVudDQzNDMyMjUyOA==,10608427,Mag-nus,2018-10-30T14:27:13Z,2018-10-30T14:27:13Z,MEMBER,I believe #1081 addresses the issues you messaged me about.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,374027900,Inventory items reapearing in Backpack after log out/in https://github.com/ACEmulator/ACE/pull/1081#issuecomment-434685058,https://api.github.com/repos/ACEmulator/ACE/issues/1081,434685058,MDEyOklzc3VlQ29tbWVudDQzNDY4NTA1OA==,38050842,Warloxx01,2018-10-31T13:24:23Z,2018-10-31T13:33:16Z,NONE,"I have tested the 14 files and it seems to have cured the items reappearing in my inventory... But, I also want to let you know there are other issues. NOT caused by this fix. Ill post them in a Bug report. But it looks like this fixed the reappearing issue. Ill do more testing. This did not fix the... 1)Drop item, Logout 2) Log back in, pick up item. 3) Log out/Log in Drop item (item still disappears immediately) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,375517888,More item destruction fixes https://github.com/ACEmulator/ACE/pull/1081#issuecomment-434758041,https://api.github.com/repos/ACEmulator/ACE/issues/1081,434758041,MDEyOklzc3VlQ29tbWVudDQzNDc1ODA0MQ==,10608427,Mag-nus,2018-10-31T16:36:17Z,2018-10-31T16:36:17Z,MEMBER,"Can you please create an issue for that as well? I am able to duplicate it. I think it's an issue with the notification system. I tested two of the same items, one through the process you mentioned and one just held in my inventory the whole time. The item properties were the same for all properties that mattered, between the two.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,375517888,More item destruction fixes https://github.com/ACEmulator/ACE/issues/1084#issuecomment-434827583,https://api.github.com/repos/ACEmulator/ACE/issues/1084,434827583,MDEyOklzc3VlQ29tbWVudDQzNDgyNzU4Mw==,10608427,Mag-nus,2018-10-31T20:00:53Z,2018-10-31T20:00:53Z,MEMBER,"I can duplicate this. During this test, I created 2 items of the same wcid. I left one in my inventory the whole time and the other i used for your scenario. When the item gets dropped, the player will still have it selected, so you can just hit the R key and the player will pick it back up (even when it's invisible). When the item is invisible, it is also invisible to any observers. If you pick the item back up in your inventory, and then id it. You can then use /propertydump to see its properties. Id the other item that has been in your pack the whole time and do a /propertydump. You'll see that all the important properties are the same. Note: /propertydump will spit out the properties for the last item you've identified. I didn't have time to propertydump the items while htey were both on the landblock (both the visible and non-visible ones). That will be the next step that may provide more clues.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376084064,Items Dissapearing immediately when dropped https://github.com/ACEmulator/ACE/pull/1086#issuecomment-435125994,https://api.github.com/repos/ACEmulator/ACE/issues/1086,435125994,MDEyOklzc3VlQ29tbWVudDQzNTEyNTk5NA==,11369233,LtRipley36706,2018-11-01T17:49:34Z,2018-11-01T17:49:34Z,MEMBER,Further changes made to implement configurable preload system. Less than thrilled about not having an easy way to default load Hebian-To specifically if config file isn't updated as shown in example.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376275136,Fixes for Anniversary Event emotes https://github.com/ACEmulator/ACE/pull/1086#issuecomment-435130432,https://api.github.com/repos/ACEmulator/ACE/issues/1086,435130432,MDEyOklzc3VlQ29tbWVudDQzNTEzMDQzMg==,11369233,LtRipley36706,2018-11-01T18:02:47Z,2018-11-01T18:02:47Z,MEMBER,fixed my default fall back concern in the null check...,"{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376275136,Fixes for Anniversary Event emotes https://github.com/ACEmulator/ACE/pull/1086#issuecomment-435138211,https://api.github.com/repos/ACEmulator/ACE/issues/1086,435138211,MDEyOklzc3VlQ29tbWVudDQzNTEzODIxMQ==,10608427,Mag-nus,2018-11-01T18:25:18Z,2018-11-01T18:25:18Z,MEMBER,"I'm not up to speed on the comments or the code in this PR. I'd just like to note that the landblock preloading was added when ACE had a very poor landblock ctor. Now, ACE is much more efficient at async loading landblocks. This means preloading them is less important. My point is, there may be landblocks in the list that may no longer need to be there.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376275136,Fixes for Anniversary Event emotes https://github.com/ACEmulator/ACE/pull/1090#issuecomment-437638693,https://api.github.com/repos/ACEmulator/ACE/issues/1090,437638693,MDEyOklzc3VlQ29tbWVudDQzNzYzODY5Mw==,10608427,Mag-nus,2018-11-11T02:38:17Z,2018-11-11T02:38:17Z,MEMBER,"I approve this, but, some comments would be nice to describe why we're simply returning immediately in AddPart and RemovePart. A dev will most likely stumble on this code eventually and ask the question.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,379052858,Improved ShadowPart performance https://github.com/ACEmulator/ACE/pull/1097#issuecomment-439700449,https://api.github.com/repos/ACEmulator/ACE/issues/1097,439700449,MDEyOklzc3VlQ29tbWVudDQzOTcwMDQ0OQ==,10608427,Mag-nus,2018-11-18T15:17:55Z,2018-11-18T15:17:55Z,MEMBER,"Couple of quick tests: Dat's are on an intel NVME SSD. Reading every file (but not unpacking) from both dats **with** keep open: Elapsed: 12.93s Elapsed: 12.80s Elapsed: 12.78s Elapsed: 12.80s Elapsed: 13.14s Elapsed: 12.84s Elapsed: 12.82s Elapsed: 12.84s Reading every file (but not unpacking) from both dats **without** keep open: Elapsed: 68.01s Elapsed: 67.70s Elapsed: 67.26s Elapsed: 67.57s Elapsed: 67.35s Elapsed: 68.21s Elapsed: 67.60s Seems like this PR should add some performance to ACE.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,381966627,keepOpen option added to DatDatabase FileStream https://github.com/ACEmulator/ACE/pull/1102#issuecomment-441377549,https://api.github.com/repos/ACEmulator/ACE/issues/1102,441377549,MDEyOklzc3VlQ29tbWVudDQ0MTM3NzU0OQ==,10187880,dgatewood,2018-11-24T16:02:49Z,2018-11-25T06:02:22Z,COLLABORATOR,"Dont merge yet. I need to test some things. Now it is ready.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,383966681,Adding scrolls to loot profiles https://github.com/ACEmulator/ACE/pull/1099#issuecomment-441768928,https://api.github.com/repos/ACEmulator/ACE/issues/1099,441768928,MDEyOklzc3VlQ29tbWVudDQ0MTc2ODkyOA==,3317737,fartwhif,2018-11-26T19:36:01Z,2018-11-26T19:37:15Z,COLLABORATOR,impressive!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,383329969,Appending client lib https://github.com/ACEmulator/ACE/pull/1104#issuecomment-442847103,https://api.github.com/repos/ACEmulator/ACE/issues/1104,442847103,MDEyOklzc3VlQ29tbWVudDQ0Mjg0NzEwMw==,3317737,fartwhif,2018-11-29T14:12:11Z,2018-11-29T14:15:25Z,COLLABORATOR,"Primary work is complete. Ready for approval or suggested changes. This update will bring the network layer into the reliable category, at least according to the longevity with synthetic harshness WAN testing I've been doing.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,384161840,fixing networking bugs https://github.com/ACEmulator/ACE/issues/718#issuecomment-442935379,https://api.github.com/repos/ACEmulator/ACE/issues/718,442935379,MDEyOklzc3VlQ29tbWVudDQ0MjkzNTM3OQ==,3317737,fartwhif,2018-11-29T18:09:15Z,2018-11-29T18:09:42Z,COLLABORATOR,For remotely querying EF and EF core with System.Linq [Remote.Linq (MIT) has been amazing](https://github.com/6bee/Remote.Linq).,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/pull/1114#issuecomment-443552927,https://api.github.com/repos/ACEmulator/ACE/issues/1114,443552927,MDEyOklzc3VlQ29tbWVudDQ0MzU1MjkyNw==,11369233,LtRipley36706,2018-12-02T23:33:52Z,2018-12-02T23:33:52Z,MEMBER,"Wasn't able to move to automatic discovery of tests still due to issues with Appveyor dotnet test handling, but did improve output.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,386608984,Update appveyor.yml for tests https://github.com/ACEmulator/ACE/pull/1115#issuecomment-443567171,https://api.github.com/repos/ACEmulator/ACE/issues/1115,443567171,MDEyOklzc3VlQ29tbWVudDQ0MzU2NzE3MQ==,10608427,Mag-nus,2018-12-03T02:06:08Z,2018-12-03T02:06:08Z,MEMBER,"Both issues have been addressed. For the unusable skills, they're still in the untrained state, so they're displayed with that list. They now just have the [Unusable] tag added to the end. They are sorted in the order as they appear in the client.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,386616346,Profiling based improvements https://github.com/ACEmulator/ACE/pull/1115#issuecomment-443684667,https://api.github.com/repos/ACEmulator/ACE/issues/1115,443684667,MDEyOklzc3VlQ29tbWVudDQ0MzY4NDY2Nw==,8909245,gmriggs,2018-12-03T11:53:34Z,2018-12-03T11:53:34Z,COLLABORATOR,"Bow: 0 Mace: 0 Sword: 0 UnarmedCombat: 0 These skills are showing up in Player.Skills as 'untrained', instead of 'inactive'","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,386616346,Profiling based improvements https://github.com/ACEmulator/ACE/pull/1117#issuecomment-444608917,https://api.github.com/repos/ACEmulator/ACE/issues/1117,444608917,MDEyOklzc3VlQ29tbWVudDQ0NDYwODkxNw==,8909245,gmriggs,2018-12-05T19:19:26Z,2018-12-05T19:19:26Z,COLLABORATOR,"@LtRipley36706 The database objects have been moved to 16py repo as suggested","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,387236335,Adding summoning from @mcreedjr https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703009,https://api.github.com/repos/ACEmulator/ACE/issues/1084,444703009,MDEyOklzc3VlQ29tbWVudDQ0NDcwMzAwOQ==,10608427,Mag-nus,2018-12-06T00:28:09Z,2018-12-06T00:28:09Z,MEMBER,"Some notes: The sequence is as follows. - Bob and Kathy log in. Bob drops an item. They both see it. - Bob logs out. Bog logs in, picks up the item, logs out. Kathy sees it dissapear. - Bob logs in, drops the item. Neither Bob nor Kathy can see it, but Bob still has it selected and can pick the item back up. It's right at his feet. It appears back in his inventory like normal. - Bob drops the item again. This time both Bob and Kathy can see it just fine. When in the invisible item state: - If the observers log out and back in, they still cannot see it. - If the server is shut down properly and restarted, observers can see it sitting on the landblock just fine.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376084064,Items Dissapearing immediately when dropped https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703240,https://api.github.com/repos/ACEmulator/ACE/issues/1084,444703240,MDEyOklzc3VlQ29tbWVudDQ0NDcwMzI0MA==,10608427,Mag-nus,2018-12-06T00:29:27Z,2018-12-06T00:30:12Z,MEMBER,"Some commands that may help track this down: /knownobjs /visibleobjs /destructionqueue Try to duplicate the scenario in a very empty landblock and use the above commands.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,376084064,Items Dissapearing immediately when dropped https://github.com/ACEmulator/ACE/issues/1125#issuecomment-447392715,https://api.github.com/repos/ACEmulator/ACE/issues/1125,447392715,MDEyOklzc3VlQ29tbWVudDQ0NzM5MjcxNQ==,11369233,LtRipley36706,2018-12-14T17:21:27Z,2018-12-14T17:21:27Z,MEMBER,"This is a @gmriggs issue, door is in database, placement system fails to spawn it correctly.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389068221,couldn't spawn Door https://github.com/ACEmulator/ACE/issues/684#issuecomment-447393244,https://api.github.com/repos/ACEmulator/ACE/issues/684,447393244,MDEyOklzc3VlQ29tbWVudDQ0NzM5MzI0NA==,10608427,Mag-nus,2018-12-14T17:23:28Z,2018-12-14T17:23:28Z,MEMBER,I believe this is fixed in current master.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,304634741,"When Thwarg-Launcher auto kills a client, Character is not removed from game world properly" https://github.com/ACEmulator/ACE/issues/684#issuecomment-447418758,https://api.github.com/repos/ACEmulator/ACE/issues/684,447418758,MDEyOklzc3VlQ29tbWVudDQ0NzQxODc1OA==,11369233,LtRipley36706,2018-12-14T18:50:07Z,2018-12-14T18:50:07Z,MEMBER,"Can't repo either on current master. Tried a variety of different ways to disconnect, network timeout and proper disconnects.. seems good now","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,304634741,"When Thwarg-Launcher auto kills a client, Character is not removed from game world properly" https://github.com/ACEmulator/ACE/issues/1129#issuecomment-447420521,https://api.github.com/repos/ACEmulator/ACE/issues/1129,447420521,MDEyOklzc3VlQ29tbWVudDQ0NzQyMDUyMQ==,26606778,OptimShi,2018-12-14T18:56:29Z,2018-12-14T18:56:29Z,COLLABORATOR,"This is a data related issue. PropertyInt.Locations (9) is set to 16 (LowerArmWear) when it should be 4096 (LowerArmArmor) No item should have just ""upper/lower arm wear"" set without ChestWear also set. Similarly for underpants, which I believe should always have AdbomenWear set. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389097376,"Leather and Studded Leather Bracers not showing in ""Slots"" screen" https://github.com/ACEmulator/ACE/issues/1128#issuecomment-447561161,https://api.github.com/repos/ACEmulator/ACE/issues/1128,447561161,MDEyOklzc3VlQ29tbWVudDQ0NzU2MTE2MQ==,8909245,gmriggs,2018-12-15T11:20:16Z,2018-12-15T11:20:27Z,COLLABORATOR,"Still looking for a way to replicate the floating NPC bug For the players being located in inconsistent locations, this should be resolved in https://github.com/ACEmulator/ACE/pull/1132. It's possible this same patch could resolve the floating NPC issue, although since I have been unable to repro the bug, I can't say for certain","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389076663,Floating NPC multiple clients https://github.com/ACEmulator/ACE/issues/1125#issuecomment-447573535,https://api.github.com/repos/ACEmulator/ACE/issues/1125,447573535,MDEyOklzc3VlQ29tbWVudDQ0NzU3MzUzNQ==,8909245,gmriggs,2018-12-15T14:45:30Z,2018-12-15T14:45:30Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1141,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389068221,couldn't spawn Door https://github.com/ACEmulator/ACE/pull/1141#issuecomment-447591204,https://api.github.com/repos/ACEmulator/ACE/issues/1141,447591204,MDEyOklzc3VlQ29tbWVudDQ0NzU5MTIwNA==,11369233,LtRipley36706,2018-12-15T19:13:22Z,2018-12-15T19:13:22Z,MEMBER,Resolves #1125,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,391365250,"Fixing gfxobj placement, Resolves #1125" https://github.com/ACEmulator/ACE/pull/1140#issuecomment-447591352,https://api.github.com/repos/ACEmulator/ACE/issues/1140,447591352,MDEyOklzc3VlQ29tbWVudDQ0NzU5MTM1Mg==,11369233,LtRipley36706,2018-12-15T19:15:55Z,2018-12-15T19:16:29Z,MEMBER,"Resolves #1126 Resolves #811","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,391233357,"Update Vendor.cs, Resolves #1126 and Resolves #811" https://github.com/ACEmulator/ACE/issues/944#issuecomment-447611781,https://api.github.com/repos/ACEmulator/ACE/issues/944,447611781,MDEyOklzc3VlQ29tbWVudDQ0NzYxMTc4MQ==,8909245,gmriggs,2018-12-16T02:00:37Z,2018-12-16T02:00:37Z,COLLABORATOR,This has been updated: https://github.com/ACEmulator/ACE/pull/1142,"{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,349725535,Melee attack penalty is not accurate for zero stamina https://github.com/ACEmulator/ACE/issues/1145#issuecomment-447985290,https://api.github.com/repos/ACEmulator/ACE/issues/1145,447985290,MDEyOklzc3VlQ29tbWVudDQ0Nzk4NTI5MA==,8909245,gmriggs,2018-12-17T20:21:43Z,2018-12-17T20:21:43Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1148,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,391531272,Can't unselect spell categories https://github.com/ACEmulator/ACE/pull/1146#issuecomment-448776000,https://api.github.com/repos/ACEmulator/ACE/issues/1146,448776000,MDEyOklzc3VlQ29tbWVudDQ0ODc3NjAwMA==,10187880,dgatewood,2018-12-19T22:57:39Z,2018-12-19T22:57:39Z,COLLABORATOR,This looks good to me,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,391597401,Improving housing system https://github.com/ACEmulator/ACE/issues/1158#issuecomment-448976765,https://api.github.com/repos/ACEmulator/ACE/issues/1158,448976765,MDEyOklzc3VlQ29tbWVudDQ0ODk3Njc2NQ==,8909245,gmriggs,2018-12-20T12:08:34Z,2018-12-20T12:08:34Z,COLLABORATOR,Updated in https://github.com/ACEmulator/ACE/pull/1159,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,392985817,Critical: Redesign Sequence system https://github.com/ACEmulator/ACE/pull/1162#issuecomment-449249758,https://api.github.com/repos/ACEmulator/ACE/issues/1162,449249758,MDEyOklzc3VlQ29tbWVudDQ0OTI0OTc1OA==,3317737,fartwhif,2018-12-21T04:55:08Z,2018-12-21T04:55:27Z,COLLABORATOR,"` OldRandom.RollDice(int min, int max): 00:00:10.0000056, iterations: 134002807 OldRandom.RollDice(float min, float max): 00:00:10.0000075, iterations: 137180787 OldRandom.RollDice(uint min, uint max): 00:00:10.0000001, iterations: 136066119 ThreadSafeRandom.Next(int min, int max): 00:00:10.0000001, iterations: 225691575 ThreadSafeRandom.Next(float min, float max): 00:00:10.0000003, iterations: 231988872 ThreadSafeRandom.Next(uint min, uint max): 00:00:10.0000002, iterations: 228039807`","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393271794,Moving ACE.Server.Physics.Common.Random to ACE.Common.Random https://github.com/ACEmulator/ACE/pull/1165#issuecomment-449362857,https://api.github.com/repos/ACEmulator/ACE/issues/1165,449362857,MDEyOklzc3VlQ29tbWVudDQ0OTM2Mjg1Nw==,11369233,LtRipley36706,2018-12-21T11:20:35Z,2018-12-21T11:20:35Z,MEMBER,This combined with ACEmulator/ACE-World-16PY-Patches#19 (ACE World Database v0.9.5) Resolves #1147 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393394354,"Odds and ends, Resolves #1147" https://github.com/ACEmulator/ACE/pull/1162#issuecomment-449388245,https://api.github.com/repos/ACEmulator/ACE/issues/1162,449388245,MDEyOklzc3VlQ29tbWVudDQ0OTM4ODI0NQ==,3317737,fartwhif,2018-12-21T13:27:30Z,2018-12-21T13:29:18Z,COLLABORATOR,"No problem. Actually, I just noticed that I accidentally included one of your branches. I'll submit a new PR tonight after I remove your branch concerning melee combat and refactor ACE.Common.ThreadSafeRandom to just ACE.ThreadSafeRandom","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393271794,Moving ACE.Server.Physics.Common.Random to ACE.Common.Random https://github.com/ACEmulator/ACE/pull/1167#issuecomment-449522375,https://api.github.com/repos/ACEmulator/ACE/issues/1167,449522375,MDEyOklzc3VlQ29tbWVudDQ0OTUyMjM3NQ==,3317737,fartwhif,2018-12-21T23:24:38Z,2018-12-21T23:24:38Z,COLLABORATOR,"` OldRandom.RollDice(int min, int max): 00:00:10.0000056, iterations: 134002807 OldRandom.RollDice(float min, float max): 00:00:10.0000075, iterations: 137180787 OldRandom.RollDice(uint min, uint max): 00:00:10.0000001, iterations: 136066119 ThreadSafeRandom.Next(int min, int max): 00:00:10.0000001, iterations: 225691575 ThreadSafeRandom.Next(float min, float max): 00:00:10.0000003, iterations: 231988872 ThreadSafeRandom.Next(uint min, uint max): 00:00:10.0000002, iterations: 228039807`","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393617284,Moving class ACE.Server.Physics.Common.Random to ACE.ThreadSafeRandom in project ACE.Common https://github.com/ACEmulator/ACE/issues/1170#issuecomment-449587064,https://api.github.com/repos/ACEmulator/ACE/issues/1170,449587064,MDEyOklzc3VlQ29tbWVudDQ0OTU4NzA2NA==,10187880,dgatewood,2018-12-22T17:46:55Z,2018-12-22T17:46:55Z,COLLABORATOR,This is corrected by PR 1171.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393689057,Creature snuck into loot https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590157,https://api.github.com/repos/ACEmulator/ACE/issues/1128,449590157,MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE1Nw==,24981658,MiachofTD,2018-12-22T18:41:12Z,2018-12-22T18:41:12Z,CONTRIBUTOR,"Think I found a way to recreate this issue. Log into Holt. Open a few NPC's. Go into drudge hideout for a little bit killing about half the dungeon. Exit drudge hideout via exit portal. Run back to the NPC's you recently opened. Some will float some may not. Take special not the ones you didn't open to start with will not be floating. Please see attached video. Updated to latest version since 10:15am CST 12-22-2018. Error log shown in video will be posted below. https://youtu.be/x72HvoIdnBA","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389076663,Floating NPC multiple clients https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590161,https://api.github.com/repos/ACEmulator/ACE/issues/1128,449590161,MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE2MQ==,24981658,MiachofTD,2018-12-22T18:41:21Z,2018-12-22T18:41:21Z,CONTRIBUTOR,"2018-12-22 11:25:18,392 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389076663,Floating NPC multiple clients https://github.com/ACEmulator/ACE/issues/1170#issuecomment-449591537,https://api.github.com/repos/ACEmulator/ACE/issues/1170,449591537,MDEyOklzc3VlQ29tbWVudDQ0OTU5MTUzNw==,24981658,MiachofTD,2018-12-22T19:05:55Z,2018-12-22T19:05:55Z,CONTRIBUTOR,"As follow up, also found a Yellow Topaz Chest in the loot for a drudge in Drudge Hideout. Did not grab a screenshot sorry and was before you corrected in PR 1171.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393689057,Creature snuck into loot https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449591847,https://api.github.com/repos/ACEmulator/ACE/issues/1173,449591847,MDEyOklzc3VlQ29tbWVudDQ0OTU5MTg0Nw==,24981658,MiachofTD,2018-12-22T19:11:30Z,2018-12-22T19:11:30Z,CONTRIBUTOR,"r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:47:20,887 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:47:20,981 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:47:21,047 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:48:36,233 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:48:38,468 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:48:57,651 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:48:57,701 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 Unhandled Exception: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.WorldObjects.Creature.LaunchProjectile(WorldObject ammo, WorldO bject target, Single& time) in C:\Users\Administrator\Desktop\ACE-master\Source\ ACE.Server\WorldObjects\Creature_Missile.cs:line 100 at ACE.Server.WorldObjects.Player.<>c__DisplayClass270_0.b__0( ) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Pl ayer_Missile.cs:line 113 at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in C:\Users\Administra tor\Desktop\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:l ine 16 at ACE.Server.Entity.Actions.ActionQueue.RunActions() in C:\Users\Administrat or\Desktop\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 20 at ACE.Server.WorldObjects.WorldObject.Tick(Double currentUnixTime) in C:\Use rs\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_T ick.cs:line 27 at ACE.Server.WorldObjects.Container.Tick(Double currentUnixTime) in C:\Users \Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Container_Tick. cs:line 12 at ACE.Server.WorldObjects.Creature.Tick(Double currentUnixTime) in C:\Users\ Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Creature_Tick.cs :line 14 at ACE.Server.WorldObjects.Player.Tick(Double currentUnixTime) in C:\Users\Ad ministrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Player_Tick.cs:lin e 35 at ACE.Server.Entity.Landblock.Tick(Double currentUnixTime) in C:\Users\Admin istrator\Desktop\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 264 at ACE.Server.Managers.WorldManager.UpdateGameWorld() in C:\Users\Administrat or\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 419 at ACE.Server.Managers.WorldManager.UpdateWorld() in C:\Users\Administrator\D esktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 376 at System.Threading.Thread.ThreadMain_ThreadStart() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionCo ntext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393696449,Server box rapid errors when attacking Crystal Spur https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449595026,https://api.github.com/repos/ACEmulator/ACE/issues/1173,449595026,MDEyOklzc3VlQ29tbWVudDQ0OTU5NTAyNg==,24981658,MiachofTD,2018-12-22T20:10:35Z,2018-12-22T22:05:31Z,CONTRIBUTOR,"Digging deeper show that when using a bow (haven't tested other missile yet) if your arrow misses there will be a ""Creature evaded your attack"" message once or multiple times and for each miss message there is the error in the server window. It stops as long as you don't miss. Miss too many times and the server crashes.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393696449,Server box rapid errors when attacking Crystal Spur https://github.com/ACEmulator/ACE/issues/1172#issuecomment-449604979,https://api.github.com/repos/ACEmulator/ACE/issues/1172,449604979,MDEyOklzc3VlQ29tbWVudDQ0OTYwNDk3OQ==,8909245,gmriggs,2018-12-22T23:59:47Z,2018-12-22T23:59:47Z,COLLABORATOR,This should be fixed in https://github.com/ACEmulator/ACE/pull/1168,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393691682,"Null exception in combat, on an evade of incoming attack" https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449605056,https://api.github.com/repos/ACEmulator/ACE/issues/1173,449605056,MDEyOklzc3VlQ29tbWVudDQ0OTYwNTA1Ng==,8909245,gmriggs,2018-12-23T00:01:24Z,2018-12-23T00:01:24Z,COLLABORATOR,This should be fixed in https://github.com/ACEmulator/ACE/pull/1168,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393696449,Server box rapid errors when attacking Crystal Spur https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449605369,https://api.github.com/repos/ACEmulator/ACE/issues/1128,449605369,MDEyOklzc3VlQ29tbWVudDQ0OTYwNTM2OQ==,8909245,gmriggs,2018-12-23T00:09:48Z,2018-12-23T00:09:48Z,COLLABORATOR,"Thanks for the update, very useful info !","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,389076663,Floating NPC multiple clients https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449606047,https://api.github.com/repos/ACEmulator/ACE/issues/1173,449606047,MDEyOklzc3VlQ29tbWVudDQ0OTYwNjA0Nw==,24981658,MiachofTD,2018-12-23T00:29:17Z,2018-12-23T00:29:17Z,CONTRIBUTOR,So far looks like this is fixed. Have not been able to recreate the issue. Thanks!,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393696449,Server box rapid errors when attacking Crystal Spur https://github.com/ACEmulator/ACE/issues/1174#issuecomment-449606994,https://api.github.com/repos/ACEmulator/ACE/issues/1174,449606994,MDEyOklzc3VlQ29tbWVudDQ0OTYwNjk5NA==,24981658,MiachofTD,2018-12-23T00:56:55Z,2018-12-23T00:56:55Z,CONTRIBUTOR,"Meant to add, note the title of the bows. The specify frost and pierce in the title and I don;t think they should.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393713858,Bow icons incorrect for containing spells https://github.com/ACEmulator/ACE/issues/1174#issuecomment-449607844,https://api.github.com/repos/ACEmulator/ACE/issues/1174,449607844,MDEyOklzc3VlQ29tbWVudDQ0OTYwNzg0NA==,24981658,MiachofTD,2018-12-23T01:22:14Z,2018-12-23T01:22:14Z,CONTRIBUTOR,Atlatl appear to have the same issue.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393713858,Bow icons incorrect for containing spells https://github.com/ACEmulator/ACE/issues/1172#issuecomment-449614032,https://api.github.com/repos/ACEmulator/ACE/issues/1172,449614032,MDEyOklzc3VlQ29tbWVudDQ0OTYxNDAzMg==,10137,ghost,2018-12-23T04:41:26Z,2018-12-23T04:41:26Z,NONE,Confirmed fixed by commit 1168,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393691682,"Null exception in combat, on an evade of incoming attack" https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449616896,https://api.github.com/repos/ACEmulator/ACE/issues/1175,449616896,MDEyOklzc3VlQ29tbWVudDQ0OTYxNjg5Ng==,8909245,gmriggs,2018-12-23T06:09:45Z,2018-12-23T06:09:45Z,COLLABORATOR,Weapon speed and animation timing addressed in https://github.com/ACEmulator/ACE/pull/1177,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393715353,Heavy Weapon movement and kill speed +weapon stats https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449617290,https://api.github.com/repos/ACEmulator/ACE/issues/1175,449617290,MDEyOklzc3VlQ29tbWVudDQ0OTYxNzI5MA==,24981658,MiachofTD,2018-12-23T06:23:20Z,2018-12-23T06:23:20Z,CONTRIBUTOR,https://youtu.be/7y9rws1V7wc,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393715353,Heavy Weapon movement and kill speed +weapon stats https://github.com/ACEmulator/ACE/issues/1178#issuecomment-449620654,https://api.github.com/repos/ACEmulator/ACE/issues/1178,449620654,MDEyOklzc3VlQ29tbWVudDQ0OTYyMDY1NA==,8909245,gmriggs,2018-12-23T07:59:53Z,2018-12-23T07:59:53Z,COLLABORATOR,"Patched in https://github.com/ACEmulator/ACE/pull/1177 @Mag-nus: the + name qualifiers need to be re-evaluated, maybe PlayerManager.GetOnlinePlayer() should be searching for both Player and +Player? For a lot of the client commands, if I type /tell +Player, the client automatically strips out the + before sending the player name to the server","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393728396,Can't chat in @tells with admin characters https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449620736,https://api.github.com/repos/ACEmulator/ACE/issues/1175,449620736,MDEyOklzc3VlQ29tbWVudDQ0OTYyMDczNg==,8909245,gmriggs,2018-12-23T08:01:37Z,2018-12-23T08:01:37Z,COLLABORATOR,"Item enchantments picking up some other enchantments by mistake (Heavy Weapons Mastery Other VII, in this case) should be fixed now in https://github.com/ACEmulator/ACE/pull/1177","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393715353,Heavy Weapon movement and kill speed +weapon stats https://github.com/ACEmulator/ACE/pull/1190#issuecomment-450336130,https://api.github.com/repos/ACEmulator/ACE/issues/1190,450336130,MDEyOklzc3VlQ29tbWVudDQ1MDMzNjEzMA==,38050842,Warloxx01,2018-12-28T10:20:48Z,2018-12-28T10:21:46Z,NONE,"Seems to work ( animation and is Consumed ) but it now reads in the Message window ""Candy Corn applies Sweet Speed on you."" and also now reads out in Green instead of Blue. In Player.cs I found this line... buffMessage = new GameMessageSystemChat($""{consumableName} applies {spell.Name} on you."", ChatMessageType.Craft); around Line 886. Should that be changed to casts? