* Remove NET_VERSION define
I get to test this on 4 different platforms. yay...
* move stuff around
finally fixed you docker
i love this
Update Dockerfile
Update Dockerfile
change type
Update AuthPackets.cpp
Update AuthServer.cpp
* Update CMakeVariables.txt
* Update sharedconfig.ini
* Remove usage of rand(), time(0) to time(NULL)
Replace it with the random engine mt19937.
convert time(0) to time(NULL)
* update
* revert a bunch of changes
* 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
* Nexus Tower Dummy Challenge Dual Instance Fix
Fix for dual instance starting when two players hit start on the challenge at the same time.
* Changed GetVar to GetNetworkVar
Changed the if statement to GetNetworkVar boolean of bInUse rather than GetVar boolean of bInUse
* Add auto update of ini files
Tested that config options that currently exist are not modified.
Tested that if the exact variable name is not located in the destination ini, the config option is added along with all of its corresponding comments.
Comments in the build files are ignored to prevent any possible name collision with comments.
* Fix typos and empty file issue
* 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