Tested with logs that queries to get soft and hard cap actually succeed now
Logs about slash command handler command registration and vanity NPC creation in mis matched worlds are now removed.
Corrected an unintended mistake in the COPY commands for adding the
vanity files to the Docker container, causing only the last file
contents to be added to the file '/app/vanity/*'
* stubbing for saving item extra data
* add declaration to header
* modularize loading for all possible extra data
* move logic to Item
* remove extra map
* Updating CppScripts
Rewrote file to use a lambda map rather than the massive if else chain. Kept the original comments alongside each of the different scripts they were by before.
* add script tests
* Update names
* More Changes to Scripts
* Update CppScripts.cpp
* Removing Unneeded Files
* Update CppScripts.cpp
* Delete tests/dGameTests/dScriptsTests/CMakeLists.txt
* Delete tests/dGameTests/dScriptsTests/dScriptsTests.cpp
* Delete tests/dGameTests/dScriptsTests/CppScriptsOld.cpp
* Delete tests/dGameTests/dScriptsTests/CppScriptsOld.h
* Update CMakeLists.txt
* finishing up
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Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
fixes an issue where the sirens would not be destroyed correctly
fixes undefined behavior in buff station
ok for real this time
actual fix for mermaids
and for general death_behavior 0 skill stuff
we can't use it currently due to threadsafety issues, so just going to remove it until we actually need it and will re-add it as a vendored file later due to cmake issues pulling in things
fixes an issue where physics entities were not given a chance to be marked as sleeping, causing a initial sleeping calls to be missed and causing objects that collided with one another to not register new collisions since they were sleeping at the time the new collision fired off.
Tested that Brick Fury now corectly aggros the _first_ spawn of enemies near by to him.
Tested that the turrets in crux prime now correctly shoot the _first_ wave of enemies that spawn.
I initially used the bind mount because it's arguably easier to back up and move around than a volume, but turns out with https://github.com/DarkflameUniverse/NexusDashboard/issues/92 it's nothing we can recommend for Docker Desktop on WSL, which unfortunately is the primary setup newcomers will try this with. So changing the default to be a volume should address that (presumably by hosting the volume within the WSL Docker VM, as opposed to the host NTFS filesystem)
* move the pet minigame table loading logic out of petcomponent
* misc fixes
* actually, using paths is dumb here when they're already char strings. why bother? silly me.
* removed unga bunga reference-casting
* add back in puzzle not found error message
* pre-allocate unordered map and make getter const-correct
* Update dDatabase/CDClientDatabase/CDClientTables/CDTamingBuildPuzzleTable.cpp
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
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Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* feat: showall, findplayer, get/openhttpmoninfo
http monitor info is planned to be used later, just putting in info that i've since reverse engineered and don't want lost
Additionally add debug world packet for duture dev use
Tested all new commands and variation of command arguments
* fix missing newline at eofs
* address most feedback
* Compormise and use struct with (de)serialize
* remove httpmoninfo commands