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394579015,Updating consumables https://github.com/ACEmulator/ACE/pull/1190#issuecomment-450346647,https://api.github.com/repos/ACEmulator/ACE/issues/1190,450346647,MDEyOklzc3VlQ29tbWVudDQ1MDM0NjY0Nw==,8909245,gmriggs,2018-12-28T11:42:32Z,2018-12-28T11:42:32Z,COLLABORATOR,"Yep, good catch Updated PR","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394579015,Updating consumables https://github.com/ACEmulator/ACE/pull/1184#issuecomment-450373293,https://api.github.com/repos/ACEmulator/ACE/issues/1184,450373293,MDEyOklzc3VlQ29tbWVudDQ1MDM3MzI5Mw==,10187880,dgatewood,2018-12-28T15:06:08Z,2018-12-28T15:06:08Z,COLLABORATOR,Looks good. I think we went about this the same way. I would say this is ready for merge.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394244031,"Improving recipe manager, adding tinkering and imbues to crafting system" https://github.com/ACEmulator/ACE/issues/744#issuecomment-450532279,https://api.github.com/repos/ACEmulator/ACE/issues/744,450532279,MDEyOklzc3VlQ29tbWVudDQ1MDUzMjI3OQ==,10608427,Mag-nus,2018-12-30T01:11:28Z,2018-12-30T01:11:28Z,MEMBER,Should be fixed in #1197,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,314423449,weapon movement between hands https://github.com/ACEmulator/ACE/issues/864#issuecomment-450532286,https://api.github.com/repos/ACEmulator/ACE/issues/864,450532286,MDEyOklzc3VlQ29tbWVudDQ1MDUzMjI4Ng==,10608427,Mag-nus,2018-12-30T01:11:36Z,2018-12-30T01:11:36Z,MEMBER,Should be fixed in #1197,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339960989,Inventory Functions Do Not Check for Burden https://github.com/ACEmulator/ACE/issues/865#issuecomment-450532289,https://api.github.com/repos/ACEmulator/ACE/issues/865,450532289,MDEyOklzc3VlQ29tbWVudDQ1MDUzMjI4OQ==,10608427,Mag-nus,2018-12-30T01:11:41Z,2018-12-30T01:11:41Z,MEMBER,Should be fixed in #1197,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,339967268,Stacking Into Containers https://github.com/ACEmulator/ACE/issues/1083#issuecomment-450532294,https://api.github.com/repos/ACEmulator/ACE/issues/1083,450532294,MDEyOklzc3VlQ29tbWVudDQ1MDUzMjI5NA==,10608427,Mag-nus,2018-12-30T01:11:48Z,2018-12-30T01:11:48Z,MEMBER,Should be fixed in #1197,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,375962769,Able to drop Attune and Bonded items https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450538775,https://api.github.com/repos/ACEmulator/ACE/issues/1197,450538775,MDEyOklzc3VlQ29tbWVudDQ1MDUzODc3NQ==,10608427,Mag-nus,2018-12-30T04:38:18Z,2018-12-30T15:44:28Z,MEMBER,"Fix: Missile ammo doesn't appear correctly in combat stance. Resolved.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450563997,https://api.github.com/repos/ACEmulator/ACE/issues/1198,450563997,MDEyOklzc3VlQ29tbWVudDQ1MDU2Mzk5Nw==,8909245,gmriggs,2018-12-30T14:23:35Z,2018-12-30T14:23:35Z,COLLABORATOR,"Hey Jyrus, I am checking out this issue on the latest version of master branch, and also the inventory PR that magnus is working on (https://github.com/ACEmulator/ACE/pull/1197) I am running /create stoneshiveringmajor to spawn a Major Shivering Stone, picking up (success the first time), and then creating another one When I try to pick up the second one, I get the the werror, and the quest timer message: You have solved this quest too recently! You may complete this quest again in 59m 54s. Can you provide any additional repro steps / particular items / quests where you are seeing this bug? Thank you","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394875067,Item Pick up not checking bound quest https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450584073,https://api.github.com/repos/ACEmulator/ACE/issues/1194,450584073,MDEyOklzc3VlQ29tbWVudDQ1MDU4NDA3Mw==,3317737,fartwhif,2018-12-30T20:17:56Z,2019-01-01T00:01:39Z,COLLABORATOR,"https://pastebin.com/Tz8a3qyX (this is with ` optionsBuilder.EnableSensitiveDataLogging(true);`) [shardbugged.zip](https://github.com/ACEmulator/ACE/files/2719037/shardbugged.zip) log in with fartwhif, use any of the gems in the main backpack, do /save-now, and it happens ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394819147,EF key lookup bugs https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450599864,https://api.github.com/repos/ACEmulator/ACE/issues/1194,450599864,MDEyOklzc3VlQ29tbWVudDQ1MDU5OTg2NA==,10608427,Mag-nus,2018-12-31T01:34:46Z,2018-12-31T01:34:46Z,MEMBER,"More simple instructions to duplicate: /ci 9425 use the added gem /save-now /ci 9425 use the added gem /save-now ... crash","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394819147,EF key lookup bugs https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450602330,https://api.github.com/repos/ACEmulator/ACE/issues/1194,450602330,MDEyOklzc3VlQ29tbWVudDQ1MDYwMjMzMA==,10608427,Mag-nus,2018-12-31T02:31:19Z,2018-12-31T02:31:19Z,MEMBER,Partially fixed wiht #1203,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394819147,EF key lookup bugs https://github.com/ACEmulator/ACE/pull/1203#issuecomment-450673936,https://api.github.com/repos/ACEmulator/ACE/issues/1203,450673936,MDEyOklzc3VlQ29tbWVudDQ1MDY3MzkzNg==,11369233,LtRipley36706,2018-12-31T17:48:23Z,2018-12-31T17:48:23Z,MEMBER,closing this PR as #1206 supersedes it.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394920181,This fixes the crash on duplicate layers https://github.com/ACEmulator/ACE/issues/1032#issuecomment-450724806,https://api.github.com/repos/ACEmulator/ACE/issues/1032,450724806,MDEyOklzc3VlQ29tbWVudDQ1MDcyNDgwNg==,8909245,gmriggs,2019-01-01T12:02:23Z,2019-01-01T12:02:23Z,COLLABORATOR,"We could exclude Burden specifically for Creatures, but I think this is 1 instance of a larger design issue Property filters in AppraiseInfo (in that, there are none...) Is there any data that determines which Properties should be sent for each object type?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,365096164,Stop sending Burden of WeenieType.Creature to everyone in CreateObject https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450747731,https://api.github.com/repos/ACEmulator/ACE/issues/1198,450747731,MDEyOklzc3VlQ29tbWVudDQ1MDc0NzczMQ==,10137,ghost,2019-01-01T18:16:57Z,2019-01-01T18:16:57Z,NONE,"In testing master, this functionality is now present. I had been meaning to file this issue for awhile but hadn't gotten around to doing so, yet. However, this functionality was put in somewhat ""recently"", although I don't remember a commit mentioning it. I do know that it wasn't working up to about a month ago. Closing issue...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394875067,Item Pick up not checking bound quest https://github.com/ACEmulator/ACE/issues/1212#issuecomment-450768810,https://api.github.com/repos/ACEmulator/ACE/issues/1212,450768810,MDEyOklzc3VlQ29tbWVudDQ1MDc2ODgxMA==,10137,ghost,2019-01-02T00:37:58Z,2019-01-02T00:37:58Z,NONE,public bool HandleNPCReceiveItem() in WorldObject.cs does not account for EmoteCategory.Refuse,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395103560,"EmoteCategory.Refuse not performing linked action, such as a custom tell" https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450943697,https://api.github.com/repos/ACEmulator/ACE/issues/1197,450943697,MDEyOklzc3VlQ29tbWVudDQ1MDk0MzY5Nw==,38050842,Warloxx01,2019-01-02T18:30:31Z,2019-01-02T18:30:31Z,NONE,"I have applied the 44 Files to my Server (latest build) and so far it appears to be good, My inventory is no longer spread all over hells half acre after a log out/ Login. However I tried to make a new character to check the Attuned and Bonded fix, I found I was UNable to give Jonathan My academy Exit Token, I was able to change that setting (114) Item (29335) in the DataBase from 1 to 0 and he excepted it. on a Good note I am NOT able to drop my Imp staff any longer. still testing more. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450948298,https://api.github.com/repos/ACEmulator/ACE/issues/1197,450948298,MDEyOklzc3VlQ29tbWVudDQ1MDk0ODI5OA==,10137,ghost,2019-01-02T18:47:30Z,2019-01-02T18:48:19Z,NONE,"The if statement at line 1438, within function GiveObjecttoNPC(), in Player_Inventory.cs is preventing giving Attuned items to NPCs. I believe Attuned was only directed towards player. Case and point are the Town Criers, which are AC's version of garbage collectors. Mostly, I believe NPCs will reject items, whether with a blanket statement about not knowing what to do with said item or with custom flavor text, if they aren't specifically set up via emotes to accept said items.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/issues/1215#issuecomment-451057444,https://api.github.com/repos/ACEmulator/ACE/issues/1215,451057444,MDEyOklzc3VlQ29tbWVudDQ1MTA1NzQ0NA==,8909245,gmriggs,2019-01-03T05:14:39Z,2019-01-03T05:14:39Z,COLLABORATOR,Fixed by @dgatewood in https://github.com/ACEmulator/ACE/pull/1205,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395116496,Olthoi Harvesters & Gardeners Do Not Drop Loot in Arcade North on ML https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451254141,https://api.github.com/repos/ACEmulator/ACE/issues/1197,451254141,MDEyOklzc3VlQ29tbWVudDQ1MTI1NDE0MQ==,38050842,Warloxx01,2019-01-03T19:40:13Z,2019-01-03T19:40:13Z,NONE,"I Started Back to work today but I did find that after you create a new char and equip his/her wand (after talking to Jonathan and receiving the oils and coat) then double click the oil and apply it to the wand (still equiped) that it will place the magic academy wand in your pack but doesnt remove the euiped wand. Once you try to remove it by drag and drop or double clicking the Academy wand to replace it nothing happens, it also can not be dropped on a Town Crier. Once you log out of the Game (fully not just to menu screen) and log back in the wand is gone and the academy wand can be equiped. ""Last I checked"" that was a day or two ago.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451262885,https://api.github.com/repos/ACEmulator/ACE/issues/1197,451262885,MDEyOklzc3VlQ29tbWVudDQ1MTI2Mjg4NQ==,38050842,Warloxx01,2019-01-03T20:12:27Z,2019-01-03T20:12:27Z,NONE,"Sorry I also forgot to add that (NOT every time) but now and then I will log back in and find myself in a different location then I logged out. Like I will go buy comps at the mage shop, run up to the LS and log out (all done in Holtburg) and when I log back in i will be back at the mage shop W/O the comps I bought before I logged out. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451278477,https://api.github.com/repos/ACEmulator/ACE/issues/1197,451278477,MDEyOklzc3VlQ29tbWVudDQ1MTI3ODQ3Nw==,10608427,Mag-nus,2019-01-03T21:11:28Z,2019-01-03T21:11:28Z,MEMBER,"I'll check out the first issue you reported. The second is likely unrelated. It sounds like there could be a db issue, the server isn't detecting the client logout properly and thus saving it, or the server isn't shutting down properly","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451292029,https://api.github.com/repos/ACEmulator/ACE/issues/1194,451292029,MDEyOklzc3VlQ29tbWVudDQ1MTI5MjAyOQ==,8909245,gmriggs,2019-01-03T22:03:51Z,2019-01-04T01:52:45Z,COLLABORATOR,"XP lever bug: Testing with this PR: https://github.com/ACEmulator/ACE/pull/1213 /die /save-now 2019-01-03 17:00:42,943 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateConcurrencyException: Database operation expected to affect 1 row(s) but actually affected 0 row(s). Data may have been modified or deleted since entities were loaded. See http://go.microsoft.com/fwlink/?LinkId=527962 for information on understanding and handling optimistic concurrency exceptions. at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ThrowAggregateUpdateConcurrencyException(Int32 commandIndex, Int32 expectedRowsAffected, Int32 rowsAffected) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ConsumeResultSetWithPropagation(Int32 commandIndex, RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters) at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\dev\gmriggs\ACE\Source\ACE.Database\ShardDatabase.cs:line 225 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394819147,EF key lookup bugs https://github.com/ACEmulator/ACE/issues/1227#issuecomment-451324119,https://api.github.com/repos/ACEmulator/ACE/issues/1227,451324119,MDEyOklzc3VlQ29tbWVudDQ1MTMyNDExOQ==,10137,ghost,2019-01-04T00:44:17Z,2019-01-04T00:44:17Z,NONE,"I don't believe that the player applied Rending bonuses have been wired up, yet. Only the quest item variants do work.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395756410,Multiple Imbue / Tinker Bugs https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451334266,https://api.github.com/repos/ACEmulator/ACE/issues/1197,451334266,MDEyOklzc3VlQ29tbWVudDQ1MTMzNDI2Ng==,10608427,Mag-nus,2019-01-04T01:54:13Z,2019-01-04T01:54:13Z,MEMBER,"Ok, addressed the final issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394837387,Major Inventory Refactor https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451387086,https://api.github.com/repos/ACEmulator/ACE/issues/1225,451387086,MDEyOklzc3VlQ29tbWVudDQ1MTM4NzA4Ng==,8909245,gmriggs,2019-01-04T08:53:39Z,2019-01-04T08:54:03Z,COLLABORATOR,"Started to address this issue in https://github.com/ACEmulator/ACE/pull/1230 This is not a full solution, but it does fix the crashing, and gets the spell to cast Open questions: - Should there be a windup animation when casting spells built into the wand? - Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? - Should those spells use mana from the wand, instead of from the player's mana? Any other details / videos of spells being cast from wands would also be helpful! Thanks for the bug report !","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395707121,Casting Magic that is on items https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451389967,https://api.github.com/repos/ACEmulator/ACE/issues/1212,451389967,MDEyOklzc3VlQ29tbWVudDQ1MTM4OTk2Nw==,8909245,gmriggs,2019-01-04T09:07:29Z,2019-01-04T09:07:29Z,COLLABORATOR,A PR for this issue has been posted @ https://github.com/ACEmulator/ACE/pull/1231,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395103560,"EmoteCategory.Refuse not performing linked action, such as a custom tell" https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451392837,https://api.github.com/repos/ACEmulator/ACE/issues/1194,451392837,MDEyOklzc3VlQ29tbWVudDQ1MTM5MjgzNw==,8909245,gmriggs,2019-01-04T09:21:19Z,2019-01-04T09:22:12Z,COLLABORATOR,"This latest bug (expected to affect 1 row, but instead 0) seems to be fixed in https://github.com/ACEmulator/ACE/pull/1213 @LtRipley36706 discovered the key insight, none of the data in a composite key column can be 0 Since vitae is the only spell that uses layer id 0, this is why we have only been seeing it with the vitae spell The fix was to use layer id 1 for vitae internally in the db. Just to make sure everything matches up with retail exactly, when the vitae enchantment is sent across the network, it still sends layer 0 there","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394819147,EF key lookup bugs https://github.com/ACEmulator/ACE/issues/930#issuecomment-451394997,https://api.github.com/repos/ACEmulator/ACE/issues/930,451394997,MDEyOklzc3VlQ29tbWVudDQ1MTM5NDk5Nw==,11369233,LtRipley36706,2019-01-04T09:31:18Z,2019-01-04T09:31:18Z,MEMBER,"with #1202 and #1213 merged, we'll see how thing progress with the most critical table converted to composite key. If all goes well, we can re-evaluate other tables next month for conversion","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,348550681,Alter Shard Schema to avoid record caps based on uint32 https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451457805,https://api.github.com/repos/ACEmulator/ACE/issues/1225,451457805,MDEyOklzc3VlQ29tbWVudDQ1MTQ1NzgwNQ==,38050842,Warloxx01,2019-01-04T14:26:32Z,2019-01-04T14:26:32Z,NONE,"1) Should there be a windup animation when casting spells built into the wand? Yes, But it is not the Standard spell casting windup, Going to try and see if I can find any Vids. 2) Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? Unsure 3) Should those spells use mana from the wand, instead of from the player's mana? Yes, from the Wand/Staff/Orb, not the Players Mana","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395707121,Casting Magic that is on items https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451504535,https://api.github.com/repos/ACEmulator/ACE/issues/1230,451504535,MDEyOklzc3VlQ29tbWVudDQ1MTUwNDUzNQ==,25518589,mcreedjr,2019-01-04T17:05:16Z,2019-01-04T17:06:20Z,CONTRIBUTOR,"For what it's worth, here is how I remember things: - From what I remember, certain wands/staves had different wind-up animations. One that comes to mind is the Focusing Stone. IIRC the wind up animation had the Focusing Stone drawn over the caster's head and a drawn-out, almost slow-motion method before casting. There were no visible spell building 'bubble' in front of the caster that I recall - It was my understanding that the Spellcraft _was_ equivalent to the skill level used to cast the spell. Wielding (and using) a wand or staff with a spell did not require the user to be trained in a school in order to use the spell embedded in the staff/wand as long as the met the wield requirements. IE if a staff had a level I war spell on it, the wielder would be able to use it even if they weren't trained in War Magic as long as they met the other wield/use requirements of the staff. The spell that was cast using the wand had the 'skill' level associated with the Spellcraft on the item for the purposes of determining whether or not the spell was resisted by the recipient, etc - And, yes, I agree mana was drawn from the casting implement and not the caster's mana","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395850315,Adding built-in spells to casting items https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451523627,https://api.github.com/repos/ACEmulator/ACE/issues/1230,451523627,MDEyOklzc3VlQ29tbWVudDQ1MTUyMzYyNw==,8909245,gmriggs,2019-01-04T18:13:43Z,2019-01-04T18:17:57Z,COLLABORATOR,"Updated PR to use mana from the wand/staff/orb for built-in spells For the windup/cast animations, to my current understanding of the spell data, this would perhaps come from the spell itself? IE, if a spell had a special cast motion, this would be determined by the talisman in the spell formula, and not necessarily on the casting item. Looking at some retail pcaps, I found some examples of players casting Priest's Curse, which I assume to be from the Imp Staff... it seemed like they were doing the regular windup/bolt cast animation there from the ones I found. Some videos here would really help match things up though. For the item spellcraft, that does indeed make a lot of sense, especially if the player doesn't have a particular magic school trained for the spell. I left a comment for that part, haven't implemented it quite yet, because I wanted to verify the wield requirements for the casting item were being checked first... ie. didn't want level 1 players able to wield some powerful casting item and instantly get level 300 attack skill for that spell =) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395850315,Adding built-in spells to casting items https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451524753,https://api.github.com/repos/ACEmulator/ACE/issues/1230,451524753,MDEyOklzc3VlQ29tbWVudDQ1MTUyNDc1Mw==,8909245,gmriggs,2019-01-04T18:18:01Z,2019-01-04T18:18:01Z,COLLABORATOR,Also guessing the built-in spells wouldn't check or consume any spell components?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395850315,Adding built-in spells to casting items https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451525102,https://api.github.com/repos/ACEmulator/ACE/issues/1230,451525102,MDEyOklzc3VlQ29tbWVudDQ1MTUyNTEwMg==,25518589,mcreedjr,2019-01-04T18:19:19Z,2019-01-04T18:19:19Z,CONTRIBUTOR,"> Also guessing the built-in spells wouldn't check or consume any spell components? Definitely correct. Which is also dovetails into my reasoning why the caster doesn't need to have the magic school trained. None of the typical checks are performed when a spell is cast from a staff/wand/item","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395850315,Adding built-in spells to casting items https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451567007,https://api.github.com/repos/ACEmulator/ACE/issues/1230,451567007,MDEyOklzc3VlQ29tbWVudDQ1MTU2NzAwNw==,8909245,gmriggs,2019-01-04T21:00:31Z,2019-01-04T21:01:38Z,COLLABORATOR,"Ok, I think a lot of these points should be accounted for now: - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation. - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level Open questions: - Did casting Priest's Curse have any chance of fizzle?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395850315,Adding built-in spells to casting items https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451567393,https://api.github.com/repos/ACEmulator/ACE/issues/1225,451567393,MDEyOklzc3VlQ29tbWVudDQ1MTU2NzM5Mw==,8909245,gmriggs,2019-01-04T21:02:10Z,2019-01-04T21:02:32Z,COLLABORATOR,"Ok, I think a lot of these points should be accounted for now: - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation. - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level Open questions: - Did casting Priest's Curse have any chance of fizzle?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395707121,Casting Magic that is on items https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451609139,https://api.github.com/repos/ACEmulator/ACE/issues/1212,451609139,MDEyOklzc3VlQ29tbWVudDQ1MTYwOTEzOQ==,10137,ghost,2019-01-05T00:30:26Z,2019-01-05T00:30:26Z,NONE,Confirmed fixed,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395103560,"EmoteCategory.Refuse not performing linked action, such as a custom tell" https://github.com/ACEmulator/ACE/issues/1235#issuecomment-451699355,https://api.github.com/repos/ACEmulator/ACE/issues/1235,451699355,MDEyOklzc3VlQ29tbWVudDQ1MTY5OTM1NQ==,25576333,KeithAC,2019-01-05T22:58:09Z,2019-01-05T22:58:09Z,NONE,"actually ignore the colour thing, I'm unsure if they should be purple or white, the more I think about it the more I think purple","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396204589,Portal Gem Behaviour https://github.com/ACEmulator/ACE/issues/1235#issuecomment-451712069,https://api.github.com/repos/ACEmulator/ACE/issues/1235,451712069,MDEyOklzc3VlQ29tbWVudDQ1MTcxMjA2OQ==,10608427,Mag-nus,2019-01-06T03:28:20Z,2019-01-06T03:28:20Z,MEMBER,The gem consumption is fixed in #1237 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396204589,Portal Gem Behaviour https://github.com/ACEmulator/ACE/issues/1246#issuecomment-452049127,https://api.github.com/repos/ACEmulator/ACE/issues/1246,452049127,MDEyOklzc3VlQ29tbWVudDQ1MjA0OTEyNw==,8909245,gmriggs,2019-01-07T19:18:14Z,2019-01-07T19:18:14Z,COLLABORATOR,"Thanks for the video :) The mob archers currently have their range capped to something that is probably too low... I will find the same formulas the client uses for this to determine the 'max range' as shown in the appraisal window for the bow","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396612304,"Tumerok archers aggro, but won't attack until you're very close" https://github.com/ACEmulator/ACE/issues/1249#issuecomment-452402594,https://api.github.com/repos/ACEmulator/ACE/issues/1249,452402594,MDEyOklzc3VlQ29tbWVudDQ1MjQwMjU5NA==,46425530,DrudgeRobber,2019-01-08T18:28:37Z,2019-01-08T18:28:37Z,NONE,I edited this because I encountered an undead throwing javelins just fine almost immediately after posting. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,397025137,Mob missing attack animation for throwing javelins https://github.com/ACEmulator/ACE/issues/1225#issuecomment-452950379,https://api.github.com/repos/ACEmulator/ACE/issues/1225,452950379,MDEyOklzc3VlQ29tbWVudDQ1Mjk1MDM3OQ==,8909245,gmriggs,2019-01-10T02:46:12Z,2019-01-10T02:46:12Z,COLLABORATOR,All of these issues should be resolved now in https://github.com/ACEmulator/ACE/pull/1230,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395707121,Casting Magic that is on items https://github.com/ACEmulator/ACE/issues/1227#issuecomment-453244204,https://api.github.com/repos/ACEmulator/ACE/issues/1227,453244204,MDEyOklzc3VlQ29tbWVudDQ1MzI0NDIwNA==,8909245,gmriggs,2019-01-10T20:36:14Z,2019-01-10T20:36:14Z,COLLABORATOR,"Rends: https://github.com/ACEmulator/ACE/pull/1234 Cantrips: https://github.com/ACEmulator/ACE/pull/1254","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395756410,Multiple Imbue / Tinker Bugs https://github.com/ACEmulator/ACE/issues/1235#issuecomment-453272491,https://api.github.com/repos/ACEmulator/ACE/issues/1235,453272491,MDEyOklzc3VlQ29tbWVudDQ1MzI3MjQ5MQ==,8909245,gmriggs,2019-01-10T22:05:53Z,2019-01-10T22:05:53Z,COLLABORATOR,testing the latest build - @LtRipley36706 has fixed the rest of these issues in https://github.com/ACEmulator/ACE/pull/1238,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396204589,Portal Gem Behaviour https://github.com/ACEmulator/ACE/issues/1243#issuecomment-453321567,https://api.github.com/repos/ACEmulator/ACE/issues/1243,453321567,MDEyOklzc3VlQ29tbWVudDQ1MzMyMTU2Nw==,11369233,LtRipley36706,2019-01-11T00:44:10Z,2019-01-11T00:44:10Z,MEMBER,Resolved the Portal emote issue with #1238 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396301242,"Portal and Item Emotes, Cooldown timers, and Use Level Requirements" https://github.com/ACEmulator/ACE/pull/1256#issuecomment-453328178,https://api.github.com/repos/ACEmulator/ACE/issues/1256,453328178,MDEyOklzc3VlQ29tbWVudDQ1MzMyODE3OA==,46301668,someeodtech,2019-01-11T01:08:25Z,2019-01-11T01:08:25Z,NONE,Ooops,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398086223,Pulling from mastah https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453536391,https://api.github.com/repos/ACEmulator/ACE/issues/1245,453536391,MDEyOklzc3VlQ29tbWVudDQ1MzUzNjM5MQ==,3317737,fartwhif,2019-01-11T14:36:09Z,2019-01-11T14:36:09Z,COLLABORATOR,"just for reference: 1) if an item says retained in its description then it is unable to be sold to the store, salvaged, or mana stoned 2) apply leather to an item to make it [retained](http://asheron.wikia.com/wiki/Retained), can't apply leather to quest items AFAIK","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396609880,"Vendors do not respect ""This item cannot be sold.""" https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453689039,https://api.github.com/repos/ACEmulator/ACE/issues/1245,453689039,MDEyOklzc3VlQ29tbWVudDQ1MzY4OTAzOQ==,8909245,gmriggs,2019-01-11T23:25:19Z,2019-01-11T23:25:19Z,COLLABORATOR,"Yep, vendors are now checking the Retained property The client shows a green circle in many places for Retained items, that the server will need to check... mana stones, player trades, giving items to other players, and giving items to NPCs are all possible places we should be checking for Retained","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396609880,"Vendors do not respect ""This item cannot be sold.""" https://github.com/ACEmulator/ACE/issues/1246#issuecomment-453780777,https://api.github.com/repos/ACEmulator/ACE/issues/1246,453780777,MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDc3Nw==,8909245,gmriggs,2019-01-12T21:03:28Z,2019-01-12T21:03:28Z,COLLABORATOR,This should be resolved in https://github.com/ACEmulator/ACE/pull/1252,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396612304,"Tumerok archers aggro, but won't attack until you're very close" https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453780857,https://api.github.com/repos/ACEmulator/ACE/issues/1245,453780857,MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDg1Nw==,8909245,gmriggs,2019-01-12T21:04:26Z,2019-01-12T21:04:26Z,COLLABORATOR,This is now fixed in https://github.com/ACEmulator/ACE/pull/1253,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396609880,"Vendors do not respect ""This item cannot be sold.""" https://github.com/ACEmulator/ACE/issues/1227#issuecomment-453780961,https://api.github.com/repos/ACEmulator/ACE/issues/1227,453780961,MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDk2MQ==,8909245,gmriggs,2019-01-12T21:05:56Z,2019-01-12T21:05:56Z,COLLABORATOR,"This is now in master branch, features added in the above PRs","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395756410,Multiple Imbue / Tinker Bugs https://github.com/ACEmulator/ACE/pull/1242#issuecomment-453836380,https://api.github.com/repos/ACEmulator/ACE/issues/1242,453836380,MDEyOklzc3VlQ29tbWVudDQ1MzgzNjM4MA==,10608427,Mag-nus,2019-01-13T14:56:32Z,2019-01-13T14:56:32Z,MEMBER,This is ready to be merged.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396289181,More profiling tweaks https://github.com/ACEmulator/ACE/issues/1270#issuecomment-453887063,https://api.github.com/repos/ACEmulator/ACE/issues/1270,453887063,MDEyOklzc3VlQ29tbWVudDQ1Mzg4NzA2Mw==,10608427,Mag-nus,2019-01-14T02:03:46Z,2019-01-14T02:03:46Z,MEMBER,"I can't duplicate this. Do you see the character logging out? The character appearing to log out, but remain in world is how shutdowns worked in retail. This is how it currently works in ACE.