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 | |||||
104196635 | MDExOlB1bGxSZXF1ZXN0MTA0MTk2NjM1 | 10 | closed | 0 | Client and Server expects account in ace_auth to be lowercase only. | LtRipley36706 11369233 | This is my first pull request, please let me know if I'm doing this incorrectly. Simple change I made to the accountcreate command to correct and prevent the issue I experienced when setting up ACE. The client always sends accounts as lowercase regardless of what the user types in the command line. The server itself resolves the difference and connects as well. The issue surfaces when attempting to create a character. That packet is sent, but no response is ever recv'd. | 2017-02-01T18:45:44Z | 2017-02-02T16:36:57Z | 2017-02-02T16:36:53Z | 2017-02-02T16:36:53Z | 77932b57355c6283b67052f448e2b041794f76ad | 0 | 3cee156a52d1385c06ee7553248b6aed8442ae0c | 95910918de3356f10cf5e519dd4cb7dfd7a731b8 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/10 | ||||
108472067 | MDExOlB1bGxSZXF1ZXN0MTA4NDcyMDY3 | 100 | closed | 0 | Option to send Internal IP as World Host to client | LtRipley36706 11369233 | Allows 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 remaining on local network instead of going out to come back in. The options are configurable via config.json and set to false by default. | 2017-03-01T05:50:28Z | 2017-03-06T06:38:50Z | 2017-03-02T12:51:47Z | 2017-03-02T12:51:47Z | 90b1967df4900475e6d686c36fac7654d0e740a7 | 0 | 59966588ee285749aac89e771adc68e9bdaa3c69 | 2e0b674c82aedabfb0cd04723a98a11d2a7fe0af | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/100 | ||||
212885349 | MDExOlB1bGxSZXF1ZXN0MjEyODg1MzQ5 | 1000 | closed | 0 | Fix serialization of the critical hit field. | Slushnas 19214857 | This fixes the serialization of the AttackerNotification message. Critical hit messages will now be displayed properly in the client. | 2018-09-04T07:53:44Z | 2018-09-04T14:04:22Z | 2018-09-04T14:04:22Z | 2018-09-04T14:04:22Z | 0347c5afd7706b068b593d48fd8ce917383783b1 | 0 | 971d0fa10c6ab8e26b729aac360ae4944166d8b1 | b522bab43058db0d6a01108b3f923616e868c52c | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1000 | ||||
213206498 | MDExOlB1bGxSZXF1ZXN0MjEzMjA2NDk4 | 1001 | closed | 0 | Adding weapon speed mod | gmriggs 8909245 | This patch adjusts the attack animation speed for Players and monsters to match the quickness / weapon speed / enchantments for melee weapons - Fixed a bug with indoor scatter generators not getting the new cell - Fixed an issue with invisible objects broadcasting to players | 2018-09-05T08:19:10Z | 2020-09-25T06:52:09Z | 2018-09-06T15:26:07Z | 2018-09-06T15:26:07Z | 6a25a0bb196570b2b391dbf4d5bf9fda97c4a0e3 | 0 | a044698195c64804643aaa3df125f1e1440af504 | 6c723d7430cd002a7db15cde9a979718667b357d | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1001 | ||||
213364616 | MDExOlB1bGxSZXF1ZXN0MjEzMzY0NjE2 | 1002 | closed | 0 | Adding player housing network packet structure | gmriggs 8909245 | 2018-09-05T17:02:10Z | 2018-09-06T15:26:27Z | 2018-09-06T15:26:27Z | 2018-09-06T15:26:27Z | 9ac0137f23b4785ca9bbed0f65fd0254b89cf0f3 | 0 | 271e19a585768903e1f43ce79e0fcf81765a6d9e | 6c723d7430cd002a7db15cde9a979718667b357d | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1002 | |||||
214036097 | MDExOlB1bGxSZXF1ZXN0MjE0MDM2MDk3 | 1003 | closed | 0 | Adding the ability for players to buy houses | gmriggs 8909245 | 2018-09-07T20:49:12Z | 2018-09-09T16:11:26Z | 2018-09-09T16:11:26Z | 2018-09-09T16:11:26Z | f1360a1e147f809de628d601369610e4f915d03d | 0 | 5664b406960ff06f9a3ea7da5f1560afc5490277 | 9ac0137f23b4785ca9bbed0f65fd0254b89cf0f3 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1003 | |||||
214135157 | MDExOlB1bGxSZXF1ZXN0MjE0MTM1MTU3 | 1004 | closed | 0 | Trade cleanup | mcreedjr 25518589 | 2018-09-09T08:49:26Z | 2018-09-11T16:06:42Z | 2018-09-09T08:49:32Z | f3ef996f244a824204d6f0fd4d35d9c759f04fc2 | 0 | caedc5dcd6befab205f328cf868c93a092d7fc97 | 9ac0137f23b4785ca9bbed0f65fd0254b89cf0f3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1004 | ||||||
214135429 | MDExOlB1bGxSZXF1ZXN0MjE0MTM1NDI5 | 1005 | closed | 0 | Secure trade pass 2 | mcreedjr 25518589 | Polishing up secure trade from my last PR. Sorry for the messy commit history. | 2018-09-09T08:57:17Z | 2018-09-09T17:46:56Z | 2018-09-09T17:46:56Z | dc7a225a1460ce96eb0471b0adf9d55c7420a4f8 | 0 | 13daa9512f3e7c2a7c0ab4549b243f51746fa6ce | 9ac0137f23b4785ca9bbed0f65fd0254b89cf0f3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1005 | |||||
214156464 | MDExOlB1bGxSZXF1ZXN0MjE0MTU2NDY0 | 1006 | closed | 0 | Revised pass at secure trade | mcreedjr 25518589 | This is an update to my previous PR where basic secure trade functionality was implemented. This PR does the following: - Verifies that trade partner is in range - Honors ignore all trade requests character option - Does not initiate when either party is in combat mode - Adds a few messages based on what I saw in retail PCAPs - Implemented GameEventDeclineTrade per PCAPs - Implements turn to when approaching trade partner Probably a few other minor tweaks. Again, sorry for all of the open and closing PR noise. Git and I are often not friends. | 2018-09-09T17:51:18Z | 2018-09-11T16:06:41Z | 2018-09-10T20:36:53Z | 2018-09-10T20:36:52Z | 7df8b6ecebf65dd35dbf6b1a9524cba0feb274c7 | 0 | ff36da6754ac3b644d88474a1f376bb2da3797c4 | f1360a1e147f809de628d601369610e4f915d03d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1006 | ||||
214168617 | MDExOlB1bGxSZXF1ZXN0MjE0MTY4NjE3 | 1007 | closed | 0 | Implement a basic House Portal class | ghost 10137 | 2018-09-09T22:29:04Z | 2018-09-10T23:03:44Z | 2018-09-09T22:50:03Z | 2018-09-09T22:50:03Z | 4f327d809a164fbfcc0c30445d1473ec646ef4fa | 0 | cb294cc061072e973109736449c8a8ebdb314252 | f1360a1e147f809de628d601369610e4f915d03d | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1007 | |||||
214192432 | MDExOlB1bGxSZXF1ZXN0MjE0MTkyNDMy | 1008 | closed | 0 | Added random Scroll functionality | dgatewood 10187880 | This is not all the scrolls that can be found from loot, but it is roughly half of them. I will add the rest very soon, or they could be added from a new contributor looking to get their feet wet. | 2018-09-10T03:57:30Z | 2018-11-24T06:25:40Z | 2018-11-24T06:25:40Z | 0fb879dee386765666849bdb386b786c691d3423 | 0 | 07aa4dc716047e9480056d88b6982000ad1aad12 | 4f327d809a164fbfcc0c30445d1473ec646ef4fa | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1008 | |||||
214216667 | MDExOlB1bGxSZXF1ZXN0MjE0MjE2NjY3 | 1009 | closed | 0 | Portal Updates, plus fix IsWithinUseRadiusOf() | ghost 10137 | Seems to fix the MoveTo when using a Portal | 2018-09-10T07:07:24Z | 2018-09-10T23:03:42Z | 2018-09-10T20:36:35Z | 2018-09-10T20:36:35Z | ea2f34183c9eb9fdb1df26368256ab9dac83f063 | 0 | 9175a924c4532ce9323d2f630ca0c829334b947a | 4f327d809a164fbfcc0c30445d1473ec646ef4fa | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1009 | ||||
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 | |||||
214344684 | MDExOlB1bGxSZXF1ZXN0MjE0MzQ0Njg0 | 1010 | closed | 0 | WorldObject Position Updates | Mag-nus 10608427 | WorldObject.Positions was misused. The code has been cleaned up so that Position access passes through the Get/Set/Remove functions. Furthermore, on save, we make sure that the positions in the biota have the latest up to date values from the cache. We must do this because we don't wrap Positions like we do attributes/skills/vitals. Also added a very important note regarding use of SetPosition: /// !!! VERY IMPORTANT NOTE REGARDING SetPosition !!!<para /> /// Position objects are reference types. Lets say you want to create a new object and give it the location of a player, /// If you do LandscapeItem.SetPosition(PositionType.Location, Player.Location), you've now set the Location position /// for both the player and the LandscapeItem to the same exact object. Modifying one will affect the other.<para /> /// The proper way to would be: LandscapeItem.SetPosition(PositionType.Location, (Position)Player.Location.Clone())<para /> /// Any time you want to set a position of a different PositionType, or, positions between WorldObjects, you should use the above Clone method. | 2018-09-10T14:59:24Z | 2018-09-11T00:49:24Z | 2018-09-11T00:49:00Z | 2018-09-11T00:49:00Z | 51893199b41034b44a368457c3c71d5849638f3e | 0 | 512a18d83529bc381eb1b9309536837f40f09044 | 4f327d809a164fbfcc0c30445d1473ec646ef4fa | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1010 | ||||
