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id | html_url | issue_url | node_id | user | created_at | updated_at | author_association | body ▼ | reactions | performed_via_github_app | issue |
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573309307 | https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573309307 | https://api.github.com/repos/ACEmulator/ACE/issues/2601 | MDEyOklzc3VlQ29tbWVudDU3MzMwOTMwNw== | Thomasy388 8661461 | 2020-01-11T11:41:48Z | 2020-01-11T11:41:48Z | NONE | Can generator respawns rate be changed (or are all generators on world spawn) ? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | improving /createinst command for content dev 547922957 | |
482403003 | https://github.com/ACEmulator/ACE/pull/1653#issuecomment-482403003 | https://api.github.com/repos/ACEmulator/ACE/issues/1653 | MDEyOklzc3VlQ29tbWVudDQ4MjQwMzAwMw== | fartwhif 3317737 | 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} | session termination and boot command enhancement 430054845 | |
1382665248 | https://github.com/ACEmulator/ACE/issues/3950#issuecomment-1382665248 | https://api.github.com/repos/ACEmulator/ACE/issues/3950 | IC_kwDOBLalGM5Sacwg | Hermit-Lord 122661571 | 2023-01-14T05:23:08Z | 2023-01-14T05:23:08Z | NONE | ![Olthoi Chasm exit portal](https://user-images.githubusercontent.com/122661571/212457310-e8fd8ec7-2ee0-4106-a0ed-d2c028105421.JPG) | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Abyssal Olthoi Chasm exit portal is not spawning at the bottom of the chasm. 1533142831 | |
567060298 | https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567060298 | https://api.github.com/repos/ACEmulator/ACE/issues/2548 | MDEyOklzc3VlQ29tbWVudDU2NzA2MDI5OA== | gmriggs 8909245 | 2019-12-18T14:42:52Z | 2019-12-18T14:43:25Z | COLLABORATOR | "If it's always the same" it's always the same, until someone wants to modify it. bring pvp down from 50%->25%, in a custom mod, for example... the client display wouldn't match up, but someone is currently free to modify that var from a named var, instead of twiddling the constants in the formula also just because it's only referenced from within that function today, does not mean it could not be referenced from elsewhere in the future | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fixed caster damage modifier to use appropriate PvP modifier instead of PvM 539637907 | |
455645641 | https://github.com/ACEmulator/ACE/issues/1318#issuecomment-455645641 | https://api.github.com/repos/ACEmulator/ACE/issues/1318 | MDEyOklzc3VlQ29tbWVudDQ1NTY0NTY0MQ== | cyberkiller6 37782527 | 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} | Player corpses remain even when empty 400840696 | |
494237719 | https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494237719 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | MDEyOklzc3VlQ29tbWVudDQ5NDIzNzcxOQ== | gmriggs 8909245 | 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} | Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet 437208346 | |
504693303 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504693303 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY5MzMwMw== | gmriggs 8909245 | 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} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
612298191 | https://github.com/ACEmulator/ACE/pull/2905#issuecomment-612298191 | https://api.github.com/repos/ACEmulator/ACE/issues/2905 | MDEyOklzc3VlQ29tbWVudDYxMjI5ODE5MQ== | decaprime 62450933 | 2020-04-11T02:08:40Z | 2020-04-11T02:08:40Z | CONTRIBUTOR | # Validation 1. On clean server, on master I created a character and `/god` and confirmed I was stuck. 2. Shutdown server, switched to this pull request, build and relaunched the server. 3. Ran `/ungod` -> `/god` -> `/ungod` Result: > You have returned from your godly state. > You are now a god!!! > You have returned from your godly state. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix ungod failing on SkillAdvancementClass 598137438 | |
460079795 | https://github.com/ACEmulator/ACE/pull/1390#issuecomment-460079795 | https://api.github.com/repos/ACEmulator/ACE/issues/1390 | MDEyOklzc3VlQ29tbWVudDQ2MDA3OTc5NQ== | Mag-nus 10608427 | 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 sign… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | WIP: Character migrate/backup/import and Web API 403614766 | |
465130506 | https://github.com/ACEmulator/ACE/issues/918#issuecomment-465130506 | https://api.github.com/repos/ACEmulator/ACE/issues/918 | MDEyOklzc3VlQ29tbWVudDQ2NTEzMDUwNg== | Mag-nus 10608427 | 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} | Improve ObjectGUID allocation 347501024 | |
469779016 | https://github.com/ACEmulator/ACE/issues/918#issuecomment-469779016 | https://api.github.com/repos/ACEmulator/ACE/issues/918 | MDEyOklzc3VlQ29tbWVudDQ2OTc3OTAxNg== | Mag-nus 10608427 | 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} | Improve ObjectGUID allocation 347501024 | |
494000869 | https://github.com/ACEmulator/ACE/pull/1908#issuecomment-494000869 | https://api.github.com/repos/ACEmulator/ACE/issues/1908 | MDEyOklzc3VlQ29tbWVudDQ5NDAwMDg2OQ== | Mag-nus 10608427 | 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} | reverting 1874 for RegenOnClose chest generators 445686605 | |
494652912 | https://github.com/ACEmulator/ACE/pull/1910#issuecomment-494652912 | https://api.github.com/repos/ACEmulator/ACE/issues/1910 | MDEyOklzc3VlQ29tbWVudDQ5NDY1MjkxMg== | LtRipley36706 11369233 | 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} | Update LootTables.cs 445874709 | |
570937007 | https://github.com/ACEmulator/ACE/issues/930#issuecomment-570937007 | https://api.github.com/repos/ACEmulator/ACE/issues/930 | MDEyOklzc3VlQ29tbWVudDU3MDkzNzAwNw== | Mag-nus 10608427 | 2020-01-05T18:48:32Z | 2020-01-05T18:48:32Z | MEMBER | #2563 completes the remaining major shard AUTO INCREMENT tables. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Alter Shard Schema to avoid record caps based on uint32 348550681 | |
568979318 | https://github.com/ACEmulator/ACE/pull/2563#issuecomment-568979318 | https://api.github.com/repos/ACEmulator/ACE/issues/2563 | MDEyOklzc3VlQ29tbWVudDU2ODk3OTMxOA== | Mag-nus 10608427 | 2019-12-26T05:56:56Z | 2019-12-26T05:56:56Z | MEMBER | #2569 should go in first. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | switch BiotaPropertiesInt to Composite Key 541482873 | |