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/issues/1268#issuecomment-454345198,https://api.github.com/repos/ACEmulator/ACE/issues/1268,454345198,MDEyOklzc3VlQ29tbWVudDQ1NDM0NTE5OA==,8909245,gmriggs,2019-01-15T10:36:07Z,2019-01-15T10:36:07Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1275,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398683571,The /buff Command is broken https://github.com/ACEmulator/ACE/pull/1276#issuecomment-454413156,https://api.github.com/repos/ACEmulator/ACE/issues/1276,454413156,MDEyOklzc3VlQ29tbWVudDQ1NDQxMzE1Ng==,10608427,Mag-nus,2019-01-15T14:35:50Z,2019-01-15T14:35:50Z,MEMBER,"So, missiles are children but only when in combat stance.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399186605,Missiles aren't childeren. Return to peace when dequipping ammo https://github.com/ACEmulator/ACE/issues/1271#issuecomment-454418471,https://api.github.com/repos/ACEmulator/ACE/issues/1271,454418471,MDEyOklzc3VlQ29tbWVudDQ1NDQxODQ3MQ==,10608427,Mag-nus,2019-01-15T14:51:07Z,2019-01-15T14:51:07Z,MEMBER,I believe this is fixed in #1276,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398699179,Missile wielding players and mobs start with projectile visible is their rest/non-combat state https://github.com/ACEmulator/ACE/pull/1222#issuecomment-454476069,https://api.github.com/repos/ACEmulator/ACE/issues/1222,454476069,MDEyOklzc3VlQ29tbWVudDQ1NDQ3NjA2OQ==,10608427,Mag-nus,2019-01-15T17:21:36Z,2019-01-17T04:02:23Z,MEMBER,"Fix: Weenies need to be converted with proper, unique ClassNames. ACE has a db constraint where this column is unique. Look at how we handle this for the cache.bin exporter. Convert the WeenieClassNames.cs file to a json so it can be easily added to without having to rebuild the project. Possibly put that file in a /Resources/ folder in ACE ** RESOLVED **","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395570356,Gdle adapters https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454540387,https://api.github.com/repos/ACEmulator/ACE/issues/1281,454540387,MDEyOklzc3VlQ29tbWVudDQ1NDU0MDM4Nw==,10137,ghost,2019-01-15T20:32:11Z,2019-01-15T20:32:11Z,NONE,"I would say the probably a player's encumbrance should be checked, also, to ensure that it doesn't go out of bounds. Additional tasks that these checks should probably be performed with are crafting and emotes that have NPCs giving items to players.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399520426,Check inventory space before selling https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454541821,https://api.github.com/repos/ACEmulator/ACE/issues/1270,454541821,MDEyOklzc3VlQ29tbWVudDQ1NDU0MTgyMQ==,37782527,cyberkiller6,2019-01-15T20:37:05Z,2019-01-15T20:37:05Z,NONE,"When I issue the shutdown command in the server console, my player 'logs' off, but weapon still shows and you can run around the world even though the server is shutdown. I don't remember it being like this in retail, I would expect it to go back to the char selection screen with a server disconnected message. https://imgur.com/TzhicbQ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/pull/1257#issuecomment-454566732,https://api.github.com/repos/ACEmulator/ACE/issues/1257,454566732,MDEyOklzc3VlQ29tbWVudDQ1NDU2NjczMg==,10187880,dgatewood,2019-01-15T21:55:43Z,2019-01-15T21:55:43Z,COLLABORATOR,"Looks good to me, no major issues I could see.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398154580,Salvaging refactoring https://github.com/ACEmulator/ACE/issues/1287#issuecomment-454602375,https://api.github.com/repos/ACEmulator/ACE/issues/1287,454602375,MDEyOklzc3VlQ29tbWVudDQ1NDYwMjM3NQ==,10137,ghost,2019-01-16T00:19:26Z,2019-01-16T00:19:26Z,NONE,Probably needs updated data,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399592772,Virindi Castaway NPC attacks you in Black Dominion dungeon https://github.com/ACEmulator/ACE/issues/1287#issuecomment-454602859,https://api.github.com/repos/ACEmulator/ACE/issues/1287,454602859,MDEyOklzc3VlQ29tbWVudDQ1NDYwMjg1OQ==,8909245,gmriggs,2019-01-16T00:21:52Z,2019-01-16T00:21:52Z,COLLABORATOR,He was alerted by his friends... friend alerts need to ensure Attackable flag is set,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399592772,Virindi Castaway NPC attacks you in Black Dominion dungeon https://github.com/ACEmulator/ACE/issues/1287#issuecomment-454604748,https://api.github.com/repos/ACEmulator/ACE/issues/1287,454604748,MDEyOklzc3VlQ29tbWVudDQ1NDYwNDc0OA==,8909245,gmriggs,2019-01-16T00:29:35Z,2019-01-16T00:29:35Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1284,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399592772,Virindi Castaway NPC attacks you in Black Dominion dungeon https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454628538,https://api.github.com/repos/ACEmulator/ACE/issues/1270,454628538,MDEyOklzc3VlQ29tbWVudDQ1NDYyODUzOA==,10608427,Mag-nus,2019-01-16T02:30:58Z,2019-01-16T02:30:58Z,MEMBER,"That is what happened at retail, when the servers went down for the final time. After a certain amount of seconds, you'll be booted from the world into a client error screen.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/issues/1272#issuecomment-454647234,https://api.github.com/repos/ACEmulator/ACE/issues/1272,454647234,MDEyOklzc3VlQ29tbWVudDQ1NDY0NzIzNA==,8909245,gmriggs,2019-01-16T04:24:10Z,2019-01-16T04:24:10Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1278,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398731372,Can wear multiple pieces of armor that cover the same areas https://github.com/ACEmulator/ACE/pull/1247#issuecomment-454650577,https://api.github.com/repos/ACEmulator/ACE/issues/1247,454650577,MDEyOklzc3VlQ29tbWVudDQ1NDY1MDU3Nw==,8909245,gmriggs,2019-01-16T04:47:39Z,2019-01-16T04:47:39Z,COLLABORATOR,"Re-implemented in https://github.com/ACEmulator/ACE/pull/1288, EmoteManager-specific changes added to https://github.com/ACEmulator/ACE/pull/1273","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396728514,Refactored ActionChains and WO ticking https://github.com/ACEmulator/ACE/issues/1226#issuecomment-454660258,https://api.github.com/repos/ACEmulator/ACE/issues/1226,454660258,MDEyOklzc3VlQ29tbWVudDQ1NDY2MDI1OA==,8909245,gmriggs,2019-01-16T05:48:18Z,2019-01-16T05:48:18Z,COLLABORATOR,"All of the code issues for this are now fixed in https://github.com/ACEmulator/ACE/pull/1257 For the salvage descriptions that say 'this salvage has no apparent use', the weenie descriptions need to be updated for those. Using the salvage should still perform the correct imbue","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395754088,Multiple Salvaging Bugs https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454670010,https://api.github.com/repos/ACEmulator/ACE/issues/1269,454670010,MDEyOklzc3VlQ29tbWVudDQ1NDY3MDAxMA==,8909245,gmriggs,2019-01-16T06:43:05Z,2019-01-16T06:43:05Z,COLLABORATOR,"Having some difficulty reproing this bug... can you provide the exact repro steps, possibly a video of the exact steps? Trying all of the scenarios I can think of, it seems to be handling everything for all of the cases I've tried so far..","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398684179,Patron-Vassal XP Passup Bugs https://github.com/ACEmulator/ACE/issues/1282#issuecomment-454671833,https://api.github.com/repos/ACEmulator/ACE/issues/1282,454671833,MDEyOklzc3VlQ29tbWVudDQ1NDY3MTgzMw==,8909245,gmriggs,2019-01-16T06:52:33Z,2019-01-16T06:52:33Z,COLLABORATOR,"Thanks for the bug report! Any idea what the distance threshold was for moving while casting a spell?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399521078,Movement check on spellcasting https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454680752,https://api.github.com/repos/ACEmulator/ACE/issues/1270,454680752,MDEyOklzc3VlQ29tbWVudDQ1NDY4MDc1Mg==,10137,ghost,2019-01-16T07:35:50Z,2019-01-16T07:36:37Z,NONE,"The server doesn't appear to boot the player, but maybe I just didn't wait long enough. However, the 'stop-now' command to me seems like it should boot everyone immediately.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454695781,https://api.github.com/repos/ACEmulator/ACE/issues/1269,454695781,MDEyOklzc3VlQ29tbWVudDQ1NDY5NTc4MQ==,8909245,gmriggs,2019-01-16T08:37:40Z,2019-01-16T08:37:40Z,COLLABORATOR,"Not sure if this fixes anything (I have still been unable to repro this bug once so far) but I cleaned up a bunch of this code in https://github.com/ACEmulator/ACE/pull/1291, and also added the 'allegiance xp received' per-vassal field","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398684179,Patron-Vassal XP Passup Bugs https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454699966,https://api.github.com/repos/ACEmulator/ACE/issues/1267,454699966,MDEyOklzc3VlQ29tbWVudDQ1NDY5OTk2Ng==,8909245,gmriggs,2019-01-16T08:52:10Z,2019-01-16T08:52:26Z,COLLABORATOR,"Just tested this a few times with the tavern door in Holtburg, and also checked out the code to investigate for possible errors It seems like everything should be working normally, as this code hasn't been updated in quite some time Is it possible that you were running on the action-chain testing branch? This branch most definitely has some bugs like this, and door reset timers were most likely broken in the action-chain branch","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398680324,Doors do not auto-close and reset https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454768101,https://api.github.com/repos/ACEmulator/ACE/issues/1281,454768101,MDEyOklzc3VlQ29tbWVudDQ1NDc2ODEwMQ==,10608427,Mag-nus,2019-01-16T12:51:50Z,2019-01-16T12:51:50Z,MEMBER,"When you sell items, do they only go into your main pack or can they spill over into side packs as well?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399520426,Check inventory space before selling https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454813121,https://api.github.com/repos/ACEmulator/ACE/issues/1281,454813121,MDEyOklzc3VlQ29tbWVudDQ1NDgxMzEyMQ==,10137,ghost,2019-01-16T15:09:28Z,2019-01-16T15:09:28Z,NONE,"In buying items or gaining pyreals from selling, the latter option is the case, if there isn't any space available in the main pack.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399520426,Check inventory space before selling https://github.com/ACEmulator/ACE/issues/1243#issuecomment-454831044,https://api.github.com/repos/ACEmulator/ACE/issues/1243,454831044,MDEyOklzc3VlQ29tbWVudDQ1NDgzMTA0NA==,10137,ghost,2019-01-16T15:55:37Z,2019-01-16T15:55:37Z,NONE,Confirmed all issues in this ticket resolved,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396301242,"Portal and Item Emotes, Cooldown timers, and Use Level Requirements" https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454835257,https://api.github.com/repos/ACEmulator/ACE/issues/1270,454835257,MDEyOklzc3VlQ29tbWVudDQ1NDgzNTI1Nw==,10608427,Mag-nus,2019-01-16T16:05:55Z,2019-01-16T16:05:55Z,MEMBER,"/stop-now is just the same as /shutdown, but instead of waiting the shutdown-interval, it pre-sets the shutdown-interval to 0 forcing the shutdown process to start immediately. The shutdown process briefly: forces all clients to logout waits for all clients to log out stops updating the world (which may happen before packets are sent to clients to return them to char selection screen) waits for all database work to complete returns from the main loop allowing the process to exit.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/issues/1299#issuecomment-454978967,https://api.github.com/repos/ACEmulator/ACE/issues/1299,454978967,MDEyOklzc3VlQ29tbWVudDQ1NDk3ODk2Nw==,8909245,gmriggs,2019-01-16T23:07:48Z,2019-01-16T23:07:48Z,COLLABORATOR,Duplicate of https://github.com/ACEmulator/ACE/issues/1296,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400037428,Server Crashes Upon Using Magic Gems https://github.com/ACEmulator/ACE/issues/1282#issuecomment-454998202,https://api.github.com/repos/ACEmulator/ACE/issues/1282,454998202,MDEyOklzc3VlQ29tbWVudDQ1NDk5ODIwMg==,8909245,gmriggs,2019-01-17T00:39:40Z,2019-01-17T00:39:40Z,COLLABORATOR,"After discussing this more with cyberkiller and others in discord dev channels, it sounds like a radius of 6 might be a good place to start for this","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399521078,Movement check on spellcasting https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454999879,https://api.github.com/repos/ACEmulator/ACE/issues/1267,454999879,MDEyOklzc3VlQ29tbWVudDQ1NDk5OTg3OQ==,10137,ghost,2019-01-17T00:48:07Z,2019-01-17T00:48:07Z,NONE,Did observe the tavern door auto close in one of the current master builds since Sunday.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398680324,Doors do not auto-close and reset https://github.com/ACEmulator/ACE/issues/1298#issuecomment-455005864,https://api.github.com/repos/ACEmulator/ACE/issues/1298,455005864,MDEyOklzc3VlQ29tbWVudDQ1NTAwNTg2NA==,10137,ghost,2019-01-17T01:18:23Z,2019-01-17T01:18:23Z,NONE,"Data driven issue. The XP reward wasn't added until a patch in 2010. Once the database data has been updated to that point, the XP reward will return.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400036280,Simulacra Infiltrators Quest - Broken XP Rewards & Partial Drops https://github.com/ACEmulator/ACE/issues/1236#issuecomment-455020387,https://api.github.com/repos/ACEmulator/ACE/issues/1236,455020387,MDEyOklzc3VlQ29tbWVudDQ1NTAyMDM4Nw==,8909245,gmriggs,2019-01-17T02:35:18Z,2019-01-17T02:36:32Z,COLLABORATOR,"So this one is a real head scratcher... In the data as of PY16, all Mattekars have no 'high' body parts, ie. their head is at medium height. There are similar monsters with this setup, ie. Phyntos Wasps and Virindi both have no 'low' body parts, so low attacks will always be evaded there. I remember not being able to hit Phyntos Wasps low, but I don't remember not being able to hit Mattekars high... I double checked in GDLE, and in there, the logic starts out the same... no high body parts are found for the Mattekar, but then it has a special exception case that runs afterwards, if no body parts are found at that height... it then selects a random quadrant for that height, and tries to perform the attack there. This has the effect of being able to hit Mattekars high, but it also breaks other things like Phyntos Wasps and Virindi, who can now also be hit with low attacks So I'm unsure what the proper fix for this should be... it definitely feels odd not being able to hit Mattekars high (esp. when its something like a giant 10 ft. Hoary Mattekar), but according to the data, they have no high body parts... not sure if there is some extra step that could be added to account for this, that would fix Mattekars without breaking Phyntos Wasps / Virindi...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396212216,Mattekar always evades high Missile attack https://github.com/ACEmulator/ACE/issues/718#issuecomment-455038285,https://api.github.com/repos/ACEmulator/ACE/issues/718,455038285,MDEyOklzc3VlQ29tbWVudDQ1NTAzODI4NQ==,3317737,fartwhif,2019-01-17T04:27:02Z,2019-12-11T17:44:53Z,COLLABORATOR,"working on a Web API that satisfies the stated dependency requirements https://github.com/ACEmulator/ACE/pull/1390 (old link) https://github.com/ACEmulator/ACE/pull/1542 (plugin system) https://github.com/ACEmulator/ACE/pull/1629 (API plugin)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,310644605,ACE.Server needs to expose an API for diagnostics and other information https://github.com/ACEmulator/ACE/pull/1303#issuecomment-455134086,https://api.github.com/repos/ACEmulator/ACE/issues/1303,455134086,MDEyOklzc3VlQ29tbWVudDQ1NTEzNDA4Ng==,8909245,gmriggs,2019-01-17T11:09:16Z,2019-01-17T11:09:16Z,COLLABORATOR,"Updates: - The Invisible Assailants are indeed spawning, with their correct ammo (in property did - treasure type) Some of the key flags here - PropertyBool.Visibility=true is actually more like an 'admin visibility-only' flag, which prevents them from even being broadcast / sent to the client PropertyBool.Attackable is set to false for these mobs, which the current ACE code was interpreting as not being a monster that aggros. This logic has been adjusted so that Attackable + TargetingTactic is taken into account. The Invisible Assailants now appear to be attacking the player correctly (although I did notice the arrow hit ground / hit player) sounds might be missing - For the Rolling Balls of Death, they were indeed rolling at the correct diagonal angles to match the retail video. The issue here is that they were colliding with each other, and just stopping in their tracks. I noticed in the retail video they are clipping through each other, so I set the Ethereal flag for them (as per some other war spells) and it appears to work","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400208544,Fixing Oswald's Dirk Quest https://github.com/ACEmulator/ACE/pull/1222#issuecomment-455201327,https://api.github.com/repos/ACEmulator/ACE/issues/1222,455201327,MDEyOklzc3VlQ29tbWVudDQ1NTIwMTMyNw==,10608427,Mag-nus,2019-01-17T14:58:36Z,2019-01-17T14:58:36Z,MEMBER,"There is still this TODO in spells: //result.DispelSchool = input.DispelSchool; // TODO!!!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395570356,Gdle adapters https://github.com/ACEmulator/ACE/issues/1308#issuecomment-455424097,https://api.github.com/repos/ACEmulator/ACE/issues/1308,455424097,MDEyOklzc3VlQ29tbWVudDQ1NTQyNDA5Nw==,37782527,cyberkiller6,2019-01-18T04:29:22Z,2019-01-18T04:29:22Z,NONE,"Portal recall also seems bugged, it does not recall to last used portal","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400551924,Primary portal tie / Primary portal recall not working https://github.com/ACEmulator/ACE/issues/1318#issuecomment-455645641,https://api.github.com/repos/ACEmulator/ACE/issues/1318,455645641,MDEyOklzc3VlQ29tbWVudDQ1NTY0NTY0MQ==,37782527,cyberkiller6,2019-01-18T18:38:33Z,2019-01-18T18:38:33Z,NONE,"""Once an empty corpse is closed, it rots immediately. This is to alleviate lag caused by lots of useless corpses hanging around."" http://asheron.wikia.com/wiki/Item_Decay","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400840696,Player corpses remain even when empty https://github.com/ACEmulator/ACE/issues/1318#issuecomment-455693186,https://api.github.com/repos/ACEmulator/ACE/issues/1318,455693186,MDEyOklzc3VlQ29tbWVudDQ1NTY5MzE4Ng==,8909245,gmriggs,2019-01-18T21:28:40Z,2019-01-18T21:28:40Z,COLLABORATOR,This is fixed in https://github.com/ACEmulator/ACE/pull/1314,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400840696,Player corpses remain even when empty https://github.com/ACEmulator/ACE/issues/1312#issuecomment-455698395,https://api.github.com/repos/ACEmulator/ACE/issues/1312,455698395,MDEyOklzc3VlQ29tbWVudDQ1NTY5ODM5NQ==,8909245,gmriggs,2019-01-18T21:47:41Z,2019-01-18T21:47:41Z,COLLABORATOR,This is fixed in https://github.com/ACEmulator/ACE/pull/1315,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400561470,Portal Gems still crash server https://github.com/ACEmulator/ACE/issues/1310#issuecomment-455698458,https://api.github.com/repos/ACEmulator/ACE/issues/1310,455698458,MDEyOklzc3VlQ29tbWVudDQ1NTY5ODQ1OA==,8909245,gmriggs,2019-01-18T21:47:55Z,2019-01-18T21:47:55Z,COLLABORATOR,This is fixed in https://github.com/ACEmulator/ACE/pull/1315,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400556056,Lifestone tie does not give any success message https://github.com/ACEmulator/ACE/issues/1304#issuecomment-455698523,https://api.github.com/repos/ACEmulator/ACE/issues/1304,455698523,MDEyOklzc3VlQ29tbWVudDQ1NTY5ODUyMw==,8909245,gmriggs,2019-01-18T21:48:09Z,2019-01-18T21:48:09Z,COLLABORATOR,This is fixed in https://github.com/ACEmulator/ACE/pull/1317,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400447110,Shields Appear as their Base Version when placed on Hooks https://github.com/ACEmulator/ACE/issues/1309#issuecomment-455698615,https://api.github.com/repos/ACEmulator/ACE/issues/1309,455698615,MDEyOklzc3VlQ29tbWVudDQ1NTY5ODYxNQ==,8909245,gmriggs,2019-01-18T21:48:30Z,2019-01-18T21:48:30Z,COLLABORATOR,This is fixed in https://github.com/ACEmulator/ACE/pull/1316,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400552263,Monster Corpses Not Being Generated https://github.com/ACEmulator/ACE/issues/1269#issuecomment-455701965,https://api.github.com/repos/ACEmulator/ACE/issues/1269,455701965,MDEyOklzc3VlQ29tbWVudDQ1NTcwMTk2NQ==,8909245,gmriggs,2019-01-18T22:01:21Z,2019-01-18T22:01:21Z,COLLABORATOR,"After talking about this more with @someeodtech , we have both been unable to repro this bug again. It seems to be some very odd exception, and is possibly already fixed in https://github.com/ACEmulator/ACE/pull/1291 If anyone can get this bug to happen again, please provide as much info as possible, any any possible repro steps. If this bug does happen, it is most likely just a display bug in the client... the player does not receive the 'level up' packet for some reason, and 'XP until next level' appears negative. If you relog, and XP should display as normal.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398684179,Patron-Vassal XP Passup Bugs https://github.com/ACEmulator/ACE/pull/1295#issuecomment-455705964,https://api.github.com/repos/ACEmulator/ACE/issues/1295,455705964,MDEyOklzc3VlQ29tbWVudDQ1NTcwNTk2NA==,10608427,Mag-nus,2019-01-18T22:17:49Z,2019-01-18T22:17:49Z,MEMBER,"if you're making world db changes, maybe look at WeeniePropertiesEmoteAction.Display and converting that to a bool","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399977518,World DB Changes https://github.com/ACEmulator/ACE/issues/1323#issuecomment-455791780,https://api.github.com/repos/ACEmulator/ACE/issues/1323,455791780,MDEyOklzc3VlQ29tbWVudDQ1NTc5MTc4MA==,25518589,mcreedjr,2019-01-19T15:56:28Z,2019-01-19T15:56:28Z,CONTRIBUTOR,There was an update to the Shard database that needs loaded in conjunction with this patch. It appears you did not load it. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401007006,Server no longer loads https://github.com/ACEmulator/ACE/pull/1288#issuecomment-455797724,https://api.github.com/repos/ACEmulator/ACE/issues/1288,455797724,MDEyOklzc3VlQ29tbWVudDQ1NTc5NzcyNA==,10137,ghost,2019-01-19T17:13:46Z,2019-01-19T17:13:46Z,NONE,"Appears to work fine for me, including the next PR that builds on this one.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399641259,Refactor ticks https://github.com/ACEmulator/ACE/issues/1301#issuecomment-455831770,https://api.github.com/repos/ACEmulator/ACE/issues/1301,455831770,MDEyOklzc3VlQ29tbWVudDQ1NTgzMTc3MA==,11369233,LtRipley36706,2019-01-20T02:21:31Z,2019-01-20T02:21:31Z,MEMBER,Closing as I have changed Display to bool and there is no reason to delete the other 3 at this time,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400101928,Schema fields that might need adjustment https://github.com/ACEmulator/ACE/issues/1239#issuecomment-455950338,https://api.github.com/repos/ACEmulator/ACE/issues/1239,455950338,MDEyOklzc3VlQ29tbWVudDQ1NTk1MDMzOA==,8909245,gmriggs,2019-01-21T05:11:11Z,2019-01-21T05:11:11Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1322,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396273040,Doubled up Quest items in Chests https://github.com/ACEmulator/ACE/pull/1205#issuecomment-456199872,https://api.github.com/repos/ACEmulator/ACE/issues/1205,456199872,MDEyOklzc3VlQ29tbWVudDQ1NjE5OTg3Mg==,10187880,dgatewood,2019-01-21T21:11:08Z,2019-01-21T21:11:08Z,COLLABORATOR,"just created another PR. some things no longer needed to be touched from here, so just started clean.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394994372,Update LootGenerationFactory.cs https://github.com/ACEmulator/ACE/issues/1244#issuecomment-456231577,https://api.github.com/repos/ACEmulator/ACE/issues/1244,456231577,MDEyOklzc3VlQ29tbWVudDQ1NjIzMTU3Nw==,10187880,dgatewood,2019-01-22T00:26:09Z,2019-01-22T00:26:09Z,COLLABORATOR,PR 1338 resolves this,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396309390,Quest items appearing in loot https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456261291,https://api.github.com/repos/ACEmulator/ACE/issues/1204,456261291,MDEyOklzc3VlQ29tbWVudDQ1NjI2MTI5MQ==,70647,esoterick,2019-01-22T03:41:55Z,2019-01-22T03:41:55Z,NONE,"Couple of concerns... Generally speaking API's are meant to be utilized by machines not users. Therefor Basic Authentication isn't usually the best form of Auth for them. Not to mention Basic Auth provides no Authorization components. So if you plan on adding multiple administrative components directly to the server I would recommend also adding a proper RBAC and some sort of API token. The following concerns me 6. Target server downloads packaged snapshot from source server. 7. Source server permanently deletes character upon package download completion. 8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged. 9. Target server adds the character to the requester's account. If there is any issue in steps 7 and 8 the user is out of luck. The origin server deleted the origin char and the destination server failed to extract the snapshot of the user's migration. I feel like before anything is deleted both sites are checked for consistency. Once verified drop origin, and toggle/enabled destination. It also seems like there are numerous requests made to both servers for the migration. It seems like there shouldn't need to be. If trust is established between the two servers, the client should only have to make one a single request origin or destination it doesn't matter. The servers can then communicate across their own common api and handle the workflow themselfs. It would also be helpful prior to merging in to the master branch to have this PR squashed to one commit.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394923138,Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/issues/1343#issuecomment-456265523,https://api.github.com/repos/ACEmulator/ACE/issues/1343,456265523,MDEyOklzc3VlQ29tbWVudDQ1NjI2NTUyMw==,8909245,gmriggs,2019-01-22T04:13:34Z,2019-01-22T04:13:34Z,COLLABORATOR,"These are separate spells, Summon Primary Portal I, II, and III Whether or not all of these should be included in /addallspells is another question..","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401592329,Summon Primary Portal I is listed twice in spells book https://github.com/ACEmulator/ACE/issues/1343#issuecomment-456266341,https://api.github.com/repos/ACEmulator/ACE/issues/1343,456266341,MDEyOklzc3VlQ29tbWVudDQ1NjI2NjM0MQ==,8909245,gmriggs,2019-01-22T04:19:58Z,2019-01-22T04:27:15Z,COLLABORATOR,"oh i see Summon Portal I is actually listed twice in addition to this these are 2 separate spells (157 & 2709), looking into the difference between them...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401592329,Summon Primary Portal I is listed twice in spells book https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456266942,https://api.github.com/repos/ACEmulator/ACE/issues/1204,456266942,MDEyOklzc3VlQ29tbWVudDQ1NjI2Njk0Mg==,3317737,fartwhif,2019-01-22T04:24:27Z,2019-01-22T14:26:55Z,COLLABORATOR,"> Couple of concerns... > > Generally speaking API's are meant to be utilized by machines not users. Therefor Basic Authentication isn't usually the best form of Auth for them. Not to mention Basic Auth provides no Authorization components. So if you plan on adding multiple administrative components directly to the server I would recommend also adding a proper RBAC and some sort of API token. > > The following concerns me > 6. Target server downloads packaged snapshot from source server. > 7. Source server permanently deletes character upon package download completion. > 8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged. > 9. Target server adds the character to the requester's account. > > If there is any issue in steps 7 and 8 the user is out of luck. The origin server deleted the origin char and the destination server failed to extract the snapshot of the user's migration. I feel like before anything is deleted both sites are checked for consistency. Once verified drop origin, and toggle/enabled destination. > > It also seems like there are numerous requests made to both servers for the migration. It seems like there shouldn't need to be. If trust is established between the two servers, the client should only have to make one a single request origin or destination it doesn't matter. The servers can then communicate across their own common api and handle the workflow themselfs. > > It would also be helpful prior to merging in to the master branch to have this PR squashed to one commit. Thanks very much for the review! Token auth was what I had originally planned because it allows for a delay in the authentication step, but it was brought up that it would require the tools using the API to manage sessions. As far as RBAC goes, the current pseudo role/claims based auth is ""good enough"" in that certain resources require the user to have a certain access level, which is essentially the role, no need to over-complicate things, I've no experience properly implementing RBAC, and this isn't going to be a banking or government application so I'm not sure that this would need something this secure, but I'll bring it up with the team and see what they think. I'll bring up the token based auth with the team again, maybe this will change back from stateless to token. There aren't ""numerous calls"" for a single migration, only 2 user executed API calls, and 2 very light calls done inter-server, that's conservatively 4 calls, it's very minimalist if i do say so myself. If it's an end-user tool managing migrations, then conceivably it's a single click or keystroke to accomplish the entire migration from the user's perspective. If the thing goes about trying to have target server report the operation status to the source server it opens up a window of opportunity for exploitation, even though that trust is a requirement already it's best if it only uses it on an absolutely needed basis IMHO. Allowing for catastrophic failure to cause a character to be eaten is definitely an acceptable trade-off. There may be a use for preserving a package that failed to import, but I don't see it ever being needed except in the most extreme cases, like PK exhaustion or database structure mismatches (which reminds me, the database should have a ""structure version"", i'll bring this up with the team) About the SOL user who had their migration fail after step 6, target server does numerous checks to make sure it won't have a reason to fail, before obtaining the package from the source server. It's covering the bases well enough that I don't predict the system will be eating characters unless someone tries something funny like building their own source server that pretends to own a trusted key but then supplies a forged package, or an already consumed migration, in that case it's not even a valid forfeiture of a character. Good point about the compacting the PR to a single commit. I'll try and get this done. