pull_requests
Data license: AGPL · Data source: ACEmulator Project
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id | node_id | number | state | locked | title | user | body | created_at | updated_at | closed_at | merged_at ▼ | merge_commit_sha | assignee | milestone | draft | head | base | author_association | auto_merge | repo | url | merged_by |
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102959085 | MDExOlB1bGxSZXF1ZXN0MTAyOTU5MDg1 | 1 | closed | 0 | Updates to database and underlying code | xanxin887 6705011 | Updates to database and underlying code | 2017-01-24T16:55:13Z | 2017-01-24T18:24:10Z | 2017-01-24T18:24:10Z | dce6693ebf2125dccfaf02a0b0328031a16815b2 | 0 | 5c139c0bcee1fabf0c959c196a932a938df17f19 | 3c13cc6acacd9d3a208503b5c5e5e2f0d44cf4c9 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1 | |||||
102981430 | MDExOlB1bGxSZXF1ZXN0MTAyOTgxNDMw | 2 | closed | 0 | Updates for DB 1/24/17 | xanxin887 6705011 | Updates for DB to prep for creating associated tables | 2017-01-24T18:58:40Z | 2017-02-01T12:50:46Z | 2017-02-01T12:50:46Z | b53a9f175617206d2d805f6f38657e0d038ff651 | 0 | 72e524a4667fda86bc42371c8a65ec1b8a956d66 | 3c13cc6acacd9d3a208503b5c5e5e2f0d44cf4c9 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/2 | |||||
104288490 | MDExOlB1bGxSZXF1ZXN0MTA0Mjg4NDkw | 11 | closed | 0 | Run faster, jump higher, teleport to coordinates (rather than XYZ position) | sbaum23 22650655 | These values are hardcoded and need to be replaced with actual values from the Player object. This is mainly to let people run around faster in the emu until code it put in to send all player skills to client. I'm Xen on Discord. | 2017-02-02T07:42:55Z | 2017-02-03T20:59:39Z | 2017-02-03T20:59:39Z | 0d76d44ad9bc278db860ab38f71371230cb400d2 | 0 | 5282ba7507342911f331cac1657f4e7c00a2a487 | 77932b57355c6283b67052f448e2b041794f76ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/11 | |||||
104478851 | MDExOlB1bGxSZXF1ZXN0MTA0NDc4ODUx | 13 | closed | 0 | database layer encapsulation and abstraction | Mogwai-TheFurry 25351661 | Sorry about the solution file. I'm on VS 2015 pro and I've no idea why it changed. All I did was add the .gitignore as a solution item. Use Visual Studio to diff the files. Git isn't doing a good job with the compare. Mogwai in Discord. | 2017-02-03T05:44:27Z | 2017-02-04T05:55:04Z | 2017-02-04T05:54:55Z | 989f09a0a827e88373b6de9395d7427d5aaabb62 | 0 | 93e9a5ce54a01aa41de87bedb603161443a3d348 | e871785055353d86b12d57f0f6788cde43dfd994 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/13 | |||||
104612473 | MDExOlB1bGxSZXF1ZXN0MTA0NjEyNDcz | 14 | closed | 0 | Added /teleto command | sbaum23 22650655 | My commit has the wrong command in it. I added the /teleto command for teleporting using coordinates. | 2017-02-03T21:12:15Z | 2017-02-05T06:37:44Z | 2017-02-05T02:21:27Z | 8bdb2d66e2170855dd67e479821befc3f6ebb33d | 0 | b5666aa832f6eb72defb3fe876cb5f0480fd3b89 | 77932b57355c6283b67052f448e2b041794f76ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/14 | |||||
104650586 | MDExOlB1bGxSZXF1ZXN0MTA0NjUwNTg2 | 16 | closed | 0 | database abstraction and encapsulation. created character model and skill attribute models. | Mogwai-TheFurry 25351661 | 2017-02-04T05:57:10Z | 2017-02-04T06:42:11Z | 2017-02-04T06:42:11Z | 4ac9e65768aaeb926535ecaf6866fcf0f27a2c12 | 0 | 929481260c1f198cacd699c9561a2b43a8cfd62f | 86c9c58bc10d90d3fe792d0ca000e5cb46183abe | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/16 | ||||||
104652614 | MDExOlB1bGxSZXF1ZXN0MTA0NjUyNjE0 | 18 | closed | 0 | Option to Enable Automatic Account Creation | LtRipley36706 11369233 | Added a configurable variable to Config.json for allowing the server to create an account for the client when one does not exist on the server. | 2017-02-04T07:23:37Z | 2017-03-20T02:59:13Z | 2017-02-04T22:14:16Z | b34024b2fce8032ab72784481d8caf22ffe654c6 | 0 | e590e18a645f0f87d218107f82829943b9254359 | 264b760729df18b09fd82c5a543ffc5bd33efa8f | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/18 | |||||
104668124 | MDExOlB1bGxSZXF1ZXN0MTA0NjY4MTI0 | 21 | closed | 0 | Change password hashing to use scrypt | zbuc 570040 | I switched the password hashing over to use libsodium's scrypt implementation. This involved adding a new migration. I noticed that currently the password isn't checked. I started looking into how to implement password checking and it looks like we will probably need to have a launcher to do so. The reason the commit touches so many files is because it also cleans up the files with mixed line endings. | 2017-02-04T17:28:50Z | 2017-03-20T02:20:14Z | 2017-03-20T02:20:14Z | 232baa779ad7b8e71bf939c379512fa0c3e00ea8 | 0 | 86efd0438861d86b4c670863fc987aee60258890 | 264b760729df18b09fd82c5a543ffc5bd33efa8f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/21 | |||||
104677809 | MDExOlB1bGxSZXF1ZXN0MTA0Njc3ODA5 | 25 | closed | 0 | Option to Enable Automatic Account Creation | LtRipley36706 11369233 | Added a configurable variable to Config.json for allowing the server to create an account for the client when one does not exist on the server. | 2017-02-04T22:11:38Z | 2017-03-20T02:59:21Z | 2017-02-05T08:52:58Z | 9da13efde6fbbb23bb1bc1aabb23afe8c4b56866 | 0 | edc656d67181398b24b5ac919391a267f19faaa6 | 7044ce63422bf70fe8118ef99967f93440e77f7e | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/25 | |||||
104677865 | MDExOlB1bGxSZXF1ZXN0MTA0Njc3ODY1 | 26 | closed | 0 | Fixing up Character Delete and Restore functions | LtRipley36706 11369233 | In looking at the character deletion and restore section it made sense to me that name in character database 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. | 2017-02-04T22:13:24Z | 2017-03-10T04:56:27Z | 2017-02-05T09:03:41Z | f4dce31714f7a580da1d01aff9e554ba65b0bf68 | 0 | 0cdeaafe58516e82214cc149ee15a83cd6a2073b | 7044ce63422bf70fe8118ef99967f93440e77f7e | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/26 | |||||
104684490 | MDExOlB1bGxSZXF1ZXN0MTA0Njg0NDkw | 29 | closed | 0 | Teleto command redo | sbaum23 22650655 | Fixed coding convention issues with my previous commit. | 2017-02-05T02:20:42Z | 2017-02-05T06:21:29Z | 2017-02-05T06:01:09Z | 246c972196717c17a45187a329bb5d2a891f5362 | 0 | 18332f3c69490e063489adceedf23cebe162703d | c5f72473010b292592e70daa174f48aa3ad55127 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/29 | |||||
104686397 | MDExOlB1bGxSZXF1ZXN0MTA0Njg2Mzk3 | 30 | closed | 0 | Fix for NAT issues on internal connections to WorldServer | LtRipley36706 11369233 | This should help alleviate the issue some people will see when configuring all IPs to external, but connecting to the server on internal IPs. | 2017-02-05T03:53:57Z | 2017-03-10T04:56:23Z | 2017-02-05T05:37:01Z | 074b40e9a820a16d22b31bec29d2d935e17080f4 | 0 | 2e4162f62030a6bcba396adf03ef74dbc77cb6a4 | 50f190237620c104b7f142aef0508bdd4888da97 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/30 | |||||
104688734 | MDExOlB1bGxSZXF1ZXN0MTA0Njg4NzM0 | 32 | closed | 0 | Fix for NAT issues on internal connections to WorldServer | LtRipley36706 11369233 | This fix is meant help alleviate a NAT issue some people will see when configuring server IP to external address. Due to problematic NAT routing, connecting to external IP while on internal network leads to black screen on hand-off to world server. Others may not even be able to connect to server using external IP address. This fix should allow for external IP connection for those outside of network, and internal IP connection for those inside the network. | 2017-02-05T05:42:01Z | 2017-03-10T04:56:20Z | 2017-02-05T21:05:00Z | 42872992933c4e4982c2e46ffbaa90a7b0bb3e31 | 0 | e78024ecee915f1487bfcef2d20362dd0ffa85ab | 7b690552070222895d1de0aca5458c1cf02813e5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/32 | |||||
104692856 | MDExOlB1bGxSZXF1ZXN0MTA0NjkyODU2 | 34 | closed | 0 | Option to Enable Automatic Account Creation | LtRipley36706 11369233 | Added a configurable variable to Config.json.example for allowing the server to create an account for the client when one does not already exist on the server. | 2017-02-05T08:52:31Z | 2017-03-20T02:59:43Z | 2017-02-07T17:42:22Z | 6ecae5372114a08f7cb16ec99060ee7314cf317f | 0 | 8c577d5bbd5a93692e6e106eae596ac035ab0ee5 | 7b690552070222895d1de0aca5458c1cf02813e5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/34 | |||||
104693108 | MDExOlB1bGxSZXF1ZXN0MTA0NjkzMTA4 | 35 | closed | 0 | Fixing up Character Delete and Restore functions | LtRipley36706 11369233 | In looking at the character deletion and restore section it made sense to me that name in character database 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.example 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. | 2017-02-05T09:03:13Z | 2017-03-10T04:56:13Z | 2017-02-11T05:46:23Z | e8a0449c7f2c303a2e01a4250fc6955c7b9073b0 | 0 | 2af29b0c51af56a712ed3905803e95879947be50 | 7b690552070222895d1de0aca5458c1cf02813e5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/35 | |||||
