* fix: more include changes
* fix: remove dZoneManager from global include
* fix: dDatabase
* fix: dCommon
* fix: object libs
* fix: rebase
* fix: bcrypt
* wip: try simplified connector build
* fix: update dockerfile
* fix: mariadb C/C++ on apple
* feat: Move scripts to CMAKE_MODULE_PATH
* fix: dPropertyBehaviors
* fix: macos?
* fix: Dockerfile
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* try: install_name_tool
* fix not building on unix
* fix include paths
* Remove code changes
Will fix in another PR.
* format pass
remove 2 more included directories.
remove commented out code
add status to messages
* comments and format
surround include directories with quotes
remove commented out code
remove debug messages
* Update CMakeLists.txt
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* feat: move all ldf config to be in xml
cleanup dev-tribute.xml
add comments to atm.xml
remove custom script tag in favor of ldfconfig for it
* replace sto* calls with tryParse's
* remove unesessary .has_value() calls and check for null_lot
* remove member variable naming that on on-member vars
* move max's vendor inventory to be configurable via vanity
* Consolidate triplecated vendor code
* don't write name if one is not given
* Updates to vanity xml's and demo for later docs
* rename vars
* fix serialization
Was incorrect before. The only flags are if any data in the FrameStats has changed, you write them again. Velocities also do not use dirty flags for their values, they use a flag to determine if their velocity if zero or non-zero. if any velocity changes, re-write FrameStats.
Tested that 2 players can see each other move as before, enemies move as before and players racing is identical as before.
* Update HavokVehiclePhysicsComponent.cpp
tests
tested that red green and yellow bots waved when interacted with
tested that construction robot races when interacted with
wandering vendor does nothing before and after, but script is ready for use when npcs are implemented.
add scripts for robot city
Speed is used in more waypoints than not so we may as well reduce repeated references.
tested that the data is still loaded as normal in avant gardens
Update Zone.cpp
* feat: refactor vanity
cleanup code to be generalized for objects
remove unused party feature
add fallback to data to text
Allow for better organizing data in multiple files
remove special case flag values in favor of config data
general cleanup and fixes
* newline at eof's
* Groundwork
* movie buying logic out of gm handler
make transaction result more useful
* Full implementation
Cleanup and fix some calls in gamemessages
* Load the component in the entity
Patch Auth
* new line at eof
* cache lookups
* remove sort
* fix includes
* remove anonymous namespace from GeneralUtils.h
* Put helper functions in nested details namespace to hide from hinting
* rename implementation functions to use lower case, leading underscore and move definitions to source file
if we DONT find it, we want to kill/delete it. not the other way around where if we find it we try to delete it again.
tested that you no longer crash when trying to login
tested that bird monument issues are fixed
* Split out BehaviorMessage class changes from PR #1452
* remove <string_view> inclusion in ActionContext.h
* add the arguments nullptr check back in
* remove redundant std::string constructor calls
* Update AddStripMessage.cpp - change push_back to emplace_back
* EntityManager: ranges and cleanup
Use LWOOBJID for ghosting entities
use ranges::views::values for associative container iteration
remove dead code
comment magic numbers
little bit of optimization (not enough to be game changing or take the time to measure, they are free speedups anyways, we take those)
use cstdint types
* use size_t
* use lwoobjid for ghost candidate
* Moved unrelated changes out of the TryParse PR branch
* const correctness and cstdint type usage
* removing a few "== nullptr"
* amf constexpr, const-correctness, and attrib tagging
* update to account for feedback
* Fixing accidentally included header and hopefully fixing the MacOS issue too
* try reordering the amf3 specializations to fix the MacOS issue again
* Amf3 template class member func instantiation fix
* try including only on macos
* Using if constexpr rather than specialization
* Trying a different solution for the instantiation problem
* Remove #include "dPlatforms.h"
* Changed how the TryParse function works (and also did some general cleanup along the way)
* Update noexcept attributes (verified these are correct)
* Add fp overload for MacOS functionality
* resolving some feedback
* Split out unrelated changes to CleanupRoundup branch
* Update in response to feedback
* the consequences of emo's member variable renaming request
* Revert "the consequences of emo's member variable renaming request"
This reverts commit bf318caeda.
* Fully revert renaming attempt
* Revert "the consequences of emo's member variable renaming request"
This reverts commit bf318caeda.
Fully revert renaming attempt
* Created ClientVersion.h and moved the client version defaults to it
* Fix partial parsing and MacOS floating point errors
* attempting fix to MacOS compiler error
* syntax pass (should be the last commit unless the CI fails)
* ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI
* Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it!
* typo and I am OCD. please let this be the last
* hash is usally but not always noexcept, so the specifier should go
* Address MOST of the feedback
* address the claim codes issue
* Move CDClientManager to be a namespace
Tested that worlds still load data as expected. Had no use being a singleton anyways.
* Move cdclient data storage to tu local containers
Allows some data from these containers to be saved on object by reference instead of always needing to copy.
iteration 2
- move all unnamed namespace containers to a singular spot
- use macro for template specialization and variable declaration
- use templates to allow for as little copy paste of types and functions as possible
* remember to use typename!
compiler believes T::StorageType is accessing a member, not a type.
* Update CDClientManager.cpp
* move to cpp?
* SystemAddress and destructor
* move respawn logic to character comp
Tested that respawn pos and rot can be set as per previously by crossing a respawn point and smashing to see if I would respawn at the new place.
* Move loot cheat checking
* Remove GetParentUser overload
Tested completing missions
control behaviors
collecting life crate
completing a bunch of missions using macros
loading into worlds
brick-by-brick
placing models
digging the x spot in gnarled forest
can still ban and mute players
cheat detection is still doing its thing
flags are still set (checked with flag 45)
claim codes still work (created new char, checked the lego club mail was there)
* Move player constructor logic
Its now at the bottom of Entity constructor. Time to remove Player
* Remove Player class
Removes the Player class. Tested that I can still login and see another player in Venture Explorer and logging out a few times still works as well as smashing enemies
* store ptr
* Update SlashCommandHandler.cpp