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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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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 Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help.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 | |||||
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 Any feedback on the code would be appreciated - I am way out of date, but studying hard to get caught up so I can help.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 | |||||
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 | |||||
111480249 | MDExOlB1bGxSZXF1ZXN0MTExNDgwMjQ5 | 149 | closed | 0 | added code for palettes to work correctly. PaletteGuid - corrected … | ogmage78 25460553 | Small PR to fix bug with Palette method. Added PaletteGuid and write it out as required. Fixed Spelling. The fix for this was originally implemented by @LytelthorpeThistledown Getting this in sooner rather than later will help a lot of people as they are starting to work on this area of the code. | 2017-03-20T02:02:48Z | 2017-04-14T19:37:38Z | 2017-03-20T02:39:10Z | 2017-03-20T02:39:10Z | 76f37f945810d7ff997f51ec4149e6bdfa2351e5 | 0 | 51f33ba98d2bb5607037d795cfaf99b40c7d9c48 | c021370d276ae6d5bea3b815bd2299b345e663e0 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/149 | ||||
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 | |||||
112613584 | MDExOlB1bGxSZXF1ZXN0MTEyNjEzNTg0 | 170 | closed | 0 | Fixed bug in F748: Set Position and Motion | ogmage78 25460553 | There has been a bug in this code that was keeping me from being able to drop an item. - Fixed alignment problem and cleaned up the ability to report position with the correct flags - I moved and expanded an enum flag list for correct scoping - I put the position flag in the position object and initialized the flags correctly on player create. - Added another signature to Serialize - left the old one for backward compatibility - we may want to look at refactoring this. Please let me know if you anything that looks wrong. I am still learning. This is more of a plumbing fix. You should not notice anything new or anything new broken :) If this get's merged - I want to start looking at creating mutable objects next. | 2017-03-26T04:07:03Z | 2017-04-14T19:37:35Z | 2017-03-27T12:29:07Z | 2017-03-27T12:29:07Z | e4f649d42ca49f4bb552075e4b9798c6ace18a29 | 0 | e8b82eb44a6b002cfa199e06c11dca8e0b21b442 | 49b42d1c073d772bcacd8c980c86e559c5e1d8a5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/170 | ||||
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 | |||||
113471788 | MDExOlB1bGxSZXF1ZXN0MTEzNDcxNzg4 | 186 | closed | 0 | Animation - fix and enhancement | ogmage78 25460553 | In this PR - I extended on the work Zegeger did. His work was for animations only. The system supports a 0 to N animation sequence. If 0, you are doing a basic motion. Moving forward, sidestep, turnto. They use the same message F74C but are intelligently coded depending on what you want to do. TODO: I have not looked to see if you can have a motion followed by an animation(s) I coded it so it supports it, but I did not have a ready pcap to confirm. Easy enough to fix if they are mutually exclusive. I cleaned up some emums. Still to do is to refactor the autonomous position message - I think we have some overlap and duplication there. To test - use the debug command @amimation <animation> to see that Zegeger's work still functions as expected. Use debug command @movement to see the drop sequence. You can look at the produced pcaps and see the delta and that they match live servers. As usual - any coding faxpas are not by design. Feedback is wanted and welcome. If there is a better way to do what I did - please let me know. | 2017-03-30T16:33:24Z | 2017-03-31T18:49:25Z | 2017-03-31T03:42:17Z | 2017-03-31T03:42:17Z | 95f829b64d2930c444682af6d5fd982ac601b98e | 0 | a79ac2b6b9ee84dad433d18a7989061fba47d593 | 3c67f7f9d31c996e4801b4f8ebd502d83d82a2cb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/186 | ||||
113732010 | MDExOlB1bGxSZXF1ZXN0MTEzNzMyMDEw | 189 | closed | 0 | Inventory Phase 1 and Drop Item | ogmage78 25460553 | This is at a good place for code review and possible merge. Once approved, this will allow others to start on the numerous tasks around inventory management. You can spawn a Training wand in your backpack or on the ground. That is just throw away code to test with. It is in the debug handler. usage: @ctw me OR @ctw ground Once the item is spawned, you can then drop it on the ground. Included in this PR. Starts to address Issue #144 World object now has inventory dictionary. Added this here as anything that can be a container needs to have this ability. Not all world objects are containers - so also added property IsContainer Added methods to: - Add to inventory - Remove from inventory - Lookup item in inventory - Handle Drop item: 1. Calls lookup 2. Update Container burden 3. Sets some properties in preparation for going 3D 4. GameMessageUpdatePosition. 5. Alerts Landblock to new arrival 6. Removes the item the player's inventory Added GameActionDropItem This handles the client's request to drop an item. Added GameMessagePutObjectIn3d As usual - any coding faux pas are not by design. Feedback is wanted and welcome. If there is a better way to do what I did - please let me know. | 2017-03-31T21:01:27Z | 2017-05-01T16:41:56Z | 2017-04-03T03:00:33Z | 2017-04-03T03:00:33Z | cc7db4abd0bb02397e245e611ccc0b7342fb65f1 | 0 | e7cf1388500c4f0002c5e4977884369b25a5f152 | 868f082200d7858037eef5cf2c64b6ef68c376c7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/189 | ||||
113801732 | MDExOlB1bGxSZXF1ZXN0MTEzODAxNzMy | 191 | closed | 0 | Fixed bug / incomplete implementation of instance_time stamp | ogmage78 25460553 | Small fix, but an important one. A lot of messages take an instance_sequence or timestamp. it is called timestamp in the client. I fixed the places where this was still being set to 1. If the instance_timestamp does not agree between calls it can cause you to hang in portal space or other bad things. The PhysicsData.Position structure passes 9 (0-8 ) unnamed timestamps. These were in place - two were set to 0 - however, they were out of order. I am not sure of the other 8, but the last one is the instance_timestamp. I verified this with live server pcaps. I have made it so with what we have implemented so far, we are consistent. It will be important that we get this information out to all contributors as we need to set it for all player messages to totalLogins. I also make the character load and save properly update the totalLogins value. | 2017-04-02T01:46:53Z | 2017-04-14T19:37:28Z | 2017-04-03T01:17:28Z | 2017-04-03T01:17:28Z | b52abcdff2f3c9afc8fa918237c319c8a8f2c94d | 0 | 95f35b7e19917c8782f3b92434e77266753d650f | fccfaa57c9f696a0da394bad77ee64492d4b5c9a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/191 | ||||