104712668 | MDExOlB1bGxSZXF1ZXN0MTA0NzEyNjY4 | 36 | closed | 0 | Add automatic database migrations to startup | zbuc 570040 | Database migrations will automatically be run. Name them according to the format (`#_YYYY-MM-DD-descriptive_name.sql`) and put in the appropriate directory and it will run on the next server startup. Migrations are only run once, in ascending numeric order. The current database state is tracked in a new database called `Global`. This simplifies server setup: now the only step is to create the four databases. The base SQL and migrations will be run automatically from that point on. This also simplifies migrations, which will no longer need to incorporate complex conditional logic in order to be repeatable. | 2017-02-05T20:02:19Z | 2017-04-06T12:11:16Z | 2017-04-06T12:11:16Z | 78fb0b0d80f01127295640717a9cf4ef4285654b | 0 | 56b85d587fc00379e167113b263c97ca0fa810f9 | 127dba77546682531dee465300c68e6a38e8a098 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/36 | |||||
104715315 | MDExOlB1bGxSZXF1ZXN0MTA0NzE1MzE1 | 37 | closed | 0 | Add option to send different host address than external host address during world handoff | LtRipley36706 11369233 | The purpose of this code is to allow a server operator to configure their external IP for clients connecting from the internet as well as allowing clients connecting on the intranet to use the local network IP address of the server instead. The options are configurable via config.json and set to false by default. | 2017-02-05T21:04:40Z | 2017-03-10T04:56:11Z | 2017-03-01T05:51:04Z | 1fe95b96e105107c6b1d23f265fdf1997464ae24 | 0 | e1fda850dd64f81597cce77a2b9902d83ae0edd9 | 7b690552070222895d1de0aca5458c1cf02813e5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/37 | |||||
105361307 | MDExOlB1bGxSZXF1ZXN0MTA1MzYxMzA3 | 54 | closed | 0 | Added friends list functionality. | sbaum23 22650655 | Friends load from database on login and add/removing friends also saves to the db. When a friend logs on, the player should see the status change to online but it's hard to test that completely right now. Changing the status to offline when a friend logs off is not yet implemented. I had to implement a couple methods in WorldManager to be able to query for connected clients. | 2017-02-09T05:14:37Z | 2017-02-17T08:00:32Z | 2017-02-17T08:00:32Z | cf9c0d5ca381e16ff9df8226e131c76326da43db | 0 | 38c537733780e16d1043785c7397c4e54bfa0644 | 8fdbac59c65555a36ebb7642849539fbdda642bd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/54 | |||||
105363346 | MDExOlB1bGxSZXF1ZXN0MTA1MzYzMzQ2 | 55 | closed | 0 | Stubbed CommandHandlers for known AdminCommands | LtRipley36706 11369233 | Stubbed known admin commands with expected usage. not all could eventually be needed. Some could example output could also be expanded upon. | 2017-02-09T05:41:21Z | 2017-02-17T06:50:21Z | 2017-02-17T06:30:40Z | 1f061c4e68d28d1924c18f33363a12fcf3aef702 | 0 | 7f22146776ba342d3be3b9498405d09ceffc5246 | 127dba77546682531dee465300c68e6a38e8a098 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/55 | |||||
105743042 | MDExOlB1bGxSZXF1ZXN0MTA1NzQzMDQy | 57 | closed | 0 | Fixing up Character Delete and Restore functions | LtRipley36706 11369233 | In looking at the character deletion and restore section it made sense to me that name in character database 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.example 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. | 2017-02-11T05:45:56Z | 2017-02-17T06:50:19Z | 2017-02-16T05:17:24Z | 4780877d08b0228e401a301592ed3ab0fa3f6c79 | 0 | 40ac5731fb816a87dc0fa0fda80192006300a2ee | 412806f7b20e82f5129e47b6009b028d766e7065 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/57 | |||||
105771805 | MDExOlB1bGxSZXF1ZXN0MTA1NzcxODA1 | 58 | closed | 0 | Added support on ACE console for setting per character admin rights and character renaming | LtRipley36706 11369233 | Also included in this PR is a fix for the propertybools (IsAdmin, etc) not always being set from database when a character logs in. | 2017-02-11T23:19:23Z | 2017-03-10T04:56:08Z | 2017-03-09T07:44:47Z | 561d4e6469bf3d3f523c8d3c5fbda6625f0417c4 | 0 | 659a5ebafdbdf3d70098a30b91df69fc358c8108 | 412806f7b20e82f5129e47b6009b028d766e7065 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/58 | |||||
106684356 | MDExOlB1bGxSZXF1ZXN0MTA2Njg0MzU2 | 69 | closed | 0 | Friends List | sbaum23 22650655 | Adds the ability to add/remove friends as well as see the list of friends when you log on. The status is also accurate and will change as friends log on/off. I added a Logout method to the Player class for putting stuff in there that needs to be done when a player logs off (like sending a packet to all your online friends that you are offline). The extra commits are due to rebasing. This resolves issue #39. | 2017-02-17T07:58:52Z | 2017-02-18T04:38:34Z | 2017-02-18T04:38:34Z | f207570aa52d0bd383ba9058d963a9463c9a0d23 | 0 | 7239c6a8c43272e9e507b4bceb4c6a3ccd84eb19 | 75721508e4ace60497a12c471404ed2d97c3504f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/69 | |||||
107336448 | MDExOlB1bGxSZXF1ZXN0MTA3MzM2NDQ4 | 84 | closed | 0 | Skill spend upper bound check too prevent xp crash, also Max Skills! | fantoms 37453 | Added an Ability and Skill check in Source/ACE/Entity/Player.cs, too attempt in preventing server from crashing when spending XP points. | 2017-02-22T05:09:25Z | 2017-03-02T13:03:44Z | 2017-03-02T13:03:43Z | e77b4c04406237ec6e9d5c533160503bc2b9b60f | 0 | e9ce87ad8fb1dc1000f63b8618221b7f425762ae | d9fcc07cd7e272c67dea8ff718d3a6e872910efb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/84 | |||||
107694772 | MDExOlB1bGxSZXF1ZXN0MTA3Njk0Nzcy | 87 | closed | 0 | DO NOT MERGE - for reviewing work in progress only | Mogwai-TheFurry 25351661 | work in progress, committing for others to review | 2017-02-23T19:27:26Z | 2017-02-24T02:57:35Z | 2017-02-24T02:57:35Z | 20f08d909129280d29b6cf40d8c232a734de1968 | 0 | e17e09cb0a2e12b459da7acaffada8a2fa02a5a1 | be6f728c328f8be17c3806d83cb2b3fe5d965fa1 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/87 | |||||
107992120 | MDExOlB1bGxSZXF1ZXN0MTA3OTkyMTIw | 92 | closed | 0 | Add in support for the old global Admin channels | LtRipley36706 11369233 | Resurrected the various Admin global channels used by the Advocates, Sentinels, Envoys, and Admins, stubbed the @on and @off commands and added support for @index and @clist commands. Some TODOs have been put into the code for when we get a plan in place for for db loading/saving of channel subscriptions, as well as properly set subscriptions for that matter. | 2017-02-26T06:00:53Z | 2017-02-27T15:04:42Z | 2017-02-27T14:38:23Z | c133fcd9891411ed8570825f73d9b063877d3f6b | 0 | bf1cefbe1274459b1cbd1788f395b2bd51ab8170 | 7889b166b644281661a3ad99be129a5b318a6b0c | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/92 | |||||
108022817 | MDExOlB1bGxSZXF1ZXN0MTA4MDIyODE3 | 93 | closed | 0 | Support easy permissions in ACEmulator | LtRipley36706 11369233 | Improved best of both worlds scenario. Server operators have the choice to emulate access permissions via more complicated system used on official worlds or they can choose to use simplified account based permissions which would become the default install option for ACEmulator. | 2017-02-26T21:25:56Z | 2017-02-27T15:04:36Z | 2017-02-27T13:51:26Z | 0d829822746b5a1e4784ee31dab23f5236bc6df3 | 0 | b978b3b010869e927675fff96d4f2932ebdb9542 | 7889b166b644281661a3ad99be129a5b318a6b0c | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/93 | |||||
108616423 | MDExOlB1bGxSZXF1ZXN0MTA4NjE2NDIz | 101 | closed | 0 | World object - Seralization with Example | Forbiddenz 25387933 | World Object with Example @spawntest. This will only work one time because ACE dont have any real way to increment guids properly. Still could use some cleanup, but this is a great start and very useful so I am PRing it now. | 2017-03-01T19:59:23Z | 2017-03-01T21:05:52Z | 2017-03-01T21:05:52Z | f56f81c9caef2a8f3b89f2da7260f77403ec93a5 | 0 | f8791e97784c689f6555f6e587462dab5bad8da1 | 2e0b674c82aedabfb0cd04723a98a11d2a7fe0af | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/101 | |||||
109324275 | MDExOlB1bGxSZXF1ZXN0MTA5MzI0Mjc1 | 109 | closed | 0 | World Object Fix | Forbiddenz 25387933 | 2017-03-06T18:55:41Z | 2017-03-06T22:38:36Z | 2017-03-06T22:38:36Z | ac4848e6f4db25a59c5588ac068882a06bf50259 | 0 | 331d37a061a4270da1c09f356cf82849f1c98bb4 | f3f26a22dff18a649afc727c6d66e5acacd1d494 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/109 | ||||||