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394923138,Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/issues/1339#issuecomment-456268488,https://api.github.com/repos/ACEmulator/ACE/issues/1339,456268488,MDEyOklzc3VlQ29tbWVudDQ1NjI2ODQ4OA==,8909245,gmriggs,2019-01-22T04:36:11Z,2019-01-22T04:36:21Z,COLLABORATOR,"They are restoring mana, but it looks like they might not be sending a text message to the player","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401561450,Mana Pools Don't Restore Mana https://github.com/ACEmulator/ACE/issues/1344#issuecomment-456270244,https://api.github.com/repos/ACEmulator/ACE/issues/1344,456270244,MDEyOklzc3VlQ29tbWVudDQ1NjI3MDI0NA==,8909245,gmriggs,2019-01-22T04:49:25Z,2019-01-22T04:49:25Z,COLLABORATOR,"This would be a PY16 data issue... to bring this up-to-date with end of retail, this would probably be a bug for https://github.com/ACEmulator/ACE-World-16PY-Patches/issues","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401597785,Ayan Baqur Black Spawn Den Unsummonable https://github.com/ACEmulator/ACE/issues/1241#issuecomment-456271181,https://api.github.com/repos/ACEmulator/ACE/issues/1241,456271181,MDEyOklzc3VlQ29tbWVudDQ1NjI3MTE4MQ==,37782527,cyberkiller6,2019-01-22T04:56:17Z,2019-01-22T04:56:17Z,NONE,"Can confirm, https://imgur.com/a/BTxmmbU","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396285156,"Loot item that is magical, but spell-less" https://github.com/ACEmulator/ACE/issues/1344#issuecomment-456271428,https://api.github.com/repos/ACEmulator/ACE/issues/1344,456271428,MDEyOklzc3VlQ29tbWVudDQ1NjI3MTQyOA==,37782527,cyberkiller6,2019-01-22T04:58:08Z,2019-01-22T04:58:08Z,NONE,Posted issue on PY16,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401597785,Ayan Baqur Black Spawn Den Unsummonable https://github.com/ACEmulator/ACE/issues/1343#issuecomment-456353367,https://api.github.com/repos/ACEmulator/ACE/issues/1343,456353367,MDEyOklzc3VlQ29tbWVudDQ1NjM1MzM2Nw==,8909245,gmriggs,2019-01-22T10:42:01Z,2019-01-22T10:42:01Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1345,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401592329,Summon Primary Portal I is listed twice in spells book https://github.com/ACEmulator/ACE/issues/1282#issuecomment-456476352,https://api.github.com/repos/ACEmulator/ACE/issues/1282,456476352,MDEyOklzc3VlQ29tbWVudDQ1NjQ3NjM1Mg==,8909245,gmriggs,2019-01-22T16:57:49Z,2019-01-22T16:58:05Z,COLLABORATOR,Added in https://github.com/ACEmulator/ACE/pull/1334,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399521078,Movement check on spellcasting https://github.com/ACEmulator/ACE/issues/1311#issuecomment-456476689,https://api.github.com/repos/ACEmulator/ACE/issues/1311,456476689,MDEyOklzc3VlQ29tbWVudDQ1NjQ3NjY4OQ==,8909245,gmriggs,2019-01-22T16:58:39Z,2019-01-22T16:58:39Z,COLLABORATOR,Added in https://github.com/ACEmulator/ACE/pull/1335,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,400557180,Fall damage does not work https://github.com/ACEmulator/ACE/issues/1337#issuecomment-456476998,https://api.github.com/repos/ACEmulator/ACE/issues/1337,456476998,MDEyOklzc3VlQ29tbWVudDQ1NjQ3Njk5OA==,8909245,gmriggs,2019-01-22T16:59:25Z,2019-01-22T16:59:25Z,COLLABORATOR,Added in https://github.com/ACEmulator/ACE/pull/1346,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401506865,Player cannot write in blank parchment/book/tome https://github.com/ACEmulator/ACE/issues/930#issuecomment-456662770,https://api.github.com/repos/ACEmulator/ACE/issues/930,456662770,MDEyOklzc3VlQ29tbWVudDQ1NjY2Mjc3MA==,10608427,Mag-nus,2019-01-23T04:07:23Z,2019-01-23T04:07:23Z,MEMBER,ACE.World.Landblock_Instance should have a restriction on guid column to only allow id's in the static guid range 0x7#######,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,348550681,Alter Shard Schema to avoid record caps based on uint32 https://github.com/ACEmulator/ACE/issues/930#issuecomment-456663075,https://api.github.com/repos/ACEmulator/ACE/issues/930,456663075,MDEyOklzc3VlQ29tbWVudDQ1NjY2MzA3NQ==,11369233,LtRipley36706,2019-01-23T04:09:30Z,2019-01-23T04:09:30Z,MEMBER,"only important IF isLinkChild is false.. the best and only way to enforce that is by using parser tool to output proper guids","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,348550681,Alter Shard Schema to avoid record caps based on uint32 https://github.com/ACEmulator/ACE/issues/1215#issuecomment-456670389,https://api.github.com/repos/ACEmulator/ACE/issues/1215,456670389,MDEyOklzc3VlQ29tbWVudDQ1NjY3MDM4OQ==,8909245,gmriggs,2019-01-23T04:56:41Z,2019-01-23T04:56:41Z,COLLABORATOR,"The fix from @dgatewood has been ported to https://github.com/ACEmulator/ACE/pull/1338, and is now in the master branch","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,395116496,Olthoi Harvesters & Gardeners Do Not Drop Loot in Arcade North on ML https://github.com/ACEmulator/ACE/issues/1270#issuecomment-456869903,https://api.github.com/repos/ACEmulator/ACE/issues/1270,456869903,MDEyOklzc3VlQ29tbWVudDQ1Njg2OTkwMw==,10608427,Mag-nus,2019-01-23T16:30:31Z,2019-01-23T16:30:31Z,MEMBER,I think this is now stale. I will close in a few days or so unless new issues are found using current master.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,398698756,ACE server 'stop-now' doesn't fully log out players https://github.com/ACEmulator/ACE/issues/1357#issuecomment-456946095,https://api.github.com/repos/ACEmulator/ACE/issues/1357,456946095,MDEyOklzc3VlQ29tbWVudDQ1Njk0NjA5NQ==,37782527,cyberkiller6,2019-01-23T20:03:09Z,2019-01-23T20:03:09Z,NONE,"I'm not sure what the retail functionality of this was, if you when you tried to give the entire stack it only took one or it gave you an error message if you tried to hand a stack higher than 1. There was a decal plugin called Fortune hunter that automated the giving of the tokens, however I no longer have a copy of that plugin. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402400140,Gamesmaster NPC accepts stacks higher than 1 https://github.com/ACEmulator/ACE/issues/1358#issuecomment-456998511,https://api.github.com/repos/ACEmulator/ACE/issues/1358,456998511,MDEyOklzc3VlQ29tbWVudDQ1Njk5ODUxMQ==,37782527,cyberkiller6,2019-01-23T22:54:19Z,2019-01-23T22:54:19Z,NONE,"Message is absent. No damage was dealt.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402462632,War Magic Against Non Player Killers https://github.com/ACEmulator/ACE/pull/1333#issuecomment-457013615,https://api.github.com/repos/ACEmulator/ACE/issues/1333,457013615,MDEyOklzc3VlQ29tbWVudDQ1NzAxMzYxNQ==,10608427,Mag-nus,2019-01-23T23:58:22Z,2019-01-23T23:58:22Z,MEMBER,Can you separate the non TTR changes from this PR so it's easier to review for the problem it's attempting to address?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,401202270,Rework TimeToRot Usage https://github.com/ACEmulator/ACE/issues/1366#issuecomment-457458694,https://api.github.com/repos/ACEmulator/ACE/issues/1366,457458694,MDEyOklzc3VlQ29tbWVudDQ1NzQ1ODY5NA==,8909245,gmriggs,2019-01-25T05:16:40Z,2019-01-25T05:16:40Z,COLLABORATOR,"Magic trap casts Nullify All Magic Other on you and dispels: Vitae. Fixed in https://github.com/ACEmulator/ACE/pull/1363 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402885287,Dispel Traps can dispel an item's built in spells that you're wearing https://github.com/ACEmulator/ACE/issues/1358#issuecomment-457461749,https://api.github.com/repos/ACEmulator/ACE/issues/1358,457461749,MDEyOklzc3VlQ29tbWVudDQ1NzQ2MTc0OQ==,8909245,gmriggs,2019-01-25T05:37:27Z,2019-01-25T05:37:27Z,COLLABORATOR,"Testing this out, and I noticed a couple of things The first time I tested this, I was indeed not getting any 'PK status invalid!' messages (similar when trying to cast negative creature/life/item spells on a player with a different pk status). I also noticed during this time, the spells were not exploding on impact... they would sort of disappear into the target, and then 5 seconds later, they would explode finally. So I restarted for debugging, and this time I noticed that the war projectiles were indeed giving the feedback message this time (yellow transient error at the top, instead of chat box text... not sure if this matches retail), and this time the projectiles were also exploding correctly: https://i.imgur.com/loJv0LX.jpg I think this might be related to a bug that was reported a couple weeks ago, where if you /create crystalfragment, and then launch Arc spells at it from a distance, they would not detect as hitting the target beyond a certain distance So I think the messages are working when the server detects the collision as occurring, I think this bug is related to the server not detecting the spell projectile collisions in some instances Will be looking into this more","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402462632,War Magic Against Non Player Killers https://github.com/ACEmulator/ACE/issues/1358#issuecomment-457471135,https://api.github.com/repos/ACEmulator/ACE/issues/1358,457471135,MDEyOklzc3VlQ29tbWVudDQ1NzQ3MTEzNQ==,8909245,gmriggs,2019-01-25T06:34:21Z,2019-01-25T06:34:21Z,COLLABORATOR,"Hmm now i also cannot get the 'long Arc shot / no collision' bug to occur with fragments... I did indeed see a bug similar to this the first time I tested the war projectiles between NPKs, but it seems like an inconsistent repro so far","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402462632,War Magic Against Non Player Killers https://github.com/ACEmulator/ACE/issues/1236#issuecomment-457638591,https://api.github.com/repos/ACEmulator/ACE/issues/1236,457638591,MDEyOklzc3VlQ29tbWVudDQ1NzYzODU5MQ==,8909245,gmriggs,2019-01-25T16:52:19Z,2019-01-25T16:52:19Z,COLLABORATOR,Confirmed in retail PCAPs that Mattekars could be attacked high,"{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396212216,Mattekar always evades high Missile attack https://github.com/ACEmulator/ACE/issues/1367#issuecomment-457707047,https://api.github.com/repos/ACEmulator/ACE/issues/1367,457707047,MDEyOklzc3VlQ29tbWVudDQ1NzcwNzA0Nw==,26606778,OptimShi,2019-01-25T20:00:40Z,2019-01-25T20:00:40Z,COLLABORATOR,"Addendum to this, NPC equipment also saves to the shard database. e.g. ""Explorer Society Robe"", ""Society Explorer Hat"", etc","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403263850,NPCs save to shard database https://github.com/ACEmulator/ACE/issues/1358#issuecomment-457711629,https://api.github.com/repos/ACEmulator/ACE/issues/1358,457711629,MDEyOklzc3VlQ29tbWVudDQ1NzcxMTYyOQ==,8909245,gmriggs,2019-01-25T20:14:28Z,2019-01-25T20:14:28Z,COLLABORATOR,These messages have been improved in https://github.com/ACEmulator/ACE/pull/1363,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402462632,War Magic Against Non Player Killers https://github.com/ACEmulator/ACE/issues/1362#issuecomment-457768073,https://api.github.com/repos/ACEmulator/ACE/issues/1362,457768073,MDEyOklzc3VlQ29tbWVudDQ1Nzc2ODA3Mw==,8909245,gmriggs,2019-01-25T23:18:05Z,2019-01-25T23:18:05Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1363,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402523932,Portals tied to quests print two warning messages https://github.com/ACEmulator/ACE/issues/1361#issuecomment-457768118,https://api.github.com/repos/ACEmulator/ACE/issues/1361,457768118,MDEyOklzc3VlQ29tbWVudDQ1Nzc2ODExOA==,8909245,gmriggs,2019-01-25T23:18:16Z,2019-01-25T23:18:16Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1363,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402523098,Wrong messages presented when using keys https://github.com/ACEmulator/ACE/issues/1357#issuecomment-457768189,https://api.github.com/repos/ACEmulator/ACE/issues/1357,457768189,MDEyOklzc3VlQ29tbWVudDQ1Nzc2ODE4OQ==,8909245,gmriggs,2019-01-25T23:18:42Z,2019-01-25T23:18:42Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1363,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402400140,Gamesmaster NPC accepts stacks higher than 1 https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457768655,https://api.github.com/repos/ACEmulator/ACE/issues/1355,457768655,MDEyOklzc3VlQ29tbWVudDQ1Nzc2ODY1NQ==,8909245,gmriggs,2019-01-25T23:21:20Z,2019-01-26T13:30:35Z,COLLABORATOR,"Started to fix Cultist Altars in https://github.com/ACEmulator/ACE/pull/1363 When using an altar, a monster now spawns. Todo / verify: - If the player double clicks on the altar again, while a mob has already spawned, would it spawn another? - After killing the monster, and using the altar a second time, the same monster always spawns again. Should this be a different monster each time, or would something happen after killing the first monster?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402359603,Cultist Altars don't work https://github.com/ACEmulator/ACE/issues/1367#issuecomment-457773790,https://api.github.com/repos/ACEmulator/ACE/issues/1367,457773790,MDEyOklzc3VlQ29tbWVudDQ1Nzc3Mzc5MA==,10608427,Mag-nus,2019-01-25T23:48:55Z,2019-01-25T23:48:55Z,MEMBER,"Unfortunately, you'll have to manually delete those objects from the shard. Can you test if this is still broken in #1370 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403263850,NPCs save to shard database https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457835723,https://api.github.com/repos/ACEmulator/ACE/issues/1355,457835723,MDEyOklzc3VlQ29tbWVudDQ1NzgzNTcyMw==,46425530,DrudgeRobber,2019-01-26T14:32:38Z,2019-01-26T14:33:00Z,NONE,"From my memory, I never clicked it again when one was already spawned. So that's kind of a no idea. After killing a monster it should essentially goes down the list on the wikipage. As in: Use altar, kill the vapor golem, use altar, next monster spawns.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402359603,Cultist Altars don't work https://github.com/ACEmulator/ACE/issues/1368#issuecomment-457841122,https://api.github.com/repos/ACEmulator/ACE/issues/1368,457841122,MDEyOklzc3VlQ29tbWVudDQ1Nzg0MTEyMg==,10608427,Mag-nus,2019-01-26T15:43:15Z,2019-01-26T15:43:15Z,MEMBER,Resolved in #1370 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403345999,Housing storage save - database error https://github.com/ACEmulator/ACE/issues/1367#issuecomment-457843487,https://api.github.com/repos/ACEmulator/ACE/issues/1367,457843487,MDEyOklzc3VlQ29tbWVudDQ1Nzg0MzQ4Nw==,10608427,Mag-nus,2019-01-26T16:14:05Z,2019-01-26T16:14:05Z,MEMBER,I believe this to be resolved.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403263850,NPCs save to shard database https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457858133,https://api.github.com/repos/ACEmulator/ACE/issues/1355,457858133,MDEyOklzc3VlQ29tbWVudDQ1Nzg1ODEzMw==,8909245,gmriggs,2019-01-26T19:25:55Z,2019-01-26T19:25:55Z,COLLABORATOR,"When you double clicked the altar, do you remember if the mob spawned instantly, or with a ~0-5s delay?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402359603,Cultist Altars don't work https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457865289,https://api.github.com/repos/ACEmulator/ACE/issues/1355,457865289,MDEyOklzc3VlQ29tbWVudDQ1Nzg2NTI4OQ==,46425530,DrudgeRobber,2019-01-26T20:55:44Z,2019-01-26T20:55:44Z,NONE,"Pretty close to instant, I think. If I'm remembering right there was also a delay, probably to stop you spawning multiple as you mentioned before, between when you could use it again after having used it. No message or anything, you'd hear the sound of having used it, but nothing would happen.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402359603,Cultist Altars don't work https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457952569,https://api.github.com/repos/ACEmulator/ACE/issues/1355,457952569,MDEyOklzc3VlQ29tbWVudDQ1Nzk1MjU2OQ==,8909245,gmriggs,2019-01-27T20:44:56Z,2019-01-27T20:44:56Z,COLLABORATOR,"Okay i think this helped us solve some of the ""recycling"" logic that needed to be added to generators This should now be functioning much closer to retail in https://github.com/ACEmulator/ACE/pull/1388","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,402359603,Cultist Altars don't work https://github.com/ACEmulator/ACE/pull/1204#issuecomment-457969388,https://api.github.com/repos/ACEmulator/ACE/issues/1204,457969388,MDEyOklzc3VlQ29tbWVudDQ1Nzk2OTM4OA==,3317737,fartwhif,2019-01-28T00:41:04Z,2019-01-28T00:41:04Z,COLLABORATOR,replaced with https://github.com/ACEmulator/ACE/pull/1390,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,394923138,Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/issues/1236#issuecomment-457991678,https://api.github.com/repos/ACEmulator/ACE/issues/1236,457991678,MDEyOklzc3VlQ29tbWVudDQ1Nzk5MTY3OA==,8909245,gmriggs,2019-01-28T03:52:38Z,2019-01-28T03:53:36Z,COLLABORATOR,"Fixed in World DB 0.9.12: https://github.com/ACEmulator/ACE-World-16PY-Patches/releases/tag/v0.9.12","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396212216,Mattekar always evades high Missile attack https://github.com/ACEmulator/ACE/issues/1240#issuecomment-458287675,https://api.github.com/repos/ACEmulator/ACE/issues/1240,458287675,MDEyOklzc3VlQ29tbWVudDQ1ODI4NzY3NQ==,8909245,gmriggs,2019-01-28T20:25:00Z,2019-01-28T20:25:00Z,COLLABORATOR,"The value is not being saved to the DB because of the [Ephemeral] attribute on PropertyInt.Value This was originally put in place to handle Containers and Stackables As discussed, a solution to this could be to store the base value in a property such as OriginalValue / StackValue, and for the Containers / Stackables to have their runtime logic for value calculation to be based on this. For existing biotas, if they do not contain this base value property, it could be set from the Weenie.Value for converting them to the new system Burden / EncumbranceVal is also another field that could use a similar format, as applying Linen salvage will reduce the item's burden","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396275622,Treasure values change on Log out/in https://github.com/ACEmulator/ACE/issues/1170#issuecomment-458297307,https://api.github.com/repos/ACEmulator/ACE/issues/1170,458297307,MDEyOklzc3VlQ29tbWVudDQ1ODI5NzMwNw==,8909245,gmriggs,2019-01-28T20:54:37Z,2019-01-28T20:54:37Z,COLLABORATOR,This has been resolved in https://github.com/ACEmulator/ACE/pull/1338,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,393689057,Creature snuck into loot https://github.com/ACEmulator/ACE/issues/1392#issuecomment-458347194,https://api.github.com/repos/ACEmulator/ACE/issues/1392,458347194,MDEyOklzc3VlQ29tbWVudDQ1ODM0NzE5NA==,8909245,gmriggs,2019-01-28T23:40:49Z,2019-01-28T23:40:49Z,COLLABORATOR,"This is a client error from having a mismatch between your client exe and language dat file If you use the end of retail client, and the end of retail client_local_English.dat, 'Listen to PK death messages' will appear there","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,404005879,String Table Error in Config Settings https://github.com/ACEmulator/ACE/issues/1281#issuecomment-459457515,https://api.github.com/repos/ACEmulator/ACE/issues/1281,459457515,MDEyOklzc3VlQ29tbWVudDQ1OTQ1NzUxNQ==,3317737,fartwhif,2019-01-31T18:41:10Z,2019-01-31T18:42:47Z,COLLABORATOR,"are you sure? i remember retail merchants not using the landscape packs and instead giving an error whenever the main pack is full and landscape packs have room when buying or selling, there is a character configuration option to always use your ""currently open pack"" so maybe you have that enabled? IMHO it doesn't have to match retail and could probably be less rigid than retail, which might even be easier to implement than perfectly cloning the retail server behavior.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399520426,Check inventory space before selling https://github.com/ACEmulator/ACE/issues/1294#issuecomment-459461187,https://api.github.com/repos/ACEmulator/ACE/issues/1294,459461187,MDEyOklzc3VlQ29tbWVudDQ1OTQ2MTE4Nw==,3317737,fartwhif,2019-01-31T18:51:25Z,2019-01-31T18:51:25Z,COLLABORATOR,Ubiisoft called they said SHIP IT,"{""total_count"": 1, ""+1"": 0, ""-1"": 0, ""laugh"": 1, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399856672,"Gear Knight model arrangement for player characters, at least, is not correct" https://github.com/ACEmulator/ACE/issues/1294#issuecomment-459478284,https://api.github.com/repos/ACEmulator/ACE/issues/1294,459478284,MDEyOklzc3VlQ29tbWVudDQ1OTQ3ODI4NA==,26606778,OptimShi,2019-01-31T19:40:21Z,2019-01-31T19:40:21Z,COLLABORATOR,"Basic fix is working on local branch, so players do not literally have their butts for a head, but still doesn't display the proper body style (as it is labelled during character creation; essentially changes which textures are affected by which palette--the model shape is still the same). Will be adding a new property for players and adjusting how these ""body style"" player types (Gear Knights, Olthoi) are loaded with that property set.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399856672,"Gear Knight model arrangement for player characters, at least, is not correct" https://github.com/ACEmulator/ACE/issues/1401#issuecomment-459721558,https://api.github.com/repos/ACEmulator/ACE/issues/1401,459721558,MDEyOklzc3VlQ29tbWVudDQ1OTcyMTU1OA==,8909245,gmriggs,2019-02-01T13:25:25Z,2019-02-01T13:25:25Z,COLLABORATOR,"Hey @FireyJoe, Thanks for the bug report Are you running with full copies of the client_cell_1.dat and client_portal.dat files? For references, here are the fullsizes: 348,127,232 client_cell_1.dat 926,941,184 client_portal.dat","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,405537168,Crash moving through Nanto https://github.com/ACEmulator/ACE/pull/1390#issuecomment-460079795,https://api.github.com/repos/ACEmulator/ACE/issues/1390,460079795,MDEyOklzc3VlQ29tbWVudDQ2MDA3OTc5NQ==,10608427,Mag-nus,2019-02-03T19:18:43Z,2019-02-13T13:56:07Z,MEMBER,"### Character Backup/Export/Import: ### [Definitions] Player - Person that exists in real life Character - In-game avatar created/controlled by the player Source - Server that the character in question resides on at the start of the action Target - Server or location that the caracter in question resides on at the end of the action Backup - Action involving a user storing a local copy of a character Transfer - Action involving a user migrating a character from a source to a target in which after the action, the character is no longer available on the source. Copy - Action involving a user copying a character from a source to a target in which after the action, the character is available on both locations. ### [Objectives] - Allow players to backup their characters - Allow server operators to maintain a trust network to transfer characters safely, and without external manipulation - Allow players (developers, sandbox, etc..) to copy their characters to an untrusted target. ### [Facts] A server maintains a private RSA key and distributes their public RSA key. - These keys can be provided by the server owner via the config file - If the user is unable to provide their own keys, ACE can generate them automatically - The private key is used to sign character packages to provide proof of origin - The private key should not be shared, and should be kept secure - The public key should be available via the api and is used to verify authenticity - A server operator can use the same RSA key pairs for multiple servers in their control A server can maintain separate options for import vs export. - In most cases, import will be more restrited than export. ### [Character Snapshot Format] - Should be the same format no matter what the export scenario - Includes the entire player biota as it exists in the database - TODO: Describe serilization process. - Character records are not included (these describe UI settings, etc..) - Includes a copy of the public key - TODO: Describe signature process - Entire payload should be compressed in a zip named with the following format: YYYY-MM-DD HH:MM:SS [Server Name] - [Character Name].zip - Compressed .zip payload should be able to be opened using windows explorer. ### [Requirements] - Character must be in logged off state on source server, and must be owned by player ### [Backup] - Allows a player to backup a character onto their local storage **Configured by:** - bool AllowCharacterBackup **Process:** - User opens up a web browser to the source api server and nagivates to backup character - The ""Character Snapshot"" is downloaded - This can be consumed from a web browser, plugin, or application ### [Export/Import] - Allows a player to copy a character onto a target server - Allows a player to transfer a character from the source server to the target server - Preventing exploit is managed by configuration using trusted servers **Configured by:** - List TrustedServers - bool AllowUntrustExport - bool AllowUntrustImport **Process inside trust:** 1. Via Web API, player makes a request on the source server to start a character transfer 1a. A unique token is generated for this request 1b. A character transfer request record is created 1c. Character is placed into a ""frozen"" state 1d. Character snapshot is packaged 1e. Unique token is supplied as a result 2. Via Web API, player makes a request to the target server to complete the character transfer - Player must include source server: address, user name, user password, unique token - Player may provide new character name. If none provided, existing character name is used as default 2a. Character slot count and name collision checks are run. On failure, request is rejected (with error message) 2b. If source server is not listed as trust, request is rejected (with error message) 2c. Target queries source and downloads packaged snapshot 2c.1. Source server verifies target is in trusted list 2d. Cryptographic verification of the snapshot is performed. On failure, request is rejected (with error message) 2e. Target server adds the character to the players account in a (locked pending deletion) state == AT ANY POINT BEFORE NOW, CHARACTER CAN STILL BE UNLOCKED ON SOURCE == 2f. Target queries source server to delete character identified by token. 2f.1. Source server verifies target is in trusted list 2f.2. Source server permanently deletes character and responds with result 2g. If deletion success, character is unlocked **Process outside trust (untrust):** 1. Via Web API, player makes a request on the source server to start a character copy 1a. A unique token is generated for this request 1b. A character transfer request record is created 1c. 1d. Character snapshot is packaged 1e. Unique token is supplied as a result 2. Via Web API, player makes a request to the target server to complete the character copy - Player must include source server: address, user name, user password, unique token - Player may provide new character name. If none provided, existing character name is used as default 2a. Character slot count and name collision checks are run. On failure, request is rejected (with error message) 2b. 2c. Target queries source and downloads packaged snapshot 2d. Cryptographic verification of the snapshot is performed. On failure, request is rejected (with error message) 2e. Target server adds the character to the players account 2f. 2g. Difference between trust and untrust: Untrust removes 1c Untrust removes 2b Untrust changes 2c Untrust changes 2e Untrust removes 2f Untrust removes 2g","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403614766,WIP: Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/pull/1410#issuecomment-460135932,https://api.github.com/repos/ACEmulator/ACE/issues/1410,460135932,MDEyOklzc3VlQ29tbWVudDQ2MDEzNTkzMg==,11369233,LtRipley36706,2019-02-04T05:33:52Z,2019-02-04T05:33:52Z,MEMBER,Do not merge until World Database 0.9.13+ is available,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,406173362,Add LastModified to things https://github.com/ACEmulator/ACE/issues/1401#issuecomment-460165544,https://api.github.com/repos/ACEmulator/ACE/issues/1401,460165544,MDEyOklzc3VlQ29tbWVudDQ2MDE2NTU0NA==,47234227,FireyJoe,2019-02-04T08:30:02Z,2019-02-04T08:30:02Z,NONE,"Hello. Thank you for your reply. I checked the files as you advised. The ones in my main AC directory were up to date, the sizes you mentioned from Jan 2017, but the ones that I copied into my ACE directory were from 2015. I guess they must have come from one of my alt's directories. I updated the files in the ACE directory and the problem was resolved. Sorry for the bad report. I am impressed the server remained otherwise stable despite my big screwup. You guys are doing good work.