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 | |||||
115012428 | MDExOlB1bGxSZXF1ZXN0MTE1MDEyNDI4 | 224 | closed | 0 | Inventory Part 2 - Create, Drop and Pickup | ogmage78 25460553 | This is a minor extension of the work I was doing previously, but it did turn up a number of good to know items. 1. When you are dropping an item, you have to increment the portal sequence - the client treats items being added to 3D space like a teleport. It is on overloaded flag. God, do I hate that. 1. There was some optimization code in player that was checking "check for a short circuit. if we don't need to update, don't!" This has a bug in it that I could not quite fix. I commented it out for now with a big TODO. It never sends an update on object create or update after the initial object creation. We are missing updating the LastUpdatedTicks somewhere. 1. In Landblock - I added a lambda expression to omit sending the stop tracking message if we are the one putting the item into our container. Everyone else needs to forget about it, but it is still mine. Next steps: - [ ] Put in code to move to the object being picked up. - [ ] Check for success and respond to item no longer there - [ ] Save off player inventory items to the database - [ ] Load inventory items on player load. | 2017-04-10T01:39:16Z | 2017-04-14T19:37:14Z | 2017-04-10T11:32:32Z | 2017-04-10T11:32:32Z | b7b4e902ca4e5649b53483d425ff0e952c051729 | 0 | ee936cc623bd930f66da6a9bdcc3fed1dc1d7106 | 779cec190e6dea008fad77afd4c66e63046b87ba | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/224 | ||||
115218220 | MDExOlB1bGxSZXF1ZXN0MTE1MjE4MjIw | 229 | closed | 0 | Update to use Action Queue - Requested Changes Made 4/14/2017 | ogmage78 25460553 | Can someone with more experience with Action Queue take a look at the file Landblock and the case GameActionType.DropItem: I don't want to refactor all of my stuff until someone can tell me if this looks correct. It complies and works fine. I would just like a sanity check. | 2017-04-11T00:23:15Z | 2017-04-23T21:25:19Z | 2017-04-18T00:46:39Z | 2017-04-18T00:46:39Z | 29a2721c628d3f14be2b506e2309575cf95288ce | 0 | a69f60efdc47febc5de8bc1b6c49e2592ac306b0 | 9709959eee4d0027ff6ca486184a9af65ed24669 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/229 | ||||
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 | |||||
117167160 | MDExOlB1bGxSZXF1ZXN0MTE3MTY3MTYw | 278 | closed | 0 | Initial work on MoveToObject & MoveToPosition. Ready for merge | ogmage78 25460553 | * Added MoveToObject GameMessageUpdateMotion (F74C 0x006) This is part of a total of 5 variants on the F74C message. * Can be tested with the new debug command MoveTo <40> - the parameter is optional. The default is 30 if you do not put a parameter. You can test the walk run * by setting any distance for the wand to spawn under 15. If you use moveto 10 - your character will walk to the wand. If you type moveto 90 - he will run a long way. | 2017-04-23T21:44:13Z | 2017-04-25T11:51:16Z | 2017-04-25T11:51:16Z | 2017-04-25T11:51:16Z | 224b2f59f56e75162b2e9db7f0b661ea1df659e4 | 0 | fd3d9e63a1dc3625b3adcd8a15ea6290f37b934a | 5d7b64265d16ea046e11f59d6e074ab7a8834761 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/278 | ||||
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 | |||||
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 | |||||
118346104 | MDExOlB1bGxSZXF1ZXN0MTE4MzQ2MTA0 | 311 | closed | 0 | Reworked - Refactored debug commands, Expanded to spawn from weenie - started character orm. | ogmage78 25460553 | 2017-04-30 [Og II] Refactored ctw ci and to create admin commands takes parameter of a weenieId. You can spawn anything in the database. @ci 21376 - will spawn Martine's Robe 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) Magic numbers all gone - test code pulls from database. | 2017-05-01T05:07:13Z | 2017-05-02T14:25:36Z | 2017-05-02T14:25:36Z | 2017-05-02T14:25:36Z | 75eded7587563d7549fe14c5eca1fdd3b1b4fc37 | 0 | a8620856560b20fb2b1b2c02a7f2f534a544a2b3 | 177bf95801295bd497a90490dc2c6fa37efee833 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/311 | ||||
119097911 | MDExOlB1bGxSZXF1ZXN0MTE5MDk3OTEx | 328 | closed | 0 | Review Request / Merge : Move to Object, Move to Position, Turn to Object, Turn to Position | ogmage78 25460553 | This is 99% of the way there. I have a bug I am having trouble tracking down. I think this is solid code once we hit that last bug. It does not break anything and we have a lot of people working on items related to this. The sooner this is merged - the better. In the absence of finding the bug, I would propose merging it anyway to get the core in. To see the bug. @ci 12748 will create a training wand in your back pack. Drop it, move off - select it. It should put your pick up item on hold, move you to the position, then once in range pick up the wand. I was moving but now it is not. It has to be something simple, it was working before. Please advise. One more thing - there are 4 files that show changes that I did nothing to - they show complete file replacements. I did not even edit them. Not sure why that is happening. SetModel.cs, Extensions.cs - the solutions files - no idea why they show complete replace and no idea how to stop it or fix it. | 2017-05-05T01:39:16Z | 2017-05-10T11:53:10Z | 2017-05-10T11:53:10Z | 2017-05-10T11:53:10Z | fe38f2f16be9a4e6e3f85b15ab2445c27ce95603 | 0 | a97c9a80c883e8baa5a44bddb54074a4acb5e7de | f813abc163bd8693b158f4fab678b5b2969926ae | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/328 | ||||
119279455 | MDExOlB1bGxSZXF1ZXN0MTE5Mjc5NDU1 | 330 | closed | 0 | Fix for ci & create complete and tested. Ready for merge if approved. | ogmage78 25460553 | Fixed I fixed a lot of the issue with these two create object calls. I modify some of the flags because the base ace object was made from a pcap - I think the logic is sound and it is how I had it working before. I also put in some code to exclude the extra information from baseAceObject for portals, creatures and life stones. We can expand that exclusion list if and when it is found necessary. I added a new admin function cirand <typeId> that will allow you to easily test and exercise the ci function to insure it works for various itemTypes | 2017-05-06T00:31:24Z | 2017-05-07T02:51:23Z | 2017-05-07T02:51:23Z | 2017-05-07T02:51:23Z | 6c80024f6b2fca442ce3a430fed9213e924f2f0e | 0 | 8dc021d5bbc17ce2ee75837abaead76557a5450c | 11a69d919c3043f1510ba9dd4201f0b6895f4ee1 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/330 | ||||