109814948 | MDExOlB1bGxSZXF1ZXN0MTA5ODE0OTQ4 | 114 | closed | 0 | Added GetClientCommands and GetConsoleCommands | Thwargle 25650194 | Added the ability to request a list of console commands and client commands from the console. Added the ability to request a list of client commands from the game's chat window. | 2017-03-09T00:22:27Z | 2017-03-15T19:04:45Z | 2017-03-15T19:04:45Z | c572cb56f0ee63cabe9d6a40ac2965e3b05266e3 | 0 | 4edc9ea8407e17acfa2cc25aa2cf4f180bd64600 | 555c39fb937d85f8317a21730a693ea8e57115a8 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/114 | |||||
110086205 | MDExOlB1bGxSZXF1ZXN0MTEwMDg2MjA1 | 117 | closed | 0 | Marketplace Recall + some other changes | LtRipley36706 11369233 | 2017-03-10T09:00:18Z | 2017-03-20T02:58:24Z | 2017-03-19T09:04:52Z | 517c2da1f49eb75dff151cd7af7dd41f47321ba5 | 0 | 0bc7be01d3e4ee2e4d9739492d095cf981628856 | 1b50e79491689978e981f30f386e999129a61fa0 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/117 | ||||||
110261867 | MDExOlB1bGxSZXF1ZXN0MTEwMjYxODY3 | 118 | closed | 0 | Landblocks | lurker-mcdoogle 26334665 | there are a lot of // TODO comments all over this thing. here's what I know works: /telepoi town1 /createlifestone /telepoi town2 /telepoi town1 ... and the lifestone is still there. Looked like Mogwai bailed yesterday so I figured I'd upload this stuff just in case you wanted it. Local chat was started, but not done. I may or may not have broken it - I didn't test. | 2017-03-11T14:52:38Z | 2017-03-13T01:57:25Z | 2017-03-13T01:57:25Z | 4859ab1f0705e56508071153f6a21ce302f796df | 0 | 80fca1b8c7f10d3411529677468c81c8b1dfcb9d | d1c9f1182daaa71e4447b17056c296a695e0eeea | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/118 | |||||
110264067 | MDExOlB1bGxSZXF1ZXN0MTEwMjY0MDY3 | 119 | closed | 0 | Level up on xp change, PropertyInt Message Types and skill credits | fantoms 37453 | - Changed the Character.Level variable from an int to a uint. - Added leveling up on grantxp. Since we don't get XP anywhere else, this is the only way so far. - Added skill credits. You cannot spend them to add skills yet. AvailableSkillCredits. - Changed the /grantxp command to allow up too 999,999,999,999 xp. - Followed @Zegeger and created a Network Message Type for PropertyInt - Allow for Max Level locking, set from the XP chart. - Added effects on leveling up. | 2017-03-11T16:08:42Z | 2017-05-23T15:53:44Z | 2017-03-18T13:59:42Z | 909d35a12d2133bc90e7337fb12219cbf607c4c8 | LtRipley36706 11369233 | 0 | 86f527705a1810387ef8a78f2f2ac95c20869b0e | 2e24a5831a6cd587535bf24a15624d3e5df0f08e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/119 | ||||
110344221 | MDExOlB1bGxSZXF1ZXN0MTEwMzQ0MjIx | 125 | closed | 0 | Save Player Properties to db | fantoms 37453 | -Saves every 60 "ticks". Please advise on the best stats saving interval. -Implemented database update functions for character properties. -Added a character save ticker. Please advise on the proper location for this, I did this quickly. | 2017-03-13T06:02:12Z | 2017-05-23T15:53:47Z | 2017-03-18T14:00:13Z | 1780ababf28b229a79b6701ce83c95a8fd06b659 | LtRipley36706 11369233 | 0 | 3806e1567851a6d3528df948c4b9319be1827da9 | faeeb6e919c8f418cd74f89a415d3280309aca0a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/125 | ||||
110482391 | MDExOlB1bGxSZXF1ZXN0MTEwNDgyMzkx | 126 | closed | 0 | improved dat file content exporting | lurker-mcdoogle 26334665 | * improved cell.dat and portal.dat exporting * created admin server commands for exporting * unit tests that can be uncommented and run for exporting | 2017-03-13T19:42:02Z | 2017-03-14T18:32:43Z | 2017-03-14T18:32:43Z | 89a718f579721cde34350c938948b850472e2c63 | 0 | d7447cd565f7e767c52ef77b7ff6faf0918359d0 | 1caae60b567a44ac648c7414fbe4abd27575ecf7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/126 | |||||
110920688 | MDExOlB1bGxSZXF1ZXN0MTEwOTIwNjg4 | 128 | closed | 0 | Implement @acehelp and @acecommands | Thwargle 25650194 | Implemented acehelp. Will work from console or client and inform the user of general help information. Implemented acecommands which will iterate through the list of commands based on the current accessLevel and dynamically list them on both the client and the server console. | 2017-03-15T19:10:41Z | 2017-03-16T13:58:20Z | 2017-03-16T13:58:20Z | 0 | 4edc9ea8407e17acfa2cc25aa2cf4f180bd64600 | 1faa88b3b6c1b3061c56176e7b5408feefafe555 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/128 | ||||||
110992316 | MDExOlB1bGxSZXF1ZXN0MTEwOTkyMzE2 | 131 | closed | 0 | Create Training Wand | ogmage78 25460553 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. God this was fun. I forgot how much I used to love coding. | 2017-03-16T04:37:15Z | 2017-03-16T05:13:40Z | 2017-03-16T05:13:40Z | 8e676b214713063544540a82c27af56bd206d15d | 0 | 2f75a6bd431de765e77b8e400ea9c07b8d91ce09 | 2e24a5831a6cd587535bf24a15624d3e5df0f08e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/131 | |||||
111084605 | MDExOlB1bGxSZXF1ZXN0MTExMDg0NjA1 | 134 | closed | 0 | Added attribute upper bounds check and max attribute fireworks and special text | fantoms 37453 | -Added upper bounds checks for the Ranks so that Attributes will not crash the server. -Added fireworks and special text on max rank, too match skills. | 2017-03-16T14:46:16Z | 2017-05-23T15:53:45Z | 2017-03-18T14:00:37Z | 16741de7e597871b76fc3e1edf4df6a3244a9bac | LtRipley36706 11369233 | 0 | 1620a54d4dee4e6e74ead9cbc7d5bba34612b5f4 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/134 | ||||
111119962 | MDExOlB1bGxSZXF1ZXN0MTExMTE5OTYy | 135 | closed | 0 | Implement @acehelp and @acecommands | Thwargle 25650194 | Implement @acehelp which is a generic help command for use in the server console or client chat Implement @acecommands which iterates through all commands and dynamically shows the user the possible commands based on their current accesslevel Implemented a way to increase a characters accesslevel Stubbed out chat log writeouts for commands that are not implemented rather than have no feedback. | 2017-03-16T17:14:02Z | 2017-03-17T13:32:54Z | 2017-03-17T13:32:54Z | 63bed8d2832c67185a4096f5fa5377981828be8f | 0 | 91445875f73b34e731463c1a739864545df1f8b8 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/135 | |||||
111123287 | MDExOlB1bGxSZXF1ZXN0MTExMTIzMjg3 | 136 | closed | 0 | Create Training Wand - Demo work for item creation. | ogmage78 25460553 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. God this was fun. I forgot how much I used to love coding. | 2017-03-16T17:28:59Z | 2017-03-16T23:29:47Z | 2017-03-16T23:29:38Z | 270ec3b51dcf9ed303953ffb1f93c4a08929dab8 | 0 | 9e0d0c71691c02dada0b6c8d0428a4ed6fdd8b16 | cb0ab3997f9f1712a3c63efbb42c0c965652c81f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/136 | |||||
111186824 | MDExOlB1bGxSZXF1ZXN0MTExMTg2ODI0 | 139 | closed | 0 | Updated for new wo changes - Create Training wand test implementation | ogmage78 25460553 | Added some test code to create a training wand. As part of this work, I put in some fixes in sizes, added AnimationFrame. While this is not all that spectacular - it perfectly matches live server pcaps in every field. I would like to work on persisting this out to the database. I assume we will need to implement a next object_id sequence as part of this. In the test code it just sets an arbitrary object_id for the wand since it is not yet persisted. Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help. Pea gave me the final piece of the puzzle - without being able to set animation frame, setting the flag caused an alignment mismatch. | 2017-03-16T23:31:14Z | 2017-03-19T03:28:36Z | 2017-03-19T03:28:36Z | cc0b3844ae2201aa289413f6ec01a75363043a97 | 0 | 336d24609556c08d4466dc11a72bcc806b428fec | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/139 | |||||
111400445 | MDExOlB1bGxSZXF1ZXN0MTExNDAwNDQ1 | 141 | closed | 0 | Saving Character to Database | LtRipley36706 11369233 | "Ripley has been saved." This PR includes commits from the following PRs: #117 #119 #125 #134 This PR addresses issues: #51 #52 #53 Code work was done by @fantoms and myself Accepting this PR should mean closing without merging the previously mentioned PRs and mostly resolves the issues. Spending Skill Credits is not yet addressed. | 2017-03-18T07:16:07Z | 2017-03-20T02:58:10Z | 2017-03-18T19:47:13Z | 3d4c680d71c4323c07ab99df5405ae4f742c7a77 | 0 | a0d195c6c4e37bd9fa13195c7ed75970a546fb68 | 0285e2c7f7e18f34162980352d3f3ef179fe01f3 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/141 | |||||
111419429 | MDExOlB1bGxSZXF1ZXN0MTExNDE5NDI5 | 142 | closed | 0 | Character will now level up on xp grants. Skill credits are also being assigned but are still not spendable. | damnubber 4389226 | 2017-03-18T18:03:45Z | 2017-03-21T03:47:34Z | 2017-03-21T03:47:34Z | 03ec98e44e41bb467757f5667fd789d1bb20ef67 | 0 | 74c5e4304b42e28ce6e1e4f58bf191c43474567e | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/142 | ||||||