214370238 | MDExOlB1bGxSZXF1ZXN0MjE0MzcwMjM4 | 1011 | closed | 0 | Fix the picking up of open and in use packs | mcreedjr 25518589 | This PR should address both concerns raised by @OptimShi as noted in issue #866. The messages returned when a user attempts to place pack being viewed by another user were what I remembered of retail. I couldn't find anything in PCAPs to support what I remembered. I'm open to suggestions if those messages should be something else. I'd be happy to update with the consensus. | 2018-09-10T16:19:52Z | 2018-09-11T16:06:14Z | 2018-09-11T12:19:54Z | 2018-09-11T12:19:54Z | 13cfb197687682dbb943dee436253af3b650cc2d | 0 | 66aa6228f9633e40f72efee551482d5f30ab9e0b | 3db4c9f31e0f6df8e35b8ef2af251ee9e43428ce | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1011 | ||||
214467707 | MDExOlB1bGxSZXF1ZXN0MjE0NDY3NzA3 | 1012 | closed | 0 | Player housing - adding the ability to place and save items on floor/wall/ceiling hooks | gmriggs 8909245 | 2018-09-10T22:59:19Z | 2018-09-13T22:00:16Z | 2018-09-13T22:00:16Z | 2018-09-13T22:00:16Z | 39311e1230f5737ff2517d1ab43c65eaf60fcba2 | 0 | ba5bded96ebd427f429a5a183931143dbebc0209 | 7df8b6ecebf65dd35dbf6b1a9524cba0feb274c7 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1012 | |||||
214492496 | MDExOlB1bGxSZXF1ZXN0MjE0NDkyNDk2 | 1013 | closed | 0 | Ephemeral Property Dictionaries should be private and readonly | Mag-nus 10608427 | 2018-09-11T02:08:34Z | 2018-09-11T02:11:22Z | 2018-09-11T02:11:05Z | 2018-09-11T02:11:05Z | 3db4c9f31e0f6df8e35b8ef2af251ee9e43428ce | 0 | f683425781e1e9f7d74f0b1c638cb1d82def5514 | 51893199b41034b44a368457c3c71d5849638f3e | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1013 | |||||
214857672 | MDExOlB1bGxSZXF1ZXN0MjE0ODU3Njcy | 1014 | closed | 0 | Adding proficiency points, and skills increasing through usage | gmriggs 8909245 | 2018-09-12T07:15:07Z | 2018-09-17T05:57:53Z | 2018-09-17T05:57:53Z | 2018-09-17T05:57:53Z | a7972696566ba27d4aa9bd6aabb8e4d58b6d05fc | 0 | d0af8b441729f354bed95e1950b439f5c603129d | 13cfb197687682dbb943dee436253af3b650cc2d | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1014 | |||||
215251016 | MDExOlB1bGxSZXF1ZXN0MjE1MjUxMDE2 | 1015 | closed | 0 | Fixed bug where excess WeenieError.TradeCancelled was sent | mcreedjr 25518589 | Fixed a bug @gmriggs found where where an erroneous WeenieError.TradeCancelled was sent to client when a character entered combat mode, whether or not the character was trading. | 2018-09-13T11:31:15Z | 2018-09-13T13:59:22Z | 2018-09-13T13:57:19Z | 2018-09-13T13:57:19Z | 86aa62dcb494065b388eade6b16bfc4821af9acd | 0 | 06081a5c7ceda98928f0e0ba7c0f37288dd35812 | 13cfb197687682dbb943dee436253af3b650cc2d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1015 | ||||
215305813 | MDExOlB1bGxSZXF1ZXN0MjE1MzA1ODEz | 1016 | closed | 0 | Usage of DateTime/PhysicsTimer cleaned up across the board | Mag-nus 10608427 | We use a StopWatch in 2 places for guaranteed < 1ms precision: ACE.Server.Managers.WorldManager.PortalYearTicks - This is tied directly to our UpdateWorld loop. - It can be used for precise timing outside of the physics framework ACE.Server.Physics.Common.PhysicsTimer - This should be used only for physics and physics related work - This helps isolate the physics code from ACE.Server and WorldManager Many places that were using the existing Stopwatch based timers have been migrated to DateTime.UtcNow. - Non-physics related work done in isolation should use DateTime - Time.GetUnixTime() is used when we want to save the timestamp to the database Fixed a performance issue with how WorldObject.Tick was checking for HeartBeatInterval and HeartBeatTimestamp Added external system calls for windows to help improve the accuracy of Thread.Sleep. - On my windows 10 dev box, on the host OS, running in VS 2017, Thread.Sleep provided 1ms resolution by default - On my Windows Server 2016 virtualized box, Thread.Sleep provided 15.6ms resolution by default. This fix brings it down to 1ms. - This is important for UpdateWorld performance where we Thread.Sleep(1) every loop. UpdateWorld will now sleep for longer when no sessions are connected. Shutdown command was using 100% CPU. This has been fixed with a Thread.Sleep(1) | 2018-09-13T14:37:46Z | 2018-09-15T20:26:55Z | 2018-09-15T20:26:11Z | 2018-09-15T20:26:11Z | b5df7bb060165ae853ad122d0941aac3a611a28f | 0 | 5776bd6e5af140a8228fec6dfb26cd40e46e4fdf | 86aa62dcb494065b388eade6b16bfc4821af9acd | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1016 | ||||
215747588 | MDExOlB1bGxSZXF1ZXN0MjE1NzQ3NTg4 | 1017 | closed | 0 | Skill redistribution functionality | mcreedjr 25518589 | This PR implements basic skill redistribution functionality as required by the Skill Redistribution Quest (http://asheron.wikia.com/wiki/Attribute_and_Skill_Redistribution) The dungeon works based on previous Emote work accomplished by others. It appears that our database does not spawn the "Wardens" as described in the quest outline above. In order to test the functionality you will have to spawn the appropriate Enlightenment/Forgetfulness gems through the /ci developer command. Here is a listing of the Weenie IDs for those gems (https://github.com/ACEmulator/ACE-World-16PY/tree/master/Database/3-Core/9%20WeenieDefaults/SQL/SkillAlterationDevice/GEM) This PR should take into account most or all of the following scenarios: - Advancing a trained skill to a specialized skill - Demoting a specialized skill to a trained skill with both skill credit and invested XP refunds - Demoting a trained skill to an untrained skill with both skill credit and invested XP refunds - Prevents specializing a skill if doing so would exceed the 70+ credit specialization limit in retail - Prevents demoting a skill if an equipped item used the skill to be demoted This PR does not: - Account for quest limits imposed by this quest in retail (should honestly be part of the emote functionality anyways) - Does not spawn the missing "Wardens" in the Inner Sanctum dungeon(s) | 2018-09-15T03:42:28Z | 2018-09-21T13:31:33Z | 2018-09-21T04:24:52Z | 2018-09-21T04:24:52Z | 9e56f465c276d41fb8a77168308b0609391efa47 | 0 | 79bafb912e5da3c112f655f3e302e15b6b9e4157 | 39311e1230f5737ff2517d1ab43c65eaf60fcba2 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1017 | ||||
215764055 | MDExOlB1bGxSZXF1ZXN0MjE1NzY0MDU1 | 1018 | closed | 0 | Adding TreasureWielded randomized armor/clothing for mobs | gmriggs 8909245 | 2018-09-15T11:08:46Z | 2018-09-17T05:57:15Z | 2018-09-17T05:57:15Z | 2018-09-17T05:57:15Z | fcf9b8b4bb1fcc2e887bd92c1a8fe27f362bed94 | 0 | 0a930eab4de44fdab00ae1225edbb1945e3db877 | 39311e1230f5737ff2517d1ab43c65eaf60fcba2 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1018 | |||||
215793888 | MDExOlB1bGxSZXF1ZXN0MjE1NzkzODg4 | 1019 | closed | 0 | Don't throw warnings on CICMDCommand packets | Mag-nus 10608427 | CICMDCommand packets always have a Header.Id of 0. We cannot use the Header.Id as a session index to process these packets. We need to process them separately. They represent some sort of command. You can see these in AC Log View. Open a pcap as fragments and search for an ICmd header. They will be all by themselves. I have yet to see them actually contain a payload. | 2018-09-15T23:12:06Z | 2018-09-16T12:23:37Z | 2018-09-16T12:22:26Z | 2018-09-16T12:22:26Z | a2150a383f9aa206678c9020c291670cc74ec8c6 | 0 | 48e9c69797eb8885a806f88a5f5735ee0af18a1e | b5df7bb060165ae853ad122d0941aac3a611a28f | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1019 | ||||
108653372 | MDExOlB1bGxSZXF1ZXN0MTA4NjUzMzcy | 102 | closed | 0 | World object - Improvement + Lifestone Test Object | Forbiddenz 25387933 | Use @spawntest to spawn a life stone. | 2017-03-01T23:28:15Z | 2017-03-02T22:47:00Z | 2017-03-02T12:55:01Z | 2017-03-02T12:55:01Z | 856a8a192efdd020fb4983d3217f06d9dc2bb4ac | 0 | b60fa81ea4dd15d7eb0df4715fe7e9e083f267b4 | 90b1967df4900475e6d686c36fac7654d0e740a7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/102 | ||||
215796311 | MDExOlB1bGxSZXF1ZXN0MjE1Nzk2MzEx | 1020 | closed | 0 | Adding Recklessness combat skill | gmriggs 8909245 | - Added Ratings formulas - Fixed a bug where player couldn't appraise items equipped by players or creatures | 2018-09-16T00:35:32Z | 2018-09-19T03:42:01Z | 2018-09-19T03:42:01Z | 2018-09-19T03:42:01Z | fdb8b09c1ac86d4412e951b048533195f79e67cb | 0 | e80f998c41fd931116b1c33a5cb57c954768bc32 | 7f48246901bd2f15be3e9c1eadc8a1a240c253fe | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1020 | ||||