120430689 | MDExOlB1bGxSZXF1ZXN0MTIwNDMwNjg5 | 337 | closed | 0 | Object overhaul - clean up enums | ogmage78 25460553 | Started object Overhaul - added explicit values to properties enums. Minor cleanup. | 2017-05-13T01:48:57Z | 2017-05-14T01:04:04Z | 2017-05-14T01:04:04Z | 2017-05-14T01:04:04Z | 20b707cb22c641c051c8a0f26e05b3ecb190a9fa | 0 | 5c29d0d4d21c348f6d802bac5447691b93dec7eb | f813abc163bd8693b158f4fab678b5b2969926ae | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/337 | ||||
120510960 | MDExOlB1bGxSZXF1ZXN0MTIwNTEwOTYw | 339 | closed | 0 | Review & Comment only || Object overhaul - POC | ogmage78 25460553 | Ok - I have started this work and could really use a review before I get too far down the road. Issues on the table: We had 10 items still to determine a place for in the new db schema. Four have been identified 6 remain. You can look at and contribute to the ObjectXRef document here: https://goo.gl/mqRWST Ok - have at it. Let me know what needs to be changed or if this looks good. Link to latest ace_world ERD https://goo.gl/6lZ2wm | 2017-05-15T01:14:55Z | 2017-05-15T12:48:22Z | 2017-05-15T12:48:22Z | 2017-05-15T12:48:22Z | 045352efbd96d658c0b58b347206000b7b7400b6 | 0 | 6167a70cf65ac5eeca4a19f92e84e521982e5f48 | 20b707cb22c641c051c8a0f26e05b3ecb190a9fa | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/339 | ||||
120733031 | MDExOlB1bGxSZXF1ZXN0MTIwNzMzMDMx | 341 | closed | 0 | Object Overhaul - ready for review and merge. Still Work in Progress but a good spot. | ogmage78 25460553 | * Continued work on Overhaul * Created mapping cross reference file to facilitate documentation and cleaning up names - work in progress https://goo.gl/eaaNQb * Created new database schema for world_object - modified mysqlinstall.bat to reflect new baseline * created script to ETL old schema to new schema. I have not included it as we will be refactoring the initial data load to use the new * schema according to Ripley. I have the script tested and posted on my dropbox if anyone wants it. I also have a complete data dump that * zips down to a manageable size. * BaseAceObject is now using the new schema * I re-hooked up telepoi to use the new schema. Still to do, convert to constructed statement * @moveto works which shows we can spawn world objects out of new data schema. * Next steps - refactor AceObject and make sure world objects load again. * re-enable and expand constructed statement test. We have a constraint that the old test would fail. * Once that is complete - start same process using clone of this schema for character as discussed. | 2017-05-16T02:32:04Z | 2017-05-20T00:46:40Z | 2017-05-20T00:46:40Z | 2017-05-20T00:46:40Z | 502bdb907cea73b247cd5cd552378df72439847e | 0 | 77bb48f7f9d290d4a7af221c305d0646ab0f0122 | 045352efbd96d658c0b58b347206000b7b7400b6 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/341 | ||||
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 | |||||
122340333 | MDExOlB1bGxSZXF1ZXN0MTIyMzQwMzMz | 353 | closed | 0 | * Initial work done for new schema. I think we are ready to merge. | ogmage78 25460553 | ### 2017-05-21 [Og II] * Initial work done for new schema. Rebased and removed update sql files. * Tested and the auto setting of Physics and Weenie Header Flags looks really solid. Side note, the values we have * in the database for weenieHeaderFlags and Physics Description Flag should probably be dropped we don't read them or use them now. * Doors, portals NPC's and signs are all back in the world now. * I would suggest we remerge with the main branch sooner rather than later - we can create another branch to introduce these * changes into the character side. * TODO items: * Creature spawns need to be refactored - I left them commented out. We need to ditch seperate tables that we have now, I think all * creature can use what we have now, plus maybe two additional world tables. Everything else fits into the current schema. * Test Ripley data and update ACE_World. * Refactor portals - I just left the old way in and faked it out with a view. * Once this looks good and stable and we fix any found bugs - we need to clone this over to the character database and start refactoring * That will get us to persisted inventory. | 2017-05-24T22:53:24Z | 2017-05-25T11:43:24Z | 2017-05-25T11:43:24Z | 2017-05-25T11:43:24Z | 6b525d1de791bacd69ca285a3ed9f88f976b27f7 | 0 | e94990dfcf0eeb5a71f55d4820df98c08a5584cc | 502bdb907cea73b247cd5cd552378df72439847e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/353 | ||||
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 | |||||
122704923 | MDExOlB1bGxSZXF1ZXN0MTIyNzA0OTIz | 355 | closed | 0 | Objects - Game data refactored - issue with character login | ogmage78 25460553 | Added most of Ripley's new data export items and moved a lot of stuff to the new did and iid tables. Code compiles but will not run. I will bring in the few remaining new fields and fix the data error tomorrow. | 2017-05-26T19:21:09Z | 2017-06-07T19:24:51Z | 2017-05-30T11:36:35Z | 2017-05-30T11:36:35Z | 0cf15af25966d33430727b7e47325710395646fc | 0 | 5b28fedcf75a923b1e3f03a7522bdc44f259c64b | 6b525d1de791bacd69ca285a3ed9f88f976b27f7 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/355 | ||||
123171943 | MDExOlB1bGxSZXF1ZXN0MTIzMTcxOTQz | 357 | closed | 0 | Objects | ogmage78 25460553 | This can log in - you will need to add the table and update the views with what I posted in discord. I will put together a delta file. | 2017-05-31T00:40:31Z | 2017-06-07T19:24:51Z | 2017-05-31T00:43:50Z | 2017-05-31T00:43:50Z | a42c82420449f083a84e90f9ef9b34ee88f00bc8 | 0 | 5b28fedcf75a923b1e3f03a7522bdc44f259c64b | 0cf15af25966d33430727b7e47325710395646fc | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/357 | ||||
124273030 | MDExOlB1bGxSZXF1ZXN0MTI0MjczMDMw | 368 | closed | 0 | Character Loading | ogmage78 25460553 | * Initial work done for loading character from ace_shard. Rebased and removed update sql files. * Tested up to position loading. Made changes to position, but have not loaded the dictionary yet. * Fixed a few bugs - attribute loading had a few. * TODO items: * Finish up loading positions then see what is left. * Work on saving as OptimShi - has character creation ready to go. | 2017-06-06T19:47:22Z | 2017-06-07T13:23:04Z | 2017-06-07T13:23:04Z | 2017-06-07T13:23:04Z | 96a28f9cc32ed99e690627f7fee4d52a95d37bea | 0 | 8fcafb5b95d3b8406dd98d01158e3dd44d44bbf2 | 41a648ccacf5bbe0a7237c55173b36c70c16a0ed | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/368 | ||||