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,405537168,Crash moving through Nanto https://github.com/ACEmulator/ACE/issues/1401#issuecomment-460167221,https://api.github.com/repos/ACEmulator/ACE/issues/1401,460167221,MDEyOklzc3VlQ29tbWVudDQ2MDE2NzIyMQ==,8909245,gmriggs,2019-02-04T08:36:53Z,2019-02-04T08:36:53Z,COLLABORATOR,"Hey FireyJoe, No worries, a lot of people might not have the full copies of the dats unless they ran around to every landblock in retail We can probably add something that detects when files from the dats are missing, and provide the user with an error instead of crashing Thanks again","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,405537168,Crash moving through Nanto https://github.com/ACEmulator/ACE/pull/1416#issuecomment-460693106,https://api.github.com/repos/ACEmulator/ACE/issues/1416,460693106,MDEyOklzc3VlQ29tbWVudDQ2MDY5MzEwNg==,10137,ghost,2019-02-05T15:59:34Z,2019-02-05T15:59:34Z,NONE,"In the case of melee weapons, UiEffects property should not be defaulted to 0, as there are separate weenies for each loot weapon type for each element that set the default. Only set UiEffects to 1, if the item contains spells, thus overriding the weenie default. Missile weapons and casters have the element externally applied, so a default should be set to zero, in these two cases.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,406625411,Change LootGenerationFactory to support TOD https://github.com/ACEmulator/ACE/issues/1421#issuecomment-460912017,https://api.github.com/repos/ACEmulator/ACE/issues/1421,460912017,MDEyOklzc3VlQ29tbWVudDQ2MDkxMjAxNw==,37782527,cyberkiller6,2019-02-06T06:10:47Z,2019-02-06T06:10:47Z,NONE,This is working correctly,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,407090598,Combine Salvage https://github.com/ACEmulator/ACE/issues/1405#issuecomment-460941728,https://api.github.com/repos/ACEmulator/ACE/issues/1405,460941728,MDEyOklzc3VlQ29tbWVudDQ2MDk0MTcyOA==,8909245,gmriggs,2019-02-06T08:38:55Z,2019-02-06T08:38:55Z,COLLABORATOR,"All of these have been fixed in https://github.com/ACEmulator/ACE/pull/1426, except for #2, which will be coming in the next patch","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,406082629,Housing Issues https://github.com/ACEmulator/ACE/pull/1427#issuecomment-462014273,https://api.github.com/repos/ACEmulator/ACE/issues/1427,462014273,MDEyOklzc3VlQ29tbWVudDQ2MjAxNDI3Mw==,11369233,LtRipley36706,2019-02-09T05:05:44Z,2019-02-09T05:05:44Z,MEMBER,stacksize issue with trade notes fixed,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,407973469,Adding house maintenance https://github.com/ACEmulator/ACE/issues/1240#issuecomment-463428980,https://api.github.com/repos/ACEmulator/ACE/issues/1240,463428980,MDEyOklzc3VlQ29tbWVudDQ2MzQyODk4MA==,10608427,Mag-nus,2019-02-14T00:10:28Z,2019-02-14T00:10:28Z,MEMBER,Should be resolved by #1443 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396275622,Treasure values change on Log out/in https://github.com/ACEmulator/ACE/issues/1405#issuecomment-463478995,https://api.github.com/repos/ACEmulator/ACE/issues/1405,463478995,MDEyOklzc3VlQ29tbWVudDQ2MzQ3ODk5NQ==,8909245,gmriggs,2019-02-14T03:55:52Z,2019-02-14T03:55:52Z,COLLABORATOR,All of these issues should now be resolved in https://github.com/ACEmulator/ACE/pull/1427,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,406082629,Housing Issues https://github.com/ACEmulator/ACE/issues/1444#issuecomment-464347295,https://api.github.com/repos/ACEmulator/ACE/issues/1444,464347295,MDEyOklzc3VlQ29tbWVudDQ2NDM0NzI5NQ==,10608427,Mag-nus,2019-02-16T13:30:43Z,2019-02-16T13:30:43Z,MEMBER,Fixed by #1447 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,410514492,Landblock persistence bug https://github.com/ACEmulator/ACE/issues/1451#issuecomment-464778106,https://api.github.com/repos/ACEmulator/ACE/issues/1451,464778106,MDEyOklzc3VlQ29tbWVudDQ2NDc3ODEwNg==,10137,ghost,2019-02-18T15:36:07Z,2019-02-18T15:36:07Z,NONE,"My guess, without having looked yet, is that there is a spell on the Robe that isn't being handled properly when the robe is taken off. I will look at it this evening.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,411492873,Can't Remove Pathwarden Robe https://github.com/ACEmulator/ACE/issues/1281#issuecomment-464923787,https://api.github.com/repos/ACEmulator/ACE/issues/1281,464923787,MDEyOklzc3VlQ29tbWVudDQ2NDkyMzc4Nw==,10608427,Mag-nus,2019-02-18T23:46:49Z,2019-02-18T23:46:49Z,MEMBER,Should be resolved with #1452,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,399520426,Check inventory space before selling https://github.com/ACEmulator/ACE/issues/918#issuecomment-465130506,https://api.github.com/repos/ACEmulator/ACE/issues/918,465130506,MDEyOklzc3VlQ29tbWVudDQ2NTEzMDUwNg==,10608427,Mag-nus,2019-02-19T13:37:16Z,2019-02-19T13:37:16Z,MEMBER,#1453 beings to address this.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,347501024,Improve ObjectGUID allocation https://github.com/ACEmulator/ACE/issues/1455#issuecomment-465820646,https://api.github.com/repos/ACEmulator/ACE/issues/1455,465820646,MDEyOklzc3VlQ29tbWVudDQ2NTgyMDY0Ng==,37782527,cyberkiller6,2019-02-21T01:11:03Z,2019-02-21T01:11:03Z,NONE,Tested on commit #1454 and ACE World Database v0.9.18,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412699665,Sentry NPC runs in quick circles https://github.com/ACEmulator/ACE/issues/1456#issuecomment-465820666,https://api.github.com/repos/ACEmulator/ACE/issues/1456,465820666,MDEyOklzc3VlQ29tbWVudDQ2NTgyMDY2Ng==,37782527,cyberkiller6,2019-02-21T01:11:09Z,2019-02-21T01:11:09Z,NONE,Tested on commit #1454 and ACE World Database v0.9.18,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412699991,Translator Aun Loakhe wrong emote https://github.com/ACEmulator/ACE/issues/1457#issuecomment-465820688,https://api.github.com/repos/ACEmulator/ACE/issues/1457,465820688,MDEyOklzc3VlQ29tbWVudDQ2NTgyMDY4OA==,37782527,cyberkiller6,2019-02-21T01:11:16Z,2019-02-21T01:11:16Z,NONE,Tested on commit #1454 and ACE World Database v0.9.18,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412701253,Spell/Healing Movement Changes to Match Retail https://github.com/ACEmulator/ACE/issues/1456#issuecomment-466279831,https://api.github.com/repos/ACEmulator/ACE/issues/1456,466279831,MDEyOklzc3VlQ29tbWVudDQ2NjI3OTgzMQ==,37782527,cyberkiller6,2019-02-22T05:35:16Z,2019-02-22T05:35:16Z,NONE,Confirmed fixed in ACE World Database v0.9.19,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412699991,Translator Aun Loakhe wrong emote https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467273208,https://api.github.com/repos/ACEmulator/ACE/issues/1468,467273208,MDEyOklzc3VlQ29tbWVudDQ2NzI3MzIwOA==,10608427,Mag-nus,2019-02-26T02:53:56Z,2019-02-26T02:53:56Z,MEMBER,"What happens if we start with WorkFactory X, but at a later date switch to WorkFactor Y?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414395024,Update account authentication to use BCrypt. https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467276536,https://api.github.com/repos/ACEmulator/ACE/issues/1468,467276536,MDEyOklzc3VlQ29tbWVudDQ2NzI3NjUzNg==,47994013,zegegerslittlesis,2019-02-26T03:12:00Z,2019-02-26T03:12:00Z,CONTRIBUTOR,"> What happens if we start with WorkFactory X, but at a later date switch to WorkFactor Y? The higher the number, the more iterations it takes to verify a password is all. The original password hash will still be the same even though new password hashes from that point forward will be marked with a higher Work Factor number. Lets say we start at the default of 10. All new password hashes will start with a $2y$10. Later you switch to a Work Factor of 12. All new password hashes will now look like $2y$12. The older passwords with a factor of 10 will still work without an issue.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414395024,Update account authentication to use BCrypt. https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467575583,https://api.github.com/repos/ACEmulator/ACE/issues/1468,467575583,MDEyOklzc3VlQ29tbWVudDQ2NzU3NTU4Mw==,10608427,Mag-nus,2019-02-26T19:21:19Z,2019-02-26T19:21:19Z,MEMBER,"Ok great. One thing we'll need to look into is how this overhead affects/interrupts the server. What thread(s) is/are slowed down when the bcrypt work is done? Should we start out with a lower work factor and improve it once we solve some of the other vectors (like plain text passwords sent over the wire). My next question is, does this handle migrations at all? If a server operator with accounts already established applies this patch, will those accounts still work? PS. Tell your big bro we miss him in discord.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414395024,Update account authentication to use BCrypt. https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467609077,https://api.github.com/repos/ACEmulator/ACE/issues/1468,467609077,MDEyOklzc3VlQ29tbWVudDQ2NzYwOTA3Nw==,47994013,zegegerslittlesis,2019-02-26T20:53:19Z,2019-02-26T20:53:19Z,CONTRIBUTOR,"BCrypt does not cause any form of overhead with any other part of the server. It's literally one of the most common hashing algorithm's used around the world. There are no threads that are slowed down. The default WorkFactor setting of 10 is the current industry standard and honestly there won't ever be a reason to change it from that for an AC server. It verifies passwords very quickly at this setting while still offering more security than SHA512. Increasing the WorkFactor slows down the amount of time it takes to verify a password which is not overhead. That's a security feature of BCrypt to keep ever faster computers from being able to brute force passwords easier with each new generation. Again, there won't be a reason to switch it from10 for an AC emulator but feel free to test it with different WorkFactor values yourself. Also, I don't believe there are any established server operators for ACE yet so this would be a great to time get this implemented before there are. If there are though, accounts prior to this change will not work without a password reset form which can be created in PHP easily enough. I've done a good amount of testing with this and it works great. This is also an overall cleaner and simpler implementation than the mess that's there now as you can see by looking at the code. It doesn't need any overhead tests because it doesn't cause any. It's just a simple SHA512 replacement for password hashing and verifying those hashes, nothing more.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414395024,Update account authentication to use BCrypt. https://github.com/ACEmulator/ACE/pull/1471#issuecomment-467894457,https://api.github.com/repos/ACEmulator/ACE/issues/1471,467894457,MDEyOklzc3VlQ29tbWVudDQ2Nzg5NDQ1Nw==,10608427,Mag-nus,2019-02-27T14:59:32Z,2019-02-27T14:59:32Z,MEMBER,"This could be useful to help validate users that have forgot their password. How do you feel about storing the IP address in a VARBINARY(16)? IPV4 is 32 bits and IPV6 is 128 bits. For a human readable address, you'd have to add the following functions: INET6_ATON() and INET6_NTOA()","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414762401,Add created IP address and time data for accounts. https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467895212,https://api.github.com/repos/ACEmulator/ACE/issues/1468,467895212,MDEyOklzc3VlQ29tbWVudDQ2Nzg5NTIxMg==,10608427,Mag-nus,2019-02-27T15:01:25Z,2019-02-27T15:01:25Z,MEMBER,"We have no issues moving to BCrypt. It makes sense. We do have some established test servers though, so we'll need to come up with a migration solution. Is that something you're interested in adding?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414395024,Update account authentication to use BCrypt. https://github.com/ACEmulator/ACE/issues/1473#issuecomment-467927138,https://api.github.com/repos/ACEmulator/ACE/issues/1473,467927138,MDEyOklzc3VlQ29tbWVudDQ2NzkyNzEzOA==,37782527,cyberkiller6,2019-02-27T16:18:27Z,2019-02-27T16:18:27Z,NONE,Tested on commit #1454 and ACE World Database v0.9.18,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,415206562,Mobs don't aggro if you don't move https://github.com/ACEmulator/ACE/issues/1451#issuecomment-468899782,https://api.github.com/repos/ACEmulator/ACE/issues/1451,468899782,MDEyOklzc3VlQ29tbWVudDQ2ODg5OTc4Mg==,8909245,gmriggs,2019-03-02T08:23:20Z,2019-03-02T08:23:20Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1467,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,411492873,Can't Remove Pathwarden Robe https://github.com/ACEmulator/ACE/issues/1459#issuecomment-468907164,https://api.github.com/repos/ACEmulator/ACE/issues/1459,468907164,MDEyOklzc3VlQ29tbWVudDQ2ODkwNzE2NA==,8909245,gmriggs,2019-03-02T10:12:06Z,2019-03-02T10:12:06Z,COLLABORATOR,"Just for clarification: These settings are not stored in Config.js, the runtime config default properties are stored in PropertyManager.cs This functionality already exists in motd_string: /modifystring motd_string hello","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412748462,Configurable Chat Message On Login https://github.com/ACEmulator/ACE/pull/1485#issuecomment-468943937,https://api.github.com/repos/ACEmulator/ACE/issues/1485,468943937,MDEyOklzc3VlQ29tbWVudDQ2ODk0MzkzNw==,8909245,gmriggs,2019-03-02T17:57:27Z,2019-03-02T17:57:27Z,COLLABORATOR,"Since having a 2nd server motd type that appears in a popup window wasn't in retail, that would be an additional feature that would be outside of the scope of this PR. Reducing the feature set to have a hardcoded server motd would also be an additional feature from what has already been in ACE for the better part of year already. What is already there supports both scenarios: if you want to keep the default motd prefix, the option is there for those who wish to do that. And for those who want to customize their motd, the option is also there for that. That is the main purpose of the config options: to provide the features for however people want to configure their server.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,416383699,Cleaning up welcome message / server motd https://github.com/ACEmulator/ACE/issues/1486#issuecomment-468954197,https://api.github.com/repos/ACEmulator/ACE/issues/1486,468954197,MDEyOklzc3VlQ29tbWVudDQ2ODk1NDE5Nw==,8909245,gmriggs,2019-03-02T19:53:01Z,2019-03-02T19:53:01Z,COLLABORATOR,https://github.com/ACEmulator/ACE/pull/1488 should ensure that CreateCorpse() is fully completed before calling TeleportOnDeath(),"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,416423907,character death results in character corpse appearing at the lifestone https://github.com/ACEmulator/ACE/pull/1493#issuecomment-469742842,https://api.github.com/repos/ACEmulator/ACE/issues/1493,469742842,MDEyOklzc3VlQ29tbWVudDQ2OTc0Mjg0Mg==,10608427,Mag-nus,2019-03-05T16:16:30Z,2019-03-05T16:16:30Z,MEMBER,"This PR needs some testing. I also need to add the SQL alter statements to ace_world to restrict guids to the static ranges.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,417379010,Reuse available Dynamic GUIDs https://github.com/ACEmulator/ACE/issues/918#issuecomment-469779016,https://api.github.com/repos/ACEmulator/ACE/issues/918,469779016,MDEyOklzc3VlQ29tbWVudDQ2OTc3OTAxNg==,10608427,Mag-nus,2019-03-05T17:41:25Z,2019-03-05T17:41:25Z,MEMBER,#1493 further addresses this.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,347501024,Improve ObjectGUID allocation https://github.com/ACEmulator/ACE/pull/1493#issuecomment-470158143,https://api.github.com/repos/ACEmulator/ACE/issues/1493,470158143,MDEyOklzc3VlQ29tbWVudDQ3MDE1ODE0Mw==,8909245,gmriggs,2019-03-06T15:46:19Z,2019-03-06T15:46:19Z,COLLABORATOR,"Playtested on mariadb - everything still seemed to be speedy, no noticeable errors reported","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,417379010,Reuse available Dynamic GUIDs https://github.com/ACEmulator/ACE/issues/1459#issuecomment-470375207,https://api.github.com/repos/ACEmulator/ACE/issues/1459,470375207,MDEyOklzc3VlQ29tbWVudDQ3MDM3NTIwNw==,8909245,gmriggs,2019-03-07T03:56:08Z,2019-03-07T03:56:08Z,COLLABORATOR,functionality extended in https://github.com/ACEmulator/ACE/pull/1485,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,412748462,Configurable Chat Message On Login https://github.com/ACEmulator/ACE/pull/1499#issuecomment-470587065,https://api.github.com/repos/ACEmulator/ACE/issues/1499,470587065,MDEyOklzc3VlQ29tbWVudDQ3MDU4NzA2NQ==,10608427,Mag-nus,2019-03-07T16:08:30Z,2019-03-07T16:08:30Z,MEMBER,"Note: This only applies to missiles that exist on the landblock, not missiles that exist in containers.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,418389968,Dont persist missiles to shard https://github.com/ACEmulator/ACE/issues/918#issuecomment-470778502,https://api.github.com/repos/ACEmulator/ACE/issues/918,470778502,MDEyOklzc3VlQ29tbWVudDQ3MDc3ODUwMg==,10608427,Mag-nus,2019-03-08T02:18:11Z,2019-03-08T02:18:11Z,MEMBER,resolved.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,347501024,Improve ObjectGUID allocation https://github.com/ACEmulator/ACE/pull/1390#issuecomment-471333997,https://api.github.com/repos/ACEmulator/ACE/issues/1390,471333997,MDEyOklzc3VlQ29tbWVudDQ3MTMzMzk5Nw==,3317737,fartwhif,2019-03-10T19:03:37Z,2019-03-10T19:03:37Z,COLLABORATOR,"TO-DO: - add friends list status getter - add server pop limit to server info","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403614766,WIP: Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/issues/1470#issuecomment-471391880,https://api.github.com/repos/ACEmulator/ACE/issues/1470,471391880,MDEyOklzc3VlQ29tbWVudDQ3MTM5MTg4MA==,11369233,LtRipley36706,2019-03-11T03:23:31Z,2019-03-11T03:23:31Z,MEMBER,Fixed #1510 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414754076,"Restored admin characters don't display ""+"" in character list" https://github.com/ACEmulator/ACE/pull/1471#issuecomment-471392110,https://api.github.com/repos/ACEmulator/ACE/issues/1471,471392110,MDEyOklzc3VlQ29tbWVudDQ3MTM5MjExMA==,10608427,Mag-nus,2019-03-11T03:25:11Z,2019-03-11T03:25:11Z,MEMBER,"A few more notes that were raised in chat. If we're going to add the initial connection IP, we should probably also add: LastLoggedInIp LastLoggedInTime TotalTimesLoggedIn","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414762401,Add created IP address and time data for accounts. https://github.com/ACEmulator/ACE/pull/1390#issuecomment-471808464,https://api.github.com/repos/ACEmulator/ACE/issues/1390,471808464,MDEyOklzc3VlQ29tbWVudDQ3MTgwODQ2NA==,3317737,fartwhif,2019-03-12T01:21:51Z,2019-03-12T01:21:51Z,COLLABORATOR,Re-cloning ACE because I broke my old one. Copied all of these comments and backed up the branches I want to restore. Closing this. I will open a new one for webapi after the initial commit.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,403614766,WIP: Character migrate/backup/import and Web API https://github.com/ACEmulator/ACE/pull/1525#issuecomment-472283040,https://api.github.com/repos/ACEmulator/ACE/issues/1525,472283040,MDEyOklzc3VlQ29tbWVudDQ3MjI4MzA0MA==,8909245,gmriggs,2019-03-13T05:16:25Z,2019-03-13T05:18:21Z,COLLABORATOR,"this should be WorldObject.Open/Close to start targetObject would most likely be the player, so that definitely doesn't make sense since there are no OpenMe/CloseMe emotes on PY16, we will have to wait to see how the emote authors implement the data for them. It could be similar to NPCs such as the Teth Sentry, who pulls a lever to open a door, which uses ActivationTarget instead of WorldObject","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420270211,Fix the legacy Open/Close virtual functions in WorldObject base https://github.com/ACEmulator/ACE/issues/1528#issuecomment-472519413,https://api.github.com/repos/ACEmulator/ACE/issues/1528,472519413,MDEyOklzc3VlQ29tbWVudDQ3MjUxOTQxMw==,8909245,gmriggs,2019-03-13T17:14:33Z,2019-03-13T17:14:33Z,COLLABORATOR,"Just tested this, I think the issue might be that one of the many checks when pledging allegiance fails without returning an error message In particular, retail had a check where the vassal must be within 4 distance of the patron. The server currently sends this error to the client: // check distance <= 4.0 if (Location.DistanceTo(target.Location) > 4.0f) { Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.AllegianceMaxDistanceExceeded)); return false; } However, the client doesn't seem to display this 'allegiance max distance exceeded' message I can add some more visible error message for these cases","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420424621,You can not swear to monarch after breaking from patron in same allegiance https://github.com/ACEmulator/ACE/issues/1528#issuecomment-472541753,https://api.github.com/repos/ACEmulator/ACE/issues/1528,472541753,MDEyOklzc3VlQ29tbWVudDQ3MjU0MTc1Mw==,8909245,gmriggs,2019-03-13T18:09:30Z,2019-03-13T18:09:30Z,COLLABORATOR,"https://github.com/ACEmulator/ACE/pull/1530 is now in the queue The client should now display more descriptive error messages if something happens while swearing allegiance In addition, one of the more common and questionable cases that you experienced (guessing it was the distance > 4 check) should have the character now automatically walk over to the patron within range","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420424621,You can not swear to monarch after breaking from patron in same allegiance https://github.com/ACEmulator/ACE/pull/1533#issuecomment-472632595,https://api.github.com/repos/ACEmulator/ACE/issues/1533,472632595,MDEyOklzc3VlQ29tbWVudDQ3MjYzMjU5NQ==,8909245,gmriggs,2019-03-13T22:33:57Z,2019-03-13T22:34:47Z,COLLABORATOR,"Requesting review from @kdmxp256 and @Mag-nus, especially for the spell verification stuff HandleActionCastTargetedSpell() and HandleActionCastUntargetedSpell() now call VerifySpell() These 2 HandleAction functions are only called from the network code, when the player sends these 2 specific packets, so it should only be validating against rogue player input A concern I have is for the performance characteristics of the existing Biota.SpellIsKnown() function: return biota.BiotaPropertiesSpellBook.FirstOrDefault(x => x.Spell == spell) != null; BiotaPropertiesSpellBook is a standard Collection type, so I'm guessing this will not be doing any indexing, and will be o(n) instead of o(1)? Should these be cached somewhere? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420744726,Additional checks for built-in weapon spells https://github.com/ACEmulator/ACE/pull/1533#issuecomment-472664714,https://api.github.com/repos/ACEmulator/ACE/issues/1533,472664714,MDEyOklzc3VlQ29tbWVudDQ3MjY2NDcxNA==,10608427,Mag-nus,2019-03-14T01:06:58Z,2019-03-14T01:06:58Z,MEMBER,"You are correct that this will be an o(n) lookup. I think this is fine to merge for now. In the future we can add one of the following and pass it to all the BiotaExtensions that interface with BiotaPropertiesSpellBook: HashSet SpellCache HashSet SpellCache We implement a very similar pattern for the property dictionaries.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420744726,Additional checks for built-in weapon spells https://github.com/ACEmulator/ACE/issues/1535#issuecomment-472702783,https://api.github.com/repos/ACEmulator/ACE/issues/1535,472702783,MDEyOklzc3VlQ29tbWVudDQ3MjcwMjc4Mw==,37782527,cyberkiller6,2019-03-14T04:46:30Z,2019-03-14T04:46:30Z,NONE,"So apparently I am wrong and the pyreals did vanish at end of retail. However, the death message should only list the pyreals once. Should display half the number of total pyreals, not half of each stack. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420793859,"Player Death drops half of each stack of pyreals, pyreals dropped not on corpse" https://github.com/ACEmulator/ACE/issues/1534#issuecomment-472711369,https://api.github.com/repos/ACEmulator/ACE/issues/1534,472711369,MDEyOklzc3VlQ29tbWVudDQ3MjcxMTM2OQ==,37782527,cyberkiller6,2019-03-14T05:38:32Z,2019-03-14T05:38:32Z,NONE,This needs to be checked / verified ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420793330,When giving a player a stack of items it fails to say the number https://github.com/ACEmulator/ACE/issues/1535#issuecomment-472719502,https://api.github.com/repos/ACEmulator/ACE/issues/1535,472719502,MDEyOklzc3VlQ29tbWVudDQ3MjcxOTUwMg==,8909245,gmriggs,2019-03-14T06:21:49Z,2019-03-14T06:21:49Z,COLLABORATOR,"Some notes: - The max size for a pyreal stack is 25k, so tested with 3x stacks of 10k pyreals each, instead of the 100k pyreal stacks in the original issue - The exact message printed by this scenario was: You've lost 10,000 Pyreals, 5,000 Pyreals, your Leather Boots, your Pants, and your Jerkin! So not exactly splitting each of the 3x 10k stacks in half, but this is the way the SpendCurrency() function works... it sorts all of the Pyreal stacks in order from smallest to largest, and then starts consuming the amount of coins The death message has been consolidated, so the total amount of pyreals dropped is listed, instead of each of the individual stacks that were consumed from. After much discussion about whether or not pyreals were destroyed on death, or dropped on the corpse (with people certain it seemed to work both ways), it was learned that pyreals originally dropped on death, but at some point during retail, this was changed to destroyed. The server defaults to end of retail settings (destroyed on death), but a new config option has been added, if the server admin wishes to run with coins dropped on player corpses, similar to the earlier days To enable this setting: /modifybool corpse_destroy_pyreals false","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420793859,"Player Death drops half of each stack of pyreals, pyreals dropped not on corpse" https://github.com/ACEmulator/ACE/issues/1534#issuecomment-472720790,https://api.github.com/repos/ACEmulator/ACE/issues/1534,472720790,MDEyOklzc3VlQ29tbWVudDQ3MjcyMDc5MA==,8909245,gmriggs,2019-03-14T06:27:44Z,2019-03-14T06:28:13Z,COLLABORATOR,"verified message from retail: 'You give <target> <stack size> <item>(s).' (with stack size and pluralized omitted for 1) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420793330,When giving a player a stack of items it fails to say the number https://github.com/ACEmulator/ACE/issues/1546#issuecomment-473713549,https://api.github.com/repos/ACEmulator/ACE/issues/1546,473713549,MDEyOklzc3VlQ29tbWVudDQ3MzcxMzU0OQ==,8909245,gmriggs,2019-03-17T20:51:50Z,2019-03-17T20:51:50Z,COLLABORATOR,"I've tried every possible scenario for this, and Strength/Burden/Weakness debuff appears to be working correctly - Glenden Wood jails doesn't appear to be a dungeon in the game (North Glenden prison?) - If it was North Glenden prison, that dungeon is current spawning the player into a black screen, so I'm not sure how this dungeon could be it. - The weakness spell correctly reduces the player's Strength, and any attribute cannot fall below 10. - Nothing is setting the burden to 0. Weakness decreases strength, and burden / carrying capacity is based on strength, so weakness spell will increase burden, not set it to 0. The maximum burden is 300% - ""Player should still be able to pickup item if under max burden."" The current burden of the player before picking up the item shouldn't matter. If picking up an item would put the player over 300%, then the player will not be allowed to pick that item up. If there are any bugs related to this, clear and repeatable repro steps need to be provided. From what is listed above, everything is working correctly. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,421626774,Weakness 2 caused burden to go to 0 and can no longer pickup items https://github.com/ACEmulator/ACE/issues/1546#issuecomment-475124752,https://api.github.com/repos/ACEmulator/ACE/issues/1546,475124752,MDEyOklzc3VlQ29tbWVudDQ3NTEyNDc1Mg==,8909245,gmriggs,2019-03-21T06:30:01Z,2019-03-21T06:30:01Z,COLLABORATOR,"we have had another sighting of this bug (burden 0% in client display, player unable to pick anything up until relog) although this time, there was never any Weakness spells cast still trying to figure out consistent repro steps related to this bug. as much info as possible, what the strength says in the character panel, any events that happened beforehand, or most of all any pcaps from having https://github.com/tfarley/aclog/releases installed would be of great help","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,421626774,Weakness 2 caused burden to go to 0 and can no longer pickup items https://github.com/ACEmulator/ACE/issues/1524#issuecomment-476898371,https://api.github.com/repos/ACEmulator/ACE/issues/1524,476898371,MDEyOklzc3VlQ29tbWVudDQ3Njg5ODM3MQ==,26606778,OptimShi,2019-03-26T23:45:25Z,2019-03-26T23:45:25Z,COLLABORATOR,Addressed in PR #1569 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,420256633,Hooked items do not display all relevant information on appraisal https://github.com/ACEmulator/ACE/issues/1582#issuecomment-477752522,https://api.github.com/repos/ACEmulator/ACE/issues/1582,477752522,MDEyOklzc3VlQ29tbWVudDQ3Nzc1MjUyMg==,10137,ghost,2019-03-28T20:10:11Z,2019-03-28T20:17:55Z,NONE,"The Close functionality was moved to Chest.CheckUseRequirements() from ActOnUse, in PR#1570. House Storage class has its own CheckUseRequirements() override which does not have this same Close() call. Storage() uses Chest.ActOnUse for its actions, which now doesn't include the if(IsOpen) check and associated Close() action if true, anymore.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426557858,Cottage Storage Not working Correctly anymore. https://github.com/ACEmulator/ACE/issues/1586#issuecomment-477832496,https://api.github.com/repos/ACEmulator/ACE/issues/1586,477832496,MDEyOklzc3VlQ29tbWVudDQ3NzgzMjQ5Ng==,37782527,cyberkiller6,2019-03-29T01:39:47Z,2019-03-29T01:39:47Z,NONE,When using /cloak on and then /cloak off you are still invisible to other players also.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426775986,Using the cloak on command still shows player's dot on radar https://github.com/ACEmulator/ACE/issues/1588#issuecomment-477863893,https://api.github.com/repos/ACEmulator/ACE/issues/1588,477863893,MDEyOklzc3VlQ29tbWVudDQ3Nzg2Mzg5Mw==,10137,ghost,2019-03-29T04:35:31Z,2019-03-29T04:36:13Z,NONE,"For testing purposes, ensure your dev character is immune to damage or has the /attackable off state active, as this Golem hits very hard.