111435609 | MDExOlB1bGxSZXF1ZXN0MTExNDM1NjA5 | 146 | closed | 0 | Create Training Wand Demo code and start inventory management Drop/Equip/pickup | ogmage78 25460553 | Added Test Code to create Training Wand Updated for new wo and landblock changes Started work to drop item. I want to add this interum work which compiles and works so that I might could get some assistance with the correct way to implement the event animation. Thanks Charles / Og II | 2017-03-19T03:36:14Z | 2017-03-19T13:24:51Z | 2017-03-19T13:24:51Z | f46ff6eea27135c9c39b9d69178c0a202fac455b | 0 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/146 | |||||
111460888 | MDExOlB1bGxSZXF1ZXN0MTExNDYwODg4 | 148 | closed | 0 | Add a link to ace-db docker image in the README | maxc0c0s 8466632 | 2017-03-19T18:11:02Z | 2017-03-21T03:14:49Z | 2017-03-20T05:14:00Z | 186e73115e1d9d776abccb0e0a8249fbb151c3cd | 0 | 79d3941c51ce088352f3e69fa66b33eec07fffb1 | 8caf806e686c08dde2e6a9f5de5d6cb239e3ef33 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/148 | ||||||
111893428 | MDExOlB1bGxSZXF1ZXN0MTExODkzNDI4 | 160 | closed | 0 | Monster factory | Lidefeath 26508216 | This fleshes out MonsterFactory to read the object data for a Drudge Sneaker from the database and spawn it next to the player. Thanks a ton @LytelthorpeThistledown for his work which helped alot to get this done. | 2017-03-21T22:24:40Z | 2017-05-02T12:14:08Z | 2017-03-27T19:06:37Z | 892bb7032e046e49144f4e303790bf3629d98734 | Mogwai-TheFurry 25351661 | 0 | d5acc831a4d68ebd6f116acc096f71cf1cea8c5c | 582f36ae5593c075ef07297e026460d6775963a3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/160 | ||||
112387806 | MDExOlB1bGxSZXF1ZXN0MTEyMzg3ODA2 | 168 | closed | 0 | Item Management | ogmage78 25460553 | Not ready to be pulled. @ctw me - creates a training wand in your backpack @ctw ground spawns a training wand on the ground Drag wand to the ground. It does drop the item and takes it out of the backpack. It does register with the landblock. I had the motion working (bending down to drop the wand and standing back up) but something I changed has got that not working. The wand does not appear in the visible field. - not sure why. I am way out of date on coding - and I am sure I have done stuff incorrectly. Any feedback on how to code this better or topics I should read up on will be greatly appreciated. I feel like this is really really close to working. Also, I know the hard coding of data will go away once we have the Weenie data in the database. I put in a number of comments and TODO's to follow up on. The PCAP is unless I am just blind - almost identical to this one I used as a template. Any help will be appreciated. Here is a link to the live server PCAP https://www.dropbox.com/s/q0l3wi4mhx0n7ce/drop_item.pcap?dl=0 | 2017-03-24T04:52:10Z | 2017-03-24T14:11:48Z | 2017-03-24T14:11:48Z | 03a69e0a7456d6e2af8a502d59569938fafc46a8 | 0 | 7b43356f3193b98d2f975c2fa903c4a00401a59c | 313eddbcc9ca1e139ea52708b4389fe432a628eb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/168 | |||||
112578365 | MDExOlB1bGxSZXF1ZXN0MTEyNTc4MzY1 | 169 | closed | 0 | Updated Marketplace Recall | LtRipley36706 11369233 | @mp command better reflects how it worked in AC1Live. The movement check/cancel is not yet implemented. | 2017-03-25T08:05:51Z | 2017-04-21T03:49:06Z | 2017-04-09T21:39:23Z | fe5f2fd617931d14759b1bf8870605f9ea7e8b8a | 0 | 4eec98890c5e50984f7243b0cda0e7f110fb7244 | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/169 | |||||
112652936 | MDExOlB1bGxSZXF1ZXN0MTEyNjUyOTM2 | 174 | closed | 0 | Update: Prevent Welcome Message/Motd when string is empty | fantoms 37453 | - Thanks to Miach for coding and testing this PR. - If the `Config.json` file includes an EMPTY `Welcome` config variable, then the server will not send the Popup dialog box, upon logging into a server. Example: ``` { "Server": { "WorldName": "Darktiphoid", "Welcome": "", "Network": { "Host": "0.0.0.0" }, }, } ``` | 2017-03-27T00:37:32Z | 2017-03-27T02:36:34Z | 2017-03-27T01:06:25Z | 96f3a5d502de5c280756733a1ea604f44a30a2e6 | 0 | f970b50c03041b3f511d0311eb38cbcd3ff15381 | d2942e2f47225744d53f96f22fa0d31550643995 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/174 | |||||
113094157 | MDExOlB1bGxSZXF1ZXN0MTEzMDk0MTU3 | 182 | closed | 0 | Drop Item - REVIEW ONLY Do not merge | ogmage78 25460553 | This runs and works. If you want to test drop item do the following: Log in @ctw me (This will create a training wand in your backpack) OR @ctw ground (not very interesting - does the same thing but spawns it on the ground. Once you have the wand in your backpack from calling the first command - drop that bad boy. Down she goes with a thud and your radar lights up. Up until about an hour ago, he would do the correct animation and put the damn wand on the ground. I fell into git hell and between squash and revert - I am too tired to fix it. You can see it on the ground. I did not finish the complementary action to be able to pick it up. The problem is - something I did is messing up the packet stream. It looks like it all works, but I can't open the pcap file it creates. That tells me something is amiss. Hopefully someone can see it. ALSO Note - I started this a few weeks ago and I have learned a lot since then. If any of this is in the wrong namespace or I have made some other noobie mistake - it is not by design it is just a lack of knowledge on my part. Let me know the better way to do it and you won't have to tell me twice. :) | 2017-03-29T00:16:43Z | 2017-03-31T18:49:39Z | 2017-03-29T21:53:35Z | e05dd969e172736908c9945d9db61b24c4ddd554 | 0 | 968e981ad48c7b3215fe8f52fa099b625dd6356b | 5d1066c7872e4d0847b8e52bb4735e2bdc1870e8 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/182 | |||||
113257295 | MDExOlB1bGxSZXF1ZXN0MTEzMjU3Mjk1 | 183 | closed | 0 | all the database things! | Mogwai-TheFurry 25351661 | From PCAPs.. * All weenie objects * All static objects | 2017-03-29T17:56:09Z | 2017-05-30T15:34:32Z | 2017-04-03T11:58:02Z | 9039add7117667022588c958b9b64837bd6021b0 | 0 | 94ba0cdf1e4d989dbfb6e784256ddc2e3ca894e9 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/183 | |||||
113332376 | MDExOlB1bGxSZXF1ZXN0MTEzMzMyMzc2 | 184 | closed | 0 | Feature: ORM Driven Character Positions for Issue #166 | fantoms 37453 | This huge PR is related to Issue #166. The code has been changed to allow more then one position type. A class was added for Character position types that match the requirements listed in the issue. A secondary Position Type class was added to match the client, provided by @LtRipley36706. To work with the ORM code introduced during the developer meeting, I've attempted to copy the pseudo 1:1 mapping into `CharacterPosition.cs`. In order to allow for more then one position, the `Character.Position` member was changed to dictionary containing a list of character positions by type. `Player.Position` was changed to `Player.PhysicalPosition` and when the server decides to save the positions to the database, the data is saved through the ORM object in `CharacterPosition.cs`. There were a few things left to do, that were not accomplished for Issue #166: * Hook up /lifestone and /ls commands ChangeLog: * Changed the Player.Position to Player.PhysicalPosition to match the Developer meeting video and Issue #166. * Created `CharacterPostion` and `CharacterPositionType` classes to store the Database types requested in Issue #166. * Added `CharacterPostion` ORM logic. * Built out helper extension functions to serve the `StartingLocation`, until we pull from the database. Also included an Invalid location as a default (0). * Changed the `character_positions` table and Added `positionType` column. * Set the primary key to include `positionType` column. * Added `positionType` to required Critera for `character_positions`. * Added `CharacterPositionInsert` and `CharacterPositionUpdate` to the Character Database. * Created `CharacterPositionInsert` and `CharacterPositionUpdate` prepared SQL statements by utilizing the `ConstructStatement` function. * Added the required `positionType` clause to the `CharacterPositionSelect` prepared statement. * Added a position update statement for updating the player position. * Reworked GetPosition to include the `CharacterPositionType`. * Added function for getting a `C… | 2017-03-30T02:10:18Z | 2017-03-30T15:56:12Z | 2017-03-30T15:56:12Z | fcee9542e984d31e39be6056432a23361e65a018 | 0 | 5a58c7c76e7b3c27aab8954e98ea6e339a71a0c8 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/184 | |||||