277907609 | https://github.com/ACEmulator/ACE/issues/6#issuecomment-277907609 | https://api.github.com/repos/ACEmulator/ACE/issues/6 | MDEyOklzc3VlQ29tbWVudDI3NzkwNzYwOQ== | Mogwai-TheFurry 25351661 | 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} | Characters aren't saved or loaded properly yet from the DB 204489997 | |
399693057 | https://github.com/ACEmulator/ACE/issues/753#issuecomment-399693057 | https://api.github.com/repos/ACEmulator/ACE/issues/753 | MDEyOklzc3VlQ29tbWVudDM5OTY5MzA1Nw== | LtRipley36706 11369233 | 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} | We need a way to create/restore server gameplay/configuration options/values in the db 316302961 | |
343047035 | https://github.com/ACEmulator/ACE/pull/564#issuecomment-343047035 | https://api.github.com/repos/ACEmulator/ACE/issues/564 | MDEyOklzc3VlQ29tbWVudDM0MzA0NzAzNQ== | fantoms 37453 | 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} | Ready for Peer review and testing * Feature: database redeployment 271342874 | |
338531041 | https://github.com/ACEmulator/ACE/pull/545#issuecomment-338531041 | https://api.github.com/repos/ACEmulator/ACE/issues/545 | MDEyOklzc3VlQ29tbWVudDMzODUzMTA0MQ== | fantoms 37453 | 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} | * Api Updates, Cmdline Launcher update, Merged output build target, README updates 267474854 | |
428768833 | https://github.com/ACEmulator/ACE/pull/1052#issuecomment-428768833 | https://api.github.com/repos/ACEmulator/ACE/issues/1052 | MDEyOklzc3VlQ29tbWVudDQyODc2ODgzMw== | gmriggs 8909245 | 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} | Adding methods to QuestManager 367917194 | |
403237875 | https://github.com/ACEmulator/ACE/pull/851#issuecomment-403237875 | https://api.github.com/repos/ACEmulator/ACE/issues/851 | MDEyOklzc3VlQ29tbWVudDQwMzIzNzg3NQ== | gmriggs 8909245 | 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} | Improved monster transitions between landblocks and cell boundaries 339086874 | |
298093388 | https://github.com/ACEmulator/ACE/pull/301#issuecomment-298093388 | https://api.github.com/repos/ACEmulator/ACE/issues/301 | MDEyOklzc3VlQ29tbWVudDI5ODA5MzM4OA== | delasteve 595925 | 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} | [WIP] feat: move project to dotnet core 224988064 | |
285913800 | https://github.com/ACEmulator/ACE/pull/119#issuecomment-285913800 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | MDEyOklzc3VlQ29tbWVudDI4NTkxMzgwMA== | fantoms 37453 | 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} | Level up on xp change, PropertyInt Message Types and skill credits 213538178 | |
277995357 | https://github.com/ACEmulator/ACE/issues/31#issuecomment-277995357 | https://api.github.com/repos/ACEmulator/ACE/issues/31 | MDEyOklzc3VlQ29tbWVudDI3Nzk5NTM1Nw== | Mogwai-TheFurry 25351661 | 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} | Logs should go to separate window, and filesystem 205400067 | |
454835257 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454835257 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1NDgzNTI1Nw== | Mag-nus 10608427 | 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} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
451457805 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451457805 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTQ1NzgwNQ== | Warloxx01 38050842 | 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} | Casting Magic that is on items 395707121 | |
535290832 | https://github.com/ACEmulator/ACE/issues/2319#issuecomment-535290832 | https://api.github.com/repos/ACEmulator/ACE/issues/2319 | MDEyOklzc3VlQ29tbWVudDUzNTI5MDgzMg== | shadowroot-ac 55265383 | 2019-09-26T01:34:15Z | 2019-10-03T14:03:27Z | NONE | 1. Technically not an ACE.Server issue but one of missing content 2. This quest is some patches down the road from where ACE's World DB "officially" stands, which is Under Cover of Night from September 2005. Anyone is free to make submissions to add missing pieces; however, if one is waiting for someone else to do it, it may be a while.... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Whispering Blade Infiltration Quest Broken 498452625 | |
283644641 | https://github.com/ACEmulator/ACE/pull/84#issuecomment-283644641 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | MDEyOklzc3VlQ29tbWVudDI4MzY0NDY0MQ== | Mogwai-TheFurry 25351661 | 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} | Skill spend upper bound check too prevent xp crash, also Max Skills! 209354215 | |
482896161 | https://github.com/ACEmulator/ACE/pull/1662#issuecomment-482896161 | https://api.github.com/repos/ACEmulator/ACE/issues/1662 | MDEyOklzc3VlQ29tbWVudDQ4Mjg5NjE2MQ== | fartwhif 3317737 | 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} | Contingent: consolidated the session collections 430111046 | |
482896218 | https://github.com/ACEmulator/ACE/pull/1724#issuecomment-482896218 | https://api.github.com/repos/ACEmulator/ACE/issues/1724 | MDEyOklzc3VlQ29tbWVudDQ4Mjg5NjIxOA== | fartwhif 3317737 | 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} | added try/catch to prevent crashing server during FlushPackets 432897135 | |
491664262 | https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491664262 | https://api.github.com/repos/ACEmulator/ACE/issues/1891 | MDEyOklzc3VlQ29tbWVudDQ5MTY2NDI2Mg== | gmriggs 8909245 | 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} | Revert "Loot Generation Changes (#1876)" 443188380 | |
309237717 | https://github.com/ACEmulator/ACE/pull/390#issuecomment-309237717 | https://api.github.com/repos/ACEmulator/ACE/issues/390 | MDEyOklzc3VlQ29tbWVudDMwOTIzNzcxNw== | ddevec 5246554 | 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} | Landlbock/Concurrency/Core Functionality Restructure 236675578 | |
449590161 | https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590161 | https://api.github.com/repos/ACEmulator/ACE/issues/1128 | MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE2MQ== | MiachofTD 24981658 | 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:l… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Floating NPC multiple clients 389076663 | |
