Continued..
Revision: 2320
Author: Xinux
Date: Monday, September 05, 2016 4:59:13 PM
Message:
Added: QuestRemove() LUA function
Revision: 2321
Author: smash
Date: Monday, September 05, 2016 7:47:24 PM
Message:
Added code to the harvesting process so that if a client/player pointer goes bad that player is removed from the harvest
Increased the limit of packets sent per writer thread iteration per client since we send so many packets at once, to reduce latency
Revision: 2322
Author: smash
Date: Wednesday, September 07, 2016 4:54:28 PM
Message:
added a mutex around SGOUnrealPawn::factions
Revision: 2323
Author: Xinux
Date: Thursday, September 08, 2016 3:15:05 PM
Message:
Update: No more annoying sound when starting to eat
Revision: 2324
Author: smash
Date: Sunday, September 11, 2016 9:45:13 AM
Message:
attempted fix for hailing Golden UI mobs
Revision: 2325
Author: smash
Date: Sunday, September 11, 2016 10:50:21 PM
Message:
format crash fix
Revision: 2326
Author: smash
Date: Monday, September 12, 2016 1:15:20 AM
Message:
Tweaked how the Lua require root directory is set.
other minor adjustments
Revision: 2329
Author: smash
Date: Monday, September 12, 2016 3:53:33 AM
Message:
hardset the base Lua directory in the Lua source because app verifier was still complaining after other attempted modifications
Revision: 2330
Author: smash
Date: Monday, September 12, 2016 5:37:12 AM
Message:
couple more locked NPC interaction fixes
fixed turn_in text being sent to the quest journal window after logging in with a quest that has all objectives complete but has not been turned in
Revision: 2331
Author: smash
Date: Tuesday, September 13, 2016 9:14:10 PM
Message:
harvesting fix
Revision: 2332
Author: Xinux
Date: Wednesday, September 14, 2016 1:07:25 PM
Message:
Added: GM/Dev will only get the message when clicking on a object with it's ID.
Added: Trying to loot while already looting you will now get a error message instead of a lua error.
Revision: 2333
Author: smash
Date: Thursday, September 15, 2016 1:12:59 AM
Message:
Fixed some MSVC code analysis findings
Revision: 2334
Author: Xinux
Date: Thursday, September 15, 2016 6:43:10 PM
Message:
Fixed: No more double cooldown when casting.
Revision: 2335
Author: smash
Date: Saturday, September 17, 2016 12:18:15 PM
Message:
harvesting tools will now auto-equip while in use
Revision: 2336
Author: smash
Date: Saturday, September 17, 2016 1:04:01 PM
Message:
Threaded loading at startup (can be made faster but seems good enough for now)
Revision: 2337
Author: smash
Date: Monday, September 19, 2016 5:13:09 AM
Message:
Added the .reset cooldowns command
Revision: 2338
Author: Xinux
Date: Thursday, September 22, 2016 10:06:57 AM
Message:
Added: dot component of a root spell should not break it's own root.
Added: Root has a chance to break on it's own now.
Update: Spell cooldown should only be sent if the cast time is greater then 2 seconds
Revision: 2339
Author: Xinux
Date: Friday, September 23, 2016 1:31:36 PM
Message:
Update: Change to root dot check since lua spell is not always valid.
Revision: 2340
Author: smash
Date: Saturday, September 24, 2016 9:30:23 AM
Message:
added the **CHARACTERGENDERPOSSESSIVE** quest text token by request
Revision: 2341
Author: smash
Date: Sunday, September 25, 2016 8:39:25 PM
Message:
.reload movers rework
Revision: 2342
Author: smash
Date: Sunday, September 25, 2016 8:51:22 PM
Message:
fixed a m_CharQuests deadlock
Revision: 2343
Author: Xinux
Date: Monday, September 26, 2016 2:38:36 PM
Message:
Update: Speed bonuses should now also add in to the movement reduction when casting
Added: New Rule CastingMovementRestriction
Revision: 2344
Author: smash
Date: Wednesday, September 28, 2016 11:18:55 AM
Message:
missing return on a null check
Revision: 2345
Author: smash
Date: Thursday, September 29, 2016 10:51:56 PM
Message:
Reworked a large portion of MasterSpawnList and supporting functions to make it more thread safe
Added a couple SpawnUtil functions for calculating relative yaw
Revision: 2346
Author: smash
Date: Friday, September 30, 2016 1:36:13 PM
Message:
Added: linked aggro groups (grab the SQL file)
Revamped the IsFlanking Lua function
Revision: 2347
Author: smash
Date: Saturday, October 01, 2016 11:10:56 AM
Message:
GetRelativeAngleYaw function
Revision: 2348
Author: smash
Date: Saturday, October 01, 2016 7:16:02 PM
Message:
Fixed a typo in GetRelativeAngleYaw (whoops)
Revision: 2350
Author: Faux
Date: Saturday, October 01, 2016 7:57:44 PM
Message:
Deleting and replacing the EffectsList.cpp/.h files because I don't want to verify all the changes made it successfully. Recommitting the fully modified files momentarily.