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426811967,Blue Coral Reef not spawning its full generate payload https://github.com/ACEmulator/ACE/pull/1589#issuecomment-477872490,https://api.github.com/repos/ACEmulator/ACE/issues/1589,477872490,MDEyOklzc3VlQ29tbWVudDQ3Nzg3MjQ5MA==,11369233,LtRipley36706,2019-03-29T05:26:59Z,2019-03-29T05:26:59Z,MEMBER,closing because i'm not good enough ;),"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426813521,Fix Cow Tipping issue https://github.com/ACEmulator/ACE/issues/1607#issuecomment-478316844,https://api.github.com/repos/ACEmulator/ACE/issues/1607,478316844,MDEyOklzc3VlQ29tbWVudDQ3ODMxNjg0NA==,38050842,Warloxx01,2019-03-31T06:49:43Z,2019-03-31T06:53:46Z,NONE,"Im confused, I thought it was Asheron's Benediction that gave 10% increase to Health and not Asheron's Lesser Benediction or are they the same thing, and one was a reward for Pre-Ordering the game and one was given later IN-Game? Never Mind I found my answer They are the same but one was Pre-Order ToD (Asheron's Benediction) and one was available later in game (Asheron's Lesser Benediction).","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427345479,Asheron's Lesser Benediction spell doesn't fully work https://github.com/ACEmulator/ACE/issues/1607#issuecomment-478329963,https://api.github.com/repos/ACEmulator/ACE/issues/1607,478329963,MDEyOklzc3VlQ29tbWVudDQ3ODMyOTk2Mw==,8909245,gmriggs,2019-03-31T10:35:48Z,2019-03-31T10:35:48Z,COLLABORATOR,"@Warloxx01 The spells cast by Asheron's Benediction and Asheron's Lesser Benediction basically have the same effect, a +10% health increase Asheron's Benediction was originally added as a pre-order bonus, and then later they added the Lesser version for everyone else","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427345479,Asheron's Lesser Benediction spell doesn't fully work https://github.com/ACEmulator/ACE/pull/1615#issuecomment-478333696,https://api.github.com/repos/ACEmulator/ACE/issues/1615,478333696,MDEyOklzc3VlQ29tbWVudDQ3ODMzMzY5Ng==,38050842,Warloxx01,2019-03-31T11:34:37Z,2019-03-31T11:38:00Z,NONE,"I applied this update and all went well till I went into combat in Metos (First try at combat after application of update) I noticed that I was not hitting anything and when I looked at the server window I saw this... [Error.txt](https://github.com/ACEmulator/ACE/files/3026521/Error.txt) Im relatively certain I applied this corretley. It appears the spell hits the target the first time then never hit the target again.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427378695,Adding support for Asheron's Benediction https://github.com/ACEmulator/ACE/pull/1615#issuecomment-478335324,https://api.github.com/repos/ACEmulator/ACE/issues/1615,478335324,MDEyOklzc3VlQ29tbWVudDQ3ODMzNTMyNA==,8909245,gmriggs,2019-03-31T11:58:53Z,2019-03-31T11:58:53Z,COLLABORATOR,"@Warloxx01 The bug you are seeing unfortunately snuck into https://github.com/ACEmulator/ACE/pull/1611 The fix has been posted in https://github.com/ACEmulator/ACE/pull/1616 Thanks for helping to test everything!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427378695,Adding support for Asheron's Benediction https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478335938,https://api.github.com/repos/ACEmulator/ACE/issues/1546,478335938,MDEyOklzc3VlQ29tbWVudDQ3ODMzNTkzOA==,8909245,gmriggs,2019-03-31T12:06:58Z,2019-03-31T12:06:58Z,COLLABORATOR,"Just adding some more possible info for this bug: It might be related to the main container being full - another player has reported it happening in that case, and then once it happens, new items picked up do not go to the side containers properly","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,421626774,Weakness 2 caused burden to go to 0 and can no longer pickup items https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478337381,https://api.github.com/repos/ACEmulator/ACE/issues/1546,478337381,MDEyOklzc3VlQ29tbWVudDQ3ODMzNzM4MQ==,24775581,Fortressbeast,2019-03-31T12:27:56Z,2019-03-31T12:27:56Z,NONE,"Was trying to figure out easily reproducible steps yesterday. Nothing concrete yet, but it seems to happen more often when using the mouse to pick up drops vs single click and ""r"". Often i would click too fast resulting is a triple or quad click. Other things that may be worth noting. Pack is open on side panel, almost always ID items before looting. Many times I will id other items in loot while picking up the first one. Fresh build as of 2019/03/29. I did not notice the main pack issue and it seemed roll over to side packs w/o issue. I will pay more attention to this today.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,421626774,Weakness 2 caused burden to go to 0 and can no longer pickup items https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478369241,https://api.github.com/repos/ACEmulator/ACE/issues/1546,478369241,MDEyOklzc3VlQ29tbWVudDQ3ODM2OTI0MQ==,24775581,Fortressbeast,2019-03-31T18:56:38Z,2019-03-31T18:56:38Z,NONE,"confirmed repeatable, twice so far. This issue may be caused by vtank moving Coalesed Mana from main pack to stack with items in smaller bag (starter sack in lowest slot). Will try to get it to happen again with packet capture on.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,421626774,Weakness 2 caused burden to go to 0 and can no longer pickup items https://github.com/ACEmulator/ACE/pull/1515#issuecomment-478821801,https://api.github.com/repos/ACEmulator/ACE/issues/1515,478821801,MDEyOklzc3VlQ29tbWVudDQ3ODgyMTgwMQ==,3317737,fartwhif,2019-04-02T02:42:55Z,2019-04-02T02:42:55Z,COLLABORATOR,"Closed because this has been separated into core support and its own plugin repository, or at least its own project within a plugin repository.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,419770285,WIP: character migrate/backup/import and web API https://github.com/ACEmulator/ACE/pull/1628#issuecomment-478823851,https://api.github.com/repos/ACEmulator/ACE/issues/1628,478823851,MDEyOklzc3VlQ29tbWVudDQ3ODgyMzg1MQ==,10608427,Mag-nus,2019-04-02T02:54:01Z,2019-04-02T02:54:01Z,MEMBER,"Might be my imagination, but this seems to greatly improve server performance under load.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427992452,Use ServerGarbageCollection instead of Workstation GC https://github.com/ACEmulator/ACE/pull/1632#issuecomment-478916827,https://api.github.com/repos/ACEmulator/ACE/issues/1632,478916827,MDEyOklzc3VlQ29tbWVudDQ3ODkxNjgyNw==,10137,ghost,2019-04-02T09:26:38Z,2019-04-02T09:27:03Z,NONE,"Even if the quests to activate the slots are not available, both Janier al-Evv that sells Aetheria Desiccant and Cypher that exchanges stacks of Aetheria powder for MMD notes or Mana Forge keys are present in Xarbydun.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,428111578,Add Coelesced Aetheria to loot drops https://github.com/ACEmulator/ACE/issues/1608#issuecomment-479298795,https://api.github.com/repos/ACEmulator/ACE/issues/1608,479298795,MDEyOklzc3VlQ29tbWVudDQ3OTI5ODc5NQ==,10608427,Mag-nus,2019-04-03T02:06:57Z,2019-04-03T02:06:57Z,MEMBER,"Can you try this without plugins? I am unable to duplicate","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427355461,Stacking items causes permanent hour glass https://github.com/ACEmulator/ACE/issues/1608#issuecomment-479639660,https://api.github.com/repos/ACEmulator/ACE/issues/1608,479639660,MDEyOklzc3VlQ29tbWVudDQ3OTYzOTY2MA==,37782527,cyberkiller6,2019-04-03T20:08:15Z,2019-04-03T20:08:15Z,NONE,"Can't repro with decal off. Seems to only happen with decal running","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427355461,Stacking items causes permanent hour glass https://github.com/ACEmulator/ACE/pull/1638#issuecomment-479708026,https://api.github.com/repos/ACEmulator/ACE/issues/1638,479708026,MDEyOklzc3VlQ29tbWVudDQ3OTcwODAyNg==,26606778,OptimShi,2019-04-04T00:45:04Z,2019-04-04T00:45:04Z,COLLABORATOR,Closing this to finish implementing a proper solution.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,428896181,Random Colors in Loot https://github.com/ACEmulator/ACE/issues/1627#issuecomment-479870147,https://api.github.com/repos/ACEmulator/ACE/issues/1627,479870147,MDEyOklzc3VlQ29tbWVudDQ3OTg3MDE0Nw==,10608427,Mag-nus,2019-04-04T12:06:00Z,2019-04-04T12:06:00Z,MEMBER,Addressed by #1643,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,427976459,Stop-now should prevent players from being able to join https://github.com/ACEmulator/ACE/issues/1639#issuecomment-479882021,https://api.github.com/repos/ACEmulator/ACE/issues/1639,479882021,MDEyOklzc3VlQ29tbWVudDQ3OTg4MjAyMQ==,10608427,Mag-nus,2019-04-04T12:45:37Z,2019-04-04T12:45:37Z,MEMBER,"PropertyBool.IsSellable for the item is set to false, not null, so this poses a problem. Will need to investigate","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,428957631,Unable to move to object error when trying to sell item to vendor https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479886587,https://api.github.com/repos/ACEmulator/ACE/issues/1642,479886587,MDEyOklzc3VlQ29tbWVudDQ3OTg4NjU4Nw==,3317737,fartwhif,2019-04-04T12:59:22Z,2019-04-04T13:03:57Z,COLLABORATOR,"`ACE.Plugin.Web` and `ACE.Plugin.API` will have [support for websockets](https://github.com/NancyFx/Nancy/wiki/WebSockets-in-Nancy-using-OWIN) as per the ""high perf/throughput data"" [requirement](https://github.com/ACEmulator/ACE/issues/718#issuecomment-399276239), and this would be an ideal use with it. I haven't yet had the chance to review this, but just in case I'm asking that this also be ""plugin-aware"" so that the output can be funneled into another process, by use of event, action, etc. Please make its consumption generalized enough so that it can be used outside of the normal console+in game chat methods. This request is semi-related to [the need for this generalization of the /serverstatus admin command and generalization of (formerly console only) command manager](https://github.com/ACEmulator/ACE/pull/1629/files) so that plugins can also use them.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,429037441,/serverperformance command (Server Performance Monitor) https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479888196,https://api.github.com/repos/ACEmulator/ACE/issues/1642,479888196,MDEyOklzc3VlQ29tbWVudDQ3OTg4ODE5Ng==,10608427,Mag-nus,2019-04-04T13:04:02Z,2019-04-04T13:04:02Z,MEMBER,"fartwhif, It is written in a way that will allow plugin consumption. ServerPerformanceMonitor is a public static class. It exposes simple functions to Start/Stop/Reset. It exposes a public ToString() It also exposes public ways to get specific monitors. I don't know how the plugins interact with the system yet, but, if they can access any of the static manager classes easily, then they will be able to control and get data from this resource.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,429037441,/serverperformance command (Server Performance Monitor) https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479889257,https://api.github.com/repos/ACEmulator/ACE/issues/1642,479889257,MDEyOklzc3VlQ29tbWVudDQ3OTg4OTI1Nw==,3317737,fartwhif,2019-04-04T13:07:19Z,2019-04-04T13:07:48Z,COLLABORATOR,"Nice, that's good to hear. Is there any way to have some kind of ""streaming"" mode, so that whenever the state changes that the new data, or the whole object, is then sent to all event subscribers? `OnChange?.Invoke(this);`","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,429037441,/serverperformance command (Server Performance Monitor) https://github.com/ACEmulator/ACE/issues/1639#issuecomment-479889787,https://api.github.com/repos/ACEmulator/ACE/issues/1639,479889787,MDEyOklzc3VlQ29tbWVudDQ3OTg4OTc4Nw==,10608427,Mag-nus,2019-04-04T13:08:50Z,2019-04-04T13:08:50Z,MEMBER,"Per Scribble, pcaps indicate these were not sellable in retail. Looks like we need to fix the error message then.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,428957631,Unable to move to object error when trying to sell item to vendor https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479890187,https://api.github.com/repos/ACEmulator/ACE/issues/1642,479890187,MDEyOklzc3VlQ29tbWVudDQ3OTg5MDE4Nw==,10608427,Mag-nus,2019-04-04T13:10:01Z,2019-04-04T13:10:01Z,MEMBER,"That woudldn't work for an object like this. The overhead would be immense. This manager can be called tends of thousands of times a second. It's written in a very basic way to maximize performance at the expense of a little readability.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,429037441,/serverperformance command (Server Performance Monitor) https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479890562,https://api.github.com/repos/ACEmulator/ACE/issues/1642,479890562,MDEyOklzc3VlQ29tbWVudDQ3OTg5MDU2Mg==,3317737,fartwhif,2019-04-04T13:11:09Z,2019-04-04T13:11:09Z,COLLABORATOR,"I see, so a wrapper that polls it would be in order. Was worth asking. Thanks!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,429037441,/serverperformance command (Server Performance Monitor) https://github.com/ACEmulator/ACE/issues/1241#issuecomment-480420382,https://api.github.com/repos/ACEmulator/ACE/issues/1241,480420382,MDEyOklzc3VlQ29tbWVudDQ4MDQyMDM4Mg==,37782527,cyberkiller6,2019-04-05T21:00:00Z,2019-04-05T21:00:00Z,NONE,"Adding this for more information https://imgur.com/a/hHA7zWd VTank] --------------Object dump-------------- [VTank] [Meta] Create count: 1 [VTank] [Meta] Create time: 4/5/2019 4:54 PM [VTank] [Meta] Has identify data: True [VTank] [Meta] Last ID time: 4/5/2019 4:54 PM [VTank] [Meta] Worldfilter valid: True [VTank] [Meta] Client valid: True [VTank] [Meta] Apparent slot: 1 [VTank] ID: 80007CA7 (-2147451737) [VTank] ObjectClass: WandStaffOrb [VTank] [Memloc] Local Position: [0x0, X=0, Y=0, Z=0] [VTank] (S) Name: Orb [VTank] (S) FullDescription: Orb [VTank] (B) 22: True [VTank] (I) CreateFlags1: -1859567464 [VTank] (I) Type: 2366 [VTank] (I) Icon: 5426 [VTank] (I) Category: 32768 [VTank] (I) Behavior: 18 [VTank] (I) Value: 434 [VTank] (I) ItemUsabilityFlags: 1 [VTank] (I) UsageMask: 16 [VTank] (I) IconOutline: 1 [VTank] (I) Container: -2147451741 [VTank] (I) EquipableSlots: 16777216 (wand) [VTank] (I) Burden: 50 [VTank] (I) HookMask: 2 [VTank] (I) Material: 60 [VTank] (I) PhysicsDataFlags: 137345 [VTank] (I) 169: 67242245 [VTank] (I) DateOfBirth: 1554497668 [VTank] (I) Workmanship: 2 [VTank] (I) GemSettingQty: 2 [VTank] (I) GemSettingType: 30 [VTank] (I) LoreRequirement: 13 [VTank] (I) MaximumMana: 1131 [VTank] (I) CurrentMana: 1131 [VTank] (I) DescriptionFormat: 7 [VTank] (I) Spellcraft: 9 [VTank] (D) SalvageWorkmanship: 2 [VTank] (D) MeleeDefenseBonus: 1 [VTank] (D) 39: 0.6 [VTank] (D) ManaRateOfChange: -0.0454545454545455 [VTank] Palette Entry 0: ID 0x000BEF, Ex Color: 000000, 0/0","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,396285156,"Loot item that is magical, but spell-less" https://github.com/ACEmulator/ACE/pull/1654#issuecomment-480525929,https://api.github.com/repos/ACEmulator/ACE/issues/1654,480525929,MDEyOklzc3VlQ29tbWVudDQ4MDUyNTkyOQ==,25518589,mcreedjr,2019-04-06T18:17:38Z,2019-04-06T18:17:38Z,CONTRIBUTOR,Just a suggestion... I would think it would be good to track how many second attempts are required and report on them using the same server performance commands you developed earlier. I think it would be useful for a server admin to know how many retries are occurring as it could be indicative of a problem they may want to investigate and resolve.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430061185,Retry failed shard db queries https://github.com/ACEmulator/ACE/pull/1654#issuecomment-480528512,https://api.github.com/repos/ACEmulator/ACE/issues/1654,480528512,MDEyOklzc3VlQ29tbWVudDQ4MDUyODUxMg==,10608427,Mag-nus,2019-04-06T18:51:28Z,2019-04-06T18:51:28Z,MEMBER,"Good idea. After this PR gets merged, I'll change /databasequeueinfo to /databaseperformance to report more information as well.","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430061185,Retry failed shard db queries https://github.com/ACEmulator/ACE/pull/1653#issuecomment-480551487,https://api.github.com/repos/ACEmulator/ACE/issues/1653,480551487,MDEyOklzc3VlQ29tbWVudDQ4MDU1MTQ4Nw==,10608427,Mag-nus,2019-04-07T01:44:13Z,2019-04-07T01:44:13Z,MEMBER,Can you please separate these features into individual PR's so they can be reviewed individually?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430054845,session termination and boot command enhancement https://github.com/ACEmulator/ACE/pull/1657#issuecomment-480593148,https://api.github.com/repos/ACEmulator/ACE/issues/1657,480593148,MDEyOklzc3VlQ29tbWVudDQ4MDU5MzE0OA==,10608427,Mag-nus,2019-04-07T14:02:15Z,2019-04-07T14:02:15Z,MEMBER,"This needs some more feedback and play testing. This simple PR as it is can reduce the CPU demand by 50% or more depending on the usage scenario.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430074113,Landblock Dormancy after 1min of no player activity https://github.com/ACEmulator/ACE/issues/1664#issuecomment-480608742,https://api.github.com/repos/ACEmulator/ACE/issues/1664,480608742,MDEyOklzc3VlQ29tbWVudDQ4MDYwODc0Mg==,8909245,gmriggs,2019-04-07T16:44:54Z,2019-04-07T16:44:54Z,COLLABORATOR,maybe put the wcid of the generator,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430148641,StopConditionsMax console output https://github.com/ACEmulator/ACE/issues/1665#issuecomment-480608818,https://api.github.com/repos/ACEmulator/ACE/issues/1665,480608818,MDEyOklzc3VlQ29tbWVudDQ4MDYwODgxOA==,8909245,gmriggs,2019-04-07T16:45:35Z,2019-04-07T16:45:35Z,COLLABORATOR,yep debug is fine with me,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430149075,AddWorldObjectInternal: couldn't spawn X https://github.com/ACEmulator/ACE/pull/1673#issuecomment-480827569,https://api.github.com/repos/ACEmulator/ACE/issues/1673,480827569,MDEyOklzc3VlQ29tbWVudDQ4MDgyNzU2OQ==,10608427,Mag-nus,2019-04-08T13:17:35Z,2019-04-08T13:17:35Z,MEMBER,Resolves #1673 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430446053,Change StopConditionsInit and StopConditionsMax to log.Warn https://github.com/ACEmulator/ACE/pull/1662#issuecomment-480867322,https://api.github.com/repos/ACEmulator/ACE/issues/1662,480867322,MDEyOklzc3VlQ29tbWVudDQ4MDg2NzMyMg==,3317737,fartwhif,2019-04-08T14:56:22Z,2019-04-11T03:13:51Z,COLLABORATOR,"Merge is contingent upon whether or not it ends up fixing the [""Network issues causing intermittent client drops""](https://trello.com/c/ZyMYSaAw) issue. If it doesn't then close this without merge. If it doesn't then the session collections can probably be ruled out as the cause.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430111046,Contingent: consolidated the session collections https://github.com/ACEmulator/ACE/pull/1653#issuecomment-480957678,https://api.github.com/repos/ACEmulator/ACE/issues/1653,480957678,MDEyOklzc3VlQ29tbWVudDQ4MDk1NzY3OA==,3317737,fartwhif,2019-04-08T18:48:27Z,2019-04-08T18:48:27Z,COLLABORATOR,"These items are so well related. What part of it should be separate? Also, the added complexity paves the road for more intricate scenarios like the graceful boot operation that @gmriggs and I figured out the other day. There's a conversation server and client are supposed to have after the AccountBoot message is sent. search the PCAPS for the operation code F7DC to find relevant retail activity","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430054845,session termination and boot command enhancement https://github.com/ACEmulator/ACE/pull/1653#issuecomment-480959599,https://api.github.com/repos/ACEmulator/ACE/issues/1653,480959599,MDEyOklzc3VlQ29tbWVudDQ4MDk1OTU5OQ==,10608427,Mag-nus,2019-04-08T18:53:10Z,2019-04-08T18:53:10Z,MEMBER,"Well, this looks like it should be two RP's: Command Parameter Parsing Network Session Stuff","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430054845,session termination and boot command enhancement https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481826203,https://api.github.com/repos/ACEmulator/ACE/issues/1696,481826203,MDEyOklzc3VlQ29tbWVudDQ4MTgyNjIwMw==,8909245,gmriggs,2019-04-10T19:17:19Z,2019-04-10T19:18:00Z,COLLABORATOR,"For servers it is especially important to be running full copies of the cell.dat and portal.dat The full versions can be found here: https://www.gdleac.com/get-started/ on the 'Installing' tab, by clicking the 'Download Update' button For reference, the filesizes should be similar to this: 348,127,232 client_cell_1.dat 133,169,152 client_highres.dat 1,048,576 client_local_English.dat 926,941,184 client_portal.dat","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431666857,couldn't find object & https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481835749,https://api.github.com/repos/ACEmulator/ACE/issues/1696,481835749,MDEyOklzc3VlQ29tbWVudDQ4MTgzNTc0OQ==,49495995,kvnlod,2019-04-10T19:46:42Z,2019-04-10T19:46:42Z,NONE,"I am still getting after re downloading all the files 2019-04-10 12:43:26,589 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CE41FFFE in Cell 2019-04-10 12:43:26,636 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF41FFFE in Cell 2019-04-10 12:43:26,640 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CD42FFFE in Cell 2019-04-10 12:43:26,641 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF42FFFE in Cell 2019-04-10 12:43:26,654 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF40FFFE in Cell 2019-04-10 12:43:37,003 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CC42FFFE in Cell 2019-04-10 12:43:37,004 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CC40FFFE in Cell 2019-04-10 12:44:05,977 [61] DEBUG (ACE.Server.Managers.WorldManager) Login Request from 24.119.181.82:61275 2019-04-10 12:44:05,977 [61] DEBUG (ACE.Server.Managers.WorldManager) Creating new session for 24.119.181.82:61275 with id 2 2019-04-10 12:44:05,988 [69] DEBUG (ACE.Server.Network.Handlers.AuthenticationHandler) new client connected: acservertracker:jj9h26hcsggc. setting session properties 2019-04-10 12:44:05,990 [World Manager] DEBUG (ACE.Server.Managers.WorldManager) Removing session for 24.119.181.82:61275 with id 2 2019-04-10 12:44:44,533 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441 2019-04-10 12:45:04,576 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441 2019-04-10 12:45:24,691 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441 2019-04-10 12:45:44,741 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431666857,couldn't find object & https://github.com/ACEmulator/ACE/pull/1653#issuecomment-481926098,https://api.github.com/repos/ACEmulator/ACE/issues/1653,481926098,MDEyOklzc3VlQ29tbWVudDQ4MTkyNjA5OA==,3317737,fartwhif,2019-04-11T01:02:28Z,2019-04-11T01:02:28Z,COLLABORATOR,As agreed in chat I'll try and keep my PRs more separate.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430054845,session termination and boot command enhancement https://github.com/ACEmulator/ACE/pull/1687#issuecomment-481935084,https://api.github.com/repos/ACEmulator/ACE/issues/1687,481935084,MDEyOklzc3VlQ29tbWVudDQ4MTkzNTA4NA==,10608427,Mag-nus,2019-04-11T01:55:32Z,2019-04-11T01:55:32Z,MEMBER,I've load tested this for 24hrs. Seems solid.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431252515,Contingent: This (should) fixe the threading issue with sessions and still be performant https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481946884,https://api.github.com/repos/ACEmulator/ACE/issues/1696,481946884,MDEyOklzc3VlQ29tbWVudDQ4MTk0Njg4NA==,8909245,gmriggs,2019-04-11T03:03:26Z,2019-04-11T03:03:26Z,COLLABORATOR,"ok i will have to check this out w/ debug logging enabled not every landblock has a LandblockInfo record (0xFFFE), but ace doesn't know if this record exists for a landblock until it tries to read it... so if it doesn't exist, it might be showing that debug message in general, the log messages have a lot of spam atm... we are working over the next month or two to do a lot of cleanup on these log messages","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431666857,couldn't find object & https://github.com/ACEmulator/ACE/pull/1690#issuecomment-482116410,https://api.github.com/repos/ACEmulator/ACE/issues/1690,482116410,MDEyOklzc3VlQ29tbWVudDQ4MjExNjQxMA==,10608427,Mag-nus,2019-04-11T13:34:51Z,2019-04-11T13:34:51Z,MEMBER,I'm in the process of load testing this with latest networking updates.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431278168,Process inbound GameAction packets in order received https://github.com/ACEmulator/ACE/issues/1705#issuecomment-482309475,https://api.github.com/repos/ACEmulator/ACE/issues/1705,482309475,MDEyOklzc3VlQ29tbWVudDQ4MjMwOTQ3NQ==,10608427,Mag-nus,2019-04-11T20:52:39Z,2019-04-11T20:52:39Z,MEMBER,"while you're doing this, do /servercache too","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432104614,Add biota ID to shard exceptions to help tracking https://github.com/ACEmulator/ACE/pull/1690#issuecomment-482402336,https://api.github.com/repos/ACEmulator/ACE/issues/1690,482402336,MDEyOklzc3VlQ29tbWVudDQ4MjQwMjMzNg==,10608427,Mag-nus,2019-04-12T01:37:31Z,2019-04-12T01:37:31Z,MEMBER,This passed validation testing.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431278168,Process inbound GameAction packets in order received https://github.com/ACEmulator/ACE/pull/1653#issuecomment-482403003,https://api.github.com/repos/ACEmulator/ACE/issues/1653,482403003,MDEyOklzc3VlQ29tbWVudDQ4MjQwMzAwMw==,3317737,fartwhif,2019-04-12T01:41:07Z,2019-04-12T01:41:07Z,COLLABORATOR, there's an undocumented bug allowing for `boot axe man char` without the comma,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430054845,session termination and boot command enhancement https://github.com/ACEmulator/ACE/pull/1713#issuecomment-482621713,https://api.github.com/repos/ACEmulator/ACE/issues/1713,482621713,MDEyOklzc3VlQ29tbWVudDQ4MjYyMTcxMw==,10608427,Mag-nus,2019-04-12T15:39:38Z,2019-04-12T15:39:38Z,MEMBER,I'm not even sure if this has value. I forget how many total GfxObj's there are to cache.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432554797,Add physics cache counts to /ServerStatus https://github.com/ACEmulator/ACE/pull/1662#issuecomment-482649277,https://api.github.com/repos/ACEmulator/ACE/issues/1662,482649277,MDEyOklzc3VlQ29tbWVudDQ4MjY0OTI3Nw==,3317737,fartwhif,2019-04-12T17:02:34Z,2019-04-12T17:03:03Z,COLLABORATOR,https://github.com/ACEmulator/ACE/pull/1687 supersedes this and was merged,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430111046,Contingent: consolidated the session collections https://github.com/ACEmulator/ACE/issues/1719#issuecomment-482811395,https://api.github.com/repos/ACEmulator/ACE/issues/1719,482811395,MDEyOklzc3VlQ29tbWVudDQ4MjgxMTM5NQ==,11369233,LtRipley36706,2019-04-13T13:55:29Z,2019-04-13T13:55:29Z,MEMBER,Use the command `@mrt`,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432832544,Admin characters should ignore house barriers / permissions https://github.com/ACEmulator/ACE/issues/1723#issuecomment-482858637,https://api.github.com/repos/ACEmulator/ACE/issues/1723,482858637,MDEyOklzc3VlQ29tbWVudDQ4Mjg1ODYzNw==,8909245,gmriggs,2019-04-13T18:25:01Z,2019-04-13T18:25:01Z,COLLABORATOR,"I think this is how it was in retail too? Maybe someone can confirm.. I agree this would be a nice (possibly optional) convenience feature though","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432866170,no check for overpay on house buying https://github.com/ACEmulator/ACE/issues/1725#issuecomment-482895555,https://api.github.com/repos/ACEmulator/ACE/issues/1725,482895555,MDEyOklzc3VlQ29tbWVudDQ4Mjg5NTU1NQ==,3317737,fartwhif,2019-04-13T22:41:19Z,2019-04-13T22:41:19Z,COLLABORATOR,"closing this, could have sworn they were letting themselves out the other day when i was trying to run through that dungeon...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432902376,Creatures are opening doors when they shouldn't be. https://github.com/ACEmulator/ACE/pull/1662#issuecomment-482896161,https://api.github.com/repos/ACEmulator/ACE/issues/1662,482896161,MDEyOklzc3VlQ29tbWVudDQ4Mjg5NjE2MQ==,3317737,fartwhif,2019-04-13T22:54:56Z,2019-04-13T22:54:56Z,COLLABORATOR,1726 supersedes this,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,430111046,Contingent: consolidated the session collections https://github.com/ACEmulator/ACE/pull/1724#issuecomment-482896218,https://api.github.com/repos/ACEmulator/ACE/issues/1724,482896218,MDEyOklzc3VlQ29tbWVudDQ4Mjg5NjIxOA==,3317737,fartwhif,2019-04-13T22:55:44Z,2019-04-13T22:55:44Z,COLLABORATOR,1726 supersedes this,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432897135,added try/catch to prevent crashing server during FlushPackets https://github.com/ACEmulator/ACE/issues/1737#issuecomment-483096746,https://api.github.com/repos/ACEmulator/ACE/issues/1737,483096746,MDEyOklzc3VlQ29tbWVudDQ4MzA5Njc0Ng==,11369233,LtRipley36706,2019-04-15T03:36:48Z,2019-04-15T03:36:48Z,MEMBER,portal part fixed in #1728 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,433081112,Blackmire quests won't successfully complete https://github.com/ACEmulator/ACE/pull/1731#issuecomment-483241343,https://api.github.com/repos/ACEmulator/ACE/issues/1731,483241343,MDEyOklzc3VlQ29tbWVudDQ4MzI0MTM0Mw==,10608427,Mag-nus,2019-04-15T13:00:03Z,2019-04-15T13:00:03Z,MEMBER,"There's already a function you can use to see if a container (Player) has free inventory slots Container.GetFreeInventorySlots(bool includeSidePacks) The CanAddToInventory function can simply be replaced with calls to HasEnoughBurdenToAddToInventory(item) && GetFreeInventorySlots() > 0","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,433025733,adding CanAddToInventory / pre-check for Player.Give https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483650100,https://api.github.com/repos/ACEmulator/ACE/issues/1723,483650100,MDEyOklzc3VlQ29tbWVudDQ4MzY1MDEwMA==,38050842,Warloxx01,2019-04-16T13:03:25Z,2019-04-16T13:03:25Z,NONE,I could be wrong on the purchase of the housing. Im still looking into it. but Im sure that it gave back change (pyreal) if you over paid. I know for sure that paying Maintenance it diffidently gave back change. I paid the Maintenance fees for 3 cottages in Lillyglen and I would drop 2 stacks of pyreal on it and it asked me if I wanted to pay the fee for someone else's cottage and I would say yes and it would leave a stack of 20k in my pack and so on till I was at 10k in the one stack. 