* Wire up proper support for Vendor CreateList Shop per transaction limiter
* Add vendordump
* Update Vendor.cs
* Update vendordump
* .
* Update Vendor.cs
Disable dupe checking and generator profile copies in favor of data exact match
* add CheckUniques to EmoteType.Give
* add CheckUniques to vendor purchases
* refactor vendor code, add support for PropertyInt.Unique on vendors
* update VerifySellItems
* use existing IsValidAmount
* Add support for Enlightenment
* Update Enlightenment.cs
* Update Enlightenment.cs
* comments
* Update Enlightenment.cs
* Update Enlightenment.cs
* Update Specialization rules
If skill is specialized via augmentation gem and is tinkering skill, it can be removed/refunded. If retrained, it will go back to specialized.
If skill is Salvaging, it will refund xp spent only, and remain specialized.
* Update Enlightenment.cs
* Update Enlightenment.cs
* Update Player_Skills.cs
* Update appveyor.yml
* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* ACE.Database new code
* it compiles
* InitializePropertyDictionaries
* WOrldDatabaseWithEntityCache cleanup
* ShardDatabaseWithCaching
* ShardDatabase Cleanup
* todo
* cache counts reported in serverstatus
* House InitializePropertyDictionaries
* improve ServerStatus
* BiotaModel change HousePermissions to Dictionary<uint, bool>
* PropertiesAllegiance to dictionary
* BiotaUpdater improvements
* Shard Database Cache Reporting
* More code ported from Step 3
* Remove stub CharacterCache
* Update WorldDatabaseWithEntityCache.cs
* build fixes
* code audit
* Remove non-callback functions from SerializedShardDatabase
* BiotaUpdater progress.. only emote left
* Emotes done... now need to test
* fix
* Burden/Value fix for containers
* fat fingered EncumbranceVal
* add some safety
* Don't cache player biotas for initial PlayerManager load
* Step 4. Don't duplicate common properties when copying weenie to biota
This builds on Step 3.
This is a run time optimization. It reduces RAM allocation and in turn also makes less work for the garage collector.
When a biota is instantiated from a weenie (not from a database biota), the biota will point to the weenie for the following collections nstead of duplicating them:
PropertiesCreateList
PropertiesEmote
PropertiesEventFilter
PropertiesGenerator
* Collection capacitys added to ctors (reduce resizing)
* fix override_encounter_spawn_rates
* new Projectile() -> static ProjectileCollisionHelper methods
* disable by default, working out issues...
* Fix for referencing weenie collections directly
* Reduce EnchantmentManager ToList() and clone usage
* fix
* Set ChangesDetected only when a property actually changes
* fix build
* fix
* Fix nullable Order for AnimPart and TextureMap
* FixAnimPartAndTextureMapFromPR2731
* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* ACE.Database new code
* it compiles
* InitializePropertyDictionaries
* WOrldDatabaseWithEntityCache cleanup
* ShardDatabaseWithCaching
* ShardDatabase Cleanup
* todo
* cache counts reported in serverstatus
* House InitializePropertyDictionaries
* improve ServerStatus
* BiotaModel change HousePermissions to Dictionary<uint, bool>
* PropertiesAllegiance to dictionary
* BiotaUpdater improvements
* Shard Database Cache Reporting
* More code ported from Step 3
* Remove stub CharacterCache
* Update WorldDatabaseWithEntityCache.cs
* build fixes
* code audit
* Remove non-callback functions from SerializedShardDatabase
* BiotaUpdater progress.. only emote left
* Emotes done... now need to test
* fix
* Burden/Value fix for containers
* fat fingered EncumbranceVal
* add some safety
* Don't cache player biotas for initial PlayerManager load
* fix null spellbook
* Add another null check
This is redundant as the check is also upstream.
This is to prevent an exception in the future if this function is called from another source.
* Step 1. Add new adapter classes and models
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models
* first part of the world entity usage
* almost there
* final part
* update WeenieExtensions
* fix
* merge fixes and improvements
* More code ported from Step 3
* Update WorldDatabaseWithEntityCache.cs
* GetCachedCookbooks(recpieId) -> GetCookbooksByRecipeId(recpieId)
* build fix
* changelog
All classes and objects added are in new namespaces.
This add has 0 interraction on existing ACE code.
This sets the groundwork for Step 2. Moving World DB caching to the new models