1006645381 | https://github.com/ACEmulator/ACE/pull/3775#issuecomment-1006645381 | https://api.github.com/repos/ACEmulator/ACE/issues/3775 | IC_kwDOBLalGM48ADCF | Boop-AC 90673082 | 2022-01-06T14:43:50Z | 2022-01-06T14:43:50Z | CONTRIBUTOR | 4538 (Incantation of Finesse Weapon Mastery Self) shouldn't be on this list since it is craftable | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Remove incorrect spells learned from Stipends 1095015247 | |
552643295 | https://github.com/ACEmulator/ACE/pull/2411#issuecomment-552643295 | https://api.github.com/repos/ACEmulator/ACE/issues/2411 | MDEyOklzc3VlQ29tbWVudDU1MjY0MzI5NQ== | ziang4891 56269610 | 2019-11-11T22:20:35Z | 2019-11-11T22:22:33Z | CONTRIBUTOR | :thumbsup: I didn't know that an expression could be used for a case name. Learn something new every day... C# gets even better and better... | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Drop Rates adjusted for equipment and Test loot generator 521205334 | |
522978737 | https://github.com/ACEmulator/ACE/pull/2260#issuecomment-522978737 | https://api.github.com/repos/ACEmulator/ACE/issues/2260 | MDEyOklzc3VlQ29tbWVudDUyMjk3ODczNw== | Mag-nus 10608427 | 2019-08-20T11:51:33Z | 2019-08-20T11:51:33Z | MEMBER | > > > > Didn't we already have a burn multiplier? > > not a comp burn change, this is a global override to force client/server to not require any spell components for casting I thought you could change the burn multiplier to not consume any comps. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add global configuration for SpellComponentsRequired 482585037 | |
485782183 | https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485782183 | https://api.github.com/repos/ACEmulator/ACE/issues/1785 | MDEyOklzc3VlQ29tbWVudDQ4NTc4MjE4Mw== | fartwhif 3317737 | 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} | network layer reduction 435988213 | |
746385302 | https://github.com/ACEmulator/ACE/pull/3391#issuecomment-746385302 | https://api.github.com/repos/ACEmulator/ACE/issues/3391 | MDEyOklzc3VlQ29tbWVudDc0NjM4NTMwMg== | jspashett 49938610 | 2020-12-16T14:33:13Z | 2020-12-16T14:33:13Z | CONTRIBUTOR | > > > I seems it might be the case that this message will be sent when a projectile is fired from a creature, rather than if/when it hits a player. That would be wrong. This is incorrect. I cannot currently find a place to issue this message without sprikling if statements around the code base. .e.g TryResistSpell should sometimes issue the message, as well as many other places. There doesn't a appear to be a (single)place / callback to capture an incoming attack on a creature/player | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Send current attacker message to client. 767634305 | |
485898630 | https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485898630 | https://api.github.com/repos/ACEmulator/ACE/issues/1785 | MDEyOklzc3VlQ29tbWVudDQ4NTg5ODYzMA== | fartwhif 3317737 | 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} | network layer reduction 435988213 | |
528924417 | https://github.com/ACEmulator/ACE/pull/2261#issuecomment-528924417 | https://api.github.com/repos/ACEmulator/ACE/issues/2261 | MDEyOklzc3VlQ29tbWVudDUyODkyNDQxNw== | Mag-nus 10608427 | 2019-09-06T16:34:03Z | 2019-09-06T16:34:03Z | MEMBER | > > > Need to support even those computers that have 1 cpu That's just not realistic. For example, let's say you want to load a player on a 1 CPU system. Loading the player and all of their inventory might take 1s - 5s. During that time, the entire world will be frozen. Every time a player saves, the entire world will be frozen. Any time a new player logs in, the entire world will be frozen. 1 cpu is just not a realistic environment that can run ACE. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Limit database from taking all the threads 482603988 | |
557592238 | https://github.com/ACEmulator/ACE/pull/2451#issuecomment-557592238 | https://api.github.com/repos/ACEmulator/ACE/issues/2451 | MDEyOklzc3VlQ29tbWVudDU1NzU5MjIzOA== | harliq 30803300 | 2019-11-22T16:08:00Z | 2019-11-22T16:08:00Z | COLLABORATOR | > > > PR isn't really presenting clean. There appears to still be code changes from the Test Loot Generator PR, along with changes that are duplicated in the Missile Loot gen PR. This one should really only have just the two files being touched, IMO. Still gives the appearance of being all inclusive... Once the new PR is merged, then those should issues should resolve. This is how I was instructed to do this, per Magnus and Gmriggs. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Caster update 526953607 | |
577878203 | https://github.com/ACEmulator/ACE/pull/2631#issuecomment-577878203 | https://api.github.com/repos/ACEmulator/ACE/issues/2631 | MDEyOklzc3VlQ29tbWVudDU3Nzg3ODIwMw== | harliq 30803300 | 2020-01-23T21:10:05Z | 2020-01-23T21:10:05Z | COLLABORATOR | > > > for the actual lootgen parts, @harliq would probably be the best person to review that I will pull it and run it through loot sim tonight | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Loot gen changes 552417258 | |
642064524 | https://github.com/ACEmulator/ACE/pull/3019#issuecomment-642064524 | https://api.github.com/repos/ACEmulator/ACE/issues/3019 | MDEyOklzc3VlQ29tbWVudDY0MjA2NDUyNA== | harliq 30803300 | 2020-06-10T14:56:34Z | 2020-06-10T14:56:34Z | COLLABORATOR | > > > this is probably going to break... all of crafting Fixed | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Added Colo FP to Enum and RecipeManager 635892747 | |
523117356 | https://github.com/ACEmulator/ACE/pull/2260#issuecomment-523117356 | https://api.github.com/repos/ACEmulator/ACE/issues/2260 | MDEyOklzc3VlQ29tbWVudDUyMzExNzM1Ng== | LtRipley36706 11369233 | 2019-08-20T17:33:39Z | 2019-08-20T17:33:39Z | MEMBER | > > > Didn't we already have a burn multiplier? > > > > > > not a comp burn change, this is a global override to force client/server to not require any spell components for casting > > I thought you could change the burn multiplier to not consume any comps. even if you can, that is not the same thing as this. This boolean makes so the client (and server) doesn't do any checking if your inventory contains comps | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add global configuration for SpellComponentsRequired 482585037 | |