215797728 | MDExOlB1bGxSZXF1ZXN0MjE1Nzk3NzI4 | 1021 | closed | 0 | Session connecting log level improvements | Mag-nus 10608427 | The info log level shouldn't be too verbose. Info sould just have 1 record for a connect and disconnect. The other debugging messages have been moved to the Debug log level. | 2018-09-16T01:32:27Z | 2018-09-16T12:23:25Z | 2018-09-16T12:21:58Z | 2018-09-16T12:21:58Z | 80124f2ca36b3a2ca890c1d99ccf4624d89ff4bf | 0 | ba02b311efcff7df7a8d953fc08cf0eecdd652c0 | b5df7bb060165ae853ad122d0941aac3a611a28f | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1021 | ||||
215834896 | MDExOlB1bGxSZXF1ZXN0MjE1ODM0ODk2 | 1022 | closed | 0 | Fix connection failures on initial account auto create session. | Mag-nus 10608427 | Because AuthenticationHandler was passing the connection session to AccountCommand to do the account creation, AccountCommand would then try to send a status message to the session. This would corrupt the clients session because the client wasn't ready to accept such messages. The simple fix would have been to change this: AccountCommands.HandleAccountCreate(session, parameters); to this: AccountCommands.HandleAccountCreate(null, parameters); However, I don't like that a very vital piece of code, AuthenticationHandler was using a client input parser to do the actual work, AccountCommand. Now, AuthenticationHandler does the work that it needs locally. | 2018-09-16T17:24:39Z | 2018-09-16T23:26:02Z | 2018-09-16T23:25:39Z | 2018-09-16T23:25:39Z | c7d0e7d6f2039542d03bf796ab6c3575dc99547a | 0 | 2c1c1534f05d28e38ce3b87aa36459824d1b7d3e | a2150a383f9aa206678c9020c291670cc74ec8c6 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1022 | ||||
215852320 | MDExOlB1bGxSZXF1ZXN0MjE1ODUyMzIw | 1023 | closed | 0 | Adding Sneak Attack skill for player combat | gmriggs 8909245 | 2018-09-16T23:40:47Z | 2018-09-20T08:31:53Z | 2018-09-20T08:31:53Z | 2018-09-20T08:31:53Z | 026a34d5ecc3d2f12249d92b15e8f9c134437af9 | 0 | f29ae7b15d321276be935e74df7554ce15ef8de0 | fdb8b09c1ac86d4412e951b048533195f79e67cb | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1023 | |||||
215879664 | MDExOlB1bGxSZXF1ZXN0MjE1ODc5NjY0 | 1024 | closed | 0 | Fixing appveyor build | gmriggs 8909245 | 2018-09-17T06:02:38Z | 2018-09-17T11:04:44Z | 2018-09-17T11:04:44Z | 2018-09-17T11:04:44Z | 7f48246901bd2f15be3e9c1eadc8a1a240c253fe | 0 | 1f38a9f7594c476b0f9f1c825b6db83cf6733627 | a7972696566ba27d4aa9bd6aabb8e4d58b6d05fc | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1024 | |||||
216185771 | MDExOlB1bGxSZXF1ZXN0MjE2MTg1Nzcx | 1025 | closed | 0 | Adding Dirty Fighting skill to combat | gmriggs 8909245 | 2018-09-18T05:20:15Z | 2018-09-21T04:25:10Z | 2018-09-21T04:25:10Z | 2018-09-21T04:25:10Z | 188d1b51f833bb2eabaff11ab37522aeaeda8513 | 0 | 5ce71fdbdc20539d0cdfe556b36b6b320e3cb539 | 026a34d5ecc3d2f12249d92b15e8f9c134437af9 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1025 | |||||
217530764 | MDExOlB1bGxSZXF1ZXN0MjE3NTMwNzY0 | 1026 | closed | 0 | Update SQL Scripts | LtRipley36706 11369233 | Rebased and updated for MySQL 8.0 Should be backwards compatible as well. | 2018-09-23T20:56:44Z | 2019-01-05T23:23:02Z | 2018-09-29T04:28:56Z | 2018-09-29T04:28:56Z | bff8c20dce5657d93133e39f73ca9b8e6b890cfb | 0 | e43f97cfc0ff426c198f9fcf271aea7a97bab2e3 | 188d1b51f833bb2eabaff11ab37522aeaeda8513 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1026 | ||||
217531776 | MDExOlB1bGxSZXF1ZXN0MjE3NTMxNzc2 | 1027 | closed | 0 | CommandHandlerHelper (Yum!) Added | Mag-nus 10608427 | There were a ton of commands that worked both on the console, and from a player session. These commands had conditions like the following to determine if the output should be sent to the console or to the sesion: if (session != null) sendToSession() else SendToConsole() CommandHandlerHelper cleans up this. In addition, there were places in the code that were doing Console.WriteLine that should have been using the logger instead. | 2018-09-23T21:17:15Z | 2018-09-24T12:05:19Z | 2018-09-24T12:04:58Z | 2018-09-24T12:04:58Z | 3232074f90d90a2b08c4f66884b9dce9894b9118 | 0 | 8d18708a4df26546acd0692d8274705ceed96afd | 188d1b51f833bb2eabaff11ab37522aeaeda8513 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1027 | ||||
217611203 | MDExOlB1bGxSZXF1ZXN0MjE3NjExMjAz | 1028 | closed | 0 | Adding Void magic | gmriggs 8909245 | - Adding complete Void Magic system w/ all spells - Major refactoring to game code that uses SpellBase and Spell: - a new Spell class has been added for gameplay code, wrapping SpellBase and the database Spell class. All game code that deals with Spells is much easier to write, with significantly less to manage - Added both server and client formulas for determining spell levels - Added proper spellcasting wind-up animations based on spell formula scarabs - Improved the spellcasting wind-up animations to use the exact animation timings - Improved the damage over time system - Added Damage Rating and Damage Resistance Rating to all damage formulas (physical and magic combat) - Fixed a bug where projectiles wouldn't trigger environment collisions for some objects Note: this patch requires the DB to be updated with Spells and Weenies from https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/4 Thanks to everyone on the ACE development team, and in the Discord development channel for helping with this patch! | 2018-09-24T10:25:35Z | 2018-09-28T07:55:33Z | 2018-09-28T07:55:33Z | 2018-09-28T07:55:33Z | 43d13735687c2232744eafff67788f4dfafebabe | 0 | 3b371d5608b577f0983da11397cb3dff2a20248c | 188d1b51f833bb2eabaff11ab37522aeaeda8513 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1028 | ||||
218889140 | MDExOlB1bGxSZXF1ZXN0MjE4ODg5MTQw | 1029 | closed | 0 | Improved monster timing / server animation sync | gmriggs 8909245 | - Added direct visibility / line-of-sight test - Added ExecuteMotion, which plays the animation on both the client and server. - EmoteManager - EmoteType.Motion now goes through ExecuteMotion, so animations like monsters going to sleep (skeletons/golems) will now be simulated properly on the server. This fixes the bug where monsters would start moving while they were still transitioning from sleep->wakeup - Added more robust logic for animation timing while switching combat stances, for both players and creatures - Added randomized stack size variances to mob projectiles, based on WieldedTreasure tables - Improved timing for all monster animation transitions (combat stance, missile launches, spellcasting) - Added randomized variance to monster melee attack delay (0.5-2s) - Fixed a bug where monsters selected combat maneuvers that didn't exist in their motion table - Fixed a bug where monsters would sometimes walk instead of run, when re-chasing targets - Fixed a bug where CreateObject network messages would be re-sent when monsters swapped inventory items | 2018-09-28T08:21:40Z | 2018-09-30T16:44:13Z | 2018-09-30T16:44:13Z | 2018-09-30T16:44:13Z | d6fa8b7988c42329c8a52075ec6cb666a38e6f14 | 0 | a054ce066cf712e40647859d264a7126cdc2fe99 | 43d13735687c2232744eafff67788f4dfafebabe | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1029 | ||||
108831238 | MDExOlB1bGxSZXF1ZXN0MTA4ODMxMjM4 | 103 | closed | 0 | Quick fixes 03022017 | LtRipley36706 11369233 | 2017-03-02T19:21:20Z | 2017-03-02T20:08:23Z | 2017-03-02T20:08:23Z | 2017-03-02T20:08:23Z | 033c6ca23ac00c9a1e0949ed7baf2c092e626a12 | 0 | 71e6469b853043b8f03202d329d3792eb4d984c3 | 856a8a192efdd020fb4983d3217f06d9dc2bb4ac | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/103 | |||||
218991857 | MDExOlB1bGxSZXF1ZXN0MjE4OTkxODU3 | 1030 | closed | 0 | Centralize ACE Timers | Mag-nus 10608427 | 2018-09-28T14:43:41Z | 2018-09-28T21:12:32Z | 2018-09-28T21:12:11Z | 2018-09-28T21:12:11Z | 32c70b7c1e41e418da549bd5604bbc4f4a08a725 | 0 | d145e521b04238febb4cd2a846a29ee07ea44535 | 43d13735687c2232744eafff67788f4dfafebabe | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1030 | |||||
219122593 | MDExOlB1bGxSZXF1ZXN0MjE5MTIyNTkz | 1031 | closed | 0 | PlayerFactory | Mag-nus 10608427 | Player/Character creation has been pulled out of CharacterHandler and added to a new PlayerFactory. PlayerFactory includes a Create275HeavyWeapons function to help with load testing. SpendAllXp has been added to Player_Xp.cs. A command handler can be added to allow use of this feature from in-game. SpendAttributeXp, SpendVitalXp and SpendSkillXp no longer perform the work unless SpendXp was successful. Player ctor from weenie no longer takes a Session object. Instead, only the AccountId is passed. This allows player creation without needing a session. | 2018-09-29T03:36:27Z | 2018-10-01T14:23:46Z | 2018-10-01T14:23:09Z | 2018-10-01T14:23:09Z | 4d770dd407effea628a464482b818442e2161d11 | 0 | cbc81f568e72c884caf1c7441b2dd1bc9f5852c3 | 32c70b7c1e41e418da549bd5604bbc4f4a08a725 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1031 | ||||