124548526 | MDExOlB1bGxSZXF1ZXN0MTI0NTQ4NTI2 | 370 | closed | 0 | More fun in Zombieland - character loading. | ogmage78 25460553 | I am hoping you will give me a pass on what looks like massive changes to ShardBase.sql - I think Ripley is using mysqlworkbench for his export and I am using Sqlyog. The changes are minor and have been tested to work. * Continued work loading character from ace_shard. Rebased * Cleaned up whitespace issues where I found them. * Added cascade delete to all child tables in ace_shard. * Completed and tested up to skillz loading. Made a few changes on the db side for key consistancy. * TODO items: * Finish up loading - spells, friends, allegiance info, spell comps, spell bars etc. etc.... | 2017-06-08T01:08:06Z | 2017-06-08T16:35:56Z | 2017-06-08T16:09:15Z | 2017-06-08T16:09:15Z | 99fe749efd2898a9bd4f2b08d9d6b55fe04554cb | 0 | 9b5ebac6313ef5652733ef672b98308159b2cb6b | ff7dd367f3e09bf50012b98f040c7035634a5102 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/370 | ||||
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 | |||||
125242104 | MDExOlB1bGxSZXF1ZXN0MTI1MjQyMTA0 | 377 | closed | 0 | Fear the Walking Dead - More work on our object overhaul - bug fixes and continued work | ogmage78 25460553 | * fixed issue with null exception * Added OptimShi code to load the correct player appearance * Added sending the DataID and InstanceID fields on the player description event. * Fixed assorted bugs. * we can now go into and out of combat mode. * ci tested and working for all item types. * telepoi tested and working. * Trello board updated and cards moved into review - Pending Merge queue. https://trello.com/b/DXQUfVHj/acemulator-server-project | 2017-06-12T22:19:04Z | 2017-06-13T01:50:15Z | 2017-06-13T01:50:15Z | 2017-06-13T01:50:15Z | 6557f62cf56752ca468e81c8d77ce5144527e635 | 0 | 839e0c82545c3c731bdcdf29784544b2792e2800 | bf1a59176f3ece12138b8b2958e791e4da4cf12e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/377 | ||||
125481624 | MDExOlB1bGxSZXF1ZXN0MTI1NDgxNjI0 | 378 | closed | 0 | Lord BucketHead - temp fix. Added start of equipping items and POC code | ogmage78 25460553 | * Added getting and setting ContainerID and Wielder into AceObject and surfaced in worldObject * Put in a hack to show how equipped weapons and shields work. We will need to establish a place to store this data. * I put in big TODO to identify the hack - it is benign and will not impact anything else other than to demo the placement * of the spear in Rand the Game Hunters hand in Holtburg. * Modified SetPhysicsDescriptionFlags so it can be container and weilder aware. * Worked with OptimShi and we put in a temp fix for Lord BucketHead. It is the hair - there is an issue loading hair. I put a todo on it and commented it out. Rest of the base model looks to be loading correctly. | 2017-06-13T23:15:39Z | 2017-06-14T02:49:17Z | 2017-06-14T02:49:17Z | 2017-06-14T02:49:17Z | 75b83be60d89f505d1562c741c71fa0a1cadf6d8 | 0 | 1161362d517759984d8f380ac5ba640e28451dab | 6557f62cf56752ca468e81c8d77ce5144527e635 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/378 | ||||
125683573 | MDExOlB1bGxSZXF1ZXN0MTI1NjgzNTcz | 380 | closed | 0 | Code cleanup and a few bug fixes. | ogmage78 25460553 | * Trello card - General code clean up - look at all the TODO's - add the most critical ones here * Removed unused and replace weenie code that was deprecated with Object-Overhaul * Fixed hair color bug with code from OptimShi - this should conclude our issues with character appearance. * Removed unused files related to weenie. * I spent about an hour trying to debug the position not saving. None of the character save is working. It does not error, * but nothing is changed in the DB. That is still to-do. * Updated Trello board. * I cleaned up the shard base script but I have left it out due to the contentious nature of the discussion in the apply named discord ;) * added first step of equip item. | 2017-06-14T20:17:02Z | 2017-06-15T13:18:49Z | 2017-06-15T04:54:56Z | 2017-06-15T04:54:56Z | 1be540d4705efbfc08c66bfd56720adba7681c14 | 0 | 0b2abeca45d6c8e9233a3e5fbc7b9ad9ac96d3b5 | 75b83be60d89f505d1562c741c71fa0a1cadf6d8 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/380 | ||||
125930660 | MDExOlB1bGxSZXF1ZXN0MTI1OTMwNjYw | 383 | closed | 0 | Fixed bug with player creation | ogmage78 25460553 | * made a bunch of comments and notes…about things I discovered so they would not get lost. Minor stuff, I can resubmit if it is not merge worthy. | 2017-06-15T23:11:29Z | 2017-06-16T23:08:59Z | 2017-06-16T12:15:43Z | 2017-06-16T12:15:43Z | 23431084c35ae3d43f0ec4bee48394ada09e73fd | 0 | 3ca20b9a817cb2c53517e50d4ebb36bffdcb412e | 7c21555653f52a120c9cee0b2c81ba55216a95f4 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/383 | ||||
126120233 | MDExOlB1bGxSZXF1ZXN0MTI2MTIwMjMz | 386 | closed | 0 | Bug Fix - Delete Character Trello Card | ogmage78 25460553 | * Trello card task - delete character crashes server. Fixed this issue. * Added event code for database to do the actual house keeping to flip the flag once the hour restore period has expired. * Minor code cleanup. * Removed update directory for old character database. * Fixed pickup and drop item. Location was protected and not able to be set for loot (WorldObjects) I temp set this to allow set. Once we refactor physics data out this can go away. | 2017-06-16T21:39:39Z | 2017-06-19T16:45:09Z | 2017-06-17T22:21:50Z | 2017-06-17T22:21:50Z | 465c74ddb1eb0f145bbd2fea9ff45bce2f15caba | 0 | 23b828c9e3957141457f888e19b8d79c6c60fc28 | c3184a08fa7f4bd430fd0479aa71ffebee6effec | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/386 | ||||
126381259 | MDExOlB1bGxSZXF1ZXN0MTI2MzgxMjU5 | 397 | closed | 0 | Fix CIRand admin function. | ogmage78 25460553 | * Trello card task - Extend ORM code to support multiple getLists or implement another method to query by alternate keys - re-implement cirand * Many thanks to ddevec - he did the work on the ORM code revision. I just tested and implemented for my use. * Fixed undiscovered alignment bug at hook type we were sending as dword and it is a word. That was shifting everything below it. * Added priority to aceObject and set the aceObject priority field as a backing object for worldObject priority. * Created function to calculate container burden. * added view to world database that was needed for cirand and will be used in loot generation. * updated position table to have a faster function for location per discord discussion. * Updated trello board to reflect current project status. | 2017-06-19T19:39:19Z | 2017-06-21T20:47:38Z | 2017-06-20T17:17:22Z | 2017-06-20T17:17:22Z | 6f272fd9cdadd81cd771f15664f6bc2e1eaaf0ba | 0 | 4a0de22fe0808622837363df3e74aa26924b16be | b42b619b7ac58a0d2d49cab94d50055ac3e91d02 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/397 | ||||