1364422351 | https://github.com/ACEmulator/ACE/pull/3944#issuecomment-1364422351 | https://api.github.com/repos/ACEmulator/ACE/issues/3944 | IC_kwDOBLalGM5RU27P | LtRipley36706 11369233 | 2022-12-24T00:32:55Z | 2022-12-24T00:32:55Z | MEMBER | > > This kind of thing should be managed at the content level and not in code and applied globally really > > It's a server option. Controlling it at the content level would require a large number of changes and would not be as dynamic. Additionally, it would cause more merge conflicts for custom servers. > I understand its goal, however its application is simultaneously too broad and too specific. This just ends up adding complexity to the code thats better handled in content | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server setting to enable substituting legendary key rewards emotes 1509861293 | |
451525102 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451525102 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTUyNTEwMg== | mcreedjr 25518589 | 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} | Adding built-in spells to casting items 395850315 | |
573314762 | https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573314762 | https://api.github.com/repos/ACEmulator/ACE/issues/2601 | MDEyOklzc3VlQ29tbWVudDU3MzMxNDc2Mg== | gmriggs 8909245 | 2020-01-11T12:58:06Z | 2020-01-11T12:58:06Z | COLLABORATOR | > Can generator respawns rate be changed (or are all generators on world spawn) ? Sure, but this doesn't have anything to do with /createinst or landblock instances. You would simply go into the generate weenie, and adjust the properties for the generator. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | improving /createinst command for content dev 547922957 | |
456266942 | https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456266942 | https://api.github.com/repos/ACEmulator/ACE/issues/1204 | MDEyOklzc3VlQ29tbWVudDQ1NjI2Njk0Mg== | fartwhif 3317737 | 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 e… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Character migrate/backup/import and Web API 394923138 | |
522842149 | https://github.com/ACEmulator/ACE/pull/2260#issuecomment-522842149 | https://api.github.com/repos/ACEmulator/ACE/issues/2260 | MDEyOklzc3VlQ29tbWVudDUyMjg0MjE0OQ== | LtRipley36706 11369233 | 2019-08-20T03:53:21Z | 2019-08-20T03:53:21Z | MEMBER | > Didn't we already have a burn multiplier? not a comp burn change, this is a global override to force client/server to not require any spell components for casting | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add global configuration for SpellComponentsRequired 482585037 | |
573354819 | https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573354819 | https://api.github.com/repos/ACEmulator/ACE/issues/2601 | MDEyOklzc3VlQ29tbWVudDU3MzM1NDgxOQ== | gmriggs 8909245 | 2020-01-11T21:11:32Z | 2020-01-11T21:11:32Z | COLLABORATOR | > I have tried to place a book and other things by dropping and sometimes more precision is needed. It can however as you suggest done through SQL Precision placement of objects, and moving them around afterwards, is not the intended usage of /createinst. For something like that, you would be better off with a 3d editor, and clicking and dragging items around. If you have the /loc already, then simply /teleloc there, and place the object. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | improving /createinst command for content dev 547922957 | |
687347222 | https://github.com/ACEmulator/ACE/pull/3160#issuecomment-687347222 | https://api.github.com/repos/ACEmulator/ACE/issues/3160 | MDEyOklzc3VlQ29tbWVudDY4NzM0NzIyMg== | 4eyebiped 52864541 | 2020-09-04T19:47:01Z | 2020-09-04T20:29:40Z | NONE | > I still do not agree with some of the changes for damage. No hard proof was given for those changes. Just data from others that can not be verified. To explain further, I first examined the information in Combined_Mag-Tools_Inventory_Loot_Generation.xlsm. I gathered what information was available from there, then I compared it to Morosity’s very recent pcap mining to verify my information and to check for anomalies on both our sides. You mentioned several issues you have with the changes I presented for two handers. All that information is in the magtools/virindi export. That is my hard proof, which I thought we all have access to and were using? I didn’t need further sources for two handers, though I still compared all information against Morosity’s data. The more sources along with multiple people gathering it in a different way, the better. Seeing as he gathered his data separately and through a different resource, it made me feel more confident in my numbers. I will list below the number of examples that can be found in the magtools/virindi export to support my numbers, as I fully understand you dismissing Morosity’s data, since you don’t have direct access to it. I do have a link to the raw PCAPs that he used (Which I assume both projects are using but perhaps he has additional ones), but we would have to mine the data ourselves from it. Which I would happily dig through afterwards as I lack coding skills. 30 examples to support 39 damage 400 wield 8 examples to support 33 damage 370 wield 16 examples to support 30 damage 350 wield 5 examples to support 27 damage 325 wield 5 examples to support 23 damage 300 wield 3 examples to support 20 damage 250 wield If I am somehow misunderstanding you on why you do not accept this data, let me know so we can discuss it. If Combined_Mag-Tools_Inventory_Loot_Generation.xlsm is considered inaccurate, let me know. I got this file from either Hells or OptimShi and was told this is what you guys were using. EDIT: The original 35 damag… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | 4eyebiped lootgen updates #2 684198032 | |
1540473205 | https://github.com/ACEmulator/ACE/pull/4002#issuecomment-1540473205 | https://api.github.com/repos/ACEmulator/ACE/issues/4002 | IC_kwDOBLalGM5b0cF1 | LtRipley36706 11369233 | 2023-05-09T16:09:28Z | 2023-05-16T00:20:37Z | MEMBER | > I think we have the jsmin for the comment support in our config files `Config = JsonSerializer.Deserialize<MasterConfiguration>(fileText, new JsonSerializerOptions { ReadCommentHandling = JsonCommentHandling.Skip, NumberHandling = JsonNumberHandling.AllowReadingFromString });` ReadCommentHandling = JsonCommentHandling.Skip is what DouglasCrockford.JsMin was doing. NumberHandling = JsonNumberHandling.AllowReadingFromString resolves an issue found in a few places in our files where we put numbers inside quotes, but truly meant for them to numbers. There was also an issue with our starterGear.json file that the boolean values were being placed inside quotes, so I had to write a custom converter to ensure compatibility | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Switch to System.Text.Json 1696586787 | |