25k + 25k - 30k = 20k and so on. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432866170,no check for overpay on house buying https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483651666,https://api.github.com/repos/ACEmulator/ACE/issues/1723,483651666,MDEyOklzc3VlQ29tbWVudDQ4MzY1MTY2Ng==,38050842,Warloxx01,2019-04-16T13:07:41Z,2019-04-16T13:11:09Z,NONE,"LOL just found this : https://asheron.fandom.com/wiki/Housing I made bold the needed phrase. Purchasing a House Each house in Asheron's Call has a purchase price that is made up of Pyreals, Trophies and one or more Writs of Refuge. In addition, each house also requires upkeep on a monthly basis (with the exception of Residential Quarters, which require upkeep every 3 months). One thing to make note of: If you own a cottage, villa or mansion, and you abandon it, you may not purchase another facility for 30 days. Note: A list of the required trophies can be found on each individual house page. Writs of Refuge A new form of currency was introduced to Asheron's Call for the purpose of purchasing and maintaining houses. The Writ of Refuge is an item granted by members of the Zaikhal Arcanum for performing certain tasks or retrieving and returning certain trophy items to them. These tasks are geared roughly toward the level of the purchaser of the home at each level. Arcanum Agents can be found in most cities and towns. Stop in and talk to one and he or she will tell you what items can be traded for writs. It is also possible to obtain writs through certain quests. The Covenant Crystal Covenant Crystals appear wherever there is a home. It is used to purchase and pay maintenance on the home. They link the character to the home and display the name of the homeowner once the dwelling has been purchased. The covenant crystal accepts either pyreals or **exact trade notes**. For example, if purchasing a Villa you can use 2,000,000 pyreals or 8 MMD Notes. After purchase of a dwelling, the first period's rent/maintenance is due, which is also paid at the covenant crystal. The next due date can be found on the Housing tab of the Map panel. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432866170,no check for overpay on house buying https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483666947,https://api.github.com/repos/ACEmulator/ACE/issues/1723,483666947,MDEyOklzc3VlQ29tbWVudDQ4MzY2Njk0Nw==,8909245,gmriggs,2019-04-16T13:48:52Z,2019-04-16T13:48:52Z,COLLABORATOR,"ah ok that might make sense, i think i read somewhere that it did not refund trade note overages, but that makes sense if it did refund overages for other items","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432866170,no check for overpay on house buying https://github.com/ACEmulator/ACE/pull/1749#issuecomment-484081524,https://api.github.com/repos/ACEmulator/ACE/issues/1749,484081524,MDEyOklzc3VlQ29tbWVudDQ4NDA4MTUyNA==,10608427,Mag-nus,2019-04-17T13:13:41Z,2019-04-17T13:13:41Z,MEMBER,"Without this (in current master), entering town network ends up loading ~47 physics landblocks without their world landblock counterparts.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,434270927,Reduce rogue physics landblocks loaded by portal desitnation parsing https://github.com/ACEmulator/ACE/pull/1692#issuecomment-484461378,https://api.github.com/repos/ACEmulator/ACE/issues/1692,484461378,MDEyOklzc3VlQ29tbWVudDQ4NDQ2MTM3OA==,8909245,gmriggs,2019-04-18T11:20:25Z,2019-04-18T11:20:25Z,COLLABORATOR,"has been running on CE for past week, no reported errors","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,431599427,GfxObjCache + WeakReference https://github.com/ACEmulator/ACE/pull/1751#issuecomment-484759294,https://api.github.com/repos/ACEmulator/ACE/issues/1751,484759294,MDEyOklzc3VlQ29tbWVudDQ4NDc1OTI5NA==,8909245,gmriggs,2019-04-19T03:50:36Z,2019-04-19T03:51:08Z,COLLABORATOR,"we saw a monster with 136 radius try to spawn on CE, which caused a crash for min being > max, so this part needs investigated more the classic tremendous monouga example: if one tries to spawn on the edge of a landblock, should it really be pushed all the way to the middle? in that case, if the data says a tremendous monouga should spawn on the edge, it seems like loading the neighboring landblock would have to naturally be done in that case ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,434507663,fixing landblock leak https://github.com/ACEmulator/ACE/pull/1768#issuecomment-485124866,https://api.github.com/repos/ACEmulator/ACE/issues/1768,485124866,MDEyOklzc3VlQ29tbWVudDQ4NTEyNDg2Ng==,10608427,Mag-nus,2019-04-20T13:58:21Z,2019-04-20T13:58:21Z,MEMBER,"I've switched the TryPrune() call to the creatures heartbeat. This should about the same performance, but be better at releasing stale data.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435400391,DamageHistory no longer holds references to WorldObjects https://github.com/ACEmulator/ACE/pull/1766#issuecomment-485204462,https://api.github.com/repos/ACEmulator/ACE/issues/1766,485204462,MDEyOklzc3VlQ29tbWVudDQ4NTIwNDQ2Mg==,10137,ghost,2019-04-21T00:25:53Z,2019-04-21T00:25:53Z,NONE,"Will need to redo the changes, as I cannot figure out what GitHub is doing.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435359939,Loot fixes/additions https://github.com/ACEmulator/ACE/pull/1768#issuecomment-485269509,https://api.github.com/repos/ACEmulator/ACE/issues/1768,485269509,MDEyOklzc3VlQ29tbWVudDQ4NTI2OTUwOQ==,10608427,Mag-nus,2019-04-21T17:40:15Z,2019-04-21T17:40:25Z,MEMBER,"This seems to test ok. Player/Session objects are now being fully released.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435400391,DamageHistory no longer holds references to WorldObjects https://github.com/ACEmulator/ACE/pull/1782#issuecomment-485591649,https://api.github.com/repos/ACEmulator/ACE/issues/1782,485591649,MDEyOklzc3VlQ29tbWVudDQ4NTU5MTY0OQ==,26606778,OptimShi,2019-04-22T23:51:22Z,2019-04-22T23:51:22Z,COLLABORATOR,Need to double check some things... Thing I found a bug/flaw in logic.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435928372,Shade adjustments https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485771781,https://api.github.com/repos/ACEmulator/ACE/issues/1785,485771781,MDEyOklzc3VlQ29tbWVudDQ4NTc3MTc4MQ==,10608427,Mag-nus,2019-04-23T11:56:37Z,2019-04-23T11:56:37Z,MEMBER,"Can you please describe to us what this PR accomplishes? What does it fix/resolve? What does it improve? Does it help you with further architecture plans? If so, how?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435988213,network layer reduction https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485782183,https://api.github.com/repos/ACEmulator/ACE/issues/1785,485782183,MDEyOklzc3VlQ29tbWVudDQ4NTc4MjE4Mw==,3317737,fartwhif,2019-04-23T12:30:17Z,2019-04-23T12:36:05Z,COLLABORATOR,"> > > I mentioned this in DM's, but you can make it a lot easier for us to review this PR by creating a dummy Session.Network object that simply relays EnqueueSend down to the base session. > > It would leave the vast majority of these files unchanged so we can review the actual changes more clearly. > > Then, after the architecture change is approved and merged, the wrapper class can be removed. I'll see if it can't revert the reduction and do it right. Good call!","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435988213,network layer reduction https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485838415,https://api.github.com/repos/ACEmulator/ACE/issues/1785,485838415,MDEyOklzc3VlQ29tbWVudDQ4NTgzODQxNQ==,10608427,Mag-nus,2019-04-23T14:54:34Z,2019-04-23T14:54:34Z,MEMBER,"I'm starting to go over your checklist, thank you for providing that. The first thing I notice is the combination of Session and NetworkSession. I was aware that you had done this, which is why I suggested the wrapper, but I was curious as to why. The reason for combining class does not apply here. Session and NetworkSession should be kept functionally separate. NetworkSession is designed to handle low level packet work. This includes: - Packet processing - Packet transmission Session is designed to handle higher level session management. This includes: - Dispatching received packets (through to NetworkSession) - Processing packet transmit requests (through to NetworkSession) - Managing server/client/world states - Managing the session:player relationship","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435988213,network layer reduction https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485898630,https://api.github.com/repos/ACEmulator/ACE/issues/1785,485898630,MDEyOklzc3VlQ29tbWVudDQ4NTg5ODYzMA==,3317737,fartwhif,2019-04-23T17:27:37Z,2019-04-23T17:42:50Z,COLLABORATOR,"> > > I'm starting to go over your checklist, thank you for providing that. > > The first thing I notice is the combination of Session and NetworkSession. I was aware that you had done this, which is why I suggested the wrapper, but I was curious as to why. > > The reason for combining class does not apply here. Session and NetworkSession should be kept functionally separate. > > NetworkSession is designed to handle low level packet work. This includes: > > * Packet processing > > * Packet transmission > > > Session is designed to handle higher level session management. This includes: > > * Dispatching received packets (through to NetworkSession) > > * Processing packet transmit requests (through to NetworkSession) > > * Managing server/client/world states > > * Managing the session:player relationship i'll revert that reduction, there's one piece around all that, Network Management, manages the session collection, does session discrimination, and does low level network I/O, not sure how much that deviates from ""the pattern"". ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,435988213,network layer reduction https://github.com/ACEmulator/ACE/issues/1797#issuecomment-486934123,https://api.github.com/repos/ACEmulator/ACE/issues/1797,486934123,MDEyOklzc3VlQ29tbWVudDQ4NjkzNDEyMw==,8909245,gmriggs,2019-04-26T05:48:45Z,2019-04-26T05:48:45Z,COLLABORATOR,Fixed by @OptimShi in https://github.com/ACEmulator/ACE/pull/1800,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,436494014,Loot generator is failing to spawn many items https://github.com/ACEmulator/ACE/pull/1792#issuecomment-487030321,https://api.github.com/repos/ACEmulator/ACE/issues/1792,487030321,MDEyOklzc3VlQ29tbWVudDQ4NzAzMDMyMQ==,10608427,Mag-nus,2019-04-26T11:52:43Z,2019-04-26T11:52:43Z,MEMBER,"Here is the documentation for .NET Core 2.2: https://docs.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.beginreceivefrom?view=netcore-2.2 After reading the documentation, It seems that both current master and this PR implement the system correctly. That might suggest that the underlying issue is present in both implementations, just occurs less in this PR's implementation. Can you please share your test code so I can run some tests as well? Thanks.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,436457516,fixed during great stress stack overflow exception at listener thread https://github.com/ACEmulator/ACE/pull/1726#issuecomment-487201516,https://api.github.com/repos/ACEmulator/ACE/issues/1726,487201516,MDEyOklzc3VlQ29tbWVudDQ4NzIwMTUxNg==,10608427,Mag-nus,2019-04-26T21:07:01Z,2019-04-26T21:07:01Z,MEMBER,"I believe this PR is no longer needed. The issue that this PR was trying to address is resolved in Master as a result of another PR, and testing on CE has confirmed stability.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432909072,replace session array and lock with concurrent collection https://github.com/ACEmulator/ACE/pull/1833#issuecomment-488038129,https://api.github.com/repos/ACEmulator/ACE/issues/1833,488038129,MDEyOklzc3VlQ29tbWVudDQ4ODAzODEyOQ==,10608427,Mag-nus,2019-04-30T17:17:01Z,2019-04-30T17:17:01Z,MEMBER,"Note, for developers, the following SDK will need to be installed: .NET Core 2.2 (x64 SDK v2.2.106) for Visual Studio 2017 SDK Which can be obtained here: https://dotnet.microsoft.com/download/visual-studio-sdks","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,438751195,Upgrade to .NET Core 2.2.1 (VS 2017 compatible) https://github.com/ACEmulator/ACE/issues/1586#issuecomment-489898951,https://api.github.com/repos/ACEmulator/ACE/issues/1586,489898951,MDEyOklzc3VlQ29tbWVudDQ4OTg5ODk1MQ==,11369233,LtRipley36706,2019-05-07T04:02:41Z,2019-05-07T04:02:41Z,MEMBER,fixed,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426775986,Using the cloak on command still shows player's dot on radar https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490239070,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490239070,MDEyOklzc3VlQ29tbWVudDQ5MDIzOTA3MA==,2904834,dgarson,2019-05-07T20:16:26Z,2019-05-07T20:16:26Z,CONTRIBUTOR,Seems reasonable. Shall I introduce another static array and reuse it for all the coverage slots?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490240333,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490240333,MDEyOklzc3VlQ29tbWVudDQ5MDI0MDMzMw==,10137,ghost,2019-05-07T20:20:27Z,2019-05-07T20:20:27Z,NONE,"If each armor piece has the same potential spells and/or cantrips, then those separate arrays should be compressed down to fewer. Jewelry obviously needs to have its own, as those items don't have impen/banes.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490244973,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490244973,MDEyOklzc3VlQ29tbWVudDQ5MDI0NDk3Mw==,10137,ghost,2019-05-07T20:34:51Z,2019-05-07T20:36:14Z,NONE,"On the right track. ClothingCantrips looks to me to be much the same, also. I imagine that the normal spells are also in similar need of compression and standardization. Lastly, if those spell arrays are being condensed down to single arrays, the better option would be to remove the switch statements in LootGenerationFactory_Clothing.cs in favor of spells = LootTables.ArmorSpells and cantrips = LootTables.ArmorCantrips, rather than assigning the actual array to the others that are now unneeded.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490251719,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490251719,MDEyOklzc3VlQ29tbWVudDQ5MDI1MTcxOQ==,2904834,dgarson,2019-05-07T20:55:21Z,2019-05-07T20:55:21Z,CONTRIBUTOR,"Thanks for the feedback, Theran! Let me know if there's any more changes you'd recommend.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490274515,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490274515,MDEyOklzc3VlQ29tbWVudDQ5MDI3NDUxNQ==,10137,ghost,2019-05-07T22:14:55Z,2019-05-07T22:14:55Z,NONE,Looks good,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490275410,https://api.github.com/repos/ACEmulator/ACE/issues/1864,490275410,MDEyOklzc3VlQ29tbWVudDQ5MDI3NTQxMA==,2904834,dgarson,2019-05-07T22:18:44Z,2019-05-07T22:18:44Z,CONTRIBUTOR,"Woops, didn't mean to close without merging. Didn't realize I have to wait for you to merge :-)","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,441424285,standardized spells and cantrips for armor pieces https://github.com/ACEmulator/ACE/pull/1872#issuecomment-491200720,https://api.github.com/repos/ACEmulator/ACE/issues/1872,491200720,MDEyOklzc3VlQ29tbWVudDQ5MTIwMDcyMA==,10137,ghost,2019-05-10T08:12:00Z,2019-05-10T17:22:34Z,NONE,"Still need to test removing the ""usage"" flag, as it is probably not needed [Done]","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,442559779,Skill XP Rank increases https://github.com/ACEmulator/ACE/issues/1733#issuecomment-491626115,https://api.github.com/repos/ACEmulator/ACE/issues/1733,491626115,MDEyOklzc3VlQ29tbWVudDQ5MTYyNjExNQ==,26235642,dirtyelf,2019-05-12T20:20:42Z,2019-05-12T20:20:42Z,CONTRIBUTOR,fairly certain the drudges (cats) jumped down in bsd,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,433055507,Monsters fall off ledges when they should not. https://github.com/ACEmulator/ACE/issues/1723#issuecomment-491626352,https://api.github.com/repos/ACEmulator/ACE/issues/1723,491626352,MDEyOklzc3VlQ29tbWVudDQ5MTYyNjM1Mg==,26235642,dirtyelf,2019-05-12T20:23:57Z,2019-05-12T20:23:57Z,CONTRIBUTOR,yes housing would refund pyreal stacks but not trade notes,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432866170,no check for overpay on house buying https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491664262,https://api.github.com/repos/ACEmulator/ACE/issues/1891,491664262,MDEyOklzc3VlQ29tbWVudDQ5MTY2NDI2Mg==,8909245,gmriggs,2019-05-13T03:30:55Z,2019-05-13T03:30:55Z,COLLABORATOR,"1876 needs further review, specifically the cantrip drop rate changes the refactoring parts of 1876 should be good, is there any way the refactoring parts can be a separate pr from the drop rates?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,443188380,"Revert ""Loot Generation Changes (#1876)""" https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491684289,https://api.github.com/repos/ACEmulator/ACE/issues/1891,491684289,MDEyOklzc3VlQ29tbWVudDQ5MTY4NDI4OQ==,10137,ghost,2019-05-13T05:48:36Z,2019-05-13T05:48:57Z,NONE,The drop rates that were in the code beforehand only allowed the locust players to have a chance at attaining minimal cantrip items. I was told that they were definitely not correct. I tested my changes quite a bit and the output felt decent to me. I disapprove of reverting the code.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,443188380,"Revert ""Loot Generation Changes (#1876)""" https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491843764,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491843764,MDEyOklzc3VlQ29tbWVudDQ5MTg0Mzc2NA==,38050842,Warloxx01,2019-05-13T14:23:12Z,2019-05-13T14:23:12Z,NONE,"I have been playing around with this and found it to work as it should. I only have had 1 issue and i can not say it was this addition that caused it. A secondary character on the main account ( not the actual cottage owner) recalled back to the cottage and landed in complete darkness. Iwas unable to correct this, I had to restart the server to correct the issue. Im not sure if this was a result of this update (maybe read the landing coords wrong?) or what but out of maybe 60 or 70 recalls from different locations in Dereth with that character that was the only issue I had and it only happened once. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491896612,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491896612,MDEyOklzc3VlQ29tbWVudDQ5MTg5NjYxMg==,8909245,gmriggs,2019-05-13T16:37:20Z,2019-05-13T16:38:19Z,COLLABORATOR,"hey @Warloxx01, if you can repro the black screen, can you post of a /loc of it?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491900806,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491900806,MDEyOklzc3VlQ29tbWVudDQ5MTkwMDgwNg==,38050842,Warloxx01,2019-05-13T16:49:44Z,2019-05-13T16:49:44Z,NONE,"@gmriggs Sure, I can give you the loc no problem, but im not sure I can repo the Black screen, as I said it only happened once. out of quit a few recalls. I can get the loc though no problem. Home owner recall /loc Your location is: 0xA6CB0036 [150.270996 129.328995 54.005001] 0.999852 0.000000 0.000000 0.017215 Secondary character recall /loc Your location is: 0xA6CB0036 [150.270996 129.328995 54.005001] 0.999852 0.000000 0.000000 0.017215 They appear to be identical. Like I said it may not have been an issue with this update.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491902159,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491902159,MDEyOklzc3VlQ29tbWVudDQ5MTkwMjE1OQ==,38050842,Warloxx01,2019-05-13T16:53:34Z,2019-05-13T17:03:55Z,NONE,"I do have one question, were the other characters on the same account that the house owner is on able to turn the house hooks on/off I can't seem to remember? ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491905019,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491905019,MDEyOklzc3VlQ29tbWVudDQ5MTkwNTAxOQ==,38050842,Warloxx01,2019-05-13T17:01:53Z,2019-05-13T17:01:53Z,NONE,"Found my answer... https://asheron.fandom.com/wiki/Housing_FAQ Storage for other characters Q. What do my other characters do for storage? A. All characters on the account share the house and can access its storage space, hooks and all housing commands (except @house abandon and commands to change allegiance permissions). ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491905374,https://api.github.com/repos/ACEmulator/ACE/issues/1855,491905374,MDEyOklzc3VlQ29tbWVudDQ5MTkwNTM3NA==,38050842,Warloxx01,2019-05-13T17:02:55Z,2019-05-13T17:02:55Z,NONE,"My other character can't turn on or off the hooks, and I have not tried ANY of the other commands so far.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,440481227,prototype: adding account-wide house recall / permissions https://github.com/ACEmulator/ACE/pull/1908#issuecomment-494000869,https://api.github.com/repos/ACEmulator/ACE/issues/1908,494000869,MDEyOklzc3VlQ29tbWVudDQ5NDAwMDg2OQ==,10608427,Mag-nus,2019-05-20T14:03:04Z,2019-05-20T14:03:04Z,MEMBER,#1917 fixes the issue caused by #1874 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,445686605,reverting 1874 for RegenOnClose chest generators https://github.com/ACEmulator/ACE/issues/1885#issuecomment-494130391,https://api.github.com/repos/ACEmulator/ACE/issues/1885,494130391,MDEyOklzc3VlQ29tbWVudDQ5NDEzMDM5MQ==,121500,mattfeldman,2019-05-20T20:02:58Z,2019-05-20T20:02:58Z,CONTRIBUTOR,This was fixed with PR #1886 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,443143725,Cannot apply lower reduction kit to leggings https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494213315,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494213315,MDEyOklzc3VlQ29tbWVudDQ5NDIxMzMxNQ==,10137,ghost,2019-05-21T02:14:30Z,2019-05-21T02:25:47Z,NONE,"For Wrath of the Puppeteer spell, ""|| spellID == 2998"" needs to be added to the Volley else if branch in SpellProjectile.GetProjectileSpellType(), as it is a bolt/volley hybrid spell. Three projectiles are fired but in succession, rather than as a group together, so that effect needs to be accounted for in code. SpellIDs 1832 through 1838, which Avalanche is a part of, are spell projectile rain spells that are unique to other War Magic projectile spells, with nine or 12 projectiles that slam down from above the target in an area, and should only be usable outdoors. Those spell lines are a little wonky, as their spell.Power exceeds their item casters ItemSpellcrafts, so that probably needs to be accounted for, also. Paralyzing Fear spell on Virindi Implant also exceeds the ItemSpellcraft of the caster item. I imagine that ItemSpellcraft should probably only be used for resist checks and not for if an item has the ""skill"" to cast its spell. Setting magicSkill = 999, at line 334 in Player_Magic.cs, ensures that a caster item can successfully cast its own spells. Lastly, the two WarMagic() overloads are probably sending an extra GameEventUseDone(), in the case of ""spell not implemented, yet"", as the cursor goes into perma-hourglass. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494237710,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494237710,MDEyOklzc3VlQ29tbWVudDQ5NDIzNzcxMA==,19214857,Slushnas,2019-05-21T04:46:59Z,2019-05-21T04:46:59Z,CONTRIBUTOR,I'm going to research these spells and see if I can get them added.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494237719,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494237719,MDEyOklzc3VlQ29tbWVudDQ5NDIzNzcxOQ==,8909245,gmriggs,2019-05-21T04:47:02Z,2019-05-21T04:47:02Z,COLLABORATOR,"""Those spell lines are a little wonky, as their spell.Power exceeds their item casters ItemSpellcrafts, so that probably needs to be accounted for, also."" i think we saw issues with this for other built-in spells before... even if the ItemSpellcraft was above the spell.Power, it would still sometimes fizzle. The built-in spell code was changed because of this awhile ago, so that built-in spells never fizzle. The ItemSpellcraft ends up being the 'difficulty' the spell was cast with, ie. if I use a built-in spell on an item with ItemSpellcraft 250, when the target tries to resist, it would be resisting against skill level 250 there","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494238752,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494238752,MDEyOklzc3VlQ29tbWVudDQ5NDIzODc1Mg==,10137,ghost,2019-05-21T04:53:12Z,2019-05-21T04:53:49Z,NONE,"The Avalanche spell (really all of these rain spells) has a spell.Power of 320, but the item, as you mentioned, has a built-in skill of 250. Even with the -50 discount on spell.Power for difficulty calculation, it still ends up being greater than the item's skill level, so the spell automatically fails, and then fizzles. Currently, the line ""if (isWeaponSpell && caster.ItemSpellcraft != null) magicSkill = caster.ItemSpellcraft;"" is causing the instant spell cast failure for the item's spell.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494239854,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494239854,MDEyOklzc3VlQ29tbWVudDQ5NDIzOTg1NA==,10137,ghost,2019-05-21T04:59:32Z,2019-05-21T04:59:32Z,NONE,"There isn't a lot of information to go on for these spells. For the Wrath of the Puppeteer, the spell has multiple projectiles but doesn't have a DimsOrigin.X > 1, so SpellProjectile.GetProjectileSpellType() was assigning it a Bolt type. However, in WarMagic(WorldObject target, Spell spell), the check didn't match any of the current criteria, ie. spell.NumProjectiles == 1 || spellType == SpellProjectile.ProjectileSpellType.Volley || spellType == SpellProjectile.ProjectileSpellType.Blast. The picture associated with the Puppeteer's Skull weapon shows the three projectiles firing in succession.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494241632,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494241632,MDEyOklzc3VlQ29tbWVudDQ5NDI0MTYzMg==,8909245,gmriggs,2019-05-21T05:09:51Z,2019-05-21T05:09:51Z,COLLABORATOR,"Hmm, maybe that section should be changed to this: ``` if (magicSkill > 0 && magicSkill >= (int)difficulty - 50) { var chance = 1.0f - SkillCheck.GetMagicSkillChance((int)magicSkill, (int)difficulty); var rng = ThreadSafeRandom.Next(0.0f, 1.0f); if (chance < rng) castingPreCheckStatus = CastingPreCheckStatus.Success; } if (isWeaponSpell) castingPreCheckStatus = CastingPreCheckStatus.Success; ```","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494243312,https://api.github.com/repos/ACEmulator/ACE/issues/1806,494243312,MDEyOklzc3VlQ29tbWVudDQ5NDI0MzMxMg==,10137,ghost,2019-05-21T05:19:08Z,2019-05-21T05:19:08Z,NONE,"Yes, that works.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,437208346,Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet https://github.com/ACEmulator/ACE/issues/1922#issuecomment-494550040,https://api.github.com/repos/ACEmulator/ACE/issues/1922,494550040,MDEyOklzc3VlQ29tbWVudDQ5NDU1MDA0MA==,8909245,gmriggs,2019-05-21T20:41:07Z,2019-05-21T20:52:11Z,COLLABORATOR,"I agree in theory that the 'source' of the spell would be the item that cast it During initial dev/testing of ItemProc, this switched between item.TryCastSpell and wielder.TryCastSpell a few times. If I remember correctly, there were 1 or 2 bugs with item.TryCastSpell that need to be fixed One that I remember is the message that is broadcast to the target. It would say things like 'Sword cast spell on you' or 'Aetheria cast spell on you', which seemed very unclear (not sure how it was in retail). If the proc successfully landed, the wielder also would not receive any messages about it, without additional logic added I forget if that was the only thing that needed investigated, but I'm thinking there might also have been something with EnchantmentManager sources Anyway yeah this needs further investigated, just saying it's not as simple as changing wielder.TryCastSpell to TryCastSpell here, and to be aware of the other possible bugs that would need to be looked into for that","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446766312,Item Proc'ing - Needs to be corrected for Alchemical Throwning Phials to work https://github.com/ACEmulator/ACE/issues/1922#issuecomment-494552419,https://api.github.com/repos/ACEmulator/ACE/issues/1922,494552419,MDEyOklzc3VlQ29tbWVudDQ5NDU1MjQxOQ==,8909245,gmriggs,2019-05-21T20:48:02Z,2019-05-21T20:48:02Z,COLLABORATOR,"One thing to possibly look out for with item.TryCastSpell / item sources is the enchantment duration If an item is the enchantment source, a lot of times the enchantment duration will be set to -1 I remember adding some special logic to work around this for Aetheria, and if all ItemProcs are casting the spell from item source, this part should be tested thoroughly","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446766312,Item Proc'ing - Needs to be corrected for Alchemical Throwning Phials to work https://github.com/ACEmulator/ACE/pull/1916#issuecomment-494574107,https://api.github.com/repos/ACEmulator/ACE/issues/1916,494574107,MDEyOklzc3VlQ29tbWVudDQ5NDU3NDEwNw==,26235642,dirtyelf,2019-05-21T21:56:29Z,2019-05-21T21:56:29Z,CONTRIBUTOR,will move to feature branch,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,445979776,godmode for admins https://github.com/ACEmulator/ACE/pull/1910#issuecomment-494652912,https://api.github.com/repos/ACEmulator/ACE/issues/1910,494652912,MDEyOklzc3VlQ29tbWVudDQ5NDY1MjkxMg==,11369233,LtRipley36706,2019-05-22T05:01:28Z,2019-05-22T05:01:28Z,MEMBER,#1927 has this as well,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,445874709,Update LootTables.cs https://github.com/ACEmulator/ACE/pull/1943#issuecomment-496035222,https://api.github.com/repos/ACEmulator/ACE/issues/1943,496035222,MDEyOklzc3VlQ29tbWVudDQ5NjAzNTIyMg==,11369233,LtRipley36706,2019-05-26T22:05:35Z,2019-05-26T22:05:35Z,MEMBER,Resolves #1737,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,448611611,Add expanded support for Fellowship quests https://github.com/ACEmulator/ACE/pull/1895#issuecomment-496281355,https://api.github.com/repos/ACEmulator/ACE/issues/1895,496281355,MDEyOklzc3VlQ29tbWVudDQ5NjI4MTM1NQ==,10608427,Mag-nus,2019-05-27T18:28:57Z,2019-05-27T18:28:57Z,MEMBER,I suppose this is ready to merge into master as a developer command.