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 | |||||
127312067 | MDExOlB1bGxSZXF1ZXN0MTI3MzEyMDY3 | 411 | closed | 0 | Pack Rat: Ready for review and merge. | ogmage78 25460553 | This has been extensively tested. I am sure I have not followed all of the new action chain methodology correctly. I would like to get this in as I think it moves us down the field. I think as I get a better understanding of the action chain - I can refactor this with a minimum impact. * Added the ability to equip / unequip items and it will also update your visual appearance. * We have some data work to do - finish add clothing table did values - a lot of these are done - thanks OptimShi and Ripley * Tested - pack to pack, slot to slot, pack to ground, ground to pack, ground to wielded, wielded to ground * move packs, move items. * Fixed save character options - this will need to be refactored - our character object needs some work. * UI changes still blows up - this fix just addressed the options1 and options2 * Fixed crash on lock or unlock UI * TODO 1 clothing priority does not look to be right - somethings overlap incorrectly. 2 refactor for correct action chain pattern. 3 fix save for UI changes 4 refactor character save and load. Talk to Mogwai on best way to do this. 5 UI positions still not saving - need to fix that next. To test: @ci 136 (pack) or find a pack of your choice ( you can create several to test pack to pack and pack moves) @ci 127 is a pair of pants Extended testing @cirand 2 (armor) @cirand 4 (clothes) Test items, if you get the message no clothing entry just drop and keep going until you have a nice selection to test. Have fun. | 2017-06-24T01:47:10Z | 2017-06-27T15:39:49Z | 2017-06-27T14:43:05Z | 2017-06-27T14:43:05Z | d4319f5068fc7f21aa020d31ef5759a3875135d7 | 0 | 6a217a7883aa91ba05b2a31f9f9d1d762e38ba1c | 8a3574e01995738c5b309a71575e2733b822084c | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/411 | ||||
127810958 | MDExOlB1bGxSZXF1ZXN0MTI3ODEwOTU4 | 426 | closed | 0 | Physics Data & Model Data Flattened - code cleanup. Ready for review and Merge | ogmage78 25460553 | * Completed work on flattening Physics Data and Model Data * Did work to align names of properties on aceObject and World Object using unabbreviated names used by the client. * Put in comments for aclogviewer names * Cleaned up initialization code for various descendants of world Object. * Cleaned up redundant using statements. * Tested all of my pack work, equipping items, item drop and pick up, portal summoning, world portals, ci and cirand as well as The * item generator work. Could not test corpse. * TODO could not test corpse creation as kill was broken before I started. | 2017-06-27T23:01:29Z | 2017-06-28T20:17:22Z | 2017-06-28T19:25:28Z | 2017-06-28T19:25:28Z | 3a6eafa4a4c3f89ab39c7ad7a7e9335cb51424d7 | 0 | 9e8966ab54b02914bc3df4d08afaf866c6f0569b | 2e0acb8aefd39ce84eb604554668a6b6e353b295 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/426 | ||||
128047080 | MDExOlB1bGxSZXF1ZXN0MTI4MDQ3MDgw | 431 | closed | 0 | Update readme with minimum required database versions | ogmage78 25460553 | We have had some contributors as well as people trying to install have issues. Our computed columns require a newer version of mysql or mariadb. Updated to reflect that. | 2017-06-29T00:23:43Z | 2017-07-03T15:35:18Z | 2017-06-29T03:58:16Z | 2017-06-29T03:58:16Z | 2e264d8f81de661ef70f496b029c4b87d57e07f5 | 0 | cd3cf9776f6edf311c11fbb19c724d7479972e9c | 9ed36b191f33224e2b159750439a14372aca23b5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/431 | ||||
128271329 | MDExOlB1bGxSZXF1ZXN0MTI4MjcxMzI5 | 434 | closed | 0 | Appraise Items (Updated 7/2) READY FOR MERGE | ogmage78 25460553 | I switched tracks as I needed appraisal to work. I have appraisal about 90% finished - it is functional and a good bit ahead of where we were. I have put in the foundation for the correct combat stance - but I have more work to do as well as refactoring the code for stance. However, this is a lot and a delayed merge could cause issues. I would have separated them but I messed up and worked too much in the wrong branch. I don't think anything I have done will regress us in anyway. | 2017-06-29T23:58:44Z | 2017-07-04T15:54:44Z | 2017-07-04T15:54:44Z | 2017-07-04T15:54:44Z | 97ba2bd06fdb6897a15471f6f02b2c566fc6fbc0 | 0 | 31bd122acf91fd1ca776c5c656395ed185242816 | a194b0d6625b10c105cacc8b9ad108599fe4fc69 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/434 | ||||
128374358 | MDExOlB1bGxSZXF1ZXN0MTI4Mzc0MzU4 | 439 | closed | 0 | Fixed serialization bug. | ogmage78 25460553 | * Fixed issue with the wrong data size being used in the weenie data serialization. * Structure, Max Structure, StackSize and MaxStackSize were being sent as uint and they are ushort. This caused intermittent alignment issues. | 2017-06-30T13:50:06Z | 2017-07-03T15:35:03Z | 2017-06-30T15:57:16Z | 2017-06-30T15:57:16Z | 8ba914e0398cab720fa9f1e0514a33ebdfad8d30 | 0 | 199581d574a89d9e459633a16990314e1be74baa | 68aeadd41aaa42bf3b3c6c4af03bb4ff53f846d9 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/439 | ||||
128554497 | MDExOlB1bGxSZXF1ZXN0MTI4NTU0NDk3 | 443 | closed | 0 | Fix for broken ankle syndrome. Autonomous position flag was reversed. | ogmage78 25460553 | 2017-07-03T05:02:05Z | 2017-07-03T15:35:11Z | 2017-07-03T05:12:51Z | 2017-07-03T05:12:51Z | a194b0d6625b10c105cacc8b9ad108599fe4fc69 | 0 | 5cf42909edd5719bc00e521f2806d08ffdc5f0cd | 1018a511c1b0feddbc2ddc79dd8c0130b3cfe63d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/443 | |||||
128838403 | MDExOlB1bGxSZXF1ZXN0MTI4ODM4NDAz | 447 | closed | 0 | Fix Concurrency Issues and move items from admin to debug | ogmage78 25460553 | Moved items out of admin that were not part of turbine admin functions over to debug commands. Added actions to action chains for concurrency safety. | 2017-07-04T17:01:38Z | 2017-07-15T12:44:31Z | 2017-07-06T17:20:22Z | 2017-07-06T17:20:22Z | 220d72d9b75c0d80a7e43ce551d50d3bc3ff5a33 | 0 | cc6fff971cf969ed8e67daef73962cb79c8de390 | 97ba2bd06fdb6897a15471f6f02b2c566fc6fbc0 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/447 | ||||