219143615 | MDExOlB1bGxSZXF1ZXN0MjE5MTQzNjE1 | 1033 | closed | 0 | Adding detection for post-PY16 skills, installation instructions on player login | gmriggs 8909245 | 2018-09-29T11:47:16Z | 2018-09-29T17:40:40Z | 2018-09-29T17:40:40Z | 2018-09-29T17:40:40Z | ead5e769efb1f38746695e43dbf2af973cb10323 | 0 | 5fa51312ab541682208c84c259d63c28809178ec | 0f4ae0ffc2220c551b99598c0033b92c2d74392b | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1033 | |||||
219216510 | MDExOlB1bGxSZXF1ZXN0MjE5MjE2NTEw | 1034 | closed | 0 | Updating September changelog | gmriggs 8909245 | 2018-09-30T17:34:00Z | 2018-10-31T23:01:26Z | 2018-09-30T18:09:34Z | 2018-09-30T18:09:33Z | de5942e332791fac3e0265fa1c1965f6a53d4361 | 0 | 2ab0e021a72613560edb5e2142b6998fdb8ee752 | d6fa8b7988c42329c8a52075ec6cb666a38e6f14 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1034 | |||||
219379719 | MDExOlB1bGxSZXF1ZXN0MjE5Mzc5NzE5 | 1035 | closed | 0 | PropertyDump added | Mag-nus 10608427 | Properties are no longer spit out on ident in debug builds. Now, you can use /propertydump to spit out all the properties of the last item you identified. | 2018-10-01T13:40:00Z | 2018-10-01T13:52:05Z | 2018-10-01T13:51:34Z | 2018-10-01T13:51:34Z | b6cbb3078d76c485cdbb51a5c9a4c4043eda1493 | 0 | fa13e2ecfb1e3cbdbf401a5f226fba28a73d1908 | de5942e332791fac3e0265fa1c1965f6a53d4361 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1035 | ||||
219387966 | MDExOlB1bGxSZXF1ZXN0MjE5Mzg3OTY2 | 1036 | closed | 0 | Fix DamageType for Boost spells | ghost 10137 | Change DamageType to DamageType2 for LifeMagic Boost spells | 2018-10-01T14:03:40Z | 2018-10-03T13:56:30Z | 2018-10-01T14:18:43Z | 2018-10-01T14:18:43Z | 10d4eedd3d607bbadac87995bdeeefc32fdcebd0 | 0 | c030341c1726b85036ba904dbdc1099b8147e76e | b6cbb3078d76c485cdbb51a5c9a4c4043eda1493 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1036 | ||||
219433491 | MDExOlB1bGxSZXF1ZXN0MjE5NDMzNDkx | 1037 | closed | 0 | Rename DamageType2 to VitalDamageType | ghost 10137 | 2018-10-01T16:13:51Z | 2018-10-03T13:56:31Z | 2018-10-01T18:12:09Z | 2018-10-01T18:12:09Z | 2744c0c94ede4aa882fb0d8e0b36efd294e8a820 | 0 | 503d046cfb2d9530ee8cd2260ea2c7a5c9f7186b | 4d770dd407effea628a464482b818442e2161d11 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1037 | |||||
219498483 | MDExOlB1bGxSZXF1ZXN0MjE5NDk4NDgz | 1038 | closed | 0 | Landblock Preloading PoC | ghost 10137 | -Add functionality for preloading landblocks and making them perma-loaded | 2018-10-01T20:04:32Z | 2018-10-03T13:56:32Z | 2018-10-02T16:53:24Z | 2018-10-02T16:53:24Z | 561fd5d4ae321ef3ad2ebdd758d581e088eb2b9e | 0 | d352d56bb9b872d4b2ed0e97be13c61e51f31e59 | 2744c0c94ede4aa882fb0d8e0b36efd294e8a820 | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1038 | ||||
219539449 | MDExOlB1bGxSZXF1ZXN0MjE5NTM5NDQ5 | 1039 | closed | 0 | Alleg Fixes plus fix for No Default SQL | acriaf 33154637 | Fixes an issue where a new characters will not show as joining an allegiance until a server restart. If the new character is the patron the server will crash, also fixed. During testing of the latest server code found that character creation was broken. Added that fix here by setting up Character.IsPlussed to 'true' in ..ACE\Source\ACE.Server\WorldObjects\Player.cs. I am not sure if it should be 'true' or 'false'. | 2018-10-01T22:52:06Z | 2018-10-03T18:00:33Z | 2018-10-03T18:00:33Z | 2018-10-03T18:00:32Z | dad8f0d5f8fdb839770e81d783ea9f494d0d147b | 0 | 952bb5f206cf6bde2c006056ed49a9ddb7bcb9af | 2744c0c94ede4aa882fb0d8e0b36efd294e8a820 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1039 | ||||
108840458 | MDExOlB1bGxSZXF1ZXN0MTA4ODQwNDU4 | 104 | closed | 0 | portal.dat and cell.dat loading (issue #3) | Mogwai-TheFurry 25351661 | 2017-03-02T20:09:02Z | 2017-05-30T15:34:36Z | 2017-03-04T12:59:37Z | 2017-03-04T12:59:37Z | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | 0 | da3dca42a73e68e204bbc908c984aba9398909e4 | 7ce98a9f557f3a7ac0fe10e77891c57a72067a01 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/104 | |||||
219557386 | MDExOlB1bGxSZXF1ZXN0MjE5NTU3Mzg2 | 1040 | closed | 0 | Preventing RegenLocationType.Specific from spawning in another landblock | gmriggs 8909245 | 2018-10-02T00:57:03Z | 2018-10-02T01:39:34Z | 2018-10-02T01:39:33Z | 2018-10-02T01:39:33Z | 807c616632caecb1041e95641204119b921fd93f | 0 | e518a95fe5573cbfa025085be8909f70e45bf9fd | 2744c0c94ede4aa882fb0d8e0b36efd294e8a820 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1040 | |||||
219724396 | MDExOlB1bGxSZXF1ZXN0MjE5NzI0Mzk2 | 1041 | closed | 0 | Refactored generators, improved RNG selection formula | gmriggs 8909245 | - This fixes various bugs with generators, including: - Generators spawning too many objects - Generators RNG selecting the wrong objects - Generators missing various RNG formulas === - InitCreate and MaxCreate should be ints instead of uints (still needs fixed for SQL output) - Generators now use RegenInterval heartbeats === - Improved MotionRange broadcast performance slightly w/ distance squared - Improved performance for landblock objects by staggering the heartbeat offsets - Added default values for Generator properties - Moved HandlePhysics and ActiveLandblocks to UpdateGameWorld(), targeted to run @ 60hz - Updated SessionHandler for improved performance in common low usage scenarios. This needs to be re-evalulated to find the threshold where Parallel.ForEach improves performance - Removed calls to legacy Landblock.UpdateStatus() methods - Fixed a bug where resisted spells weren't alerting monsters - Fixed a crash for landblocks with no Info record | 2018-10-02T14:28:10Z | 2018-10-03T19:02:00Z | 2018-10-03T19:02:00Z | 2018-10-03T19:02:00Z | ecf829d08b34cfd5755e61e7ef1b46c6a7baee21 | 0 | b93f029680ca079f9829ee7bc4db702da2532082 | dad8f0d5f8fdb839770e81d783ea9f494d0d147b | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1041 | ||||
219794465 | MDExOlB1bGxSZXF1ZXN0MjE5Nzk0NDY1 | 1042 | closed | 0 | Fix Generator Ints | LtRipley36706 11369233 | InitCreate and MaxCreate were incorrectly set as uint. Changed to int ### **You will need to delete and re-create your shard and world databases** | 2018-10-02T18:04:46Z | 2019-01-05T23:23:01Z | 2018-10-03T01:34:59Z | 2018-10-03T01:34:59Z | eac0370646412e929b32a28f25b0bc951277a994 | 0 | 2010285d4408228c9d67493c97710a9c93944e56 | 561fd5d4ae321ef3ad2ebdd758d581e088eb2b9e | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1042 | ||||
219882041 | MDExOlB1bGxSZXF1ZXN0MjE5ODgyMDQx | 1043 | closed | 0 | Adding multistrike weapons | gmriggs 8909245 | - There are a bunch of Bandit weapons that can be used for testing. https://github.com/ACEmulator/ACE-World-16PY/search?q=TripleSlash will show a bunch of multistrike weapons. /ci 12053 for a Bandit Lightning Dagger - The animation hit frames were synced up reasonably well, but I am still looking for something in the data that can tell us exactly which animation frames to strike on. - Two-handed weapons are temporarily double-striking, while cleaving is still being added - Fixed a bug with fist combat mode being broken - Improved dual wielding combat so that the stats from the offhand weapon are used on the offhand attacks - Added more comments to Player_Melee - Fixed a bug where melee combat was not sending the 'AttackDone' network message when 'Auto-repeat' attacks option was disabled, with the power bar refilling (but not attacking again) - Fixed a bug where players could poke things with a staff, and other melee weapons that weren't supposed to thrust - Multistrike anomalies: shieldless combat cannot thrust, shield combat cannot slash (no animation links for these stances) | 2018-10-03T00:15:40Z | 2018-10-03T17:59:18Z | 2018-10-03T17:59:18Z | 2018-10-03T17:59:18Z | 508611fc46b12284c5c588807325683db2e1e191 | 0 | 20cf4a9cdd314236d81d0ebb6f2e79f7b70871c3 | 561fd5d4ae321ef3ad2ebdd758d581e088eb2b9e | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1043 | ||||
220079348 | MDExOlB1bGxSZXF1ZXN0MjIwMDc5MzQ4 | 1044 | closed | 0 | Adding two-handed weapons cleaving | gmriggs 8909245 | 2018-10-03T15:23:42Z | 2018-10-03T19:03:06Z | 2018-10-03T19:03:06Z | 2018-10-03T19:03:06Z | eb2eb029f1aa742a08021a4a40157463529cc569 | 0 | 3fea4333eedd3da2254fa2cd0ff75d52d4310f5a | dad8f0d5f8fdb839770e81d783ea9f494d0d147b | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1044 | |||||