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,443671686,/auditobjectmaint https://github.com/ACEmulator/ACE/issues/1941#issuecomment-496386693,https://api.github.com/repos/ACEmulator/ACE/issues/1941,496386693,MDEyOklzc3VlQ29tbWVudDQ5NjM4NjY5Mw==,10137,ghost,2019-05-28T06:47:13Z,2019-05-28T06:47:13Z,NONE,"Old Chest is present in this dungeon: 0x02DE015A [208.458954 -97.311821 -35.994999] 0.512562 0.000000 0.000000 -0.858650 ![image](https://user-images.githubusercontent.com/49040547/58456707-bab20c00-80d9-11e9-8aff-34d562afe662.png) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,448566694,Old Chest for Healing Machine Hook in Ruschk Iceberg missing. https://github.com/ACEmulator/ACE/issues/1922#issuecomment-496662382,https://api.github.com/repos/ACEmulator/ACE/issues/1922,496662382,MDEyOklzc3VlQ29tbWVudDQ5NjY2MjM4Mg==,10137,ghost,2019-05-28T19:48:49Z,2019-05-28T19:48:49Z,NONE,"Correct source and target routing and messaging will be needed for ProcSpell for the Alchemical Throwing Phials to work correctly that are to be added in content patch https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/132 ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446766312,Item Proc'ing - Needs to be corrected for Alchemical Throwning Phials to work https://github.com/ACEmulator/ACE/pull/1924#issuecomment-497280727,https://api.github.com/repos/ACEmulator/ACE/issues/1924,497280727,MDEyOklzc3VlQ29tbWVudDQ5NzI4MDcyNw==,26235642,dirtyelf,2019-05-30T10:16:22Z,2019-05-30T10:16:22Z,CONTRIBUTOR,any idea what the retail command did specifically?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446858263,add god admin command https://github.com/ACEmulator/ACE/issues/1941#issuecomment-497333664,https://api.github.com/repos/ACEmulator/ACE/issues/1941,497333664,MDEyOklzc3VlQ29tbWVudDQ5NzMzMzY2NA==,51051520,NovImber,2019-05-30T13:43:00Z,2019-05-30T13:43:47Z,NONE,"Hi Theran578, thank you very much for looking into it. Unfortunately I don't quite have your luck. Got some more info by trying Vsense: Vsense detects it near the large room towards the end of the dungeon. I can click the name in Vsense and its name appears in the bottom for a second before it goes away. This is similar to when I select a dye plant on the overworld that is out of range, but in this case it does not have the white indicator showing where the item is. If I press the 'use' key when it is selected this way, my character starts walking forward whichever way they are facing and the message that the chest is locked appears immediately. The character continues walking forward until interrupted. It's like the chest is everywhere and nowhere. I experience this issue with multiple characters on the Coldeve server. ![image](https://user-images.githubusercontent.com/51051520/58636421-8cf2e000-82f0-11e9-88fb-745a7e37a3e3.png) ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,448566694,Old Chest for Healing Machine Hook in Ruschk Iceberg missing. https://github.com/ACEmulator/ACE/pull/1948#issuecomment-497390281,https://api.github.com/repos/ACEmulator/ACE/issues/1948,497390281,MDEyOklzc3VlQ29tbWVudDQ5NzM5MDI4MQ==,11369233,LtRipley36706,2019-05-30T16:21:57Z,2019-05-30T16:23:00Z,MEMBER,"Database changes reside in ACE-World-16PY-Patches. The script isn't updating the right thing however. You would update [this file](https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/master/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/Creature/Human/42140%20Warden.sql) and change ```INSERT INTO `weenie_properties_emote` (`object_Id`, `category`, `probability`, `weenie_Class_Id`, `style`, `substyle`, `quest`, `vendor_Type`, `min_Health`, `max_Health`) VALUES (42140, 6 /* Give */, 1, 8363 /* Mace of the Explorer */, NULL, NULL, NULL, NULL, NULL, NULL);``` to ```INSERT INTO `weenie_properties_emote` (`object_Id`, `category`, `probability`, `weenie_Class_Id`, `style`, `substyle`, `quest`, `vendor_Type`, `min_Health`, `max_Health`) VALUES (42140, 1 /* Refuse */, 1, 8363 /* Mace of the Explorer */, NULL, NULL, NULL, NULL, NULL, NULL);```","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,450231941,update mace of the explorer emote weenie prop https://github.com/ACEmulator/ACE/pull/1948#issuecomment-497392257,https://api.github.com/repos/ACEmulator/ACE/issues/1948,497392257,MDEyOklzc3VlQ29tbWVudDQ5NzM5MjI1Nw==,26235642,dirtyelf,2019-05-30T16:27:28Z,2019-05-30T16:27:28Z,CONTRIBUTOR,"was wondering if this was the right spot, thanks","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,450231941,update mace of the explorer emote weenie prop https://github.com/ACEmulator/ACE/issues/1967#issuecomment-499354120,https://api.github.com/repos/ACEmulator/ACE/issues/1967,499354120,MDEyOklzc3VlQ29tbWVudDQ5OTM1NDEyMA==,11369233,LtRipley36706,2019-06-06T05:31:24Z,2019-06-06T05:31:24Z,MEMBER,"[44075 Cavern.sql](https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/master/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/Creature/Unsorted/44075%20Cavern.sql) needs to be updated to include `(44075, 19, False) /* Attackable */` so the creature/fake portal doesn't spam error messages, try to attack players (and fail) and move randomly.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,452827194,EmoteType.TeleportTarget not complete https://github.com/ACEmulator/ACE/issues/1588#issuecomment-499357349,https://api.github.com/repos/ACEmulator/ACE/issues/1588,499357349,MDEyOklzc3VlQ29tbWVudDQ5OTM1NzM0OQ==,11369233,LtRipley36706,2019-06-06T05:47:41Z,2019-06-06T05:47:41Z,MEMBER,Fixed in #1964,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,426811967,Blue Coral Reef not spawning its full generate payload https://github.com/ACEmulator/ACE/issues/1967#issuecomment-499372192,https://api.github.com/repos/ACEmulator/ACE/issues/1967,499372192,MDEyOklzc3VlQ29tbWVudDQ5OTM3MjE5Mg==,10137,ghost,2019-06-06T06:52:07Z,2019-06-06T06:52:07Z,NONE,"Will make the correction, shortly ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,452827194,EmoteType.TeleportTarget not complete https://github.com/ACEmulator/ACE/pull/1924#issuecomment-499395510,https://api.github.com/repos/ACEmulator/ACE/issues/1924,499395510,MDEyOklzc3VlQ29tbWVudDQ5OTM5NTUxMA==,11369233,LtRipley36706,2019-06-06T08:14:46Z,2019-06-06T08:14:46Z,MEMBER,"> any idea what the retail command did specifically? from what I remember it just set whatever currently spec/trained skills to a specific level (not sure what), and i *think* changed the level to match that same number... it's probably not that big of a deal being an admin only function","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446858263,add god admin command https://github.com/ACEmulator/ACE/pull/1924#issuecomment-500160713,https://api.github.com/repos/ACEmulator/ACE/issues/1924,500160713,MDEyOklzc3VlQ29tbWVudDUwMDE2MDcxMw==,26235642,dirtyelf,2019-06-08T20:32:37Z,2019-06-08T20:32:37Z,CONTRIBUTOR,"this is definitely more fun, and serves the same purpose. i can not figure out why i need two calls to setmaxvitals() to get the hp to update in the client. it was working back when i was first looking at this, now it needs the second call. stam and mana seem to update just fine with the first call. also it appears to only be the client, calling /showstats reports the correct values in the terminal for health - just not in the client. ultimately not a huge deal, just leave the second call to setmaxvitals in there... but it may be something that affects other areas so worth noting","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,446858263,add god admin command https://github.com/ACEmulator/ACE/pull/1984#issuecomment-500308633,https://api.github.com/repos/ACEmulator/ACE/issues/1984,500308633,MDEyOklzc3VlQ29tbWVudDUwMDMwODYzMw==,26235642,dirtyelf,2019-06-10T06:37:46Z,2019-06-10T06:37:46Z,CONTRIBUTOR,So turns out I am mistaken and in retail if you deleted a character you were able to create another character with the same name immediately and get an error when trying to restore if someone has taken that name.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454016320,add characters to be deleted to name in use check https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500372999,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500372999,MDEyOklzc3VlQ29tbWVudDUwMDM3Mjk5OQ==,10608427,Mag-nus,2019-06-10T10:44:27Z,2019-06-10T10:44:27Z,MEMBER,See my comments in this PR regarding storing IP addresses in a database: https://github.com/ACEmulator/ACE/pull/1471,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500412891,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500412891,MDEyOklzc3VlQ29tbWVudDUwMDQxMjg5MQ==,10608427,Mag-nus,2019-06-10T13:16:54Z,2019-06-10T13:16:54Z,MEMBER,"I would also make the following adjustments email_Address should be nullable since it's a string. create/last login IP should be the varbinary as suggested in the other PR, as well as nullable. isBanned should be not nullable, default 0. should ban_Reason also be stored in this table? it might make sense to pull the ban columns out of `account` and maybe put them in a `ban` table and foreign link it to account.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500415322,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500415322,MDEyOklzc3VlQ29tbWVudDUwMDQxNTMyMg==,51647865,TheKnobGoblin,2019-06-10T13:24:20Z,2019-06-10T13:24:20Z,NONE,"> See my comments in this PR regarding storing IP addresses in a database: #1471 I strongly disagree with storing the IP fields in VARBINARY. I've never seen it used that way and it majorly over complicates things. VARCHAR works perfectly fine for any IP address and it's used to store an IP 99% of the time for servers. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500420909,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500420909,MDEyOklzc3VlQ29tbWVudDUwMDQyMDkwOQ==,10608427,Mag-nus,2019-06-10T13:42:10Z,2019-06-10T13:42:10Z,MEMBER,"VARCHAR can be more convenient in certain scenarios, sure. If you want human readable values when you browse the table in a tool such as phpMyAdmin or MySQL Workbench, VARCHAR offers you this over VARBINARY(16) However, VARBINARY(16) is the standard for storing ip addresses. It is more efficient for both storage and comparisons. VARBINARY(16) supports both IPV4 and IPV6 addresses. If we only want to store IPV4, then INT is the ideal column type. We can always change the column from INT to VARBINARY(16) in the future (if needed) and retain the existing values. I prefer using VARBINARY(16) though because it's the modern standard for ip storage. What is the use case where you would prefer these values stored as VARCHAR?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500433806,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500433806,MDEyOklzc3VlQ29tbWVudDUwMDQzMzgwNg==,51647865,TheKnobGoblin,2019-06-10T14:19:19Z,2019-06-10T14:19:19Z,NONE,"The use case is that it makes both storing and reading the IP address easier. The performance gain from VARBINARY is negligible and makes the IP address unreadable when you want to simply look at the account table and see which IP belongs to which account. I think it's silly to block this PR because it's not modern enough for you. Keeping things simple is the best approach, especially for a community driven open source emulator project.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500446544,https://api.github.com/repos/ACEmulator/ACE/issues/1985,500446544,MDEyOklzc3VlQ29tbWVudDUwMDQ0NjU0NA==,10608427,Mag-nus,2019-06-10T14:53:41Z,2019-06-10T14:53:41Z,MEMBER,"I'm not blocking it, just offering suggestions. I have some more comments, i'll bring them up in the development channel in ACE.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/issues/1986#issuecomment-500640992,https://api.github.com/repos/ACEmulator/ACE/issues/1986,500640992,MDEyOklzc3VlQ29tbWVudDUwMDY0MDk5Mg==,8909245,gmriggs,2019-06-11T00:29:49Z,2019-06-11T00:29:49Z,COLLABORATOR,"i am checking out the bug report where wielding ammo isn't performing the wield requirement checks /ci arrowdeadlyfire i create a deadly fire arrow in my inventory... not sure what the exact wield requirements are for it, but i'm doing it on my char that isn't an archer when i try to wield it, i get the transient error 'The Deadly Fire Arrow can't be wielded' if it do it on my archer, he is able to wield it trying the exact repro steps in the bug report /ci 43951 even on my archer, i don't satify the specialized fletching requirement and it doesn't let me wield the deadly prismatic arrow i then specialize fletching, and now meet all the requirements and now i am able to wield the deadly prismatic arrow can't repro this issue so far?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454260346,Wield requirement checks aren't being enforced for equipping ammunition https://github.com/ACEmulator/ACE/issues/1986#issuecomment-500641382,https://api.github.com/repos/ACEmulator/ACE/issues/1986,500641382,MDEyOklzc3VlQ29tbWVudDUwMDY0MTM4Mg==,8909245,gmriggs,2019-06-11T00:32:16Z,2019-06-11T00:32:16Z,COLLABORATOR,"i see the bug maybe it's only performing the first wield requirement check it might not be checking all of them","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454260346,Wield requirement checks aren't being enforced for equipping ammunition https://github.com/ACEmulator/ACE/issues/1986#issuecomment-500645267,https://api.github.com/repos/ACEmulator/ACE/issues/1986,500645267,MDEyOklzc3VlQ29tbWVudDUwMDY0NTI2Nw==,8909245,gmriggs,2019-06-11T00:55:11Z,2019-06-11T00:55:11Z,COLLABORATOR,Fixed in https://github.com/ACEmulator/ACE/pull/1987,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454260346,Wield requirement checks aren't being enforced for equipping ammunition https://github.com/ACEmulator/ACE/pull/1471#issuecomment-501099064,https://api.github.com/repos/ACEmulator/ACE/issues/1471,501099064,MDEyOklzc3VlQ29tbWVudDUwMTA5OTA2NA==,10608427,Mag-nus,2019-06-12T02:44:04Z,2019-06-12T02:44:04Z,MEMBER,This is superseded by a #1985 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,414762401,Add created IP address and time data for accounts. https://github.com/ACEmulator/ACE/pull/2000#issuecomment-501986121,https://api.github.com/repos/ACEmulator/ACE/issues/2000,501986121,MDEyOklzc3VlQ29tbWVudDUwMTk4NjEyMQ==,26235642,dirtyelf,2019-06-14T06:30:05Z,2019-06-14T06:30:05Z,CONTRIBUTOR,Doesn't it also need to be applied to missile weapons? Is that taken care of somewhere else?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456071830,fixing oak salvage https://github.com/ACEmulator/ACE/pull/2000#issuecomment-501993679,https://api.github.com/repos/ACEmulator/ACE/issues/2000,501993679,MDEyOklzc3VlQ29tbWVudDUwMTk5MzY3OQ==,8909245,gmriggs,2019-06-14T07:01:04Z,2019-06-14T07:01:04Z,COLLABORATOR,Can you link an example of a Missile Weapon with a speed?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456071830,fixing oak salvage https://github.com/ACEmulator/ACE/pull/2000#issuecomment-501996091,https://api.github.com/repos/ACEmulator/ACE/issues/2000,501996091,MDEyOklzc3VlQ29tbWVudDUwMTk5NjA5MQ==,8909245,gmriggs,2019-06-14T07:10:12Z,2019-06-14T07:10:12Z,COLLABORATOR,"you are correct, missile weapons do indeed have a speed for some reason, the /ci yumi that i examined did not have a speed shown in appraisal, even though it appears to have a speed in the data in addition to this, i don't think any ace code is actually evaluating the speed of missile weapons yet...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456071830,fixing oak salvage https://github.com/ACEmulator/ACE/pull/2000#issuecomment-501999214,https://api.github.com/repos/ACEmulator/ACE/issues/2000,501999214,MDEyOklzc3VlQ29tbWVudDUwMTk5OTIxNA==,26235642,dirtyelf,2019-06-14T07:21:48Z,2019-06-14T07:21:48Z,CONTRIBUTOR,missile wep speed is used for the reload animation,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456071830,fixing oak salvage https://github.com/ACEmulator/ACE/pull/2000#issuecomment-502007407,https://api.github.com/repos/ACEmulator/ACE/issues/2000,502007407,MDEyOklzc3VlQ29tbWVudDUwMjAwNzQwNw==,8909245,gmriggs,2019-06-14T07:50:34Z,2019-06-14T07:50:34Z,COLLABORATOR,"is it used for the 'launch arrow' animation + the reload animation, or just the reload anim?","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456071830,fixing oak salvage https://github.com/ACEmulator/ACE/issues/2015#issuecomment-502917899,https://api.github.com/repos/ACEmulator/ACE/issues/2015,502917899,MDEyOklzc3VlQ29tbWVudDUwMjkxNzg5OQ==,8909245,gmriggs,2019-06-18T02:14:29Z,2019-06-18T02:14:29Z,COLLABORATOR,fixed in https://github.com/ACEmulator/ACE/pull/2011/commits/1f5bf46c4b2d669fc8f7285f2db743ee26b07bce,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,457225519,Potions filling up the wrong resource pool. https://github.com/ACEmulator/ACE/issues/2015#issuecomment-502919792,https://api.github.com/repos/ACEmulator/ACE/issues/2015,502919792,MDEyOklzc3VlQ29tbWVudDUwMjkxOTc5Mg==,15372630,Roteleks,2019-06-18T02:24:35Z,2019-06-18T02:24:35Z,NONE,Thanks for the quick response! I'll just sit tight and wait for the merge so I can pull the fix.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,457225519,Potions filling up the wrong resource pool. https://github.com/ACEmulator/ACE/issues/2007#issuecomment-502970334,https://api.github.com/repos/ACEmulator/ACE/issues/2007,502970334,MDEyOklzc3VlQ29tbWVudDUwMjk3MDMzNA==,10137,ghost,2019-06-18T06:45:30Z,2019-06-18T06:45:30Z,NONE,"To my knowledge, it isn't really advised to load PCAP-Export files into the database, as is, especially for items that are way in future patches than that of where content is currently at. A lot of PCAP-Export items may not be fully formed and may not work correctly, even setting aside new properties that may not be supported in ones emulator flavor of choice. Many weenies have a lot more to them than were captured via PCAP'ing. Personally, I would not call this a bug per se.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,456655645,Armor/Item Sets throwing Errors https://github.com/ACEmulator/ACE/pull/1985#issuecomment-504343731,https://api.github.com/repos/ACEmulator/ACE/issues/1985,504343731,MDEyOklzc3VlQ29tbWVudDUwNDM0MzczMQ==,11369233,LtRipley36706,2019-06-21T08:38:34Z,2019-06-21T08:38:34Z,MEMBER,I think this current state will meet both needs well. @TheKnobGoblin do the added fields that automatically convert to readable varchars work for you?,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,454022098,Add Creation/LastLogin IP/DateTime https://github.com/ACEmulator/ACE/issues/1722#issuecomment-504346110,https://api.github.com/repos/ACEmulator/ACE/issues/1722,504346110,MDEyOklzc3VlQ29tbWVudDUwNDM0NjExMA==,11369233,LtRipley36706,2019-06-21T08:45:51Z,2019-06-21T08:46:39Z,MEMBER,Fixed in #1997 ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,432865479,Burden Check when buying https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504658279,https://api.github.com/repos/ACEmulator/ACE/issues/2027,504658279,MDEyOklzc3VlQ29tbWVudDUwNDY1ODI3OQ==,8909245,gmriggs,2019-06-22T11:39:41Z,2019-06-22T11:39:41Z,COLLABORATOR,"what about a completely different approach to this? when a player enters /god mode, serialize the current state of all their affected properties, and save it to a new PropertyString add an /ungod command, which restores the character state","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459416589,add /ungod command https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504677359,https://api.github.com/repos/ACEmulator/ACE/issues/2027,504677359,MDEyOklzc3VlQ29tbWVudDUwNDY3NzM1OQ==,26235642,dirtyelf,2019-06-22T15:59:19Z,2019-06-22T15:59:19Z,CONTRIBUTOR,what happens if the server crashes before you /ungod? ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459416589,add /ungod command https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677441,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504677441,MDEyOklzc3VlQ29tbWVudDUwNDY3NzQ0MQ==,10137,ghost,2019-06-22T16:00:27Z,2019-06-22T16:07:23Z,NONE,"I believe this fix is incomplete. When a beneficial item spell, such as a impen or bane, is targeted on another player, it should be distributed internally to all items that the target player is wearing that are enchantable but also deduct an appropriate amount of mana, as though having cast the spell individually on each equipped piece. Just as a player targeting themselves distributes the cast item spell on all equipped items that are enchantable, yet deducts an appropriate amount of mana for all items enchanted.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677858,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504677858,MDEyOklzc3VlQ29tbWVudDUwNDY3Nzg1OA==,25518589,mcreedjr,2019-06-22T16:06:06Z,2019-06-22T16:06:33Z,CONTRIBUTOR,"I think this PR accomplishes the first part of your statement - it applies the spell to all equipped items that are enchantable. I tested it before issuing the pull request and it functioned as expected. The second bit about deducting an amount of mana as if the spell was cast on each piece individually... Is that only when applying item spells to other characters? The code just above it for applying item spells to self-equipped items does not deduct mana for each item the spell was cast upon, either.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678060,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504678060,MDEyOklzc3VlQ29tbWVudDUwNDY3ODA2MA==,10137,ghost,2019-06-22T16:08:47Z,2019-06-22T16:12:31Z,NONE,"If multiple sums of mana aren't being deducted for even self-targeted impen/banes, then that is a bug, also. When an impen or bane is cast on oneself or another player, regardless, the spell should get distributed to all clothing items equipped, sans a possible equipped shield as that should not be part of the bundled spell cast, and mana taken from the caster should be equivalent to that of having cast the spell individually on all items. ACE was functioning this way at one point. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678362,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504678362,MDEyOklzc3VlQ29tbWVudDUwNDY3ODM2Mg==,25518589,mcreedjr,2019-06-22T16:12:18Z,2019-06-22T16:12:18Z,CONTRIBUTOR,"Interesting. I don't remember self targeted item spells cast on a character in retail deducting multiple sums of mana. Do you happen to have a reference to this on the Wiki or something similar? I don't believe this is currently implemented in either case. I believe this is the only place where awareness could be raised that an item spell is targeting multiple pieces, so I don't believe it is implemented elsewhere.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678425,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504678425,MDEyOklzc3VlQ29tbWVudDUwNDY3ODQyNQ==,10137,ghost,2019-06-22T16:13:12Z,2019-06-22T16:13:12Z,NONE,It was working that way at one point.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678534,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504678534,MDEyOklzc3VlQ29tbWVudDUwNDY3ODUzNA==,10137,ghost,2019-06-22T16:14:40Z,2019-06-22T16:14:40Z,NONE,Casting impen on all equipped items from one cast without removing an equivalent amount of mana would be a cheat. You would in a sense be getting free spell casts.,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678736,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504678736,MDEyOklzc3VlQ29tbWVudDUwNDY3ODczNg==,10137,ghost,2019-06-22T16:16:43Z,2019-06-22T16:16:43Z,NONE,"I remember it was that way in the past, as I coded it that way...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680195,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504680195,MDEyOklzc3VlQ29tbWVudDUwNDY4MDE5NQ==,10137,ghost,2019-06-22T16:35:57Z,2019-06-22T16:35:57Z,NONE,"Never mind. CalculateManaUsage() is still totaling the sum of the mana for an equivalent multiple spell casting, when a player is targeted for an impen/bane type item spell cast. ""numTargetItems = targetPlayer.EquippedObjects.Values.Count(i => (i is Clothing || i.IsShield) && i.IsEnchantable);"" is the line from Creature.CalculateManaUsage(). You are correct in that the Clothing check is missing. However, it should be able to be shortened from i.WeenieType == WeenieType.Clothing to 'i is Clothing'.","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680439,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504680439,MDEyOklzc3VlQ29tbWVudDUwNDY4MDQzOQ==,25518589,mcreedjr,2019-06-22T16:39:21Z,2019-06-22T16:39:21Z,CONTRIBUTOR,You beat me to it. I had just come to the same conclusion. If I shorten the weenie type definition as suggested will that resolve your concerns with his PR? Thank you for taking the time to review and comment. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680827,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504680827,MDEyOklzc3VlQ29tbWVudDUwNDY4MDgyNw==,10137,ghost,2019-06-22T16:44:31Z,2019-06-22T16:44:31Z,NONE,"Yes. Code gets moved around a lot, and it can seemingly get lost in the shuffle. ""It isn't were I left it, so it must be gone""...","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504681824,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504681824,MDEyOklzc3VlQ29tbWVudDUwNDY4MTgyNA==,10137,ghost,2019-06-22T16:57:29Z,2019-06-22T16:57:29Z,NONE,"Game-play tested proposed fix works, so should be good to go when Clothing check is changed to 'i is Clothing'","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504682121,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504682121,MDEyOklzc3VlQ29tbWVudDUwNDY4MjEyMQ==,25518589,mcreedjr,2019-06-22T17:01:42Z,2019-06-22T17:01:42Z,CONTRIBUTOR,Great. Thank you again for the review and play testing. I'll revise the PR later today as I've stepped away from a PC for a bit. ,"{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504693303,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504693303,MDEyOklzc3VlQ29tbWVudDUwNDY5MzMwMw==,8909245,gmriggs,2019-06-22T19:45:20Z,2019-06-22T19:45:20Z,COLLABORATOR,"""it should be distributed internally to all items that the target player is wearing that are enchantable"" This is incorrect. There has been a ton of discussion about this in the ACE development and help channels, so please see there for reference. The only spell that would ever go to multiple targets is a self-impen/bane. Casting item spells with other players or creatures as targets would never go to more than 1 item. If I cast Blood Loather with another creature or player as the target, it applies to their primary weapon. If they aren't wielding a weapon in their main hand, then the spell fails to apply. Likewise, if I try to cast impen/bane or brittlemail/lure on another creature target, it tries to redirect to their equipped shield. If it can't find this valid item to redirect to, then it gets the 'fail to affect' message after the cast (not before, like many of the other errors) In addition, impen/bane on another creature target was massively broken before, and is already working as described if you test in-game, without any additional code changes needed. Before this PR, I could: - cast impen/bane on another player target, buffing all of their armor (incorrect, you could not do this in retail) - even worse, when this operation was done in ace before this pr, it was only using mana for 1 item, instead of + (ManaMod * NumTargetItems) ManaMod for brittlemail/lures is 0, so the data would indicate here that brittlemail/lures could never be applied to more than 1 item at a time, so this makes sense why brittlemail/lure with another player as target before this PR was a) even working and applying to all of their armor, and b) only using the equivalent mana for 1 item. but i'm not sure why impen/bane with other players as target before this PR was only using mana for 1 item instead of all of the equipped items, but it was... ","{""total_count"": 1, ""+1"": 1, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504693626,https://api.github.com/repos/ACEmulator/ACE/issues/2028,504693626,MDEyOklzc3VlQ29tbWVudDUwNDY5MzYyNg==,25518589,mcreedjr,2019-06-22T19:50:28Z,2019-06-22T19:50:28Z,CONTRIBUTOR,"I'm sorry. I do not regularly participate in those development discord channels. However, it is apparent I should do so if I intend to continue contributing. I will be closing this PR. Thank you to all who commented. ","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459484118,Fix the inability to multicast impen/bane/brittlemail/lures on other characters https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504694989,https://api.github.com/repos/ACEmulator/ACE/issues/2027,504694989,MDEyOklzc3VlQ29tbWVudDUwNDY5NDk4OQ==,8909245,gmriggs,2019-06-22T20:11:53Z,2019-06-22T20:12:48Z,COLLABORATOR,"then you just /ungod after the server has restarted that's the point of saving it in a PropertyString. it's persisted to the db","{""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,459416589,add /ungod command