129302082 | MDExOlB1bGxSZXF1ZXN0MTI5MzAyMDgy | 451 | closed | 0 | Wastin' away again in Splitsville | ogmage78 25460553 | * Initial work on splitting a stackable item. This is working and in an action chain. Right now, it is only working for items in your possession. I need to extend it to work with items in chests and off the ground. * There is some new type of sequence that we need to research and implement. I put a big todo in the code. * I made some posts about getting guid manager going. We are at a point where we need it. I modified some of the ranges to reflect the current allocations . This makes really poor use of our sequence space but resolution is TBD. * I added in the method that @ddevec wrote for player that we can propagate pattern for the other ranges. * TODO - find out about sequence used in split message. Next implement stack which is the complement function from split. | 2017-07-06T23:29:06Z | 2017-07-10T11:58:05Z | 2017-07-07T23:11:49Z | 2017-07-07T23:11:49Z | f530f14de0bb6bd99846221cf4154a197615f06a | 0 | b331f7168da3959f2f1e406788eaadfd786e939e | fde82a5da4859489bef67438dd4fae45cac7c43e | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/451 | ||||
129532066 | MDExOlB1bGxSZXF1ZXN0MTI5NTMyMDY2 | 456 | closed | 0 | Motion State Flags | ogmage78 25460553 | * Fixed issue with MotionStateFlag - setting now by the existence of data like we do with all other flags. This prevents data / flag mismatch | 2017-07-08T15:20:06Z | 2017-07-15T12:44:37Z | 2017-07-10T18:01:29Z | 2017-07-10T18:01:29Z | 9604dfb2a1e2a45c46b0bf7aea3940426027d0eb | 0 | beda03eb12d747aac7802e0cc858a29f23b5ae00 | d977272150720cd5bd945b0bec5f2e7fa0f07d4d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/456 | ||||
129798715 | MDExOlB1bGxSZXF1ZXN0MTI5Nzk4NzE1 | 462 | closed | 0 | Update to fix animation. | ogmage78 25460553 | Found bug - it was introduced by me as part of the fix limping. This fix should make it all work. I have tested running, animations and combat stances. Looks to be working correctly. | 2017-07-11T00:05:03Z | 2017-07-15T12:44:23Z | 2017-07-11T00:52:01Z | 2017-07-11T00:52:01Z | 8eb61b744ab2cf748ac4c066155a5aed8f665084 | 0 | 6ae30970749968c1f9cef77472e5205c847d5b84 | 359f03c7294d12d6bf79725e306d48351f175049 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/462 | ||||
130698143 | MDExOlB1bGxSZXF1ZXN0MTMwNjk4MTQz | 466 | closed | 0 | Fight Club - Initial working code - ready for review and merge. | ogmage78 25460553 | * Initial work on combat mode. System now will move into and out of the correct combat mode depending on what items you have equipped. * TODO: There are some edge cases I still need to implement and additional testing. I would like to get this in so that I do not run into huge merge issues later on. * Testing - you can log in - run @weapons after log in. This will get you various weapons based on weapon type. You can go into and out of combat mode * Melee, missile - both bow and xbow, thrown, sword, UA, two handed as well as dual wield. I also implemented if you remove your weapon while in combat mode, * you will drop into unarmed. If you equip an item and you are not in peace mode, you will assume the correct combat mode. There may be some tweaking needed * for changing combat mode in combat mode - I think it did some slower animation - but the basics are in and I can tweak the sequence once I talk to players or If * I can find a pcap with that behavior. | 2017-07-15T01:19:52Z | 2017-07-26T22:15:07Z | 2017-07-19T06:03:38Z | 2017-07-19T06:03:38Z | fc3ec71a89724612cb98de86de5d1b03dde7a68a | 0 | 00ae8d541b81cab382129015e8c497730219fe3e | ee1414ee13237b8a54cf8536f22d59550a4ddde6 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/466 | ||||
132176874 | MDExOlB1bGxSZXF1ZXN0MTMyMTc2ODc0 | 475 | closed | 0 | Added the ability to learn spells / unlearn spells. | ogmage78 25460553 | * Refactored debug command learn spell. * Made spells persist to the database. * Added ability to delete spell from spell book and send that persist to the database on character save. * Fixed minor bug in placement - this fixes items not dropping to the ground in the correct orientation. This may not be a final fix, but it is better than a hard coded 0x65 * Fixed minor bug in burden - again this may not be the final fix, but it is accurate and better than the bug that currently exists. * TODO: Put in the ability to use scrolls to learn spells. | 2017-07-25T01:11:55Z | 2017-07-26T22:14:53Z | 2017-07-26T21:25:47Z | 2017-07-26T21:25:47Z | fee5550987e1bd2791565625efa68fb9db9f4df1 | 0 | b24b6cc739dd0203be2f5a2f255f32550cc23d1d | 1d1a5d758d7bcf2089d8066b87910f6024a79047 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/475 | ||||
133079802 | MDExOlB1bGxSZXF1ZXN0MTMzMDc5ODAy | 479 | closed | 0 | Nothing could be finer than to be in perfect alignment in the morning ..... | ogmage78 25460553 | Spent 5 or 6 hours tracking down an align bug in create object - Universal Motion section. Damn it Jim, I am a high level programmer not a down in the bits and bytes weenie.... :) | 2017-07-29T04:29:33Z | 2017-07-29T04:48:55Z | 2017-07-29T04:40:55Z | 2017-07-29T04:40:55Z | 2b98b44ebdc9eb79d25289371616a2f3e29f1e56 | 0 | 2f37138895c075cb2e075f450aaa7b39c494ed50 | 8fc5612b80db7f75b64e567f931ccd40d0e51bf5 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/479 | ||||
133139685 | MDExOlB1bGxSZXF1ZXN0MTMzMTM5Njg1 | 481 | closed | 0 | Expecto Patronum - Spell bar managment | ogmage78 25460553 | ### 2017-07-30 [Og II] * Added spell bar management and persistence. This continues the work for learning and persisting spells. * Cleaned up some of the duplication of enumerations in Game Event Player Description * Added some debug code around universal motion. * Added some debug asserts in Player Description * To test - use @learnspell to get some spells in your spell book if you do not have any. They will persist with your character. * You can also unlearn them and they will be removed. * Now, drag your spells into any configuration in your spell bars you like. You can add them, remove them or reorder them. * They will be saved on our periodic save, or when you log out or you can force a save with the debug command @save-now. * Added table to allow for spell bar configuration persistence. * Cleaned up Enumerations - Game Action Types * That's all for this PR. | 2017-07-30T19:19:49Z | 2017-08-15T01:20:50Z | 2017-07-31T15:19:25Z | 2017-07-31T15:19:25Z | 1811f0a843c0c3d7131b5cfecd6012cfbad4da6b | 0 | e20a78212bb0cb452ac81f6a0477ddccf2b79b7f | bdab4f9cc96b5b7363061b8d194807360fa25b92 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/481 | ||||