891244006 | https://github.com/ACEmulator/ACE/pull/3626#issuecomment-891244006 | https://api.github.com/repos/ACEmulator/ACE/issues/3626 | IC_kwDOBLalGM41H03m | LtRipley36706 11369233 | 2021-08-02T18:34:49Z | 2021-08-02T18:34:49Z | MEMBER | > I think you can move up the lines of "if (!response) return;" above the "var player = Player;". > > This will save calls to PalyerManager.GetOnlinePlayer when !response shuffled around the ones that could be | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add "You Chicken Out." response to crafting cancellation 951066694 | |
679282146 | https://github.com/ACEmulator/ACE/pull/3151#issuecomment-679282146 | https://api.github.com/repos/ACEmulator/ACE/issues/3151 | MDEyOklzc3VlQ29tbWVudDY3OTI4MjE0Ng== | LtRipley36706 11369233 | 2020-08-24T18:07:23Z | 2020-08-24T18:07:23Z | MEMBER | > I was able to reproduce it using these steps: > > 1. Installed latest code base, world database and confirmed all DB updates applied > 2. Created two new characters > 3. Created some items in the inventory of one character using /ci developer command until I could no longer create new items > 4. Buffed the character with Strength spell > 5. Created more items in the characters inventory > 6. Killed the char using /die to remove the Strength buff > 7. This put the character at 300% burden > 8. Initiated trade between two characters and placed items on the side of the character currently with 300% burden and left nothing in the trade side of the unburdened character > 9. Attempted to complete trade and it failed because the burdened character was still at 300% burden, but was not taking on any additional weight cool thanks for the steps.. i had created and maxxed out a char but i didn't do the buff and add more.. will try that next | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix for trading from characters at 300% burden 683946758 | |
635645330 | https://github.com/ACEmulator/ACE/pull/2998#issuecomment-635645330 | https://api.github.com/repos/ACEmulator/ACE/issues/2998 | MDEyOklzc3VlQ29tbWVudDYzNTY0NTMzMA== | gmriggs 8909245 | 2020-05-28T22:38:58Z | 2020-05-28T22:39:19Z | COLLABORATOR | > I would change 0 to a 1 and leave the 100, since if lowering to 99, the higher end roll chance is decreasing. Changing it to 1,100 would require all of the ifs to be updated to <= instead of <, and would produce the exact same result as the currently updated code. This fixes the RNG roll to match with the intended rates of the if statements. The original was bugged for every if branch, in that something that was intended to have a 20/100 chance was having a 20/101 chance. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | fix minor off-by-1 numbers 624472389 | |
757395653 | https://github.com/ACEmulator/ACE/pull/3416#issuecomment-757395653 | https://api.github.com/repos/ACEmulator/ACE/issues/3416 | MDEyOklzc3VlQ29tbWVudDc1NzM5NTY1Mw== | gmriggs 8909245 | 2021-01-10T01:23:30Z | 2021-01-10T01:23:30Z | COLLABORATOR | > I'd prefer the name still be there, ideally probably better to split it up in to two changes. first one as-is, second one append world name if its different from default? Yeah something like that | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Update console title to show server name 782718006 | |
614379333 | https://github.com/ACEmulator/ACE/pull/2935#issuecomment-614379333 | https://api.github.com/repos/ACEmulator/ACE/issues/2935 | MDEyOklzc3VlQ29tbWVudDYxNDM3OTMzMw== | jkurs 7268884 | 2020-04-16T02:33:05Z | 2020-04-16T02:36:10Z | NONE | > If players do want to prevent this delay, they can always open the chest, and then immediately close it, at which point other players can then open it immediately. Not sure how relevant this is but MFK chests always reset to locked upon closing so this doesn't prevent the delay as its not possible to ever bypass it with chests like those that reset upon closure. I might suggest adding this as a server option, so that server operators can tweak this setting higher or lower depending on preference. You said 5 seconds is too low but that might be accurate to others (or even making it 0 to disable entirely). Just my 2cents. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | prevent ninja looting chests 599770610 | |
575674336 | https://github.com/ACEmulator/ACE/pull/2625#issuecomment-575674336 | https://api.github.com/repos/ACEmulator/ACE/issues/2625 | MDEyOklzc3VlQ29tbWVudDU3NTY3NDMzNg== | gmriggs 8909245 | 2020-01-17T15:33:53Z | 2020-01-17T15:33:53Z | COLLABORATOR | > Instead, should log out be delayed until the player is back on a landblock? They never return to the landblock... that's the bug CurrentLandblock is somehow going null for the player, even though the Landblock.worldObjects list still contains references to the player | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Switch delayed LogOut_Inner due to PKLogoutActive to PlayerManager.Tick 551208587 | |
317312864 | https://github.com/ACEmulator/ACE/pull/474#issuecomment-317312864 | https://api.github.com/repos/ACEmulator/ACE/issues/474 | MDEyOklzc3VlQ29tbWVudDMxNzMxMjg2NA== | LtRipley36706 11369233 | 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} | Flags and Bools 244889108 | |
557105605 | https://github.com/ACEmulator/ACE/pull/2432#issuecomment-557105605 | https://api.github.com/repos/ACEmulator/ACE/issues/2432 | MDEyOklzc3VlQ29tbWVudDU1NzEwNTYwNQ== | fartwhif 3317737 | 2019-11-21T14:20:26Z | 2019-11-21T14:20:26Z | COLLABORATOR | > Ok thanks. > > I don't feel comfortable straying from the native .NET implementation of Random. > > I'll investigate the performance impact of AsyncLocal vs ThreadLocal. Being that this class is in ACE.Common, it could be consumed outside of ACE in an Async manner. I take it back, I don't know enough about it all to make that recommendation. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Switch ThreadSafeRandom from lock to ThreadLocal<Random> 524370799 | |