220119365 | MDExOlB1bGxSZXF1ZXN0MjIwMTE5MzY1 | 1045 | closed | 0 | Updating the 'item is low on mana / out of mana' system | gmriggs 8909245 | - Added the 'ItemManaDepleted' sound effect - Added a small delay between 'ItemManaDepleted' sound and 'SpellExpired' messages/sound effects. Not sure if retail just purged the item enchantments invisibly? - Changed the low mana warning timer from 30s -> 2m - Added commas to all numbers >= 1,000 - Added /givemana developer function - Changed the wording of some messages to match retail: - mana -> Mana for low/depleted messages - added a missing . to the end of item lists | 2018-10-03T17:31:46Z | 2018-10-03T19:02:23Z | 2018-10-03T19:02:23Z | 2018-10-03T19:02:22Z | 07eb681d6822a1f49a8bd56e8036709702ab6b6b | 0 | db173b3e84940b11c9ddd7a7f26d2636168eb9e8 | 45418dc83afc23af6d0adcf485a647a91cd589be | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1045 | ||||
220404266 | MDExOlB1bGxSZXF1ZXN0MjIwNDA0MjY2 | 1046 | closed | 0 | Timing | Mag-nus 10608427 | gmriggs, if you could please use your timing utils to verify that UpdateGameWorld is averaging 60fps. Also, I think checking if the session count >= 5 just to save 1ms for this line of code is wasteful: Parallel.ForEach(sessions, s => s.TickInParallel()); On my system, the average overhead for the Parallel.ForEach call was 1ms to 2ms. TickInParallel takes on average, .1ms to .3ms but can spike to 5ms to 15ms. I think adding extra optimizations to ACE for player ranges of < 10 are a bit unnecessary. The server will already be extremely fast in such a scenario. | 2018-10-04T14:42:38Z | 2018-10-09T01:17:14Z | 2018-10-06T23:45:02Z | 2018-10-06T23:45:02Z | 674d7f4dbaf2997d91be9b82d588bac32b7f72b9 | 0 | dd0898e86c325846b0e23a6f50649c1a7e9bf2ee | eb2eb029f1aa742a08021a4a40157463529cc569 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1046 | ||||
220861685 | MDExOlB1bGxSZXF1ZXN0MjIwODYxNjg1 | 1047 | closed | 0 | WeeniePrecaching | Mag-nus 10608427 | 2018-10-06T03:21:29Z | 2018-10-09T23:55:11Z | 2018-10-09T15:52:01Z | 2018-10-09T15:52:01Z | b7ca774e5389f83d57b77816d48f3a7847df24c6 | 0 | 8f09954226425e864ded0d8b2aa3b7fef1790fd6 | eb2eb029f1aa742a08021a4a40157463529cc569 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1047 | |||||
220868396 | MDExOlB1bGxSZXF1ZXN0MjIwODY4Mzk2 | 1048 | closed | 0 | Adding support for level 8 spells | gmriggs 8909245 | - Updated Spell enum to have consistent casing between spell levels - Fixed a bug in the spell DAT reader for component loss (uint -> float) - Fixed a 'collection was modified' error during player death while removing enchantments - Added /dispel developer command - Added /showstats debug command to show all player attribute and skill levels from server - Improved /buff command with an optional spell level # parameter = Fixed a bug where /buff command was applying multiple versions of the same spells - Fixed a bug where level 8 spells had their minimum power set to 350 instead of 400 - Fixed a bug where level 8 spell effects were too small - Added TransferFlags enum for life magic transfer spells - Fixed a bug where no death message was displayed for death blows from DamageType.Health (harm, drain, life projectiles) - Fixed a bug where item enchantments were having their ticks applied twice - Fixed a bug where mages would cast spells before rotating completely to target - Added level 8 item auras to EnchantmentManager.GetModifier() - Player magic refactoring - Fixed a bug where players would windup / fizzle if they didn't have enough mana - Updated text messages for life magic transfer and boost spells to match retail more closely - Fixed a bug where life projectiles were getting the target stats instead of the source stats - Updated life magic transfer spells to use TransferFlags | 2018-10-06T06:26:43Z | 2018-10-09T15:47:27Z | 2018-10-09T15:47:27Z | 2018-10-09T15:47:27Z | abf392335518e4f2e3e22b62ebbe418ecc7413ad | 0 | a183c2da516b5bd7d63d498c0bcf9cc5ab3862d2 | 674d7f4dbaf2997d91be9b82d588bac32b7f72b9 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1048 | ||||
220914669 | MDExOlB1bGxSZXF1ZXN0MjIwOTE0NjY5 | 1049 | closed | 0 | Improved death messages for PK battles | gmriggs 8909245 | Improved death message system to include death messages from other perspectives: the attacker, the victim, and nearby players - Added /sticky command - prevents players from leaving corpses and losing items on death - Fixed /heal to use max vitals - Added /deathxp command - Added randomized death messages for monsters killing players, based on damage type - Fixed a bug where spell projectiles weren't triggering the critical death messages - Improved the generic creature -> player death pipeline - Fixed a bug where monsters would continually attack players while still materializing at the lifestone | 2018-10-06T22:18:31Z | 2018-10-09T21:05:41Z | 2018-10-09T21:05:41Z | 2018-10-09T21:05:41Z | a319fdcdea42e9e8b968ae3d9c62b0d32516bf1b | 0 | be3f6ae91e738ab57161c610a735360784ee7eac | d2a4dcf49e7146b7bad32f6b6e33462889934d02 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1049 | ||||
108883111 | MDExOlB1bGxSZXF1ZXN0MTA4ODgzMTEx | 105 | closed | 0 | More WorldObject Fixes | LtRipley36706 11369233 | 2017-03-03T00:32:57Z | 2017-03-04T10:27:26Z | 2017-03-03T14:05:09Z | 2017-03-03T14:05:09Z | 7ce98a9f557f3a7ac0fe10e77891c57a72067a01 | 0 | 15306e9d0414bafc9c4b1b2ae3621d3584054c39 | 033c6ca23ac00c9a1e0949ed7baf2c092e626a12 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/105 | |||||
220970880 | MDExOlB1bGxSZXF1ZXN0MjIwOTcwODgw | 1050 | closed | 0 | Improved player movement when using items (corpses/chests/doors) | gmriggs 8909245 | - Fixed a bug where player would switch to Peace mode to open containers - Fixed a bug where player would return to an open container for closing - Fixed a bug with arbitrary delays for using / rotating towards items (0.5s/1.0s) - Improved animation timing when using consumables (food/drink) - Fixed various bugs with player switching to Peace mode to perform various actions, instead of using the current stance - Fixed a bug where NPCs were running Actions before completing rotation towards player - Refactored MoveToChain a bit | 2018-10-07T20:18:29Z | 2018-10-09T15:50:05Z | 2018-10-09T15:50:05Z | 2018-10-09T15:50:05Z | 42ed97715d19fe056ca365e130464cb4e7c2ba8e | 0 | 48099544d32356389654a498de486a86c591c6f9 | 674d7f4dbaf2997d91be9b82d588bac32b7f72b9 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1050 | ||||
221215488 | MDExOlB1bGxSZXF1ZXN0MjIxMjE1NDg4 | 1052 | closed | 0 | Adding methods to QuestManager | gmriggs 8909245 | - Added quest solve timers to item pickups - More methods added to QuestManager - Fixed a bug where recipe items could be combined with themselves - Added ConvertToMoASkill() to recipe skill checks - Added Item Tinkering to skill updates | 2018-10-08T19:10:16Z | 2018-10-13T07:57:05Z | 2018-10-13T07:57:04Z | 2018-10-13T07:57:04Z | 678681fbfa92e664749ba4f868bfbde38f1fc2d5 | 0 | 9f2da63de1b0d593df4caa7efcee56208b5eba46 | a319fdcdea42e9e8b968ae3d9c62b0d32516bf1b | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1052 | ||||
221466611 | MDExOlB1bGxSZXF1ZXN0MjIxNDY2NjEx | 1054 | closed | 0 | Fix Landblock loading. Portaling collisions are now much more responsive | Mag-nus 10608427 | Before, landblocks were loading all their assets in the ctor on the same thread. Now, we off-load that loading onto separate threads and use an actionQueue to perform the resulting work in the landblock Tick. Cleaned up the IsTeleporting flag. This should only be set/managed by the function that actually does the teleportation. NetworkSession has timers that control how often we send messages to the client. The check was > but should have been >=. If an end-user wants to set a time of 0, > would not have worked. Removed undeveloped/legacy LandBlockStatus code. This was used for our WinForms diagnostics app. We can redevelop this for the current state of ACE in the future if/when we have a diagnostics API. Fixed a crash in EmoteManager from player being null (after teleportation) | 2018-10-09T14:40:13Z | 2018-10-09T23:54:53Z | 2018-10-09T20:53:10Z | 2018-10-09T20:53:10Z | d2a4dcf49e7146b7bad32f6b6e33462889934d02 | 0 | 23f2f2ce81b7392c78eddb0ee8e990c1c1027ba6 | 674d7f4dbaf2997d91be9b82d588bac32b7f72b9 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1054 | ||||
221643575 | MDExOlB1bGxSZXF1ZXN0MjIxNjQzNTc1 | 1055 | closed | 0 | Add teleloc to SQL writers | LtRipley36706 11369233 | 2018-10-10T02:51:24Z | 2019-01-05T23:23:01Z | 2018-10-10T02:54:25Z | 2018-10-10T02:54:25Z | 23f033fd0ef6982bcf2eae202a398937252a7afb | 0 | 6228b81d602d38eb3031ee7a94993a3a0232a316 | a319fdcdea42e9e8b968ae3d9c62b0d32516bf1b | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1055 | |||||