133599039 | MDExOlB1bGxSZXF1ZXN0MTMzNTk5MDM5 | 484 | closed | 0 | Inventory - Ready for Merge | ogmage78 25460553 | ### 2017-08-01 [Og II] ## Refactored again on Mogwai's feedback This is getting so large, I need to stop here - this is a good spot - adds significant functionality but with a few known bugs. * Inventory will save with the container and load again in the correct positions. * Character Description Event is now wired up for inventory. * removed containers copy of aceObject Inventory - just make the list accessible. * Updated Clone so it you pass a new guid, it resets all the associated child tables. * implemented placement IntProperty 65 used to track slot in Container * Created supporting methods to manage pack order * Enhanced the debug log message for DBDEBUG * Small temp fix to stutter when attempting to shift walk or shift jump. We still need to really understand autonomous * Created new view vw_ace_inventory_object to expose ability to pull by container. * general clean up comments and whitespace * Inventory loading - working * TODO. * 1 Add in capacity checks * 2 bug still in picking up items off the ground and saving to database. * 3 bug with reloaded items saved in a secondary side pack. | 2017-08-02T00:15:42Z | 2017-08-15T01:20:42Z | 2017-08-14T12:55:36Z | 2017-08-14T12:55:36Z | d29bc3dd556ee0f3b1a37dc51565fbcc7c52ed85 | 0 | 1936d7547ed6d6ead4174fb4d08574c1d3415500 | 7d22ad27bd89e4462abb1f358c37f0891ea3d9a3 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/484 | ||||
140173546 | MDExOlB1bGxSZXF1ZXN0MTQwMTczNTQ2 | 504 | closed | 0 | Added verbiage to the readme stating the projects educational purpose. | ogmage78 25460553 | Based on discord pin yesterday - I thought this would be a good add to the readme. | 2017-09-09T15:23:32Z | 2017-09-15T18:19:16Z | 2017-09-09T15:28:44Z | 2017-09-09T15:28:44Z | e1df0e1952ceea628db9188ae9bc9b42ab629000 | 0 | 9ba79bd8888682a68f138e1c5bd27510096c64b9 | 732e68391c69e9f87154030910aab5440b7be44a | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/504 | ||||
140938263 | MDExOlB1bGxSZXF1ZXN0MTQwOTM4MjYz | 506 | closed | 0 | Stubs and enums for crafting dialogs | ogmage78 25460553 | Added one new game action, and two new event message handlers - as well as the associated enums. This work is around crafting dialogs. | 2017-09-13T21:49:22Z | 2017-09-15T18:19:08Z | 2017-09-14T01:24:15Z | cf88e0ce9b13cc61a47215cf89b0dbd592367f75 | 0 | 8899b86b25366e60e04b85c3b3093b2b4ad3a2c0 | e1df0e1952ceea628db9188ae9bc9b42ab629000 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/506 | |||||
141973247 | MDExOlB1bGxSZXF1ZXN0MTQxOTczMjQ3 | 511 | closed | 0 | Don't bend the knee - Wielded items persisted and a few old bugs squashed. READY TO MERGE | ogmage78 25460553 | LATE UPDATE - all known bugs squashed via a workaround until we can enhance the ORM to deal with our inventory issue. **Update 9/27/2017 PM - I have tried everything - I must be missing something simple. I it looks like it should work - but it still crashes on second save after moves. I really need some help here - I have looked at this so much I am going to just trash on it - maybe a fresh set of eyes? Steps to reproduce. For simplicity's sake, I have a slimmed down set of test items, 1 wand and 1 pack. Make sure you start out with no items as it will make debugging much easier: 1. login clean - ie neckid 2. " at sign weapons" 3. " at sign save-now" 4. You can use the sql attached below to see what is going on in the db. You will need to rename, it will not take sql attachments 5. now move the wand to equipped and @save-now 6. check db the db is not updated correctly at this point. If you hit save again it works however, it is fubar from there.** [containerwieldedview.txt](https://github.com/ACEmulator/ACE/files/1338833/containerwieldedview.txt) UPDATE 9/27/2017 - Fixed all of Morwai's feedback. Bug progress - it looks like the duplicate key issue on save is that on a container to container move, the item still shows in both inventory lists. Not sure how that is happening. Still debugging. UPDATED: 9/26/2017 * Implemented persisting of wielded items. * Changed inventory to manage a list of world objects instead of ace objects. This was needed for sequence issues. * fixed combat animation that had been broken for a while due to prior refactoring. * fixed moving inventory from container to container with persistances which was broken due to prior refactoring. * implemented the response message to send object description. * cleaned up so code, aligned enums. * TODO. I have a dirty flag bug that causes issues when you do container to container moves and save. * I put in a hack to make this work, see around line 767 in Shard database. - it has change… | 2017-09-19T22:40:02Z | 2017-09-30T06:25:34Z | 2017-09-29T23:26:08Z | 2017-09-29T23:26:08Z | 820b2334e5a81a8dd7b021a0ee35ab050486aea8 | 0 | a08e90f0f92ecc1758a9be6a5f3e203a441b4603 | d4555e39d32730f9def8ae9c62ab42ff91861721 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/511 | ||||
144031730 | MDExOlB1bGxSZXF1ZXN0MTQ0MDMxNzMw | 514 | closed | 0 | Enum all the things with attributes - Restrict send to the client based on enum attributes. | ogmage78 25460553 | # Ready for Review and Merge **UPDATE 10/02/2017 - moved to static method per request and used generics to get rid of duplicate code.** * Added enum attributes for all of our property enums per Mogwai using the data from OptimShi found here * http://ac.yotesfan.com/ace_object/not_used_enums.php * Filter out all property types sent to client based on them not being [ServerOnly] attributes. * NOTE: the big gotcha with this is if we have any of the [ServerOnly] attributes set incorrectly, that data will not get sent to the client * and if you don't remember that we are filtering by that attribute you will be going what the hell is wrong. Just an FYI * There is probably a better way to do this, if so, please let me know. ![image](https://user-images.githubusercontent.com/25460553/31046918-08124a7c-a5c7-11e7-92ff-b76e730875b4.png) | 2017-09-30T15:06:41Z | 2017-10-03T03:53:02Z | 2017-10-03T01:58:22Z | 2017-10-03T01:58:22Z | 6c1014325a6e5f9044120452aa6043b20847e260 | 0 | 6f1700a721ba9ef9e051efb9f5687ab091c16598 | 5281b44957629b9a901d58cbbe2bd3a84813e17d | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/514 | ||||