500415322 | https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500415322 | https://api.github.com/repos/ACEmulator/ACE/issues/1985 | MDEyOklzc3VlQ29tbWVudDUwMDQxNTMyMg== | TheKnobGoblin 51647865 | 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} | Add Creation/LastLogin IP/DateTime 454022098 | |
842744018 | https://github.com/ACEmulator/ACE/pull/3543#issuecomment-842744018 | https://api.github.com/repos/ACEmulator/ACE/issues/3543 | MDEyOklzc3VlQ29tbWVudDg0Mjc0NDAxOA== | gmriggs 8909245 | 2021-05-18T01:01:25Z | 2021-05-18T01:01:25Z | COLLABORATOR | > Should PropertyFloat.LastPortalTeleportTimestamp be marked [Ephemeral] so that it's not saved to the database? Yes, that might be a good idea That could also solve one of the main issues I ran into when applying this logic to all teleports, instead of just portals. Technically logging in counts as a "teleport", or at least the client sends the same OnLoginComplete during the initial login that it also sends when it's ready to exit portal space from a regular portal. I initially ran into an issue where a player logging in and then running immediately into a portal would trigger the 'you have teleported too recently' message, so it was further restricted to being applied just to portals | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | adding portal re-use timer 893572905 | |
574521762 | https://github.com/ACEmulator/ACE/pull/2616#issuecomment-574521762 | https://api.github.com/repos/ACEmulator/ACE/issues/2616 | MDEyOklzc3VlQ29tbWVudDU3NDUyMTc2Mg== | gmriggs 8909245 | 2020-01-15T06:50:44Z | 2020-01-15T06:52:30Z | COLLABORATOR | > Should something similar be applied to the WorldDatabase where the weenies are read? Technically when a bunch of the of the weenie* tables are read in, it should be ordering by id, ensuring the records are returned in the order they were entered into the db. The World DB does not have the same problems as the Shard DB though. The Shard DB biota tables are written incorrectly, as a result of EF writing collections / sets in its own internal way, providing no interface to specify or guarantee the ordering. So if the question is 'should we also be sorting the weenie generators table by probability when it is read in', the answer is no, most definitely not. In fact, we shouldn't really even be doing it for the shard database -- it is only a hack to avoid having to place the order column on the biota_generators table. The order column would be the 'real' way to do it. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | improved database persistence for biota_properties_generator 549757792 | |
514467581 | https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514467581 | https://api.github.com/repos/ACEmulator/ACE/issues/2156 | MDEyOklzc3VlQ29tbWVudDUxNDQ2NzU4MQ== | gmriggs 8909245 | 2019-07-24T03:45:14Z | 2019-07-24T03:45:14Z | COLLABORATOR | > So... for some reason I've noticed that I don't get the "You're too busy" weenie error, but it _does_ work in terms of preventing the concurrent recall/pkl commands. Any idea as to why? Just tested, I get the "You're too busy!" error | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add busy checks for recall/PKL commands 471783019 | |
1364421234 | https://github.com/ACEmulator/ACE/pull/3944#issuecomment-1364421234 | https://api.github.com/repos/ACEmulator/ACE/issues/3944 | IC_kwDOBLalGM5RU2py | Gordian3 1765994 | 2022-12-24T00:26:59Z | 2022-12-24T00:26:59Z | CONTRIBUTOR | > This kind of thing should be managed at the content level and not in code and applied globally really It's a server option. Controlling it at the content level would require a large number of changes and would not be as dynamic. Additionally, it would cause more merge conflicts for custom servers. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server setting to enable substituting legendary key rewards emotes 1509861293 | |
777545793 | https://github.com/ACEmulator/ACE/pull/3460#issuecomment-777545793 | https://api.github.com/repos/ACEmulator/ACE/issues/3460 | MDEyOklzc3VlQ29tbWVudDc3NzU0NTc5Mw== | Delubear 9277335 | 2021-02-11T15:03:11Z | 2021-02-11T15:03:11Z | CONTRIBUTOR | > This looks like it should be fine to me > > Only suggestion is to alphabetize the property in the list, so that the property list is easily manageable / understandable, and so people reading through the properties can easily find them Fixed the position in the list. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Give ability to change what level fellowship XP is shared evenly regardless of level 806444900 | |
467276536 | https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467276536 | https://api.github.com/repos/ACEmulator/ACE/issues/1468 | MDEyOklzc3VlQ29tbWVudDQ2NzI3NjUzNg== | zegegerslittlesis 47994013 | 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} | Update account authentication to use BCrypt. 414395024 | |
499395510 | https://github.com/ACEmulator/ACE/pull/1924#issuecomment-499395510 | https://api.github.com/repos/ACEmulator/ACE/issues/1924 | MDEyOklzc3VlQ29tbWVudDQ5OTM5NTUxMA== | LtRipley36706 11369233 | 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} | add god admin command 446858263 | |
757394911 | https://github.com/ACEmulator/ACE/pull/3416#issuecomment-757394911 | https://api.github.com/repos/ACEmulator/ACE/issues/3416 | MDEyOklzc3VlQ29tbWVudDc1NzM5NDkxMQ== | LtRipley36706 11369233 | 2021-01-10T01:18:39Z | 2021-01-10T01:18:39Z | MEMBER | > at first i was concerned with the removal of ACEmulator, and was going to suggest ACEmulator - WorldName, or WorldName - ACEmulator > > But I see now the default WorldName in Config.js is ACEmulator. This should be fine to me I'd prefer the name still be there, ideally probably better to split it up in to two changes. first one as-is, second one append world name if its different from default? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Update console title to show server name 782718006 | |
535026091 | https://github.com/ACEmulator/ACE/pull/2303#issuecomment-535026091 | https://api.github.com/repos/ACEmulator/ACE/issues/2303 | MDEyOklzc3VlQ29tbWVudDUzNTAyNjA5MQ== | Mag-nus 10608427 | 2019-09-25T13:36:14Z | 2019-09-25T13:36:14Z | MEMBER | > been using this WIP branch on my per Thank you for the feedback. The config options have now been moved to config.js, see config.js.example for the new properties. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multi-thread landblock ticking (Landblock Groups w/Thread Safety) 493809426 | |
