* Add addstrip handling
add SendBehaviorBlocksToClient serialization
add id generation and auto updating
add behaviorlisttoclient serialization
* fix crash
happened if you added state 0 and 6 and nothing in between
* Section off code
Use proper encapsulation to hide code away and only let specific objects do certain jobs.
* Organize serialization
Section off into operational chunks
Write data at the level most appropriate
* Remove and simplify BlockDefinitions
Remove pointer usage for BlockDefinitions and move to optional.
* ControlBehaviors: Add addaction handling
* re-organization
remove const from return value
change to int from uint
use generic methods to reduce code clutter
* add strip ui position handling
* add split strip functionality
* fix issues
fix an issue where if you were on an empty state, the server would allow you to remain on that state
fix an issue where the ui would not open on the previously opened state
fix an issue where deleting strips in order caused the wrong strips to be deleted
* update how you remove behaviors from models
* Add remove actions and rename
* migrate actions
* update action and rearrange strip
* merge strips
* add and move to inventory
* Remove dead code
* simplify code
* nits and move finish MoveToInventory
constify serialize
further include path fixes
use const, comments
fix amf message
Update ModelComponent.cpp
replace operator subscript with at
* Update ModelComponent.cpp
* Update MigrateActionsMessage.h
* const
* Move to separate translation units
* include amf3
its precompiled, but just in case
* chore: organize build flags
* Remove ambiguous include path
Don't be default incluyde bcrypt so you need to specify the folder. Allows pre-processor to find the correct file.
* Revert settings
* working
f
* chore: make scripted activity derived from activity
this paves the way for other component being properly derived from the activity component
* use a dirty flag instead
* address feedback
fixes an issue where NPCs would offer the incorrect missions which caused odd blocks. Consolidated logic for mission offering and removed redundant code.
Players do not need access to leave Return to the Venture Explorer (rttve) via a slash command. They can leave through the usual zone method.
Tested that you cannot leavezone in rttve
* Remove std::couts littered throughout the base
* working
End of optimizations for now
going faster
* Remove extraneous compare function
std::less<LWOSCENEID> already does this in a map.
* gaming
* Update Zone.cpp
* dlu is moving to bitbucket again
* Update Level.cpp
---------
Co-authored-by: Jettford <mrjettbradford@gmail.com>
* add enum stringification functionality from third party source
* squashed commit
* Macros: Add test and improve speed
Space macros out
utilize cache locality
ensure no lost functionality
* moved stringify code to dCommon
* Rename #defines in stringify enum tests
* Revert "moved stringify code to dCommon"
This reverts commit 33fa5f8d2f.
* improve macro functionality
change function handle
formatting and function definition tweaks
* typo fixes
* moved code to dCommon/dEnums and tests to dCommonTests/dEnumsTests
* initial magic_enums alternate implementation of enum stringification
* deleted unused tests
* reverted compile flag oopsy and fixed output types
* fixed testing suite
* test formatting improvement
* formatting again :(
* added gm string to "aborting gm!" message
* Push my suggestion for CI tests.
* updated magic enum test
* fix test variable type
* added gm test
* making sure magic_enum is on a release branch
* tidying up console outputs
* re-implemented enum array access for performance
* now it is bugged :(
* nvm, working
* helping out the snowflake compilers
* changed return type too
* optimization too
* formatting too I guess because why not
* being even more painfully specific
* Update WorldServer.cpp to match emo's feedback
* Update MagicEnumTests.cpp to use srand(time(NULL))
* Update eGameMessageType.h - formatting
* Trying to fix the crash but can't actually compile the code to check on my own rn
* Update WorldServer.cpp - third try at this
* Update MagicEnumTests.cpp - use better macro definitions
* Update MagicEnumTests.cpp - c string comparison fix
* addressing all but the cmake feedback
* fixed cmake to the best of my very limited ability
* added tests to verify magic enum arrays are pre-sorted
* updated
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: Jettford <mrjettbradford@gmail.com>
add final missing scripts for nt
also fix the turnin for the breadcrumb missions not showing the completion window.
Fix another missing script
Add another script
fix include guards
Fix dirt clouds not appearing on mission accept
Tested that new achievements progress exactly once
Tested that already accepted achievements progress as expeected
Tested that tiered achievements only count the progress to the current tier and not the next one as well
Update MissionComponent.cpp
* Fix crashes
fix crash with chat filter
fix ldf_config being empty in database on windows debug
* WorldServer: Fix further crashes on windows
address multi threaded signal handling on worldservers
Remove iterator invalidation code in zone manager
* fix: Buff FX not playing
Fixes an issue where buff effects would not play at all.
Tested that frakjaw and maelstrom dagger now play their respective effects when you are effected by them
fix: buffs general improvements
add new arguments
* Remove duplicated code
* fix times and remove buff
* Fix UB in remote input info
Yes i should have made this first
no this wouldnt have happened with rust
* fix end of race leaderboard
Tested that with two players, both players see the others time at the end of the race and all other metrics are shown correctly.
Technically the outBitStream->Write(static_cast<uint16_t>(m_RacingPlayers.size())); should only be written once but how we do it now it is written as we load players in and this is the cheap option compared to the number of bits we are supposed to waste at the end of races
* create new character fixes
Don't use persistentIds, guarantee ids are unique by using do while to generate the id
* Update queries to actually use prep stmt
* Update UserManager.cpp
* Update UserManager.cpp
* feat: reward codes
this is for giving rewards across characters as the did in live.
Tested that the default config works
Tested that all claim codes work
Tested that saving and loading claim codes work
Tested that mail sends correctly
* newlines
* include array
* delete cascade
* newline
* address feedback