113529744 | MDExOlB1bGxSZXF1ZXN0MTEzNTI5NzQ0 | 187 | closed | 0 | World fix and fireball test | Forbiddenz 25387933 | World Object Fixes + My test Spell firewall - sorta.. so I could test it some more. New AceVector Object. | 2017-03-30T21:33:33Z | 2017-04-01T13:00:44Z | 2017-04-01T13:00:44Z | 3eebc4fba945de2d981c43b9ca4c8c08883ad95e | 0 | 448341c2249c43a4814a9d18718e77fef008f1d1 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/187 | |||||
113802596 | MDExOlB1bGxSZXF1ZXN0MTEzODAyNTk2 | 192 | closed | 0 | World fix and fireball test | Forbiddenz 25387933 | Spells - Cleaned up | 2017-04-02T02:31:30Z | 2017-04-02T12:11:56Z | 2017-04-02T12:11:56Z | 4fdc3bddb567b80365e05f3bad298c515b077c82 | 0 | dbce6565e221df3f0e0634307d0bae8b721cce7e | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/192 | |||||
113991053 | MDExOlB1bGxSZXF1ZXN0MTEzOTkxMDUz | 198 | closed | 0 | Add portals to ACE_World tables | ghost 10137 | * Add a fix to the current master ACE_World tables for weenie and ace objects to loosen the index restrictions * Add Portal weenie table data * Add Portal object table data --- Duplicate portal objects removed; Floating City, Orphanage, Golem Sanctum, and Humming Crystal portals removed as they are not static object placements | 2017-04-03T18:18:18Z | 2017-04-04T04:33:55Z | 2017-04-04T04:33:43Z | 1aa20225ddf7020064b492bbb71874aeffa02b75 | 0 | b472f98f7e49c36c675b1b6f772a3c5844c8b5b1 | fa63f7d0acea103715c71277caf8a30986f00236 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/198 | |||||
114513521 | MDExOlB1bGxSZXF1ZXN0MTE0NTEzNTIx | 211 | closed | 0 | WIP Inventory - Good place for review - Do not merge yet | ogmage78 25460553 | With help from Zegeger - found the sequence issue that was keeping item pick up from working. Not for merge - just posting for review. You can create, pickup and drop. There is a bug in a pick up then drop again - the item takes off. Either still have a sequence or a position flag issue on multiple drops and pickups. | 2017-04-06T03:03:35Z | 2017-04-06T21:47:06Z | 2017-04-06T21:47:06Z | 03a4f1dcb82aa79974692c52bf8db4b7d37f6b29 | 0 | afd3f40906f1213d28cbf493676c0fff7eb29aab | 2b7b6709d75ce727d8dec9c223a9229fa1938bcf | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/211 | |||||
114919774 | MDExOlB1bGxSZXF1ZXN0MTE0OTE5Nzc0 | 218 | closed | 0 | Creature stats | Lidefeath 26508216 | Creatures have stats now and answer the UpdateHealth action with the new ActionQueue. Creatures can be spawned with the debugcommand "createstaticcreature weenieClassId" and are then saved as a static spawn to the database. | 2017-04-07T23:44:58Z | 2017-04-20T20:05:08Z | 2017-04-08T10:26:18Z | 59951029e5c2cdcaf978e767ac2f3b49429c691f | 0 | 3544037a2c645de70356a07c1c460a525091bf46 | 4e83cc56f38eb638960a344739cb8fa1d0d802ad | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/218 | |||||
115637876 | MDExOlB1bGxSZXF1ZXN0MTE1NjM3ODc2 | 236 | closed | 0 | Concept review: Broadcast Generic Messages for Effects and Sounds | fantoms 37453 | Please comment and discuss the code below - The code length was getting quite large for landblock action queue broadcasting, so I came up with a generic solution that packs any `GameMessage` inside of an `OutboundMessageArgs` object. This allows for any `GameMessage` to potentially be sent over the `Landblock` `Broadcast` function. I also implemented changes in landblock to broadcast the effects and sounds, with generic functions. PLEASE NOTE: One obstacle that this method does not address, is per session sequences. If a Game Message has been extended into another message type (like `GameEventPlayerKilled`), then the initial sequence for the source session will be used. This does not matter for game messages that do not use sequences, like effects or sounds, but a solution will need to created to address this issue. This also means that the PlayerKilled message is currently bugged in this PR. The functionality that was worked on to produce the proof of concept, are effects and sounds, so when reviewing you may find it useful to start your breakpoints at `ActionApplyVisualEffect`. All discussion is welcome for this PR - Thanks! | 2017-04-12T21:16:50Z | 2017-06-28T19:46:54Z | 2017-04-18T14:26:25Z | c12368364cb83b56786662cd59da34b01710fc41 | 0 | 21f07425dcd4344ff6f3e98b67e334c4f5bf436b | 144e0b6e3493711bbab121d9da7f19055d6e84ff | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/236 | |||||
115848970 | MDExOlB1bGxSZXF1ZXN0MTE1ODQ4OTcw | 237 | closed | 0 | Creature kill corpse - For review - NOT ready for a merge | Lidefeath 26508216 | 2017-04-13T21:42:22Z | 2017-04-13T22:20:45Z | 2017-04-13T22:20:45Z | 352277eace4162edbbe8b799b3619a4d737d090a | 0 | d2f51e972569d2236ab2de6a85f7f0dc487fd35a | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/237 | ||||||
115856009 | MDExOlB1bGxSZXF1ZXN0MTE1ODU2MDA5 | 238 | closed | 0 | Creature kill and corpse spawn | Lidefeath 26508216 | As discussed with fantom, I'll resubmit it as a real PR so everyone can play around with it. Usage: target drudge, type /smite -> drudge dead and corpse spawns | 2017-04-13T22:32:21Z | 2017-04-15T15:09:00Z | 2017-04-15T15:09:00Z | 4ff614034ebd24d142980b37478d5d94d7901118 | 0 | 8e497b3afe69ab9a1d23b3c4b154fff40eff99e1 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/238 | |||||
116213776 | MDExOlB1bGxSZXF1ZXN0MTE2MjEzNzc2 | 244 | closed | 0 | SomeIdeas | Forbiddenz 25387933 | This is broken, don't merge.. Any one got any ideas to why this streaming is working with players but not static objects... Also ideas to improve it are welcome. | 2017-04-17T22:12:37Z | 2017-05-03T19:11:14Z | 2017-04-17T22:13:58Z | 0 | 3702985150a98eaf3494bcd501a185d8e22acba9 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/244 | ||||||
116214339 | MDExOlB1bGxSZXF1ZXN0MTE2MjE0MzM5 | 245 | closed | 0 | Streaming Only seems to be working for players, within range of x. S… | Forbiddenz 25387933 | Don't merge, looking for ideas on improving the landblock . Adding in streaming, but it only seems to work for players.. Looking for some ideas on improvement also bugs.. Why it wont work for all objects. | 2017-04-17T22:16:34Z | 2017-05-03T19:11:08Z | 2017-04-19T21:05:36Z | 38660d9b6a44ba28d4d9d50ac4b26d99a0bc40c5 | 0 | 83e2b7bf4a11058dc1e5ddb12c111d3b1612b488 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/245 | |||||
116378283 | MDExOlB1bGxSZXF1ZXN0MTE2Mzc4Mjgz | 250 | closed | 0 | Add Misc Object | LtRipley36706 11369233 | 2017-04-18T17:20:40Z | 2017-04-21T03:48:40Z | 2017-04-19T06:53:58Z | f7d3c8435b70c9aea7266c958c28762ca815662a | 0 | 990b3a2e95621d17d092aca5e91e9bb789379e47 | aed69a3eafd2c7299440a9bc839ac0c7bec5f749 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/250 | ||||||
116405215 | MDExOlB1bGxSZXF1ZXN0MTE2NDA1MjE1 | 251 | closed | 0 | Added Folders to Project Structure to make maintaining and developing easier | Forbiddenz 25387933 | 2017-04-18T19:43:51Z | 2017-05-03T19:10:42Z | 2017-04-19T11:41:56Z | 8992c1c4e995fec09014a1ef129507117264a1ab | 0 | 29fb79fe2e537bffb72c1db9f379951637f63fe7 | 7e8c209321f5e4b35a9f277becc6a56773e387dc | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/251 | ||||||
116422649 | MDExOlB1bGxSZXF1ZXN0MTE2NDIyNjQ5 | 252 | closed | 0 | F74C 0x0006 - MoveToObject - Not for merging Comment only | ogmage78 25460553 | The PCAP looks fine - if anyone can take a look and suggest where I am going wrong it would be appreciated. To test - just log in and type @moveto that will spawn a wand 10 meters in front of you. Your guy will twitch and turn toward it - but he will not head over there. I have commented where I have some hard coded values. Thanks | 2017-04-18T21:16:22Z | 2017-04-19T21:01:19Z | 2017-04-19T21:01:19Z | c36b78c14159a4c2115f9d24bb8a0a47e7b078d7 | 0 | ce44e77776888592338e22b0b72bfd829ae96ab7 | 1eb4eec47422bf82318daf8e014176f8b73155bd | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/252 | |||||
116457394 | MDExOlB1bGxSZXF1ZXN0MTE2NDU3Mzk0 | 255 | closed | 0 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | 2017-04-19T02:22:02Z | 2017-04-21T03:40:54Z | 2017-04-21T03:09:45Z | 642418fd2ac5b2667b317c7b5099ad6a7f2ae0be | 0 | efb58a8243fe84d3fee694a1e4600155fcd4d255 | 7e8c209321f5e4b35a9f277becc6a56773e387dc | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/255 | |||||
116622826 | MDExOlB1bGxSZXF1ZXN0MTE2NjIyODI2 | 257 | closed | 0 | More CreateObject Fixes | LtRipley36706 11369233 | 2017-04-19T19:25:39Z | 2017-04-21T03:48:22Z | 2017-04-19T23:00:47Z | 247377445ab98821c1fbbb4d8d4c0c1a0b714dff | 0 | f6426db200334699dc6bff18f9a53820d867871d | 1eb4eec47422bf82318daf8e014176f8b73155bd | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/257 | ||||||