Revision: 2351
Author: Faux
Date: Saturday, October 01, 2016 8:07:54 PM
Message:
Rewrite to how pawn effects are stored. Duration effects will now be applied through either detrimental or beneficial functions rather than being stored separately. This will require a rewrite of some DoT and HoT scripts.
Revision: 2352
Author: Faux
Date: Tuesday, October 04, 2016 10:42:45 AM
Message:
Giving NPCs default stats and attributes. We'll probably eventually want multiple default profiles in the database, but this will get us started. NPCs can now be buffed/debuffed via spells instead of getting errors when you try it.
I wouldn't be surprised if a bunch of the default values are incorrect, so please take a look at them and make changes as necessary. Hopefully Ratief can check them out to make sure I am initializing stats correctly.
Revision: 2353
Author: Faux
Date: Wednesday, October 05, 2016 2:04:35 PM
Message:
Iterated wrong loop size so it was only adding 4 of the resistances. All 13 should be available now.
Revision: 2354
Author: smash
Date: Wednesday, October 05, 2016 10:24:15 PM
Message:
Fix for linked aggro (had to apply the default aggro radius for non-aggro npcs)
Added a simple timer/check to track when a player has an active AccessTimer.. will probably need more tracking for interrupts and such later
Revision: 2356
Author: Xinux
Date: Thursday, October 06, 2016 2:05:26 PM
Message:
Added: Will now get the release box if you are dead when you log in.
Added: You will no longer be alive if you log out dead.
SQL Update: vgoemu\trunk\dev\test_data\Rev 2356.sql
Revision: 2357
Author: smash
Date: Friday, October 07, 2016 10:23:52 PM
Message:
fixed a few small safety issues in tcp/socket code
Revision: 2358
Author: Faux
Date: Saturday, October 08, 2016 7:51:27 PM
Message:
Invis break timer code. Commented out in CheckInvisBreak lua function for causing a deadlock currently.
Revision: 2359
Author: smash
Date: Saturday, October 08, 2016 9:01:29 PM
Message:
Mutexing changes for m_spell_timers
Revision: 2360
Author: smash
Date: Monday, October 10, 2016 12:08:34 PM
Message:
deadlock fix
Revision: 2361
Author: smash
Date: Monday, October 10, 2016 12:21:15 PM
Message:
crash fix (invalid caster, from the NT crash thread)
Revision: 2362
Author: smash
Date: Monday, October 10, 2016 7:09:31 PM
Message:
fix for likely memory corruption when connecting to an ipv6 address
Revision: 2363
Author: Xinux
Date: Friday, October 14, 2016 2:21:57 PM
Message:
Added: BlockPlayers LUA function.
Revision: 2364
Author: Ratief
Date: Monday, October 17, 2016 8:50:29 AM
Message:
-Fixed compile errors on Linux.
-Fixed the display of armor class in the client.
Revision: 2365
Author: smash
Date: Tuesday, October 18, 2016 6:35:45 PM
Message:
**Add lua.hpp to your build list!!!**
Now compiling Lua as C++ code instead of C
Overriding the Lua panicking function with one I wrote
Revision: 2366
Author: smash
Date: Tuesday, October 18, 2016 7:45:35 PM
Message:
SetHarvestingID Lua function
Tweaked when harvesting becomes available for skinnable NPCs
Revision: 2367
Author: Xinux
Date: Wednesday, October 19, 2016 9:38:39 AM
Message:
Added: NPC's now regen HP
Added: Pet's now regen HP
Added: Packet struct to update pet health bar
Added: defensive/offensive target bar should now update on regen ticks
Added: Pet health bars should now update in combat and during regen ticks
Added: Player pets are now using EntityBitmaskPet
Added: Pet's owner will now be put in combat and added to the NPC hate list
Added: Pet UI window should now go away when your pet dies
Added: petType() to SGOUnrealPawn