* 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
* Update a few components to use smart pointers for memory management
* 'final' keyword added to classes
* removed duplicate 'const'
* removed unused code
* Updated render component to store effects directly in a vector
* Use move instead of copy
* make pointers const
* attribute tags
* nitpicking
* delete default effect constructor
* Added a vector size check to the RemoveEffect() function
* use empty() instead of size()
* allow usage of NiPoint3 and NiQuaternion in constexpr context
* removed .cpp files entirely
* moving circular dependency circumvention stuff to an .inl file
* real world usage!!!!!
* reverting weird branch cross-pollination
* removing more weird branch cross-pollination
* remove comment
* added inverse header guard to inl file
* Update NiPoint3.inl
* trying different constructor syntax
* reorganize into .inl files for readability
* uncomment include
* moved non-constexpr definitions to cpp file
* moved static definitions back to inl files
* testing fix
* moved constants into seperate namespace
* Undo change in build-and-test.yml
* nodiscard
Removes the singleton inheritance from dpWorld.
Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
- Remove static storage container (static containers can be destroyed before exit/terminate handler executes)
* remove player cast
* Remove extra includes
* Add a player manager
Used for the static Player functions. Further removes stuff from the Player class/file.
* chore: Move ghosting functionality to component
Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers.
* move to unordered_set
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
- Remove static storage container (static containers can be destroyed before exit/terminate handler executes)
* remove player cast
* Remove extra includes
* Add a player manager
Used for the static Player functions. Further removes stuff from the Player class/file.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
* Moving and organizing Player code
- Move code to CharacterComponent
- Remove extraneous interfaces
- Simplify some code greatly
- Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.)
- Update code to use CharacterComponent for sending to zone instead of Player*.
- Remove static storage container (static containers can be destroyed before exit/terminate handler executes)
* remove player cast
* Remove extra includes
* Assorted pet improvements
* remove unecessary include
* updates to address some feedback
* fixed database code for testing
* Removed reference member (for now)
* Removed cmake flag
* chore: continue work on removing raw packet reading
tested that logging in, deleted a char, renaming a char, and transfeering to a zone all work still
* Address Feedback
* 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: 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.
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: 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
* 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