116904167 | MDExOlB1bGxSZXF1ZXN0MTE2OTA0MTY3 | 266 | closed | 0 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | 2017-04-21T03:12:10Z | 2017-04-21T03:40:33Z | 2017-04-21T03:31:21Z | 7ec9d89a2610a08258e79be1e49020c18bea311c | 0 | ec6c7b9a323cc661f22ba5c3c9e28e70f588821a | 8969af90c78d8ec39a3bdaeaa430b2c07558e611 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/266 | |||||
116905665 | MDExOlB1bGxSZXF1ZXN0MTE2OTA1NjY1 | 267 | closed | 0 | Phase 1 Refactor of Session, NetworkSession, Action handlers | Zegeger 12808515 | Merged SocketManager into WorldManager Made Session inherit from NetworkSession, flattening the model Moved GameMessage handlers into Session class, partial classes Moved GameAction handlers into Player class, partial classes This move makes functionality encapsulated into these classes, allowing a move to fewer public members. Phase 2 will be to build on WorldObject model to improve queued game actions, broadcast, and action ordering/timing. | 2017-04-21T03:31:30Z | 2017-04-24T01:58:02Z | 2017-04-24T01:58:02Z | ae12be383174ea5ec6e87ec5251337626ff63ae2 | 0 | f512075dfd8d1c7ab8334869704576bd07fa5efb | deefa02dd75187cf5e3af2dac6e678b914dd4f5c | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/267 | |||||
117049560 | MDExOlB1bGxSZXF1ZXN0MTE3MDQ5NTYw | 271 | closed | 0 | State machines | Forbiddenz 25387933 | State Machines - I built this off steaming, so it should go on top of that. -- I got no way to tested it good yet, but it looks good from code point of view. We need some things that use state machines, like doors! | 2017-04-21T19:14:38Z | 2017-05-01T09:24:17Z | 2017-05-01T09:24:17Z | 7c7fb2d20978a4b8c9f5de931908b5bc08c4b30d | 0 | 0c43ace9ac3037d877a5bf279385abaaa5e108fc | deefa02dd75187cf5e3af2dac6e678b914dd4f5c | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/271 | |||||
117161393 | MDExOlB1bGxSZXF1ZXN0MTE3MTYxMzkz | 275 | closed | 0 | Added 65 more portals | MiachofTD 24981658 | Added portals for areas - Yaraq - Starting Town Zaikhal - Capital Al-Arqas Al-Jalima Ayan Baqur Khayyaban | 2017-04-23T19:04:28Z | 2017-04-23T20:50:42Z | 2017-04-23T19:43:06Z | 7a02326d325e982e48e4aa1bec901433dc81658c | 0 | ec4803254d78a85cff4c348c03d5dee79dd8b073 | 983763169071e5e11868639984cb388b53f51184 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/275 | |||||
117165124 | MDExOlB1bGxSZXF1ZXN0MTE3MTY1MTI0 | 276 | closed | 0 | Additional 64 portals | MiachofTD 24981658 | Added portals for Gharu areas Part 1- Yaraq - Starting Town Zaikhal - Capital Al-Arqas Al-Jalima Ayan Baqur Khayyaban | 2017-04-23T20:45:57Z | 2017-04-23T20:58:06Z | 2017-04-23T20:58:06Z | 94b38340cd77fbfcb5d612190b8adaa7f7ca4e22 | 0 | 52b7d6593e47bb64b8504693169a5892a8a211c3 | 983763169071e5e11868639984cb388b53f51184 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/276 | |||||
117168761 | MDExOlB1bGxSZXF1ZXN0MTE3MTY4NzYx | 279 | closed | 0 | More portal work | ghost 10137 | Hope it isn't too much if-then'ing. I did use some switch statements, where it looked appropriate. Much of this UseItem for the portals, if not all, should eventually be moved into Portal.cs, within the OnCollide method. However, it may take passing more than just the player object into the OnCollide method to make it work, as I have constructed the statement block for making portals work. | 2017-04-23T22:33:32Z | 2017-04-24T04:09:50Z | 2017-04-24T04:09:27Z | ff07c1753a544b85e172f13f5cb516878a348ebd | 0 | 2a6f7f2e57b1eef2324015f07c741f36912245b5 | 983763169071e5e11868639984cb388b53f51184 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/279 | |||||
117182171 | MDExOlB1bGxSZXF1ZXN0MTE3MTgyMTcx | 281 | closed | 0 | A few portals i did to make sure i understand github ect. | Jyard1 9624180 | Banderling Hovel and Shou-zn settlement portal. | 2017-04-24T03:11:57Z | 2017-04-25T09:32:52Z | 2017-04-25T09:24:42Z | 03cd03da8b73883faad669739c487cd1f403e655 | 0 | fbfd96b904fecbe1b86574b93b8df487b6d0919a | 983763169071e5e11868639984cb388b53f51184 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/281 | |||||
117187671 | MDExOlB1bGxSZXF1ZXN0MTE3MTg3Njcx | 283 | closed | 0 | More portal work | ghost 10137 | 2017-04-24T04:37:59Z | 2017-04-24T05:26:01Z | 2017-04-24T05:25:22Z | 6a226c7918d39e5a0e3da7d309736ffd76037e55 | 0 | 8f346490f51c827db5563bf3ad6e6e01a4cdb1af | 2bf7398b8d8ff0982538536d81fd8d5f24b05c1c | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/283 | ||||||
117191569 | MDExOlB1bGxSZXF1ZXN0MTE3MTkxNTY5 | 284 | closed | 0 | Add portals, portal routing, and updates to 2 previous portals | ghost 10137 | As noted in the changelog, PHPMYADMIN does not like the ON DUPLICATE KEY UPDATE statements in the sql file; however, I personnally had success using SQLyog. From my reading MySQL ( MariaDB ) should be able to accept the commands, as they are valid MySQL statements, from its command line. I would guess that HeidiSQL supports them, also. | 2017-04-24T05:36:34Z | 2017-04-24T13:46:19Z | 2017-04-24T13:45:56Z | d1b1102f0ce7da9d8cbc2552c1073355a5081e56 | 0 | 7fdbd05aba6a38546b6d9b56efed6a69ded05dcc | 1fa08e27c860caddaaa986d8991a107c173f0280 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/284 | |||||
117201780 | MDExOlB1bGxSZXF1ZXN0MTE3MjAxNzgw | 285 | closed | 0 | Add 16 more portals from around Shoushi | Jyard1 9624180 | 2017-04-24T07:17:19Z | 2017-04-25T10:25:39Z | 2017-04-25T10:25:39Z | d81444891d6ee29a357273c73df9c8d94624c891 | 0 | 9c78fee740f9de580f9377af79bda3e5036d5360 | 1fa08e27c860caddaaa986d8991a107c173f0280 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/285 | ||||||
117358776 | MDExOlB1bGxSZXF1ZXN0MTE3MzU4Nzc2 | 288 | closed | 0 | Land blocks - Diag Tools | Forbiddenz 25387933 | Type Diag from the console to start landblock diagnostics. Start of loading, unloading landblocks. | 2017-04-24T21:12:21Z | 2017-05-03T19:10:34Z | 2017-05-02T17:41:52Z | 0ce018258e132cbee3ffc4e622e671b8ef351b3e | 0 | 40244c07ee1dbee1a46e4be75023aa40231fb538 | 224b2f59f56e75162b2e9db7f0b661ea1df659e4 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/288 | |||||
117495911 | MDExOlB1bGxSZXF1ZXN0MTE3NDk1OTEx | 293 | closed | 0 | Renamed 0010_2017_04_25_portal_destination.sql | MiachofTD 24981658 | Renamed 0010_2017_04_25_portal_destination.sql to 010_2017_04_25_portal_destination.sql so that it would fall into the correct import order. | 2017-04-25T14:17:38Z | 2017-04-25T15:08:52Z | 2017-04-25T15:08:52Z | 032b5fb083e9a0b6587ad60ba68a5fc0d740e612 | 0 | 3de73ad35b67e750589e99ec4894dbd0a6bbd8e6 | a3997705d16d1d9c881524a1ecb09382abc7ee6f | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/293 | |||||
118043959 | MDExOlB1bGxSZXF1ZXN0MTE4MDQzOTU5 | 300 | closed | 0 | Movement 2 - Ready for review and Merge | ogmage78 25460553 | * Added Turn to Object and Turn To Heading messages. * Cleaned up earlier work * You can now test move to object and put item in container.: @ctw ground. Select wand Move away from the area with the item still selected. Over 15f to see run under to see walk. Press the use key - you will walk or run to the wand depending on your distance, then stop and pick it up. Also implements the first use of StackOverflows state machine Contains view for character - to start implementing orm for character NOTE: There is a known bug if you create the training wand in your backpack and drop it, the move to does not work correctly yet. I think it is related to the landblock not doing updates atm. | 2017-04-27T22:16:07Z | 2017-05-01T03:45:57Z | 2017-04-30T06:24:02Z | 588b3b2aa4bb18f5748d87e338b8bfe5a13cbde1 | 0 | 1a4db9d71751b77195faf843121018d0867fc42b | 535536102a634411b87a22df851dcc2a9f0a30d5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/300 | |||||
118085798 | MDExOlB1bGxSZXF1ZXN0MTE4MDg1Nzk4 | 301 | closed | 0 | [WIP] feat: move project to dotnet core | delasteve 595925 | ### Status Work in progress ### Changes - Replaced `Source` directory with `src` and `test` - Moved respective projects into `src` and `test` directories - Updated code to handle .NET Core, mainly `System.Reflection` changes - Moved test projects to `Xunit` - Moved `Database` into `scripts` directory ### To Do - [ ] Re-enable `log4net` - [ ] Re-enable StyleCop - [ ] Fix MySql errors - [ ] Fix up `scripts` dir - [ ] Modify `appveyor.yml` to handle new build - [ ] Add `.travis.yml` for linux and unix builds | 2017-04-28T06:05:14Z | 2017-05-09T13:10:14Z | 2017-05-09T13:10:14Z | a143300a88ec26825beb1a2b1b56781ef4e50bb2 | 0 | ada3543cd47c0f07e8f1f9e9100cf37736f3aed0 | f1c8e9ef37d3647b9148e3a6e445217b574d1f46 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/301 | |||||