221803651 | MDExOlB1bGxSZXF1ZXN0MjIxODAzNjUx | 1056 | closed | 0 | GameMessagePlayerTeleport was malformed | Mag-nus 10608427 | Furthermore, in retail, the sequence sent in GameMessagePlayerTeleport is always the PREVIOUS sequence value, and then the sequence get's incremented AFTER the message is actually secent (and thus, sent in the next UpdatePosition message). For simplicity, ACE just increments the sequence BEFORE this message is sent. It doesn't seem to affect the client or decal and is cleaner this way. | 2018-10-10T14:07:15Z | 2018-10-11T00:40:31Z | 2018-10-10T16:59:33Z | 2018-10-10T16:59:33Z | 7212c8944d8383fa86a9b69fd0e7598868e3313d | 0 | 8e5fceb54bb45c62ae35360c03f4ce712d46112b | 23f033fd0ef6982bcf2eae202a398937252a7afb | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1056 | ||||
221974929 | MDExOlB1bGxSZXF1ZXN0MjIxOTc0OTI5 | 1057 | closed | 0 | Proper GameMessagePlayerTeleport fix. | Mag-nus 10608427 | 2018-10-11T00:48:31Z | 2018-10-11T00:51:13Z | 2018-10-11T00:50:59Z | 2018-10-11T00:50:59Z | aad89742d1115241c92d6c447033f77d5f57da49 | 0 | f53f58299983eccbc13420a5ff8aab05220fc61f | 7212c8944d8383fa86a9b69fd0e7598868e3313d | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1057 | |||||
222368827 | MDExOlB1bGxSZXF1ZXN0MjIyMzY4ODI3 | 1058 | closed | 0 | Adding more quest emotes | gmriggs 8909245 | 2018-10-12T07:04:55Z | 2018-10-15T07:49:35Z | 2018-10-15T07:49:35Z | 2018-10-15T07:49:35Z | a58b28724b26456a9bd7039372c20c454b295066 | 0 | eca573d6b47c653c3d6b03974c27f02f8dadf379 | f4be3808e0a3b6001b5339df6af0310e951a33cc | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1058 | |||||
222497872 | MDExOlB1bGxSZXF1ZXN0MjIyNDk3ODcy | 1059 | closed | 0 | VitalHeartBeat performance optimizations | Mag-nus 10608427 | These changes are the result of profiling. VitalHeartBeat (formerly VitalTick) had code that iterated over all enchantments several times. This reduces the number of times those collections are iterated over on each heartbeat. | 2018-10-12T15:07:29Z | 2018-10-13T12:21:28Z | 2018-10-13T07:57:58Z | 2018-10-13T07:57:58Z | 884e0a28e4afacccb7de26b9ad6e887ec2bd13ef | 0 | 1e5548e65def98edf168e15d60b6ff0e4431c37e | aad89742d1115241c92d6c447033f77d5f57da49 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1059 | ||||
109111509 | MDExOlB1bGxSZXF1ZXN0MTA5MTExNTA5 | 106 | closed | 0 | Continuing SO's WorldObject rework | Mogwai-TheFurry 25351661 | 2017-03-04T15:39:17Z | 2017-05-30T15:34:35Z | 2017-03-06T12:33:26Z | 2017-03-06T12:33:26Z | f3f26a22dff18a649afc727c6d66e5acacd1d494 | 0 | 02d91aa2e90dbd530ac8151071b6466498013689 | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/106 | |||||
222611649 | MDExOlB1bGxSZXF1ZXN0MjIyNjExNjQ5 | 1060 | closed | 0 | LaunchMissile check for null (fix exception) | Mag-nus 10608427 | Should this even be wrapped in an actionchain? We shouldn't wrap things in action chains now unless we really need to. | 2018-10-12T23:48:19Z | 2018-10-13T12:21:40Z | 2018-10-13T07:58:24Z | 2018-10-13T07:58:24Z | f4be3808e0a3b6001b5339df6af0310e951a33cc | 0 | 7fba51a3591853bd4499d99029abc1172cc920bb | aad89742d1115241c92d6c447033f77d5f57da49 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1060 | ||||
222699268 | MDExOlB1bGxSZXF1ZXN0MjIyNjk5MjY4 | 1064 | closed | 0 | Some bug fixes - Resolves #1061, #1062 & #1063 | gmriggs 8909245 | - Fixed a bug where Olthoi Swarm Eviscerator would spawn a quarter staff in its inventory, and attempt to wield it - Fixed a bug where some linkable generators were not being classified correctly, and not spawning all of their objects - Fixed a bug where '/adminvision on' would not take effect immediately - Fixed a bug where larger monsters were not being detected as within melee range of player Thanks @kdmxp256 for finding and reporting these bugs | 2018-10-14T07:48:03Z | 2018-10-15T07:50:19Z | 2018-10-15T07:50:18Z | 2018-10-15T07:50:18Z | 253a6aea5e461f762fec71278825ab8ea7531c52 | 0 | 5781fa34c7182a60ea52cf36ed0eddde743b66ad | f4be3808e0a3b6001b5339df6af0310e951a33cc | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1064 | ||||
222705819 | MDExOlB1bGxSZXF1ZXN0MjIyNzA1ODE5 | 1065 | closed | 0 | Adding more quest emotes, refactoring EmoteManager | gmriggs 8909245 | - Started to add @qst command to match admin client. - Added Home position for all Creatures, and support for the MoveHome emote - Removed the redundant delay adding code from the individual emotes. - Removed most of the ActionChain code from the inner ExecuteEmote function. These are both now handled consistently by the calling function, ExecuteEmoteSet. - The EmoteManager refactoring is geared towards supporting an important feature, the concept of queueing and blocking emote sets. - Added support for NPCs in the busy state while executing an emote chain - Added support for monster AiOptions. Currently the only known option is the ability to open doors. Monsters such as Olthoi will now open the squishy doors when they touch them - Fixed a bug where instant healthbar updates for the player's attack target were not correctly reporting the death blow - Fixed a bug where some ethereal objects such as portals were blocking the movement of some creatures - Fixed a possible null pointer exception with ActionChain.AddChain() being passed an empty chain - Fixed a bug where TurnToHeading in the movement packet was not sending the DesiredHeading | 2018-10-14T10:16:11Z | 2018-10-15T17:06:56Z | 2018-10-15T17:06:56Z | 2018-10-15T17:06:56Z | a17d6659543263c6421d406dd5f515b81602ef10 | 0 | 186bb8d84b5497332b291bce7d21be225159410c | 7a239cd297b9b299101b3cf3d0709ac82300f704 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1065 | ||||
222746107 | MDExOlB1bGxSZXF1ZXN0MjIyNzQ2MTA3 | 1066 | closed | 0 | Command verb "list" for developer command /telepoi | fartwhif 3317737 | (re)caches and lists all POIs | 2018-10-14T22:00:00Z | 2018-10-19T00:47:30Z | 2018-10-19T00:04:30Z | 2018-10-19T00:04:30Z | d37e6b70adcee69d0aeffa8098cd90c0732fdd67 | 0 | 511000d91746b8f97bd91a54269aa90ee3f8bf1e | f4be3808e0a3b6001b5339df6af0310e951a33cc | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1066 | ||||
222752015 | MDExOlB1bGxSZXF1ZXN0MjIyNzUyMDE1 | 1067 | closed | 0 | More profiling based improvements | Mag-nus 10608427 | There are 2 major changes in this PR. 1) NetworkSession GameMessageGroup based bundles have been switched from a concurrent dictionary to an array. An array will be many times more performant as there are only 12 elements and they're aligned to a 64bit boundary, thus making get/sets atomic. As such, we can simplify the way we lock access to each element. 2) Landblock ctor async code has been grouped up into a single thread. Furthermore, the database work being performed inside that thread will no longer spawn more threads by using parallel calls. This makes sure that landblock construction an obtaining assets doesn't eat up the applications idle threads from the pool. We want to save those threads for more important work that will help keep UpdateGameWorld running smoothly. Renamed the Session tick functions to be more appropriate. Removed the unnecessary check/recheck code from LandblockManager.GetLandblock. This is a common routine for a pattern we used to be using but are no longer, thus, there is no need for the check/recheck. | 2018-10-14T23:46:08Z | 2018-10-16T03:32:57Z | 2018-10-16T03:06:54Z | 2018-10-16T03:06:54Z | 118c890285919bd209a9b554ea8dee864aee181b | 0 | c39811b31e6cd66c70b1f0aad597310b1527b569 | f4be3808e0a3b6001b5339df6af0310e951a33cc | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1067 | ||||
222804782 | MDExOlB1bGxSZXF1ZXN0MjIyODA0Nzgy | 1068 | closed | 0 | Some SQL Writer tweaks | LtRipley36706 11369233 | 2018-10-15T07:21:46Z | 2019-01-05T23:23:00Z | 2018-10-15T07:51:50Z | 2018-10-15T07:51:50Z | 7a239cd297b9b299101b3cf3d0709ac82300f704 | 0 | 7f202ed7852f3baa4e73991b0f77630f59b3a57d | f4be3808e0a3b6001b5339df6af0310e951a33cc | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1068 | |||||
222818576 | MDExOlB1bGxSZXF1ZXN0MjIyODE4NTc2 | 1069 | closed | 0 | Adding dispels and pressure plates | gmriggs 8909245 | 2018-10-15T08:18:49Z | 2018-10-16T03:07:42Z | 2018-10-16T03:07:42Z | 2018-10-16T03:07:42Z | a82befde9b23d0cf39c6a3e64a789659d740e0ef | 0 | 6fa9efba593638bdcc9017df8e2984366b9af40e | a17d6659543263c6421d406dd5f515b81602ef10 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1069 | |||||
109174375 | MDExOlB1bGxSZXF1ZXN0MTA5MTc0Mzc1 | 107 | closed | 0 | Add DAT loading into main process | ghost 10137 | Obtains the two DAT file locations from the config.json file. Code also handles file not found exceptions and prints out an error. | 2017-03-06T00:43:14Z | 2017-10-18T14:07:36Z | 2017-03-07T01:30:51Z | 2017-03-07T01:30:51Z | c7653a3c812479a9e053105c82df0c7792b86e72 | 0 | 5b9ec8db5042f64407e260a6483dde57ef1a4443 | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | NONE | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/107 | ||||