573314708 | https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573314708 | https://api.github.com/repos/ACEmulator/ACE/issues/2601 | MDEyOklzc3VlQ29tbWVudDU3MzMxNDcwOA== | gmriggs 8909245 | 2020-01-11T12:57:05Z | 2020-01-11T13:23:48Z | COLLABORATOR | > is it possible to have a /loc flag to add location with text? > May we have an option > /createinst 51961 /loc 0x7AE80002 [18.392700 25.705500 120.005000] 0.668462 0.000000 0.000000 0.743747 > > -Dark Uncle What would the use case for this be? You're supposed to go to the location you want the object to spawn, and then /createinst If you have a list of locations from retail, and the objects that spawned there, then /createinst is probably not your ideal workflow. You would be much better off with a script that converts your wcids + locations into LandblockInstances, and outputs the XXYY.sql file | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | improving /createinst command for content dev 547922957 | |
643573408 | https://github.com/ACEmulator/ACE/pull/3022#issuecomment-643573408 | https://api.github.com/repos/ACEmulator/ACE/issues/3022 | MDEyOklzc3VlQ29tbWVudDY0MzU3MzQwOA== | LtRipley36706 11369233 | 2020-06-13T05:35:28Z | 2020-06-13T05:35:28Z | MEMBER | > needs factored factored | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adjust GetPickupMotion to account for object's height 638099817 | |
773132197 | https://github.com/ACEmulator/ACE/pull/3446#issuecomment-773132197 | https://api.github.com/repos/ACEmulator/ACE/issues/3446 | MDEyOklzc3VlQ29tbWVudDc3MzEzMjE5Nw== | amoeba 563 | 2021-02-04T08:37:35Z | 2021-02-04T08:37:35Z | CONTRIBUTOR | > 👍 to the idea for sure! > > Maybe someone can ping @FlaggAC about this as well... he brought up a discussion a few weeks ago about integrating the rcon protocol Interesting, @gmriggs. Thanks for the pointer. I hadn't heard about that work but that's really cool. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add support for servers to periodically communicate with external services 800971195 | |
444608917 | https://github.com/ACEmulator/ACE/pull/1117#issuecomment-444608917 | https://api.github.com/repos/ACEmulator/ACE/issues/1117 | MDEyOklzc3VlQ29tbWVudDQ0NDYwODkxNw== | gmriggs 8909245 | 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} | Adding summoning from @mcreedjr 387236335 | |
299531584 | https://github.com/ACEmulator/ACE/pull/328#issuecomment-299531584 | https://api.github.com/repos/ACEmulator/ACE/issues/328 | MDEyOklzc3VlQ29tbWVudDI5OTUzMTU4NA== | ogmage78 25460553 | 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} | Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position 226452388 | |
320381786 | https://github.com/ACEmulator/ACE/pull/484#issuecomment-320381786 | https://api.github.com/repos/ACEmulator/ACE/issues/484 | MDEyOklzc3VlQ29tbWVudDMyMDM4MTc4Ng== | ogmage78 25460553 | 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} | Inventory - Ready for Merge 247238263 | |
1147848367 | https://github.com/ACEmulator/ACE/pull/3858#issuecomment-1147848367 | https://api.github.com/repos/ACEmulator/ACE/issues/3858 | IC_kwDOBLalGM5Easav | Xenofono 41169632 | 2022-06-06T19:51:53Z | 2022-06-06T19:51:53Z | NONE | @LtRipley36706 Yeah sorry I wasn't getting that before but now I am. I've commited a fix, the PR should still be more performant than the current build, but not as much as I had hoped sadly. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Move player inventory retrieval from db to a later time to improve logon time 1262037470 | |
299520962 | https://github.com/ACEmulator/ACE/pull/328#issuecomment-299520962 | https://api.github.com/repos/ACEmulator/ACE/issues/328 | MDEyOklzc3VlQ29tbWVudDI5OTUyMDk2Mg== | ogmage78 25460553 | 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} | Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position 226452388 | |
536615071 | https://github.com/ACEmulator/ACE/pull/2326#issuecomment-536615071 | https://api.github.com/repos/ACEmulator/ACE/issues/2326 | MDEyOklzc3VlQ29tbWVudDUzNjYxNTA3MQ== | Mag-nus 10608427 | 2019-09-30T15:27:12Z | 2019-09-30T15:27:12Z | MEMBER | @LtRipley36706 At this point the PR is done from my side. What's left to do is determine what other weenie types should be excluded. Need your help there. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | PurgeOrphanedBiotas 499815995 | |
406877508 | https://github.com/ACEmulator/ACE/issues/884#issuecomment-406877508 | https://api.github.com/repos/ACEmulator/ACE/issues/884 | MDEyOklzc3VlQ29tbWVudDQwNjg3NzUwOA== | LtRipley36706 11369233 | 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} | Database schema oddities 343401295 | |
515629628 | https://github.com/ACEmulator/ACE/pull/2146#issuecomment-515629628 | https://api.github.com/repos/ACEmulator/ACE/issues/2146 | MDEyOklzc3VlQ29tbWVudDUxNTYyOTYyOA== | dgarson 2904834 | 2019-07-26T23:39:10Z | 2019-07-26T23:39:10Z | CONTRIBUTOR | @Mag-nus any more changes I should make to this PR before it's ready to merge? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Added configurable 'player_save_interval' seconds property 470826635 | |
573503033 | https://github.com/ACEmulator/ACE/pull/2603#issuecomment-573503033 | https://api.github.com/repos/ACEmulator/ACE/issues/2603 | MDEyOklzc3VlQ29tbWVudDU3MzUwMzAzMw== | Yonneh0 20806631 | 2020-01-13T04:24:13Z | 2020-01-13T04:24:13Z | CONTRIBUTOR | @Mag-nus using in-process tools to scramble packets is fundamentally flawed. When disabled, there is still a performance impact it currently doesn't scramble the headers fixing those 2 would take more dev time from actual useful features, since tools like clumsy exist. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | remove network test helpers 548626423 | |
313725791 | https://github.com/ACEmulator/ACE/pull/451#issuecomment-313725791 | https://api.github.com/repos/ACEmulator/ACE/issues/451 | MDEyOklzc3VlQ29tbWVudDMxMzcyNTc5MQ== | ogmage78 25460553 | 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} | Wastin' away again in Splitsville 241115167 | |
320314552 | https://github.com/ACEmulator/ACE/pull/484#issuecomment-320314552 | https://api.github.com/repos/ACEmulator/ACE/issues/484 | MDEyOklzc3VlQ29tbWVudDMyMDMxNDU1Mg== | LtRipley36706 11369233 | 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} | Inventory - Ready for Merge 247238263 | |
