Utilizes `boost::interprocess` to share a map between worlds.
The master server loads the table into memory, and the worlds hook into it when they want to get an entry.
This solves the issue of skill delay, but introduces the third-party library Boost.
There should be a conversation about the introduction of Boost — it is a large library and adds extra steps to the installation.
Fixed an issue with some builds that had preconditions not taking items from the players due to the evaluate costs parameter not being passed to nested conditions.
Tested the build in Avant Gardens and it now correctly takes items from the player upon completion.
* Implement Precompiled Headers
* fix cmake
* Fix modular builds not returning parts
Modular builds would not search inventory A for their corresponding item and by default would only look in the models bag. This PR forces the item to be looked for in the inventory its coming from (inventoryA) as a second resort before doing the final search in the default inventory of the item.
Tested modular building a car and a rocket and when replacing parts the part that was already placed was returned to the inventory correctly.
* Push equipped items upon entering build mode
Fixes an issue where leaving build mode anywhere would not re-equip your items. This also implements the feature to set your stats back to full, as was done in the live game.
Tested exiting build mode on a property with full venture gear and all gear was re-equipped and stats were set to the expected values.
* Fix item collection missions
Item collection missions are only supposed to take items should they be in the items inventory or the hidden inventory and no others. This change removes the global inventory find of items and only removes it from the two inventories that items get taken from in live, ITEMS and HIDDEN
Tested completing mission 470 and 477 as well as 622 and the correct items were taken or not taken, based on the inventory the target item was in.
* Implement Precompiled Headers
* fix cmake
* Fix modular builds not returning parts
Modular builds would not search inventory A for their corresponding item and by default would only look in the models bag. This PR forces the item to be looked for in the inventory its coming from (inventoryA) as a second resort before doing the final search in the default inventory of the item.
Tested modular building a car and a rocket and when replacing parts the part that was already placed was returned to the inventory correctly.
* Push equipped items upon entering build mode
Fixes an issue where leaving build mode anywhere would not re-equip your items. This also implements the feature to set your stats back to full, as was done in the live game.
Tested exiting build mode on a property with full venture gear and all gear was re-equipped and stats were set to the expected values.
* Implement Precompiled Headers
* First volume of optimizations
* Scripts A-B
Gonna be doing this in alphabetical order now.
* C Scripts and remove unneeded includes from base cppscripts header
Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
* D scripts
* F scripts
* F scripts 2
Finish up removing extraneous includes from scripts that start with the letter F
* G scripts
Removing extraneous includes from scripts that start with the letter G
* I scripts
Removing extraneous includes from scripts that start with the letter I
* M-Z scripts
Removing extraneous includes from scripts that start with the letter M-Z
* Revert "Implement Precompiled Headers"
This reverts commit d79d8d4991.
* Revert "Revert "Implement Precompiled Headers""
This reverts commit 0597faf308.
* Add back in PCH
Add back in PCH
* Fix CMake
Whitespace
Remove duplicate file glob
Remove newline
Add the Venture Vision behavior and associated functionality. Pet digs still do not show up however.
The Kit bonus for factions have been tested and properly grant and take away the buff when it is casted and uncasted. Tested as well using multiple Venture Vision behaviors at once and the vision only went away when there were zero equipped at once.
Remove extra includes
Convert to Tabs
Remove extra forward declaration
* Don't upload artifacts unless on main
* Fix if/endif mismatch warning
* Add thirdparty CMakeLists
* Keep more warnings around
* Remove more RakNet warnings
* Fix indentation and divided the cmake into libraries and bins
- Each library and binary got their own CMakeLists.txt
- Indentation was fixed everywhere
- Weird if statement flows replaced
* Revert "Fix indentation and divided the cmake into libraries and bins"
This reverts commit 005a12424e.
* Add async value assignments
Resolves a warning where on some compilers this thread would _not_ be run async and would instead be run synchronous with the main thread, halting execution.
* Revert "Add async value assignments"
This commit was meant to be done on a seaparate branch but was accidentally pushed upstream to this branch.
* Fix Merge Conflict
* Resolve errors
Resolve errors with using continue() outside a foreach loop.
* breakout mariadb to thirdparty cmake
Move the mariadb cmake to its own directory to make each cmake file more focussed.
