Initialize dConfig first, before logger so we know whether or not to log to console
Initialize namespace Game variables to nullptr so they are a known value if accessed before initialization.
Removed unused Game variables
Replaced config with a pointer instead of referencing something on the stack.
Assign return values to system calls to silence warnings.
Tested that the server still compiles, runs and allows me to load into the game.
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
* cleanup and define all unknowns in zone reading
fix for movement path config reading
* simplify reading and don't use intermediates
* fix spelling
* remove dup variable in struct
read to the proper name that relates to the enum
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
* Fix Pet Taming
* Fix Pet Taming
* fix pet taming path loading
just make it go to build file since the asset managet handles intermediate steps
there is never res in the path in the live db, so no need to check
* special case BrickModels to uppercase if unpacked
remove redundent variable
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>