511061893 | https://github.com/ACEmulator/ACE/issues/1941#issuecomment-511061893 | https://api.github.com/repos/ACEmulator/ACE/issues/1941 | MDEyOklzc3VlQ29tbWVudDUxMTA2MTg5Mw== | LtRipley36706 11369233 | 2019-07-12T23:24:36Z | 2019-07-12T23:24:36Z | MEMBER | @NovImber Latest DB release should have corrected this issue, let us know if not | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Old Chest for Healing Machine Hook in Ruschk Iceberg missing. 448566694 | |
322875605 | https://github.com/ACEmulator/ACE/pull/495#issuecomment-322875605 | https://api.github.com/repos/ACEmulator/ACE/issues/495 | MDEyOklzc3VlQ29tbWVudDMyMjg3NTYwNQ== | ogmage78 25460553 | 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} | Added Animation parsing from the client_portal.dat and all relevant hooks and properties. 250506086 | |
513654398 | https://github.com/ACEmulator/ACE/pull/2145#issuecomment-513654398 | https://api.github.com/repos/ACEmulator/ACE/issues/2145 | MDEyOklzc3VlQ29tbWVudDUxMzY1NDM5OA== | gmriggs 8909245 | 2019-07-22T06:11:33Z | 2019-07-22T06:11:33Z | COLLABORATOR | @OptimShi would probably be best to review this PR, since he has been working with lance on studying all the retail data, and figuring out which spells had a chance of going on which items Optim has been working on a large update the loot generation factory based on this research, so I expected much of the existing code in LootGenerationFactory to change soon from this | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Remove attribute cantrips from jewelry. 470815490 | |
478335324 | https://github.com/ACEmulator/ACE/pull/1615#issuecomment-478335324 | https://api.github.com/repos/ACEmulator/ACE/issues/1615 | MDEyOklzc3VlQ29tbWVudDQ3ODMzNTMyNA== | gmriggs 8909245 | 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} | Adding support for Asheron's Benediction 427378695 | |
478329963 | https://github.com/ACEmulator/ACE/issues/1607#issuecomment-478329963 | https://api.github.com/repos/ACEmulator/ACE/issues/1607 | MDEyOklzc3VlQ29tbWVudDQ3ODMyOTk2Mw== | gmriggs 8909245 | 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} | Asheron's Lesser Benediction spell doesn't fully work 427345479 | |
404325061 | https://github.com/ACEmulator/ACE/pull/867#issuecomment-404325061 | https://api.github.com/repos/ACEmulator/ACE/issues/867 | MDEyOklzc3VlQ29tbWVudDQwNDMyNTA2MQ== | gmriggs 8909245 | 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} | Fix for using recipe items located in Packs 339985807 | |
577754723 | https://github.com/ACEmulator/ACE/issues/2652#issuecomment-577754723 | https://api.github.com/repos/ACEmulator/ACE/issues/2652 | MDEyOklzc3VlQ29tbWVudDU3Nzc1NDcyMw== | ziang4891 56269610 | 2020-01-23T16:19:11Z | 2020-01-23T16:19:47Z | CONTRIBUTOR | @Warloxx01 When you hand her a stack, what is the chat output response? Does it say you hand over "all" the yellow seeds, or just one, yet, takes the whole stack? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Monster plants 554255295 | |
281144852 | https://github.com/ACEmulator/ACE/issues/9#issuecomment-281144852 | https://api.github.com/repos/ACEmulator/ACE/issues/9 | MDEyOklzc3VlQ29tbWVudDI4MTE0NDg1Mg== | kaos00723 8607407 | 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} | Rework packet pipe 204506877 | |
315405004 | https://github.com/ACEmulator/ACE/pull/465#issuecomment-315405004 | https://api.github.com/repos/ACEmulator/ACE/issues/465 | MDEyOklzc3VlQ29tbWVudDMxNTQwNTAwNA== | LtRipley36706 11369233 | 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} | Restructuring AceObject and other objects 242613909 | |
317073611 | https://github.com/ACEmulator/ACE/pull/473#issuecomment-317073611 | https://api.github.com/repos/ACEmulator/ACE/issues/473 | MDEyOklzc3VlQ29tbWVudDMxNzA3MzYxMQ== | LtRipley36706 11369233 | 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} | Moved Identify to WorldObject 244734154 | |
321372059 | https://github.com/ACEmulator/ACE/pull/487#issuecomment-321372059 | https://api.github.com/repos/ACEmulator/ACE/issues/487 | MDEyOklzc3VlQ29tbWVudDMyMTM3MjA1OQ== | LtRipley36706 11369233 | 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} | Wired up World Broadcast Commands 248315823 | |
1531817445 | https://github.com/ACEmulator/ACE/pull/3981#issuecomment-1531817445 | https://api.github.com/repos/ACEmulator/ACE/issues/3981 | IC_kwDOBLalGM5bTa3l | LtRipley36706 11369233 | 2023-05-02T16:53:37Z | 2023-05-02T16:53:37Z | MEMBER | @dependabot ignore this major version | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bump dotnet/sdk from 6.0 to 7.0 1692736240 | |
1531817974 | https://github.com/ACEmulator/ACE/pull/3982#issuecomment-1531817974 | https://api.github.com/repos/ACEmulator/ACE/issues/3982 | IC_kwDOBLalGM5bTa_2 | LtRipley36706 11369233 | 2023-05-02T16:54:03Z | 2023-05-02T16:54:03Z | MEMBER | @dependabot ignore this major version | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bump dotnet/runtime from 6.0-bullseye-slim-arm64v8 to 7.0-bullseye-slim-arm64v8 1692736690 | |
1532046285 | https://github.com/ACEmulator/ACE/pull/3991#issuecomment-1532046285 | https://api.github.com/repos/ACEmulator/ACE/issues/3991 | IC_kwDOBLalGM5bUSvN | LtRipley36706 11369233 | 2023-05-02T19:40:26Z | 2023-05-02T19:40:26Z | MEMBER | @dependabot ignore this major version | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bump Microsoft.EntityFrameworkCore from 6.0.7 to 7.0.5 in /Source 1692757912 | |
1532046751 | https://github.com/ACEmulator/ACE/pull/3992#issuecomment-1532046751 | https://api.github.com/repos/ACEmulator/ACE/issues/3992 | IC_kwDOBLalGM5bUS2f | LtRipley36706 11369233 | 2023-05-02T19:40:46Z | 2023-05-02T19:40:46Z | MEMBER | @dependabot ignore this major version | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bump Pomelo.EntityFrameworkCore.MySql from 6.0.1 to 7.0.0 in /Source 1692758027 | |
1532046955 | https://github.com/ACEmulator/ACE/pull/3993#issuecomment-1532046955 | https://api.github.com/repos/ACEmulator/ACE/issues/3993 | IC_kwDOBLalGM5bUS5r | LtRipley36706 11369233 | 2023-05-02T19:40:56Z | 2023-05-02T19:40:56Z | MEMBER | @dependabot ignore this major version | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bump System.Drawing.Common from 6.0.0 to 7.0.0 in /Source 1692860152 |
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