118280585 | MDExOlB1bGxSZXF1ZXN0MTE4MjgwNTg1 | 306 | closed | 0 | Portal class changes | ghost 10137 | * I did not combine base_ace_object, ace_object, ace_portal_object into one view at this juncture, as doing so would remove all portals that didn't have destinations set from the world, as the view would only show entries for portal objects that have data from all three tables present. * In the portal object table restructuring, I added a foreign key constraint to the weenieClassId field that points to that field in the ace_object table. This addition has the effect of not allowing the ace_portal_object table to be populated until the rest of the ace_world tables are filled. I also included a portal object that was missing from the ACE-World DB release that was preventing the ace_portal_object table data from being imported. * An apparent bug with the login position was revealed, when I added saving the PositionType.LastPortal position, when a portal was used. When a player logs in, the PositionType.LastPortal position gets used, rather than the one saved during the character save action. | 2017-04-29T16:26:53Z | 2017-05-02T14:04:12Z | 2017-05-02T14:03:52Z | 28133e4b3a5e346e8c08881b95d7b48cecf40d43 | 0 | ec15a4c79fb0e442d77ca9b80af78e3343d98571 | d6c078286947bafbc65ec69cd679312240820985 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/306 | |||||
118342109 | MDExOlB1bGxSZXF1ZXN0MTE4MzQyMTA5 | 310 | closed | 0 | Updated test code / Started initial work on character orm refactor | ogmage78 25460553 | 2017-04-30 [Og II] - Refactored ctw to cwo takes a new optional parameter of a weenieId. You can spawn anything in the database. @ctw me 21376 - will spawn Martine's Robe If no weenieId is given, it gives you the old faithful training wand. - This does not include the turn to object code - I pulled that out due to a bug. I will submit via new PR. - I cleaned up some unused using statements and refactored some misspelled works (US English) <apologies to our UK folks> - Magic numbers all gone - test code pulls from database. | 2017-05-01T03:38:23Z | 2017-05-01T05:07:02Z | 2017-05-01T05:03:56Z | 76625d8db62afe0f8b3a24bf7cfa8614a2e25e65 | 0 | 75bd0aa0b28cdb6826c9713e7844ff05e97adf8a | d04f94a6046f657e798dba900fa15ca6e5a64450 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/310 | |||||
118402231 | MDExOlB1bGxSZXF1ZXN0MTE4NDAyMjMx | 312 | closed | 0 | Updated line endings to CRLF | LtRipley36706 11369233 | 2017-05-01T17:02:41Z | 2017-06-17T04:04:29Z | 2017-05-03T04:24:57Z | 681e40a066aa4cf7bf4928f7093242bd77e11f34 | 0 | 3b94f9c888b677b57b5f4de767a2e03d02ebc9db | 1fc71b3f7649278d2a09a067100b01b25ad7dd5f | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/312 | ||||||
118597227 | MDExOlB1bGxSZXF1ZXN0MTE4NTk3MjI3 | 314 | closed | 0 | Changed Create/CI to use DebugObject | LtRipley36706 11369233 | This makes the object appear on the ground correctly as well as let you see the debug output on id | 2017-05-02T16:44:54Z | 2017-06-17T04:04:30Z | 2017-05-03T17:15:09Z | e8ed78127cce7258f1057facec96edb5b6f174c4 | 0 | cf72f57ea5f8772fd605ca56073cd8b9215419b1 | 75eded7587563d7549fe14c5eca1fdd3b1b4fc37 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/314 | |||||
119284119 | MDExOlB1bGxSZXF1ZXN0MTE5Mjg0MTE5 | 331 | closed | 0 | Add new Portal constructor | ghost 10137 | * Add new Portal consructor that accepts a weenieClassId and Position object * Add PortalWeenie enum for Floating City, Golem Sanctum, Humming Crystal, and The Orphanage portals, for use with the new Portal constructor * Modified the /createportal debug command to use the new Portal constructor and the Humming Crystal weenie as a PoC TODO: add a TTL to the portal, so it gets removed after a length of time | 2017-05-06T02:37:56Z | 2017-10-18T14:07:50Z | 2017-05-07T19:37:52Z | 69412996abce0e591cc6411b9605f1e7a5f0f915 | 0 | 66d23c9c421d05edd91fb15206ea01b2befd11f8 | 6c80024f6b2fca442ce3a430fed9213e924f2f0e | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/331 | |||||
119319586 | MDExOlB1bGxSZXF1ZXN0MTE5MzE5NTg2 | 332 | closed | 0 | Added settlement portal drop for Yaraq, Zaikhal and Al-Arqas | MiachofTD 24981658 | Added settlement portal drop for Yaraq, Zaikhal and Al-Arqas | 2017-05-06T23:15:33Z | 2017-05-06T23:21:38Z | 2017-05-06T23:21:38Z | adde790d660ddfcad09342b5d871b209d9604079 | 0 | 26ed6729fd6f5f494d8f97b50936de5ab520ccef | c4a3da0b10c110c5b37530dfd82982429605b585 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/332 | |||||
119331110 | MDExOlB1bGxSZXF1ZXN0MTE5MzMxMTEw | 333 | closed | 0 | Review please: Very basic monster combat based on a statemachine. | Lidefeath 26508216 | This is not for merging, but only for review. To test it, spawn a monster and walk near it: It will detect you, move to you and kill you and then return back to it's spawn point. It will need @ogmage78 's movement changes to finalize it, as you can currently bug the monster if you keep moving away from it. It will follow you for a while, but then not properly return to spawn point. | 2017-05-07T08:47:11Z | 2017-05-15T18:27:01Z | 2017-05-10T20:18:51Z | 0 | 569ab7615e6f92de163c24324e3fe2ce8fc91c6a | 6c80024f6b2fca442ce3a430fed9213e924f2f0e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/333 | ||||||
119345267 | MDExOlB1bGxSZXF1ZXN0MTE5MzQ1MjY3 | 334 | closed | 0 | Correct DebugObject | LtRipley36706 11369233 | Changes fix spawning of various items across Dereth. | 2017-05-07T16:38:34Z | 2017-06-17T04:04:21Z | 2017-05-11T16:57:27Z | 4fee202ba902ac890c3bfccca4077b8e736662e9 | 0 | d979f2dc11aaa6f6afc16aef14f99f9964e81493 | 6c80024f6b2fca442ce3a430fed9213e924f2f0e | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/334 | |||||
119353048 | MDExOlB1bGxSZXF1ZXN0MTE5MzUzMDQ4 | 335 | closed | 0 | For Review: First pass at weenies as code objects. | LtRipley36706 11369233 | This is a sample of how I see setting up weenies in ACE. It still pulls a lot of the data from the DB which in some of the cases I would think would actually by coded in the object itself and not in the DB. | 2017-05-07T20:25:25Z | 2017-06-17T04:04:21Z | 2017-05-11T16:57:36Z | fca2b4b8ba5c48f27df3a4eb4be9ae6e0b9a8096 | 0 | bef1e13fefb96cc4ed920ad0095e10ee3dd9809d | f813abc163bd8693b158f4fab678b5b2969926ae | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/335 | |||||
121171708 | MDExOlB1bGxSZXF1ZXN0MTIxMTcxNzA4 | 342 | closed | 0 | QueuedGameActions Phase1 | Forbiddenz 25387933 | Overhauled the QueuedGameActions . Not sure how to properly implement the read only WO. Could use a little help with that. Added handlers, lots of room now to move the que out of player or even landblock. | 2017-05-17T23:14:56Z | 2017-10-12T15:38:40Z | 2017-05-30T20:45:27Z | b2046fafd3e951bc874741f1a093d897af96d1c9 | 0 | 560d8a0092179d8d921891e36686b129eda7d0b7 | 2332cda0bb2142a95418b88f2131f1f506eb016a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/342 | |||||
121368396 | MDExOlB1bGxSZXF1ZXN0MTIxMzY4Mzk2 | 344 | closed | 0 | Event Handling Restructure | ddevec 5246554 | Hello. My first commit was a small vital update change. I've now broken out of my shell, and am looking at the bigger picture! I hope this is useful, or inspires brainstorming future directions for this codebase! This is an experimental and pretty major restructuring of our current event handling system. This restructuring accomplishes several **goals**: - A consistent and easily followed synchronization mechanism for cross-landblock operations - A convenient mechanism to broadcast position based updates, without requiring objects maintain broadcast lists - A simplification of the rapidly growing and complicated state machines used to manage character actions. To achieve these goals I have restructured the **logical flow** of the code in the following ways: - I have removed the prior player event queues. - There is an ITickable interface, every landblock update loop all ITickables on the landblock are "Ticked" - It is the responsibility of the ITickable to manage any updates and broadcasts it needs within its tick. - To aid in the management of these updates, I introduce "ObjectActon" co-routines which allow a convenient way to structure the traditionally event-based code in an Object-Oriented (as opposed to event-based) manner. - I created a (hopefully) simple-to-follow synchronization pattern, which can allow complex behaviors within actions between objects. **Smaller Bits**: Flow of information: Network packets -> session.Player.RequestAction(action) - (on landblock tick) -> action() - On Tick() ITickables are given (lazy populating) broadcast lists, letting them know nearby players that need to be notified of global updates. - All ITickables are locked by the landblock before ticking. If they need to interact with another object, they must lock that object before using it (but the common-case self locking is handled by the landblock). Please take a look, try it out, tell me if you have any questions! Important Parts to look at: Actions are now handled much more s… | 2017-05-18T20:16:07Z | 2017-06-12T14:46:58Z | 2017-05-22T15:44:59Z | a3e9951b3a55c3671b19121db712fe88297b02f7 | 0 | 8790d2e738cdbcdde797b64e27f5b92cf0d397e4 | 2332cda0bb2142a95418b88f2131f1f506eb016a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/344 | |||||