144090968 | MDExOlB1bGxSZXF1ZXN0MTQ0MDkwOTY4 | 516 | closed | 0 | Turn right Round - Initial work on content | ogmage78 25460553 | * Initial work on content interactions. * Cleaned up the using statements on several files. * Aligned the enums to = sign * Fixed bug in universal motion using the TurnToObject * Moved a method from player to creature. We need to access that method for the ancestor class Normally, I would not submit this as a PR yet, but my PR's tend to get big and touch a lot of stuff. I just put in the very start of this, and cleaned up a few files - and aligned some enums and squashed a bug. It is functional and moves us forward, so I thought better to review in small functional chunks. You have to know 80's MTV to get the picture.... ![image](https://user-images.githubusercontent.com/25460553/31059626-1813bf1e-a6cb-11e7-935c-694fdc910135.png) | 2017-10-01T22:10:05Z | 2017-10-03T03:52:55Z | 2017-10-03T02:00:41Z | 2017-10-03T02:00:41Z | fa9e49fe5f067cce9624a1bb1b7fb165a15bddf4 | 0 | 9ec7b82092a608887922e62c9da22ed61ce80171 | 6c1014325a6e5f9044120452aa6043b20847e260 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/516 | ||||
144457013 | MDExOlB1bGxSZXF1ZXN0MTQ0NDU3MDEz | 520 | closed | 0 | Retreat! Fix for peace mode from unarmed | ogmage78 25460553 | "These engines are the fastest in any tanks in the European Theater of Operations, forwards or backwards. You see, man, we like to feel we can get out of trouble, quicker than we got into it." Oddball - Kelly's Heroes. ### 2017-10-03 [Og II] * Added update script to modify defaultCombatStance ace_object_properties_int to match change with @OptimShi changes of 10/02 * Rolled back [ServerOnly] attribute on enums. I left the mechanism in place and tagged all over 9000 as such. Our method for determining which of these are server only this is not correct. We can add these back when we fully understand which are truly not needed by the client. ![image](https://user-images.githubusercontent.com/25460553/31134257-32520b08-a827-11e7-84ae-353e346e262c.png) | 2017-10-03T15:40:07Z | 2017-10-04T16:47:17Z | 2017-10-04T12:28:46Z | 2017-10-04T12:28:46Z | 9472b192242a380abfdf59570e11f2bcf7da1dc6 | 0 | 2a13b8355cc31eaf9a705df0b5268c63b2466bdb | 0d1ccd089d1cf877fbdf42d29fc03fb4aabc05fa | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/520 | ||||
146561089 | MDExOlB1bGxSZXF1ZXN0MTQ2NTYxMDg5 | 534 | closed | 0 | The Inscription is the thing, Wherein I’ll catch the conscience of the king. | ogmage78 25460553 | Apologies to Shakespeare * Added processing for item inscription. Implemented Set Inscription and Inscription Response messages. * Inscriptions persist to the database and can be removed. * Implemented first pass of same inscriber check. Sends error message and does not update the item. This may need to be revisited, I thought it blocked you from changing it - not sure if that was a weenie error sent to client - I did not see a fail inscribe in live pcaps. It does check the inscribable flag and will prevent any pre-inscribed items (quest items with inscriptions from being altered. Thanks @LtRipley36706 for pointing that out. ![inscription-said-not-dishwasher-safe-computermouse-still-works](https://user-images.githubusercontent.com/25460553/31567552-b18fbc38-b035-11e7-8f09-231575abdca1.jpg) | 2017-10-13T21:46:18Z | 2017-10-16T14:40:53Z | 2017-10-14T02:00:24Z | 2017-10-14T02:00:24Z | f28cef9dcaf19f790b23e25c4a5416a5b674c2fb | 0 | d34e80cf1bcdb35fcbea1567481c2e64e3694b8e | 5ba7d8ed26bab40c1b500270010f45f7ea7bbcea | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/534 | ||||
146588230 | MDExOlB1bGxSZXF1ZXN0MTQ2NTg4MjMw | 535 | closed | 0 | Mergers and Inquisitions: Added stack-able merge REVIEW ONLY Work in progress | ogmage78 25460553 | * Added processing for merge items. * Added script to update the burden, value and stack size of the weenie for MMD notes I used in testing. 20630 - value 250,000 burden 5 and stack size 1 * Cleaned up code, fixed a bug with drop item. * This is work in progress, I have more to do, I am putting this up now so we StackOverflow or Ripley can take a look at the issue with vendor Test steps: - run update script on your WORLD database to set the values correctly, they are wrong. - "@ci 20630" do this twice. You will now have 2 MMD notes in your main pack that are not stacked. - You can inspect each, you will see bu of 5, value of 250,000 - Stack them - check bu and value - Split them - check bu and value - You can log in or out, drop the notes and all saves as it should. I have not tested merging in side packs yet, I am not dealing with more that max stack size yet, I just wanted to get this up for review as there was some thrashing around vendor and this may break that fix. We need to run down the root cause for the extra save that I removed and was added to make the vendor stuff work. **UPDATE 10/14/2017** I have implemented the rest of the logic to respect max stack size. I have one outstanding bug to run down. ![z2v6ig](https://user-images.githubusercontent.com/25460553/31572978-c984ddb8-b077-11e7-8b7e-677df7c77518.jpg) | 2017-10-14T05:34:21Z | 2017-10-16T14:40:49Z | 2017-10-16T12:35:28Z | 2017-10-16T12:35:28Z | 747e84dce058276bd42bb9bf5b731068c67ba533 | 0 | 9072b55930cff0d8c51e8896ec78f48be2345dbd | f28cef9dcaf19f790b23e25c4a5416a5b674c2fb | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/535 | ||||
147200640 | MDExOlB1bGxSZXF1ZXN0MTQ3MjAwNjQw | 540 | closed | 0 | Read the fine print. - Ready for merge | ogmage78 25460553 | UPDATE 10/21 **Fixed all outstanding issues** * Added processing for contract management add / abandon. * Removed update script I added back on 10/14 to fix the burden of the weenie for the MMD note. This is no longer needed - use Dereth v0.2.4 or greater the issue has been resolved in the data and the script is no longer needed. * Minor code cleanup and improved some method documentation. * Added new table to store persisted tracked contracts (quests) * Implemented two new game events / SendClientContractTrackerTable and SendClientContractTracker * Implemented abandon quest - Game action - Social_AbandonContract * Documented methods and updated trello. *To test @ci 44163 -create a contract. Use the contract and you are now tracking that quest. You can create any contract using ci or buy one from a vendor if they are In I did not check vendors. You can abandon the contract. All management and the cool down delay of 2 seconds is respected. ![download](https://user-images.githubusercontent.com/25460553/31699458-d1b46012-b388-11e7-8dab-cd31ac6f0c57.jpg) | 2017-10-18T03:17:50Z | 2017-10-21T19:56:50Z | 2017-10-21T17:21:33Z | 2017-10-21T17:21:33Z | 7469736defc02d212b129d0233b5c1f38678b6f5 | 0 | 3b006f28103735033b0488889b824a3466deb12b | c9b0765a6a1f5843ec15cc9c94d364bc8be67a26 | CONTRIBUTOR | ACE 79078680 | https://github.com/ACEmulator/ACE/pull/540 |
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