224191129 | MDExOlB1bGxSZXF1ZXN0MjI0MTkxMTI5 | 1070 | closed | 0 | Fixing jump in multiplayer, refactoring movement and animation systems for network and game layers | gmriggs 8909245 | - UniversalMotion has been replaced with a new Motion class, which has a much simpler API - Fixed a multiplayer bug where jumping couldn't be seen by other players - Added Network structures for all movement and animation related packets in Network.Motion namespace - Fixed a bug where players performing standing longjumps would repeatedly appear to run ahead and snapback in multiplayer - Improved parsing of contact/isgrounded/sticky/standinglongjump/ flags in movement packets - Added network reader alignment - Fixed a bug where creatures were broadcasting UpdatePosition messages when performing emotes while standing still - Improved performance of GfxObjCache | 2018-10-19T07:14:22Z | 2018-10-23T04:16:53Z | 2018-10-23T04:16:53Z | 2018-10-23T04:16:53Z | 7622d272fdb211e9a5a7b30e243954b6c7247856 | 0 | 8b04e3a6b1f02bc567de2317d1b7addee975010c | d37e6b70adcee69d0aeffa8098cd90c0732fdd67 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1070 | ||||
224480662 | MDExOlB1bGxSZXF1ZXN0MjI0NDgwNjYy | 1071 | closed | 0 | Landblock item saving + Much more | Mag-nus 10608427 | * Server Shutdown - Improved shutdown process. - More status messages are sent to the logger - The server now waits for database operations to complete * Landblocks - Fixed a bug where landblocks were loading equipped items as objects owned by the landblock (they're owned by the player, who in turn is owned by the landblock) - Fixed a crash when trying to add a bad WO to the landblock * WorldObject Decay - Now controlled by the landblock - WorldObject_Decay.cs added to manage decay of all decayable objects - WorldObject_Database now has functions to determine what static objects and what dynamic objects should be saved to the shard * WorldObject Database Persistence - To/From player inventory actions no longer trigger database actions. Single database actions are costly - Players are saved to the database on a per player 5 minute interval. This collects all of their items and saves them in parallel - Landblocks save their items to the database on a per landblock 5 minute interval. This collects all of their items and saves them in parallel. - Only items that do not exist in the database but should, or, exist and have changes are saved. - Static objects like housing, etc.. should now properly save/restore as well * WorldObject.Destroy - Now destroys all contained items (if any exist) - Now destroys all equipped items, (if any exist) * Shard Database - Fixed a bug when a biota was removed and then resaved to the db. * Positions - PositionType moved to the ACE.Entity.Enum.Properties folder, and set to a : ushort - PositionType Ephemeral support aded. - PositionType.Home set to Ephemeral | 2018-10-20T15:13:44Z | 2018-10-23T23:56:15Z | 2018-10-23T20:52:10Z | 2018-10-23T20:52:10Z | 502e716e8eb504a69b72e71af16ab7bce9bd087f | 0 | 5458fb87a16e7acc25792fcac27d7417d15f149d | 7e9709ffb9e47c0175a8bd4d5efa582e85db05a2 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1071 | ||||
224530214 | MDExOlB1bGxSZXF1ZXN0MjI0NTMwMjE0 | 1072 | closed | 0 | Improving monster animation sync between server and client | gmriggs 8909245 | 2018-10-21T09:57:59Z | 2018-10-23T04:21:10Z | 2018-10-23T04:21:09Z | 2018-10-23T04:21:09Z | 7e9709ffb9e47c0175a8bd4d5efa582e85db05a2 | 0 | c243fe04ad05cb598ccd25c2a38bf4b1ac2dfa6e | 7622d272fdb211e9a5a7b30e243954b6c7247856 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1072 | |||||
224658758 | MDExOlB1bGxSZXF1ZXN0MjI0NjU4NzU4 | 1073 | closed | 0 | DatDatabase ReadFromDat thread safety added | Mag-nus 10608427 | 2018-10-22T12:04:49Z | 2018-10-23T13:48:06Z | 2018-10-23T12:27:51Z | 2018-10-23T12:27:51Z | bd39967d7662029f70e5fbbfe1ac51f46fa56c3c | 0 | f770b05af36d7600b0d1ebc0aadab5be3b9aff06 | d37e6b70adcee69d0aeffa8098cd90c0732fdd67 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1073 | |||||
224830006 | MDExOlB1bGxSZXF1ZXN0MjI0ODMwMDA2 | 1074 | closed | 0 | changing @portal_bypass to also ignore quest restrictions | fartwhif 3317737 | 2018-10-22T22:08:16Z | 2018-12-07T02:14:50Z | 2018-10-23T12:31:07Z | 2018-10-23T12:31:07Z | bb1538428821d96b81a70ecadc231b75ab397ebf | 0 | f8913c8f7e80f506efa3d28a1830e8609584bf9d | d37e6b70adcee69d0aeffa8098cd90c0732fdd67 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1074 | |||||
224919378 | MDExOlB1bGxSZXF1ZXN0MjI0OTE5Mzc4 | 1075 | closed | 0 | Lugian animation / stance improvements | gmriggs 8909245 | 2018-10-23T07:06:21Z | 2018-10-24T23:52:43Z | 2018-10-24T23:52:43Z | 2018-10-24T23:52:43Z | 40252a433b8f032169aa29ed4d588ddfcd6c7c22 | 0 | 8cc4b03c2aaf825ab919879e50618eed3343cd17 | 7e9709ffb9e47c0175a8bd4d5efa582e85db05a2 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1075 | |||||
225975491 | MDExOlB1bGxSZXF1ZXN0MjI1OTc1NDkx | 1077 | closed | 0 | Landblock async physics loading + some physics profiling improvements *NEEDS TESTING* | Mag-nus 10608427 | * Vertex/Polygon/BSP cache disabled by default * GfxObjCache is now thread safe * DBObj boxing/unboxing improvements With the above changes, landblock physics loading uses about 30% less CPU. * Landblock now loads physics assets in the async worker created in the landblock ctor. There might still be some bugs from this, will need some testing. | 2018-10-26T04:49:58Z | 2018-10-28T14:11:51Z | 2018-10-28T04:29:36Z | 2018-10-28T04:29:36Z | 95a1fd08dfba1454db40c28461598b87f8b7cf31 | 0 | e945606c5cec80843c62968cdba7bfb0babe2925 | 40252a433b8f032169aa29ed4d588ddfcd6c7c22 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1077 | ||||
226302696 | MDExOlB1bGxSZXF1ZXN0MjI2MzAyNjk2 | 1078 | closed | 0 | Give item fix | Mag-nus 10608427 | Fixed corpses not decaying at Corpse.EmptyDecayTime after they were looted. Fixed items given to NPC's reappearing back in your inventory. Item.Destroy() was not being called on the object after it was processed. Destroy() will remove the item from the database, thus, breaking the link from the player. | 2018-10-27T15:35:35Z | 2018-10-28T14:11:30Z | 2018-10-28T04:29:58Z | 2018-10-28T04:29:58Z | 4ca05ca6f3ca0302d801a26e160cd40cd0380c08 | 0 | ec7fb33b15ac30eef33c859d12ca807d3415b369 | 40252a433b8f032169aa29ed4d588ddfcd6c7c22 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1078 | ||||
226340216 | MDExOlB1bGxSZXF1ZXN0MjI2MzQwMjE2 | 1079 | closed | 0 | Refactoring LandblockManager, improving VitalTick performance | gmriggs 8909245 | 2018-10-28T03:29:54Z | 2018-10-28T13:56:49Z | 2018-10-28T13:56:49Z | 2018-10-28T13:56:49Z | 4619970f8006510a8825a49378c9746dc4363828 | 0 | 572adcb4b4b670a52c751c9845984f7c935fe2eb | 4ca05ca6f3ca0302d801a26e160cd40cd0380c08 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1079 | |||||
109192396 | MDExOlB1bGxSZXF1ZXN0MTA5MTkyMzk2 | 108 | closed | 0 | Time returns to Dereth | LtRipley36706 11369233 | Rain rain go away... Added time to Dereth. Once the server starts, the clock is set and is hardcoded at this point to start at the current Lore corrected DerethDateTime. @time command wired up. Time progresses as it did on retail and does not reset in between sessions as long as server remains running. There are several functions within DerethDateTime that could help enable some interesting ideas in the future such as "dynamic seasons" and changing spawns based on TimeOfDay (like Graveyard) for examples. It would depend on if we're able to build in time-checking logic to spawnable/generator objects, which I assume we would be doing, especially once we get around to rebuilding the GY area. TODO: Save the progression of ServerTime periodically to be recalled when server is offline'd/online'd. TODO: Setup a variable in Config.json and ConfigManager to allow the server operator to pick a date to start the server from. | 2017-03-06T05:28:29Z | 2017-03-10T04:55:10Z | 2017-03-07T01:29:35Z | 2017-03-07T01:29:34Z | de9636f9e7211b60ecf0ac0654268039ff1c8383 | 0 | 3010f28575580b47581943c98fe5d5efac7e98e9 | c4793ec44fdbcbdfb15db3aa38d071c512375d3b | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/108 | ||||
226425623 | MDExOlB1bGxSZXF1ZXN0MjI2NDI1NjIz | 1080 | closed | 0 | remove redundant dictionary in sql writer | LtRipley36706 11369233 | 2018-10-29T03:07:19Z | 2019-01-05T23:22:59Z | 2018-11-01T06:54:42Z | 2018-11-01T06:54:42Z | a6e2308b684990303b3f5810343b30933c1c7cd2 | 0 | 057b05f7567919d7174709018a8f4b871eb65ab5 | 4619970f8006510a8825a49378c9746dc4363828 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1080 | |||||