121671615 | MDExOlB1bGxSZXF1ZXN0MTIxNjcxNjE1 | 349 | closed | 0 | Object overhaul - part two. Review and Comment | ogmage78 25460553 | I am having to refactor and touch a LOT of stuff. It is looking good to me - but I am concerned about how much I am modifying without review. Below is where I am at. ### 2017-05-21 * Continued work on Overhaul * re-enabled more constructed statements * Most of the work to use existence of data to set flags for both physics and weenieHeaderFlags - some cleanup remains - either logic issues or bad data * modified cirand to take an optional second parameter to spawn X items at a time. This speeds up testing. I set a default to 10 if you omit the second parameter. * base_ace_object and ace_object both seem to be loading. * updated or created several views. * have not tested with Ripley's new data export - I did not want to add a second variable to testing. * Next steps - use Ripley's data, create needed views, re-enable door, portal, NPC --- all the world things. | 2017-05-21T18:54:26Z | 2017-05-23T23:15:41Z | 2017-05-23T23:15:41Z | ae661fe8fe958e7d0e2aa7d99c16a78a3d92dd94 | 0 | 8af63306a63805424be6abba92f3de7a63752a8d | 502bdb907cea73b247cd5cd552378df72439847e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/349 | |||||
122530358 | MDExOlB1bGxSZXF1ZXN0MTIyNTMwMzU4 | 354 | closed | 0 | World Object Refactor & Code Cleanup. | ogmage78 25460553 | * Refactored World Object to have all of the properties and methods of Game Data, Physics Data and Model Data. * Since I had to touch a ton of files, I cleaned up as much as I could. Removed unneeded using statements, * killed whitespace where I found it, removed this. where not needed and where the type was obvious switched to a more * consistent use of var. * Re-enabled the unit tests for database. We don't have a delete = if you insert into the table, you have to manually kill * the test data to avoid a duplicate key violation on a second running of the tests. If those run in AppVeyor - will not be an issue as * an fresh db is created each time. | 2017-05-25T21:30:53Z | 2017-06-03T12:11:35Z | 2017-05-26T15:45:24Z | ff13063b4a3fbd5e332aa3545ea985099bd8ef5f | 0 | 7b949e3c2b0cf2c19a2af5e8eea004b0473ccad6 | 6b525d1de791bacd69ca285a3ed9f88f976b27f7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/354 | |||||
123139562 | MDExOlB1bGxSZXF1ZXN0MTIzMTM5NTYy | 356 | closed | 0 | Mediator pattern - Not for Merge - just here for review | Forbiddenz 25387933 | Working basic ques, @effect - basic loading.. Design Pattern Mediator, | 2017-05-30T20:44:59Z | 2017-10-12T15:37:13Z | 2017-06-16T14:13:10Z | a1b58e2df1c5f248545a103926bebb9d5ac389ad | 0 | 755aef6ecd15470c3b398909fa1feb580717144c | f813abc163bd8693b158f4fab678b5b2969926ae | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/356 | |||||
123835244 | MDExOlB1bGxSZXF1ZXN0MTIzODM1MjQ0 | 359 | closed | 0 | First corrections and commenting out so the start to command line works | Lidefeath 26508216 | 2017-06-03T08:46:00Z | 2017-06-03T18:19:38Z | 2017-06-03T18:09:06Z | 4c447ee143286866d8c856a3e2c22588df867c30 | 0 | 3900964196b1feb9cccd559ccb0bd788d0e31bd0 | 1d84d64f2d7ce06f2d692a0dcd2512b3e9f15027 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/359 | ||||||
125008997 | MDExOlB1bGxSZXF1ZXN0MTI1MDA4OTk3 | 374 | closed | 0 | Character Login - continued | ogmage78 25460553 | * Continued work loading character from ace_shard. Character reaches world now. * Fixed a number of null exception errors * Outstanding issues: * has an orm data load error * abilities and skills object issue not resolved * palette, textures not being read or sent | 2017-06-11T00:38:31Z | 2017-06-12T17:14:31Z | 2017-06-12T17:14:31Z | 48473318170896793291eb01191b4911d73d6d5d | 0 | d523d80447ab6a5c1fb58073108e35c03a6aef58 | 7370fbf7271444baad8e77737eb57fc53a0ea927 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/374 | |||||
126163313 | MDExOlB1bGxSZXF1ZXN0MTI2MTYzMzEz | 390 | closed | 0 | Landlbock/Concurrency/Core Functionality Restructure | ddevec 5246554 | Note: This branch builds upon the "Player" name fix, and "CreatureVital" branches. If they're merged I'll rebase and recreate this pull. Note: This branch also includes Og's "MoveTo" operations. The overall goal of this branch is to restructure our main-game logic in a manner that safely allows parallelism, without complex locking schemes. The overall idea of this restructure can be summarized as follows: - Physics, Movement, and Game Logic updates are done in their own phases, each phase is executed to completion before the next begins. - Within the GameLogic phase, WorldObjects are updated in parallel, but updates lock-free operations with these mechanics: -- WorldObjects can only read/modify their own state on their own turn to "Act" -- Communication between WorldObjects is allowed by having the Landblock forward "Actions" between the WorldObjects. To facilitate this design I've added several classes (IActions, IActors, ActionChains) that encapsulate this functionality. A more detailed list of the behaviors is below. Overall summary: All work happens from UpdateWorld() thread in WorldManager Outline of framework for physics position updates. Added work managing infrastructure: Actions -- Remove busy-waiting/polling Parallelism handled as follows: - All motion (will be) calculated by the physics engine (based on requests done in the object update phase) - After calculated, all motion is updated sequentially in the UpdateWorld function - All landblocks update any objects within them through Actions on an ActionQueue -- Landblocks are acted on in parallel -- Objects within landblocks act sequentially - Any action on an object may only read/modify the object its acting on -- Exception - position information - guaranteed not to change by above points -- Any cross-object interactions must be done by queueing an action on the other object with data passed (This is currently handled by delegate/lambda functions within the action infrastructure, but could be co-routines, … | 2017-06-17T18:09:03Z | 2017-06-20T02:00:12Z | 2017-06-20T01:54:25Z | 919010dc4e7869fac3b7694b803149bfa191cc74 | 0 | d41bf8e340237bb9a05eb2ca2eee4a95da7dcd13 | e403b6a17baf9fae63751296fd532658700ac011 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/390 | |||||
126525091 | MDExOlB1bGxSZXF1ZXN0MTI2NTI1MDkx | 399 | closed | 0 | app voyer test | Forbiddenz 25387933 | test , don't merge me... | 2017-06-20T12:53:54Z | 2017-10-12T15:38:07Z | 2017-06-20T17:06:12Z | 73ecfa6ab8c5eaae10a480a74a6689dba7a16cf5 | 0 | 37397f1e21a94442940d902c6e1e3c5d35e88c77 | b42b619b7ac58a0d2d49cab94d50055ac3e91d02 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/399 | |||||
126650525 | MDExOlB1bGxSZXF1ZXN0MTI2NjUwNTI1 | 401 | closed | 0 | Equip and Unequip items | ogmage78 25460553 | * Added the ability to equip and unequip items and have it also update your visual appearance. * We have some data work to do - to add clothing table did values, but we have added 30 or so for testing out of 150+ needed. Thanks OptimShi for the script and the updates - also all the help on clothing! * I am adding the script to load those testing values - they are the permanent solution just incomplete. However, it properly goes in ace world. The prerequisite to running the script is to have data loaded. If you do it out of order, no harm, it just will not work. | 2017-06-20T23:22:54Z | 2017-06-22T00:28:33Z | 2017-06-22T00:28:33Z | 19d72880c43a8a4802255ef300f883af8c1ca83d | 0 | 0ca74b41acd10be6de0bb8fd1e69fb06e09a8971 | 6f272fd9cdadd81cd771f15664f6bc2e1eaaf0ba | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/401 | |||||
127030929 | MDExOlB1bGxSZXF1ZXN0MTI3MDMwOTI5 | 404 | closed | 0 | Inventory saving | Forbiddenz 25387933 | Ability to save inventory, no load.. But this shows us a bigger issue in our data model. There also a rig job in here to allow up to 20 transactions conflicts before failing but there no transaction order, so its not the greatest method and could result in saved operations happening out of order due to deadlock failure on the database. Overall there is a bigger issue in our data model that needs addressed. This PR is just to allow anyone to see it live if they remove the generic error handling I put in to make this not crash ACE. | 2017-06-22T16:09:56Z | 2017-06-22T19:51:36Z | 2017-06-22T19:51:36Z | a865bea9a3e29d114aeb5d01fdef7c98268fd769 | 0 | fde4aacef16692a03930f628bdf74cc13bf00582 | 673bdc4f50b834a7fda3e4bc8cc8525ea5beaac4 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/404 |
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