Fix an issue where the Wingreaper birds no longer moved. The client seems to do the following:
Default speed set to 10.0f
Check the PhysicsComponent table for the column speed and if it exists set speed to that value and if the value was null set it to the default again.
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028
* breakout gmlevel enum and make it a class
tested that things still work
slash command,
chat restrictions,
packets and serializations
* fix GM level for some slash commands
* fix new use of this enum
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is
* Make wrapper for casting skills
this is to reduce magic numbers in the code base
Only updated one use of this to demo that this works.
Will be do more in a sepearate PR.
Also, inadvertantly fix damage stacking and self-damage in the teslapack
* add skill<->behavior caching
* explicit by reference
* address emo's feedback
* Split out LUTriggers into it's own component
* some cleanup
* fix debug log
* use emplace and tryParse
* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods
* address feedback
* load values once
so that it doesn't check every time
don't return, just skip
don't realod char
* address feedback
* don't drop the only item you can't get again
* address most feedback
* move settings for HC mode
* fix comment
* claenup whitespace
* moving branch
* Add deleteinven slash command
* Change name of BRICKS_IN_BBB
* Use string_view instead of strcmp
* Clean up include tree
* Remove unneeded headers from PCH files
Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files.
* Update Entity.h
* Update EntityManager.h
* Update GameMessages.cpp
* There it compiles now
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* Fix overread in projectile behavior
* Fix stuns
* Correctly read in bitStream
* Fix projectile behavior
* Address movement type issues
* Update shutdown time to be accurate
* Fix small issues
* Fix trading taking the wrong item
* Add missing returns
* Improve further
Do all verification first. Then actually do the trade. Prevents possible cheating attempts
* Add speed base readling and writing
to the level prograssion component
Add retroactive fix to the world transfer
TODO: see about versioning charxml fixes to make them not run every time
* version all current changes
* cleanup speed behavior
add calculate for future use in scripts
make < 1 speed multiplier possible
tested wormholer and it plays anims correctly
* cap the lower end of the speed multiplier
until the ending the behavior on hit properly works
* address feedback
add emun for character version
make set ignore multipliers consistent in speed behavior
switch case for char version upgrades
* remove the ability to stack speed boosts
* update value on level ups
* Add failArmor server side
Address out of bounds reading in behavior
Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.
Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.
Add back logs and add fail handle
Remove comment block
Revert "Add back logs and add fail handle"
This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.
Split out checks
* Cleanup Behavior streams
* Add failArmor server side
Address out of bounds reading in behavior
Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.
Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.
Add back logs and add fail handle
Remove comment block
Revert "Add back logs and add fail handle"
This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.
Split out checks
* Remove case 2
* Update SkillComponent.cpp
Unintentionally, bricks were not creating new stacks if you tried to get another stack. This prevents some missions from being completed. This issue is now fixed
Brick building as of right now does not implement the undo action properly. This commit addresses the issue with undoing button being non-functional server side and implements the GM needed for addressing further issues.
Implement GameMessage UnUseModel which is called when a model in BrickBuilding is UnUsed. Important for UGC content down the line. Final code has been tested as follows:
1. Placed a model in brick build
2. saved placed a brick
3. repeat 2 and 3 twice more for 6 total models
4. Place a new model in brick mode and then edit all 7 models into one brick model instance
5. Pressing undo returns the converted model to the inventory and properly discards the other 6 without crashing. Intended live behavior is to store this in the inventory instead however behind the scenes work is needed to implement UGC models properly.
Implement enum
Implement the BlueprintSaveResponseType enum so there are less magic numbers sent via packets.
Correct int sizes from unsigned int to uint32_t
Add deserialize test
Add a test for de-serializing a GM that is sent to the client. Assertions verify the data is in the correct order and has no extra information.
- Give entities that have a script component ID of zero a script component still
- Progress scripted entity missions within the for loop as we do for script calls
Tested that Boogie Down is (finally) completable.
Tested that Mission 737 is still completable
Checked that missions progressed inside OnEmoteReceived scripts to not double trigger progression
Allows the server to be run from a non-build directory. Also only read or write files relative to the build directory, regardless of where the server is run from
* Implement basic functionality
Implements the basic functionality and parsing of property behaviors.
Unhandled messages and logged and discarded for the time being. The only implemented message is a basic one that sends the needed info the the client side User Interface to pop up.
* Stop adding movingpla comps where they aren't needed
* move stuff around to make it more congruent
* invert if else block logic patter
Since setting up the comp will be longer han just adding the path
will make the readability flow better
* address feedback
Implement GTest as a testing infrastructure.
Make windows output binaries to the build folder instead of the release type folder (potentially issue further down the line)
Add a simple unit test for DestroyableComponent