226944170 | MDExOlB1bGxSZXF1ZXN0MjI2OTQ0MTcw | 1081 | closed | 0 | More item destruction fixes | Mag-nus 10608427 | Retain TimeToRot magic values of 0 and -1. They may have come from the weenie. Destroy stacks that are consumed. Destroy consumables when they're consumed. | 2018-10-30T14:26:50Z | 2018-11-11T02:24:13Z | 2018-10-31T19:35:01Z | 2018-10-31T19:35:01Z | c92414460f94a260647665eb69d584026bd7d4bf | 0 | 663a40a50b28ef13fe002b458be3d71bde613e75 | 4619970f8006510a8825a49378c9746dc4363828 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1081 | ||||
227029472 | MDExOlB1bGxSZXF1ZXN0MjI3MDI5NDcy | 1082 | closed | 0 | Adding particle emitters | gmriggs 8909245 | Much thanks to Pea and parad0x for their pioneering work to RE these systems | 2018-10-30T18:14:36Z | 2018-11-01T06:55:12Z | 2018-11-01T06:55:12Z | 2018-11-01T06:55:12Z | 1e6af06ef66ac1802e6cc53623fb9454e4eb13f3 | 0 | ec035e004f2a9ff9c5fdedaa4c2429ca8ad53782 | 4619970f8006510a8825a49378c9746dc4363828 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1082 | ||||
227467404 | MDExOlB1bGxSZXF1ZXN0MjI3NDY3NDA0 | 1085 | closed | 0 | Updating October changelog | gmriggs 8909245 | 2018-10-31T23:01:59Z | 2018-11-30T23:04:48Z | 2018-11-01T06:58:07Z | 2018-11-01T06:58:07Z | 602b9525b71f61a525fc7545c5d6f423ec99f013 | 0 | e2e6e1783a566334162fb07c8f1345e1fb8993ab | c92414460f94a260647665eb69d584026bd7d4bf | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1085 | |||||
227529141 | MDExOlB1bGxSZXF1ZXN0MjI3NTI5MTQx | 1086 | closed | 0 | Fixes for Anniversary Event emotes | LtRipley36706 11369233 | 2018-11-01T06:52:03Z | 2019-01-05T23:22:58Z | 2018-11-02T00:10:54Z | 2018-11-02T00:10:54Z | ca6c8d1fc3b05a66284c444ef4185ee2ef5f37a9 | 0 | 7dd661231a934b2cf766ed727820ee89ed05e031 | c92414460f94a260647665eb69d584026bd7d4bf | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1086 | |||||
228538297 | MDExOlB1bGxSZXF1ZXN0MjI4NTM4Mjk3 | 1087 | closed | 0 | correcting bug causing server crash when using pools | fartwhif 3317737 | 2018-11-06T00:33:54Z | 2018-12-07T02:15:02Z | 2018-11-06T12:43:01Z | 2018-11-06T12:43:01Z | 5fe8e29d121846a67a5bef2c5f38080145fb38d0 | 0 | 786cf1399c4d9fddf847700fc7c56e927ccc5776 | ca6c8d1fc3b05a66284c444ef4185ee2ef5f37a9 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1087 | |||||
228561652 | MDExOlB1bGxSZXF1ZXN0MjI4NTYxNjUy | 1088 | closed | 0 | adding @netstats admin command | fartwhif 3317737 | 2018-11-06T03:12:52Z | 2018-11-07T17:40:26Z | 2018-11-07T17:40:26Z | 2018-11-07T17:40:26Z | d400bc200d3aba2c64c6e1815edde3f425111566 | 0 | 148581d329cb63e57ba788e2b6c436fa878b6cf0 | ca6c8d1fc3b05a66284c444ef4185ee2ef5f37a9 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1088 | |||||
228864324 | MDExOlB1bGxSZXF1ZXN0MjI4ODY0MzI0 | 1089 | closed | 0 | Updating particle system | gmriggs 8909245 | 2018-11-06T23:01:17Z | 2018-11-08T19:43:38Z | 2018-11-08T19:43:38Z | 2018-11-08T19:43:38Z | 811956ef55c2a423c0acdd3c02b4a1a5101cabc6 | 0 | 5f7b9633ed980843f8b8381ff55a3cb089429d65 | 5fe8e29d121846a67a5bef2c5f38080145fb38d0 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1089 | |||||
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 | ||||||
229610153 | MDExOlB1bGxSZXF1ZXN0MjI5NjEwMTUz | 1090 | closed | 0 | Improved ShadowPart performance | gmriggs 8909245 | 2018-11-09T07:33:25Z | 2018-11-11T19:51:20Z | 2018-11-11T19:51:20Z | 2018-11-11T19:51:20Z | 164930084bcde71214f3cad73d65fdecb273233c | 0 | bfcf39d05ced3169f8332f43d895b5872f2f7090 | 811956ef55c2a423c0acdd3c02b4a1a5101cabc6 | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1090 | |||||
230018704 | MDExOlB1bGxSZXF1ZXN0MjMwMDE4NzA0 | 1091 | closed | 0 | More profiling based improvements | Mag-nus 10608427 | * Landblock LoadMeshes summary improved * Fix LScape get_landblock thread safety This should fix some exceptions * Only create the WorldObject.ObjectGuid once a new ObjectGuid was being created for every get request even though Biota.Id is static. * EnchantmentManagerWithCaching The new class WithCaching inherits from EnchantmentManager. The caching class invalidates the cache any time an enchantment is added or removed Initial set of caches have been added based on profiling. More will be added as time permits. With all the recent improvements we've made, plus these, i'm now simulating 50+ active players. This is a massive improvement over where we were last month. | 2018-11-12T05:01:59Z | 2018-11-20T13:47:18Z | 2018-11-15T02:52:14Z | 2018-11-15T02:52:14Z | 390961ca7048e231f3d9e345d4fc59514b8c01d8 | 0 | 9f1c2f286376e41a32e991711a534847fb300193 | 164930084bcde71214f3cad73d65fdecb273233c | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1091 | ||||
230023206 | MDExOlB1bGxSZXF1ZXN0MjMwMDIzMjA2 | 1092 | closed | 0 | Improving DatLoader for third-party apps | gmriggs 8909245 | 2018-11-12T05:40:05Z | 2018-12-02T14:39:57Z | 2018-11-22T06:33:17Z | 2018-11-22T06:33:17Z | b215a34ce72de00bc18a6a1ad069fe5b90668ff2 | 0 | 054bc7d7730927808f216af1bcad0561ba5f783e | c80f7d473c93d4c6c8b4ca4d43e705b029e07fac | COLLABORATOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1092 | |||||
230217749 | MDExOlB1bGxSZXF1ZXN0MjMwMjE3NzQ5 | 1093 | closed | 0 | Make StackSize an int instead of ushort | LtRipley36706 11369233 | Fixes issue with HousePayment | 2018-11-12T17:46:44Z | 2019-01-05T23:22:57Z | 2018-11-15T17:50:17Z | 2018-11-15T17:50:17Z | adcbde6c11b09da9e812df7b4f41aa8b5d1723dd | 0 | bf9da934c298c07b308330ad1d8f905a453e45f5 | 164930084bcde71214f3cad73d65fdecb273233c | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1093 | ||||
231051721 | MDExOlB1bGxSZXF1ZXN0MjMxMDUxNzIx | 1094 | closed | 0 | Action queue remove dequeue | Mag-nus 10608427 | This is a small change, yet a big change. It removes a big feature of the ActionQueue system, the ability to dequeue pending acitons. This was added during the time when we had the idea of using micro transactions in ACE via these ActionQueues. We have since diverged from micro transactions, and thus, the ability to Dequeue is no longer needed. We also have no use case for the ability to dequeue a pending action before it's acted on in the future. By removing this requirement, we can switch the ActionQueue backing from a LinkedList to a ConcurrentQueue. This change reduces the CPU ActionQueues require by half. This adds up when you consider that every WorldObject is an Actor with their own action queues, and those action queues are ticked every UpdateGameWorld tick. | 2018-11-15T02:54:12Z | 2018-11-20T13:47:08Z | 2018-11-20T13:44:41Z | 2018-11-20T13:44:41Z | 72a1d30861329bc73acdd5b0c972a31cca6e8887 | 0 | 5b3503520a33c3329693898c0a2e136db68a895e | 390961ca7048e231f3d9e345d4fc59514b8c01d8 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1094 | ||||
231229003 | MDExOlB1bGxSZXF1ZXN0MjMxMjI5MDAz | 1095 | closed | 0 | Changed format of ServerStatus, Total CPU Time to match Server Runtime. | Mag-nus 10608427 | 2018-11-15T15:12:29Z | 2018-11-15T15:38:53Z | 2018-11-15T15:38:32Z | 2018-11-15T15:38:32Z | 4000664e0727c89ef22b441ce368a85cd63a814f | 0 | c3b7e2edcdcc495fb46a225403c618a1345dfebe | 390961ca7048e231f3d9e345d4fc59514b8c01d8 | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1095 | |||||
231739704 | MDExOlB1bGxSZXF1ZXN0MjMxNzM5NzA0 | 1096 | closed | 0 | Property Dictionaries | Mag-nus 10608427 | This, again, is a pretty significant change even though it seems very minor. Previously, any time a biota property was get/set/removed, the action would iterate over the biota property collections to perform the action. As you can imagine, if the property was toward the back of the collection, the overhead was significant. Now, we cache those records in dictionaries keyed by the property key. This reduces the CPU needed for the actions by about 80%. What's the catch? The catch is that if a developer adds/removes to/from the biota property records directly, the dictionaries will get out of sync and exceptions will most likely be thrown. This isn't a new requirement though. We already had a requirement that everything had to go through the GetProperty, SetProperty and RemoveProperty functions. This PR also includes an exception being thrown when merging onto a stack that didn't exist. I saw this issue from VTank. Not sure how the client was actually able to perform the merge. | 2018-11-17T17:21:30Z | 2018-11-20T13:46:57Z | 2018-11-20T13:44:56Z | 2018-11-20T13:44:56Z | 657abf19394441e42c23bc4abf03ac0b7bf42642 | 0 | 097152313500f38faaf6884e3964b9c5031e54cc | adcbde6c11b09da9e812df7b4f41aa8b5d1723dd | MEMBER | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/1096 |
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