Co-authored-by: Jett <55758076+Jettford@users.noreply.github.com>
Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
* added mariadb-connector-cpp submodule
* raknet aarch64 support
* fix compile errors
* mariadb connector swap (in progress)
* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors
* update types with missing aarch64 check
* corrected adding extra flag to properly compile mariadbconn in CMakeLists
* updated readme with arm builds section
* fix build failure if test folder does not exist
* Remove mysql connector from all builds, add mariadbconnector to windows build
* readd Linux check for backtrace lib to CMakeLists.txt
* Separate system specific mariadbconncpp extra compile flags
* Copy dlls to exes directory once built
* fetch prebuilt binaries on windows so that ClangCL can be used
* Delay load dll so that plugin directory is set correctly
* Fixed typo in glibcxx compile flag
* whitespacing, spaces -> tabs
* Updated README.md, included instructions to update
* Updated README.md
added libssl-dev requirement and removed mysql connector references from macOS builds section
* apple compile fixes for zlib and shared library name
* add windows arm64 checks to raknet
* remove extra . in shared library location
* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple
* Fix copy paths for single config generators and non windows
* change plugin folder location, another single config generator fix
* GENERATOR_IS_MULTI_CONFIG is a property not a variable
* Fixed a few errors after merge
* Fix plugin directory path, force windows to look at the right folder
* fixed directory name for make_directory command
* Update README.md
Updated MacOS, Windows build instructions.
* set INSTALL_PLUGINDIR so that the right directory is used
* Support for relative rpath for docker build
* added mariadb-connector-cpp submodule
* raknet aarch64 support
* fix compile errors
* mariadb connector swap (in progress)
* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors
* update types with missing aarch64 check
* corrected adding extra flag to properly compile mariadbconn in CMakeLists
* updated readme with arm builds section
* fix build failure if test folder does not exist
* Remove mysql connector from all builds, add mariadbconnector to windows build
* readd Linux check for backtrace lib to CMakeLists.txt
* Separate system specific mariadbconncpp extra compile flags
* Copy dlls to exes directory once built
* fetch prebuilt binaries on windows so that ClangCL can be used
* Delay load dll so that plugin directory is set correctly
* Fixed typo in glibcxx compile flag
* whitespacing, spaces -> tabs
* Updated README.md, included instructions to update
* Updated README.md
added libssl-dev requirement and removed mysql connector references from macOS builds section
* apple compile fixes for zlib and shared library name
* add windows arm64 checks to raknet
* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple
* Fix copy paths for single config generators and non windows
* change plugin folder location, another single config generator fix
* GENERATOR_IS_MULTI_CONFIG is a property not a variable
* Fixed a few errors after merge
* Fix plugin directory path, force windows to look at the right folder
* fixed directory name for make_directory command
* Update README.md
Updated MacOS, Windows build instructions.
* set INSTALL_PLUGINDIR so that the right directory is used
* Support for relative rpath for docker build
* Rebase on main
* Remove extra git submodule
* Update CMakeLists.txt
* Remove CMakeLists.txt file from mariadb
Remove the CMakeLists.txt file from the mariaDBConnector so we dont build the tests. Also add a config option to the CMakeVariables.txt so you can build the connector with multiple jobs
* Compile on windows
Specify the mariadbcpp.dll file location with a defined absolute path so windows knows it actually exists.
* default to 1 job
Default mariadb jobs running in parallel to 1 instead of 4
* Move mariadbcpp.dll file to the expected directory on windows
* Changed plugin
Updated the plugin location from the project binary directory to the expected location, the mariadb binary directory.
* Addressed windows dll issues by moving files to the expected directory instead of a directory that wouldnt get created
* Update README
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
* breakout possessor from char comp
Use the correct component for possessor
cleanup scirps that were using possessor improperly
beginnings of mounts
* fix comments
added bounds check
Add the FireFirstSkillonStartup script to allow for scripts that use this to function.
Add comments
Fix QB Stunner scripts
Use SetVar for variable
Remember that variables for scripts need to be stored in the entity since a script can be used across multiple entities.
Remove unused variable
Specify Unsigned Int
Start skill asap, not next tick
Added item precondition checks for items so players who do not meet the conditions cannot use the items. tested with the faction bag tokens and they only gave the tokens when a player met all the preconditions or was a Game Master of level 6+
The shooting Gallery now properly ends when a player leaves the instance
Frakjaw player update
Update the Frakjaw battle instance script to remove players when they leave the instance
Simplify comparison
Simplify comparison for entity pointer to be implicit