* rename and cleanup file
* more
* fix broken function
* Further naming fixes
t
Revert "Further naming fixes"
This reverts commit 057189982ba56788d48f9265d815e6c562ba6328.
* next step
* undo all testing changes
* minor tweaks
* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code
* address feedback
* fix newline
* oops
* remove header
* fix default and const for
* he said make it a reference too, not just const
* Convert BrickDatabase to namespace
This did not need to be a class.
* Fix linker errors
* convert to anonymous namespace
so the cache is unmodifiable outside the brickcache
* Move to lower scope level and remove log
* Move EntityManager to Game namespace
* move initialization to later
Need to wait for dZoneManager to be initialized.
* Fix bugs
- Cannot delete from a RandomAccessIterator while in a range based for loop.
Touchup zone manager initialize
replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control
change initialize timings
If zone is not zero we expect to initialize the entity manager during zone manager initialization
Add constexpr for zone control LOT
* Add proper error handling
* revert vanity changes
* Update WorldServer.cpp
* Update dZoneManager.cpp
* Fix vehicle serialization during races
- Add missing frame stats reading
- correct the inversion of rotation
- correct serialization order
- use proper dirty flags
Tested that racers are no longer sideways on certain vertical slopes and stay in sync throughout the whole race.
* Update ClientPackets.cpp
* Update ClientPackets.cpp
* Update VehiclePhysicsComponent.h
* Fix incorrect serialization of SendTeleport
- Fixes all incorrect teleports in the game
- remove hacks in mast teleport
- ...
- ......
Update GameMessages.cpp
* Remove stupid argument
there got it all out
* remove extra true
Fixes an issue where most smashables did not explode into bricks upon death. This included anything that was spawned or didnt have the flag is_smashable set.
Tested that in races, all objects smash into bricks
Tested that the player properly explodes in their car if they crash
Tested that Shooting Gallery plays the special smash animation when a ship is smashed
Tested that all spawned objects play smash animations
* Fix warning, Fix modular assembly not smashing
* Rename variable to correct name
* Update AMFDeserializeTests.cpp
Redo Amf3 functionality
Overhaul the whole thing due to it being outdated and clunky to use
Sometimes you want to keep the value
Update AMFDeserializeTests.cpp
* Fix enum and constructors
Correct enum to a class and simplify names.
Add a proper default constructor
* Update MasterServer.cpp
* Fix bugs and add more tests
* Refactor: AMF with templates in mind
- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability
Refactor: Convert AMF implementation to templates
- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase
* Fix compiler errors
* Check for null first
* Add specialization for const char*
* Update tests for new template specialization
* Switch BitStream to use references
* Rename files
* Check enum bounds on deserialize
I did this on a phone
* Hacky FallSpeedBehavior
* Fixup
* Make it more robust like speedboost
add check for default
Fix error in GetActiveSpeedboosts
* simplify and address feedback
Fixes#1048
Tested that closing the dialog via esc, the x in the top right, or the big red x doesn't exit the race
Tested that the green check button does exit the race
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
* randominze between 0 and 7 inclusive
for the different animation types
* Make the end behavior deterministic unpon loading
So that all players see the same animations for each other
* Implement maelstrom fog for alpha FV
add OnOffCollisionPhantom call to cppscripts
Add physics shape for gas blocking volume
* Add Ninja Sensie Script for alpha FV
and migration
* Fix private var casing
* And ninja wild scripts
they keep making me add more things
* address feedback
---------
Co-authored-by: Gie "Max" Vanommeslaeghe <gievanom@hotmail.com>
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