* add movement ai skeleton
Zone loading code is tested to load and read the correct values using logs. other ldf data is unaffected as I walked around crux and dragons/apes can still spawn and be killed.
* format
* Assorted pet improvements
* remove unecessary include
* updates to address some feedback
* fixed database code for testing
* messinng around with tables
* updated to address feedback
* fix world hang
* Remove at() in CDLootTableTable.cpp
* Uncapitalize LOT variable
* Uncapitalize LOT variable
* fix: more include changes
* fix: remove dZoneManager from global include
* fix: dDatabase
* fix: dCommon
* fix: object libs
* fix: rebase
* fix: bcrypt
* wip: try simplified connector build
* fix: update dockerfile
* fix: mariadb C/C++ on apple
* feat: Move scripts to CMAKE_MODULE_PATH
* fix: dPropertyBehaviors
* fix: macos?
* fix: Dockerfile
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* try: install_name_tool
* fix not building on unix
* fix include paths
* Remove code changes
Will fix in another PR.
* format pass
remove 2 more included directories.
remove commented out code
add status to messages
* comments and format
surround include directories with quotes
remove commented out code
remove debug messages
* Update CMakeLists.txt
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* feat: move all ldf config to be in xml
cleanup dev-tribute.xml
add comments to atm.xml
remove custom script tag in favor of ldfconfig for it
* replace sto* calls with tryParse's
* remove unesessary .has_value() calls and check for null_lot
* remove member variable naming that on on-member vars
* move max's vendor inventory to be configurable via vanity
* Consolidate triplecated vendor code
* don't write name if one is not given
* Updates to vanity xml's and demo for later docs
* rename vars
* fix serialization
Was incorrect before. The only flags are if any data in the FrameStats has changed, you write them again. Velocities also do not use dirty flags for their values, they use a flag to determine if their velocity if zero or non-zero. if any velocity changes, re-write FrameStats.
Tested that 2 players can see each other move as before, enemies move as before and players racing is identical as before.
* Update HavokVehiclePhysicsComponent.cpp
tests
tested that red green and yellow bots waved when interacted with
tested that construction robot races when interacted with
wandering vendor does nothing before and after, but script is ready for use when npcs are implemented.
add scripts for robot city
Speed is used in more waypoints than not so we may as well reduce repeated references.
tested that the data is still loaded as normal in avant gardens
Update Zone.cpp
* feat: refactor vanity
cleanup code to be generalized for objects
remove unused party feature
add fallback to data to text
Allow for better organizing data in multiple files
remove special case flag values in favor of config data
general cleanup and fixes
* newline at eof's
* Groundwork
* movie buying logic out of gm handler
make transaction result more useful
* Full implementation
Cleanup and fix some calls in gamemessages
* Load the component in the entity
Patch Auth
* new line at eof
* cache lookups
* remove sort
* fix includes