* fix: enemies snapping to the incorrect position if they had a path
tested that ags enemies no longer snap backwards a large amount
* fix: move the home point so we can aggro correctly
* fix: add range checks to npc combat skill behavior
tested that all enemies now cast skills smartly based on range to targets, and do not cast skills if they are out of range.
fixes an issue where the spider queen could attack you outside the normal range
fixes an issue where entering happy flower caused you to need to restart the client
fixes#965
* feedback
* feat: enemies now use weights on their attacks
tested that 8 times out of 10, in close range, spiders did a web attack instead of a melee attack, vs the prior behavior of always following a pattern
fixes#2002
* feedback
* feat: enemy npc pathing
they live 🎉
tested that enemies path all around the world should they have a path configured.
tested that the admiral in gf (at the first camp) paths now.
fixes#1546
* feedback
* change network settings from vector to LwoNameValue
* move settings on Entity to managed memory
* Migrate more members
* chore: remove pointer leakage from raw ldf pointers
* feedback
* fix ci
tested that the pipe now spawns a ROCK that you can build. This ROCK you build spawns the PIPE now.
new bug: if you start building the ROCK and stop, the pipe will spawn instead of the previous rock.
* feat: implement missing precondition types (20, 21, 23) and pet checks
Add DoesNotHaveFlag (23), NotFreeTrial (20), and MissionActive (21) to
PreconditionType and implement their checks. Also implement PetDeployed
and IsPetTaming using PetComponent static helpers, matching client
behavior — both are simple boolean checks with no LOT comparison.
LegoClubMember is set to always pass as DLU has no membership concept.
* fix: update TODO comments for team check and racing licence preconditions
* type
Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple
Does not save, only works for this world. Fixed an issue where the incorrect comparison was used to make players invisible again (the same check that makes then INvisible needs to make them visible.)
* fix: security fixes
dont print passwords for worlds
bound strings from clients
actually enable encryption between rakpeers
dont allow underflow when reading a string
Tested that packets are encrypted
tested that models can still be built
tested that combat still works
* add check
* use c++ nullptr instead of NULL
* initialize to 0
* globalize constant (should be in a namespace at least in the future)
* Update GameMessages.cpp
* check bounds
* fix: mission progression undefined behavior
defer the sub calls until after the loop has finished, that way no ub happens. tested that mission progression all the way up until joining a faction still works and meta missions still function.
* default initialize
* Update MissionComponent.h
* fix: temp fixes for ghosting so I can continue being on break
disables the ghost feature for now so i can continue my break
* Update GhostComponent.cpp
tested the following are now functional
ag buff station
tiki torch
ve rocket part boxes
ns statue
property behavior
extra items from full inventory
hardcore drops (items and coins)